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[D] Infestor, when? - Page 2

Forum Index > StarCraft 2 Strategy
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Ndugu
Profile Blog Joined May 2010
United States1078 Posts
August 30 2010 01:06 GMT
#21
Personally, I think people need to use infestors like Sentries in ZvP.

Fungal growth their entire front lines at the start of the engagement so that some of their army is kept out of range and so that zealots are made completely useless.
Techno
Profile Joined June 2010
1900 Posts
August 30 2010 01:09 GMT
#22
Do IT's have alot of range? if so you could FG then spam IT and out range them. You could build nothing but infestors for the lols.
Hell, its awesome to LOSE to nukes!
claricorp
Profile Joined July 2010
Canada142 Posts
August 30 2010 01:14 GMT
#23
Infested terrans are range 7, same with fungal i believe. neural parasite is range 9.
I usually start working towards infestors once I have my third base and im going a lower gas army, such as roach hydra. what i usually do is get the pathogen glands upgrade first, wait until it is halfway done and THEN start the infestors. the upgrade will finish a little bit before your infestors pop out. i only get neural parasite when i feel its necesary, its usually better to just throw up a spire if they have colossi, battlecruisers or carriers anyway.
knyttym
Profile Blog Joined December 2006
United States5797 Posts
August 30 2010 01:28 GMT
#24
I've been using more infestors in my zvp actually. I usually get them soon after hydra production starts. So something like lair -> overseer -> hydra den + infestation when I see stargate. If robo, I go mutas, and templar tech I go hydra roach -> infestor.

First off templar tech + phoenix are increasingly popular because many zergs are going to mutaling. Fungal growth on phoenix is huge so add 2 infestors into your hydra control group and an overeager protoss will get raped. From there, protoss usually goes storm. This causes are very zealot centric army. Charge is also available so this again encourages zealots. You toss a fungal growth onto one of his zealot clumps and clean them up.
shawster
Profile Blog Joined May 2010
Canada2485 Posts
August 30 2010 01:30 GMT
#25
infested terran are so strong, like seriously if you get 6-7 full energy infestors and throw a ton of IT down it just changes the entire fight. 20 infested terran = basically 20 non stimmed marines. that's fuckin crazy. i was messing around and i made like 30 infestors and just ited his entire base, i couldn't believe how fast his buildings died
kidcrash89
Profile Joined August 2010
198 Posts
Last Edited: 2010-08-30 01:33:17
August 30 2010 01:32 GMT
#26
I use infestors vs Terran heavy bio and if they go thors. I only go infestors vs Zerg in team games because I can usually win with Roach/Hydra. Pretty much never vs. Protoss unless I'm bored

I feel NP is really important vs Thors and FG vs MMM, so they are the first units out after I get enough to defend an immediate push
DuneBug
Profile Joined April 2010
United States668 Posts
August 30 2010 01:34 GMT
#27
i've been playing around with ignoring hydralisks altogether in certain matchups and only getting infestors for AA. Basically against T and P.


i wish infested terrans were faster their speed is kind of a joke.
TIME TO SAY GOODNIGHT BRO!
Deathfate
Profile Joined November 2008
Spain555 Posts
August 30 2010 01:43 GMT
#28
I use infestors only in ZvZ or ZvT, i think they suck pretty hard in ZvP as all the units have a ton of hp and shields and NP is just a joke vs everything.

In ZvZ, if you are near max out 2 infestors is better than 2 more roaches or hidras.

In ZvT against the new MM tank play ir even the marine tank 4 infestors are super good AFTER your mutalisk harras, instead of keeping making mutas which die super fast vs marines and if you have 10 of them you can snipe tanks you dont need more.

Infestor here is good for:

Delaying pushes (it stuck marines doing a lot of damage on them)

Making your banelings good

Inmobilicing marines to snipe tanks

Fending off drops with small ling forces

Allowing you to tech to hive

I dont recommend making more than 4, i hope blizzard makes them smaller and give them some kind of ability to stay alive longer (longer range on fungal for example).
Feel the power of the zerg swarm.
Bair
Profile Joined May 2010
United States698 Posts
August 30 2010 01:48 GMT
#29
I think that hydra/Infestor will be the next big thing in ZvZ. It beats hydra roach by virtue of FG and Hydras outranging roaches. And roaches cannot burrow while FGd.

I was unfortunate enough to be on the receiving end of this one recent match.

Not to mention how bad it destroys ling/bling/muta.
In Roaches I Rust.
Chessz
Profile Joined August 2010
United States644 Posts
August 30 2010 01:52 GMT
#30
They should revert neural parasite. or allow the infestor to move after it's been cast.
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
August 30 2010 01:53 GMT
#31
ZvP, infestors are pretty godly. Adding Infestors to any army comp in ZvT does wonders. NOthing beats fungalling chargelots midcharge and then killing them with hydra/roach. Or fungaling them then Neural parasiting their HT/Collosus.

When you fungal their army in the front, all the units in the back are usually stuck there unless they manually move to attack. This usually means that HT's never get into the optimal position to storm.

ZvT, they're pretty good to allow ling/bling armies to crush bio ball, but since no T units are melee, the usefulness is less.

ZvZ, if you can get the gas to support a few infestors, tehy'll really destroy w/e army comp your opponent has.
whomybuddy
Profile Joined August 2010
United States620 Posts
August 30 2010 04:14 GMT
#32
Cases where I find infestors are really useful.
1/I have mass hydra( my opponent mass muta). Muta = map control + harass. 1 fungal growth would end that .
2/My opponent mass blings ( infested terran throw them in the blings and watch them explode )
3/I mass mutas. My opponent mass marines.( I use muta to fly around in his base to pick some supply depo ect but with the group of marines keep running around chasing my muta. I find it nice to woo him near his wall in. unburrow infestors and fungal growth all those marines to dead. Now muta would clean up the mess.
4/ vs mass marines + marauder +hellions. Fungal growth is so good to delay pushes letting me macro up more units at home.
5/burrow + fungal growth the workers ( When I turtle or massing up units, I love to send 2-5 infestor out to do eco dmg). It will force your opponent to counter attack you right away or else he'll lose in economy in just about 5-10min.
Roaches all the way way way.
AmishRabbi
Profile Joined August 2010
United States11 Posts
August 31 2010 22:30 GMT
#33
i've tried using NP against a protoss army without much success. what happens is we engage and I tell my infestors to NP the colossi. Since colossi have 9 range, my infestors move the the front of my line and get focus fired by the stalkers! After watching the replay, I think im going to try to burrow them and move them around and behind his army next time as I back my main force up to buy more time. The toss player will most likely be looking at the battle instead of looking behind him.

Another idea is if I hide 3 infestors to the side of the battle, FG some of his army as I back up with my army. This will break his army in half as long as he doesnt notice.

Has anyone else had any success with these ideas?
Lobotomist
Profile Joined May 2010
United States1541 Posts
August 31 2010 22:35 GMT
#34
If you scout a terran going for 2 or 3 rax off 1 base, you can be sure that infestors will be useful (IF you get them up in time) fungal growth is AWESOME against bio. No, it isn't storm, and won't wipe their force if you land it. However, it makes the enemy army stationary for the duration, allowing you time to set up a perfect flank or surround with your zergling/baneling.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
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