Infestor ZvP - Page 2
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uberdeluxe
Canada306 Posts
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GenesisX
Canada4267 Posts
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uberdeluxe
Canada306 Posts
On August 01 2010 08:27 GenesisX wrote: I find Muta / Ling is a better build, but if the Protoss does not have splash (eg. temps or collo), mass infested terrans are SUPER STRONG. yea, 100-150 is a pretty good price for spawning 8 infested terrans, especially since they attack like a marine and deal 8 dmg per shot, w/o upgrades! | ||
OPSavioR
Sweden1465 Posts
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Phrost
United States4008 Posts
On August 01 2010 09:25 OPSavioR wrote: 12 seconds for NP isnt good ![]() When you NP just focus down the unit once they start running. I used infestors in this game to kill the colossus ![]() | ||
uberdeluxe
Canada306 Posts
On August 01 2010 09:30 Phrost wrote: When you NP just focus down the unit once they start running. I used infestors in this game to kill the colossus ![]() hydra/ling/infestor is one of my fave ZvP armies for that reason ^^ corruptors are good too, but having to spend another 200/200 isn't ![]() | ||
Phrost
United States4008 Posts
![]() I had already won the game at that point anyway but infestors were just icing on the cake. | ||
brainpower
United States233 Posts
1) Terrans use stim. A lot. When a terran army engages it stims, runs in and starts attacking. If the FG can catch them in the time between stimming and dealing significant damage to your army you just did an extra 10 damage per unit by wasting the stim. 2) Protoss units don't bunch up as easily. Every Terran infantry unit moves at exactly the same speed. Chargelots, stalkers, sentries and high templars all move at different speeds. While it's true that stalkers often get stuck behind zealots, the spread is still generally more significant. 3)More importantly the protoss player doesn't WANT his units congested. Zealots need as much space as possible to run up to the front and start getting a surround. Stalkers move very quickly so they get into a good concave well as long as they aren't blocked by other units. Sentries and immortals have shorter ranges than stalkers so for them to deal damage they need to get past the concave of stalkers. A bioball is most effective when it is in tight formation giving the least possible surface area for a surround. 4) Fungal growth can't remove any unit's shields except for probes. This is a pretty big one since after 8 seconds game time their shields begin to recharge. 1 fungal growth on just 7 units is enough to use up all of a newly made medivac's energy. | ||
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