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Infestors have gone through a lot of changes, and they are a unit I have barely touched so far in beta. I plan on giving them a try coming up, but I'm wondering if any others have seen success with them or not.
My thought is that I'm going to grab them vs terran for the fungal growth. So far the small testing I've done shows them as weak, and I believe a buff to their siphon life ability may be in order (though having not tested this extensively I'm not in a position to say.
using fungal growth as almost a poor man's psi storm seems a little rediculous, but I'm wondering whether if microed right, you can lock down an army by chain casting it from different infestors, slowly picking it apart 20 hp at a time. This in combo with some hydralisks with the range upgrade, outranging marines(but not marauders), may be what I'm looking for in a mid-game counter to the terran marine/marauder ball.
The key factor here is the range that the fungas can be cast at, so whether the infestor will be able to hit an army with it and back off
a suggestion to blizzard to also think of would be to allow the siphon life to target your own units/buildings, so you can charge them up before going into battle, this would make them in combo with some roaches a very effective tier 2 caster.
Neural parasite, now that it's limited to organic may not be worth it anymore, except maybe as an equivilent single shot kill on units in the terran ball, as the rest of the units auto-target the mind controlled one, instantly killing it.
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tbh I think they're just like queens in SC1. Not very useful. The larva/money are better spent on attacking units. And the only reason you get the building that allows you to build them is to tech to Hive.
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I would love siphon to heal both health and energy. That way you could at least fungal isolated units wandering around the map like marines, reapers, or zealots, then kill them while they are stuck but still firing at you.
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On February 20 2010 04:23 onmach wrote: I would love siphon to heal both health and energy. That way you could at least fungal isolated units wandering around the map like marines, then kill them while they are stuck but still firing at you.
It doesn't heal HP? the writeup for the ability makes it sound like it does. Maybe just adding that would be enough to make it worth it to make them
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It is hard to tell, but definitely having a single marine hitting you far outpaces whatever it heals. It is just too hard to keep them alive. Another possibility would be to allow the drain life (in contrast to the other skills) to function while burrowed. The proboscis would pop out of the ground. That way you could walk up to an undefended pylon and use it to heal/regen your unit, and maybe even take down a critically injured building or something.
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On February 20 2010 04:31 onmach wrote: It is hard to tell, but definitely having a single marine hitting you far outpaces whatever it heals. It is just too hard to keep them alive. Another possibility would be to allow the drain life (in contrast to the other skills) to function while burrowed. The proboscis would pop out of the ground. That way you could walk up to an undefended pylon and use it to heal/regen your unit, and maybe even take down a critically injured building or something.
That's exactly what I found in my admittedly short test, they die extremely fast, I suppose this is how protoss feels about their high templars though, so it may not be all bad. I don't know how I feel about the drain working while burrowed, it would turn them into an assault unit of sorts, as you pick at enemies from burrow.
What I would rather have is their other abilities be castable while burrowed, but having to come up to drain. This would mean they will stay alive longer in normal situations, but come up when it's time to feed. possibly remove their normal energy regen completely, so you must unburrow and drain to gain energy (if this is done I expect to also be able to drain my own units...)
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What are their abilities now?
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On February 20 2010 04:42 Catch]22 wrote: What are their abilities now?
Siphon life 4 range drains 4 hp/second from target unit, half is turned into energy no CD or cost, auto-castable (becomes the unit's attack)
Burrow once burrow is researched, they can burrow and move while burrowed without additional upgrades
Neural parasite 50 energy mind control biological unit for 10 seconds
fungal growth 75 energy aoe(unknown size deals 20 damage and immobalizes all units in it for 6 seconds
2 upgrades for it: +25 starting energy increased speed while burrowed.
suggestion: Possibly make a hive level upgrade to be able to use all of it's abilities while burrowed, at that point it's not going to be used for raiding due to the abundance of detection, but instead just increase it's longevity.
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Zurich15325 Posts
Infesters are the most disappointing unit so far. They announced they would redo them completely, but they look more or less the same and I still can't find much use for them.
In the past you could at least use them to mind control colossus, but now even that isn't possible anymore. Really disappointing, considering that P and T have awesome midgame casters.
Looking forward to someone finding a real use for infesters so we won't have another SC1 queen.
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How big is fungal growth's aoe? Man 20 damages is big? And how far is the tech? Man 3-4 of them could destroy a mineral line or give you a big advantage vs melee or anything below 100 health..
God damn I want into beta
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On February 20 2010 06:07 Messatsu[wut] wrote: How big is fungal growth's aoe? Man 20 damages is big? And how far is the tech? Man 3-4 of them could destroy a mineral line or give you a big advantage vs melee or anything below 100 health..
God damn I want into beta
20 damage isn't that big when you compare it to the 80 damage of psi storm (granted some can be dodged) and the 150 damage of the hunter seeker missile (granted can be relegated to just 1 unit affected)
infestor takes the queen's spot in the tech tree, lair level building that opens up hive tech.
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On February 20 2010 06:31 Shiladie wrote:Show nested quote +On February 20 2010 06:07 Messatsu[wut] wrote: How big is fungal growth's aoe? Man 20 damages is big? And how far is the tech? Man 3-4 of them could destroy a mineral line or give you a big advantage vs melee or anything below 100 health..
God damn I want into beta 20 damage isn't that big when you compare it to the 80 damage of psi storm (granted some can be dodged) and the 150 damage of the hunter seeker missile (granted can be relegated to just 1 unit affected) infestor takes the queen's spot in the tech tree, lair level building that opens up hive tech.
I understand but god damn, I imagine the possibilities... Can it be cast while burrowed? I doubt...
Also it can stop your ennemy's micro (hit and run and things like that), block his melees if you have ranges, or make sure that they dont run... Kill their mineral lines easily if they dont have detectors...
And since I dont play the beta, maybe I'm just dreaming...
They could add an attack's speed reduction to it?
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FUNGAL GROWTH IS WICKED
It does damage and ensnares targets. Really nothing else to say.
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On February 20 2010 07:04 Medzo wrote: FUNGAL GROWTH IS WICKED
It does damage and ensnares targets. Really nothing else to say. yea, its like an explosive irradiate that ensnares. I won a 2v1 earlier with neural parasite on one of the noobs ultras among other things.
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On February 20 2010 05:30 zatic wrote: Infesters are the most disappointing unit so far. They announced they would redo them completely, but they look more or less the same and I still can't find much use for them.
In the past you could at least use them to mind control colossus, but now even that isn't possible anymore. Really disappointing, considering that P and T have awesome midgame casters.
Looking forward to someone finding a real use for infesters so we won't have another SC1 queen. I mean i assume they would be great if 1 units stacked then the slow would be useful big air vs big air but as of now they are pretty useless.
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fungal growth sounds ok , depending on the aoe size? good defensive spell , or use on ramps to 'freeze' his guys on there im sure the guys playing beta know more than i do however
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fungal growth is gross. it's like maelstrom + plague for 75 energy and considering how nicely sc2 units like to clump it's pretty effective.
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The problem with fungal growth is that it is weak. Someone fungified your mineral line? A single drop ship will completely nullify the effect. Don't scvs have an autorepair function? I bet that would nullfy it too.
Even if you hit every scv (which would require several casts to cover the area), you'd still have to wait until it ends, like 10 seconds, cast it again all over the scvs, wait another 10 seconds and then cast it again with some magical energy reserve you don't actually have.
I'll concede that it could be used on a ramp to temporarily delay a push or prevent a drop from moving to another part of the base, but when you are in base, you have to wait for them to regen energy the old fashioned way because there is nothing of the enemy with which to siphon.
In fairness, they cost a little less than a ghost, a little more than an HT, and you don't have to research any of their abilities. I also concede that a well placed neural parasite could really ruin someone's day if you can remember the hotkeys for certain spells (psi storm/nuke), but I haven't been able to manage it yet.
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It actually sounds like final growth won't be used for mineral-line harass but rather in big pushes. Being able to immobilize a large chunk of your opponent's army sounds like a powerful tool even without the dmg. It would be much more effective if you can defiler your mana with syphon and if the duration of Fgrowth was greater..
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Fungal Growth sounds like it was made to support Banelings and Zerglings.
Depending on the AOE, the duration, and the casting range, I could see it really messing up M&M armies vs. Zerg melee units.
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