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       #Post#: 1778--------------------------------------------------
       Re: Infestor Transfuse
       By: piedriver Date: February 6, 2021, 12:44 am
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       [quote author=BigNoob link=topic=176.msg1776#msg1776
       date=1612590084]
       [quote author=<heXnab>Speed link=topic=176.msg1769#msg1769
       date=1612445020]
       [quote author=BigNoob link=topic=176.msg1764#msg1764
       date=1612400445]
       [quote author=<heXnab>Speed link=topic=176.msg1757#msg1757
       date=1612266105]
       They have a "hold position" option :D
       [/quote]
       It's almost as if issuing a single transfuse overrides that and
       resets them to "stop"
       [/quote]
       And then a single "h" will put them on hold again. It appears
       you guys literally want to eliminate the last bit of difficulty
       in zerg gameplay lol. I've lost infestors, too, be it by them
       not being on hold position and getting pushed in by my own units
       / trying to attack the marines attacking my buildings or simply
       hitting 1 instead of ^ (my F2 hotkey, it's next to 1 on my
       keyboard) and a-clicking them in. Sure, it sucks, but literally
       all of that is my mistake, not the game's mistake, if I didn't
       make a mistake it wouldn't have happened. You realize a hold
       fire button would have to be pressed, too? Maybe less often than
       a hold fire button, but you still have to press it at least
       once. And about pushing priority, I'm not so sure if infestors
       wouldn't be pushed into the terrans by your units if they had
       push priority, I feel like when they are on "stop" they might
       still be moved by smaller units so if you are not paying
       attention they might still die. If you hold position them they
       will not be moved even without push priority, at least not by
       the small stuff like lings and strikes and I'm not so sure if
       you really want infestors to potentially get your brutalisk /
       other big units stuck.
       [/quote]
       Wow youve successfully convinced me that blizzard should remove
       the hold fire ability from ghosts. The question isn't whether
       it's necessary but whether it makes sense. The transition from
       SC1 to SC2 didnt really require auto-mining straight out of
       rally, but it was added. Stupid blizzard removing difficulty
       from SC2; oh wait, it's still a complex game.
       [/quote]
       Perhaps a compromise could be for infestors to donate transfuse
       charges to the big spine ahead of time, which then autocasts on
       itself as needed.
       #Post#: 1780--------------------------------------------------
       Re: Infestor Transfuse
       By: Speed Date: February 6, 2021, 1:17 pm
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       Bignoob you are actually mentally r3tarded, SC2 is a lot faster
       paced than SC1, the 2 games are so different besides their name,
       so really stupid to compare the two. Ghost hold fire is meant to
       help them go somewhere cloaked and get a nuke off, not prevent
       them to run in when something near them gets attacked.
       I'm done with this shit, you suck at zerg hex, you suck at SC
       and you are fucking annoy me. Just don't post if you're this
       fucking stupid man, I'm genuinly tired of shitty low level
       players like you talking on this forum and complicating the
       process of changing this game in a good way. I'm so fucking
       tired it, and I'm tired of treating you with any amount of
       respect. Go fck yourself.
       #Post#: 1781--------------------------------------------------
       Re: Infestor Transfuse
       By: BigNoob Date: February 6, 2021, 4:40 pm
       ---------------------------------------------------------
       How oblivious are you? What do you think distinguishes SC2 from
       its predecessor? Do you think the difference in pace between SC2
       and SC1 is because of anything other than higher initial worker
       count and auto mining? WoL had 6 initial workers and that made
       the game slow. They changed it in later DLCs and HOLY SHIT it's
       almost as if these QoL changes allowed people to focus on
       different things.
       Great point on ghosts. They have nuking abilities meaning
       sometimes they're not meant to attack... That's almost as if
       that were my proposition to give festors hold fire, and you're
       the moron that's going to rebut saying "why not just queue move
       commands so your ghosts dont alert the enemy by attacking?
       Stupid idiot trying to make the game more braindead hurr hurr".
       Also, every other unit that plays a similar role CANNOT
       AUTO-ATTACK: vipers, infestors, ravens, oracles. Hell, they gave
       high templars the ability to throw water balloons because
       protoss players kept walking them to their death. Are you, oh so
       smart idiot, going to argue that ladder pros like stats and trap
       didn't want those changes?
       Do you use your festors the same way you use your marines? Fuck
       off.
       #Post#: 1782--------------------------------------------------
       Re: Infestor Transfuse
       By: Speed Date: February 6, 2021, 5:48 pm
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       Imagine just using hold position instead of being a clown on a
       forum. rofl.
       #Post#: 1783--------------------------------------------------
       Re: Infestor Transfuse
       By: BigNoob Date: February 6, 2021, 6:48 pm
       ---------------------------------------------------------
       Your arguments are so solid. I must be such a clown for stooping
       to the level of ad hominems thinking that I my words have any
       weight on internet strangers. Oh wait, that's you. You're the
       only fool stuck in this delusion. Please, school me on how zerg
       hex infestors shouldn't have a hold fire when they play the same
       role as ladder infestors with the added bonus of
       attack-for-energy.
       #Post#: 1784--------------------------------------------------
       Re: Infestor Transfuse
       By: Speed Date: February 7, 2021, 7:48 am
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       Hold fire would be a button you have to press, just like hold
       position. Let's just remove the attack altogether, I'm fine with
       that, the attack of infestor is 99% of time used to cheese or to
       abuse new / bad players for energy, both of which are
       unenjoyable mechanics from terran's point of view. And it would
       fix infestors suiciding into marines because of aggreesive
       behavior (which probably could be changed, too, I don't think a
       unit is forced to go attack something that attacks something
       else nearby, it just happens to be 1 of many behaviors and
       infestors have it). And you wouldn't even have to press a button
       for it. At the same time I'd also be fine if that attackless
       infestor had pushing priority over other zerg units as it can no
       longer be used to cheese terrans the way it can now.
       Your turn bignub, tell me how infestor attack is essential for
       zerg gameplay and how you want a hold fire button because your
       brain is just such a limited fried shrimp, holy ****.
       #Post#: 1788--------------------------------------------------
       Re: Infestor Transfuse
       By: BigNoob Date: February 8, 2021, 12:07 am
       ---------------------------------------------------------
       I really don't see how attack is essential and I'm all in favor
       for deleting it. It's just that if attack is added in the
       design, then it should consider the thought that game designers
       from Blizzard put into it, where spellcasters either cannot
       attack or can disable attacking. And that I'm not advocating for
       blind sheeping, but rather the idea that a new recruit should
       just shut up and emulate the way things are until they realize
       why it is as such, because the old dogs must've had a reason for
       doing things that way.
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