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Nerfed Infestor Trick - A Guide to Burrowed Casting - Page 2

Forum Index > SC2 General
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prototype.
Profile Blog Joined July 2009
Canada4200 Posts
July 14 2010 08:27 GMT
#21
On July 14 2010 17:24 v3chr0 wrote:
I'd definitely say keep it in, Blizzard probably feels the same way, why would there be a burrowed neural parasite animation if they hadn't thought of this already?

Why would infestors not be able to np while burrowed unless through a glitch then? Your logic makes no sense.
( ・´ー・`)
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2010-07-14 08:37:57
July 14 2010 08:31 GMT
#22
On July 14 2010 17:27 prototype. wrote:
Show nested quote +
On July 14 2010 17:24 v3chr0 wrote:
I'd definitely say keep it in, Blizzard probably feels the same way, why would there be a burrowed neural parasite animation if they hadn't thought of this already?

Why would infestors not be able to np while burrowed unless through a glitch then? Your logic makes no sense.


Why would there be a burrowed neural parasite animation if this was a glitch? and obviously they can NP while burrowed, be it a glitch or not, thusly, your logic makes no sense.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
ascoe
Profile Blog Joined June 2010
Korea (South)133 Posts
Last Edited: 2010-07-14 09:34:02
July 14 2010 08:35 GMT
#23
It seems strange to keep infestors from simply casting everything while burrowed if this exploit is possible. Is this an example of blizzard rewarding players w/ faster mechanics?

Why would something like that patched in so late?_?

edit: This part

When you use Neural Parasite while Burrowed, their forces will not fire back at the Parasited units automatically. Provided they don't have Detection
really makes it sound like a glitch.. Cloaked thors? Void rays? Tanks? (Edit: Motherships???)
I've played games where exploits become part of gameplay but the mechanics of burrowed NP make no sense.
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
July 14 2010 08:35 GMT
#24
because the engine sees the neural parasite coming from the unit, which is just lower in the terrain level... aka, not a "burrowed animation"
I'm like badass squared | KeitZer.489
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
July 14 2010 08:37 GMT
#25
plus the idea of have a unit that can cast everything while burrowed, then what is the point of making it a unit above ground to begin with? Then it is like the Lurker (oh wait! they removed that!)
I'm like badass squared | KeitZer.489
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2010-07-14 08:43:29
July 14 2010 08:38 GMT
#26
because you cannot cast it while burrowed, if you read the OP you have to issue the command before you burrow. Essentially making you reveal your Infestor before you NP or FG.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Ebonikizzle
Profile Joined May 2010
44 Posts
Last Edited: 2010-07-14 08:54:17
July 14 2010 08:44 GMT
#27
On July 14 2010 17:24 v3chr0 wrote:
I'd definitely say keep it in, Blizzard probably feels the same way, why would there be a burrowed neural parasite animation if they hadn't thought of this already?

Seriously, look closely at the burrowed NP animation, that is way too detailed and awesome looking to be a coincidence.


Because in the alpha it could use all it's abilities while burrowed, it just uses the animation they had already made.
v3chr0
Profile Blog Joined April 2010
United States856 Posts
July 14 2010 08:49 GMT
#28
On July 14 2010 17:44 Ebonikizzle wrote:
Show nested quote +
On July 14 2010 17:24 v3chr0 wrote:
I'd definitely say keep it in, Blizzard probably feels the same way, why would there be a burrowed neural parasite animation if they hadn't thought of this already?

Seriously, look closely at the burrowed NP animation, that is way too detailed and awesome looking to be a coincidence.


Because in the alpha it could use all it's abilities while burrow, it just uses the animation they had already made.


Aha, well theres the reason. Thanks.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
HaGuN
Profile Joined April 2010
United States154 Posts
July 14 2010 08:49 GMT
#29
you remember the bug with stalkers and rocks.. yah? once they find out and learn how to fix this its all but over. either way, enjoy.
"Also Zerg has won recently so I don't understand why Zerg is receiving a buff."-BoxeR
Whole
Profile Blog Joined May 2010
United States6046 Posts
July 14 2010 08:54 GMT
#30
On July 14 2010 17:24 Sandrosuperstar wrote:
Show nested quote +
On July 14 2010 15:49 Zozo wrote:
So if we add the patrol spread, void ray target switching and this.... hmmm


Whats patrol spread?


You can spread your units out to reduce splash damage by rapidly alternating between Patrolling on the unit blob (similar to how you make units dance by patrolling on themselves) and move. They will scatter in a chaotic order to help against splash.

Personally, I hope they keep this in. This bug isn't that useful, but it will add some depth to the game. It isn't imbalanced and it just makes the game more interesting. I'm hoping Blizzard doesn't take this out. The only thing they should consider to take out is "fazing", (Void Ray switching) because it might be a bit game breaking.

Just think of ninja fungal growth as a army moves out. It would be great to delay pushes.
Odge
Profile Joined April 2010
Sweden84 Posts
July 14 2010 09:12 GMT
#31
Don't kid yourselves, this will be patched as soon as they find out what's causing it. They've stated several times that they want units abilities to be transparent. This is exactly what they don't want, a hidden feature.
Piski
Profile Blog Joined April 2010
Finland3461 Posts
July 14 2010 09:13 GMT
#32
Not sure if this would be too OP but I hope they keep it for a while at least so people can try it out. Sounds like a cool micro trick
felizk
Profile Joined April 2010
Denmark8 Posts
July 14 2010 09:27 GMT
#33
Ya, I also figured this is something that will be removed, it is clearly a bug. As far as i figure they only disable the command cards when burrowing and refrain from adding a clear restriction on the spells for when they are burrowed.

This is probably a really easy fix. I would however love to see NP become castable when burrowed in general.
Its a skin condition!
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2010-07-14 09:30:59
July 14 2010 09:30 GMT
#34
I'd say that the least they can do is to make all the spells castable while burrowed but make the infestor auto unburrow when the spell is cast if it is anything else than infested terran. That is a good compromise.
felizk
Profile Joined April 2010
Denmark8 Posts
July 14 2010 09:32 GMT
#35
As I expected.

In the editor, just by modifying the "Infestor (Burrowed)" to not have the abilities fixes the issue. Instead you get a message "No Units Support that ability"
Its a skin condition!
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2010-07-14 09:38:58
July 14 2010 09:36 GMT
#36
If nothing else, just as with the voidray glitch, I'd say Blizzard should give this several months to be developed and integrated into strategies before deciding to fix it, as it's indeed quite interesting.

Concerning transparancy, if something is only useful at high level then it's basically always transparent, since you can't be a high level player and not have an obligation to keep yourself up-to-date on the latest strategies and tricks.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
Last Edited: 2010-07-14 09:43:09
July 14 2010 09:43 GMT
#37

Personally, I hope they keep this in. It isn't imbalanced and it just makes the game more interesting.

The only thing they should consider to take out is "fazing", (Void Ray switching) because it might be a bit game breaking.


Wtf?

how is fazing more game-breaking than this? for fazing, you must have good precision to do that shit... for this::

you just make a few infestors, burrow and GO TO THE ENEMY! then Fungal Growth their mineral line, NP their Thors while in their base ALL FROM UNDERGROUND?!?!?!

"not imbalanced" my ass....

good thing it's beta, cuz this shit is bound to change
I'm like badass squared | KeitZer.489
PredY
Profile Joined September 2009
Czech Republic1731 Posts
July 14 2010 09:44 GMT
#38
On July 14 2010 18:43 Keitzer wrote:
Show nested quote +

Personally, I hope they keep this in. It isn't imbalanced and it just makes the game more interesting.

The only thing they should consider to take out is "fazing", (Void Ray switching) because it might be a bit game breaking.


Wtf?

how is fazing more game-breaking than this? for fazing, you must have good precision to do that shit... for this::

you just make a few infestors, burrow and GO TO THE ENEMY! then Fungal Growth their mineral line, NP their Thors while in their base ALL FROM UNDERGROUND?!?!?!

"not imbalanced" my ass....

good thing it's beta, cuz this shit is bound to change

so? sorry but A TURRET deals with it. i think it's fine and could be fun. more things to worry about as terran
http://www.twitch.tv/czelpredy
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
Last Edited: 2010-07-14 09:48:20
July 14 2010 09:47 GMT
#39
Its great, has its advantages and disadvantages, just like lurker hold and mutalisk stack. Leave it in. And I'm Terran.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
July 14 2010 09:48 GMT
#40
Turrets? What is "Turret"? Never saw it in my games...
I work alone. // Visit TL Mafia subforum!
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