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[Poll] How Infestor could be changed? - Page 17

Forum Index > SC2 General
Post a Reply
Prev 1 15 16 17 18 19 36 Next All
Liquid`Drone
Profile Joined September 2002
Norway28738 Posts
November 08 2012 21:50 GMT
#321
infestor 3 supply and fungal slows. 50% prolly enough. could also say that blink still works but only half the distance. haha.

I don't like infested terrans costing supply, even tho it would help significantly nerfing zerg's 200 200 army, which is important, I think it's a bit too much to make it impossible to cast even a single infested terran when you're at supply limit. it also seems to especially hurt the harassment aspect of the infestor, which I personally find to be the one area where they're not hurting the game.

it could see a mana requirement increase though, and maybe other stats adjustments.
Moderator
Koesader
Profile Joined April 2012
Netherlands424 Posts
November 08 2012 21:59 GMT
#322
I like MrBitters proposal, but instead of buffing the ghost and high templar I'd say we nerf fungal growth range by 1 or 2 and make the infestor itself smaller by like 10 or 20%. This way infestors have to expose themself more in order to cast fungal, thus lowering their insane survivability. They essentially become more like their nephews the ghost and high templar. Tank splash damage, emp and storm will be more powerful against smaller, clumped infestors, so you'll have to split them more like you do with ghosts and high templars. Also chain fungals will be harder when the fungal'd units are close to allied support.
Liquid'TaeJa - Grubby - MVPMarineKing - Liquid'Ret - AxCranK - RedBull.Bomber ~~~ Are You Ready For Bombing?
Melliflue
Profile Joined October 2012
United Kingdom1389 Posts
November 08 2012 22:04 GMT
#323
One thing I'd like (and sorry if this has already been mentioned) is more obvious team colours on infested terrans and some kind of team colour on the infested terran eggs. I have seen a few ZvZ games where both players have infestors and when infested terran eggs are thrown out I don't know whose they are.
TenTigers
Profile Joined February 2011
32 Posts
November 08 2012 22:10 GMT
#324
The only thing that i want to change is making fungal a slow, and not a total shutdown of micro as it is now. Thats the only thing i want, i guess i want the same thing for force fields, but that for another topic.
"I pity the fool that doesn't play terran" - Mr. T
Champloo
Profile Joined August 2011
Germany1850 Posts
November 08 2012 22:11 GMT
#325
I don't think polls on here will do much, cause like 60 % of the people here play zerg nowadays anyway.
NeonFox
Profile Joined January 2011
2373 Posts
Last Edited: 2012-11-08 22:18:03
November 08 2012 22:17 GMT
#326
On November 09 2012 07:11 Champloo wrote:
I don't think polls on here will do much, cause like 60 % of the people here play zerg nowadays anyway.


And yet 83% voted for a slow instead of snare on fungal and 79% for the infestor costing 3 supply, which are the two nerfs that make the most sense. If you want to bitch about something don't do it in a thread that shows the complete opposite of what you are complaining about right in it's first post.
Corrosive
Profile Joined August 2010
Canada3741 Posts
November 08 2012 22:17 GMT
#327
50-60% slow instead of root, 3 supply

perfect
Maruprime.
meltingmykohchoo
Profile Blog Joined November 2010
166 Posts
November 08 2012 22:59 GMT
#328
On November 08 2012 18:40 Fuzer wrote:
Change infested terran egg to light armor and give it same amount of hp as infested terran intself instead of 100, so its actually usefull to focus eggs before they spawn.

Make the infestor size smaller so I can emp / 8 of them with 1 EMP instead of 3.

you're complaining that you can't snipe 3 enemy spell casters w/ 1 spell instead of 8?...
"HeRp DeRp"
snowfox330
Profile Joined February 2012
Canada61 Posts
November 08 2012 23:12 GMT
#329
The question regarding neural parasite is ill phrased and the answer is ambiguous.
If you want the neural parasite to be changed you can answer either
"No, it shouldn't be able to target massive units", or
"Yes, I agree with that statement"
Sandermatt
Profile Joined December 2010
Switzerland1365 Posts
November 08 2012 23:17 GMT
#330
3 supply, NP needs no research but does not work on massive units, maybe increase its range.
Xonix
Profile Joined February 2012
225 Posts
November 08 2012 23:18 GMT
#331
Easy fix I think... make fungle a slow... make toss have a good anti spell caster
RoyaSalute
Profile Joined March 2011
Brazil33 Posts
November 08 2012 23:24 GMT
#332
I like this idea on the pool:

"Give Infested Terran eggs the same amount of HP as Infested Terran its"

this makes infested terrans not so powerful on big battles but they can still be usefull to harass mineral lines and other strategies.
Ebonikizzle
Profile Joined May 2010
44 Posts
November 08 2012 23:26 GMT
#333
I would like you to add another option to the poll, I posted this in the DB infestor thread:

Change fungal so it still restricts micro but also encourages micro.

Have it be timed, you cast it, a pool of spores forms on the ground, there's a delay, then the snare.

This would make fast moving units a pretty good counter to fungals, perhaps fungal itself would need a duration or damage buff to compensate.

I'm hoping it's changed to something like this as it would be fun to watch & the slow instead of snare is already done by the oracle.
Ghyslyn
Profile Joined September 2010
Canada130 Posts
November 09 2012 00:31 GMT
#334
Idea to add to the polls:

Make the Infestor model smaller, to make it more susceptible to AOE such as colossus, tank splash, EMP, storms and fungal growth.

I've had this idea ever since watching Byun vs Zenio on Terminus RE back in early 2011.
베이컨
sicueft
Profile Joined June 2012
United States130 Posts
November 09 2012 00:38 GMT
#335
Why is chain fungaling even okay in a game like Starcraft?
PhoenixVoid
Profile Blog Joined December 2011
Canada32746 Posts
November 09 2012 00:49 GMT
#336
I would prefer to see: Infestors being 3 supply, ITs costing supply (at least 0.5 would be reasonable) and possibly changing Fungal to a projectile.

At this point, Infestors are simply too easy to mass up and replace a "real army" because of their high utility spells which I really do not see other races with. By making them 3 supply, it erases any potential to make pure/mostly Infestor which I think is the main problem with the Hive Zerg metagame currently. It also forces a Zerg to be more intelligent with their compositions, because it adds a second dimension to simply massing up Infestor/BL/Corruptor armies. Simply put, when Infestors are 3 supply, it will change the mechanics of a unit which is far too easy to mass and destroy the opponent.

If ITs cost some supply, it balances the whole mechanic of "Throw beach balls everywhere" because no longer can a Hive Zerg create an instant army with incredible DPS and sheer quantity for mere energy (which is only costs time). This will also stop mass Infestor to a point because Zergs can no longer make nothing more than Infestors and expect to spam an army because
a) Forces a Zerg to be thoughtful on their energy usage of Infestors
b) Zergs are now more conscious on their massing of Infestors as spamming ITs is no longer a viable strategy

Fungal as a projectile would balance out the spells I feel, because it seems strange how Terrans and Protoss have dodgable spells (e.g Psi Storm and EMP), but the most used spellcaster (which almost has an entire composition based around it) has un-dodgable spells. A projectile would actually force more micro and change the deathball mechanic to a certain point as Protosses now have a real need to split their army constantly to dodge the projectile. Terrans have always split their Bio, so it should be not a major change for Terrans.

Overall, I think that Infestors as some have stated; a mechanic change, not a balance change. With some tinkering around, the late-game Zerg match-up can be made enjoyable on all races, without needing to fundamentally chance the Zerg race or Hive tech.
I'm afraid of demented knife-wielding escaped lunatic libertarian zombie mutants
Rui.S
Profile Joined August 2012
Canada92 Posts
Last Edited: 2012-11-09 01:11:35
November 09 2012 01:11 GMT
#337
On November 09 2012 07:59 meltingmykohchoo wrote:
Show nested quote +
On November 08 2012 18:40 Fuzer wrote:
Change infested terran egg to light armor and give it same amount of hp as infested terran intself instead of 100, so its actually usefull to focus eggs before they spawn.

Make the infestor size smaller so I can emp / 8 of them with 1 EMP instead of 3.

you're complaining that you can't snipe 3 enemy spell casters w/ 1 spell instead of 8?...

emp doesn't do any damage to the infestors... 1 fungal on your ghosts and gg 12 ghosts.
President Dead
Profile Joined November 2012
97 Posts
November 09 2012 01:16 GMT
#338
These polls are essentially worthless because a basic question is missing entirely, "Should Infestors be changed?" This is basically an account of everyone who believes it should be changed, thus, there is no opposite representation which degrades these questions entirely and is completely bias.
Hey, I'm a police officer. Just do what I tell ya.
Assirra
Profile Joined August 2010
Belgium4169 Posts
November 09 2012 01:16 GMT
#339
On November 09 2012 10:11 Rui.S wrote:
Show nested quote +
On November 09 2012 07:59 meltingmykohchoo wrote:
On November 08 2012 18:40 Fuzer wrote:
Change infested terran egg to light armor and give it same amount of hp as infested terran intself instead of 100, so its actually usefull to focus eggs before they spawn.

Make the infestor size smaller so I can emp / 8 of them with 1 EMP instead of 3.

you're complaining that you can't snipe 3 enemy spell casters w/ 1 spell instead of 8?...

emp doesn't do any damage to the infestors... 1 fungal on your ghosts and gg 12 ghosts.

You need more then 1 fungal to kill ghosts...
Pisko.
Profile Joined August 2011
United States214 Posts
November 09 2012 01:18 GMT
#340
Replace fungal with plague.

Problem solved.
life of lively to live to life of full life thx to shield battery
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