DIR Return Create A Forum - Home
---------------------------------------------------------
Zerg Hex Forum
HTML https://zerghex.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: Balance Discussion
*****************************************************
#Post#: 1778--------------------------------------------------
Re: Infestor Transfuse
By: piedriver Date: February 6, 2021, 12:44 am
---------------------------------------------------------
[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
---------------------------------------------------------
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
---------------------------------------------------------
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
---------------------------------------------------------
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.
*****************************************************
DIR Next Page