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Patch 1.4 PTR Notes (updated 9/8) - Page 272

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
NineteenSC2
Profile Joined April 2011
Canada117 Posts
September 09 2011 05:05 GMT
#5421
Let's face the fact guys, the infestor was an incredibly strong unit that was making the game MUCH less entertaining (and it still is). Players are scared to move out because they might get fungal'd if they harrass or np'd if they get caught off guard. Players are reluctant to amass air armies even when given the resources due to mass fungal (once you're fungal'd there's no microing out of it). Players are reluctant to make motherships, battlecruisers, carriers etc..

Extremely strong unit, but makes the game far less entertaining from a viewers perspective. From a players persperctive it was downright imbalanced.
S2 & S3 Grandmaster Protoss. Justin.tv/nineteensc2 for my new stream
Fig
Profile Joined March 2010
United States1324 Posts
September 09 2011 05:05 GMT
#5422
On September 09 2011 14:04 BeeNu wrote:
Show nested quote +
On September 09 2011 14:03 Fig 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.

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.

can't micro if you fungal
Can't elope with my cantaloupe
Nomad123
Profile Blog Joined February 2011
95 Posts
September 09 2011 05:06 GMT
#5423
On September 09 2011 14:00 justsomeguy wrote:
Stop feeding Normand123 aka ObviousTroll123


hi desrow! why you have 8 post account? kinda low...knowing you hate low post members
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 09 2011 05:06 GMT
#5424
On September 09 2011 14:04 Nomad123 wrote:
Show nested quote +
On September 09 2011 14:01 Whitewing wrote:
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:
[quote]


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

why do you act all condescending, what league are you in?
Nomad123
Profile Blog Joined February 2011
95 Posts
September 09 2011 05:06 GMT
#5425
On September 09 2011 14:05 Fig wrote:
Show nested quote +
On September 09 2011 14:04 BeeNu wrote:
On September 09 2011 14:03 Fig 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.

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.

can't micro if you fungal



can't fungal if you micro
BeeNu
Profile Joined June 2011
615 Posts
September 09 2011 05:06 GMT
#5426
On September 09 2011 14:05 Fig wrote:
Show nested quote +
On September 09 2011 14:04 BeeNu wrote:
On September 09 2011 14:03 Fig 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.

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.

can't micro if you fungal


High level analysis there.
HughJorgen
Profile Joined May 2010
Australia37 Posts
September 09 2011 05:06 GMT
#5427
The NP nerf looks to me like it's an attempt to give several units a place in tvz and pvz. Namely Carriers, Mothership, BCs and as a result of those Hydras. Capital ships are pointless when they make such easy targets for NP, but without NP will Zerg be forced to rely on Hydras for defense? Will Carriers and BCs be viewed as a counter to heavy infestor play?

The problem being that Hydras are still garbage, I think it was InControl who said that he was super happy if he could force Zerg to build Hydras because it meant he'd won.

So yeah, I think it is a problem that the Infestor is the correct response to just about everything. I just think it's a shame they're not taking the opportunity to slightly improve some other lackluster Zerg units to fill the gaps.
Nomad123
Profile Blog Joined February 2011
95 Posts
Last Edited: 2011-09-09 05:09:39
September 09 2011 05:06 GMT
#5428
On September 09 2011 14:06 ReignFayth wrote:
Show nested quote +
On September 09 2011 14:04 Nomad123 wrote:
On September 09 2011 14:01 Whitewing wrote:
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:
[quote]

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

why do you act all condescending, what league are you in?



as condescending as "who the hell are you?" said by desrow earlier? i can do better
chinstrap
Profile Joined April 2011
United Kingdom253 Posts
September 09 2011 05:06 GMT
#5429
Why couldnt they just do something sensible like nerf infestef terran dps rather than making a whole spell useless....

This patch suddenly went from being pretty good to making me consider quitting / race swithching.
tuho12345
Profile Blog Joined July 2011
4482 Posts
September 09 2011 05:07 GMT
#5430
On September 09 2011 14:04 Itsmedudeman wrote:
Show nested quote +
On September 09 2011 14:03 BeeNu wrote:
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.

wrong, zerg move their infestors up to FG for his army to attack, so by blink up you could snipe infestors by surprise without getting FG. That's what I did.
BigKahunaBurger
Profile Joined June 2011
Australia334 Posts
September 09 2011 05:07 GMT
#5431
On September 09 2011 14:05 NineteenSC2 wrote:
Let's face the fact guys, the infestor was an incredibly strong unit that was making the game MUCH less entertaining (and it still is). Players are scared to move out because they might get fungal'd if they harrass or np'd if they get caught off guard. Players are reluctant to amass air armies even when given the resources due to mass fungal (once you're fungal'd there's no microing out of it). Players are reluctant to make motherships, battlecruisers, carriers etc..

Extremely strong unit, but makes the game far less entertaining from a viewers perspective. From a players persperctive it was downright imbalanced.


Trust me, the infestor is the last reason why people are reluctant to make motherships and carriers.
Fig
Profile Joined March 2010
United States1324 Posts
September 09 2011 05:07 GMT
#5432
On September 09 2011 14:06 Nomad123 wrote:
Show nested quote +
On September 09 2011 14:05 Fig wrote:
On September 09 2011 14:04 BeeNu wrote:
On September 09 2011 14:03 Fig 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.

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.

can't micro if you fungal



can't fungal if you micro

actually fungal is instant and can be used at 9 range with more radius than storm. If you miss with it it's your problem.
Can't elope with my cantaloupe
NineteenSC2
Profile Joined April 2011
Canada117 Posts
September 09 2011 05:08 GMT
#5433
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.


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.


No matter what your opponent does you'll fungal his collosi and the majority of his stalkers. I don't see the problem. If he decides to blink back he can say good bye to his collosi.
S2 & S3 Grandmaster Protoss. Justin.tv/nineteensc2 for my new stream
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
September 09 2011 05:08 GMT
#5434
On September 09 2011 14:07 tuho12345 wrote:
Show nested quote +
On September 09 2011 14:04 Itsmedudeman wrote:
On September 09 2011 14:03 BeeNu wrote:
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.

wrong, zerg move their infestors up to FG for his army to attack, so by blink up you could snipe infestors by surprise without getting FG. That's what I did.

And then your entire stalker army gets surrounded by lings and you lose anyway.
Nomad123
Profile Blog Joined February 2011
95 Posts
Last Edited: 2011-09-09 05:08:42
September 09 2011 05:08 GMT
#5435
On September 09 2011 14:07 Fig wrote:
Show nested quote +
On September 09 2011 14:06 Nomad123 wrote:
On September 09 2011 14:05 Fig wrote:
On September 09 2011 14:04 BeeNu wrote:
On September 09 2011 14:03 Fig 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:
[quote]

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.

can't micro if you fungal



can't fungal if you micro

actually fungal is instant and can be used at 9 range with more radius than storm. If you miss with it it's your problem.


actually feedback is instant and can be used at 9 range with obvious support from army. If you miss with it it's your problem.
desRow
Profile Blog Joined May 2009
Canada2654 Posts
September 09 2011 05:08 GMT
#5436
On September 09 2011 14:06 Nomad123 wrote:
Show nested quote +
On September 09 2011 14:06 ReignFayth wrote:
On September 09 2011 14:04 Nomad123 wrote:
On September 09 2011 14:01 Whitewing wrote:
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:
[quote]

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

why do you act all condescending, what league are you in?



as condescending as "who the hell are you?" said by desrow? i can do better


ReignFayth
Joined TL.net Sunday, 25th of January 2004.

kid learn your place -.-
http://twitch.tv/desrowfighting http://twitter.com/desrowfighting http://facebook.com/desrowfighting
Serpico
Profile Joined May 2010
4285 Posts
Last Edited: 2011-09-09 05:09:23
September 09 2011 05:08 GMT
#5437
On September 09 2011 14:07 Fig wrote:
Show nested quote +
On September 09 2011 14:06 Nomad123 wrote:
On September 09 2011 14:05 Fig wrote:
On September 09 2011 14:04 BeeNu wrote:
On September 09 2011 14:03 Fig 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:
[quote]

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.

can't micro if you fungal



can't fungal if you micro

actually fungal is instant and can be used at 9 range with more radius than storm. If you miss with it it's your problem.

nvm confused the range.
MilesTeg
Profile Joined September 2010
France1271 Posts
September 09 2011 05:09 GMT
#5438
On September 09 2011 13:27 Plexa wrote:
Show nested quote +
On September 09 2011 13:19 MrMotionPicture wrote:
Mech! Rollin' out!

NP is going to seem a little pointless now. The Terran part of me is happy...the Starcraft part of me is not really. But it is just PTR. We'll see how it goes!

Can still NP the following units:
- Tanks
- Immortals
- Templar
- Ghosts (and I guess, ravens)
- Void Rays

All of which can be influential on a battle. Albeit, this is a significant nerf but there are still possibilities.


Don't forget vikings! They're the only reason I ever research that spell, when I go broodlords.

Funny that they nerf the only infestor spell that really isn't good...
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 09 2011 05:09 GMT
#5439
On September 09 2011 14:06 Nomad123 wrote:
Show nested quote +
On September 09 2011 14:06 ReignFayth wrote:
On September 09 2011 14:04 Nomad123 wrote:
On September 09 2011 14:01 Whitewing wrote:
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:
[quote]

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

why do you act all condescending, what league are you in?



as condescending as "who the hell are you?" said by desrow? i can do better

Anyway I just think you shouldn't get into an argument if you don't really know what you're talking about, cuz thus far you have only been embarassing yourself....

so my advice to you is to just drop it
Spectorials
Profile Joined October 2010
558 Posts
Last Edited: 2011-09-09 05:12:22
September 09 2011 05:09 GMT
#5440
A serious question:

What unit WOULD you neural after this change? Can only think of HT or Ghost?

Might as well remove the ability :S?

Edit: Also it reduces micro from Zergs POV. For example if you can't neural colossus then you have to build corruptorszzz...
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