Hey guys, I know there have been multiple threads about the Infestor and many about Fungal Growth in particular, but I just wanted to upload a replay of the possible awesomeness of Fungal Growth.
This was a game I played against another TL.net member, while I still ended up losing, it's mostly due to a lack of aggression, poor army composition, and lack of decent macro (and all of this is besides the point, although if anyone would like to comment on how I might improve, feel free to do so.)
Anyway, let me know what you guys think, and if you have any cool Fungal Growth replays, I'd like to see them.
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.
Do you have any idea how much teching and energy is needed for succesful parasites? I think your game wasn't nearly as simple as you make it out to be.
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.
Stalkers with blink destroy infestors because while you maintain fungal growth through the blink, you can still blink and shoot it dead. Plus they're pretty cheap to mass (same as zealots with a bit of gas, basically).
infestors do not have that much hp, HT feedback will destroy them, or even focus firing them with your stalkers to save your colossus. If you are scouting your enemy, you should be able to see his infestors, and be able to come back with a counter to it. Feedback kill his infestors, storm the hydra army. I lost a game yesterday to a protoss that I had insanely outproduced because I had sent in my hydra roach army, against his stalkers/4 colossus army. I brought my infestors in to mind control, and they were all about 1 range out too far to do it Micro fail tbh, but still if his infestors are in range to mind control the colossus, I think your stalkers should be able to focus fire them.
(but maybe if they fungal growth your army before trying to steal your colossus, you would be fucked anyways?) I dont know... i suck.
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.
well, spines cost about 150 each, plus the larva.... I would hope 4 of them could kill a zealot pretty fast...
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
Fungal and hydras are really good. Nothing is quite as satisfying as watching a big group of roaches die while stuck in place and unable to attack your hydras.
Thing is.. i was trying to push him right? and he had so many hydras that there was literally nowhere for my stalkers to blink to to kill the infestors since they were behind his hydras and we were in a choke.
Basically i think the only army comp that would counter this is zealots + colossi + HT. Feedback infestors, storm hydras, while pushing with a zealot wall (that will probably get fungal growthed and be useless, but they are at least there to take the hits).
Fungal growth is pretty baddass. Actually absurdly effective against well microed roaches - very tight groups making it easy to hit 10 or more. Absolutely destroys mutas. But infestors are not the be all end all counter.
Honestly the best counter is good micro. If you get neural parasited, just ff down the infestor and if you have stalkers, as a previous poster suggested, gg infestor because blink owns them.
Honestly I don't know why the hell you would go for mass zealots. If they have basically anything but zerglings your zealots are doubly screwed. Roaches own zealots hard. Infestors have so little life its not even funny.
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
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.
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.
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
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
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.
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.
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.
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).
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.
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.
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?
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.
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.
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.
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.
Fungal growthing Air is the same as EMP if you target right on top of the air, it wont hit them, you need to target a little below them to get the right projection onto the ground. This thread has pics of how you need to target http://www.teamliquid.net/forum/viewmessage.php?topic_id=136470
On July 09 2010 00:23 RMmanlots wrote: 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.
I just started to use FG recently, and today I tried it against a pretty threatening protoss ground army. FG is pretty useless against the entire protoss ground army I've found; it really only diminishes their shields and at a much slower rate than any combat unit. zealots get stuck yes, but they can still attack, so its only viable with a hydra/roach army. They will still have full HP after the FG is finished. Its useless against stalkers, archons, sentries because they are ranged and will keep on attacking anyways.
And since it doesn't stack, you'll have to wait to recast, but then the battle will long over by then. And in this case, the game.
So infestor 12s NP and useless FG and infest marine ... what use is this unit in ZvP really?
On July 09 2010 00:23 RMmanlots wrote: 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.
I just started to use FG recently, and today I tried it against a pretty threatening protoss ground army. FG is pretty useless against the entire protoss ground army I've found; it really only diminishes their shields and at a much slower rate than any combat unit. zealots get stuck yes, but they can still attack, so its only viable with a hydra/roach army. They will still have full HP after the FG is finished. Its useless against stalkers, archons, sentries because they are ranged and will keep on attacking anyways.
And since it doesn't stack, you'll have to wait to recast, but then the battle will long over by then. And in this case, the game.
So infestor 12s NP and useless FG and infest marine ... what use is this unit in ZvP really?
On July 09 2010 00:23 RMmanlots wrote: 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.
I just started to use FG recently, and today I tried it against a pretty threatening protoss ground army. FG is pretty useless against the entire protoss ground army I've found; it really only diminishes their shields and at a much slower rate than any combat unit. zealots get stuck yes, but they can still attack, so its only viable with a hydra/roach army. They will still have full HP after the FG is finished. Its useless against stalkers, archons, sentries because they are ranged and will keep on attacking anyways.
And since it doesn't stack, you'll have to wait to recast, but then the battle will long over by then. And in this case, the game.
So infestor 12s NP and useless FG and infest marine ... what use is this unit in ZvP really?
Yeah I've used it along with Hydras to pick off any harrasment / unwelcome units (phoenix group, void rays, warp prism, even an observer you don't like).
Also if they engage, see too many spine crawlers and start to retreat, fungal is great to tag on a group of fleeing units to pick them off.
Also colossi in large battles will always want to walk backwards and get better positioning - take away this option with fungal.
FG is a great solution to burrowed roach ZvZ as well... if they attack then burrow to regen/flank/whatever, FG makes them visable, they can't unburrow, they take dmg and other units can attack them.
On July 20 2010 06:35 Crushgroove wrote: FG is a great solution to burrowed roach ZvZ as well... if they attack then burrow to regen/flank/whatever, FG makes them visable, they can't unburrow, they take dmg and other units can attack them.
They can unburrow while FG'd. The rest is fine, but this point is off.
On July 20 2010 06:15 baconbits wrote: DT's zealots eco harass (FGing probes is pretty awesome) stopping microed phoenix harass
im not sure i see the value in using infestor for defensive purposes. i know you can use it against those units, but is that really the best option? spore crawlers will do much more damage to phoenix, not to mention keeping them away completely, and they'll detect DTs for spine crawlers to attack if you're not using overseers.
FG will do alot of damage to probes but it wont kill them? you'll still need to fly in mutas or whatever to finish them, and even then, mutalisks kill them fast enough already?
Also, the range on ultralisks is longer than the range on zealots, so if you go ling/infestor into ultras and you run into a big zealot force that shreds your lings you get alot of free kills.
Fungal growth is awesome vs. low HP units as well. And it can be used well if you let it sit and then move in on the enemy - not engaging right away as it is not a fast damage dealer like Storm