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[H] PvZ, Destiny style is unbeatable? - Page 3

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Spicy Pepper
Profile Joined December 2009
United States632 Posts
August 15 2011 23:51 GMT
#41
Also, got to give idra, and other zergs (and other non-zerg players) credit, who said the infestor change was a ridiculous buff against protoss.
Kuni
Profile Blog Joined September 2010
Austria765 Posts
August 15 2011 23:52 GMT
#42
Gotta stop playing Starcraft 2 I guess, dammit ... unbeatable, the ultimate strategy, how could one possibly not win with the Infestor ... maybe, just maybe we need to switch to freetetris.org

-.-
bonus vir semper tiro
Trusty
Profile Joined July 2010
New Zealand520 Posts
August 15 2011 23:52 GMT
#43
On August 16 2011 08:40 Ninety-Three wrote:
+ Show Spoiler +

The 2 range advantage from the Fungal's radius shouldn't ever be able to snag all of your high templars in that little arc of "extra range" and swing the battle alone. You can't seriously make that out to be the deciding factor any battle between armies that have spellcasters. That's just not realistic. Also, 2 extra range with a 4sec ensnare effect and an instant kill (or no energy, which is as good as dead in an engagement, which also lasts for quite some time afterwards) with shorter range seems to be a pretty fair tradeoff.

In general, I never understand the complaints about these two units against each other... Honestly, high templar are frustrating if the Protoss player is better than you at micro OR catches you in a great engagement. Similarly, infestors are extremely annoying if the zerg is better than you at micro OR catches you in a great engagement.

They're very comparable units with pros/cons each. Basically, there's no easy answer to beating them on either side. Spreading your spellcasters and quickly casting your initial spells is pretty vital when the clash between armies happens. A good concave is the best advice I know or have seen in these thread. Good positioning lowers the effectiveness of fungal and storm each.


Sure, you can break it down like that - but in a situation of two equally HIGHLY skilled players, the infester user has an advantage.

Not saying it's OP, not crying about it - just saying the infester user has an advantage, which I tried to outline through facts.

I'm pretty much trying to show the people who say 'herp derp just get HT and feedback!' why that's not the case at peak levels of play - its not an un-winnable situation, but if you're relying on HT's to combat infesters (without anything else, like Phoenix or Collosus) then you're at a disadvantage.
Tiedal
Profile Joined May 2011
United States10 Posts
August 15 2011 23:56 GMT
#44
Exactly what minigun said.

About a week ago destiny played a few games with Combatex who is actually a decent player despite what trash he talks. While on the stream destiny said the way was to get earlier high templars

He also said that you need an equal number or close to equal number of high templar for infestors. you cant expect 3 high templar to beat 15 infestors.
what is today but yesterday's tomarrow
Olsson
Profile Joined April 2011
Sweden931 Posts
August 15 2011 23:56 GMT
#45
On August 16 2011 08:21 pezzaperry wrote:
Show nested quote +
On August 16 2011 07:50 justindab0mb wrote:
Zergs finally get a unit comp that can handle P late game, what happens?... Protoss cry out "Imba! nerf!!!" lolz....


wow I mean this thread is kind of stupid but this post is completely clueless. Protoss have a difficult time getting to late game because of their mechanics, it's hard to build up that deathball. It's much faster for a zerg to drone up and get his death ball, hence the classical view of "zergs should try to trade armies with protoss".

Protoss SHOULD (and do) have the better late game, because they can't do counter-attacks efficiently and can't do drops, they are immobile and struggle to pull through to the late game. IF per-say zerg's late game units became as powerful as Protoss' it would be incredibly overpowered. But they don't, that's besides the point, your comment is invalid.


Yeah their mechanics are sooooo difficult -_-
Naniwa <3
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 15 2011 23:56 GMT
#46
Why does this thread still exist? If you want to debate game balance then go here:
Designated Balance Discussion Thread
This thread Doesn't belong in a "Strategy" Discussion.
I put the sexy in dyslexia.
Tuczniak
Profile Joined September 2010
1561 Posts
August 15 2011 23:57 GMT
#47
On August 16 2011 08:14 Trusty wrote:
....

- NP is a projectile, but the mana is consumed before the enemy unit is stolen. This leaves the infester with a maximum of 50 energy. Feedback won't kill it - even if you're fast enough to Feedback the infester that is casting NP before the NP actually 'hits' your unit.
....

NP is 100 energy, so you can kill infestor with feedback.

Also 1 HT can basically insta-kill 4 infestor at 9 range. That's pretty good for me.

PS: Destiny usually goes roach as he sees HTs on the field. With good protoss that's around his first 6 infetor push as he is taking 3rd and 4th. So later it's pretty much roach infestor into broodlords. Ling/ultra is just for stubborn protosses who just make colossus and stalkers.
Kluey
Profile Joined April 2011
Canada1197 Posts
August 15 2011 23:57 GMT
#48
Destiny's ZvZ and ZvT aren't that great which is why he lost at MLG.

Anyway, I tried splitting my units and yes, it does counter the fungal. The Zerg will have to spend like twice or even more the amount of funguls but the problem is that with spread units his zerglings own my stalkers because they're all getting hit by zerglings.

Also, high templar just doesn't work.. It seems reasonable but in a real game the zerg could just send 4 zerglings over and it would kill your templars that are trynig to feedback.


Just to clear up things.. the title isn't me saying 'herpaderp infestor = 100% win'.. I just used that for lack of a better title.
Harem
Profile Joined November 2007
United States11393 Posts
August 15 2011 23:57 GMT
#49
whine threads don't belong in strat forum
Moderator。◕‿◕。
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