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Infestors, effective? - Page 2

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wrags
Profile Blog Joined April 2008
United States379 Posts
February 21 2010 02:54 GMT
#21
fungal growth is pretty useful for even fights, it's not anything special by itself but it's really good support

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
Profile Blog Joined June 2009
United States627 Posts
February 21 2010 03:08 GMT
#22
Fungal growth is like raiders ensnare in wc3. Use on melee and take them out of the fight/bad position or stop someone from falling back without losing trapped units.
Ideas
Profile Blog Joined April 2008
United States8091 Posts
Last Edited: 2010-02-21 03:21:04
February 21 2010 03:20 GMT
#23
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

Free Palestine
madcow305
Profile Joined January 2010
United States152 Posts
February 21 2010 04:17 GMT
#24
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
Profile Blog Joined April 2008
United States8091 Posts
Last Edited: 2010-02-21 04:42:19
February 21 2010 04:42 GMT
#25
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!
Free Palestine
0neder
Profile Joined July 2009
United States3733 Posts
February 21 2010 04:51 GMT
#26
On February 21 2010 11:39 madcow305 wrote:
Fungal Growth sounds like it was made to support Banelings and Zerglings.


Salv
Profile Blog Joined December 2007
Canada3083 Posts
February 21 2010 04:52 GMT
#27
I had a Zerg player make two of them and MC my HT from a distance and storm my own army. Because MC doesn't make the MC'd unit an enemy, unless you manually target it before it casts a spell, you will take the damage. Also, if you do kill it, you're losing your unit, so you're hesitant. I found them to be effective.
diehilde
Profile Joined September 2008
Germany1596 Posts
February 21 2010 05:01 GMT
#28
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.
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
Ideas
Profile Blog Joined April 2008
United States8091 Posts
February 21 2010 05:07 GMT
#29
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?
Free Palestine
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
February 21 2010 05:44 GMT
#30
no research, costs like 75 energy, corrupts buildings for 30 seconds not 20. the cast range is really low, they gotta fly up right to it, its not very fast casting either.
ModeratorBlame yourself or God
Ryuu314
Profile Joined October 2009
United States12679 Posts
February 21 2010 05:52 GMT
#31
fungal growth seems like a maelstrom that does damage...how is that bad???
Nyovne
Profile Joined March 2006
Netherlands19135 Posts
February 21 2010 05:52 GMT
#32
Fungal Growth is GOOD vs MM balls. Luckily, so are seeker missiles.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
onmach
Profile Blog Joined March 2009
United States1241 Posts
Last Edited: 2010-02-21 06:10:40
February 21 2010 06:10 GMT
#33
Well to be fair, in a zvz, if zvz ever gets to muta, a few infestors would end the harassment really quickly. They are essentially the same tech tier now, afterall.

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
Profile Joined September 2008
Germany1596 Posts
February 21 2010 06:19 GMT
#34
lol actually I did not realize fungal growth is indeed aoe. Casted it on my own units to see if its aoe but obviously only one unit got ensnared so i thought its single target. lol im dumb ^^ Couldnt cast it on the computer cus well, the very easy AI doesnt ever have a clump of units :D

still, infestors seem pretty underpowered to me
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
hoborg
Profile Blog Joined December 2009
United States430 Posts
Last Edited: 2010-02-21 07:37:39
February 21 2010 07:35 GMT
#35
Fungal Growth actually seems like it could be really useful, but I haven't gotten the chance to play or even see it in action on any streams...

-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.
blbl | CJ and ACE fighting!
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
Last Edited: 2010-02-21 08:36:08
February 21 2010 08:33 GMT
#36
On February 21 2010 14:52 Ryuu314 wrote:
fungal growth seems like a maelstrom that does damage...how is that bad???
They can still attack, just can't move.
On February 21 2010 16:35 hoborg wrote:
-Does siphon life work on your own units?
Nope =/

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.
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
madcow305
Profile Joined January 2010
United States152 Posts
February 21 2010 10:07 GMT
#37
It appears nobody has addressed my point:

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
Profile Joined March 2004
United States186 Posts
February 21 2010 10:21 GMT
#38
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
Profile Joined November 2009
Sweden525 Posts
February 21 2010 11:05 GMT
#39
I really think that neural parasite will show its true coulors when we get to TvZ ghost lategame^^ it seems likem they're the target group for that spell imo ;P
I'm homo for Lomo, gay for GGplay, but at the end of the day I put my dong in Lee Jaedong
imbecile
Profile Joined October 2009
563 Posts
February 21 2010 14:03 GMT
#40
TBO, I haven't seen much of any of the spellcasters/support units. But infestor seems worst.

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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