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On April 07 2010 06:16 semantics wrote:Show nested quote +On April 07 2010 06:04 Antpile wrote: infested terrans would suck as air defense.
he'd just back out when he saw them, or go somewhere else cause they are slow.. come back when you have zero energy. because of their weak mobility and the fact they would be on queens they could always buff the duration time to something a bit more reasonable. The queens energy is not worth more than the infesters, it is worth a ton less...
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The Transfusion could be a toggled spell, similarly to Ghost's Cloak. When toggled, Infestor would heal all the nearby units (not that great of a range maybe) gradually over time while losing energy. This would require more micro as Infestors' positioning would become pivotal.
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I also like the idea (even though I still don't get why it has to be Marines...) and while we are at it: couldn't we also move Neural Parasite to the Overseer and develop it to a tier 3 caster. I just think the ability fits much better with the unit concept of a "flying overseer" and Zerg could use a second caster (Queen not counted since it's more similar to a Macro Mechanic a la OrbC).
Instead the Infestor could get a weak but situationally useful first spell, like a devour ability of one food biological. Zerg might even become fun again.
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On April 07 2010 06:46 CharlieMurphy wrote: The other being, if a terran or protoss decides to air rush and catches you without any AA. The way it is now, a banshee or void will kill a queen 1v1, and the infested will mess with that tactic. I don't think that is a good thing.
This is something very important to consider. You don't want to mess up some viable tactics already implemented in the game. With that said, this is still beta, and its worth giving it a shot. But, unfortunately once Blizzard patches, you usually don't see a reverse patch, at least not one that I am aware of. (Look at the mother ship being nerffed to worthlessness, even though it is a hero unit in the world of Starcraft, I digress.)
This idea is definitely not far-fetched. Concerning AoE heal I dunno if I'm on board with that one. But its definitely a step in the right direction. Maybe a patch giving (I mean buffing) archon's splash and damage along side with a siege tank buff will help balance it along those lines. Who knows what abusive strats will unfold though. Only time will tell.
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On April 07 2010 17:54 MiraMax wrote: ... and while we are at it: couldn't we also move Neural Parasite to the Overseer and develop it to a tier 3 caster. I just think the ability fits much better with the unit concept of a "flying overseer" and Zerg could use a second caster (Queen not counted since it's more similar to a Macro Mechanic a la OrbC).
Instead the Infestor could get a weak but situationally useful first spell, like a devour ability of one food biological. Zerg might even become fun again.
Seconded. Zerg really needs another true combat caster unit, preferably of tier 3. This is slightly off-topic, but what about making Overseer's Detection a channeled spell that costs energy? This would create energy tension between NP and Detection (and Changeling), more micro (the player would have to toggle the detection on/off depending on the situation and more variety in the detection mechanics between the races. The opponent also faces a question: does that Overseer have its Detection on, does he see my observer, did he scout my DTs?
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On April 07 2010 18:24 Tintti wrote:Show nested quote +On April 07 2010 17:54 MiraMax wrote: ... and while we are at it: couldn't we also move Neural Parasite to the Overseer and develop it to a tier 3 caster. I just think the ability fits much better with the unit concept of a "flying overseer" and Zerg could use a second caster (Queen not counted since it's more similar to a Macro Mechanic a la OrbC).
Instead the Infestor could get a weak but situationally useful first spell, like a devour ability of one food biological. Zerg might even become fun again. Seconded. Zerg really needs another true combat caster unit, preferably of tier 3. This is slightly off-topic, but what about making Overseer's Detection a channeled spell that costs energy? This would create energy tension between NP and Detection (and Changeling), more micro (the player would have to toggle the detection on/off depending on the situation and more variety in the detection mechanics between the races. The opponent also faces a question: does that Overseer have its Detection on, does he see my observer, did he scout my DTs?
Not that I disagree with you, but let's try to stick to the topic
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very interesting and plausible idea. Appeals to both balance and nostalgia. I like!
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By giving queen the Summon Infested Terran ability, it will give zerg a way to deal with early air harass, and it will give a REASON for queen to save up her mana in case the opponent go for some early banshee/void ray cheese.
Why not just make additional queens?
Give infestor the transfusion ability, but make it a SMALL aoe. This will give zerg to survive from AOE spells a bit longer, such as psi storm and colossus attack.
Thoughts?
Why on earth would the race with the best production need AOE heals. Lore wise AND balance wise I hate this idea.
The idea of fungal AND an AOE heal is just ridiculous.
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could defil... sry.. infestors get the munching ability back? (and also allow it to munch changelings...?)
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Love the idea. I don't normally comment on changes such as this, but it makes complete sense. Would really help bridge the gap for anti air early in the game. Even if they only lasted 20-30 seconds. So many times (even if I fast tech to lair) I just need under a minute to get a little air defense out.
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On April 07 2010 19:17 Blackjackbob wrote: Love the idea. I don't normally comment on changes such as this, but it makes complete sense. Would really help bridge the gap for anti air early in the game. Even if they only lasted 20-30 seconds. So many times (even if I fast tech to lair) I just need under a minute to get a little air defense out.
Why should Zergs get a free pass on getting cheesed a certain way again?
It has to cost you something... 25 energy doesn't count.
Cheese is supposed to be dealt with by good scouting or precautions, not an "OH SHIT" button. Just my opinion.
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On April 07 2010 17:53 Tintti wrote: The Transfusion could be a toggled spell, similarly to Ghost's Cloak. When toggled, Infestor would heal all the nearby units (not that great of a range maybe) gradually over time while losing energy. This would require more micro as Infestors' positioning would become pivotal.
This is really original...
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Give infestor the transfusion ability, but make it a SMALL aoe. This will give zerg to survive from AOE spells a bit longer, such as psi storm and colossus attack.
i think this is ridiculous. psi storm radius has already been reduced, so there is absolutely no need to help Z against storms anymore. dont be fooled by the still overly large storm animation, it really is a lot smaller.
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Baa?21243 Posts
On April 07 2010 19:24 keV. wrote: Cheese is supposed to be dealt with by good scouting or precautions, not an "OH SHIT" button. Just my opinion.
How the hell do you scout Banshees or Void Rays if they can just wall-in/block off ramp? Suicide slow overlords one by one?
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On April 07 2010 19:38 Carnivorous Sheep wrote:Show nested quote +On April 07 2010 19:24 keV. wrote: Cheese is supposed to be dealt with by good scouting or precautions, not an "OH SHIT" button. Just my opinion. How the hell do you scout Banshees or Void Rays if they can just wall-in/block off ramp? Suicide slow overlords one by one?
On April 07 2010 19:24 keV. wrote:Show nested quote +On April 07 2010 19:17 Blackjackbob wrote: Love the idea. I don't normally comment on changes such as this, but it makes complete sense. Would really help bridge the gap for anti air early in the game. Even if they only lasted 20-30 seconds. So many times (even if I fast tech to lair) I just need under a minute to get a little air defense out. Why should Zergs get a free pass on getting cheesed a certain way again? It has to cost you something... 25 energy doesn't count. Cheese is supposed to be dealt with by good scouting or precautions, not an "OH SHIT" button. Just my opinion.
On April 07 2010 19:03 keV. wrote:Show nested quote + By giving queen the Summon Infested Terran ability, it will give zerg a way to deal with early air harass, and it will give a REASON for queen to save up her mana in case the opponent go for some early banshee/void ray cheese.
Why not just make additional queens?
For the record, I agree zerg are a bit boring and could use some reworking in certain areas. Just remember that reworking =/= buffing. This is turning into a "fix zerg weaknesses" (when they are already quite strong.) Rather then an interesting mechanic change.
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i dont have a problem with the air rushes. fast lair with den is easy to do without sacraficing your army.
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I quite like your idea. I especially think, since we're in beta, blizzard should try swapping spells just like in the SCbeta if it prooves interessting keep it if not revert.
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The queen can attack ground and air, the Infestor has no such ability. Why should the queen get an ability which almost seems redundant?
Switching these abilities seems like a wish from lazy Zerg players, who want to reduce their risk of ever falling to Void Ray rushes to zero. Getting another base defense "for free" is too cheap IMO.
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I disagree that Zerg actually need help to fend off any harasses apart from really early game. They already have a queen thats air/ground.. faster units on creep, overlords everywhere, creep everywhere and crawlers.
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