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infestor is a buff, nice changes - Page 2

Forum Index > StarCraft 2 Strategy
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Mattsville
Profile Joined February 2011
Australia19 Posts
February 26 2011 03:54 GMT
#21
On February 26 2011 12:52 obsid wrote:
The projectile is fairly fast, I was able to easily hit groups without that much problem. I guess its possible though to avoid the FG if you stim and run around or something, but that is good! means more micro wars!

I would stay its slightly slower then a marauder shot.



Ahh cool Obsid, thanks for the info. Slightly slower than a Maurauder shot I can live with
Crackensan
Profile Joined August 2010
United States479 Posts
February 26 2011 03:56 GMT
#22
Well, this will force that energy upgrade/infestor build timing. I think that'll be two fungles once an infestor pops?

I see nothing but good things ahead for Zerg.
Tasteless: "Well this strategy is made of balls"--Concerning Fruitdealer Vs. BoXeR
pirates
Profile Joined October 2010
United States701 Posts
February 26 2011 04:01 GMT
#23
Fungal Growth + Baneling drops on Protoss deathballs will probably become standard in the foreseeable future.
obsid
Profile Joined November 2008
United States389 Posts
February 26 2011 04:07 GMT
#24
@pirates, hopefuly protoss deathballs become "not-standard" in the future. And we see a lot more harrass based, multi-pronged attacks.
Sega92
Profile Blog Joined November 2010
United States467 Posts
February 26 2011 04:09 GMT
#25
and now the infestor is a lot more like the defiler...new FG is like plague in BW! yay! now the game can continue in happiness for all involved
bobucles
Profile Joined November 2010
410 Posts
Last Edited: 2011-02-26 04:13:02
February 26 2011 04:11 GMT
#26
The ecstatic cries of "STORRRMU" will soon be replaced with epic bouts of "FUNGURRU".

This change will dramatically change the strength of 200/200 zerg play. If the 30% stays, that means 46-47 damage against armored units. Vikings will die in 3 quick doses. Void rays will be much easier to handle, hitting for 1/5 each time. More importantly, huge battles will likely be decided by how much you can soften his forces with FG before hand.

Most obvious is that it'll find a welcome home at dealing with MMM. It'll likely be worth trying against Zealot/Stalker heavy builds, and maybe even mass roach. The latter is a tough one, if the player finds a safe spot to use roach regen.
Keifru
Profile Joined November 2010
United States179 Posts
February 26 2011 04:22 GMT
#27
On February 26 2011 13:11 bobucles wrote:
The ecstatic cries of "STORRRMU" will soon be replaced with epic bouts of "FUNGURRU".

This change will dramatically change the strength of 200/200 zerg play. If the 30% stays, that means 46-47 damage against armored units. Vikings will die in 3 quick doses. Void rays will be much easier to handle, hitting for 1/5 each time. More importantly, huge battles will likely be decided by how much you can soften his forces with FG before hand.

Most obvious is that it'll find a welcome home at dealing with MMM. It'll likely be worth trying against Zealot/Stalker heavy builds, and maybe even mass roach. The latter is a tough one, if the player finds a safe spot to use roach regen.

Voidrays have 250 health.
That's a lot of fungals to kill a void ray.

I forgot to math hammer the Viking; Infestor/Brolord/Ling does become stronger because you can now just fungal the vikings to death instead of using the same energy as fungal + ITs
Conflict is the gadfly of thought. It stirs us to observation and memory. It instigates us to invention. It shocks us out of sheeplike passivity, and sets us at noting and contriving. - John Dewey
Spekulatius
Profile Joined January 2011
Germany2413 Posts
February 26 2011 04:24 GMT
#28
Glad to see someone actually tried the change instead of just complaining in the PTR thread.

The essence for me is: As long as you can cast two consecutive FGs, you mow down marine groups as well as scv groups repairing thors. And even if you don't kill stuff, it's a huge amount of damage that was dealt.
Big change, at least on paper. Gonna try it out tomorrow.
Always smile~
bobucles
Profile Joined November 2010
410 Posts
February 26 2011 04:33 GMT
#29
Voidrays have 250 health.
That's a lot of fungals to kill a void ray.
It's not THAT bad. Obviously you wouldn't use pure FG to do the kill, but large VR fights tend to last longer than most battles. A good FG or two may make the difference between the VR's hitting max charge or not. Battles tend to shift after the VR's charge up, so cutting that out is a big deal.
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
February 26 2011 04:40 GMT
#30
I don't like this really.

The amount of cost effectiveness that this will potentially give the Ling/Infestor/Ultra build may potentially make this the ONE RIGHT ANSWER in TvZ. :-\
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Rhombus
Profile Joined June 2010
United States187 Posts
February 26 2011 04:41 GMT
#31
On February 26 2011 12:35 Keifru wrote:
Stalker: 160 health - 5 consistant fungals


Stalkers are armored, so I believe it'll only take 4 fungals to take a stalker down. (4 * 46.8 = 187.2 > 160)
i am a logical person.
Sek-Kuar
Profile Joined November 2010
Czech Republic593 Posts
February 26 2011 04:45 GMT
#32
Well I (as T player) like that it will make drops more viable, since now due to time reduce Z will need more Infestors to lock to death medievacs and also 4 sec reduction = ~ 5 infested schoots so overall it seem like big buff to drops imho. And also I havent seen that "missile" yet but I gues you can now dogde it risght? All of that is only for good.

And buff against ground army. Well maybe we will start seeing some infestor first rather than muta builds. I like it.
Scientists finally discovered what's wrong with the female brain: On the left side, there is nothing right, and on the right side, there's nothing left. [http://eu.battle.net/sc2/en/profile/213948/1/DJVibrejtr/]
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
February 26 2011 04:49 GMT
#33
Sounds like the end of marine based play if I ever heard it. I mean yes, tanks can still deal with them but simple spreading of the infestors should negate that now that it takes 3 tank shots to kill an infestor. Heck at this point I think if an infestor gets off just one fungal its cost efficent. Doesn't really bother me anyways, making casters used more is good :D. Since now we'll see more infestors which means more ghosts and templar in order to deal with them which in turn makes for more varied play.
Descolada in everything not TL/Starcraft
Keifru
Profile Joined November 2010
United States179 Posts
February 26 2011 04:53 GMT
#34
On February 26 2011 13:41 Rhombus wrote:
Show nested quote +
On February 26 2011 12:35 Keifru wrote:
Stalker: 160 health - 5 consistant fungals


Stalkers are armored, so I believe it'll only take 4 fungals to take a stalker down. (4 * 46.8 = 187.2 > 160)

You're correct- I missed my typo.
Conflict is the gadfly of thought. It stirs us to observation and memory. It instigates us to invention. It shocks us out of sheeplike passivity, and sets us at noting and contriving. - John Dewey
MrRicewife
Profile Blog Joined February 2011
Canada515 Posts
February 26 2011 04:56 GMT
#35
This patch is really nice because it's inlcuding all the units that were dead. I am going to be using ghost now, probably nuke more, and really depend on hellion micro. Mech only looks inviting too. Still don't see any room for BC against zerg tho
So? My dad can beat up your dad. - Jesus
Crushgroove
Profile Joined July 2010
United States793 Posts
February 26 2011 05:03 GMT
#36
@OP, its against units that have the unit type "armored"... the amount of armor on a unit has nothing to do with this.
[In Korea on Vaca] "Why would I go to the park and climb a mountain? There are video games on f*cking TV!" - Kazuke
Laids
Profile Joined January 2011
United Kingdom596 Posts
February 26 2011 05:17 GMT
#37
Anyone tested the impact on Roach/infestor v roach/infestor?

Right now whoever gets the best fungal in the first engagement can potentially win right there, with the buff it's seems like it will make it even more crucial.
shakenbake
Profile Joined August 2010
United States207 Posts
February 26 2011 05:22 GMT
#38
this seems ridiculously OP. infestors were already REALLY strong. sigh...
TheDominator
Profile Blog Joined November 2009
New Zealand336 Posts
Last Edited: 2011-02-26 05:25:02
February 26 2011 05:22 GMT
#39
This is great. Zerg needed a buff
At first, I thought it was some nerfs and some buffs.
Less seconds actually increases the DPS, which will completely screw up stupid marine balls.
Death balls will also be significantly weaker.
This is actually really cool, and this means that the infestor/speedling strat vs T will be even MORE effective. Epic.
Some guys say that the 8 seconds is better. It depends on the situation, but I'd think that killing marines is better than just stunning them and weakening them.
Also, 4 seconds should be enough to position your army, and you will use more than one FG so thats more time.
Thanks Blizzard Now just time to do some nerfing *cough cough collosi or voids*
EDIT: And I even forgot about the HP buff that increases it's survivability and now since it's not instant you can keep ur infestors alive easier since you can shoot where they will go into, so ur infestors will never be in their range. Epic. Just epic. I never used to use infestors, now I will. Heaps. Mass infestor ftw
You can go a long way with a smile. You can go a lot farther with a smile and a gun.
EssayReader
Profile Joined May 2010
Korea (South)127 Posts
February 26 2011 05:28 GMT
#40
Couldn't it be 35 damage in 5 seconds? I have a nitpicky thing with numbers. Also, it's longer to hold them still.

However, if Marines die this easily, does it not make the Baneling useless?
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