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On May 09 2010 04:56 BulletShot wrote:+ Show Spoiler +I had a game yesterday where in the zvz match up we pretty much both went hydra roach (lower platinum), however I made zerglings and he made infestors and during the battle his fungal growth got my army pretty good. Maybe I should have used my zerglings to attack from behind who knows, but I never really considered using fungal growth in zvz
How did you get those two spine crawlers rooted at your expansion without any creep? It didn't look like it was destroyed earlier and rebuilt.
EDIT: never mind, i saw the leftover patches of creep from when it was destroyed
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FG is so nice when used correctly. Had a FFA game where a guy had 65 mutas and I had probably 20 AA units total. Only reason I lost anything was because I attacked, I could have killed all of them with no losses since FG outranges mutas and kill them in 4 casts. So satisfying to see 20+ mutas explode at the same time.
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Does fungal growth damage stack?
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Ive recently gotten really interested in infestors after seeing TLO use them beautifully in a variety of match-ups. So much so that I actually switched to Zerg, but haven't been wildly successful with them so far.
Gas permitting, is there really any strategy (obviously there are a few, but in standard play) where you would NOT want to incorporate infestors if its that far into the match? To clarify, I mean aren't the pretty much always worth it, despite the high gas cost+being absurdly fragile, or are there situations where you should skip them? Although NP has to be researched now, seems totally worth it to have a unit that can counter expensive powerful units and immobilize/damage groups of weaker units or air.
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On May 09 2010 04:56 BulletShot wrote:I had a game yesterday where in the zvz match up we pretty much both went hydra roach (lower platinum), however I made zerglings and he made infestors and during the battle his fungal growth got my army pretty good. Maybe I should have used my zerglings to attack from behind who knows, but I never really considered using fungal growth in zvz http://www.youtube.com/watch?v=lDAU7sdY5aA wow, fungal is imperitive in zvz. I've been using it since like patch 2 in every zvz that gets to teir 2/2.5
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On May 09 2010 04:56 BulletShot wrote: I had a game yesterday where in the zvz match up we pretty much both went hydra roach (lower platinum), however I made zerglings and he made infestors and during the battle his fungal growth got my army pretty good. Maybe I should have used my zerglings to attack from behind who knows, but I never really considered using fungal growth in zvz
His army was also like 2 X the size of yours, but yes fungal growth rocks.
The best is when you fungal mutas, run back with your hydras, and outrange!
Gas permitting, is there really any strategy (obviously there are a few, but in standard play) where you would NOT want to incorporate infestors if its that far into the match? To clarify, I mean aren't the pretty much always worth it, despite the high gas cost+being absurdly fragile, or are there situations where you should skip them? Although NP has to be researched now, seems totally worth it to have a unit that can counter expensive powerful units and immobilize/damage groups of weaker units or air.
against terran mech with any tanks, you do not want any infestors. You wont be able to mind control tanks OR thors, because of the tanks' insane range
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I played 2v2 with a Protoss friend who went HTs /w Storm and I used Fungal Growth to hold the enemy teams units in his Storms, and suffice it to say, it raped hard (hydra/roach/marine/marauder ball was enemy army). I'm sure there are many other uses for it but in solo I like to use to slow down Phoenix when they are harassing my Mutalisk, and also to A. slow down Massives to set up an NP, or B. slow down Bio to set up a s-ling surround / b-ling boom.
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Since I don't have sentries I use it to wall off my ramp :D
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Responding to this thread and another on ZvT mech, I was pondering whether Fungal Growth might be a good harrassing strat against terran mech. Obviously parasite wont work because tanks will melt your infestor. But what about using fungal growth to stop the terran from moving out. Much like the TLO v Cauthonluck match, mech is very vulnerable because they have to actively be repaired by scv's.
Now the obvious problem is actually getting close enough to FG but with a good overlord placement you should see when they start moving. Combined with effective base harassment (nydus and drops with banelings come to mind) it seems possible to terrorize the T player while teching to brood lords.
Haven't tried it and I can definitely forsee problems but just a thought on using FG.
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On May 09 2010 03:56 Opti wrote: Um.. So basically i just went against a zerg who went very fast expand, and i killed his expansion easily with a zealot rush, was unable to take his base down due to spinecrawlers (they honestly need an HP nerf, so ungodly strong when zealots die almost instantly to as few as 3-4 of them), so i massed up a gate army with void rays (he has been ling spamming) only to find when i arrived at his base.. infestors.
Now basically, i did not understand the proper response to infestors which would be mass HT (i think?) and feedback/storm usage. He had a massive army of hydra/infestors, nothing else. Basically any expensive unit i brought out (void rays, immortals, colossi etc) he would just take control of, so in response all i could really do was spam zealots, but zealots just got fungal growthed in place (literally could not move them at all) and brought down to sub 40 hp, when i eventually was able to retreat.
The point is, this bsaically 100% nullifies any kind of push that a protoss would want to do with gateway units, im thinking the only solution would be a MASSIVE amount of HT, the only problem being that they would jsut get fungal growthed and controlled as well before they could feedback/storm. Thoughts? Solutions? Right now i feel as if infestors + basically anything is an almost instant win for zerg, regardless of how badly i punish them early on, and spinecrawlers are so good that it is near impossible to do a push early on.
Chargelots.
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Fungal Growth is a great spell to use in many matchups, however I would advise against its utilization against mass Stalkers with Blink, because Stalkers can still Blink even while Fungal Growth'd.
Against MMM bioballs, it can be imperative for setting up a good flank/surround and keeping that ball in place (if you have more than one fungal).
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Does fungal growth work on mutalisks?
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Infesters are pretty weak vs. late game protoss. Colossi have the same range as neural parasite, they get owned by blink stalkers, and they are easily stormed/fedback by HTs. Unless the toss is an idiot and makes nothing but zealots, you should be fine.
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On July 08 2010 17:25 johnouyoung wrote: Does fungal growth work on mutalisks?
On April 28 2010 17:48 cartoon]x wrote: I just saw artosis fungal growth a ton of mutas. I didn't know you could do that, but yeah you can.
Located right under the OP
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About Fungal Growth harass - be careful vs SCVs, because not only they have 5 more HP than drones/probes(counting shields), but they also can repair each other during fungal growth, if they are near enough to each other.
This means: 1. As a Terran player, it is advisable to always select your SCVs and turn on auto-repair (alt+R, or right-click on the Repair button). Even while they are mining. In case of harass, they have better chance of surviving. 2. As a Zerg player vs Terran, you have to be aware of how unproductive Fungal Growth could be on a fully saturated mineral line with auto-repairing SCVs. If their density is high, it's likely that most of them will end up repairing each other during the effect of the spell - so, your usual calculation of how much time you need to wait before the second FG (normally just 2 seconds) may be too optimistic.
I haven't run the test with the new patch, but I think a tandem of near-standing SCVs, repairing each other, would need 3 full waves of Fungal Growth, instead of 2 closely overlapping ones.
On July 08 2010 17:25 johnouyoung wrote: Does fungal growth work on mutalisks? Yes, it works on flying units too. I was experimenting with mass carriers, and thought FG could be used very efficiently vs the bulk of interceptors, in combination with other attackers taking down the carriers.
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just had a ZvZ and repeatedly tried to do fungal growth on my opponents mutas. it didn't work - or at least there was no fungal animation. so what am i doing wrong there?
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Fungal growth is really strong against drops, hellion harass, bio balls, vikings in late game, unburrowing behind a min line and double fungal growthing the workers mostly.
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I once killed 12 mutas or so with 3 infestors with fungal growth alone. Usually I bring Hydras but it was right after a large battle where his mutas were the sole survivor.
It also works great if you ever face muta harrasment, as they try to fly out you just tag a few of them and you can kill quite a few before they are allowed to move.
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On July 16 2010 01:47 SkyTheUnknown wrote: just had a ZvZ and repeatedly tried to do fungal growth on my opponents mutas. it didn't work - or at least there was no fungal animation. so what am i doing wrong there?
I just played a game last night where i can say with confidence that FG does indeed work against mutas. It's pretty depressing when your blob gets caught and a few hydras take them out, heh. Just have to maintain better control. Either way, yet it works against mutas... but i find it's hard to land if they have good control and are constantly moving. It's easy to miss with a fly by.
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Ok, so it works, but seems to be difficult to execute? I tried it like 10 times in this match and it did not work. Is there some guide or suggestion for FG against air - like how and where I have to aim.
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