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Infest me (Infested Terran is BACK!) - Page 2

Forum Index > StarCraft 2 Strategy
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RMmanlots
Profile Joined May 2010
United States95 Posts
July 08 2010 02:27 GMT
#21
Xapti, we can argue all day but it will accomplish nothing. As soon as the beta is back online (I'm hoping for tomorrow), give this a try in the unit tester, so we can put this to rest with finality.

http://www.sc2mapster.com/maps/unit-tester/
Do you want to live forever?
OverSight
Profile Joined June 2010
United States104 Posts
July 08 2010 04:10 GMT
#22
BTW As of right now, Infested Terran can be used while burrowed.
I have learned and I will thusly crush people. -Day[9]
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
July 08 2010 06:32 GMT
#23
On July 08 2010 11:16 Xapti wrote:
Blizzard needs to buff infested terrans. Then I won't have a problem with you saying this stuff, because that is how things SHOULD be.

Even then, I think infested terran is a stupid ability concept.


According to Zelniq in this post:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=134701

Infested Terran did get a buff. They last longer (30 seconds, up from 20 seconds) and they can be cast while burrowed. They last longer which can be quite nice for drops, as it means a 50% damage increase if they are not killed.
The "cast while burrowed is probably situational, but I like it. I would much prefer they also do it for fungal growth but I guess that would be a "bit" overpowered
Bankai - Correlation does not imply causation
Yuffie
Profile Joined June 2010
132 Posts
July 08 2010 06:48 GMT
#24
they were buffed according to some "unwritten patch notes" they will now last 30 seconds instead of 20 or so
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
Last Edited: 2010-07-08 08:08:54
July 08 2010 07:55 GMT
#25
I just thought I should mention that it only takes one infestor's full load of infested terran to focus down a hatchery/nexus/command center. You could completely ignore the mineral line and just destroy that, without even putting your infestor in too much danger. Or, assuming you had 2 infestors, you'd only need half energy, so you could spend the rest on fungal growthing the workers. Of course, this assumes almost no interference.

But the best part is that you're not losing any money if they kill some of the infested terrans, since they were going to die anyway. All you're losing is energy that could arguably be spent better elsewhere.
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
Last Edited: 2010-07-08 08:28:03
July 08 2010 08:16 GMT
#26
On July 08 2010 16:55 TedJustice wrote:
I just thought I should mention that it only takes one infestor's full load of infested terran to focus down a hatchery/nexus/command center.



Infested terrans do 8 damage/hit.
Cooldown is 0.8606
This means a DPS of 9.29368.
Lifetime of 1 infested terran is 30 (according to Zelniq). This means a total damage output of 278.81.

If the energy cost is still 25, a full infestor spawns 8. This means total damage output = 2230 dagamge. (1951 with 1 armour).

Let us assume a Orbital Command, without additional armor. It has an armour of 1. One full infestor does 1951 damage, enough to kill the OC in 23 seconds. Including the spawn time, this means you need 28 seconds.

Following timings are including 5 second spawn time
OC with no upgrade: 28 seconds to kill
OC with upgrade: Survives with 105 HP left
PF: Unlikely you'll kill it

Hatchery: 24.2143 seconds to kill
Lair: 32.66 seconds to kill
Hive: 548 HP left

Nexus: TBD, need to check up on shield and shield armor. But probably around the same timing.

EDIT: Think I got it.
10.08 seconds to remove shields from Nexus (without shield upgrade)
11.5286 seconds to kill without shields.
Total: 26.6086 seconds to kill.

With shield upgrade:
Level 1: 28,057 seconds
Level 2: 29.9786 seconds
Level 3: 32.6686 seconds

Armour upgrades behave the same. It seems you need ~4 upgrades to survive. It seems this trick will have some use in PvP. Unless they have cannons
Bankai - Correlation does not imply causation
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
July 08 2010 08:22 GMT
#27
On July 08 2010 17:16 NeoLearner wrote:
Show nested quote +
On July 08 2010 16:55 TedJustice wrote:
I just thought I should mention that it only takes one infestor's full load of infested terran to focus down a hatchery/nexus/command center.



Infested terrans do 8 damage/hit.
Cooldown is 0.8606
This means a DPS of 9.29368.
Lifetime of 1 infested terran is 30 (according to Zelniq). This means a total damage output of 278.81.

If the energy cost is still 25, a full infestor spawns 8. This means total damage output = 2230.

Let us assume a Orbital Command, without additional armor. It has an armour of 1. One full infestor does 1951 damage, enough to kill the OC in 23 seconds. Including the spawn time, this means you need 28 seconds.

Following timings are including 5 second spawn time
OC with no upgrade: 28 seconds to kill
OC with upgrade: Survives with 105 HP left

Hatchery: 24.2143 seconds to kill
Lair: 32.66 seconds to kill
Hive: 548 HP left

Nexus: TBD, need to check up on shield and shield armour. But probably around the same timing.

Rather than number crunching, I just tried it out in the unit tester.

Nexus went down, without any shield upgrades anyway.
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
Last Edited: 2010-07-08 09:07:10
July 08 2010 08:29 GMT
#28
On July 08 2010 17:22 TedJustice wrote:
Rather than number crunching, I just tried it out in the unit tester.

Nexus went down, without any shield upgrades anyway.


Well, I'm
1) in Europe
2) not at my starcraft-runnning computer
3) quite enjoying the number crunching

EDIT: structural edit, it seems I suck at quoting
Bankai - Correlation does not imply causation
P00RKID
Profile Joined December 2009
United States424 Posts
July 08 2010 09:43 GMT
#29
They take a while to hatch out of the egg, that's my main complaint.

Infested terrans are good to throw on cliffs that have a tank on them, if you don't have drop or air. Better now with burrow as you don't risk getting shot moving to the cliff.
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
gaizka
Profile Blog Joined August 2008
United States991 Posts
Last Edited: 2010-07-08 09:52:11
July 08 2010 09:50 GMT
#30
Edit: Sorry for being lazy.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
July 08 2010 09:54 GMT
#31
Do infestors stay burrowed when you start casting infested terrans?
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
July 08 2010 11:34 GMT
#32
Finally the IT back on the infestor =). I used to use it a whole lot as i would open infestor against terran, the fungal growth + IT combo was great against banshees. And allowed for a quick hive tech.

I was a little sad when they removed it and replaced it with frenzy ( which I never used ). I promptly stopped going infestors as an opening because of the unviability against air.

Now however, with the IT being cast from the infestor while burrowed, I'm gonna have a whole lot of fun .
RMmanlots
Profile Joined May 2010
United States95 Posts
July 08 2010 13:52 GMT
#33
Infester opening is just a good strat vs. terran in general. It shuts down banshee harass, is ridiculous against the bioball, and allows for fast tech to Ultras if they go mech. Its rather weak vs. 1 base all in/timing attacks, so you have to constantly scout.
Do you want to live forever?
nam nam
Profile Joined June 2010
Sweden4672 Posts
July 08 2010 14:38 GMT
#34
I don't get all the hate for infested terrans, it pretty neat imo. And the people that claim it is useless on the infestor are just ignorant.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2010-07-08 19:35:57
July 08 2010 19:29 GMT
#35
Infestors will not be using infested terrans in ZvZ - simple as that.

Terrans can repair command center, and/or lift it off and fly away (AFAIK they move faster than ITs)

Protoss are the only ones kinda screwed.

The buff to 30s life is rather significant, as it offers a 50% potential damage total boost without that boost infested terrans would not kill a nexus in time. I am still not sure how well they will be, since 8 infested terrans would still take a long time to kill a nexus (over 20s for 8-9 of them PLUS an extra 10(?) seconds in the egg, which is a serious problem), regardless of the fact they can actually do it, because almost anything could do it, given time.

If you just used 40 zerglings instead of 2 infestors (similar equivalent costs), you'd be dealing much more damage. Hell, even 16 zerglings would have 50% better DPS than 8 infested terrans. While lings are sacrificial, infestors are also sacrificing energy, and that's worth a lot. Also, infestors will not necessarily survive, such as if they have anti-air units and/or detectors; although it's true they would have the survival advantage. Overall, SC is about making justifiable sacrifices... infestors are a less solid sacrifice to make compared to zerglings, due to their cost, as well as the fact hat's it's not necessary to get away with ZERO physical losses when you're destroying someone's NEXUS.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Aikin
Profile Joined April 2010
Austria532 Posts
July 08 2010 19:39 GMT
#36
Well the n1 thing is now you can burrowmove your infestors to your enemys mineral line then unburrow, cast fungel groth(75) and then spawn 1 infested terran that will oneshot all the enemy workers (well works vs drones and probes 2 shots on scv). That way you need only 1 infestor with 100 energy to kill alot of workers if your enemy doesn´t react fast enough.

Or just spam him with IT while burrowd I hope that really has changed would be so n1. But i guess since IT are so slow all the workers would just run away.
[A]dmiral Bulldog | Naniwa | [A]lliance
nihlon
Profile Joined April 2010
Sweden5581 Posts
July 08 2010 19:42 GMT
#37
On July 09 2010 04:29 Xapti wrote:
Infestors will not be using infested terrans in ZvZ - simple as that.

Terrans can repair command center, and/or lift it off and fly away (AFAIK they move faster than ITs)

Protoss are the only ones kinda screwed.

The buff to 30s life is rather significant, as it offers a 50% potential damage total boost without that boost infested terrans would not kill a nexus in time. I am still not sure how well they will be, since 8 infested terrans would still take a long time to kill a nexus (over 20s for 8-9 of them PLUS an extra 10(?) seconds in the egg, which is a serious problem), regardless of the fact they can actually do it, because almost anything could do it, given time.

If you just used 40 zerglings instead of 2 infestors (similar equivalent costs), you'd be dealing much more damage. Hell, even 16 zerglings would have 50% better DPS than 8 infested terrans. While lings are sacrificial, infestors are also sacrificing energy, and that's worth a lot. Also, infestors will not necessarily survive, such as if they have anti-air units and/or detectors; although it's true they would have the survival advantage. Overall, SC is about making justifiable sacrifices... infestors are a less solid sacrifice to make compared to zerglings, due to their cost, as well as the fact hat's it's not necessary to get away with ZERO physical losses when you're destroying someone's NEXUS.


I don't get what your point are. Obviously infested terrans aren't optimal if you want to take down a nexus or a command center. Having 2 infestors offers you MUCH more versatility than the equivalent cost of zerglings. You can use it in combination with FG to protect against harrass and as support units in close combats. Considering the out damages the roach, casting a bunch of IT's can really be effective in certain situations. If not you use fungal or neural.
Banelings are too cute to blow up
TitleRug
Profile Blog Joined May 2010
United States651 Posts
July 08 2010 20:38 GMT
#38
On July 08 2010 13:10 OverSight wrote:
BTW As of right now, Infested Terran can be used while burrowed.

wow, really? That makes them so much better. I'm going to go try it right now.
coLCruncher fighting!
TSM
Profile Blog Joined June 2010
Great Britain584 Posts
July 08 2010 20:43 GMT
#39
infested terrans, you use the infestor to burrow into the enemy base, get behind the mineral line pop - infested terrans hopefully some worker kills. if it fails reburrow the Infestor and run away (unless scanned and then it's splat for the infestor!)
The person to smile when everything goes wrong has found someone to blame it on - arthur bloch **** tl:dr *user was banned for this post*
Archerofaiur
Profile Joined August 2008
United States4101 Posts
July 08 2010 20:49 GMT
#40
Does anyone have a good build for infestors? Also what do you build to compliment them?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
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