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New Infestor Ability - Tentacle Grab

Forum Index > SC2 General
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miklotov
Profile Joined March 2010
United States62 Posts
Last Edited: 2010-04-19 20:29:30
April 19 2010 20:27 GMT
#1
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.
G-Dy
Profile Joined April 2008
Germany91 Posts
April 19 2010 20:29 GMT
#2
Sounds fun, indeed... but don't you usually want to keep your infestor away from enemy units ?
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
April 19 2010 20:30 GMT
#3
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.
https://soundcloud.com/thesamplethief
Seacow
Profile Joined March 2010
Sweden99 Posts
Last Edited: 2010-04-19 20:32:01
April 19 2010 20:31 GMT
#4
..... "Tentacle Grab"... - -;

Neat idea though, would make for some pretty hilarious moments I think.
Early upgrade enthusiast
pzea469
Profile Blog Joined September 2008
United States1520 Posts
April 19 2010 20:32 GMT
#5
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.
Kill the Deathball
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-04-19 20:40:04
April 19 2010 20:32 GMT
#6
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
Fruscainte
Profile Blog Joined December 2009
4596 Posts
April 19 2010 20:32 GMT
#7
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.
LunarDestiny
Profile Blog Joined August 2008
United States4177 Posts
April 19 2010 20:33 GMT
#8
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"
miklotov
Profile Joined March 2010
United States62 Posts
April 19 2010 20:34 GMT
#9
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.
G3nXsiS
Profile Joined July 2009
United States656 Posts
April 19 2010 20:34 GMT
#10
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.
Hope is the first step on the road to dissapointment
nTooMuch
Profile Blog Joined March 2010
United States127 Posts
April 19 2010 20:35 GMT
#11
OMG! you stole this move from tentacool! he uses his tentacles to grab shit
miklotov
Profile Joined March 2010
United States62 Posts
April 19 2010 20:35 GMT
#12
lol... the name could use some work i guess... it was just the first thing that popped into my head.
imperator-xy
Profile Blog Joined March 2009
Germany1366 Posts
April 19 2010 20:35 GMT
#13
sounds nice, but dont you think colossi or thors would be too heavy to get dragged away?
domtrooper
Profile Joined March 2010
Canada15 Posts
Last Edited: 2010-04-19 20:39:31
April 19 2010 20:37 GMT
#14
:o scary
can say the scorpion guy phrase from mortal combat whenever u do it /gg
Rantech
Profile Joined April 2010
Chile527 Posts
April 19 2010 20:38 GMT
#15
maybe.. but range 7 or 8..
Yeran
Profile Joined April 2010
Germany23 Posts
April 19 2010 20:38 GMT
#16
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.
semantics
Profile Blog Joined November 2009
10040 Posts
April 19 2010 20:39 GMT
#17
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
Funchucks
Profile Joined June 2007
Canada2113 Posts
April 19 2010 20:39 GMT
#18
With the medics gone, what's the point?
I serve my houseguests slices of butter.
semantics
Profile Blog Joined November 2009
10040 Posts
April 19 2010 20:40 GMT
#19
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
Kralic
Profile Blog Joined March 2010
Canada2628 Posts
April 19 2010 20:40 GMT
#20
I don't want a death knight unit in this game.
Brood War forever!
LunarDestiny
Profile Blog Joined August 2008
United States4177 Posts
April 19 2010 20:41 GMT
#21
*Search "Tentacle Grab" on google image.

bad idea...
onmach
Profile Blog Joined March 2009
United States1241 Posts
April 19 2010 20:41 GMT
#22
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.
G-Dy
Profile Joined April 2008
Germany91 Posts
April 19 2010 20:42 GMT
#23
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?
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 19 2010 20:42 GMT
#24
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..?
Funchucks
Profile Joined June 2007
Canada2113 Posts
April 19 2010 20:44 GMT
#25
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?
I serve my houseguests slices of butter.
ondik
Profile Blog Joined November 2008
Czech Republic2908 Posts
April 19 2010 20:44 GMT
#26
lol I read this as "Testicle grab".. ouch...
Bisu. The one and only. // Save the cheerreaver, save the world (of SC2)
imperator-xy
Profile Blog Joined March 2009
Germany1366 Posts
April 19 2010 20:46 GMT
#27
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
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 19 2010 20:49 GMT
#28
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...
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
April 19 2010 20:55 GMT
#29
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.
I admire your commitment to being *very* oily
Yeran
Profile Joined April 2010
Germany23 Posts
April 19 2010 21:11 GMT
#30
I bet this one could drag a tank without that much trouble at all. Infestors are totally outclassed in that regard.
s.a.y
Profile Blog Joined October 2007
Croatia3840 Posts
April 19 2010 21:13 GMT
#31
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.
I am not good with quotes
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
Last Edited: 2010-04-19 21:19:39
April 19 2010 21:19 GMT
#32
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.
Do you really want chat rooms?
jaybrundage
Profile Joined December 2009
United States3921 Posts
April 19 2010 21:28 GMT
#33
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.
The more you sweat in training, the less you bleed in battle.
imperator-xy
Profile Blog Joined March 2009
Germany1366 Posts
April 19 2010 21:32 GMT
#34
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
Tone_
Profile Joined May 2009
United Kingdom554 Posts
April 19 2010 21:36 GMT
#35
On April 20 2010 05:40 Kralic wrote:
I don't want a death knight unit in this game.


Yeah.
Hasta La Victoria Siempre | 톤
brotosterone
Profile Blog Joined April 2010
United States260 Posts
April 19 2010 21:41 GMT
#36
Kinda like pudge.

Would be interesting. Grabbing thors/ultralisks/collossi one at a time would be nice.
KermitTheFro
Profile Joined April 2010
United States25 Posts
April 19 2010 21:46 GMT
#37
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?
TerranUp16
Profile Joined March 2010
United States88 Posts
April 19 2010 21:54 GMT
#38
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
Orders, Sir! Ready to roll out!
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 19 2010 21:57 GMT
#39
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.
i-bonjwa
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-04-19 21:59:22
April 19 2010 21:58 GMT
#40
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:
[image loading]
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
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 States11048 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.
starcraft911
Profile Blog Joined July 2008
Korea (South)1263 Posts
April 20 2010 00:34 GMT
#61
sounds neat but pretty useless in all practical senses.
miklotov
Profile Joined March 2010
United States62 Posts
April 20 2010 01:03 GMT
#62
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.
QueueQueue
Profile Joined July 2009
Canada1000 Posts
April 20 2010 01:03 GMT
#63
DoW2 did this. Was annoying as all hell >.<
fly.stat
Profile Blog Joined December 2008
United States449 Posts
April 20 2010 01:07 GMT
#64
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.
Until I write you again, take care of your precious person.
minus_human
Profile Blog Joined November 2006
4784 Posts
Last Edited: 2010-04-20 01:11:52
April 20 2010 01:11 GMT
#65
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.
Savio
Profile Joined April 2008
United States1850 Posts
April 20 2010 02:41 GMT
#66
Actually, that sounds surprisingly fun. Couldn't work on "Massive" units though or OP.
The inherent vice of capitalism is the unequal sharing of the blessings. The inherent blessing of socialism is the equal sharing of misery. – Winston Churchill
iamtenninja
Profile Joined April 2010
United States162 Posts
Last Edited: 2010-04-20 02:44:39
April 20 2010 02:42 GMT
#67
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.
Tdelamay
Profile Joined October 2009
Canada548 Posts
Last Edited: 2010-04-20 02:52:00
April 20 2010 02:51 GMT
#68
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.
This road isn't leading anywhere...
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 20 2010 02:58 GMT
#69
You realize the infestor already has this ability? It's called neural parasite.
Sup
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-04-20 03:08:24
April 20 2010 03:08 GMT
#70
You know you could just cast Neural Parasite and order the unit to move over to the Infestor...as pointed out above.
REEBUH!!!
raz`
Profile Joined February 2010
United Kingdom33 Posts
Last Edited: 2010-04-20 03:29:24
April 20 2010 03:26 GMT
#71
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.
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
Last Edited: 2010-04-20 05:39:33
April 20 2010 05:34 GMT
#72
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...
frequency
Profile Blog Joined February 2010
Australia1901 Posts
April 20 2010 05:38 GMT
#73
If it yells "Get over here!" when it does it then I'm all for it.
www.twitter.com/marconofrio | marconofrio.tumblr.com
Rickilicious
Profile Joined July 2009
United States220 Posts
April 20 2010 05:42 GMT
#74
I dont want the infestor to be even more useless lol.
Doug Righteous
Luddite
Profile Blog Joined April 2007
United States2315 Posts
April 20 2010 06:05 GMT
#75
On April 20 2010 05:32 semantics wrote:
Show nested quote +
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

nah they can just rename the infestor to the "tentacle monster"
Can't believe I'm still here playing this same game
nik_0_0
Profile Joined March 2010
Canada82 Posts
Last Edited: 2010-04-20 06:23:10
April 20 2010 06:21 GMT
#76
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.
Eh?
Chrispy
Profile Blog Joined June 2009
Canada5878 Posts
Last Edited: 2010-04-20 06:33:12
April 20 2010 06:32 GMT
#77
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

Retvrn to Forvms
TelecoM
Profile Blog Joined January 2010
United States10674 Posts
April 20 2010 06:33 GMT
#78
hahah this is a horrible idea no offense
AKA: TelecoM[WHITE] Protoss fighting
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