Infested Arena 2
Now On B.net NA and EU!
Welcome Back...
It has been 43 years since your last encounter with the Infested, which took place on a space station in a remote part of the Universe. You thought you were victorious after defeating the Broodmother. Little did you know that the Infested followed you back to your home planet in the Galminus system and have since been mutating, evolving and multiplying directly above you. It is clear to you that the Infested are far more powerful than they were last time. Mutant strains and cross breeding has brought about new and terrifying Infested units. But, you are not easily discouraged...43 years has brought about advancements of your own. Prepare yourself the Invasion is about to begin...
Evolving from Infested Arena to Infested Arena 2
New Arena Invasion Dynamic
Infested Arena had 4 hallways which spawned the same amount of Infested units (a total of 2 different types: ranged and melee) at the same intervals with randomized Special Infested Units (SIU's) spawning at 1 of the 4 hallway locations at set times.
Infested Arena 2 has a randomized Invasion dynamic where at the beginning of each round randomized Drop-pods will fall from the sky in random locations. Once the Drop-pod lands it will begin generating eggs which after a short time will hatch and release the Pods designated spawn unit (i.e. Spewer Pod will spawn several infested spewer units). There is also a % chance based on active players and difficulty selected to generate new Drop-Pods at varying locations and varying times into the Arena. There are 4 basic Infested units (Infested Arena only had 2) each has it's respective Drop-Pod. Furthermore, you will easily be able to identify, with the "Infested Pod" dialog, all the current pods found within the Arena. In addition, Special Infested Cocoons will drop from the sky into the arena and after the duration will hatch a random SIU, all of which can be tracked using the "Infested Pod" dialog.
New Special Infested Units
There are now 10 SIU's including new ones, such as: Behemoth, Vile Imploder, Stalker, Desecrator. Some of the SIU's from Infested Arena were removed because...,well, they just weren't any fun.
Infested Blood Transfusions
Infested Arena 2 Introduces "Infested Blood Transfusions." Each time a Special Infested Unit or Boss is killed there is a chance for them to drop "Infested Blood" when one Specialist picks this up all specialists receive 1 Infested Blood. You can use a new menu to load up a stat tree in which you can further modify your Specialist by injecting yourself with the Infested Blood - Things ranging from increased movement speed, damage, extra shields, armor to having a chance to apply the "plague" or chain explosion reaction each time you attack.
Each available stat change found within the Infested Blood Transfusion Tree is modeled after Infested units you are fighting (Infested Bulwark Plating - Increase Armor +1/2/3/4/5)
Specialist changes
My original plan was to incorporate several new Specialists in Infested Arena 2, but after consideration and plenty of feedback I decided to change the fighting mechanics with each specialist. In Infested Arena everyone had energy and all abilities had close to a 10-15 second cooldown. Many times people would run until there ability was up. This wasn't to much fun. How could I make battle more fun and enjoyable? I decided to go with an action game battle dynamic. Each Specialist now has a total of 6 abilities (up from 4) and cooldowns are down around the 1-3 second mark.
Infested Arena witnessed 5 specialists who almost were identical in operation but with different special effects.
In Infested Arena 2 each Specialist is completely individualized everything about them operates differently from other specialists. Read on for details
A Few Examples of The New Battle System
Seifer's New Battle Mechanics
Built for Tanking.
-Seifer uses fast regenerating Energy to perform his abilities.
-Seifer has a "charging up" mechanic known as Ravager's Roar to boost his attack power and armor. With each roar Seifer receives 1 Ravager's Mark which will keep Seifer's damage and armor up until he uses "Igniting Wave." Once used all Marks will be removed. How do you get the most out of your Igniting Wave? Keep charging up with Ravager's Roar.
Fulgore's New Battle Mechanics
Built for damage from the shadows
-Fulgore uses Fast regenerating energy for a few of his abilities
-The rest of Fulgore's abilities operate off of a combo system known as Marks of Death. Each attack Fulgore executes has a 20% chance of awarding 1 Mark of Death. Other abilities and upgrades can apply additional Marks of Death just by using them. Fulgore can then choose to use his other abilities powered by Marks of Death. Once a Mark of Death ability is used all Marks of death are consumed. Depending on how many Marks of Death Fulgore had when executing the ability will determine the effectiveness of that ability (i.e. Vexing Shadows requires at least 1 Mark of Death. For each Mark of Death consumed when Vexing Shadows is executed Fulgore will teleport and deal extensive damage to 2 enemy units. If Fulgore has 5 Marks of Death then a total of 10 enemies will be warped too and attacked).
Blaze's New Battle Mechanics
Built for Siege and AoE
-Blaze uses Fury to power the majority of his abilities. Blaze's Fury meter starts at 0 and as Blaze attacks his Fury meter will begin to rise reaching a maximum of 100. As Blaze reaches certain thresholds of Fury he will be able to perform various abilities. Blaze also has abilities that require no Fury and will actually add a certain amount of Fury to Blazes Fury meter when used.
-Blaze utilizes "Presences" - Blaze can only have 1 Presence on at any given time and depending on which presence Blaze has on they will positively/negatively effect him (i.e. Fury Presence grants 150% additional Fury increase with regular attacks, Increases damage by 40%, and movement speed by 10%, but at the cost of degenerating Shields, and 50% increased damage from all Infested attacks.)
and much more.
Dead Eye's New Battle Mechanics
-Dead Eye uses Fast regenerating Energy to power his abilities. Dead Eye has the capability of dealing extreme damage to single targets as well as using superior crowd control abilities to protect his teammates. Dead Eye has access to Critical Strike Upgrades which allows every attack and ability a chance at dealing 200%, 205%, 210%, 215%, or 220% damage depending on critical strike upgrade level.
Salv's New Battle Mechanics
Salv can be used to focus directly on damage and AoE or Healing. Salv has access to Quick Access Heal buttons which allows him to cast his healing spells (via buttons on the leaderboard) at great distances. This way Salv can keep track of his teammates health and still remain an effective damage dealer.
Salv uses fast regenerating Energy to power his abilities and has great Crowd Control abilities such as "Mind Sync" which allows Salv to convert up to 10 Infested Units (SIUs included) to his side for a duration. This ability can turn the tide of battle quickly if the right units are "Mind Synced" (i.e. Mind Syncing a Special Infested Behemoth - sends the Behemoth to do massive AoE damage to all nearby Infested Units).
NEW SPECIALIST Psion's New Battle Mechanics
Psion is a new addition to the team and although requires a persistent player level of 7 Psion is a power addition to Infested Arena.
Psion uses fast regenerating Energy to power his abilities. Psion's main purpose is to rain down destructive electrical magic from above. All of Psion's abilities have some form of electrical attribute. Although Psion's Health and Energy starts out low Psion Energy Reserves start out higher than the rest of the Specialists.
Psion is capable of enabling "Flight Form" which increases his Electrical damage and increases his movement speed. Psion can traverse cliffs and has the ability of summoning his favored ally "Arc." Arc's weapon is increased along with Psion's weapon. Whenver you upgrade Psion's weapon the benefits transfer to Arc.
Psion is also capable of restoring teammate shields via the Quick heal keys located next to the leaderboard. Instantly clicking on the appropriate team icon will heal the corresponding teammate.
Persistent Player Level
All of your kills are permanently recorded within Infested Arena 2. Whenever you start a new game of Infested Arena too you will notice that your kills refelct all prior kills you have recieved while playing Infested Arena. As you Level up (via your Persistent Player Level) you will be granted access to exclusive Hero Specialist Units. In addition, you will partake in the Persistent Level Player Stat Menu.
The Persistent Player Level Stat Menu allows you (upon starting Infested Arena) to add upgrades (dependent on your Player Level) to your Specialist. In other words, the longer you play and the higher your Player Level the more initial upgrades you can make to the Specialist you have selected.
@PmacTK421: Go
Lol my 111 game we had nearly run outa upgrades. 2 of us left with it set for 4 people.....wasn't easy (was 3 for most of the way, and the 4th left a while before and didn't listen AT ALL. Moron of a Blaze did just about nothing other than DPS settings even when he was getting his asked kicked)
No multi-bosses at their current strength though. Can you imagine double Hades? You could never kill them with physical attacks rofl....
oh I have a devious little idea to make round 25+ bosses more exciting. maybe around 40, throw 2 bosses at the same time. Oh yes, let me correct my previous post, by round 121, we had long since run out of upgrades.
@MmDave: Go
Yeah, 1-5 is hard-ish, 6-10 is sometimes hard, 11-20 is usually fairly easy. 21-30 depends on if you can keep your kills up. 31+ really depends on how you did on 21-30. If you can keep up 75+ it really starts to be very boring. 100+ you should notice stuff isn't getting that much harder.
Here's an idea: 100+ stuff has little armor and high HP (bosses also low-ish armor, 500 max) but MASSIVE regen (think Regen Boss with little armor and it's even stronger of regen)
@PmacTK421: Go
121?!?! I've wished for tier 3 upgrades by round 50 before! Lol.
And I've also thought about a money boosting item that we can buy with Steel.
Forgot to add that mineral crates get bonuses too....whups...
@MmDave: Go
If you want that much of a challenge, play lunatic. I dare you. Thats why we have difficulty select since some people want an easy game and some want a hard one. Also I feel that the reason 10-20 are so easy is because most sensible players farm 10. Oh ya is anyone else having trouble logging on. I can't get it and my internet connection is fine. @Rayinen: maybe at some point in No mans land minerals per kill could increase and unlock new levels of skills like adding x range upgrades at round x.
@Etravex: sent you a PM, could you plz answer?
I like the map, but i think its far too easy for a decent group and it just gets boring after a while :/ Is it correct that the difficulty choice hasn't any influence on the strength of the units? I couldn't test it exactly because people always pick easy -.-
I think the first few rounds are quite challenging and therefore well balanced, maybe even a bit hard for noobs. But then it gets really easy about between rounds 10 - 20 because people have enough minerals and blood to make their chars powerful. Round 21 gives a great boost to the ennemies, which again makes the game challenging for some time, until the chars again get too powerful. About round 50+ it gets really boring because its always the same and it's so easy, some chars can basically go afk and won't die anymore, except for some rare SIU attacks. It takes until about round 100 until ennemies are again a bit more challenging, but i never found a group that entirely would play for that long, because that takes more than 4 hours... i guess a decent group could get to a much higher round, but it's really pointless, as you are then maxed out, it's always the samewhich makes it really boring. Highest round was 125 that i reached until i was alone in the game because all others had to leave -.-
So my suggestion would be to balance the units in the sense that the game starts easy and really increases in difficulty, also some new challenging boss units in later rounds would be nice.
@Sandman366: Go
I've only maxed out my blood tree once, which is the game where I reached round 121, and that game is what gave me the idea for tier three upgrades, since by the end, we barely had anything to upgrade.
@PmacTK421: Go
With a max of like 10 or something. Currently you only need like 171 blood to max the entire tree....which sounds like a lot until you do a 100+ round game.
I've rethought my infested blood drop item. Keep the drop rate as is or maybe just raise it a little bit, and have an item that creates a 10%(maybe even a little more) of a dead SIU dropping 2 bloods. Or if a double blood drop won't work maybe use carbon steel to buy permenant starting blood, for example X amount of blood gives you one extra blood at the beginning of each game.
a tier 3 would be nice, but there would have to be a radical increase in mineral gain at some point (maybe upon entering no mans land?) even just doubling the mineral gain would be nice. and of course an item that could double the mineral gain would be sweet too.
or maybe even having an option to have higher blood drop rate, higher mineral gain, or lower of either (which then adds modifiers to the amount of steel dropped by bosses) imagine playing on lunatic with half blood drop rate and half mineral gain rate... (super pro teams with the absolute best items only!)
@PmacTK421: Go
Was thinking tier 3 would be nice. He could just set a formula and it could go on to tier 9999 =D (X cost for tier 1, [forumula related to X] for tier 2, etc)
SUI blood bonus could also be interesting, but I think buying blood would be a lot better. What if you go a bunch of rounds with very few SUIs?
Another item idea, an item that boosts the chance of a SIU dropping infested blood. There are some games where very little blood spawns. Oh ya and me and some other guys on the sc2 forums suggested that etravex should add a third tier of upgrades for damage, armor etc.
@rayinen: Go
Actually I think the only real problem is finding Skewer/Shraplit or a propagator. Everything else at night isn't that hard. Towers are shown and you could just wait for anything else to come to you. If you have Skewer/Shraplit show up on the minimap or is revealed then we could get over almost anythign else. Personally I hate not being able to see up cliffs to blink up.....but night isn't too often to make that a serious annoyance.
@Timewarp121: Go
You wanna try it? I know I don't :P
@PmacTK421: Go
I know, I mean that sounds interesting but I also like the thought of making the recharge CD shorter. If recharge also completely filled the original and boosted max......and slightly shorten Cd, I think it'd work.
I still think the night should be limited to survival rounds. Having it on a round where you need to find something just reduces the game to luck really. Unless of course you have all 4 players go separate ways.
YOYO are you actually building a whole new game? this is taking ages/
@Sandman366: Go What I meant with the krug upgrade was to maybe have 10, but keep the 4 charges in 4 seconds rate but with a more room for charges and a few new charge speed upgrades.
@PmacTK421: Go
Night sight range item sounds brilliant. It's an utter nightmare to kill Skewer/Shraplit at night unless you're.....like.....a CC build paired with a bossing/SUI build
The bouncing attack sounds like it'd fit Psion most actually....his attack just looks like it should be Chain Lightning'd.
Perhaps for Krug instead of a max-boost (though that would be nice)....something to lower the CD on his "regen" thing? (20s CD for something that can take 4s to happen and really could be spammed....yeah it needs at least a slightly shorter cd....)
I have several ideas for items. The first one is a general item for all characters to increase their limited use power ammo. I am directing this at salv mainly since it would be useful to have more heal towers around. My second one is to have an item for krug which increases the amount of nuclear charges he can carry at once. The third item I would like to suggest is a power that bounces every shot you fire, so if you were using blaze and you had upgraded his chain attack all the way so he's hitting three targets, he hits 6. Fourth, and I give credit to OmniPotentSnail since we played a game together and he suggested it, is to have and item which boosts sight range in the night rounds.
@extravexislazy: Go
I don't give a fuck if you're 5 or 50. You act 3. Grow up or bugger off. My day has been utter hell, and you can troll somewhere else. Your first post may not have been trolling but I think every single one after that has been trolling. You're too much of an ignorant troll to be sorry. If you really want to prove you're sorry, go away and stay away.
/rage
PS: If Etravex is no older than 11 it'd be a hell of a compliment, actually. He'd be quite the programmer already, can't wait for him to grow up-he'd write entire OSs I bet.
@OmnipotentSnail: Go
my name was to make a point for mt very first post which wasnt really trolling. im sorry that you're just too stupid to understand the art of deception. you guys must all be no older than 11 or so because your innocence (a kinder word for ignorance) about the internet is astounding.