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Infestors, effective? - Page 3

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yimpydimpy
Profile Joined February 2010
United States7 Posts
February 21 2010 16:10 GMT
#41
Fungal growth sounds a lot like ensnare and that never really got used except to be cute.
Tritanis
Profile Joined November 2007
Poland344 Posts
February 21 2010 16:37 GMT
#42
Does fungal growth work on flying units?

If yes then it would be very useful in ZvZ to counter mutas.
Hydra + 1 or 2 Infestors would rape zerg air so badly.
I live, I serve, I die for the Metal
synapse
Profile Blog Joined January 2009
China13814 Posts
February 21 2010 16:55 GMT
#43
I wish infestor had a plague/ensnare ability... then +bane/ling would be epic combo :0
:)
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
February 21 2010 16:59 GMT
#44
I think we need to be particularly careful with trying to evaluate the usefulness of spellcasters this early. It took people years to realise just how ridiculously good arbiters and defilers are and while the infestor doesn't look too impressive right now (except for fungal growth which actually sounds pretty cool), it's very possible we'll find uses for it soon enough.
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
Dr.Frost
Profile Joined April 2009
United States389 Posts
February 22 2010 04:43 GMT
#45
On February 20 2010 12:34 onmach wrote:
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.


Your post gave me a great idea. Since the infestor can move under ground keep it in a control group with roaches. Pop up in their mineral line, cast fungal w/e under the most clumped amount of workers and let the roaches do the rest, the workers CAN'T run and they are 20 hp weaker so the roaches finish them off quickly. Anyone agree.
They are here to right our fall, they have heard someones troubled call???
caution.slip
Profile Blog Joined June 2007
United States775 Posts
Last Edited: 2010-02-22 04:46:38
February 22 2010 04:46 GMT
#46
wait so is FG 20 damage overall or 20 damage/s so 100 damage? This would make it identical to storm which is 80 damage/4 seconds
Live, laugh, love
diehilde
Profile Joined September 2008
Germany1596 Posts
February 22 2010 04:49 GMT
#47
On February 22 2010 13:43 Dr.Frost wrote:
Show nested quote +
On February 20 2010 12:34 onmach wrote:
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.


Your post gave me a great idea. Since the infestor can move under ground keep it in a control group with roaches. Pop up in their mineral line, cast fungal w/e under the most clumped amount of workers and let the roaches do the rest, the workers CAN'T run and they are 20 hp weaker so the roaches finish them off quickly. Anyone agree.

Hm still, compared to the other races casters they pretty much blow. Those other casters have friggin obvious, huge usefulness, nobody needs to theorycraft all day long about their usability. Infestors are only viable in 2on2 coupled with storm, nuke or other aoe shenanigans.
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
diehilde
Profile Joined September 2008
Germany1596 Posts
February 22 2010 04:51 GMT
#48
On February 22 2010 13:46 caution.slip wrote:
wait so is FG 20 damage overall or 20 damage/s so 100 damage? This would make it identical to storm which is 80 damage/4 seconds

20 dmg overall. Else it would be waaaaaaaaay overpowered, storm that immobilizes the units it hits? Seriously, nobody would discuss the viability of Infestors then, they would be the best casters of the entire game ^^
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
nMn
Profile Joined February 2009
United States144 Posts
Last Edited: 2010-02-22 05:12:45
February 22 2010 05:11 GMT
#49
I experimented quite a bit with infestors vs all 3 matchups, a strictly hydra/3 infestor counter push for ZvT, Roach/Hydra Infestor for ZvP and Roach/Infestor zvz.

Only thing that really stuck out was how small the radius of fungal spore was, ZvT was semi effective vs medivac bio but I felt like roach/hydra would of cleaned it up better and left me with a bigger army (Hydras outrange marines), ZvP kept -some- zealots from doing too much damage but the timing works out so that most P have zealot legs and is hard to ensnare all of them. ZvZ seemed pointless as 20 damage was garbage vs 135hp roaches. In most cases, I thought to myself, "hey I could probably be in a better position if I just made 12 banelings".

I can understand why they made the radius so small, it would be devastating if it hit the entire army ball but as soon as the units clash, they split up. I estimate only hitting maybe 4-6 units per cast. I also initially thought that the 20 damage done was instant and tried to unburrow spam 6 shots but it turns out that the 20 damage is over 6 seconds. Garbage. It wouldn't be that bad if the unit actually had other uses but as of right now, in my eye, its a waste of gas.

Ryuu314
Profile Joined October 2009
United States12679 Posts
February 22 2010 08:02 GMT
#50
On February 22 2010 01:55 synapse wrote:
I wish infestor had a plague/ensnare ability... then +bane/ling would be epic combo :0

can't tell if this is sarcastic. but fungal growth is like a mix between plague/ensnare...
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
February 22 2010 16:58 GMT
#51
tested this in a rediculous FFA game, the in game tooltip says it's 8 seconds now, which makes the damage dealt slower.

the radius is tiny, and as mentioned above, you will only hit a few units with each cast
the range is also small, compared to the SC1 queen's massive range on all her spells as well as high flying mobility, the infestor has to get right in close to a fight, to cast it's ineffectual spell.

It was mentioned that units don't auto-attack mind controlled units, which can be a positive and a negative really.

People are getting stuck on remembering SC1, where an 8 second imobalize would be godlike for zerg to have because of swarm and lurkers, but both of those have been removed. while fighting a terran army I'd rather have the extra troops then a fungal growth or 2 in the fight.

While it may be cute to come in and fungal growth an army,then neural parasite a HT to storm the rooted enemies, I don't see this situation coming up enough to warrent the money/micro spent.

I only see infestors as being extra reinforcement of the fact ZvZ will never go late game, any broodlords or ultras would be snagged immediately by neural parasite.
Floophead_III
Profile Joined September 2009
United States1832 Posts
February 22 2010 17:21 GMT
#52
I could see neural parasite being extremely useful in all the matchups.

ZvT: take control of ghosts and emp their ravens/other ghosts and snipe what you can.
ZvP: take control of HTs and storm the protoss units; take control of DTs and... well you know =P
ZvZ: take control of power units lategame, queens, or other infestors =D

I think the infestor is potentially the most bogus caster of all, in these tiny 1 base vs 1 base chz games it doesn't have a place, but we'll see it more when the metagame evolves.
Half man, half bear, half pig.
MidKnight
Profile Joined December 2008
Lithuania884 Posts
Last Edited: 2010-02-22 20:05:46
February 22 2010 17:30 GMT
#53
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



Huge difference between SC and SC2 is the fact that casters have smart casting now.
You can build 3 infestors and spam Fungal Growth all over the place with relatively no APM required.


Queens would indeed be cost effective in lategame for zerg.Ensnare reduces the effectiveness of most units by 50% for just few hundred gas and makes your lurker/ling surrounds waaay easier
When your army consists of 20 ultras, 80 zerglings and 18 lurkers, investing few hundred gas to few queens would be correct choice 100% of the time.

The problem is that it is unbelievably tough to micro/macro a lategame zerg.
You have 10 groups of lings/ultras/lurkers.
You have defilers.
You have 10 hatcheries to constantly pump units, rally them
etc. etc.
Adding queens is just too tough and cubersome, so even progamers don't bother.
I remember JD telling that in the interview after the whole Ensnare+Lurker "Hyvaa" build got popular.

Same reason ghosts with lockdown aren't used.
It takes too much time to keep pressing on all the individual ghosts and split up all the spells on each individual unit.
One misclick and all 5 of your ghosts will waste all their energy on 1 lockdown.
If Lockdown was in SC2, it would be rather imba actually

So again, SC2 has easier mechanical aspect for casters.
You won't waste all the energy by clicking on 1 unit because of smart casting.
So as long as the cost isn't horribly over the top, I'm quite sure that casters will be used very commonly.

Considering how well units clump in SC2, casting few fungal growths on enemy ball of units and rolling in with some banelings should be fun
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
February 22 2010 17:47 GMT
#54
On February 23 2010 02:21 Floophead_III wrote:
ZvT: take control of ghosts and emp their ravens/other ghosts and snipe what you can.
ZvP: take control of HTs and storm the protoss units; take control of DTs and... well you know =P


I think both of these would be true only if neural parasite outranged storm/emp (I don't know what the range of these are).
next week on Everybody Loves HypnoToad:
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
Last Edited: 2010-02-22 18:16:49
February 22 2010 18:10 GMT
#55
Everyone is theorycrafting them to have a use, and I won't deny SOME use for them, but I really think if they arn't changed, zerg simply won't have a caster that's used.

Anyone else find it odd zerg get only 1 caster?

ghost+nighthawk
sentry+high templar
infestor+?

overseer cannot be considered a caster with it's only ability being changlings

I think they should give overseers back fungal growth, and find something else to give infestors. They kept high templars with psi storm, let us have our dark swarm back!

Edit:
other possibilities for fungal growth use:
increases speed/hp regen of friendly units, while doing the same thing it does now to enemy units, giving it more utility/choice of how to use it.
simply increase it's cast range/aoe size, or increase the damage it deals

just adding lurkers back into the game would make fungal growth incredibly more useful
Jibba
Profile Blog Joined October 2007
United States22883 Posts
February 22 2010 19:15 GMT
#56
On February 22 2010 13:49 damenmofa wrote:
Show nested quote +
On February 22 2010 13:43 Dr.Frost wrote:
On February 20 2010 12:34 onmach wrote:
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.


Your post gave me a great idea. Since the infestor can move under ground keep it in a control group with roaches. Pop up in their mineral line, cast fungal w/e under the most clumped amount of workers and let the roaches do the rest, the workers CAN'T run and they are 20 hp weaker so the roaches finish them off quickly. Anyone agree.

Hm still, compared to the other races casters they pretty much blow. Those other casters ihave friggin obvious, huge usefulness, nobody needs to theorycraft all day long about their usability. Infestors are only viable in 2on2 coupled with storm, nuke or other aoe shenanigans.
That's because those do direct damage. This sounds a lot like complaining about defilers before people understood how to use swarm properly.

That worker line thing sounds fantastic, and the damage is secondary to freezing a worker pull.
ModeratorNow I'm distant, dark in this anthrobeat
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
February 22 2010 19:27 GMT
#57
I've tried using infestors a bit... but overall they have been very underwhelming. The only time I had any success with them was against a protoss player who got a little too aggressive. I was able to spring an ambush with burrow, and threw fungus on his units as they turned to ran. I was able to get some free kill on units which might have otherwise escaped back to his base.

But in general they are pretty bad t.t; Expensive with mediocre abilities. The AoE for fungus is small, and it only lasts 6 *game* seconds. It feels like nothing at all. I'm wondering if it could be useful in ZvZ to help hold your ramp vs superior roach numbers, but it's just too much gas that needs to be put towards either hydra or muta. T_T;
I admire your commitment to being *very* oily
Xirt
Profile Joined April 2009
Scotland52 Posts
February 22 2010 22:31 GMT
#58
On February 22 2010 01:37 Tritanis wrote:
Does fungal growth work on flying units?

If yes then it would be very useful in ZvZ to counter mutas.
Hydra + 1 or 2 Infestors would rape zerg air so badly.


Yes it works on flying units and I just used it for exactly this purpose. Its still not idea but if your scouting fails and you find yourself against a huge muta flock it can work.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
February 22 2010 22:38 GMT
#59
I think the Infestor is much more useful in 2v2 battles, particularily when your partner is Protoss.

Fungal + Storm, anybody?
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
Last Edited: 2010-02-22 22:46:21
February 22 2010 22:44 GMT
#60
Infestors are EXTREMELY good in 2v2 with a protoss partner.

Fungal growth + storm is a very effective combo as Zeke suggested

Also something I thought up with neural parasite. The only effective counter vs Immortals are ghosts. A typical terran will use scanner sweep instead of ravens, so you burrow your infestor, neural parasite one of their ghosts, and use it to EMP the rest of their ghosts. You pretty much just won the match with that simple maneuver.
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