Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne
There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55
On September 09 2011 12:59 Whitewing wrote: Look: infestors countered everything. Everything. Now they don't beat the entire protoss army by themselves.
Marines counter everything... and aren't as expensive as infestors.
On September 09 2011 13:02 MilesTeg wrote: When I read this I immediatly thought this change is linked to the corruptor (HotS change, or a futur patch).
Make my idea happen Blizzard, corruption should decrease the rate of fire 50%
I've always thought neural parasite was terrible, and I never relied on it so it won't affect me that much if it really happens.
But I wonder if the change will go through because the whole spell is utterly pointless, other than for maybe vikings I have no idea why I would even research it.
Why put this in the PTR if they aren't really going to change it though?
i'd be okay with 50% tbh only on massives tho i dont want my stalkers to shoot once a year
On September 09 2011 12:41 Crysack wrote: Honestly, I think a better change to the casters in SC2 would be a few range adjustments to allow equal chances of feedback/EMP/fungal. As it stands, feedback is at a disadvantage due to one less effective range.
Alternatively, increase the speed of HTs slightly to allow for better positioning to feedback on reaction.
Personally I think FB should have the biggest range out of all the spells in that it is concentrated on 1 unit. Imagine Ghost vs. HT. FB with a greater range could prevent EMP, but to much FB results in fewer storms. EMP on the other hand can prevent storms. And Storm is what actually kill clumps of units. It makes the interaction more interesting and it doesn;t change much at the lower levels due to the fact that most lower level people don't ever take advantage of the full range of their casters.
On September 09 2011 12:59 Whitewing wrote: Look: infestors countered everything. Everything. Now they don't beat the entire protoss army by themselves.
Marines counter everything... and aren't as expensive as infestors.
lol yes infestors counter everthing , because terrans player are to busy A move marines to build some ghoust whit EMP
On September 09 2011 12:51 Belial88 wrote: I swear to god, if Blizzard makes it so you can't NP massive units, I will switch to Terran. I just fucking hit #1 Master with Zerg too.
Because of this change, I will also be only playing on the PTR.
NP is the only counter Zerg has to archons until broodlords, which is impossible to get even against 3 base timing pushes. Mass roach is okay, but has it's own problems against immortals and doesn't cut it against archons forever.
And Zerg has no counter to fucking colossi, it was hard enough trying to make NP work. Corruptors just don't kill Colossi fast enough, they are weaker, just as slow, lower range, and more expensive than Vikings, yet Zerg ground units die much faster than marauders. Baneling rain is lol against stalkers or air play.
And then BC's and Carriers (as rare as they show up) are ridiculously hard to deal with without NP. And motherships are a huge pain too without NP.
I don't think NP is that great against mech, you're better off with mass muta (especially if siege tank count is high, which any decent mech will do, and mass roach is better against mass thor), since BL is a better investment in gas than infestors, but it's still obnoxious.
And in ZvZ is was necessary to NP broodlords, as an option to making Corruptors, instead of games being a stupid fucking mass spine wall to broodlord/roach on 3 base.
I'm not even kidding. I will switch to terran if this change goes through.
Roaches and hydras both do very well vs. archons. You can neural the immortals. Zerg does have a counter to colossi: spam fungal the army while keeping your army at range and make brood lords. Broods do pretty damn well vs. units that don't shoot up like colossi last time I checked. Carriers get roflstomped by hydras (and you can fungal the interceptors, lawl). Mothership might be a decent point, but at the same time, with neural on the mothership, the ship does nothing at all in the matchup in protoss's favor. Making one was basically giving the zerg a vortex on your own army. Oh, and baneling drops are fantastic on stalker balls, very cost effective if you can get the baneling to hit more than 3 stalkers, and remember, you're ahead on resources anyway so you don't even need to be cost effective.
Is this a joke post? None of that is true.
You're saying you can't spam fungal the army while staying away from the protoss units that literally can't move? Are you saying you can't neural parasite immortals? Oh, are you saying colossi are good against brood lords? Oh, perhaps you think baneling drops aren't cost effective on stalker balls, but the math proves you wrong, search it. Oh, maybe you meant that zerg isn't ahead on resources normally? Your post is possibly the most idiotic thing that occurs on this forum: not reading and just denying everything flat out.
First of all, hydras may be decent against archons, but they get literally torn apart by storms and colossus. How exactly do you spam fungal the army when colossus outrange fungal? And when stalkers can blink ahead and pick off all of your infestors? Carriers are just a bad unit. Also, it may be true that NP'ing a mothership makes it useless for protoss, but if you are suggesting zerg kills protoss by spam fungaling the army, then why is it unreasonable that protoss players be expected to micro the mothership? Especially with the acceleration buff, it shouldn't be hard to keep it behind your army.
On September 09 2011 12:52 Regulate140 wrote: Oh man colossus based P armies are going to be rough, my only hope against that was to get infestors + np to hold it off. Corrupters are hard to work with imo, if you over make them just in the slightest the real threat becomes the blink stalkers, if you under produce them the colo stay alive and roll your ground. It's tough to find a good balance, infestors are so much more reliable.
Will be very interesting to see if this goes through, the damage reduction on fungal is totally warranted but I'm not sure if the neural change is.
I don't play zerg at any reasonable level, but what about Corruptor Ling Infestor? Lings + even weakened fungal should be enough to take on the stalkers you are worried about, correct? I do realize it is extremely gas heavy, but because you aren't using infestor for Neural, you're not gonna need as many... I don't agree with the change neccessarily, but would the Unit comp I stated above work??
On September 09 2011 12:59 Whitewing wrote: Look: infestors countered everything. Everything. Now they don't beat the entire protoss army by themselves.
Marines counter everything... and aren't as expensive as infestors.
Yeah I didn't know infestors countered ghosts/templar. :O
On September 09 2011 12:59 Whitewing wrote: Look: infestors countered everything. Everything. Now they don't beat the entire protoss army by themselves.
Marines counter everything... and aren't as expensive as infestors.
Marines don't counter everything at all. If you were joking, fine, but it wasn't funny. If you were serious, I suggest you take another look at the game.
They don't want people solely massing infestors, which many people were, so they nerfed it to not be a cure-all.
In return, they buffed ultras to make them a more legitimate late game option, and buffed overseers to detect the invisible stuff that zergs had previously been using mass infestors to fungal.
They want unit diversity! If it turns out that those buffs aren't enough, they will give zergs more! Plain and simple!
On September 09 2011 12:52 Regulate140 wrote: Oh man colossus based P armies are going to be rough, my only hope against that was to get infestors + np to hold it off. Corrupters are hard to work with imo, if you over make them just in the slightest the real threat becomes the blink stalkers, if you under produce them the colo stay alive and roll your ground. It's tough to find a good balance, infestors are so much more reliable.
Will be very interesting to see if this goes through, the damage reduction on fungal is totally warranted but I'm not sure if the neural change is.
I don't play zerg at any reasonable level, but what about Corruptor Ling Infestor? Lings + even weakened fungal should be enough to take on the stalkers you are worried about, correct? I do realize it is extremely gas heavy, but because you aren't using infestor for Neural, you're not gonna need as many... I don't agree with the change neccessarily, but would the Unit comp I stated above work??
The speed at which lings die to colossus is stunning, so no... this doesn't work.
On September 09 2011 13:02 Sajaki wrote: what? a 2 food unit cant neural parasite a 6 food, much more expensive unit? Totally imba, right? So glad ^_^ Keeping colossus alive nowadays is hard enough but having them stolen (and unable to blink and kill the infestors due to fungal root) was too good against our tech.
Bad logic. If your complaint is that a 2 food unit can kill a 6 food unit, what about the fact that a 6 food unit can kill 30 supply of zerg units?
If they make it to where neural can't affect massive then the fungal change should be rolled back. I can see something like the Carrier countering BL/Infestor since it won't just get neuraled and kill his former comrades.
On September 09 2011 12:59 Whitewing wrote: Look: infestors countered everything. Everything. Now they don't beat the entire protoss army by themselves.
Marines counter everything... and aren't as expensive as infestors.
On September 09 2011 12:12 blade55555 wrote: wow... Infestors neural parasite no longer target massive units? Thats thors/colossi/ultra. So zvp usage of infestors might drop a lot as neural is almost completely pointless, Mech is now 10000 times stronger as no more neural parasiting thors (easier to get the thors then tanks as tanks have such long seige). Should be interesting.