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On November 13 2012 00:26 Assirra wrote:Show nested quote +On November 13 2012 00:12 Cloak wrote:On November 12 2012 16:23 Ansinjunger wrote: I don't see how making infestors 3 supply does much ultimately. So you have to build a few more overlords, and later zergs will begin the build 20 evo chambers and cancel trick and boom, they got that nifty old infestor count back. Well, honestly, they should fix that. Kill the Drone if it unmorphs at 200 supply. Also your argument doesn't make sense, because Zergs are perfectly capable of doing it now too, so their exploit would be 50% more effective with 2 supply Infestors. Fixing a mechanic that has been the race for more then 10years? What? Sure, but then terran buildings can't fly and protoss buildings don't have energy anymore.
It's not a race-defining element, just an abuse of mechanics that contributes very little to the diversity of gameplay. If you guys want to keep it, your 220 supply deathball would need to be just as strong as P and T 200 supply. Do you want that?
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Austria24417 Posts
On November 08 2012 18:38 Liquid`Nazgul wrote: Infested terrans 0.5 supply, make fungal a slow and projectile, no neural parasiting massive units.
I like these ideas, especially the infested terrans 0,5 supply. Though I would actually go so far as to cut their upgrades in half as well. Zerg basically has a free 3/3 marine army with ridiculous DPS in addition to the strongest army composition in the game. That way zerg will be punished harder by a huge air army if they don't tech switch fast enough (and seriously, zerg does NOT have a hard time tech switching.) Fungal slowing units is only fair. It just seems wrong to me that you can't even kill infestors if you catch them WAY out of position because they just stun your army and run away. Burrowed movement for them is enough.
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3 supply, Fungal changed to a slow, and IT having increased energy cost (40-50) or becoming 0.5 supply. Some combination of these would be decent.
This way, in 200 vs 200 engagements, it doesn't become 300 vs 200 with IT being so absurdly cheap and extremely powerful/effective as they currently are, and fungal will no longer cost effectively counter every unit composition in the game with the abusive stun case being no more.
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On November 13 2012 02:13 DemigodcelpH wrote: 3 supply, Fungal changed to a slow, and IT having increased energy cost (40-50) or becoming 0.5 supply. Some combination of these would be decent.
This way, in 200 vs 200 engagements, it doesn't become 300 vs 200 with IT being so absurdly cheap and extremely powerful/effective as they currently are, and fungal will no longer cost effectively counter every unit composition in the game with the abusive stun case being no more. Having IT cost supply is not a good fix. IT is a cool spell, when it isn't used in mass. Throwing 4 IT behind a mineral line for light harass is cool (and should be in the game). Throwing 50 IT next to a nexus because there is no way protoss can kill off that many IT before the nexus fall is not entertaining. What should be focused on is making it so that building infestors is not always a good idea. If you take away the mass-ability of infestors, then you fix the mass IT problem.
Of course, I think IT contributes to wanting to mass infestors, but I think an energy increase to IT, or a buff to feedback/emp on infestors, nerf to fungal, or a decrease in infestor max energy would accomplish that without having to do something awkward like making IT cost supply.
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what about increasing Energy cost for both of its spells? Fungal from 75 to 100 or even 125 and Infester terran from 25 to 40 or even 50
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Id say make FG a projectile, make ITs eggs have same HP as ITs or increase infestor supply to 3. A combination of 2 of those nerfs should do. Of course youd have to buff another zerg unit like the hydra.!
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I would like to see infestors become 3 supply, fungal no longer roots but slows and give IT's some sort of nerf since they're far too good vs air and mech.
Infested terran eggs shouldn't have so much armour and be able to absorb tank volleys as well as they do currently giving a really cost efficient engagement that sort of goes against how zerg should play imo having loads of cost inefficient units and swarming the enemy, but being able to remax really quickly. They shouldn't benefit from attack or armour upgrades either and give infested terrans a damage nerf so it's the same as marines or slightly higher, but not as much as it is currently. It should also cost 30 energy to cast infested terrans instead of 25.
Incase this is misunderstood, I'm not saying all of these should be implemented as it would make the infestor useless but only a handful of the suggestions should be considered.
Grammar edit.
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I'm definitely a fan of 3 supply infestors, think it'd be a huge step in the right direction... but changes would likely still be needed to be made to fungal.
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On November 12 2012 17:11 fighter2_40 wrote:Show nested quote +On November 12 2012 16:34 Ralethon wrote: -Change fungal so it does all its damage +15 up front but doesnt immobilize -Make fungal a projectile however a projectile that latches on and chases a single unit -Raise the energy cost of infested terrans to 75 and make them unable to move but give them +2 armor, 7 range and 8x the duration -Change the infestor from heavy to light and buff its health -keep the supply at 2 but raise the gas cost by 50 -Remove NP and replace it with an ability to defend itself and other units from the majority of projectile attacks -give the infestor flying
Ah as i remember, It was in the bleak December and each somber dying ember wrought its ghost upon the floor.. Fuck!! A ghost! Oh wait terrans dont make those either. NVM <3
Ps. NeVerMore. Sorry but I like you're changes the least out of the few that I've read. Fungal doing more damage up front and no slow/ root makes it a storm for zerg.... which is just not what zerg does. Fungal being a projectile is cool and a lot of people have been suggesting this but why does it have to chase a unit. Ensnare and plague didn't and they were really sick. Increasing range / duration/ armor of IT would make them so good for denying expansions. This is just dumb. Sorry. Nerf them and don't give them any buff. Why keep supply at 2. we dont' want them to be massed and 200 gas infestors will still be massed, just at the cost of other units such as mutalisks, hydralisks, ultralisks... anything else. Because infestor is just that good. Actually... at this point you're either a hidden troll or just lack a solid understanding of the game so I won't even bother writing more.
This my friends is why we should leave balance discussions to the professionals <3
Eagerly I watched Morrow; vainly I had sought to borrow From his play surcease of sorrow, sorrow for the lost build order; For the rare and radiant tactic whom the casters named build order, Working here nevermore.
And the silken sad seeping of each purple queen a'creeping Thrilled me---filled me with fantastic terrors never felt before; So that now, to still the beating of my heart, I stood repeating, 'Tis some visitor entreating entrance at my depot door, Some late visitor entreating entrance at my depot door. This it is, and nothing more."
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let's just remove the whole race. then it would be balanced game.
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Projectile + Slow = Ensnare minus damage ^^
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On November 13 2012 02:13 DemigodcelpH wrote: 3 supply, Fungal changed to a slow, and IT having increased energy cost (40-50) or becoming 0.5 supply. Some combination of these would be decent.
This way, in 200 vs 200 engagements, it doesn't become 300 vs 200 with IT being so absurdly cheap and extremely powerful/effective as they currently are, and fungal will no longer cost effectively counter every unit composition in the game with the abusive stun case being no more.
Decent? Sorry but that are 3 points just remove the infestor instead of talking such shit. Hitler killed jews for no reason and majority agreed jews are trash... were they right? hows that lets claim something wrong and destroy the whole race. OH WAIT YOU SON OF A FILTHY SLUT QQ MORE WHINY CUNT
User was banned for this post.
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Funny how people claim that whole zerg race is dependant from infestor. In the past zergs played without infestors and did very well, you just dont see yourself playing without easy mode anymore.
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Increase infestor cost 100min 150gas to something like 150min 200 gas. Then increase decrease the energy regeneration rate for infestors so it is going to be hard for infestors to be able to stock up on full energy and spam IT everywhere.
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Dammn people are jumping way too hard on the nerf wagon. When you're suggesting nerfs, think REASONABLY FFS.
1. Slow instead of root. 2. IT cost 30 energy. 3. Cannot neural massive. 4. IT do not share upgrades.
That sounds reasonable lol. Not all this other stuff. Instead of changing the damn thing to 3 supply you should instead look @ the potency of its spells.
There are already too many things in this game that cost too much supply as it is. People don't seem to realize that cost is also an effective regulation, along with spell balancing...
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Fungal growth: - Immobilize only light units - reduce movement speed by 50% for all others - disable abilities for units (no blink) - do not slow down mothership - not a projectile, but a 1.1sec delay (charge) between cast and spell
IF 3 supply, then - 50% more health - +1 armor while burrowed
Neural Parasite - can be used while borrowed, but reveals the infestor...
Infested Terran - no need to change. They are strong, but also easy to counter and a huge investment in terms of energy
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Make Fungal a slow but still stops abilities and make it 3 supply. Can't NP mothership.
On November 13 2012 10:35 pivor wrote: Funny how people claim that whole zerg race is dependant from infestor. In the past zergs played without infestors and did very well, you just dont see yourself playing without easy mode anymore. The return of Roach/Hydra/Corruptor?
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On November 13 2012 11:07 Omnidroid wrote: The return of Roach/Hydra/Corruptor? or baneling/muta in tvz
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On November 13 2012 10:09 SirisH wrote:Show nested quote +On November 13 2012 02:13 DemigodcelpH wrote: 3 supply, Fungal changed to a slow, and IT having increased energy cost (40-50) or becoming 0.5 supply. Some combination of these would be decent.
This way, in 200 vs 200 engagements, it doesn't become 300 vs 200 with IT being so absurdly cheap and extremely powerful/effective as they currently are, and fungal will no longer cost effectively counter every unit composition in the game with the abusive stun case being no more. Decent? Sorry but that are 3 points just remove the infestor instead of talking such shit. Hitler killed jews for no reason and majority agreed jews are trash... were they right? hows that lets claim something wrong and destroy the whole race. OH WAIT YOU SON OF A FILTHY SLUT QQ MORE WHINY CUNT
what in the fuck is this
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On November 13 2012 11:51 aRyuujin wrote:Show nested quote +On November 13 2012 10:09 SirisH wrote:On November 13 2012 02:13 DemigodcelpH wrote: 3 supply, Fungal changed to a slow, and IT having increased energy cost (40-50) or becoming 0.5 supply. Some combination of these would be decent.
This way, in 200 vs 200 engagements, it doesn't become 300 vs 200 with IT being so absurdly cheap and extremely powerful/effective as they currently are, and fungal will no longer cost effectively counter every unit composition in the game with the abusive stun case being no more. Decent? Sorry but that are 3 points just remove the infestor instead of talking such shit. Hitler killed jews for no reason and majority agreed jews are trash... were they right? hows that lets claim something wrong and destroy the whole race. OH WAIT YOU SON OF A FILTHY SLUT QQ MORE WHINY CUNT what in the fuck is this
It's proof that not only is Godwin's law still relevant but also that Darwinian laws of evolution have failed.
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