but for your sake... i go muta when i catch tank pushes. as it's retarded to force infestor builds. when i do get caught with infestors vs tanks. i use an ability called burrow and this other one infested terran. it's really sick and super effective. sometimes i only need 3 infestors.
infestor is a buff, nice changes - Page 11
Forum Index > StarCraft 2 Strategy |
multiversed
United States233 Posts
but for your sake... i go muta when i catch tank pushes. as it's retarded to force infestor builds. when i do get caught with infestors vs tanks. i use an ability called burrow and this other one infested terran. it's really sick and super effective. sometimes i only need 3 infestors. | ||
falstag
United States55 Posts
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uSnAmplified
United States1029 Posts
On February 27 2011 11:28 multiversed- wrote: So your justification of infestor change is that we should never use them in the first place, brilliant. you literally just proved my point. read what you wrote, then tried to defend yourself with. but for your sake... i go muta when i catch tank pushes. as it's retarded to force infestor builds. when i do get caught with infestors vs tanks. i use an ability called burrow and this other one infested terran. it's really sick and super effective. sometimes i only need 3 infestors. | ||
iChau
United States1210 Posts
On February 27 2011 11:29 falstag wrote: had this used on me. man this is effective. I feel that infestors now hard counter marines and scv .. you brought your SCV's? It takes time to gather energy and to tech to infestors anyways. | ||
multiversed
United States233 Posts
On February 27 2011 11:32 uSnAmplified wrote: So your justification of infestor change is that we should never use them in the first place, brilliant. you shouldn't try to force anything to work in an unfavorable situation. you are the one limiting yourself here. i feel that there are now more situations where investor is viable, namely vs protoss. it seems to me that you are just trying to save face, and i surely don't want to attack your ego. we can agree to disagree and i'll even admit i'm wrong if it makes you feel better. though i must admit that i don't see the point. i surely wasn't attacking your character, ego, or ability. simply stating my opinion. | ||
uSnAmplified
United States1029 Posts
On February 27 2011 11:37 multiversed- wrote: My argument is that it hurt infestors in the current metagame because of marine/tank and colossi being popular, and thats not even touching on all it will change, the projectile will change ZvZ and zergs general playstyle vs air units.you shouldn't try to force anything to work in an unfavorable situation. you are the one limiting yourself here. i feel that there are now more situations where investor is viable, namely vs protoss. it seems to me that you are just trying to save face, and i surely don't want to attack your ego. we can agree to disagree and i'll even admit i'm wrong if it makes you feel better. though i must admit that i don't see the point. i surely wasn't attacking your character, ego, or ability. simply stating my opinion. Your argument if that we should never have used them in the first place, so the changes are fine because infestors were always unfavorable. | ||
multiversed
United States233 Posts
On February 27 2011 11:41 uSnAmplified wrote: My argument is that it hurt infestors in the current metagame because of marine/tank and colossi being popular, and thats not even touching on all it will change, the projectile will change ZvZ and zergs general playstyle vs air units. Your argument if that we should never have used them in the first place, so the changes are fine because infestors were always unfavorable. you are misstating my position to suit your argument. that is clear to everyone. have a good day. | ||
uSnAmplified
United States1029 Posts
On February 27 2011 11:42 multiversed- wrote: Alll you did to argue my point was pose a hypothetical question and give no evidence or actual reasoning to back up your position on the change, im sure thats pretty clear.you are misstating my position to suit your argument. that is clear to everyone. have a good day. | ||
mikell
Australia352 Posts
they'll probably increase the missile speed. i've never actually used fungals unless my infestors were on high ground OR if the army has already engaged as it is way too easy for 2 marauders or 2 stalkers to just break off from the group and kill the infestor before it gets a fungal off. | ||
morimacil
France921 Posts
I'm saying if I lump 8-9 sentries into a gateway, collossus, sentry deathball, you could use repeat FGs during the course of an engagement to take them all out plus soften up units around them. This makes infestors a lot better vs any kinds of deathball.There is no way a protoss can spare 800-900 gas in the midgame so this make infestors genuinely scary wheras right now, they suck vs protoss deathballs. However, like I said in my post, it will be hard for zerg to pull off against a good protoss player given collossus or HTs so it deserves to be so powerful. ?? I dont understand these kind of posts. if you wish to repeatedly fungal a bunch of sentries, you can already do it now. they dont get any more scary compared to now. And killing off sentries during an engagement, so after all the forcefields land, is relatively useless. | ||
multiversed
United States233 Posts
On February 27 2011 11:44 uSnAmplified wrote: Alll you did to argue my point was pose a hypothetical question and give no evidence or actual reasoning to back up your position on the change, im sure thats pretty clear. actual proof of what? what are you actually asking of me and why does it matter? i gave my opinion. i wasn't stating facts. do you think i'm a fucking idiot? it's become so common recently to get extremely argumentative and angry and not be able to articulate what the fuck you are talking about. it makes you look obnoxiously foolish. nevermind the fact that you are clearly bad. | ||
Armsved
Denmark642 Posts
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Vista
United States100 Posts
...yeah, makes total sense -__- | ||
TNine
United States46 Posts
On February 27 2011 08:22 morimacil wrote: Thats not a change, you can already do that now. The only change about that is that it will take less time to kill stuff with just fungals, they can be dodged initially, and 90% of fungal's utility is lost. but killing or weakening something by repeated fungals, that can already be done now. I was more talking about two things: 1.) Extra damage to armored. 2.) You can lead your fungals, so you can hit a unit that was >9 range away at the time of casting. Nonetheless, i've been wondering about Fungals vs. that strategy anyway. Collosi/VR/Stalkers don't interfere with eachother's pathing, so a single fungal could probably hit a bunch of stalkers, a bunch of VRs, and a few collosi. That's a lot of damage. The only problem is that Collosi have the same range as fungal. | ||
michaelhasanalias
Korea (South)1231 Posts
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A.J.
United States209 Posts
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TheRealzz
150 Posts
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bkrow
Australia8532 Posts
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Almin
United States583 Posts
On February 27 2011 12:19 michaelhasanalias wrote: anyone really mention how this changes infestor vs. baneling? Infestors already hard-countered banelings even before, so it doesn't really matter. | ||
mczbot
Germany70 Posts
from my understanding zvt will with the change not be ling/bling(infestor/muta, it will be ling/infestor(bling)/muta, since the infestor will do enough damage to kill of marine balls, instead of just locking them for the banelings to run in. a infestor is 200 gas (sry if im wrong), thats 10 banelings. if you take into account that banelings around 30-50% of your banelings will get slaugthered at the engage by tanks, or at least they will at my level, thats a fair deal. cause banelings are freaking suicide units, they have no other purpose then running into their death and taking as many marines with them as possible. now the problem is, banelings are just effective versus marines, while the new fungal will do fair damage against any other unit aswell and locks down aswell for your lings to kill the rest of. besides, infestors do also cost less larva, which will open up place for more lings or even some roach/hydras and if you control them properly, you can safe them and use them again. but you also have to take into account that the lower ensaretime will also come into effect in lategame, where infestors are used as support units for broodlords and ultralisks, to keep the units clumped up to have the t3 units do sick splash damage. so from my understanding, blizzard wants to strenghten the zerg midgame and make the transition into t3 way smoother and faster, since you will get infestors anyway and allow the zerg a more aggressive and dictionary playstyle in that period instead of just being passive and reactive till maxed. to make it a somewhat of fair trade, they did nerv the support capabilitys of the infestor lategame (very) _slightly_. looking foward to the patch, but id be also superpleased if they added 1 more range to the corruptors ![]() | ||
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