It always seems like I'm better off just getting more roaches or whatever unit I'm making at the time.
Has anyone else had success with Infestor play?
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Knix
United States67 Posts
It always seems like I'm better off just getting more roaches or whatever unit I'm making at the time. Has anyone else had success with Infestor play? | ||
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charlie420247
United States692 Posts
EDIT. also have been brainstorming on making 5-6 infestors if i get to 200 army just so i can get around 240~ food in the final engagement. did that make sense? EDIT. for some reason i thought you were talking about infested terran spell not infestors. infestors fungal growth spell is freaking AWESOME!! and is diffinately there best spell. best targets are those with high mass and low hp. ie mmm balls, ling/hydra/roach/muta balls, protoss gateway balls, and of course workers. just 2 infestors for any army can really really turn the tides of battle. also throwing infested units ontop of mmm to draw tank fire =D | ||
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comis
United States333 Posts
Infestors are also nice in ZvZ if the game makes it that far. | ||
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Crushgroove
United States793 Posts
You're right in that getting 10 infestors is silly... should just get more roach/hydra/baneling/muta/ultra/whatever you're making but lets say you have a roach/hydra army of around 65-70 food, and you have a choice of 1 more hydra or two roaches or an infestor... in this scenario 1 fungal growth then microing in the army would be monetarily more beneficial to the outcome of the battle than a couple of roaches would have been. | ||
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Undercroft
United Kingdom166 Posts
Currently however I'm favouring hydras more in the matchup (yet to face heavy meching terrans so hydras are fun :D). Also grab burrow asap if you do plan on using infestors. it gives them a little more surviability and harrassability. Neural parasite research you can always leave out getting till later in the game when you have a decent number of infestors and your army is starting to swell up. anyways in short: If you suspect lots of marine based bio, get a couple infestors, possibly as the first tech building after you hit lair. They do make for decent anti air defence to buy enough time to pop out a hydra den. Also fungal means they can't retreat from your blings :D (had an awesome game once where i held off 56+ marines with a handful of infestors and half a dozen blings) [edit] fungal also rocks vs hellions. negates their speed and kiting allowing your army to catch up and crush them (hydra vs hellion gets so one sided if you can fungal them in place :D) | ||
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Altsa
Finland990 Posts
Against terran infestors+baneling=dead MM ball In PvZ, helps alot dealing with chargelots. General tactics are fungaling escaping units, infested terran harrasment/AA and burrow-mindcontrolling | ||
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Floophead_III
United States1832 Posts
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Neuuubeh
138 Posts
.Fungaling a ball of workers (well, you attacked his mineral line, he put them in some "safe" spot in his base, guess what waited there ) is even better.Still, most fun is fungaling a ball of mutas after making sure they stack - attacking some unit or so. 3 fungals later, all those mutas are gone. Really gotta start using em more tho ![]() | ||
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Litess
Bulgaria40 Posts
![]() Also very nice on high ground against infantry. I assume 3 or 4 infestors wouldn't count as infestor cetered play. | ||
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Nehm
Netherlands22 Posts
Appart from that i would always get it against bio terran. And if you then still dont feel like you make use of them enough dont be afraid to just get them early and lose as an experiment. I think youll be surprised how usefull they can be. Hope this helps ![]() | ||
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MforWW
United States157 Posts
What I mean is to calculate the total damage caused by a single FG on a marine/marauder mix, versus the total damage you would cause over the same amount of time if you had an equivalent number of hydras/roaches/lings. To do this I guess we'd need to know 1. How many units a FG can hit (assume a tightly packed MM ball) 2. How long FG lasts 3. How much total damage FG does 4. The DPS of the comparison units | ||
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Calmwinds
57 Posts
You know the push is coming before you will be able to get brood lords or ultralisk, and you need a transition unit to "hold you down", as you get there. This imho is the job of the infestor, You use burrowed neural parasite on siege tanks, thors, collosi, and you fungal growth the MMM blob to run banelings into it.so your mutas can clean up. They are so to speak to get you even with their army so they cannot run you over and win the game outright, they help you "Transition" and it is worth delaying your end game in favour of neural parasite infestors to make sure you actually survive, because it is not until ultra late game that infestors+ mid game will no longer hold you down. How to burrow neural parasite - Hit R(Burrow) and then E(Neural parasite) to give you the cursor for neural parasite as you are burrowed, then click selected target, and your infestor will be underground while neural parasiting the other unit. etc | ||
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Alphasquad
Austria505 Posts
the ability to create infested terrans in burrowed mode is quite nice as well but fungus should be your main focus i wonder if anyone has a rep of using them in ZvP | ||
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starrywisdom
United States26 Posts
On August 30 2010 07:26 MforWW wrote: Can anybody calculate how much damage a single FG is worth? at least approximately? What I mean is to calculate the total damage caused by a single FG on a marine/marauder mix, versus the total damage you would cause over the same amount of time if you had an equivalent number of hydras/roaches/lings. To do this I guess we'd need to know 1. How many units a FG can hit (assume a tightly packed MM ball) 2. How long FG lasts 3. How much total damage FG does 4. The DPS of the comparison units There are way too many variables to even bother attempting to try that. In order to make the data relevant you would need to factor in a whole lot of information - your army size, composition, upgrades against the other. Seeing as how no game has the same unit composition, upgrades, direction of attack etc etc the data wouldn't even remotely be worth it. It's enough to say that 1 FG can dictate if you win, or win greatly. FG on an MM[m] ball is obnoxiously good - and honestly your playing Zerg 'incorectly' if you aren't using it in a ZvT. | ||
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Shikyo
Finland33997 Posts
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MalVortex
United States119 Posts
In terms of strict damage output, fungal doesn't do much to MMM, high-hp units like roachs, or to protoss (shields). Still, every bit of damage always helps, just don't think of it as psi-storm. Units the damage does matter against include mech (can't readily be repaired), zerglings (live with 1 hp), banelings (kills them, and leaves them immobilized until they die), and marine/marauder without medivac support. Of course, when your units are pounding on fungaled enemies (regardless of the fungal damage vs. hp/regen), that 36damage can easily save a salvo or two per enemy - think of it like a free +1 or +2 weapons in that fight. For optimal infestor use, you should also consider getting burrow. It can naturally move while burrowed, making it the only spellcaster in the game with some form of evasive cloaking ability. This really can allow you to get good positioning before a battle, retreat after casting spells, or engaging in cute tactics like throwing an infested terran next to a group of siegetanks. At the very least, they are harder to scout and plan for. Neural parasite is also a good ability, but you need to scout out a unit composition that is worth the cost. Super powerful units, like colossus, thors, any tier-3 air, are all good targets of this ability. Given the duration timer though, it needs to be used at an appropriate time. The infestor is paralyzed while parasiting, so positioning them beforehand is the only thing that will keep them alive. Still, even a temporary mindcontrol of a few thors could be a major swing of a fight... Anyways, these are my observations, zerg isn't my main race and I'm sure there are all manner of cool tactics you can discover with them once you play around with their abilities. | ||
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Shikyo
Finland33997 Posts
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sooch
Canada299 Posts
I'd go infestor more if spire wasn't so tempting in every single matchup ![]() | ||
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Bagi
Germany6799 Posts
However, abilities like FG and PDD are borderline OP, so I'm sure people will start using them more and more. | ||
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a_monkey
Canada106 Posts
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Ndugu
United States1078 Posts
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. | ||
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Techno
1900 Posts
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claricorp
Canada142 Posts
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. | ||
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knyttym
United States5797 Posts
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. | ||
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shawster
Canada2485 Posts
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kidcrash89
198 Posts
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 | ||
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DuneBug
United States668 Posts
i wish infested terrans were faster their speed is kind of a joke. | ||
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Deathfate
Spain555 Posts
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). | ||
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Bair
United States698 Posts
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. | ||
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Chessz
United States644 Posts
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me_viet
Australia1350 Posts
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. | ||
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whomybuddy
United States620 Posts
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. | ||
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AmishRabbi
United States11 Posts
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? | ||
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Lobotomist
United States1541 Posts
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