Zerg spell/unit...the Zerg Zombie!

Discussion in 'Zerg' started by Prodigal, Nov 9, 2007.

Zerg spell/unit...the Zerg Zombie!

Discussion in 'Zerg' started by Prodigal, Nov 9, 2007.

  1. Prodigal

    Prodigal New Member

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    This is purely speculation but I won't be suprised if we see a Zerg ability that allows a Zerg unit to plant a spore underground, when troops walk over it it explodes, they become infected and then become infected Zombies. They would work in supplement to Hydras or lings, only maybe it would be created by a Zerg unit that morphs from the Hydralisk.
     
  2. carlsjr11

    carlsjr11 New Member

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    Re: Unconfirmed new Zerg spell/unit...the Zerg Zombie!

    did u think of this idea or get it from somewhere esle because iv never heard of it......

    sources plz
     
  3. Prodigal

    Prodigal New Member

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    Re: Unconfirmed new Zerg spell/unit...the Zerg Zombie!

    No I just made it up...thought it might be kinda like the evolution of spawn broodling. I actually based the idea off of the "Raise Dead" ability from Warcraft III...seeing as that game borrowed alot of ideas from SC original, I would not be surprised if SCII borrows from WC3.
     
  4. Trooper_Lozer

    Trooper_Lozer New Member

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    Re: Unconfirmed new Zerg spell/unit...the Zerg Zombie!

    Nice idea, and actually sounds like a kool unit. I wouldnt really call it a unit, but it could sort of be like a spider mine in essence. It is planted in the ground, and when a unit walks over it, the thing explodes, then zombifying its target. (or target's) Then they sort of become like a brrodling type unit, very weak but very annoying. and since this could probably take over multiple units it would be helpfull in order to slow the enemy down. The only thing i dont like about it is that it doesnt seem like it would be used much. i think that it just is something that is kool in its own way, but a zerg player would not want to spend the resources and time on a project like this, just like the way they mostly would skip over the queen.
     
  5. Ursawarrior

    Ursawarrior New Member

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    Re: Unconfirmed new Zerg spell/unit...the Zerg Zombie!

    awesome idea, like spider mines for terran
     
  6. josh

    josh New Member

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    Re: Unconfirmed new Zerg spell/unit...the Zerg Zombie!

    The Zombiefied unit will also likely to attack but is weak and would not last long like the Zombies created by Necromancer on Battle Realms. I think if Blizzard implemented this kind of strategy not many will use this coz it just wastes time and resources.
     
  7. Prodigal

    Prodigal New Member

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    Re: Unconfirmed new Zerg spell/unit...the Zerg Zombie!

    Alright alright...I think I thought of a better implementation...have it be a slow time based death where the Zombie resurrects after the unit dies. Instead of spider mines it should be a single unit cast that infects any unit that stands within a certain distance of it. The spell animation would consist of the Zerg Spellcaster projectile vomiting black slime at an enemy. The zombie would be reasonably strong, comprising the power of an upgraded zergling. However the Zombie can also explode itself in a large area of effect spell to inflict the black zombie disease in significantly large area. Should the unit infected with the Zombie disease also being affected by plague when it dies, then a very powerful lesioned zombie would rise, comparable to the strength and durability of an ultralisk, only far less HP and a slightly ranged attack. The lesion zombie can also burrow and will pull any unit walking over it underground where it will be eaten alive.
     
  8. Pix

    Pix New Member

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    Overpowered, man o_O
    Like I've said before, Necromancers 'aint for the Zerg. Nor is mind control...
    ~Pix~
     
  9. Fenix

    Fenix Moderator

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    ....I would be surprised.
     
  10. Hodl pu

    Hodl pu New Member

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    Infested terrans are a sort of mind control. The overmind uses it's immense brain to control them!
     
  11. hydralisk

    hydralisk New Member

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    but this ability would only work for like infantry of liek the terran and mabye zealots so it makes its use kida limited
     
  12. timedragon888

    timedragon888 New Member

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    This should only work for organic units.
     
  13. nEveR_LifT

    nEveR_LifT New Member

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    yeah but the idea of an infested tank is interesting O.O
     
  14. OriginalSin

    OriginalSin New Member

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    thats a pretty uber idea although i think it should be a "once cast no more can it be used" spell because if you could just keep doing it then if an army came to attack you theyd be dead and youd have a FULL army
     
  15. Darth_Bane

    Darth_Bane Moderator

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    I agree with origional sin on this one it is a magnificent idea and I suport it for one but you should have a limit on it like this:
    Each unit able to do it can cast it once and can only cast it once a gain when the origional spore is destroyed and then you can lay another. You can have multiple numbers of this unit but if you make an army of these guys to convert a whole other army and lay it in one bottle cap (small opening/entrence into somewere) if the opponent decides to go AROUND it your whole plan whould be all for nothing and when their army comes out and kills you due to the small amount of other units because the units you used to bring the spores out would take up a large chunk of your squad cap and leave you close to defencles making this a very balanced unit. TADA!
     
  16. Prodigal

    Prodigal New Member

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    How about have the spore ability cost 75% of the units possible mana to cast? Infected units could be cured by Medics (with Terran) or Stasis (with Protoss). I would imagine this unit in particular would be lethal with Zergling/banelings...the infected zombies would explode infected a bnch of their infantry, adn then swarms of Zerglings and banelings come pouring in, as the banelings explode, the dead units begin mass transforming into Zombies...the opponents forces are overwhelmed and game over. Their would be some signficant coutners to the the use of zombies, such as the micro intensive spells listed above, as well zombie would not work on air units or tech units, mainly comprising a devastating anti- infantry ability. I am also imagining dropping zombifying hydras and lukers into their peon field, turning the once diligent peons into blood thirsty zombies, hell bent on tearing down the command center/nexus. This ability would be a great early game counter for Zerg against Zealots rushes, and marine/medic/firebat/reaper combos.

    I think in later versions of broodwar the zerg were too nerfed, making them extra vulnerable early game to well organized attacks of basic units with some support. The zombie ability would function as a strong infantry counter...however it would be useless against air units, and heavy tech ground units. (Siege tanks can hit these hydra-zombie makers before they can get close enough infect with the black slime projectile).