I basically just mass lings as a meatshield and spend all my gas on infestors -- and i get a lot of gas early. Simply aim for the immortals or the collosi' and spam R all over the place whenever the high priority are Parasited. I dont know how it would do lategame simply because i've never reached it with this. I either die due to poor timing before my infestors are up or i win whenever i get 5-6 of them.
Infestor ZvP
Forum Index > StarCraft 2 Strategy |
Dataleif
Sweden252 Posts
I basically just mass lings as a meatshield and spend all my gas on infestors -- and i get a lot of gas early. Simply aim for the immortals or the collosi' and spam R all over the place whenever the high priority are Parasited. I dont know how it would do lategame simply because i've never reached it with this. I either die due to poor timing before my infestors are up or i win whenever i get 5-6 of them. | ||
Sfydjklm
United States9218 Posts
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Dataleif
Sweden252 Posts
On March 30 2010 07:22 Sfydjklm wrote: i just go muta and kill all the expensive stuff protoss has by a-move. Why kill them when you could use them? | ||
Sfydjklm
United States9218 Posts
cos that allows me to eat a sandwich while i play protoss. User was warned for this post | ||
Foreplay
United States1154 Posts
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Slayer91
Ireland23335 Posts
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TurboDreams
United States427 Posts
On March 30 2010 07:26 Sfydjklm wrote: cos that allows me to eat a sandwich while i play protoss. Haha, that made my day ![]() | ||
BeMannerDuPenner
Germany5638 Posts
/edit btw nerf collossus range to 7 or 8 upgraded and buff infestor mc range to 7 or 8 when upgraded (link it to the energy upgrade) | ||
Warhol
United States7 Posts
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TelecoM
United States10673 Posts
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Dataleif
Sweden252 Posts
On March 30 2010 07:27 Slayer91 wrote: Can be very nasty if you're not prepared as toss, obviously if he sees it the obvious counters are having cheap units focus them leave colo/immortals in the back, or the obvious hardcore counter templar. (Feedback+obs+a gazillion range on the spell = bye bye infestors) yeah maybe but i've never faced a toss who didnt go robo on me. And i attack way before any tech switch. Maybe it isnt sound. I dont know yet, but until i realize that through experience i will continue. | ||
onmach
United States1241 Posts
Oh and you can burrow move to try and hide it, but they keep downgrading everything that burrows so it only moves about half a snail's pace, so unless you have 600 gas burning a hole in your pocket for an infestor and several upgrades in order to maybe get a chance to use its mediocre spells, you might as well get half a flock of muta and end the game that way instead. | ||
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Liquid`Jinro
Sweden33719 Posts
My only experience of playing against infestors is TvZ tho, and I just tend to right click them with 1 Thor and 1-hit kill them :< EDIT: Diehilde used 2 as drop defense once tho, since I like to do 2 thor drops, he kept 2 infestors near his expo and stole 2 thors from me 8[ (or maybe he only got one, it was lame eitherway!!!) | ||
MeditationError
Australia60 Posts
On March 30 2010 07:27 Slayer91 wrote: Can be very nasty if you're not prepared as toss, obviously if he sees it the obvious counters are having cheap units focus them leave colo/immortals in the back, or the obvious hardcore counter templar. (Feedback+obs+a gazillion range on the spell = bye bye infestors) There's no "cheap unit" that protoss can use here - fungal growth pwns zealots while the zerlgings head for your workers, and zerglings rip stalkers apart. Clever force-fields from sentries maybe? Cannons would help a lot. Templars are the hard counter to this mix, but the toss needs quite a bit of warning to get them up and running. Air might work too - a few pheonixes could pick off the infestors, or a void ray to the hatcheries. Only if you've already got the stargates, though - it's much easier for zerg to switch to mutas/hydras than protoss to switch to air. I like this idea, but I'd mix in a few hydras for added flexibility. | ||
Talic_Zealot
688 Posts
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SichuanPanda
Canada1542 Posts
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Chairman Ray
United States11903 Posts
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Funchucks
Canada2113 Posts
On March 30 2010 11:58 Chairman Ray wrote: Parasite is useful against ... phoenix as a last ditch effort. Can't target air units anymore. | ||
Chairman Ray
United States11903 Posts
o right, nvm then | ||
yarkO
Canada810 Posts
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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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