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.
dude what is going on no you don't talk you don't write, i mean have you given up on 2.0 because im really tired of playin special forces while i wait for this
It's not forgotten, but it'll take a bit to bring it up....
And while this map wasn't being updated, it dropped many pages and now is forgotten. :C
Can we get an update how how done you think you are? This reminds me of a couple of things.....SC2 among them....(little word, long wait)
@thewqlf: Go
HA! .07?? LOL! Play with Krug, fool. I've seen a .03 AS Blaze, and I gotta say, that was some serious rape.
Anyway, he's right, Imploders are probably one of the worst to fight SUIs (ESPECIALLY for Fulgore...) and I think I speak for most of us when we say we hate them early on and when there are multiple.
About the attack speed, it technically is 50% after all that. The stacking is multiplicative, not additive. 10% of .46 AS is .046, leaving you .414. -10% of that leaves you .3726, next is .33534, then .301806, leaving us finally with .2716254. The game probably doesn't use so many decimals which is probably where you get a .2 boost instead of a .19 boost, but eh.(Did the math again with only 2 decimal places and it ended .27, not sure how I'm getting .19 boost...)
ANYWAY, I agree with wqlf and rayinen with the buying blood and more minerals. Blood is occasionally as rare as a death in the morgue (someone dieing, not someone dead), and past wave 80 getting only 700 or 800 or whatever it is for killing those 4 towers (which, past level 100, if you've kept up, are a JOKE. I could solo all 4 towers with like half the time left [and not as blaze :P] so then it really is okay for that). Buying blood (or more interestingly, perhaps even selling it) could make for interesting builds. If we could by steel (obviously it'd be expensive) then people would have a reason to play past level 100. Personally I'd like to see buying/selling blood, it could make interesting builds and a point to money once you've maxed everything you want (once you max all you want blood-wise it's still useless, thus buying steel).
@rayinen: Go
The drop rate is 14% per hatched SIU.
I have a question. Whats the drop rate for blood? Is it different based on SIU? Do the different difficulty levels/ current round add a modifier to this value? Does a table or any other list exist?
also would it be possible for the amount of minerals gained per kill to scale with round and or difficulty?
blood should be purchasable from the center thing. something like 5k - 7.5 k is prolly right. blaze needs to be reworked as im sure someone has mentioned. he can get over 160 armor and with seifers drone it breaks 200. his attack rate can get to .07 without even using his jump boost and when fully upped his airstrike does over 30k dmg and thats if u dont have any upgrades to ability dmg. with upgrades ive seen it top 100k. the blood thing that gives attack speed boost doesnt take into account anything after the first decimal place. if u have an attack rate of .46 (dead eye when maxed) it gives u a boost of .2 not .23. also, infested frenzy doesnt work. giving the non tank units armor is good but it rly doesnt help them survive unless they also get more armor with blood. i would prefer an evasion instead of 30 armor which wont help me past round 20. vile imploders have been getting more reasonable but are still completely ridiculous late game. why not have them do no damage at all, just the armor reducing? you could also increase their life if i knew that facing it one on one wouldnt mean instant death
Lol Oddlot, I'm not sure I'd mind a few days playing IA for testing purposes :P But life tends to get in the way....I'd probably need a break for food and it'd make it less interesting when it comes out-but hey! Newer ver! LET THE INFESTED SLAUGHTER BEGIN!!!! >:D
PS: I like Ray's idea of having blood possibly be a resource, although I think it'd be better if it just showed up in lower resolutions...
I was wondering something. would it be possible to show how much blood and metals a player has in the resource panel? i saw that the metals was placed over terrazene so i would assume that the blood is placed over the custom resource.
lol, if you need help, me and twisted are itchin'. I really wouldn't mind spending a few hours a day playing IA for the purpose of testing out one little piece of equipment. It'd give me something to do, and I'd be playing a part to better my favorite SC2 map.
if you need testers to help out and if it makes 2.0 come out faster and better ill gladly help. tbh ive spent most of my freetime on non-starcraft custom games since IA2 has stopped updating but i would like to play it some more.
@Etravex: Go
You wouldn't happen to need help testing, would you? :P I'm sure theres some dedicated people around here including me willing to help out with testing ideas and whatnot.
@Oddlot0930: Go
Maybe, but IA2 was a different map, and thus could shoot ahead of the other map. IA2 2.00 will have to grab attention first, then it can grab it's top position. When IA2 came out it wasn't already on page 3, it had the "New!" factor to help it. IA 2.00 won't.
@thewqlf: Go
No matter how far the game falls down the list, I'm sure that as soon as 2.0 is released, it will be like the release of Infested Arena 2 compared to the original. The original was nowhere to be seen for a long time, but when IA 2 1.0 launched, it was a hit and came straight up to the front page.
I believe the things put into 2.0 will be absolutely astonishing and worth the wait.
you have fallen to the third page. if the update doesnt come really soon, like yesterday, i'd say ur fucked
@Oddlot0930: Go
Projectile Reflectorate will reflect all missile attacks whether they are outside or inside. This is how Projectile protectorate worked originally [exception: bosses]. I didn't want a specialist to be able to block any enemy attacks of any kind so all bosses missiles should not be blocked. However, with Spewers they have a range of 3 and they have to travel into the projectile protectorate to attack but their attack never reaches Blaze or fellow teammates.
So if a Vile Imploder is within the Projectile protectorate while blaze has reflect on you will not see a visual missile bounce of any kind, but you will see damage being done to the imploder.
@Dukewin: Go
I don't believe the shield is supposed to stop boss attacks. I mean, if it did, most of the bosses now would be pure pushovers. Sever would be tankable again, all xerxes bosses will be even easier, moving into melee range on kerry would be pointless. I like the shield, but if it stopped boss attacks, that would break the game (slightly more than it arguably is)
i dont this the shield works on bosses tbh.... and i think it will actually reflect all, because witht hat same collision can be set inside of the bubble too, you would just set it to reflect... its why things inside dont attack you, he just switches it to reflect instead of negate (much more elegant in triggers but thats english of it) if im wrong, please correct me, i used to make triggers and maybe something changed /shrug
Duke
PS: The projectile shield, it doesn't seem to stop all ranged attacks. Sever, for instance, if he's inside the shield, can attack (or at least his debuffs hit his target).