zvz mainly (if it gets to it) 2 fungal growths instead of like 3-4 extra hydras is immense
neural parasite is more or less a cheaper "alternative" to the old templar snipe, i think
Forum Index > StarCraft 2 Strategy |
wrags
United States379 Posts
zvz mainly (if it gets to it) 2 fungal growths instead of like 3-4 extra hydras is immense neural parasite is more or less a cheaper "alternative" to the old templar snipe, i think | ||
Medzo
United States627 Posts
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Ideas
United States8091 Posts
THE INFESTOR SUCKS ZERG HAVE NO GOOD SPELLCASTERS ![]() | ||
madcow305
United States152 Posts
On February 21 2010 12:20 Ideas wrote: i wonder if people saying fungal growth will be good sound anything like people who said ensnare would be awesome during the SC1 beta THE INFESTOR SUCKS ZERG HAVE NO GOOD SPELLCASTERS ![]() SCI Ensare wasn't that useful because Zerg didn't have a ground, aoe version of Scourge, AKA Banelings. SC2 Zerg do have Banelings. What are the weaknesses of Banelings? Slow speed, low HP, melee-ranged. Fungal Growth makes up for the slow speed of Banelings. | ||
Ideas
United States8091 Posts
On February 21 2010 13:17 madcow305 wrote: Show nested quote + On February 21 2010 12:20 Ideas wrote: i wonder if people saying fungal growth will be good sound anything like people who said ensnare would be awesome during the SC1 beta THE INFESTOR SUCKS ZERG HAVE NO GOOD SPELLCASTERS ![]() SCI Ensare wasn't that useful because Zerg didn't have a ground, aoe version of Scourge, AKA Banelings. SC2 Zerg do have Banelings. What are the weaknesses of Banelings? Slow speed, low HP, melee-ranged. Fungal Growth makes up for the slow speed of Banelings. ya man lurkers suck! | ||
0neder
United States3733 Posts
On February 21 2010 11:39 madcow305 wrote: Fungal Growth sounds like it was made to support Banelings and Zerglings. | ||
Salv
Canada3083 Posts
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diehilde
Germany1596 Posts
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Ideas
United States8091 Posts
On February 21 2010 14:01 damenmofa wrote: compared to sc1 defilers they are obviously bullshit. Honestly I tried these things against the computer and was disgusted by their spells. Id really like a useful spellcaster for zerg :/ heck, even the only other spellcasterish unit, the corruptor, seemed to have the better spell. Lets you disable an enemy building for 20 sec. Could be really brutal if you gain air dominance over someones production area. rofl wtf I've never heard of this spell. do give more detail! do you have to research it? and corrupters still are the ones that turn into guardians and not mutas, right? | ||
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Zelniq
United States7166 Posts
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Ryuu314
United States12679 Posts
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Nyovne
Netherlands19135 Posts
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onmach
United States1241 Posts
I'm starting to get a better hang of the game now, I think I might be able to use it. I did not realize that mind controlled units were not auto targetted. That actually makes that pretty useful. But it is still no defiler. | ||
diehilde
Germany1596 Posts
still, infestors seem pretty underpowered to me | ||
hoborg
United States430 Posts
-Can you use it to block a choke/turn your enemies into a wall similar to using Stasis in SC? Imagine you're trying to defend a ramp, none of the enemies can get up as long as you can keep casting FG on it. Or, say you want to quickly kill off your enemies nat, an FG at the ramp could prevent reinforcements from coming in from the main until the nex/cc is dead -Does siphon life work on your own units? Could be used as a poor man's consume without having to kill a unit, say, your overlords (not really a big deal for an overlord to go from 200 to 50 HP, and that's 75 energy, enough to cast FG again). Or have two infestors cast it on each other for infinite energy gain (I'm guessing they thought of this already and you can't... 4 infestors siphoning each other could lay down permanent, infinite FG lol). - Could support burrow-move roaches when exploiting gaps in detection, use FG to temporarily divide an army or crush a melee army, or prevent an army with better range than roaches to micro. It kinda seems like they were designed to support roaches since they are the only two units with burrow-move, and roaches stand to benefit both from keeping distance from melee units and being close enough to long-ranged units. They cost a ton of gas, so if you're not planning on using mostly zerglings and roaches, it might not be viable... but just having one for defense or support could be very useful (depending on the map's exploitable chokes) while teching to hive, especially since you have to get the building anyway and there's no need to research anything. | ||
Tsagacity
United States2124 Posts
On February 21 2010 14:52 Ryuu314 wrote: They can still attack, just can't move.fungal growth seems like a maelstrom that does damage...how is that bad??? On February 21 2010 16:35 hoborg wrote: Nope =/-Does siphon life work on your own units? At the moment infestors feel similar to the SC:BW queen in that it appears it would probably be cost effective to have at least 1 lying around if you already have the tech available. Overall though it pales horribly in comparison to defiler/HT/sentry/raven/ghost. | ||
madcow305
United States152 Posts
How well does Fungal Growth work in conjunction with Banelings and Zerglings? Has anyone tried it in ZvT against the M&M ball, or in ZvP against an opponent with masses of Zealots? | ||
phexac
United States186 Posts
On February 21 2010 11:39 madcow305 wrote: 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. Or freezing zeals and shooting them up with hydras. | ||
Sandrosuperstar
Sweden525 Posts
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imbecile
563 Posts
To give the Infestor more punch, rename fungal growth into "infest" and if a terran infantry unit dies by it, it turns into infested terran. Should make a lot of micro decisions necessary for both players. The zerg gotta decide whether to let the stuck units die and turn them or kill them fast, and the terran got to decide whether to heal or to kill his own units to prevent them from turning. | ||
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