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On March 29 2011 01:09 Chinesewonder wrote: 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.
No, doesnt stack.
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On March 29 2011 01:09 Chinesewonder wrote: 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.
no no it means that you cast a fungal and it drops them all to like ~5hp then they can be fungaled right after. you can overlap them somewhere in the middle of the time and still kill them because of the huge overkill on the 2nd cast, anyhow
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On March 29 2011 01:09 Chinesewonder wrote: 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.
It doesn't matter, you only need 1.5 fungals to kill a marine (45 or 55hp with shield vs 36 damage all the time. 36 + 18 = 54 damage). You just need to cast around half way through (after ~2 seconds) and your 2 fungals kill everything, stack or not.
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On March 29 2011 01:09 Chinesewonder wrote: 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.
No the damage does not stack, when you cast a new fungal the previous one will be reset You do ~9 dps on light, ~ 12 dps on armored.
Ideal time to cast on a marine ball obviously is when they have just stimmed, leads to insta death after 4 seconds
source: http://wiki.teamliquid.net/starcraft2/Fungal_Growth
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On March 29 2011 01:14 Alejandrisha wrote:Show nested quote +On March 29 2011 01:09 Chinesewonder wrote: 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. no no it means that you cast a fungal and it drops them all to like ~5hp then they can be fungaled right after. you can overlap them somewhere in the middle of the time and still kill them because of the huge overkill on the 2nd cast, anyhow
So you can cast and while units are still fungaled, cast again and the damage resets? I.E u can cast, wait 1 second and cast again on marines and they instant die? sorry this is what i originally meant.
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Yup.
Terran stims a blob of marines, they run forwards, you fungal the left half of the blob, the right half of the blob, repeat as fast as you can just to seal the deal (you can't be too quick), and they all die.
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This works only if terran goes Mech- Thor/Mass tanks? What abt a straight up bio ball..also if terran 4 rax pushes i doubt you can defend..
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On March 29 2011 02:23 vahgar.r24 wrote: This works only if terran goes Mech- Thor/Mass tanks? What abt a straight up bio ball..also if terran 4 rax pushes i doubt you can defend.. no you will still have banes. muta is not really going to help you a lot in the situations you describe .. probably a lot less than infestors would.
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dimaga showing us it still works quite well :D
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On March 29 2011 22:42 vojnik wrote: dimaga showing us it still works quite well :D haha you should add a spoiler to things like this!!
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+ Show Spoiler +Haha, the Dimaga games were so epic, though I think MVP handled it really well the first game by just kiting those ultras with marine marauder stim+concuss, and teching to cattle bruisers, which are pretty much a hard counter to this build (since its somewhat weak vs air) and would have won if it wasn't for failnet 2.0. I think this strat might be the way to go against a heavy mech build, but for standard marine medic siege builds its ling muta all the way ( as game 2 showed  )
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I've been playing with Mass ling, Baneling, Infestor Mid-game, and one of the other things about using this, with the transition to Ultralisks, is that a "Safety Spire" is always a good idea.
First, you generally have resources left over around your transition to Hive tech to drop one down. This lines up with some Terran transition timings over to Banshees to deal with your massive Ground and Pound Army.
Second, Planetary Fortresses are a GIANT PAIN IN THE ASS. Transitioning briefly to Muta/Corruptor in the mix, or showing that transition and making Terran WAAYYY over compensate for Muta's can force more Marines for your Banelings to wipe out, and spend resources on Missle Turrets, taking away from his army. In so doing, you can get Brood Lords to deal with PF's and the turrets if you do a full on Muta transition.
Note by this time you should be on 5 base ANYWAY, or close too it, in my experience, and be rocking a massive resource advantage. Speedlings can definatly harass T as he tries to Expo, and you can take advantage of being able to hit a lot of spots quickly on the map, abusing mobility and speed.
EDIT: Will provide a relpay when I get home, Final Army was Ultra/Ling/Broodlord. Abandonded Infestors once I was able to take map control and kill expo's. All gas went to about 5 Brood Lords, Ultralisks, Mineral dumped 3/3 Cracklings.
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Australia241 Posts
Crackensan, on Planetary fortress's with this build, can you effectively take them out with infested terrans? I managed 1 game to destroy one with a few banes and about 7 well spaced eggs surrounding the PF. I don't know how economical it was because even though the PF was on it own by the time they countered I was still lacking in FGs.
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The reason why I went brood lords in that game and not try IT+Bane tricks is because of the goddamned wall. Walled that PF right into his natural.
I figured since at that point I had complete domination of the map, I'd destroy/deny his otehr expo's and wait for a small group of BL's to come over and take it out, followed up with the rest of the army.
If i was pressed for time, IT+Banes would probably work out.
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MrBitter do you have any new replays of this build, now that you are at a higher level and terrans tend to open hellion a lot more?
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Nice, i really like how this sounds, I'm definitely going to experiment with this a lot now. but i have a few concerns, such as if the Terran goes early-mid vikings then you have pretty exposed overlords. Also if the Terran goes Mech with a lot of blue-falme Hellions and siege tanks, i think it would be very hard to engage and you are also very vulnerable to hellion harass as your only mobile unit are speedlings.
But i really like the way this sounds, i am curios to see Terran's most efficient response to this.
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I, for one, really really like this build. Have you ever NP'd a Dropship and brought it in as foor for your Queens and Spore Crawler? Ever grabbed those 1-2 Colossus, brought em in, and let your army destroy them? So much fun, imo.
Variations of this build also work fantastically in team games, even in 4v4s.
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I think my favorite part about infestors vs. terran is sneaking up with burrow to a siege line, and then laying down a bunch of infested terrans around the tanks and marines, causing the tanks to do splash damage on one another, and kill some marines.
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