Balance additions: Infestor and Mothership

Here are ideas for a few unit ability changes and additions intended to be somewhat fresh while improving the balance of SC2 multiplayer (as much as that is possible via pure theorycrafting with no in-game testing). Got alot more details and comments on these but it’s better to keep it short and let others comment on the raw, changelog-like material first.

1) Infestor: Infested Terran

  • no longer scales with Zerg upgrades.
  • increased Infested Terran Egg’s HP from 70 to 100 and its armor from 0 to 5.

2) Infestor: Neural parasite

  • energy cost increased from 100 to 125.
  • no longer roots the infestor in place, now throws a fast projectile instead of a tentacle.
  • no longer instantly converts targeted enemy units, instead permanently inflicts the condition “infested” on them, or adds one charge to this condition in case the unit was already affected by it.
  • the number of charges of the “infested” condition can only increase by 1 every 5 seconds, so while that cooldown is active the unit in question cannot be targeted by the Neural Parasite spell, nor even be affected by it in case other Neural Parasite projectiles had already been fired towards that same target unit before it gained this condition.

New condition “infested”:

  • does not affect any units in any way, other than adding a visual effect on target units.
  • stores, and shows on its icon, how many times this condition has been inflicted on the currently selected target unit.
  • once the number of charges has reached the target unit’s population cost, the condition disappears and the unit is permanently converted to the team of the spellcaster unit that last inflicted it, and thus it is immediately automatically targeted by any enemy units.

3) Mothership: new ability "Invulnerability matrix"

  • costs 125 energy.
  • has a 30 second cooldown upon the end of the ability.
  • the Mothership becomes untargetable by any attack or ability, except Protoss Recalls and SCV/Mule repairs, for 5 seconds.
  • the Mothership remains able to perform any other action freely for the entire duration of this effect.

4) Mothership: new ability "World purifier beam"

  • costs 75 energy.
  • has a 120 second cooldown upon the end of the ability.
  • roots the Mothership in place for 20 seconds and prevents it from attacking, but does not prevent it from casting any of its other abilities.
  • can be manually cancelled at any time, being displaced will also immediately cancel the effect.
  • after a period of 14 seconds, the Mothership fires its World purifier beam right at the center of its position.
  • the World purifier beam deals 100 (+100 vs Structures) AOE damage per second for 6 seconds within an 8 radius disk, with 50% damage reduction between 4 and 6 radius, 75% damage reduction between 6 and 8 radius, ignoring armor and dealing no damage to the caster Mothership itself.

5) Mothership: Time warp

  • energy cost decreased from 100 to 50.
  • radius divided by two (from 3.5 to 1.75).
1 Like

How dare you are, insta permanently getting a probe or SCV just for 50 energy. And giving Zerg Carriers and Battlecruisers. How funny it will be, when you expect mass broodlord-infestors and get zegrlings-mothership-battlecruisers instead :slight_smile:

2 Likes

Being fun and balanced at the same time is kind of the point. On that note let me correct this copy-pasta typo that i forgot to change “energy cost decreased from 100 to 50.” (copy-pasted from the time warp section) to what’s really intended: “energy cost increased from 100 to 125.”. Lol.

Reading this made my brain hurt. While I don’t mind the infested Terran change, everything else doesn’t work in starcraft 2.

1 Like

Now it is funny and balanced. Good job.