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Active: 3807 users

New Infestor Ability - Tentacle Grab - Page 3

Forum Index > SC2 General
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guitarizt
Profile Blog Joined March 2009
United States1492 Posts
April 19 2010 22:00 GMT
#41
The unit being dragged would just kill the infestor. This is too much like neural parasite.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
Kin~Slayer
Profile Blog Joined April 2010
Canada56 Posts
April 19 2010 22:04 GMT
#42
Maybe it would just be an anti light-Terran ability and the infestor would spit out an infested terran 5 seconds later
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 19 2010 22:04 GMT
#43
i dont wanna sound negative but i dont like this idea at all

besides i think u should focus at finding a replacement for infested terran not neutral parasite

imo i think they should just start over with the infestor, i dont like it at all. defiler was so much cooler xd
Progamerpls no copy pasterino
elforama
Profile Joined April 2010
United States1 Post
April 19 2010 22:09 GMT
#44
That seems like a really cool ability. The poor humans run for their lives only to be dragged back into the angry mass of zerg.
Swarm the horde!
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
April 19 2010 22:11 GMT
#45
AHHHHHHHH FRESH MEAT.
Sabu113
Profile Blog Joined August 2009
United States11075 Posts
April 19 2010 22:19 GMT
#46
On April 20 2010 05:33 LunarDestiny wrote:
I like the idea, why the name has to change because it sounds too "hentai." You don't not want to give bullshit reason for the South Korea rating board any excuse to rate this game "R"


There's a reason Sarah's a zerg. Jimmy just wasn't enough. ^_^
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
LunarDestiny
Profile Blog Joined August 2008
United States4177 Posts
April 19 2010 22:57 GMT
#47
On April 20 2010 07:19 Sabu113 wrote:
Show nested quote +
On April 20 2010 05:33 LunarDestiny wrote:
I like the idea, why the name has to change because it sounds too "hentai." You don't not want to give bullshit reason for the South Korea rating board any excuse to rate this game "R"


There's a reason Sarah's a zerg. Jimmy just wasn't enough. ^_^

Jim's bald head always reminds me of an overlord. I think if he becomes an overlord, he will have enough tentacle to please kerrigan.
nitdkim
Profile Blog Joined March 2010
1264 Posts
April 19 2010 23:01 GMT
#48
search Pudge on youtube (dota)
PM me if you want random korean images translated.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
April 19 2010 23:02 GMT
#49
it would need to have the energy cost reduced but I can see it being effective, as long as it can also target air...
NrGMalice
Profile Joined February 2010
United States104 Posts
April 19 2010 23:15 GMT
#50
Make the investor invulnerable to the unit it dragged for 5 seconds and I'm on board.
Follow me @ twitch.tv/nrgmalice & twitter.com/nrgmalice
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
April 19 2010 23:22 GMT
#51
On April 20 2010 05:40 Kralic wrote:
I don't want a death knight unit in this game.


Lmao!! I was thinking the same thing!! Or even the new cataclysm priest ability "life grip"!
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
Broodie
Profile Blog Joined May 2008
Canada832 Posts
April 19 2010 23:37 GMT
#52
isnt neutral parasite the same thing but better?

you get control of that unit so you can attack with and and walk it into your army to die?

I dont understand how this would make the infestor better? taking away an okay ability?
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
bakedace
Profile Blog Joined March 2010
United States672 Posts
April 19 2010 23:39 GMT
#53
I always thought it would be cool to see a

"tentacle toss"
Throw target enemy/ally to target area causing X amount of damage while dealing an additional X amount of damage per unit that is effected.

almost exactly like tiny/pebbles in dota/hon

great synergy with fungal growth
iCCup.Nove
Profile Joined March 2010
United States260 Posts
April 19 2010 23:46 GMT
#54
Not trying to be a negative nancy but I think our time and energy would be better spent if we took more time trying to figure out how to utilize a units spell, rather than trying to figure out how to make an imaginary spell viable.
ReachTheSky
Profile Joined April 2010
United States3294 Posts
April 19 2010 23:48 GMT
#55
i swear i had a dream about this ability right before i woke up. very crazy.
TL+ Member
billyX333
Profile Blog Joined January 2008
United States1360 Posts
April 19 2010 23:55 GMT
#56
On April 20 2010 05:29 G-Dy wrote:
Sounds fun, indeed... but don't you usually want to keep your infestor away from enemy units ?


I think they key here is the range (9)

I'd totally sacrifice an infestor for an easy colossus kill
(whats max energy of infestor) maybe incentive as well to upgrade infestor energy boost when they spawn for a grab + a neural parasite (neural parasite is very short ranged compared to the unit types they would want to control)
miklotov
Profile Joined March 2010
United States62 Posts
April 20 2010 00:16 GMT
#57
the main problem with NP is that a) the range is too short, and b) it takes too long to actually cast.

it's tough to see in the thick of battle but when you hit R the infestor doesn't actually gain control of the enemy unit for about a second or so... this, combined with the relatively short range compared to the only units worth NPing makes the infestor already die almost immediately when you try to NP... so basically you get a split second, tops, of Mind Control and then the infestor is toast... at least with the tentacle grab, it would be instant, so even if the infestor dies quickly, you've still dragged the collossus/thor/etc:... to where you want it... so it's not a complete waste... as it is now... NP just basically throws away your infestor for very little gain if any... at least this would give you SOME usefulness before the infestor gets raped.

i guess an easier way to solve the problem while still keeping the Mind Control would be to just have the Infestor "inhabit" its host... so basically the infestor jumps inside whatever unit it's targeting and takes control for like 30 seconds or until the unit is killed, at the end of the 30 seconds, if the unit is still alive, the infestor dies and unit control returns to normal... but if the unit dies first, the infestor could either die also or it could just plop out of the debris and scuttle away.

i really like the Mind Control part of the ability, but the way it's implemented currently just makes it rather useless... unless you're really lucky or playing someone who just isn't very good.

LunarDestiny
Profile Blog Joined August 2008
United States4177 Posts
April 20 2010 00:25 GMT
#58
I think it would be funny to see that the "tentacle grab" use as a counter to the force field.

Sentries use force fields.
-the zerg's force is blocked.

Infestors use "tentacle grab"
-grab 4 Colossi over the force field.
LOL, you just got pwned by your own force fields.
OptimoPeach
Profile Joined July 2009
United States137 Posts
April 20 2010 00:28 GMT
#59
On April 20 2010 05:40 Kralic wrote:
I don't want a death knight unit in this game.

.
wolfe
Profile Joined March 2010
United States761 Posts
April 20 2010 00:31 GMT
#60
sounds gimmicky and a bit dirty....
Swift as the wind, felt before noticed.
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