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Infestors, effective? - Page 4

Forum Index > StarCraft 2 Strategy
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madcow305
Profile Joined January 2010
United States152 Posts
February 23 2010 09:05 GMT
#61
Fungal Growth + Banelings/Zerglings/Roaches against Terran M&M army, or Protoss Zealot-based army before Colossus/HT are out.

Can someone PLEASE do this combo and report how it goes? This entire thread is full of whining, and nobody has tested the most OBVIOUS use for Fungal Growth: to help Banelings and Zerglings.
nodule
Profile Joined February 2008
Canada931 Posts
Last Edited: 2010-02-23 09:55:26
February 23 2010 09:43 GMT
#62
Sure, any spell caster can help, but the question is do they help a huge amount? It seems that infestation pit is never going to be first thing built after lair unless the zerg is hive rushing, because infestors seem not to be strategically decisive like the other tech options available are (hydra, muta, nydus). And if the zerg is hive rushing, a faster hive is likely more useful.

So, if this is correct, they aren't just tier 2, but later on in tier 2. There shouldn't be pure zealot or M&M armies running around at this point.

Strategically, the infestor feels a lot like the dark archon, with a crappy version of maelstrom and mind control. There are situations that you can imagine it will be useful, even clutch, but in 90% of situations it just won't help that much. Spellcasters that were actually used in SC1 were the ones that had a pretty significant impact on whatever battle they participated in. does it matter whether the science vessel, high temp, or defiler were present at a battle? hell yes. DA, ghost, queen? not so much.

infestors should gain dark swarm, researchable only after hive is built
brn4meplz
Profile Joined February 2010
Canada98 Posts
February 23 2010 10:05 GMT
#63
The maps right now seem like there is less room to play with. I'd hate to see a direct reincarnation of Dark Swarm.
Give a man a fire keep him warm for a while. Light a man on fire, keep him warm for life.
7mk
Profile Blog Joined January 2009
Germany10157 Posts
February 23 2010 10:12 GMT
#64
I don't think dark swarm is useful anyways without consume
beep boop
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
February 23 2010 10:26 GMT
#65
On February 23 2010 19:12 7mk wrote:
I don't think dark swarm is useful anyways without consume


Probably true. Although if Siphon Life would also be able to target your own units, it would be like a "fixed" consume. Although Siphon Life + roach = free "slow" energy.

I see some potential for Fungal Growth if they tweak the numbers a bit. Would a "increased attack cooldown" added feature be OP?

Neural parasite seems way too situational as it is now. I was really liking it as a Colossus counter before, can't really see it being used now. Then again, what do I know
Bankai - Correlation does not imply causation
7mk
Profile Blog Joined January 2009
Germany10157 Posts
February 23 2010 10:33 GMT
#66
So what does Siphon Life do exactly? Take over the mana from an enemy spellcaster? does it kill it too?
Maybe they should make it that you can cast siphon life burrowed, that way you have an easier time gathering a good amount of mana and having just 1/2 infestors will be more useful.
beep boop
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
February 23 2010 10:35 GMT
#67
http://www.sc2armory.com/game/zerg/units/infestor

Siphon Life:
Slowly drains health from the target enemy. Half the siphoned life is turned into energy.

Bankai - Correlation does not imply causation
7mk
Profile Blog Joined January 2009
Germany10157 Posts
Last Edited: 2010-02-23 10:39:19
February 23 2010 10:38 GMT
#68
Rofl I just came from that site, was about to edit my post

so yeah if you can cast that while burrowed that would be pretty cool.
Could also be a tense moment when ur opponent sees his units life getting drained going like "oh shit, where is that bastard".

Otherwise it seems like a really useless spell because wtf if hes on the ground the opponents army will just destroy it (its not like they send you single units just to feed you) , if you have an army vs army battle than a spellcaster should do much much much more damage than just drain the life out of one freaking unit. In warcraft 3 it's a different story but this isnt warcraft
beep boop
Kletus
Profile Blog Joined March 2008
Canada580 Posts
February 23 2010 17:28 GMT
#69
Someone may have mentioned this here already but if infestors are still able to move/cast while burrowed, fungal growth wouldnt be that bad to delay supply/mineral lines.
Your resistance only serves to make my carapace harder.
Pillz
Profile Joined February 2010
United States8 Posts
Last Edited: 2010-02-23 19:02:50
February 23 2010 18:55 GMT
#70
They can move but not cast while burrowed.
Edit: on a side note the tool tip for siphon life seem to be incorrect. It does damage and boosts energy regen ever so slightly, but it does not heal the infester.
anch
Profile Blog Joined June 2006
United States5457 Posts
February 23 2010 19:15 GMT
#71
i was playing this for the first time yesterday and i was disappointed about no infested barracks or infested marines.
trailer was big lie
def0
Profile Joined February 2010
China13 Posts
February 23 2010 21:52 GMT
#72
Fungal Growth:
Units in the area of effect (including friendly units) are immobilized and suffer 20 damage over 8 seconds. Cloaked and burrowed units are revealed.

Looks like it can counter observer and dark templar
starcraft911
Profile Blog Joined July 2008
Korea (South)1263 Posts
February 23 2010 22:06 GMT
#73
Any time you have a version build where a race can win simply by massing assault units, the support units are going to be either a) not used at all or b) you're not going to find yourself in practical situations where you should need them.

Of all my games I've played the most as Z (i'm a sc1 z player normally) and I think the mechanics of the game as far as the timings due to spawn larva and the strength of the zerg unit as compared to SC1 being buffed significantly makes Z extremely strong.

With that said, I've used them in zvz for fun because every one of them you have is a potential 8 unit swap during a fight. You steal up to 4 units per infestor for 10 seconds which puts you up 4 and them down 4 which can win a fight you would have otherwise lost. I think it has potential but right now it's too easy to mass units and sauron them to death.

I've never had anyone try to nuke me, but I thought it would be cool to steal a ghost and nuke them with it, but I'm not sure if that's possible. I'm sure Jaedong will pull it off one day~
UdderChaos
Profile Blog Joined February 2010
United Kingdom707 Posts
February 23 2010 22:27 GMT
#74
Well basicly zerg no longer is the race with more untis but weaker, because of roaches and generally thier units they can stand toe to toe with unit for unit against toss and terran. In sc1 the numbers at the start gave an advantage, but then lategame they had spellcasters (defilers) to back them up when numbers doesn't really help. In sc2 thier untis are much stronger so they dont need a strong spellcaster lateg ame to help them, so i think the infestor might be okay but not used as much as the defiler, and if blizzard were to make the infestor better they would need to weaken zerg more.
Nunquam iens addo vos sursum
Loverman
Profile Joined September 2007
Romania266 Posts
February 23 2010 22:28 GMT
#75
Haven't used them personally but i've seen them used in 2v2 quite often especially in defend>expand>get200food games. In huge army battles they serve a lot of purposes not just for buffing ht's storm but to make the enemy's back units trying to get around the stuck bunches of units instead of actually getting to you. Also i dare to say they work well in conjuncture with raven's missiles even better than with storm.
def0
Profile Joined February 2010
China13 Posts
February 23 2010 22:34 GMT
#76
BTW, can someone please tell me if Siphon Life ignores shield?? Cuz if so, it can kill archon.
nodule
Profile Joined February 2008
Canada931 Posts
February 24 2010 05:51 GMT
#77
On February 24 2010 07:28 Loverman wrote:
Haven't used them personally but i've seen them used in 2v2 quite often especially in defend>expand>get200food games.


Great, maybe they'll be useful in compstomps too?
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
February 24 2010 15:27 GMT
#78
i've noticed that upgraded hydras outrange marines, perhaps a hydra + 2-3 infestor army can deal with a large infantry ball by using fungal growth; pin the marines in place, and they can't shoot back while hydras decimate them. And if terran decides to use tanks, you can then use neural parasite to take them over during battle.

It's just an idea at this point, I haven't tried it.
next week on Everybody Loves HypnoToad:
kxr1der
Profile Joined March 2009
United States213 Posts
February 24 2010 15:40 GMT
#79
I say they should revert it back to its original function of infesting building... have the infester infest something, especially now that the corrupter no longer does something similar with units. I'm upset at this also btw because they basically turned the corruptor into a lesser frost wyrm from WC3
Bubbadub
Profile Joined November 2009
United States156 Posts
February 24 2010 16:05 GMT
#80
On February 23 2010 02:21 Floophead_III wrote:
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.


If you can really mind control a high templar and storm, it might be viable in ZvP. I personally have used infestors in all my ZvT games ever since i lost a mass marine / medic vs mass hydra game, and i haven't lost a single ZvT since. Even though I use these units, I still think they are very underpowered, because the radius of the fungal growth is about 2 and their mind control ability got nerfed into the dirt. They are very good against drop play terrans, because they CAN infest air units (medivacs etc), however they really have no meaningful use in ZvZ or ZvP that I can think of.

If zerg could evolve into a mutalisk vs hydralisk match it could be useful, however mutalisks get absolutely destroyed by hydralisks, so high level gamers would not make mutalisks en-masse to attack their opponents.
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