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[H] Infestor use vs protoss? - Page 2

Forum Index > StarCraft 2 Strategy
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Gandhios
Profile Joined September 2010
1 Post
September 15 2010 17:57 GMT
#21
As an avid proponent of infestors, I really would like to point out one thing.

You can fungal growth, THEN NP the collossus. This allows to to guarantee the aproach angle being safe from other units. If you use all three abilities you can pull the smaller things away from the collosi with an egg.

This is not how you win games, but its a great opener if you have them scouted. Infestors are never bad to have around.
Pfeff
Profile Joined August 2010
United States270 Posts
September 15 2010 18:00 GMT
#22
On September 16 2010 02:23 SpaceYeti wrote:
Show nested quote +
On September 16 2010 02:14 TLOBrian wrote:
People just don't like infestors. They're easily one of the best zerg units in the game. Besides rooting zealots like you mentioned, infestors are a welcome addition to a hydra ling force, as if the opponent goes collossi you can make them friendly fire on their own units for a little bit, or even better, if they go high templar you can fungal growth the group, then neural parasite the high templar to storm their own army. It basically kills all the zealots off and leaves the rest almost dead. 1 or 2 more fungals and their whole army is gone.
Wait.....Collosi splash hurts friendly units!?

This doesn't seem right.


Obviously this guy hasn't used Infestors before lmao...it's called NP bro, basically a sort of mind control
When your loading screen shows my name, just F10 -> N
Super_bricklayer
Profile Joined May 2010
France104 Posts
September 15 2010 18:04 GMT
#23
I recently fungal a group of zealot that were walking thought the ramp when i was attacking the expo, so all of his army was stuck behind. It's remind me of all those expends i've lost when i wasn't used to the "force feald on your ramp, you can't come here to defend nanana", i admit, i had kind of a nerdgasm to make a Toss feel that way. :p
Exe_adrian
Profile Joined August 2010
46 Posts
September 15 2010 18:04 GMT
#24
I like using Infestors vs Protoss that goes heavy on Zealots with Charge. Fungal Growth can totally negate the Zealot Charge when used properly.
Roop
Profile Joined July 2010
United States16 Posts
September 15 2010 18:05 GMT
#25
I Love trying to use infestors whenever I can, but infestors serve a different role in ZvP.

FG should be used to keep units from running away from your hydralisks/infested terrans or to punish a zealot-heavy army.

NP is wonderful against smaller armies with immortals and colossi in the mix. Against larger armies the stalkers just pick off the infestors.

IT can be useful for general worker harassment, so not much changes there.

Infestors do not stop a phoenix army very well at all because of their movement speed against FG, their lack of clumping, and the ability to graviton beam your infestors. I had a P yesterday pick up my burrowed infestors with phoenixes and an observer. It hurts a lot.

Getting one or two in your army can definitely boost any army makeup, but they are weak against P in comparison to T or Z.
Pfeff
Profile Joined August 2010
United States270 Posts
Last Edited: 2010-09-15 18:07:46
September 15 2010 18:06 GMT
#26
On September 16 2010 03:05 Roop wrote:
Infestors do not stop a phoenix army very well at all because of their movement speed against FG, their lack of clumping, and the ability to graviton beam your infestors. I had a P yesterday pick up my burrowed infestors with phoenixes and an observer. It hurts a lot.


NP them and kill the others...also if you're late enough in the game to have NP you should obv have an overseer with you to kill the observers...
When your loading screen shows my name, just F10 -> N
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
September 15 2010 18:07 GMT
#27
INfestors strength vs protoss:

Good vs, (reason)
Probe (damage)
Zealot (keep them out of range)
Stalker (allows easier surrounds)
Sentry (damage from multiple fungals)
HT (NP for storms, or to fungal groups of enemy units within a storm)
DT (reveals the DTs, keeps them out of range)
Observer (reveals the observer, Damage, keeps them from running)
Collosus (can force collosus out of position for easy killing)
Void Ray (can stall until charge is gone by keeping them still)
Pheonix (no movement makes pheonixes alot weaker)
Mothership (NP and win, reveal cloaked units)

all units except blink stalkers in certain situations (commits their force to an attack that you can defeat, prevents retreat unless a mothership is on the field.)

Most of the strength of infestors vs protoss especially comes from the positioning battle and not the damage battle. though revealing cloak isn't bad.
SpaceYeti
Profile Joined June 2010
United States723 Posts
September 15 2010 18:14 GMT
#28
On September 16 2010 03:00 Pfeff wrote:
Show nested quote +
On September 16 2010 02:23 SpaceYeti wrote:
On September 16 2010 02:14 TLOBrian wrote:
People just don't like infestors. They're easily one of the best zerg units in the game. Besides rooting zealots like you mentioned, infestors are a welcome addition to a hydra ling force, as if the opponent goes collossi you can make them friendly fire on their own units for a little bit, or even better, if they go high templar you can fungal growth the group, then neural parasite the high templar to storm their own army. It basically kills all the zealots off and leaves the rest almost dead. 1 or 2 more fungals and their whole army is gone.
Wait.....Collosi splash hurts friendly units!?

This doesn't seem right.


Obviously this guy hasn't used Infestors before lmao...it's called NP bro, basically a sort of mind control
Thanks for the snide remark. I have used Infestors plenty, AND NP'd a colossus several times. It was just the way it was worded, I thought he was talking about using infestors against colossi like you can vs tanks.

Also, reading is win.

@TLOBrian: Are you sure about the bypassing shields thing too? I would love if it worked this way, but for some reason I'm inclined to think not. Forgive my ignorance. The liquipedia entry seems to suggest otherwise. I'd test but I'm at work.
Behavior is a function of its consequences.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
September 15 2010 18:19 GMT
#29
they don't bypass shields. they bypass shields if you use infestor ling, since the lings remove shields so fast. but yeah it doesn't go through shields, otherwise when i fungal archons they would auto-die.
GinDo
Profile Blog Joined September 2010
3327 Posts
September 15 2010 18:19 GMT
#30
I heard you can NP a Mothership
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Pfeff
Profile Joined August 2010
United States270 Posts
Last Edited: 2010-09-15 18:21:45
September 15 2010 18:21 GMT
#31
On September 16 2010 03:14 SpaceYeti wrote:
Also, reading is win.


Your exact post:
SpaceYeti wrote:
Wait.....Collosi splash hurts friendly units!?

This doesn't seem right.


Pretty sure my response was justified
When your loading screen shows my name, just F10 -> N
Warrior Madness
Profile Blog Joined April 2008
Canada3791 Posts
September 15 2010 18:28 GMT
#32
Infestors don't work in practice. At least in the midgame. If the toss goes HTs he can just feedback your infestors. If he goes collusux your infestors will get sniped by his stalkers and he will use his FFs to split them apart from the rest of your army. I just don't see them being very viable vs toss.
The Past: Yellow, Julyzerg, Chojja, Savior, GGplay -- The Present: Luxury, Jae- The Future: -Dong, maGma, Zero, Effort, Hoejja, hyvaa, by.hero, calm, Action ---> SC2 (Ret?? Kolll Idra!! SEN, Cool, ZergBong, Leenock)
Pfeff
Profile Joined August 2010
United States270 Posts
Last Edited: 2010-09-15 18:31:25
September 15 2010 18:31 GMT
#33
On September 16 2010 03:28 Warrior Madness wrote:
Infestors don't work in practice. At least in the midgame. If the toss goes HTs he can just feedback your infestors. If he goes collusux your infestors will get sniped by his stalkers and he will use his FFs to split them apart from the rest of your army. I just don't see them being very viable vs toss.


NP the HT's and storm them? Even if they move out, just waste the energy
When your loading screen shows my name, just F10 -> N
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
September 15 2010 18:34 GMT
#34
On September 16 2010 03:28 Warrior Madness wrote:
Infestors don't work in practice. At least in the midgame. If the toss goes HTs he can just feedback your infestors. If he goes collusux your infestors will get sniped by his stalkers and he will use his FFs to split them apart from the rest of your army. I just don't see them being very viable vs toss.

wait what?

it looks like you solely based this on theory instead of practice. As a player who consistantly uses infestors every game, they work. they take good control, and often have to be separate from your army anyway.

if he goes HTs you use burrow, flanking, ect to get your spells off, fungal growth has the same range as HTs and you are typically fungalling his army, so unless he keeps his HT in FRONT of his army he can't reach you. infestors also have a very good fast energy drain spell in Infested terran, spending all of your remaining energy instantly is great when it increases the dps of your army by alot.

If he goes collosus you fungal them from behind to keep them out of position and run in with lings to surround the scattered army. or use ultralisks or whatever.

if he goes sentry you burrow under the FFs, cast fungal with it's 9 range, or NP stuff since he just protected your infestors from himself.

really what you are saying is NP is not very effective in huge battled vs a player looking for it, and pretty much everyone can agree there, NP is most effective in small forces and for use on casters (like NPing a templar/ghost and storming/sniping twice/8 times right away, cancelling and running)
Roop
Profile Joined July 2010
United States16 Posts
September 15 2010 18:38 GMT
#35
On September 16 2010 03:19 Raiden X wrote:
I heard you can NP a Mothership


Yes you can, and you can then proceed to use its energy accordingly. =) You can even recall your own units into battle with their neural parasited mothership.
Ceedub
Profile Joined August 2010
5 Posts
September 15 2010 18:40 GMT
#36
On September 16 2010 03:21 Pfeff wrote:
Show nested quote +
On September 16 2010 03:14 SpaceYeti wrote:
Also, reading is win.


Your exact post:
Show nested quote +
SpaceYeti wrote:
Wait.....Collosi splash hurts friendly units!?

This doesn't seem right.


Pretty sure my response was justified


He was talking about reading the rest of the thread before posting so you could notice that someone already explained it to him and he acknowledged it.

It gets old reading the same thing over and over in these threads because people won't read all the way through before posting.
Pfeff
Profile Joined August 2010
United States270 Posts
September 15 2010 18:52 GMT
#37
On September 16 2010 03:40 Ceedub wrote:
It gets old reading the same thing over and over in these threads because people won't read all the way through before posting.


You're right, I'm not going to read 2 pages of replies to answer one question, but enough of this derailing
When your loading screen shows my name, just F10 -> N
Kikuichimonji
Profile Joined June 2010
United States102 Posts
September 15 2010 19:11 GMT
#38
OP, your logic behind Fungal Growth being as efficient vs Protoss is flawed. A protoss ball will have fewer units than a terran one. Two marines will take twice the damage of 1 zealot. Therefore Protoss units will take less damage from the fungal growth simply because their units are more concentrated. This is the reason why protoss players are sometimes willing to cast storms on areas including their own units: they have fewer units to take the damage.

Fungal growth can be really good to restrict movement vs protoss but unless it's a large clump of protoss units the direct damage isn't as important.
terranghost
Profile Joined May 2010
United States980 Posts
September 15 2010 19:22 GMT
#39
Just my 2 cents but I think the main use of FG vs toss would be freezing the zealots (and possibly dt). If your zerg army can deal with the rest of the toss army freezing the zealots (dt) could be helpful.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Warrior Madness
Profile Blog Joined April 2008
Canada3791 Posts
Last Edited: 2010-09-15 19:39:24
September 15 2010 19:38 GMT
#40
On September 16 2010 03:34 PrinceXizor wrote:
Show nested quote +
On September 16 2010 03:28 Warrior Madness wrote:
Infestors don't work in practice. At least in the midgame. If the toss goes HTs he can just feedback your infestors. If he goes collusux your infestors will get sniped by his stalkers and he will use his FFs to split them apart from the rest of your army. I just don't see them being very viable vs toss.

wait what?

it looks like you solely based this on theory instead of practice. As a player who consistantly uses infestors every game, they work. they take good control, and often have to be separate from your army anyway.

if he goes HTs you use burrow, flanking, ect to get your spells off, fungal growth has the same range as HTs and you are typically fungalling his army, so unless he keeps his HT in FRONT of his army he can't reach you. infestors also have a very good fast energy drain spell in Infested terran, spending all of your remaining energy instantly is great when it increases the dps of your army by alot.

If he goes collosus you fungal them from behind to keep them out of position and run in with lings to surround the scattered army. or use ultralisks or whatever.

if he goes sentry you burrow under the FFs, cast fungal with it's 9 range, or NP stuff since he just protected your infestors from himself.

really what you are saying is NP is not very effective in huge battled vs a player looking for it, and pretty much everyone can agree there, NP is most effective in small forces and for use on casters (like NPing a templar/ghost and storming/sniping twice/8 times right away, cancelling and running)


Do you have any replays versus good toss players (with good HT and army control)? How many infestors do you usually have and at what point in the game do you have them?
The Past: Yellow, Julyzerg, Chojja, Savior, GGplay -- The Present: Luxury, Jae- The Future: -Dong, maGma, Zero, Effort, Hoejja, hyvaa, by.hero, calm, Action ---> SC2 (Ret?? Kolll Idra!! SEN, Cool, ZergBong, Leenock)
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