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Zerg Unique Skills.
In StarCraft Forum
xhupi
Jan 03, 2018
So pilot really represents something specific, and while the Prototype-style idea would represent that, its a bit of a stretch for a power that zerg would use -- zerg don't hijack a body, they infest it and it drives itself under control of the swarm, so that falls more directly under the command skill. I am also not terribly worried about the pilot skill as some infested still have uses for it. The first is for Agents of the Swarm who go into Doppleganger builds using the upcoming Suppress Infestation mutations drive just like any normal Terran. But also there are infestation powers that allow you to infest and use standard terran constructs and (importantly for Agents of the Swarm) vehicles -- so you have infested Terrans driving infested siege tanks and piloting infested wraiths. Not every infested will (or should) be a skilled pilot, but those few pilots are still incredibly important to the swarm, especially when partnered with an infested evolutionist or the living plagues from the december bonus content who both will likely become skill enough at infestation powers to make controllable infested vehicles eventually. So overall infested don't have as many uses for pilot as normal Terrans as it is a much more niche skill and is only really usable for infested Agents of the Swarm. For those characters though, they gain the full benefit of the skill as it was designed for Terran PC's. Thus for infested characters, pilot is a crucially important skill limited to a few characters that can possibly use it just like psionics for regular Terrans. Now all of this is just my perspective on the matter, but I don't really feel that anything special needs to be done for pilot because the few characters who do use it gain the full benefits of the skill unlike the medicine skill in an infested party. However let us know if you still feel this is too limited a use for a core skill and we can keep the discussion rolling!
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Zerg Unique Skills.
In StarCraft Forum
xhupi
Dec 21, 2017
Ok, so I've been working on some of the new infested content for MoK, here's a couple of the new things inspired by this conversation: New Mutation: Shock Spines I-II Enhanced / Mastered Requires: Level 5/18, Science 4/6, Computers 4/6 Tier 1 Description: You grow specialized organs that can generate and deliver precise electrical charges. You gain the sabotage and structural weakness talents. When you use sabotage on a construct you may choose to deactivate it instead of destroying it. Tier 2 Description: You can deliver even stronger electrical bursts. You gain the sabotage II and Structural Weakness II talents. Your natural weapons and any explosions caused by sabotages gain the stun weapon trait. New Talents: Zerg Medicine Familiarity: Requires Medicine 6 You are familiar with the unique peculiarities of zerg physiology and have learned to alter the injuries of heavily wounded zerg to allow their regeneration to work more efficiently. As a standard action you may intentionally injure a friendly, willing zerg that has less than half of its full maximum hit points. You must succeed a DC: 15 medicine skill test and for the next minute the target’s regeneration increases by 2 + 1 for every 2 points you exceed the DC. The zerg takes 3 damage regardless of success or failure, plus 1 for each point of regeneration you grant it. If the target does not have enough hit points to survive this damage then you must reduce the regeneration boost to a survivable level. You must be holding a melee weapon with at least one penetration and the target must have more than 5 hit points remaining to perform this action. Take a look and let us know what you think!
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xhupi

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