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[G/D] Skipping Mutas for Infestors in ZvT - Page 18

Forum Index > StarCraft 2 Strategy
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GreatestThreat
Profile Joined May 2010
United States631 Posts
March 10 2011 22:33 GMT
#341
Yes, it still does bonus to armored and double DPS/half-stun.
"I'm ethereal! My children are legion, serial! They stick to my skin like beloved cysts... I TEAR AWAY WITH MY NAILS AND TEETH AND FISTS!"
MrBitter
Profile Joined January 2008
United States2940 Posts
March 12 2011 17:26 GMT
#342
On March 11 2011 06:54 GreatestThreat wrote:
The health buff was just revoked in the re-opened PTR... Along with the missile cast! Instant cast is back, baby. Mr Bitter, think Infestors are still viable with this change?


Cautiously optimistic... Still not sure how drops are supposed to be dealt with, but after watching Losira's games I'm feeling like I can continue to practice this style without feeling like mutas are a must have in every single game.
GreatestThreat
Profile Joined May 2010
United States631 Posts
March 12 2011 19:13 GMT
#343
You know, one thing I was actually apprehensive about with this style when I first started trying it out, was the fact that I never felt like I needed muta's again, and I was excited at a new way to play zerg but I didn't want to just see one standard style replaced by another. The more variation introduced into the game the better, in my opinion. But the other day I was watching ROOTSlush and SlayersCella on stream, and in their ZvT games they were both using a mix of ling/bling/roach/infestor/muta, techswitching back and forth as the games progressed. That looked to me like the future of zerg.

I don't want to have to make muta's every game either, but I don't want to feel like they're useless if I go with infestors instead. The new patch seems like an awesome compromise between the two.
"I'm ethereal! My children are legion, serial! They stick to my skin like beloved cysts... I TEAR AWAY WITH MY NAILS AND TEETH AND FISTS!"
mati
Profile Joined October 2010
Argentina114 Posts
March 17 2011 12:34 GMT
#344
i think if the terran is making a huge gas investment in many many drops. then you should be able to spend like 700 gas on spire + 5 mutas. Didnt try it myself, but it should complety deny drops, with FG + Mutas.

Marines should die so fast to 2 FG (the 4 seconds one), that medivacs shouldnt be able to heal them, marauderer can be keep busy with lings... meanwhile the mutas beign definding the "other" base will have time to come back and defend this one, and so on for each expansion.

I saw your replays (and idra's), pretty cool style. And you could spare the extra gas here and there on the mid game, it shouldnt be so big of a sacrifice
MrBitter
Profile Joined January 2008
United States2940 Posts
March 23 2011 07:08 GMT
#345
So I'm thinking it might be time to revisit this...
Hambone636
Profile Joined October 2010
United States62 Posts
Last Edited: 2011-03-23 07:44:53
March 23 2011 07:29 GMT
#346
I honestly don't know if the change will be that big for ZvT

The standard for terran is tank/rine
Tanks will still roast infestors before fungal gets off
If the terran goes mech - fungal is useless - infestors will die before they get in range, and tanks are usually spread and thors have so much health 46 is barely a scratch
Unless there is something I am not thinking of, I don't think the metagame will shift away from muta

The change really effects ZvZ
I haven't really seen any interesting ZvP infestor use yet
Tonight is like the weekend of today
0c3LoT
Profile Joined May 2010
Canada162 Posts
Last Edited: 2011-03-23 07:40:18
March 23 2011 07:39 GMT
#347
With the Infestor changes, more Z are undoubtedly going to start using them in ZvT.

However, thus far it's only been effective because most T are reluctant to bring out Ghosts (Tank>Ghost being the reasoning) when they see Infestors.

It should be interesting to see more prevalent Ghost/Infestor play in ZvT now.

Hopefully it opens a viable path into nuke play, which I find can be very strong against Z.
Winning is a lifestyle choice.
SlapMySalami
Profile Joined August 2010
United States1060 Posts
March 23 2011 19:39 GMT
#348
On March 23 2011 16:08 MrBitter wrote:
So I'm thinking it might be time to revisit this...



on sotg iNcontroL was saying ?sheth? trolololed over whoever he was playing in practice just by making infestors

he said he was just practicing casting games and all he could do was laugh at how fast the marines died
marineking will u huk my bigtt1 ilu
GreatestThreat
Profile Joined May 2010
United States631 Posts
March 23 2011 19:47 GMT
#349
On March 23 2011 16:29 Hambone636 wrote:
I honestly don't know if the change will be that big for ZvT

The standard for terran is tank/rine
Tanks will still roast infestors before fungal gets off
If the terran goes mech - fungal is useless - infestors will die before they get in range, and tanks are usually spread and thors have so much health 46 is barely a scratch
Unless there is something I am not thinking of, I don't think the metagame will shift away from muta

The change really effects ZvZ
I haven't really seen any interesting ZvP infestor use yet


I keep hearing people say this but if you charge the siege line with all your lings and THEN fungal, the tanks are going to be firing at zerglings, not infestors. It's really not any different than using banelings, just make sure you get a good positioning and don't send the infestors in alone, they're a support unit for the lings, and the double DPS only makes them much, much better in that capacity.
"I'm ethereal! My children are legion, serial! They stick to my skin like beloved cysts... I TEAR AWAY WITH MY NAILS AND TEETH AND FISTS!"
Venomsflame
Profile Joined February 2011
United States613 Posts
March 23 2011 19:56 GMT
#350
Yeah infestors will without a doubt be the future of ZvT. People can stop complaining about marines 24/7 as 2 INSTANT cast fungal growths kill them and then some. Even without mutas(althought they are rarely a bad idea..) the Terran is forced to micro his army all across the map. And if you're getting burrow for infestors, you have burrowed banelings... This strategy/composition is and will be extremely strong in the metagame and that will not change any time soon.
honey_badger
Profile Joined October 2009
Djibouti46 Posts
March 28 2011 12:13 GMT
#351
Fungal and NP aren't the only useful spells when engaging the Terran ball. Upgraded lings take two shots to kill from a tank. If they upgrade tanks they start doing more splash to friendly units, and if they're going heavy tanks, popping a few infested terrans will cause lots of damage.

Only 25 energy for 50-100 splash damage?
김명운 Queen Zerg
Zorkmid
Profile Joined November 2008
4410 Posts
Last Edited: 2011-03-28 13:23:53
March 28 2011 12:18 GMT
#352
I feel that since patch 1.3 you hardly even need banelings to deal with marines anymore. You can rely on infestors almost totally and save your gas for something else.

I'd suggest that the other be a few mutas to deal with drops/banshees.

The new infestors are terribad vs drops and banshees.
theMarkovian
Profile Joined June 2010
Netherlands183 Posts
Last Edited: 2011-03-28 12:42:21
March 28 2011 12:40 GMT
#353
I've been experimenting with Infestors a bit lately, opening with them in the midgame and using a heavy upgrade melee style works good and destroys marineballs, even with tank support, as with a Fungal or two, all marines die and 1+/1+ Zerglings are just very good against the small marine/tank balls of the midgame. Also, blue flame hellions are killable with a good fungal + surround, though it is not optimal vs. mech. If you see heavy tank + mech, I still advise Muta first (with Roaches).

In the late midgame, you need Mutas to stop drops, but 6-8 is all you need to defend, as long as you stick them on defensive duty (not that much baseharass). Spire also opens up my lategame transition: broodlords. Because of the ease of Viking production, Broodlords were supotimal siege busters in 1.2, but Infestors kill Viking blobs in 3 Fungals now! With some Corruptors or the leftover mutas as support, Broodlords are very hard to deal with now. And I love the melee upgrades for my Broodlings

On maps where your third is far away from your second/main, you might want to go Muta before Infestor, as stopping drops is a lot harder in those circumstances. I tried a broodwar-esque small amount of mutas (for map control, and to keep the terran at home for a bit) to buy time for infestor/broodlord (which function as lurker/guardian), everything supported by quick cracklings that can take on the terran straight up or backstab easily. Problem is that mutas or much worse in taking on early marine groups than in brood war. Stupid stacking marines
Hit me up ingame! ID: Markovian.126; Diamond@EU
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
March 28 2011 13:48 GMT
#354
3500 master Zerg and this is by far my favorite build (it's GODLY against marine/tank)... though I would make a few points:

1) Stopping drops isn't that hard provided you have good overlord spread (and hell otherwise). I think it's going to become more important for Terrans in the future to use vikings to deny overlord spread. Maybe this will make having more queens and a better creep spread more important in order to be able to kill these vikings outside your base (perhaps this may prompt a small muta transition as well on maps with lots of open air).
2) Burrow (mainly for infestors) isn't simple to use, but is very good to initiate an engagement. If he has faltered in detection and you managed to get some infestors near the sieged tanks, throw 4-5 infested terrans near his marines and rush in immediatly with your lings. Then unburrow, FG and more infested terrans.
3) At least for me, this build allows enough gas for drops very early. Throw some 16 lings in his base the second he moves out for the lolz (put 8 of these lings near his barracks/factories and the rest at the mineral line). Also, infestor drops are awsome (two 150 energy infestors are almost guaranteed to kill at least 10 SCVs).
4) If he hasn't kept up in upgrades, you will win as soon as ultras with armor are out. Simple as that (heck, it doesn't even matter if he's turtling, since you can just doom drop his main).

I have a feeling Terrans are gonna want to transition OUT of pure marine/tank/medivac given how powerful infestor/ling is against it.
The hardest thing, in my opinion, is maintaining your macro, since lings are so damn larva innefective! I've done games with 2-3 macro hatches and 1-2 bases more than I needed because of the crazy resource buildup (until, of course you reach ultras).



On a side note, I remember a custom map which was regular SC2 except with some small changes. One of them was a 150/150 lair upgrade that made lings twice as expensive, took 50% longer to build, but 4 popped out instead of 2. Meaning 4 lings would take only 1 larva to make (though they took 50% longer).
Bora Pain minha porra!
magha
Profile Joined March 2010
Netherlands427 Posts
March 28 2011 14:29 GMT
#355
http://sc2rep.com/replays/()스타테일폭격기_vs_()NEXLife__sc2rep_com_20110325/6353

This is an interesting high level replay of someone going very infestor heavy, being succesful with it, and then failing against Bombers drops.
spacebarbarian
Profile Joined March 2011
United States70 Posts
Last Edited: 2011-03-28 15:53:15
March 28 2011 15:51 GMT
#356
On March 24 2011 04:47 GreatestThreat wrote:
Show nested quote +
On March 23 2011 16:29 Hambone636 wrote:
I honestly don't know if the change will be that big for ZvT

The standard for terran is tank/rine
Tanks will still roast infestors before fungal gets off
If the terran goes mech - fungal is useless - infestors will die before they get in range, and tanks are usually spread and thors have so much health 46 is barely a scratch
Unless there is something I am not thinking of, I don't think the metagame will shift away from muta

The change really effects ZvZ
I haven't really seen any interesting ZvP infestor use yet


I keep hearing people say this but if you charge the siege line with all your lings and THEN fungal, the tanks are going to be firing at zerglings, not infestors. It's really not any different than using banelings, just make sure you get a good positioning and don't send the infestors in alone, they're a support unit for the lings, and the double DPS only makes them much, much better in that capacity.


This. people keep talking about infestors being too fragile against siege lines. Well so are banelings, and they are a lot riskier since a successful attack involves losing them, whereas you get to keep your infestors in some cases. The fact that this build frees up so much gas for grabbing early upgrades is crucial, with armor and a good two pronged attack you can easily get to the middle of a siege line and completely open up the T for those deadly fungals (especially when you have creep spread to help).
t-zain hwaiting!
Smurfz
Profile Joined May 2008
United States327 Posts
March 28 2011 15:54 GMT
#357
idra says no no, idra always right
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
March 28 2011 15:55 GMT
#358
I've been playing with the double ling upgrades but tend to rely on Mutas still.

The best part of this guide is the emphasis on double evo ups lings. as long as you're dumping enough gas to keep them relevant, lings are where's its in ZvT.
As it turns out, marines don't actually cost any money -Jinro
spacebarbarian
Profile Joined March 2011
United States70 Posts
Last Edited: 2011-03-28 16:02:55
March 28 2011 16:02 GMT
#359
Another cool thing about this build I just remembered, you can try and fend off banshees with some extra queens(5-6), then use their energy later on for some beastly transfuse support on ultras.
t-zain hwaiting!
Chinesewonder
Profile Joined November 2010
Canada354 Posts
March 28 2011 16:09 GMT
#360
Wait does fungal damage stack??? I havent used infestors yet but I see here and there people saying 2 instant casts and marines die. Does this mean you can cast fungal, and while rines are still fungaled cast again and the damage stacks? Im pretty sure Im wrong because that would be too damn cheap.
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