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so what would you think if Blizzard implemented this new ability for Infestors in the next patch as a replacement to Neural Parasite?
Name - Tentacle Grab Energy Cost - 75 Range - 9 Description - The Infestor shoots out a tentacle and grabs a single unit (friend OR foe) and drags that unit to the Infestor's location. Targeted unit can still attack while being grabbed. Not usable while burrowed.
here's why i think it would be a great addition to the game.
1) totally fits with the Zerg lore and what the race is all about.
2) would add a whole lot of fun to the Zerg race and make them much more interesting to play and watch.
3) gives Zerg a way to somewhat combat heavy forcefield use by Protoss. - could save your ultras that get cut off from the rest of your army by FFs - could sneak infestors behind the enemy and yank a collossus away from the main army so that the zerg army can try to snipe the collossus or have an easier time dealing with the Protoss's main army. - can use the toss's FF against him if you can pull some of his key units across the forcefield to your own side.
4) would make flanking and setting up ambushes possible and a lot more exciting.
5) would not be overpowered because the ability would be very situational, require a lot of setup and planning and good micro, and the Infestor would basically die instantly to whatever unit he decided to Tentacle Grab... also FF can basically cut an entire army in half.. this spell can only grab 1 unit, and you basically lose a 150 gas unit in the process (if used offensively).
6) just thinking about how much more exciting the game would be with an ability like this added makes me giddy.... imagine PvZ with FF vs Tentacle Grab and how interesting to play and watch this would be.
7) would also be useful against Thors and Siege Tanks... which right now Zerg doesn't have much of an answer to.
8) lets face it... Neural Parasite, while interesting on paper, just doesn't work out very well in real games... this would give Infestors something just as interesting and fun as Neural Parasite, but much more usable.
so what do we think? i know it could probably use some tweaking, but i think it has the potential to really fill in some gaps where the Zerg is lacking and do it with some flair, all while not being overpowered... arguably it would be less powerful than NP currently, but more usable and probably even more fun.
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Sounds fun, indeed... but don't you usually want to keep your infestor away from enemy units ?
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Not too bad, but I guess every 2nd Person out there has an awesome Idea for a new Spell/Skill, so what's the point?
I think the current abilities of the Infestor are fine and maybe just need a little bit of tweaking.
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..... "Tentacle Grab"... - -;
Neat idea though, would make for some pretty hilarious moments I think.
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hmm so you could just pull a few colossus from a retreating protoss army and murder them? sounds cool. But honestly, i think a good increase in range is what neural parasite needs. Like before they nerfed them maybe.
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On April 20 2010 05:31 Seacow wrote: ..... "Tentacle Grab"... - -;;;; Needs a better name like "GET OVER HERE" it needs dmg or better range or burrow casting or cost alot less for it to be very useful else it be sort of another ability that means shit becuase i have my super malstorm+storm ability that i want
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Yeah, I play Left 4 Dead 2 as well *eyeroll*. It's a cool move there, but I don't see this having much use in huge late game battles.
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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"
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usually yes, but this at least gives you an option... you can either use it defensively to save your important units like ultras and your infestors will live to fight another day, or you can use it offensively and basically sacrifice an infestor for the good of the rest of your army... the choice is yours... and this choice could lead to some really interesting gameplay... which the zerg is really lacking right now.... the new creep mechanics are interesting, and the queen is pretty cool, but the rest of the race is just really bland.
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I still like the neural parasite much better. This ability just makes the units too complicated and alot like dota. Starcraft units are suppose to be simple and cool.
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OMG! you stole this move from tentacool! he uses his tentacles to grab shit
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lol... the name could use some work i guess... it was just the first thing that popped into my head.
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sounds nice, but dont you think colossi or thors would be too heavy to get dragged away?
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:o scary can say the scorpion guy phrase from mortal combat whenever u do it /gg
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maybe.. but range 7 or 8..
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Personally I think this would work so much better on the ultralisk (the old tentacle untralisk concept) as these indeed like their enemies close to them. More love to that clumsy guys.
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On April 20 2010 05:35 imperator-xy wrote: sounds nice, but dont you think colossi or thors would be too heavy to get dragged away? HAha i just had a great thought of an infester being dragged by a colossus
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With the medics gone, what's the point?
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I mostly think an ability like this would be only used in 2v2 to pull the slow units out of the way or w.e
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I don't want a death knight unit in this game.
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*Search "Tentacle Grab" on google image.
bad idea...
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If it were cheaper like 25, had a good range, and didn't work on massive, that would be cool. You could snipe sentries or fleeing units that way by pulling them back. Snatching massive units would look terrible.
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What about this idea:
There's an upgrade which allows Infestors attacking while burrowed. The attack does linear splash damage to all ground units, friendly and hostile, in its path. As an animation you could have tentacles come out of the ground and spear the units on the ground?
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Honestly it actually doesn't sound very useful to me, why would this be more useful than NP? It sounds like you still have to use a tenticle to grab the opponent, but instead of changing it to your side, it just moves it away..?
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What if you make it so you can tentacle grab a ghost, and then wrap her up in a coccoon that keeps tentacle grabbing her over and over until she likes it, and then she takes over the zerg?
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lol I read this as "Testicle grab".. ouch...
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On April 20 2010 05:44 Funchucks wrote: What if you make it so you can tentacle grab a ghost, and then wrap her up in a coccoon that keeps tentacle grabbing her over and over until she likes it, and then she takes over the zerg?
hm i think ive seen that before
oh
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On April 20 2010 05:40 Kralic wrote: I don't want a death knight unit in this game.
lol true that
we all know how much trouble blizzard has balancing classes that have death grip...
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Would probably have to only work on light units. I can't see a siege tank or an immortal getting pulled around by a little tentacle.
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I bet this one could drag a tank without that much trouble at all. Infestors are totally outclassed in that regard.
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On April 20 2010 05:31 Seacow wrote: ..... "Tentacle Grab"... - -;
Neat idea though, would make for some pretty hilarious moments I think.
hentai came to my mind first.
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As it is right now, from what I've seen on streams, the infestor just lacks micro from players. You often see them, the times when you do, running straight for the front and doing....nothing and getting killed immediately. Clearly an issue with micro and one ctrl-group syndrome I think it's in the same spot the phoenix is where players simply don't try it out enough to actually get some sense of when and where it is of use.
Not all spells have to be used equally and neural parasite certainly is a strong ability but it's use is limited by range and the infestors low hp(relatively). If I'm not mistaken it was in the Team EG vs TeamLiquid where a zerg player completely stopped a thor drop by using NP on the thors as they were busy destroying things in the base and shut it down by first shoting down the medivacs then having zerg units attack the thors while they were under control.
Otherwise I think there is some merrit to this tentacle spell but replacing the NP ability I don't think that is the answer. Cudos on a well thought out(unlike some garabage that still is posted in this forum) post and an ability that truly is interesting.
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I think its an interesting idea. But it does not seem nearly as good as neural parasite. I mean if you grab something with neural parasite you could potentially bring it closer to you and kill it. (If you fear your infester getting sniped) Also it would not me a good counter to FF because zerg army is so big that it would not be worth it. And no ones uses ultras any ways for the most part. I think nueral parasite justs needs to be unnerfed and or figured out better. also if the unit can still attack it could just kill the infestor. Good idea it may need some work tho.
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i think neural parasite is a good spell. it has so much potential, but as infestors have so little hp and range its very hard to use. every late game army will have units with enough range to kill those infestors immediately although they stand behind the roaches and hydras, so your only able to use fungal growth.
i would buff neural parasite's range or make them use their spells if they are burrowed
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On April 20 2010 05:40 Kralic wrote: I don't want a death knight unit in this game.
Yeah.
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Kinda like pudge.
Would be interesting. Grabbing thors/ultralisks/collossi one at a time would be nice.
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9 is a lot of range....you're talking about being able to shift-cast and pull a whole fleet of medivacs right over your hydras?
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So... you're stealing the Lictor Alpha's Flesh Hooks ability from Dawn of War 2 and slapping it into StarCraft 2 on a Zerg unit to reaffirm the extreme similarities between Tyranids and Zerg and that Tyranids came first? lolxD
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I like that you are trying to think of different options to Parasite, but I really think that Parasite is overall a more powerful ability and perhaps it could use another slight re-tool, but overall it does have its uses at the moment. One of the things people forget is to use Burrow on your Infestors. Keep them burrowed at the start of the battle and only pop them out if you have to retreat, or when you need to use them. Another thing I see a lot of people do is charge to the front with their Infestors making it obvious they intend to Parasite, and I simply FF them down.
You have to be sneaky with them, I've had competent Zergs use Infestors to great effect with all of their abilities in action, not just one.
Overall I think it is simply a mix of A. people not being aware of the options an Infestor gives them, and B. the control with which Infestors are deployed more so than the ability in question. However, perhaps this is simply because I'm an experience RTS player. Perhaps it is not as evident to more casual players? I'm not sure at any rate I think if another change comes to NP it will be another re-tool (not as drastic as before), a complete replace would not happen.
I'd also like to point out that I actually think the grappling tentacle is an interesting idea, and would be really cool to see in a custom game. While it definitely would have uses in a regular SC game, I like the idea of Zerg being the only race with an MC a little too much to completely do away with NP.
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It should be able to kill colossii in one hit by toppling them over.
EDIT: the joke's been made already but I'll repost anyway.
Here's some concept art for your new ability:
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The unit being dragged would just kill the infestor. This is too much like neural parasite.
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Maybe it would just be an anti light-Terran ability and the infestor would spit out an infested terran 5 seconds later
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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
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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.
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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. ^_^
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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.
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search Pudge on youtube (dota)
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it would need to have the energy cost reduced but I can see it being effective, as long as it can also target air...
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Make the investor invulnerable to the unit it dragged for 5 seconds and I'm on board.
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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"!
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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?
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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
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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.
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i swear i had a dream about this ability right before i woke up. very crazy.
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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)
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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.
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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.
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On April 20 2010 05:40 Kralic wrote: I don't want a death knight unit in this game. .
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sounds gimmicky and a bit dirty....
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sounds neat but pretty useless in all practical senses.
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you could even set up a little chain of infestors to drag an enemy clear across the map if you wanted... this ability just opens up so many doors for interesting play... it's certainly not perfect, but i think it would make the game sooo much more interesting and fun to play.... we need more skills like this that really allow players to be creative.
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DoW2 did this. Was annoying as all hell >.<
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Yeah I immediately thought of the death knight ability from WoW, not too crazy about it.
They definitely need to do something better with the infestor though, I love that zerg reaver.
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I think this is a bad ability for SC2 mostly because sc in general is a game where you have many units, and even the most important ones like HTs or Ghosts exist in groups of at least three or so.
A spell disabling a single enemy unit or potentially saving a unit of your own has so little impact on the game, then when weighted against how much multitasking it needs (even with the autocast) it becomes futile really quick. This is especially true for Zerg.
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Actually, that sounds surprisingly fun. Couldn't work on "Massive" units though or OP.
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I'd think this is only useful for engaging fleeing enemies or a preemptive strike. Unless this tentacle can pull units off cliffs, this isn't the best ability for the fragile (they are, aren't they?) Infestors. So in aspect, could be useful for pulling massive units towards your army to swarm/micro but one Inf equates to one pulled unit - not quite effective against an army unless your amount of Infs match the critical units of the opposing army.
Some things just don't make sense unfortunately. Infestors pulling Colossus/es towards their own forces is a very, very bad idea without the right manpower (zergpower) or situation. Some good micro on a surviving Colossus could see them escape up a cliff depending on the location.
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I'm suggesting the same thing as I did in the other infestor thread. Infested Terran should be replaced by 'Parasite' - A new parasite though, that is a mix of the SC1 Broodling and Parasite spell.
Parasite 50 energy Infest the unit with a parasite. When the infested unit dies, four broodling spawn from the corpse.
This will feel a lot more authentic than the current 'spawn infested terran' spell. It will also allow for different grades of micro. The player that sends the parasite unit to the back won't risk having the broodling explode inside his army. He can also decide to kill the unit and clean off the broodlings in a safe location. You will see situation where a few marines are infested before a battle. When the battle happens and they are killed, the battle field explodes with broodlings and it all becomes very chaotic.
The issue is that it would ressemble be much alike the broodlord.
Edit: Cool thing to do would be to Parasite banelings before sending them to attack.
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You realize the infestor already has this ability? It's called neural parasite.
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You know you could just cast Neural Parasite and order the unit to move over to the Infestor...as pointed out above.
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Yeah.. A bit like devourer in HoN One of the most fun abilities to use. I think it would be awsome - Would be especially useful when either picking off or saving expensive units like an ultra at low HP or picking off thors when they're turtling one by one.
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On April 20 2010 09:34 starcraft911 wrote: sounds neat but pretty useless in all practical senses. If it has instant casting time and a long casting range, I don't see how this ability is useless. An even better idea is giving what I just said to NP -_-
On April 20 2010 14:38 frequency wrote: If it yells "Get over here!" when it does it then I'm all for it. Or it can yell, "You're mine!" for those HoN fans...
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If it yells "Get over here!" when it does it then I'm all for it.
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I dont want the infestor to be even more useless lol.
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On April 20 2010 05:32 semantics wrote:Needs a better name like "GET OVER HERE" it needs dmg or better range or burrow casting or cost alot less for it to be very useful else it be sort of another ability that means shit becuase i have my super malstorm+storm ability that i want nah they can just rename the infestor to the "tentacle monster"
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dota!
Edit: and WoW too now that I read the thread =P
I dont know if blizz will be putting any more abilities in the game... but I wish theyd throw spider mines back in =(
Im getting nostalgic watching all the pro matches then playing sc2 without mines.
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On April 20 2010 15:58 some dude wrote:Show nested quote +On April 20 2010 14:38 frequency wrote: If it yells "Get over here!" when it does it then I'm all for it. Or it can yell, "You're mine!" for those HoN fans... 
Or "Fired up and ready to serve." for those LoL fans. :D
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hahah this is a horrible idea no offense
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