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I'm definitely not taking credits for most things I'm listing here, just to make everything clear. The goal with this thread is to list the best uses for the infestor and its abilities. Of course, that requires YOU to contribute. 
So why the infestor, you might ask.First of all, it's both fun to use and fun to watch. I've been experimenting with it and watched how other people use it and I've found a few interesting things that I'll list here.
Facts: -You can Frenzy an infestor but it won't deal more damage (Is this really intended?) -You can not mind control a High Templar and merge it with another to create an Archon -Mind controlling a drone and trying to build something does not work. However, it works very well with both Probes and SCVs, even though I don't really see a good way to use it in a real game, even though you could potentially get access to the full terran/protoss tech tree. -You can burrow the units you mind control if your opponent has burrow researched. -Do not frenzy a unit that you are mind controlling, as it will cancel the MC.
Useful stuff:
-You can mind control a point defense drone and get all its benefits. Or better yet, mind control a raven and throw one out yourself.
-Mind controlling an overlord morphing into an overseer and then cancelling it will cause your opponent to lose the resources he spent on it.
-Send two infestors with 150 energy each in an overlord to one of your opponent's mineral lines. You can easily wipe out his entire mineral line in -practically- 2-3 seconds using fungal growth. It is ridiculously strong if you think about it. Provided your opponent doesn't have other units close, it actually requires "a lot" of static defense to stop this. As Protoss, you'll need 3 photon cannons to save your workers (and even then, they will be left with 9 hp) . 2 Photon cannons will stop the infestors from getting out alive and 1 photon cannon will do nothing more than to damage the infestors and the overlord.
With that said, this is pretty far down the tech tree and the upgrades do take a while to get. BUT if you're using a build that already involves infestors, there's no reason not do this if you're decent at multitasking.
-One of the more common ways to use an infestor is to Fungal growth air units that try to hit and run. If you have a few hydras, your opponent can say goodbye to those units.
So, have you guys found any interesting ways to use the infestor? Is there any reason to use frenzy? Other than massive units, what unit would you cast mind control on and why?
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best thing i've done is MCing medivacs when MMM was all the rage. sudenly roach hydra got like, twice as baddass.
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On June 15 2010 01:54 Nightbiscuit wrote:
-Mind controlling a drone and trying to build something does not work. However, it works very well with both Probes and SCVs, even though I don't really see a good way to use it in a real game, even though you could potentially get access to the full terran/protoss tech tree.
In my experiments, I found I can build a Nexus, then use the Chrono Boost on my Hatchery which causes Spawn Larva to complete faster. The natural larva production of the Hatchery was unaffected.
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Mind controlling an overlord morphing into an overseer and then cancelling it will cause your opponent to lose the resources he spent on it.
Can you explain this one a bit more? It might jsut be me but it doesnt make much sense to me..
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On June 15 2010 04:32 arb wrote: Mind controlling an overlord morphing into an overseer and then cancelling it will cause your opponent to lose the resources he spent on it.
Can you explain this one a bit more? It might jsut be me but it doesnt make much sense to me..
I think he means that if you use NP on an overlord while it is morphing into an overseer and cancel the morph before it finishes, your opponent does not get a refund like he would if he had canceled it himself.
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Czech Republic11293 Posts
Ultralisk outrange zealots just a touch, which can be useful if you fungal growth them.
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You don't need to drop the infesters you can just burrow move them in and burrow move out for your worker harass.
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For the whole drop thing, you can also use burrowed movement to get behind mineral lines and Fungal Growth. EDIT: Just got beat to it. XD.
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Infestors are pretty awesome at pwning mech when you use them to support ultra/ling. I love them to death for owning harassment. Fungal>hellion NP>banshee/thor/Medivac
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"-You can mind control a point defense drone and get all its benefits. "
This I did not know. That can definately turn a game for me; but they are often very hard to spot.
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i know this has been brought up here before but you can kill larva with FG so if you're opponent is building up a lot of larva at a hatch you can kill of of them.
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Yeah, with the overseer thing, I meant WHILE it's morphing.
And for burrow for harassing, it's definitely easier to do from an APM-perspective but you need to rely on that your opponent doesn't have any detectors on the way to the mineral line. It also reduces the chance for your infestors to make it out alive. With that said, if your opponent has a lot of air units, you're probably better off using burrow as it becomes a lot less risky.
What's so good about the overlord drop, however, is that you can get to all his mineral lines and there's very little your enemy can do about it unless he literally knows an infestor drop is coming, or happens to have some anti-air units where the overlord happens to be flying.
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On June 15 2010 07:44 s031720 wrote: "-You can mind control a point defense drone and get all its benefits. "
This I did not know. That can definately turn a game for me; but they are often very hard to spot.
same, this will change my terran vs zerg slightly.
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On June 15 2010 01:54 Nightbiscuit wrote: -Do not frenzy a unit that you are mind controlling, as it will cancel the MC.
Does frenzy always cancel NP or only if you first NP it and then frenzy it with the same infestor?
Because in the (unlikely?) event that one of your opponents in a ZvZ NP's one of your units, it would be awesome if you could just frenzy the unit to cancel it. Cheaper counter 
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Frenzied ultralisks has the highest DPS against armored in the game.. and thats SPLASH damage
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On June 15 2010 18:43 Brokengamer wrote: Frenzied ultralisks has the highest DPS against armored in the game.. fact?
cost wise stimmed maurader does more damage to armored SINGLE targets.
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I didn't know you could NP PDD either, though against mech I don't see any benefit except maybe v Vikings. Still, most likely your infestor will be sniped by siege.
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In ZvZ: 1. Defensively mind control enemy infestors, like a wave - 1, from him next, etc. The enemy can free them with frenzies, but the NP energy of his infestors will be wasted after a couple of such waves, while you only waste 1 NP per wave. 2. Offensively mind control enemy infestors, like dominoes again - to extend the range of your NP and reach his backing strong units, such as brood lords. 3. NP larva, and morph it into unit which only the enemy can produce - eg: ultralisk. You need to keep the NP during the whole morphing though, but after the morph's finished, the new unit is yours and free to go without NP. 4. NP overseer, make infested terrans, free the overseer, and they'll kill it. Even if you free the overseer while the i.terrans are morphing, they remain yours.
On June 15 2010 04:28 codewarrior wrote:
build a Nexus, then use the Chrono Boost on my Hatchery which causes Spawn Larva to complete faster. The natural larva production of the Hatchery was unaffected. This. Also capture SCV, build CC, rax, OC and then use MULEs to mine for your Hatcheries (+ the scans etc).
Multiracial army shares the same 200/200 food cap - pylons/depots/ovies count towards the same food; not 3x max out armies. Workers of any race can mine for any racial base; from any racial gas buildings. Multiracial units load into multiracial dropships (medivac, wp, ovie), but not bunkers and cc. Medivacs can heal flying bio, not just ground, which means they can be combined well with mutas (perhaps load some scvs and queens for additional heal/repair support). Nydus networks (and mothership recalls) can transport multiracial units across the map.
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Medvacs should not be healable. The are not biological.
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On June 15 2010 21:14 onmach wrote: Medvacs should not be healable. The are not biological. Just corrected that, you are right. Mutas + medvacs are good though, so perhaps SCV-ships + mutas, so that each unit has heal/repair in the composition. Queenships are better with ovies; or mix 2 queens and 4 scvs per medivac.
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I think if you Mind Control something at the same moment it gets picked up by a drop ship, your that unit stays mind controlled for an infinite range. I think I read something similar to that effect that involved infinite range MC and dropships. Maybe someone should test?
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Actually, your medvac post made me think. Can you heal spine/spore crawlers with medvacs? They are biological, but they are also structures. Actually I would imagine you could heal any zerg unit or structure if you could heal any of them.
A zerg with medvacs would be a pretty tough cookie to break. Something to keep in mind.
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On June 15 2010 22:52 onmach wrote: Actually, your medvac post made me think. Can you heal spine/spore crawlers with medvacs? They are biological, but they are also structures. Actually I would imagine you could heal any zerg unit or structure if you could heal any of them.
A zerg with medvacs would be a pretty tough cookie to break. Something to keep in mind. I haven't tested this but I would guess you can't heal structures.
You can heal every zerg unit though.
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Medivacs can't target structures. Only queens can heal zerg bio structures. But yes, medivacs are great support for the zerg army, which is all bio units /incl. flying/. TZ-teams in 2v2 should definitely use that.
About the infinite mind control exploit, it seems they fixed it, or I'm not doing it right - you can get the NP so close to the load action, that the infestor's tentacle switches from ground up to the dropship, for a moment... but even then the NP just fails.
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fungal growth cloaked units (i think it also removes cloaking), very useful.
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On June 15 2010 23:18 YourMom wrote: fungal growth cloaked units (i think it also removes cloaking), very useful.
FG also hits burrowed units. I don't know if it reveals them, but it stops burrowed roaches from going anywhere.
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FG reveals burrowed and cloaked, for the duration of the spell. EMP reveals cloaked, but not burrowed. Psi storm does not reveal. All hit though.
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maybe it was already said, but there was a thread about fungal growthing (killing) the opponent's larvae, this way blocking his production
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I've been thinking about NP, and I've got a question, I figure this would be the best place to ask it. What happens if you NP an SCV building a structure? Do you get control of the building? or can you cancel it?
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The NP is channeled, so if the Infestor gets picked up by the Phoenix it will cancel the mind control.
Also Frenzy stops slows / snares / stuns / mind control, so try using frenzy on a pack of Banelings to keep them from getting slowed by Marauders or an enemy fungal growth.
The banelings will also get an extra damage boost but I'm not sure what the number is at in game, but with a little calculation, I think a frenzy baneling will do 25 (+18.75 to light) so 43.75 to light units, enough to kill drones and probes, but not SCV in one hit. With +1 melee 27.25 (+ 21.25light) = 48.5 enough to kill marines (without shields) and SCVs one hit.
A Frenzy Baneling will do 100 damage to buildings without upgrades. Supply depot has 350HP. 3banes + 1frenzy bane will do 340 damage, leaving the supply depot at 10hp (14 if you consider armor of the building).
This is starting to get into a lot of math and calculations, but you get the idea. Banelings + frenzy has potential. And the frenzy on banelings not only gives them a large damage boost, but gives them a better chance to reach the target, assuming they are using fungal growth, etc. (thus doing more damage just by not dieing before reaching the target)
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Frenzy stops/prevents Phoenix's Graviton Beam (category: snares, perhaps). Of course, Frenzy only works on biological units, but still nice - even if your unit (say worker) gets picked up, frenzy it, and it will drop down.
Frenzied Ultralisk kills 1-on-1 Thor who focused it with 250mm Strike Cannons (since the frenzy disables the stun effect and the Ultra can reach the Thor), and survives barely with 2 HP.
Frenzy only stops immobilizing side-effects of spells that hit the unit itself, but for example does not break Force Fields, and of course does not prevent any additional damage (from Fungal Growth, 250 Strike Cannons).
edit: Frenzied units do not avoid the Vortex trap. ( ! )
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a quick question, when you neutral parasite an scv, do you need to NP the whole time when they build the CC? or u could just order it to build CC and leave it and the scv still builds the CC (unless the enemy cancels it).
also when u NP does the enemy have the sight of the neutral parasited unit?
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On June 16 2010 05:30 extempest wrote: a quick question, when you neutral parasite an scv, do you need to NP the whole time when they build the CC? or u could just order it to build CC and leave it and the scv still builds the CC (unless the enemy cancels it).
also when u NP does the enemy have the sight of the neutral parasited unit?
Have to test for the sight, but scv will stop building if you cancel the NP. the building will be yours.
On June 15 2010 23:47 codewarrior wrote:Show nested quote +On June 15 2010 23:18 YourMom wrote: fungal growth cloaked units (i think it also removes cloaking), very useful. FG also hits burrowed units. I don't know if it reveals them, but it stops burrowed roaches from going anywhere.
stop them from burrowing and unburrowing too. Wish it can stop vikings to transform and stalker to blink 
also, burrowing your infestor when fighting big battles will mostly prevent ghosts to be blind as to where to EMP! Even if T have detector it is hard to know where to EMP. Snipe and feedback would also be hard to do against burrowed infestor! :D
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Point defence drone doesn't do much TvZ for either the terran or the zerg owner. Marauders and hydras are like the only ground attack, the rest is like muta, corruptor, banshee, thor's air, viking's air. What's funny though is that zerg essentially cannot kill a point defense drone (infested terrans simply do not count)
This could have use in corruptor-BL play, but i doubt either side has much room for gasy units like ravens and infestors. Not only that, but when it comes to NP a PDD, not only do terrans have a range advantage (9 on vikings and far more than 9 on tanks), but PDDs can be placed BEHIND the units and still protect them. Siege tanks would fry an infestor before it could even NP, let alone stay alive once it NPed (that's pretty much zergs story NP anything, lol.
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can you mind control a mind controlling infestor?
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can you mind control a mind controlling infestor?
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On June 16 2010 08:50 Wonderballs wrote: can you mind control a mind controlling infestor?
Yes, it breaks its MC and you MC it
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On June 16 2010 08:31 Barrin wrote: It would be cool if you could mind control a medivac/warp prism and then pick up the infestor and run around with it since you're not actually breaking the connection :D
You can't pick up with a mind controlled transport.
On June 16 2010 09:36 VelRa_G wrote:Show nested quote +On June 16 2010 08:50 Wonderballs wrote: can you mind control a mind controlling infestor? Yes, it breaks its MC and you MC it
It doesnt break the MC. You cannot MC an already MC'ed infestor, but you can MC the MC'ing infestor.
Red and Blue example: > NP being cast
1R -> 2B 1R - 2R 3B -> 1R - 2R 3B - 1B - 2R
On June 16 2010 05:30 extempest wrote: also when u NP does the enemy have the sight of the neutral parasited unit?
I checked. You lose the sight of that Nped unit
Other fun facts Hum... an infestor can frenzy itself so that he cannot be NP or FG'ed  funny graphic bug that came up when I morph NP'ed enemy zergling into baneling (I morphed it when it was running):
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can you chain neural parasite?
I.e., in a ZvZ, NP an enemy's Infestor and use that to NP one of his units?
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On June 17 2010 00:51 mlbrandow wrote: can you chain neural parasite?
I.e., in a ZvZ, NP an enemy's Infestor and use that to NP one of his units? Yes.
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On June 15 2010 21:43 Whole wrote: I think if you Mind Control something at the same moment it gets picked up by a drop ship, your that unit stays mind controlled for an infinite range. I think I read something similar to that effect that involved infinite range MC and dropships. Maybe someone should test? Yes, made it finally. The idea is that it must be picked AND dropped WHILE the infestor's tentacle approaches to Neuro Parasite the unit. Tried it successfully vs all 3 races and their dropships; it works flawlessly. But the problem is, you need the opponent for some reason to pick and drop the unit very fast, and you need to target NP that unit exactly before that. So it's nearly impossible to "apply" that trick, just don't be surprised if it happens by accident, and you get to walk the enemy unit everywhere. You still cannot load it in ships, and cannot move your infestor, but the unit itself can move without range limit.
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On June 15 2010 01:54 Nightbiscuit wrote:
Useful stuff:
-You can mind control a point defense drone and get all its benefits. Or better yet, mind control a raven and throw one out yourself.
Damn, my PDD based air vs zerg build has another weakness. They pretty much can't kill it except with infested terran and it works on all zerg range except roaches/brood lords, negating anti-air. Damn you infestors! At least PDD has insanely good range and can sit behind my units.
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I have a question about the whole medvac thing... what happens if you NP a medvac that has enemy units inside it already? do they die or do you gain control of them too?
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If you NP an overlord does your opponent lose the supply it gives? do you gain it?
If so, could be used to supply block him temporarily, such as just when you are attacking so he can't reinforce as quickly
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On July 01 2010 02:44 evilduky666 wrote: I have a question about the whole medvac thing... what happens if you NP a medvac that has enemy units inside it already? do they die or do you gain control of them too?
this has been answered many times, in this very thread even... please try and read a bit before asking questions.
in short, if you NP Any kind of transport, all load/unload abilities are unusable, so if it has units inside you cannot unload them, and you cannot put any other kind of unit inside it.
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On July 01 2010 02:55 STS17 wrote: If you NP an overlord does your opponent lose the supply it gives? do you gain it?
If so, could be used to supply block him temporarily, such as just when you are attacking so he can't reinforce as quickly
This is actually an interesting question, but given the fact that normal NPed units will still take up supply for the original owner, leads me to believe there would be no supply change as a result of this.
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