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Active: 1308 users

infestor is a buff, nice changes - Page 4

Forum Index > StarCraft 2 Strategy
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Enyalus
Profile Joined September 2010
United States135 Posts
February 26 2011 07:50 GMT
#61
On February 26 2011 16:25 Chaosvuistje wrote:
Show nested quote +
On February 26 2011 16:23 Techno wrote:
I wonder if PDD stops the FG missle.

This would be such a good thing, seeing as this would add an additional layer to the raven.

That would actually be terrifying. The Raven is already sooo good. And if you're going Infestors instead of Mutalisks, how would you even stop serious Raven harass?
Hollywise
Profile Joined December 2010
France112 Posts
Last Edited: 2011-02-26 08:03:34
February 26 2011 08:03 GMT
#62
blizzard's jokes are always so sad.
has left the game.
awwnuts07
Profile Blog Joined February 2011
United States621 Posts
February 26 2011 08:05 GMT
#63
On February 26 2011 16:09 Techno wrote:
Show nested quote +
On February 26 2011 12:24 awwnuts07 wrote:
On February 26 2011 12:21 shaby23 wrote:
Does that means that Vs Terran infestor will be a must???


It will probably be a must for all match-ups now. Be prepared to go toe to toe with ghosts trying to EMP your Infestors.

Im ready baby. TvP and TvZ are merging into one entity, now if it wasnt for those damn mutas.... vikings anyone?


I feel ya. I guess I better get my feedback micro ready.
I'm a noob
teamsolid
Profile Joined October 2007
Canada3668 Posts
Last Edited: 2011-02-26 08:10:19
February 26 2011 08:09 GMT
#64
I'm really puzzled as to why Blizzard decided to buff fungal growth when it was already a great spell, INSTEAD of neural parasite (or infested terran), which was a terrible gimmicky spell that no one used. Still though, a buff is a buff. Looking forward to how it changes the matchups.
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
February 26 2011 08:11 GMT
#65
Is this going to change ZvZ in major favor of Roach/Infestor instead of Roach/Hydra? 94 aoe damage in the same time that it used to take to do 36 damage is pretty intense.
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
pandaminion
Profile Joined October 2010
United States270 Posts
February 26 2011 08:12 GMT
#66
Hm, thought I didn't like the new fungal at first, now I see it's pretty awesome. GSL6 calling it now: "FUNGALUUUU"
Fa1nT
Profile Joined September 2010
United States3423 Posts
February 26 2011 08:15 GMT
#67
What about against Phoenix?

The point of Fungal was to hold the phoenix so your muta/hydra could come and kill them

4 seconds is so short that unless you have 2-3 full energy infestors they will fly again..
Fa1nT
Profile Joined September 2010
United States3423 Posts
Last Edited: 2011-02-26 08:22:37
February 26 2011 08:18 GMT
#68
edit - wrong thread
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
February 26 2011 08:19 GMT
#69
On February 26 2011 16:50 Enyalus wrote:
Show nested quote +
On February 26 2011 16:25 Chaosvuistje wrote:
On February 26 2011 16:23 Techno wrote:
I wonder if PDD stops the FG missle.

This would be such a good thing, seeing as this would add an additional layer to the raven.

That would actually be terrifying. The Raven is already sooo good. And if you're going Infestors instead of Mutalisks, how would you even stop serious Raven harass?


Sporecrawlers like a boss? Ravens still need to cast the PDD before it hits, its not like the existance of a raven will make it that the fungal growth will never reach its target again.
Then again, why am I as zerg complaining about a terran unit that costs 150 gas to counter a zerg unit that costs 150 gas? It doesn't matter that for its cost the raven is about as useful as a ghost in ZvT.

Why would anyone get a raven in ZvT as it is right now? To PDD mutalisk shots or to use the HSM that I've heard the only unit that gets hit by it in a chase is a queen off of creep? Infact, Infested terrans can still shoot at ravens and the only time I even fear it is when I have burrowed banelings or when they are en-masse and dropping a million auto-turrets around my expansion.

I'm not saying buff the raven the unit sucks, all I'm saying is that it adds another layer of engagement for the terran and something to consider as zerg.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
February 26 2011 08:20 GMT
#70
Infestor buff is really nice in improving Zerg's problem of having an inferior set of holes in their unit compositions compared to Protoss and Terran. This should really help Zerg survive pushes from mass bio, and perhaps Fungal will actually be viable against Protoss, especially since Fungal stuns Stalkers from doing Blink.

Decreasing stun time and changing Funal to a projectile attack seems to make it more skill based spell, which should greatly reward players who are able to take advantage of its buffs effectively. Fungal may be slightly more difficult to cast, but the buffs should make it a rewarding spell for all matchups, especially ZvP.
ㅇㅅㅌㅅ
HowardRoark
Profile Blog Joined February 2010
1146 Posts
February 26 2011 08:28 GMT
#71
The change seem interesting for the quality of the game. Is there any American that can upload a demonstration on youtube?
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
February 26 2011 08:35 GMT
#72
On February 26 2011 17:11 Tachion wrote:
Is this going to change ZvZ in major favor of Roach/Infestor instead of Roach/Hydra? 94 aoe damage in the same time that it used to take to do 36 damage is pretty intense.

Bad form to quote myself but I just realized that mutalisks in ZvZ are going to be a pain in the ass to fungal :o Mutas in ZvZ were damn near useless because the instant cast + 8 sec stun allowed hydras to absolutely demolish them with no losses. I wonder if we'll see some gosu muta control evading fungals now.
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
MinoMino
Profile Blog Joined April 2010
Norway1103 Posts
Last Edited: 2011-02-26 08:39:39
February 26 2011 08:35 GMT
#73
I'm curious to see how this changes ZvZ. I'd usually spend my gas on upgrades and hydras if I'm closing 200/200, then get infestors if I get to 3 bases. Now it sounds to me like it might be worth sacrificing some gas to get fast infestors, since they'll probably rape roaches with the higher DPS and +armored bonus.

EDIT:
On February 26 2011 17:35 Tachion wrote:
Bad form to quote myself but I just realized that mutalisks in ZvZ are going to be a pain in the ass to fungal :o Mutas in ZvZ were damn near useless because the instant cast + 8 sec stun allowed hydras to absolutely demolish them with no losses. I wonder if we'll see some gosu muta control evading fungals now.

Yeah, you're right. I have yet to see how fast the missile is, but it'll certainly take more skill to hit them now. Sounds like fun.
Blah.
decaf
Profile Joined October 2010
Austria1797 Posts
February 26 2011 08:52 GMT
#74
They addressed ZvT very well in my opinion. Stim research time and bunker build time both got increased and fungal got a buff - ZvT should be pretty balanced now. The only thing that will still be op is the SCV marine all-in, but the only thing that is able to balance this issue is bigger maps.

ZvP got up to no love in my opinion: The immortal HT BlinkStalker build wont be as viable as it used to be, but the vray colossi build is still gonna be a pain in the ass. Where's the corrutpor damage/range buff?

ZvZ might even be better now - mutas should now be very viable, since you can't just fungal twice in a row and kill everything with 6 hydras or something. I'm very happy with these changes.

The only thing disappointing is the corruptor thing, everything else is great.
Silent_Tao
Profile Joined February 2006
Israel87 Posts
February 26 2011 09:37 GMT
#75
On February 26 2011 17:52 decaf wrote:
They addressed ZvT very well in my opinion. Stim research time and bunker build time both got increased and fungal got a buff - ZvT should be pretty balanced now. The only thing that will still be op is the SCV marine all-in, but the only thing that is able to balance this issue is bigger maps.

ZvP got up to no love in my opinion: The immortal HT BlinkStalker build wont be as viable as it used to be, but the vray colossi build is still gonna be a pain in the ass. Where's the corrutpor damage/range buff?

ZvZ might even be better now - mutas should now be very viable, since you can't just fungal twice in a row and kill everything with 6 hydras or something. I'm very happy with these changes.

The only thing disappointing is the corruptor thing, everything else is great.


Tottaly agree. It's kinda funny when people say the new FG will help against blink stalkers, when the real problem of this MU is the dreaded collossi-VR-Stalkers-Sentry balls. and nothing in the new patch helps against this composition.
life of lively to live to life of full life thx to shield battery
zylog
Profile Joined August 2010
Canada943 Posts
February 26 2011 09:43 GMT
#76
The role of the infestor will be a bit different with this change. The projectile fungal will make it more difficult to catch fast harassing units - mutas, phoenixes, banshees, speedlings, banelings, hellions and maybe stimmed marines. If the opposing player micros well, they may be able to dodge most of the spell effect. This would likely result in more missed/wasted fungals (and I already miss the occasional fungal with the current instant cast.

However, once you do catch the fast moving unit, it takes much less time to chain fungal things to death. You can fungal, count to three, fungal again then burrow your infestor. This means much less attention will be needed, which is nice.

In terms of big battles, I think the fungal + baneling combo will be weakened, as the amount of time enemy units are rooted into place is less. However, I think the ling/infestor combo will be much stronger. I had previously learned to wait a bit after a fungal before charging my lings in, so that the damage can soak in. Now, I can charge in right away, giving my opponent less time to respond. As his units die a bit faster, my own units would die a bit slower, and overall this could tilt many battles the other way.
happyness
Profile Joined June 2010
United States2400 Posts
February 26 2011 09:59 GMT
#77
I just wish blizz would buff NP. It used to be a really cool/fun/interesting ability, now it's extremely situational. FG was fine the way it was before
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
February 26 2011 10:02 GMT
#78
Just tried this out on PTR and I honestly think there's no way this will go live. The DPS these things put out at range is absurd against bio and in addition to the rooting component and the extra health, I don't see this patch going live without infestors being a must-have unit in every ZvP.
vileEchoic -- clanvile.com
HowardRoark
Profile Blog Joined February 2010
1146 Posts
February 26 2011 10:04 GMT
#79
Someone wrote that there is a hidden Broodlord cost increase of 400 gas total in the PTR thread. Is the Infestor and the other Zerg units unaffected of this?
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
leveller
Profile Blog Joined April 2010
Sweden1840 Posts
February 26 2011 10:18 GMT
#80
Dont worry about surviving feedback better noone will make high templars anymore anyway.
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