• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:15
CET 13:15
KST 21:15
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Intel X Team Liquid Seoul event: Showmatches and Meet the Pros9[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3
Community News
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win52025 RSL Offline Finals Dates + Ticket Sales!10BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION1Crank Gathers Season 2: SC II Pro Teams10Merivale 8 Open - LAN - Stellar Fest4
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Intel X Team Liquid Seoul event: Showmatches and Meet the Pros Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win Weekly Cups (Oct 13-19): Clem Goes for Four DreamHack Open 2013 revealed
Tourneys
Kirktown Chat Brawl #9 $50 8:30PM EST 2025 RSL Offline Finals Dates + Ticket Sales! SC4ALL $6,000 Open LAN in Philadelphia Merivale 8 Open - LAN - Stellar Fest Crank Gathers Season 2: SC II Pro Teams
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment
Brood War
General
Ladder Map Matchup Stats Map pack for 3v3/4v4/FFA games BW General Discussion SnOw's ASL S20 Finals Review [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[ASL20] Grand Finals Small VOD Thread 2.0 The Casual Games of the Week Thread BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION
Strategy
PvZ map balance Current Meta How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Path of Exile Dawn of War IV Beyond All Reason Stormgate/Frost Giant Megathread General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine The Big Programming Thread YouTube Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 2024 - 2026 Football Thread NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Career Paths and Skills for …
TrAiDoS
KPDH "Golden" as Squid Game…
Peanutsc
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1221 users

Patch 1.4 PTR Notes (updated 9/8) - Page 445

Forum Index > Closed
9040 CommentsPost a Reply
Prev 1 443 444 445 446 447 453 Next
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
Shiori
Profile Blog Joined July 2011
3815 Posts
September 18 2011 14:53 GMT
#8881
On September 18 2011 23:35 BeeNu wrote:
Show nested quote +
On September 18 2011 20:50 Belial88 wrote:
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.



Wait....what?

How..?!...uggh..


Chargelots to counter Infestors? No, just...no. They're called High Templar, they have this nice ability called Feedback that can 1 shot kill Infestors, and they also have this nice ability called Psi Storm that melts Infestors who are Neural Parasiting. And no, they are not difficult to use, although they do require more than 1a


except high templars are dead weight if you get them to counter infestors. his infestors are still useful with temps on the field. your high templars are worthless if he has anything other than ling/infestor.
Protosnake
Profile Joined September 2011
France295 Posts
September 18 2011 15:01 GMT
#8882
except high templars are dead weight if you get them to counter infestors. his infestors are still useful with temps on the field. your high templars are worthless if he has anything other than ling/infestor.


If high templar countered the infestor they already made up for their cost + Archon arent Deadweight
On the other hand, feedback'd infestor arent deadweight, they are dead anyway
Shiori
Profile Blog Joined July 2011
3815 Posts
September 18 2011 15:11 GMT
#8883
On September 19 2011 00:01 Protosnake wrote:
Show nested quote +
except high templars are dead weight if you get them to counter infestors. his infestors are still useful with temps on the field. your high templars are worthless if he has anything other than ling/infestor.


If high templar countered the infestor they already made up for their cost + Archon arent Deadweight
On the other hand, feedback'd infestor arent deadweight, they are dead anyway

they don't counter infestors because massing infestors is viable whereas massing templar is not.
mec
Profile Joined December 2010
Sweden192 Posts
Last Edited: 2011-09-18 15:30:23
September 18 2011 15:29 GMT
#8884
On September 18 2011 23:53 Shiori wrote:
Show nested quote +
On September 18 2011 23:35 BeeNu wrote:
On September 18 2011 20:50 Belial88 wrote:
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.



Wait....what?

How..?!...uggh..


Chargelots to counter Infestors? No, just...no. They're called High Templar, they have this nice ability called Feedback that can 1 shot kill Infestors, and they also have this nice ability called Psi Storm that melts Infestors who are Neural Parasiting. And no, they are not difficult to use, although they do require more than 1a


except high templars are dead weight if you get them to counter infestors. his infestors are still useful with temps on the field. your high templars are worthless if he has anything other than ling/infestor.


So high templars does not counter, hydras, roaches (decent atleast), mutas, banelings as well? Not to mention the archon that you can create once the energy is out? The only thing that zergs can make that makes High tempars quite bad are ultralisks..
Shiori
Profile Blog Joined July 2011
3815 Posts
September 18 2011 15:32 GMT
#8885
On September 19 2011 00:29 mec wrote:
Show nested quote +
On September 18 2011 23:53 Shiori wrote:
On September 18 2011 23:35 BeeNu wrote:
On September 18 2011 20:50 Belial88 wrote:
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.



Wait....what?

How..?!...uggh..


Chargelots to counter Infestors? No, just...no. They're called High Templar, they have this nice ability called Feedback that can 1 shot kill Infestors, and they also have this nice ability called Psi Storm that melts Infestors who are Neural Parasiting. And no, they are not difficult to use, although they do require more than 1a


except high templars are dead weight if you get them to counter infestors. his infestors are still useful with temps on the field. your high templars are worthless if he has anything other than ling/infestor.


So high templars does not counter, hydras, roaches (decent atleast), mutas, banelings as well? Not to mention the archon that you can create once the energy is out? The only thing that zergs can make that makes High tempars quite bad are ultralisks..


i dare you to do a high templar-centric composition against roaches.
Big J
Profile Joined March 2011
Austria16289 Posts
September 18 2011 15:33 GMT
#8886
On September 18 2011 23:53 Shiori wrote:
Show nested quote +
On September 18 2011 23:35 BeeNu wrote:
On September 18 2011 20:50 Belial88 wrote:
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.



Wait....what?

How..?!...uggh..


Chargelots to counter Infestors? No, just...no. They're called High Templar, they have this nice ability called Feedback that can 1 shot kill Infestors, and they also have this nice ability called Psi Storm that melts Infestors who are Neural Parasiting. And no, they are not difficult to use, although they do require more than 1a


except high templars are dead weight if you get them to counter infestors. his infestors are still useful with temps on the field. your high templars are worthless if he has anything other than ling/infestor.




why does P arguments always remind me of Z arguments about colossi?
just to remember: "corruptor are bad vs colossi because P will already have won the war, once colossi are dead"


Also:
Templar are great vs Zerglings, banelings, hydralisks, mutalisk, drones, infestors
they are decent vs broodlords, speedroaches
they are bad vs roaches with burrow and movement, Ultralisks, corruptors, Overlords (drops!)

but I guess as long as colossi are SOOO GOOD, there is really no reason to play anything else (or even think about playing another style), if it isn't for airreasons...
mec
Profile Joined December 2010
Sweden192 Posts
Last Edited: 2011-09-18 15:51:09
September 18 2011 15:36 GMT
#8887
On September 19 2011 00:32 Shiori wrote:
Show nested quote +
On September 19 2011 00:29 mec wrote:
On September 18 2011 23:53 Shiori wrote:
On September 18 2011 23:35 BeeNu wrote:
On September 18 2011 20:50 Belial88 wrote:
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.



Wait....what?

How..?!...uggh..


Chargelots to counter Infestors? No, just...no. They're called High Templar, they have this nice ability called Feedback that can 1 shot kill Infestors, and they also have this nice ability called Psi Storm that melts Infestors who are Neural Parasiting. And no, they are not difficult to use, although they do require more than 1a


except high templars are dead weight if you get them to counter infestors. his infestors are still useful with temps on the field. your high templars are worthless if he has anything other than ling/infestor.


So high templars does not counter, hydras, roaches (decent atleast), mutas, banelings as well? Not to mention the archon that you can create once the energy is out? The only thing that zergs can make that makes High tempars quite bad are ultralisks..


i dare you to do a high templar-centric composition against roaches.


Define templar-centric, only templars would be bad but having 4-5 NEVER hurts as a protoss. And thats all you need to counter infestors.. And not to mention that's why I said they were decent against roaches and not great.

Edit: When I think about it zergs don't even have a direct counter to high templars.
Zuxo
Profile Joined April 2010
Sweden395 Posts
September 18 2011 16:38 GMT
#8888
On September 19 2011 00:36 mec wrote:
Show nested quote +
On September 19 2011 00:32 Shiori wrote:
On September 19 2011 00:29 mec wrote:
On September 18 2011 23:53 Shiori wrote:
On September 18 2011 23:35 BeeNu wrote:
On September 18 2011 20:50 Belial88 wrote:
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.



Wait....what?

How..?!...uggh..


Chargelots to counter Infestors? No, just...no. They're called High Templar, they have this nice ability called Feedback that can 1 shot kill Infestors, and they also have this nice ability called Psi Storm that melts Infestors who are Neural Parasiting. And no, they are not difficult to use, although they do require more than 1a


except high templars are dead weight if you get them to counter infestors. his infestors are still useful with temps on the field. your high templars are worthless if he has anything other than ling/infestor.


So high templars does not counter, hydras, roaches (decent atleast), mutas, banelings as well? Not to mention the archon that you can create once the energy is out? The only thing that zergs can make that makes High tempars quite bad are ultralisks..


i dare you to do a high templar-centric composition against roaches.


Define templar-centric, only templars would be bad but having 4-5 NEVER hurts as a protoss. And thats all you need to counter infestors.. And not to mention that's why I said they were decent against roaches and not great.

Edit: When I think about it zergs don't even have a direct counter to high templars.


Templars don't counter infestors since fungal out-range feedback with 2. Templars are good against infestors if the Zerg player makes a misstake.
I'm a mother******* lyrical wordsmith, mother******* genius
Midgetman101
Profile Joined February 2011
United States825 Posts
September 18 2011 16:48 GMT
#8889
LOL i have to stop reading this thread. Its actually sickening to read what some people in here say.
~Terran For Life~
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
September 18 2011 17:03 GMT
#8890
On September 19 2011 01:38 Zuxo wrote:
Show nested quote +
On September 19 2011 00:36 mec wrote:
On September 19 2011 00:32 Shiori wrote:
On September 19 2011 00:29 mec wrote:
On September 18 2011 23:53 Shiori wrote:
On September 18 2011 23:35 BeeNu wrote:
On September 18 2011 20:50 Belial88 wrote:
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.



Wait....what?

How..?!...uggh..


Chargelots to counter Infestors? No, just...no. They're called High Templar, they have this nice ability called Feedback that can 1 shot kill Infestors, and they also have this nice ability called Psi Storm that melts Infestors who are Neural Parasiting. And no, they are not difficult to use, although they do require more than 1a


except high templars are dead weight if you get them to counter infestors. his infestors are still useful with temps on the field. your high templars are worthless if he has anything other than ling/infestor.


So high templars does not counter, hydras, roaches (decent atleast), mutas, banelings as well? Not to mention the archon that you can create once the energy is out? The only thing that zergs can make that makes High tempars quite bad are ultralisks..


i dare you to do a high templar-centric composition against roaches.


Define templar-centric, only templars would be bad but having 4-5 NEVER hurts as a protoss. And thats all you need to counter infestors.. And not to mention that's why I said they were decent against roaches and not great.

Edit: When I think about it zergs don't even have a direct counter to high templars.


Templars don't counter infestors since fungal out-range feedback with 2. Templars are good against infestors if the Zerg player makes a misstake.


And it takes 3 fungals to kill a HT.

If all the fungals are blown killing the HTs, they STILL did their job.
As it turns out, marines don't actually cost any money -Jinro
Silky
Profile Blog Joined June 2011
United States260 Posts
September 18 2011 17:11 GMT
#8891


EXCITING INFESTOR UPDATE:
Show nested quote +
We thank those of you who participated in the 1.4 PTR and appreciate your feedback regarding changes to the Infestor unit. In response to that feedback, we have chosen a different course of action regarding adjustment of Neural Parasite. Rather than preventing this ability from targeting Massive Units, the range of Neural Parasite will instead be reduced from 9 to 7. We believe that this change will make choices regarding positioning and unit composition more important when using the Infestor.

This change will not be reflected on the PTR, but we wanted to ensure that you were aware of the new changes before the StarCraft II Patch 1.4 is live.



YES!!!! THANK YOU BLIZZARD! YES! YES! YES!
Have a good life
Zuxo
Profile Joined April 2010
Sweden395 Posts
September 18 2011 17:18 GMT
#8892
On September 19 2011 02:03 Jermstuddog wrote:
Show nested quote +
On September 19 2011 01:38 Zuxo wrote:
On September 19 2011 00:36 mec wrote:
On September 19 2011 00:32 Shiori wrote:
On September 19 2011 00:29 mec wrote:
On September 18 2011 23:53 Shiori wrote:
On September 18 2011 23:35 BeeNu wrote:
On September 18 2011 20:50 Belial88 wrote:
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.



Wait....what?

How..?!...uggh..


Chargelots to counter Infestors? No, just...no. They're called High Templar, they have this nice ability called Feedback that can 1 shot kill Infestors, and they also have this nice ability called Psi Storm that melts Infestors who are Neural Parasiting. And no, they are not difficult to use, although they do require more than 1a


except high templars are dead weight if you get them to counter infestors. his infestors are still useful with temps on the field. your high templars are worthless if he has anything other than ling/infestor.


So high templars does not counter, hydras, roaches (decent atleast), mutas, banelings as well? Not to mention the archon that you can create once the energy is out? The only thing that zergs can make that makes High tempars quite bad are ultralisks..


i dare you to do a high templar-centric composition against roaches.


Define templar-centric, only templars would be bad but having 4-5 NEVER hurts as a protoss. And thats all you need to counter infestors.. And not to mention that's why I said they were decent against roaches and not great.

Edit: When I think about it zergs don't even have a direct counter to high templars.


Templars don't counter infestors since fungal out-range feedback with 2. Templars are good against infestors if the Zerg player makes a misstake.


And it takes 3 fungals to kill a HT.

If all the fungals are blown killing the HTs, they STILL did their job.


Well yeah ofc if the Zerg player wastes 3 fungal on every individual templar it is kind of obvious that sacking the templars was a good thing. I don't get what you are trying to say. It is like me saying "Zerglings still did their job against the templars if the Protoss player stormed every individual ling". I said that Templars are good against infestors if the Zerg made a misstake and fungaling every individual templar three times is to me a misstake.
I'm a mother******* lyrical wordsmith, mother******* genius
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
September 18 2011 17:20 GMT
#8893
On September 19 2011 00:33 Big J wrote:
Templar are great vs Zerglings, banelings, hydralisks, mutalisk, drones, infestors
they are decent vs broodlords, speedroaches
they are bad vs roaches with burrow and movement, Ultralisks, corruptors, Overlords (drops!)


Would quite like to take you up on this. I'll give you Zerglings (most of the time), hydralisks and Mutalisks.

Drones don't count unless you want to say that almost everything in the game is good against workers. Workers shouldn't be under a counter thing unless the unit in question is AMAZING against them, like pre-patch BFHellions.

OK: Infestors outrange HTs by 2 (Fungal has a large radius), and HTs have to be kept in the back or else they get sniped easily anyway, and directly trading HTs for Infestors when Infestors are easily massable while HTs are NOT, is not a cost-efficient, reliable way of doing it. HTs vs Infestors is suffering from the same problem as HTs vs Ghosts: HTs have a great spell for killing/removing their abilities, but the HTs are neither maneouvrable nor with long enough range to do it effectively. If you put them in a Warp Prism, which some people have been forced to try, it can easily get chain-fungaled and/or sniped like the paper aeroplane it is.

HTs are very cost inefficient vs Broodlords unless you clump them up, in which case that's not a fair test. Speedroaches - you are joking, right? Test HTs vs speed roaches on pretty much any scale/unit tester: HTs are vastly cost inefficient vs Speedroaches too. Sure, they can kill them with enough Storms but because Storms don't stack that takes a long time and Speedroaches are so durable that your army should be dead by that point.

Now, you say that HTs are good against banelings but they are bad vs Overlord drops. You see the logical flaw here? Banelings are either used for some crazy Baneling bust WAAAAY before HTs are out, or used in... guess what? Overlords drops! Same with Zerglings sometimes, but they can be used with the main army as well so I'll give you that one.

Now that I've explained why the HT is not nearly as good against Zerg as it seems, lets compare the Zerg spellcaster (I know that comparing units from different races in a vacuum is normally a bad idea, but here it seems necessary as one is directly supposed to counter the other).

Infestors are great vs Zealots, Stalkers, Sentries, DTs (Fungal reveals them), Phoenix, Void Rays (fungal holds them in place for any anti air to take them out, including Infested Terrans), Carriers (redundant as Carriers are shit anyway, but NP slaughters Carriers), Mothership (again, Mothership is rare in pro games), Warp Prism (holds them in place/kills them with ITs). Oh, and Probes, if you want to count them. Oh, and Observers (Fungal reveals them).

They are decent vs Immortals, Colossi (after NP nerf, not quite as good but Fungal still works wonders on the immobile Protoss army). And that's all of them army except one unit:

They are about equal with HTs, if Zerg player makes a mistake the HTs can quickly focus down the Infestors but that is dubious. As I said, Infestors outrange HTs and are faster most of the time, etc, etc.
Big J
Profile Joined March 2011
Austria16289 Posts
September 18 2011 17:23 GMT
#8894
On September 19 2011 01:38 Zuxo wrote:
Show nested quote +
On September 19 2011 00:36 mec wrote:
On September 19 2011 00:32 Shiori wrote:
On September 19 2011 00:29 mec wrote:
On September 18 2011 23:53 Shiori wrote:
On September 18 2011 23:35 BeeNu wrote:
On September 18 2011 20:50 Belial88 wrote:
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.



Wait....what?

How..?!...uggh..


Chargelots to counter Infestors? No, just...no. They're called High Templar, they have this nice ability called Feedback that can 1 shot kill Infestors, and they also have this nice ability called Psi Storm that melts Infestors who are Neural Parasiting. And no, they are not difficult to use, although they do require more than 1a


except high templars are dead weight if you get them to counter infestors. his infestors are still useful with temps on the field. your high templars are worthless if he has anything other than ling/infestor.


So high templars does not counter, hydras, roaches (decent atleast), mutas, banelings as well? Not to mention the archon that you can create once the energy is out? The only thing that zergs can make that makes High tempars quite bad are ultralisks..


i dare you to do a high templar-centric composition against roaches.


Define templar-centric, only templars would be bad but having 4-5 NEVER hurts as a protoss. And thats all you need to counter infestors.. And not to mention that's why I said they were decent against roaches and not great.

Edit: When I think about it zergs don't even have a direct counter to high templars.


Templars don't counter infestors since fungal out-range feedback with 2. Templars are good against infestors if the Zerg player makes a misstake.



if you want to refer to fungal having a radius that can hit targets outside it's 9range (compare to feedback 9), then I just want to add, that blink has a range of 8 and stalkers a range of 6. so even with your 11range fungal, no stalker should ever get fungaled, unless it was already sniping infestors I guess... (just toying around with YOUR thinking...)
So I guess you are already able to hardcounter infestors with blinkstalkers, aren't you?
okrane
Profile Joined April 2010
France265 Posts
September 18 2011 17:25 GMT
#8895
omg the non-sense in this thread is making my head explode.

When someone has it stuck in their head that a unit is overpowered or it was unjustifyably nerfed, I really doubt some other dude on the internetz can come and convince him with some retarded post giving out random comparisons and metrics...

We shall wait and see what the new patch brings.
can we hope for a lock on this?
Really disappointed with Starcraft II Zerg! :(
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-09-18 17:26:55
September 18 2011 17:26 GMT
#8896
On September 19 2011 02:23 Big J wrote:
Show nested quote +
On September 19 2011 01:38 Zuxo wrote:
On September 19 2011 00:36 mec wrote:
On September 19 2011 00:32 Shiori wrote:
On September 19 2011 00:29 mec wrote:
On September 18 2011 23:53 Shiori wrote:
On September 18 2011 23:35 BeeNu wrote:
On September 18 2011 20:50 Belial88 wrote:
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.



Wait....what?

How..?!...uggh..


Chargelots to counter Infestors? No, just...no. They're called High Templar, they have this nice ability called Feedback that can 1 shot kill Infestors, and they also have this nice ability called Psi Storm that melts Infestors who are Neural Parasiting. And no, they are not difficult to use, although they do require more than 1a


except high templars are dead weight if you get them to counter infestors. his infestors are still useful with temps on the field. your high templars are worthless if he has anything other than ling/infestor.


So high templars does not counter, hydras, roaches (decent atleast), mutas, banelings as well? Not to mention the archon that you can create once the energy is out? The only thing that zergs can make that makes High tempars quite bad are ultralisks..


i dare you to do a high templar-centric composition against roaches.


Define templar-centric, only templars would be bad but having 4-5 NEVER hurts as a protoss. And thats all you need to counter infestors.. And not to mention that's why I said they were decent against roaches and not great.

Edit: When I think about it zergs don't even have a direct counter to high templars.


Templars don't counter infestors since fungal out-range feedback with 2. Templars are good against infestors if the Zerg player makes a misstake.



if you want to refer to fungal having a radius that can hit targets outside it's 9range (compare to feedback 9), then I just want to add, that blink has a range of 8 and stalkers a range of 6. so even with your 11range fungal, no stalker should ever get fungaled, unless it was already sniping infestors I guess... (just toying around with YOUR thinking...)
So I guess you are already able to hardcounter infestors with blinkstalkers, aren't you?


because standard ground armies have 14 Vision range right?
Big J
Profile Joined March 2011
Austria16289 Posts
September 18 2011 17:38 GMT
#8897
On September 19 2011 02:26 freetgy wrote:
Show nested quote +
On September 19 2011 02:23 Big J wrote:
On September 19 2011 01:38 Zuxo wrote:
On September 19 2011 00:36 mec wrote:
On September 19 2011 00:32 Shiori wrote:
On September 19 2011 00:29 mec wrote:
On September 18 2011 23:53 Shiori wrote:
On September 18 2011 23:35 BeeNu wrote:
On September 18 2011 20:50 Belial88 wrote:
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.



Wait....what?

How..?!...uggh..


Chargelots to counter Infestors? No, just...no. They're called High Templar, they have this nice ability called Feedback that can 1 shot kill Infestors, and they also have this nice ability called Psi Storm that melts Infestors who are Neural Parasiting. And no, they are not difficult to use, although they do require more than 1a


except high templars are dead weight if you get them to counter infestors. his infestors are still useful with temps on the field. your high templars are worthless if he has anything other than ling/infestor.


So high templars does not counter, hydras, roaches (decent atleast), mutas, banelings as well? Not to mention the archon that you can create once the energy is out? The only thing that zergs can make that makes High tempars quite bad are ultralisks..


i dare you to do a high templar-centric composition against roaches.


Define templar-centric, only templars would be bad but having 4-5 NEVER hurts as a protoss. And thats all you need to counter infestors.. And not to mention that's why I said they were decent against roaches and not great.

Edit: When I think about it zergs don't even have a direct counter to high templars.


Templars don't counter infestors since fungal out-range feedback with 2. Templars are good against infestors if the Zerg player makes a misstake.



if you want to refer to fungal having a radius that can hit targets outside it's 9range (compare to feedback 9), then I just want to add, that blink has a range of 8 and stalkers a range of 6. so even with your 11range fungal, no stalker should ever get fungaled, unless it was already sniping infestors I guess... (just toying around with YOUR thinking...)
So I guess you are already able to hardcounter infestors with blinkstalkers, aren't you?


because standard ground armies have 14 Vision range right?


lol... that's just sooo dumb... If you are not scouting the front where you go, you simply deserve to lose everytime you push...
Ever seen observers flying in front of P armies?
Single marines stimming forward?
Scans?
Watchtowers?

"Hey, Siege Tanks are so OP. How can I know where he sieges, if my units only have 10sight and his have 11... YOU CAN'T AVOID THOSE SIEGELINES! GOT TO RUN INTO THEM!"
Zuxo
Profile Joined April 2010
Sweden395 Posts
September 18 2011 17:45 GMT
#8898
On September 19 2011 02:23 Big J wrote:
Show nested quote +
On September 19 2011 01:38 Zuxo wrote:
On September 19 2011 00:36 mec wrote:
On September 19 2011 00:32 Shiori wrote:
On September 19 2011 00:29 mec wrote:
On September 18 2011 23:53 Shiori wrote:
On September 18 2011 23:35 BeeNu wrote:
On September 18 2011 20:50 Belial88 wrote:
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.



Wait....what?

How..?!...uggh..


Chargelots to counter Infestors? No, just...no. They're called High Templar, they have this nice ability called Feedback that can 1 shot kill Infestors, and they also have this nice ability called Psi Storm that melts Infestors who are Neural Parasiting. And no, they are not difficult to use, although they do require more than 1a


except high templars are dead weight if you get them to counter infestors. his infestors are still useful with temps on the field. your high templars are worthless if he has anything other than ling/infestor.


So high templars does not counter, hydras, roaches (decent atleast), mutas, banelings as well? Not to mention the archon that you can create once the energy is out? The only thing that zergs can make that makes High tempars quite bad are ultralisks..


i dare you to do a high templar-centric composition against roaches.


Define templar-centric, only templars would be bad but having 4-5 NEVER hurts as a protoss. And thats all you need to counter infestors.. And not to mention that's why I said they were decent against roaches and not great.

Edit: When I think about it zergs don't even have a direct counter to high templars.


Templars don't counter infestors since fungal out-range feedback with 2. Templars are good against infestors if the Zerg player makes a misstake.



if you want to refer to fungal having a radius that can hit targets outside it's 9range (compare to feedback 9), then I just want to add, that blink has a range of 8 and stalkers a range of 6. so even with your 11range fungal, no stalker should ever get fungaled, unless it was already sniping infestors I guess... (just toying around with YOUR thinking...)
So I guess you are already able to hardcounter infestors with blinkstalkers, aren't you?


You are implying throughout your post that stalkers have no cooldown on blink, that they have 14 vision range and that I can snipe all your infestors with blinkstalkers before they die. I am having a hard time understanding if you are even trying to have a rational discussion.
I'm a mother******* lyrical wordsmith, mother******* genius
BeeNu
Profile Joined June 2011
615 Posts
Last Edited: 2011-09-18 18:38:33
September 18 2011 18:28 GMT
#8899
On September 18 2011 23:53 Shiori wrote:
Show nested quote +
On September 18 2011 23:35 BeeNu wrote:
On September 18 2011 20:50 Belial88 wrote:
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.



Wait....what?

How..?!...uggh..


Chargelots to counter Infestors? No, just...no. They're called High Templar, they have this nice ability called Feedback that can 1 shot kill Infestors, and they also have this nice ability called Psi Storm that melts Infestors who are Neural Parasiting. And no, they are not difficult to use, although they do require more than 1a


except high templars are dead weight if you get them to counter infestors. his infestors are still useful with temps on the field. your high templars are worthless if he has anything other than ling/infestor.


ROFL

you actually think HT are useless vs anything except Ling/Infestor?

hahaha, oh wow. People and their "strategies" on this forum absolutely crack me up. I feel like 90% of these people on here are in gold league or something.




On September 19 2011 01:38 Zuxo wrote:
Show nested quote +
On September 19 2011 00:36 mec wrote:
On September 19 2011 00:32 Shiori wrote:
On September 19 2011 00:29 mec wrote:
On September 18 2011 23:53 Shiori wrote:
On September 18 2011 23:35 BeeNu wrote:
On September 18 2011 20:50 Belial88 wrote:
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.



Wait....what?

How..?!...uggh..


Chargelots to counter Infestors? No, just...no. They're called High Templar, they have this nice ability called Feedback that can 1 shot kill Infestors, and they also have this nice ability called Psi Storm that melts Infestors who are Neural Parasiting. And no, they are not difficult to use, although they do require more than 1a


except high templars are dead weight if you get them to counter infestors. his infestors are still useful with temps on the field. your high templars are worthless if he has anything other than ling/infestor.


So high templars does not counter, hydras, roaches (decent atleast), mutas, banelings as well? Not to mention the archon that you can create once the energy is out? The only thing that zergs can make that makes High tempars quite bad are ultralisks..


i dare you to do a high templar-centric composition against roaches.


Define templar-centric, only templars would be bad but having 4-5 NEVER hurts as a protoss. And thats all you need to counter infestors.. And not to mention that's why I said they were decent against roaches and not great.

Edit: When I think about it zergs don't even have a direct counter to high templars.


Templars don't counter infestors since fungal out-range feedback with 2. Templars are good against infestors if the Zerg player makes a misstake.


Very poor argument, no Zerg is going to ever completely avoid getting hit by Feedback. I've never fought HT with Infestors and been able to avoid getting Infestors killed. Guess what? GM Pro players still get their Infestors killed by HT as well.
People who actually cry about Fungal theoretically having more range than Feedback have literally no game experience and are just talking out of their asses.


It's sad but I used to think this forum was actually more sensible than the Battle.net forums, turns out I was wrong, this place is just as bad.
Huragius
Profile Joined September 2010
Lithuania1506 Posts
September 18 2011 18:54 GMT
#8900
This shitty gold league zerg whine is just unbearable. About time to close this thread.
Prev 1 443 444 445 446 447 453 Next
Please log in or register to reply.
Live Events Refresh
Epic.LAN
12:00
Epic.LAN 46 Playoffs Stage
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Reynor 569
BRAT_OK 89
Rex 85
Lowko65
StarCraft: Brood War
Hyuk 1534
PianO 737
Barracks 372
Last 329
zelot 37
ToSsGirL 28
Terrorterran 18
HiyA 16
Shine 8
Dota 2
XcaliburYe623
ODPixel517
canceldota199
Counter-Strike
PGG 130
Other Games
singsing1508
B2W.Neo1244
DeMusliM288
Hui .169
Mew2King39
Organizations
Counter-Strike
PGL11956
Other Games
gamesdonequick768
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Gemini_19 24
• Adnapsc2 3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• Ler64
League of Legends
• Jankos3388
Other Games
• WagamamaTV192
Upcoming Events
BSL Team A[vengers]
1h 45m
Dewalt vs ZeLoT
UltrA vs ZeLoT
SC4ALL
1h 45m
SC4ALL
1h 45m
BSL 21
6h 45m
BSL Team A[vengers]
1d 1h
Cross vs Sobenz
Sziky vs IcaruS
SC4ALL
1d 2h
SC4ALL
1d 2h
BSL 21
1d 6h
Replay Cast
1d 20h
Wardi Open
1d 23h
[ Show More ]
Monday Night Weeklies
2 days
Replay Cast
2 days
Sparkling Tuna Cup
2 days
WardiTV Korean Royale
2 days
Replay Cast
3 days
WardiTV Korean Royale
3 days
The PondCast
4 days
Korean StarCraft League
6 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

CSL 2025 AUTUMN (S18)
CranK Gathers Season 2: SC II Pro Teams
Eternal Conflict S1

Ongoing

BSL 21 Points
BSL 21 Team A
C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
SC4ALL: Brood War
SC4ALL: StarCraft II
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025

Upcoming

YSL S2
BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.