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Active: 1944 users

Patch 1.4 PTR Notes (updated 9/8) - Page 271

Forum Index > Closed
9040 CommentsPost a Reply
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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
arbitrageur
Profile Joined December 2010
Australia1202 Posts
Last Edited: 2011-09-09 05:00:12
September 09 2011 04:59 GMT
#5401
W.R.T Ultra vs THOR.

Remember that any mass thor style often has ~30 hellions. These hellions are like zealots in ZvP. They fuck ultras up because ultras don't do damage to spread hellions... yet they take damage from thors in the back line.
Havefa1th
Profile Blog Joined November 2010
United States245 Posts
September 09 2011 05:00 GMT
#5402
On September 09 2011 13:51 tuho12345 wrote:
Show nested quote +
On September 09 2011 13:46 aquanda wrote:
On September 09 2011 13:36 NineteenSC2 wrote:
Lol, this is how toss felt when khaydarian amulet was removed. Anyway, the infestor was just too good of a unit. Good against sentries, void rays, carriers, mothership, zealots, stalkers, pheonixes, archons, collosi, dts, observers, and probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game when there's a unit that's good at everything the correct phrase to drescribe it is: overpowered

p.s. left the high templar out cause that's debatable.

Don't worry guys, the ghost is next.

I would agree completely if we had other units that could handle the role the infestor has been filling. Corruptors and Hydras (our only other AA) are terrible units with a high cost. If a buff to either of those doesn't happen I don't see Zerg doing well in the future.

Hydras destroy protoss gateway units in early game(not count HTs cuz we've all seen hydras/lings/creep highway strat already) and Corruptors rape colossus and carriers and mothership. So what else do you expect? You haven't count mutas yet cuz those things are the best units out there.

Without roach support, Hydras, at around 14-15 stalkers, lose to less resource counts of pure stalkers. And let's not talk about Zealots.

Corruptors don't have the range advantage that vikings do, are less versatile than vikings and take extra damage from Stalkers... corruptors die very easy and are very expensive.

And are you serious about the mutas? Good lord. Mutas only work if they're a surprise. Otherwise you don't have the gas to support both mutas and supporting units, and pure ling doesn't work.
"Apparently I just needed to play the way I did... and realize he killed his own command center." - Idra
justsomeguy
Profile Joined October 2010
9 Posts
September 09 2011 05:00 GMT
#5403
Stop feeding Normand123 aka ObviousTroll123
Nomad123
Profile Blog Joined February 2011
95 Posts
Last Edited: 2011-09-09 05:01:24
September 09 2011 05:00 GMT
#5404
On September 09 2011 13:57 desrow wrote:
Show nested quote +
On September 09 2011 13:55 Nomad123 wrote:
On September 09 2011 13:52 -_- wrote:
On September 09 2011 13:51 Nomad123 wrote:
On September 09 2011 13:48 desrow wrote:
On September 09 2011 13:44 Nomad123 wrote:
On September 09 2011 13:43 Grimjim wrote:
On September 09 2011 13:37 desrow wrote:
On September 09 2011 13:33 Nomad123 wrote:
On September 09 2011 13:29 desrow wrote:
[quote]

you can feedback 4times if your templar has 200 energy fungal has slightly better range just like emp has slightly longer range than feedback blaming toss users on feedback for the nerf is ridiculous oh one more fact our templar are retardly slow like baby steps and ur infestors actually have a decent movement speed



both templars & infestors wait to regenerate energy. that part is fair. if you have 200 energy templars, then infestors will have high energy as well.

now you remove broodlord from your argument. thank you. you obviously were too short sighted with your examples.

templars are ridiculously slow for their own good. infestor movement speed was reduced also last patch, for their own good. this helps players not have their spellcasters die cause they move so fast and go in front of battle.

reality is, if opponent can fungal you, you can feedback them as well. movement speed is not a factor in your argument.



I don't know why I'm spending so much time arguing with someone with such a low post count but FUNGAL has LONGER range than FEEDBACK because the circle thingy GOES further THAN the range of feedback going to bed have fun cryin zergs


Oh look, someone with no major tournament wins is acting superior to a forum poster. Why don't you win some tournaments before you talk down to those on this forum? You have to earn your superiority first.



it's ok grimjim, i pointed out to him that he's wrong. feedback & fungal are same range.

i'll assume he'll conveniently be quiet now, and should start to learn how to use HT and feedback



dood there's something wrong with you YES on paper they have the same range BUT the "AOE" of fungal hits further than feedback dont make me go in game and use paint WTF are u that dumb ?



not as dumb as someone who equates forum posts with game understanding

yes it's "AOE", so? you can't walk? your HT walk too slow? your HT so alone that opponent can walk the extra 2 range to fungal you?

see my point now? it's same range, while you can argue that it adds 2 range cause its AOE, reality is, in battle HTs aren't alone, and infestors can't just walk up to HT straight up.

learn to spread out your HT. all your arguments have been bullocks (broodlords, movement speed, etc.). fact is, if opponent got to fungal you, then you did something wrong cause you should be able to feedback him too.






You're obviously wrong, and you're just digging yourself a deeper and deeper hole.



good job not pointing where "wrong" was in that post

who ever saw HT so alone in battle? lol

i guess desrow was too busy looking at opponent's "6-10" broodlords. i dunno. we'll have to ask him.


the reason i mention your 34 posts is because your arguments have no legitimacy because...who the hell are you? you're probably a diamond league dood who's flipping tables about neural parasite and having an argument with me when all your doing is theorycrafting while i spend my day playing zergs like stephano sheth destiny machine idra (rarely) now I'm not saying im a big shot or i'm a top protoss but i have a way better experience of the situtiation than you will ever be. i know this is a cool thing to do to QQ and theory craft when ur stuck in diamond but comon man..



it's called argumentative fallacy. ask your philosophy professor about it, maybe you'll learn something.

i can say the same to you too, "who the hell are you?", what have you won bro? etc. etc. i can say i play with some top class NBA player too, does that make me good for NBA? awwww....see the fallacy? do you wish to know which fallacy it is? lol

read up kheidorin's reply instead about your claims:

"What are you talking about?? Infestors are not going to go forward to fungal HTs. They will be fungalling the main army and since the main army is usually faster than the HTs, they will be about 2 hexes infront. Which means in practice the infestors will be in range of the main army while the HTs will be out of range of the infestors.

With 2 people of equal skill, infestors should never get feedbacked but Protoss players just have a lot more better micro than Zerg players. Infestor and roach burrow micro is so overlyunderused. Zerg players are not forced to use it because infestors are so cost effective."
arbitrageur
Profile Joined December 2010
Australia1202 Posts
September 09 2011 05:00 GMT
#5405
tuho12345:

Hydras destroy protoss gateway units in early game(not count HTs cuz we've all seen hydras/lings/creep highway strat already) and Corruptors rape colossus and carriers and mothership. So what else do you expect? You haven't count mutas yet cuz those things are the best units out there.


That's a really high level analysis.
-_-
Profile Blog Joined November 2003
United States7081 Posts
September 09 2011 05:00 GMT
#5406
On September 09 2011 13:55 Nomad123 wrote:
Show nested quote +
On September 09 2011 13:52 -_- wrote:
On September 09 2011 13:51 Nomad123 wrote:
On September 09 2011 13:48 desrow wrote:
On September 09 2011 13:44 Nomad123 wrote:
On September 09 2011 13:43 Grimjim wrote:
On September 09 2011 13:37 desrow wrote:
On September 09 2011 13:33 Nomad123 wrote:
On September 09 2011 13:29 desrow wrote:
On September 09 2011 13:27 Nomad123 wrote:
[quote]


you said it yourself, 1 HT can feedback 4 times. that means it can feedback 4 infestors if it gets in range. if you have fast hands, you can feedback 2-3 infestors before opponent fungals you.

HT and fungal are same range.

spread out your HT, don't just make one giant ball and push. you keep adding "broodlord" in your example, so the problem to you is the broodlord then, not the infestors.



you can feedback 4times if your templar has 200 energy fungal has slightly better range just like emp has slightly longer range than feedback blaming toss users on feedback for the nerf is ridiculous oh one more fact our templar are retardly slow like baby steps and ur infestors actually have a decent movement speed



both templars & infestors wait to regenerate energy. that part is fair. if you have 200 energy templars, then infestors will have high energy as well.

now you remove broodlord from your argument. thank you. you obviously were too short sighted with your examples.

templars are ridiculously slow for their own good. infestor movement speed was reduced also last patch, for their own good. this helps players not have their spellcasters die cause they move so fast and go in front of battle.

reality is, if opponent can fungal you, you can feedback them as well. movement speed is not a factor in your argument.



I don't know why I'm spending so much time arguing with someone with such a low post count but FUNGAL has LONGER range than FEEDBACK because the circle thingy GOES further THAN the range of feedback going to bed have fun cryin zergs


Oh look, someone with no major tournament wins is acting superior to a forum poster. Why don't you win some tournaments before you talk down to those on this forum? You have to earn your superiority first.



it's ok grimjim, i pointed out to him that he's wrong. feedback & fungal are same range.

i'll assume he'll conveniently be quiet now, and should start to learn how to use HT and feedback



dood there's something wrong with you YES on paper they have the same range BUT the "AOE" of fungal hits further than feedback dont make me go in game and use paint WTF are u that dumb ?



not as dumb as someone who equates forum posts with game understanding

yes it's "AOE", so? you can't walk? your HT walk too slow? your HT so alone that opponent can walk the extra 2 range to fungal you?

see my point now? it's same range, while you can argue that it adds 2 range cause its AOE, reality is, in battle HTs aren't alone, and infestors can't just walk up to HT straight up.

learn to spread out your HT. all your arguments have been bullocks (broodlords, movement speed, etc.). fact is, if opponent got to fungal you, then you did something wrong cause you should be able to feedback him too.






You're obviously wrong, and you're just digging yourself a deeper and deeper hole.



good job not pointing where "wrong" was in that post

who ever saw HT so alone in battle? lol

i guess desrow was too busy looking at opponent's "6-10" broodlords. i dunno. we'll have to ask him.


You didn't understand the difference between area of effect and single unit spells when discussing feedback and fungal growth with Desrow. Hopefully, I'm pointing you in the right direction. However, now it seems like you're trying to change to subject because you were so obviously and clearly wrong.

Moving on to that separate subject, you often see HTs alone in that you move them in front of your army so they can cast their spells.
NineteenSC2
Profile Joined April 2011
Canada117 Posts
Last Edited: 2011-09-09 05:01:29
September 09 2011 05:00 GMT
#5407
On September 09 2011 13:59 BeeNu wrote:
Show nested quote +
On September 09 2011 13:56 NineteenSC2 wrote:
On September 09 2011 13:55 BeeNu wrote:
On September 09 2011 13:53 NineteenSC2 wrote:
On September 09 2011 13:51 BeeNu wrote:
On September 09 2011 13:36 NineteenSC2 wrote:
Lol, this is how toss felt when khaydarian amulet was removed. Anyway, the infestor was just too good of a unit. Good against sentries, void rays, carriers, mothership, zealots, stalkers, pheonixes, archons, collosi, dts, observers, and probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game when there's a unit that's good at everything the correct phrase to drescribe it is: overpowered

p.s. left the high templar out cause that's debatable.

Don't worry guys, the ghost is next.


Sure I can kinda agree with that, Infestors fill too many roles.


What you're failing to realize is that the Hydralisk and Corruptor [and to a lesser extent the Ultralisk] are almost entirely useless units.

I'm all for this nerf if Blizzard wants to go ahead and fix some of the glaring problems Zerg has, but in the mean time this is ridiculous.


I agree the other units (in comparison to the infestor) are not as good at all. In fact, no unit is when compared to the infestor. However, zerg already has a unit to deal (I'm only talking about zvp/pvz here) with collosi - the corrupter.

If anything, this is going to give zergs an easier transition into broodlords.


Corruptors are awful vs Colossi, have you ever actually tried using them? I'm not going back to that crap. I'd rather switch races then play every ZvP as a bloody tightrope walk hoping I have *exactly* the right number of Corrupors, not too many not too few, to actually not get roflstomped every game.



ah well, you could always fungal and baneling carpet bomb.


Ever hear of these funny little things called Blink Stalkers and Void Rays?

Yeah.

Fun stuff.


Can't blink when you're fungal'd and infestors > void rays.

What league are you? (genuine question, not being rude... sorry if it comes out that way)
S2 & S3 Grandmaster Protoss. Justin.tv/nineteensc2 for my new stream
Whitewing
Profile Joined October 2010
United States7483 Posts
September 09 2011 05:01 GMT
#5408
On September 09 2011 13:58 Nomad123 wrote:
Show nested quote +
On September 09 2011 13:56 kheldorin wrote:
On September 09 2011 13:51 Nomad123 wrote:
On September 09 2011 13:48 desrow wrote:
On September 09 2011 13:44 Nomad123 wrote:
On September 09 2011 13:43 Grimjim wrote:
On September 09 2011 13:37 desrow wrote:
On September 09 2011 13:33 Nomad123 wrote:
On September 09 2011 13:29 desrow wrote:
On September 09 2011 13:27 Nomad123 wrote:
[quote]


you said it yourself, 1 HT can feedback 4 times. that means it can feedback 4 infestors if it gets in range. if you have fast hands, you can feedback 2-3 infestors before opponent fungals you.

HT and fungal are same range.

spread out your HT, don't just make one giant ball and push. you keep adding "broodlord" in your example, so the problem to you is the broodlord then, not the infestors.



you can feedback 4times if your templar has 200 energy fungal has slightly better range just like emp has slightly longer range than feedback blaming toss users on feedback for the nerf is ridiculous oh one more fact our templar are retardly slow like baby steps and ur infestors actually have a decent movement speed



both templars & infestors wait to regenerate energy. that part is fair. if you have 200 energy templars, then infestors will have high energy as well.

now you remove broodlord from your argument. thank you. you obviously were too short sighted with your examples.

templars are ridiculously slow for their own good. infestor movement speed was reduced also last patch, for their own good. this helps players not have their spellcasters die cause they move so fast and go in front of battle.

reality is, if opponent can fungal you, you can feedback them as well. movement speed is not a factor in your argument.



I don't know why I'm spending so much time arguing with someone with such a low post count but FUNGAL has LONGER range than FEEDBACK because the circle thingy GOES further THAN the range of feedback going to bed have fun cryin zergs


Oh look, someone with no major tournament wins is acting superior to a forum poster. Why don't you win some tournaments before you talk down to those on this forum? You have to earn your superiority first.



it's ok grimjim, i pointed out to him that he's wrong. feedback & fungal are same range.

i'll assume he'll conveniently be quiet now, and should start to learn how to use HT and feedback



dood there's something wrong with you YES on paper they have the same range BUT the "AOE" of fungal hits further than feedback dont make me go in game and use paint WTF are u that dumb ?



not as dumb as someone who equates forum posts with game understanding

yes it's "AOE", so? you can't walk? your HT walk too slow? your HT so alone that opponent can walk the extra 2 range to fungal you?

see my point now? it's same range, while you can argue that it adds 2 range cause its AOE, reality is, in battle HTs aren't alone, and infestors can't just walk up to HT straight up.

learn to spread out your HT. all your arguments have been bullocks (broodlords, movement speed, etc.). fact is, if opponent got to fungal you, then you did something wrong cause you should be able to feedback him too.





What are you talking about?? Infestors are not going to go forward to fungal HTs. They will be fungalling the main army and since the main army is usually faster than the HTs, they will be about 2 hexes infront. Which means in practice the infestors will be in range of the main army while the HTs will be out of range of the infestors.

With 2 people of equal skill, infestors should never get feedbacked but Protoss players just have a lot more better micro than Zerg players.



yup that's exactly my point. read it again (heck, read all the quotes, it's desrow that's pointing out the thing that you're pointing out against lol)


Read what you just agreed with again. Here, I'll repost it for you:

"With 2 people of equal skill, infestors should never get feedbacked but Protoss players just have a lot more better micro than Zerg players."

Yeah. Play better and don't get hit by feedbacks. Fungal does actually outrange feedback by virtue of being an aoe. If you can't accept that, you're an idiot. Also, if the high templar are at the front of the army to feedback, you can fungal them. If they are in the back, you can cast your spells before feedback goes off.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Kiangani
Profile Joined April 2011
United States122 Posts
September 09 2011 05:01 GMT
#5409
Oh my God neural parasite. I haven't been this happy since... well, the fungal nerf and Immortal buff. I think they might make the research cost less or something, considering how the spell is like, half as useful now. But overall... I'm loving this patch
"david some do it T>T" - The Emperor, SlayerS BoxeR, MLG Pro Circuit 2011 Anaheim
zhurai
Profile Blog Joined September 2010
United States5660 Posts
September 09 2011 05:01 GMT
#5410
Infestor’s Neural Parasite can no longer target Massive units.


So how do we kill mass thors (or large amounts of) now then?
Twitter: @zhurai | Site: http://zhurai.com
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 09 2011 05:02 GMT
#5411
On September 09 2011 14:00 Havefa1th wrote:
Show nested quote +
On September 09 2011 13:51 tuho12345 wrote:
On September 09 2011 13:46 aquanda wrote:
On September 09 2011 13:36 NineteenSC2 wrote:
Lol, this is how toss felt when khaydarian amulet was removed. Anyway, the infestor was just too good of a unit. Good against sentries, void rays, carriers, mothership, zealots, stalkers, pheonixes, archons, collosi, dts, observers, and probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game when there's a unit that's good at everything the correct phrase to drescribe it is: overpowered

p.s. left the high templar out cause that's debatable.

Don't worry guys, the ghost is next.

I would agree completely if we had other units that could handle the role the infestor has been filling. Corruptors and Hydras (our only other AA) are terrible units with a high cost. If a buff to either of those doesn't happen I don't see Zerg doing well in the future.

Hydras destroy protoss gateway units in early game(not count HTs cuz we've all seen hydras/lings/creep highway strat already) and Corruptors rape colossus and carriers and mothership. So what else do you expect? You haven't count mutas yet cuz those things are the best units out there.

Without roach support, Hydras, at around 14-15 stalkers, lose to less resource counts of pure stalkers. And let's not talk about Zealots.

Corruptors don't have the range advantage that vikings do, are less versatile than vikings and take extra damage from Stalkers... corruptors die very easy and are very expensive.

And are you serious about the mutas? Good lord. Mutas only work if they're a surprise. Otherwise you don't have the gas to support both mutas and supporting units, and pure ling doesn't work.

losira made mass mutas work vs MC, it wasn't exactly a surprise lol
Joseph123
Profile Joined October 2010
Bulgaria1144 Posts
September 09 2011 05:02 GMT
#5412
Yes, hope the change with neural parasite goes live, I will finally be able to make mothership and carriers vs zerg and hopefully they will have to stop making infestors in 100% of their zvp.
Nomad123
Profile Blog Joined February 2011
95 Posts
September 09 2011 05:02 GMT
#5413
On September 09 2011 14:00 -_- wrote:
Show nested quote +
On September 09 2011 13:55 Nomad123 wrote:
On September 09 2011 13:52 -_- wrote:
On September 09 2011 13:51 Nomad123 wrote:
On September 09 2011 13:48 desrow wrote:
On September 09 2011 13:44 Nomad123 wrote:
On September 09 2011 13:43 Grimjim wrote:
On September 09 2011 13:37 desrow wrote:
On September 09 2011 13:33 Nomad123 wrote:
On September 09 2011 13:29 desrow wrote:
[quote]

you can feedback 4times if your templar has 200 energy fungal has slightly better range just like emp has slightly longer range than feedback blaming toss users on feedback for the nerf is ridiculous oh one more fact our templar are retardly slow like baby steps and ur infestors actually have a decent movement speed



both templars & infestors wait to regenerate energy. that part is fair. if you have 200 energy templars, then infestors will have high energy as well.

now you remove broodlord from your argument. thank you. you obviously were too short sighted with your examples.

templars are ridiculously slow for their own good. infestor movement speed was reduced also last patch, for their own good. this helps players not have their spellcasters die cause they move so fast and go in front of battle.

reality is, if opponent can fungal you, you can feedback them as well. movement speed is not a factor in your argument.



I don't know why I'm spending so much time arguing with someone with such a low post count but FUNGAL has LONGER range than FEEDBACK because the circle thingy GOES further THAN the range of feedback going to bed have fun cryin zergs


Oh look, someone with no major tournament wins is acting superior to a forum poster. Why don't you win some tournaments before you talk down to those on this forum? You have to earn your superiority first.



it's ok grimjim, i pointed out to him that he's wrong. feedback & fungal are same range.

i'll assume he'll conveniently be quiet now, and should start to learn how to use HT and feedback



dood there's something wrong with you YES on paper they have the same range BUT the "AOE" of fungal hits further than feedback dont make me go in game and use paint WTF are u that dumb ?



not as dumb as someone who equates forum posts with game understanding

yes it's "AOE", so? you can't walk? your HT walk too slow? your HT so alone that opponent can walk the extra 2 range to fungal you?

see my point now? it's same range, while you can argue that it adds 2 range cause its AOE, reality is, in battle HTs aren't alone, and infestors can't just walk up to HT straight up.

learn to spread out your HT. all your arguments have been bullocks (broodlords, movement speed, etc.). fact is, if opponent got to fungal you, then you did something wrong cause you should be able to feedback him too.






You're obviously wrong, and you're just digging yourself a deeper and deeper hole.



good job not pointing where "wrong" was in that post

who ever saw HT so alone in battle? lol

i guess desrow was too busy looking at opponent's "6-10" broodlords. i dunno. we'll have to ask him.


You didn't understand the difference between area of effect and single unit spells when discussing feedback and fungal growth with Desrow. Hopefully, I'm pointing you in the right direction. However, now it seems like you're trying to change to subject because you were so obviously and clearly wrong.

Moving on to that separate subject, you often see HTs alone in that you move them in front of your army so they can cast their spells.



hi. nope, fact is, if opponent can fungal you, you can feedback them too. that's the claim. read everything again lol.

why didn't you react about his broodlord statements, etc. too though? so fishy bro
MechKing
Profile Blog Joined March 2011
United States3004 Posts
September 09 2011 05:02 GMT
#5414
Neural change is interesting
BeeNu
Profile Joined June 2011
615 Posts
Last Edited: 2011-09-09 05:03:57
September 09 2011 05:03 GMT
#5415
On September 09 2011 14:00 NineteenSC2 wrote:
Show nested quote +
On September 09 2011 13:59 BeeNu wrote:
On September 09 2011 13:56 NineteenSC2 wrote:
On September 09 2011 13:55 BeeNu wrote:
On September 09 2011 13:53 NineteenSC2 wrote:
On September 09 2011 13:51 BeeNu wrote:
On September 09 2011 13:36 NineteenSC2 wrote:
Lol, this is how toss felt when khaydarian amulet was removed. Anyway, the infestor was just too good of a unit. Good against sentries, void rays, carriers, mothership, zealots, stalkers, pheonixes, archons, collosi, dts, observers, and probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game when there's a unit that's good at everything the correct phrase to drescribe it is: overpowered

p.s. left the high templar out cause that's debatable.

Don't worry guys, the ghost is next.


Sure I can kinda agree with that, Infestors fill too many roles.


What you're failing to realize is that the Hydralisk and Corruptor [and to a lesser extent the Ultralisk] are almost entirely useless units.

I'm all for this nerf if Blizzard wants to go ahead and fix some of the glaring problems Zerg has, but in the mean time this is ridiculous.


I agree the other units (in comparison to the infestor) are not as good at all. In fact, no unit is when compared to the infestor. However, zerg already has a unit to deal (I'm only talking about zvp/pvz here) with collosi - the corrupter.

If anything, this is going to give zergs an easier transition into broodlords.


Corruptors are awful vs Colossi, have you ever actually tried using them? I'm not going back to that crap. I'd rather switch races then play every ZvP as a bloody tightrope walk hoping I have *exactly* the right number of Corrupors, not too many not too few, to actually not get roflstomped every game.



ah well, you could always fungal and baneling carpet bomb.


Ever hear of these funny little things called Blink Stalkers and Void Rays?

Yeah.

Fun stuff.


Can't blink when you're fungal'd and infestors > void rays.

What league are you? (genuine question, not being rude... sorry if it comes out that way)


I'm in Masters, and the people I play against never get every single Stalker caught in a fungal. It's easy for Protoss to split units around when Infestors are in range, pick off Infestors and Overlords like it's nothing.


Also it takes an insane amount of fungals to actually kill a Void Ray, idk if you've ever tried it but in a real battle it's not an effective use of energy at all.
Fig
Profile Joined March 2010
United States1324 Posts
September 09 2011 05:03 GMT
#5416
On September 09 2011 13:59 BeeNu wrote:
Show nested quote +
On September 09 2011 13:56 NineteenSC2 wrote:
On September 09 2011 13:55 BeeNu wrote:
On September 09 2011 13:53 NineteenSC2 wrote:
On September 09 2011 13:51 BeeNu wrote:
On September 09 2011 13:36 NineteenSC2 wrote:
Lol, this is how toss felt when khaydarian amulet was removed. Anyway, the infestor was just too good of a unit. Good against sentries, void rays, carriers, mothership, zealots, stalkers, pheonixes, archons, collosi, dts, observers, and probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game when there's a unit that's good at everything the correct phrase to drescribe it is: overpowered

p.s. left the high templar out cause that's debatable.

Don't worry guys, the ghost is next.


Sure I can kinda agree with that, Infestors fill too many roles.


What you're failing to realize is that the Hydralisk and Corruptor [and to a lesser extent the Ultralisk] are almost entirely useless units.

I'm all for this nerf if Blizzard wants to go ahead and fix some of the glaring problems Zerg has, but in the mean time this is ridiculous.


I agree the other units (in comparison to the infestor) are not as good at all. In fact, no unit is when compared to the infestor. However, zerg already has a unit to deal (I'm only talking about zvp/pvz here) with collosi - the corrupter.

If anything, this is going to give zergs an easier transition into broodlords.


Corruptors are awful vs Colossi, have you ever actually tried using them? I'm not going back to that crap. I'd rather switch races then play every ZvP as a bloody tightrope walk hoping I have *exactly* the right number of Corrupors, not too many not too few, to actually not get roflstomped every game.



ah well, you could always fungal and baneling carpet bomb.


Ever hear of these funny little things called Blink Stalkers and Void Rays?

Yeah.

Fun stuff.

Blink stalkers and uncharged void rays do have rather low DPS, if you notice in those battles, the overlords are always the last things left, it is very hard to kill them before they drop their cargo, which is why baneling bombing is so good. Don't knock it till you try it.
Can't elope with my cantaloupe
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
September 09 2011 05:04 GMT
#5417
On September 09 2011 14:03 BeeNu wrote:
Show nested quote +
On September 09 2011 14:00 NineteenSC2 wrote:
On September 09 2011 13:59 BeeNu wrote:
On September 09 2011 13:56 NineteenSC2 wrote:
On September 09 2011 13:55 BeeNu wrote:
On September 09 2011 13:53 NineteenSC2 wrote:
On September 09 2011 13:51 BeeNu wrote:
On September 09 2011 13:36 NineteenSC2 wrote:
Lol, this is how toss felt when khaydarian amulet was removed. Anyway, the infestor was just too good of a unit. Good against sentries, void rays, carriers, mothership, zealots, stalkers, pheonixes, archons, collosi, dts, observers, and probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game when there's a unit that's good at everything the correct phrase to drescribe it is: overpowered

p.s. left the high templar out cause that's debatable.

Don't worry guys, the ghost is next.


Sure I can kinda agree with that, Infestors fill too many roles.


What you're failing to realize is that the Hydralisk and Corruptor [and to a lesser extent the Ultralisk] are almost entirely useless units.

I'm all for this nerf if Blizzard wants to go ahead and fix some of the glaring problems Zerg has, but in the mean time this is ridiculous.


I agree the other units (in comparison to the infestor) are not as good at all. In fact, no unit is when compared to the infestor. However, zerg already has a unit to deal (I'm only talking about zvp/pvz here) with collosi - the corrupter.

If anything, this is going to give zergs an easier transition into broodlords.


Corruptors are awful vs Colossi, have you ever actually tried using them? I'm not going back to that crap. I'd rather switch races then play every ZvP as a bloody tightrope walk hoping I have *exactly* the right number of Corrupors, not too many not too few, to actually not get roflstomped every game.



ah well, you could always fungal and baneling carpet bomb.


Ever hear of these funny little things called Blink Stalkers and Void Rays?

Yeah.

Fun stuff.


Can't blink when you're fungal'd and infestors > void rays.

What league are you? (genuine question, not being rude... sorry if it comes out that way)


I'm in Masters, and the people I play against never get every single Stalker caught in a fungal. It's easy for Protoss to split units around when Infestors are in range, pick off Infestors and Overlords like it's nothing.
Blinking blindly into infestors is the stupidest thing you could do.
Nomad123
Profile Blog Joined February 2011
95 Posts
September 09 2011 05:04 GMT
#5418
On September 09 2011 14:01 Whitewing wrote:
Show nested quote +
On September 09 2011 13:58 Nomad123 wrote:
On September 09 2011 13:56 kheldorin wrote:
On September 09 2011 13:51 Nomad123 wrote:
On September 09 2011 13:48 desrow wrote:
On September 09 2011 13:44 Nomad123 wrote:
On September 09 2011 13:43 Grimjim wrote:
On September 09 2011 13:37 desrow wrote:
On September 09 2011 13:33 Nomad123 wrote:
On September 09 2011 13:29 desrow wrote:
[quote]

you can feedback 4times if your templar has 200 energy fungal has slightly better range just like emp has slightly longer range than feedback blaming toss users on feedback for the nerf is ridiculous oh one more fact our templar are retardly slow like baby steps and ur infestors actually have a decent movement speed



both templars & infestors wait to regenerate energy. that part is fair. if you have 200 energy templars, then infestors will have high energy as well.

now you remove broodlord from your argument. thank you. you obviously were too short sighted with your examples.

templars are ridiculously slow for their own good. infestor movement speed was reduced also last patch, for their own good. this helps players not have their spellcasters die cause they move so fast and go in front of battle.

reality is, if opponent can fungal you, you can feedback them as well. movement speed is not a factor in your argument.



I don't know why I'm spending so much time arguing with someone with such a low post count but FUNGAL has LONGER range than FEEDBACK because the circle thingy GOES further THAN the range of feedback going to bed have fun cryin zergs


Oh look, someone with no major tournament wins is acting superior to a forum poster. Why don't you win some tournaments before you talk down to those on this forum? You have to earn your superiority first.



it's ok grimjim, i pointed out to him that he's wrong. feedback & fungal are same range.

i'll assume he'll conveniently be quiet now, and should start to learn how to use HT and feedback



dood there's something wrong with you YES on paper they have the same range BUT the "AOE" of fungal hits further than feedback dont make me go in game and use paint WTF are u that dumb ?



not as dumb as someone who equates forum posts with game understanding

yes it's "AOE", so? you can't walk? your HT walk too slow? your HT so alone that opponent can walk the extra 2 range to fungal you?

see my point now? it's same range, while you can argue that it adds 2 range cause its AOE, reality is, in battle HTs aren't alone, and infestors can't just walk up to HT straight up.

learn to spread out your HT. all your arguments have been bullocks (broodlords, movement speed, etc.). fact is, if opponent got to fungal you, then you did something wrong cause you should be able to feedback him too.





What are you talking about?? Infestors are not going to go forward to fungal HTs. They will be fungalling the main army and since the main army is usually faster than the HTs, they will be about 2 hexes infront. Which means in practice the infestors will be in range of the main army while the HTs will be out of range of the infestors.

With 2 people of equal skill, infestors should never get feedbacked but Protoss players just have a lot more better micro than Zerg players.



yup that's exactly my point. read it again (heck, read all the quotes, it's desrow that's pointing out the thing that you're pointing out against lol)


Read what you just agreed with again. Here, I'll repost it for you:

"With 2 people of equal skill, infestors should never get feedbacked but Protoss players just have a lot more better micro than Zerg players."

Yeah. Play better and don't get hit by feedbacks. Fungal does actually outrange feedback by virtue of being an aoe. If you can't accept that, you're an idiot. Also, if the high templar are at the front of the army to feedback, you can fungal them. If they are in the back, you can cast your spells before feedback goes off.



"but protoss players just have a lot more better micro than zerg players", then it won't be trouble for protoss players to feedback them. that's why i agree.

and play better and don't get hit by fungals
BeeNu
Profile Joined June 2011
615 Posts
September 09 2011 05:04 GMT
#5419
On September 09 2011 14:03 Fig wrote:
Show nested quote +
On September 09 2011 13:59 BeeNu wrote:
On September 09 2011 13:56 NineteenSC2 wrote:
On September 09 2011 13:55 BeeNu wrote:
On September 09 2011 13:53 NineteenSC2 wrote:
On September 09 2011 13:51 BeeNu wrote:
On September 09 2011 13:36 NineteenSC2 wrote:
Lol, this is how toss felt when khaydarian amulet was removed. Anyway, the infestor was just too good of a unit. Good against sentries, void rays, carriers, mothership, zealots, stalkers, pheonixes, archons, collosi, dts, observers, and probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game when there's a unit that's good at everything the correct phrase to drescribe it is: overpowered

p.s. left the high templar out cause that's debatable.

Don't worry guys, the ghost is next.


Sure I can kinda agree with that, Infestors fill too many roles.


What you're failing to realize is that the Hydralisk and Corruptor [and to a lesser extent the Ultralisk] are almost entirely useless units.

I'm all for this nerf if Blizzard wants to go ahead and fix some of the glaring problems Zerg has, but in the mean time this is ridiculous.


I agree the other units (in comparison to the infestor) are not as good at all. In fact, no unit is when compared to the infestor. However, zerg already has a unit to deal (I'm only talking about zvp/pvz here) with collosi - the corrupter.

If anything, this is going to give zergs an easier transition into broodlords.


Corruptors are awful vs Colossi, have you ever actually tried using them? I'm not going back to that crap. I'd rather switch races then play every ZvP as a bloody tightrope walk hoping I have *exactly* the right number of Corrupors, not too many not too few, to actually not get roflstomped every game.



ah well, you could always fungal and baneling carpet bomb.


Ever hear of these funny little things called Blink Stalkers and Void Rays?

Yeah.

Fun stuff.

Blink stalkers and uncharged void rays do have rather low DPS, if you notice in those battles, the overlords are always the last things left, it is very hard to kill them before they drop their cargo, which is why baneling bombing is so good. Don't knock it till you try it.


You act like I haven't tried it before? I've tried it many, many times. Sometimes it works, sometimes it gets absolutely demolished by a player who knows how to micro.
arbitrageur
Profile Joined December 2010
Australia1202 Posts
September 09 2011 05:05 GMT
#5420
From NineteenSC2:

Can't blink when you're fungal'd and infestors > void rays.


Why would you get fungaled lol

User was temp banned for this post.
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