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Active: 6050 users

infestor is a buff, nice changes - Page 5

Forum Index > StarCraft 2 Strategy
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Apoo
Profile Joined January 2011
413 Posts
February 26 2011 10:21 GMT
#81
THANKY YOU!

I played for like 2 weeks with Infestor/Ling in ZvT and now it will be easier for me to win against Terran
Malkavian183
Profile Joined February 2011
Turkey227 Posts
February 26 2011 10:24 GMT
#82
seems pretty OP imo. Upgraded Slings + infestor tears through every terran ground army (except full mech) right now. This probably will be too much. And HT nerf is bad. Now toss will have to produce colossus every game. immortal + HT play was pretty good to play against, now we won't see it at all. i'm not sure about archon toilet tho. hope they think good before making the balance side of this patch go online. (nice bug fixes.)
Inject Bitch!
m00se
Profile Joined December 2010
United States41 Posts
February 26 2011 10:27 GMT
#83
On February 26 2011 15:17 MrBitter wrote:
I still hesitate to call this a buff...

The ability to out DPS medivacs is really the biggest plus here.

Obviously its an ok change for ZvT, but ZvT wasn't the broken matchup to begin with. We still can't engage a Toss ball, and its still impossible to take a game off a competent Toss that makes it past 15 minutes.


I honestly think this has potential vs toss a well. The extra armor damage does great against clumped up toss balls, it really softens up stalkers. I agree that those issues haven't been addressed but the infestor buff is a nice one.

Dont take my word for it, try it yourself.

CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
February 26 2011 10:48 GMT
#84
thank f*king god. I thought the 8-> 4 sec was a nerf but then i realised if the dmg wasn't changed then it just dealt the damage quicker. GREAT. about time we had something to reward us for holding off bunker rushes and scv all-ins in the first 10 minutes
Micro your Macro
syllogism
Profile Joined September 2010
Finland5948 Posts
February 26 2011 10:49 GMT
#85
The videos make it seem the missile is fairly slow. Hitting blink stalkers is going to be very difficult.
Airact
Profile Joined April 2010
Finland366 Posts
Last Edited: 2011-02-26 11:12:18
February 26 2011 11:11 GMT
#86
Wouldn't this make ZvZ more Infestor based now?

I had a couple practice games playing Roach against Infestor/Ling and I really couldn't even move out without getting completely destroyed(Move out, Fungal, Lings kill your base). On Retail, not PTR even.

I was changing my ZvZ from Roach-heavy more into Infestor/Ling contain type even before the PTR patch and now when Fungals actually do damage against Roaches, I can see it working much better because now Fungals actually do something against Roaches.

If yes, then it's a very welcome change to the a-bit-dull ZvZ Roach vs. Roach mid-game.
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
Last Edited: 2011-02-26 11:28:15
February 26 2011 11:24 GMT
#87
uhm, TvZ is going to be pretty stupid now, you must have gazillion tanks always & then zerg can make a bunch of mutas and be everywhere while your tanks slowpoke their way across the map -.-
I hope they'd buff HRM so there could be atleast one viable way to handle a huge flock of mutas.
Leaving thors behind in every base with a bunch of turrets so you can move out seems pretty costly, they do take 6 pop each afterall. And even then when there's enough mutalisks 1-2 thors don't cut it anymore.

It just seems like a good zerg should be able to pin any terran in his base now with no chance of moving out. I'm talking about some sort of Infestor -> muta -> Broodlord play.
But hopefully there is still some way, ghosts might be needed in every game but the gas cost of the army will skyrocket -.-

This is just a worst case scenario I think.
If PDD can stop fungals, that would be nice but I dunno how viable that would really be.
The army would be even slower and you'd have to somehow manage to surprise the zerg in a good spot not to waste the PDD.
https://steamcommunity.com/id/*tlusernamehere*/
Phanekim
Profile Joined April 2003
United States777 Posts
February 26 2011 11:55 GMT
#88
I think this change makes sense. zvz missle fungal should make mutas viable while making the terran have to use ghosts in tvz. not sure how this will drastically change protoss but i already have a picture of it in my mind.

i have yet to try it out but i know where they are going with this. seems like they tried to take everything into account.
i like cheese
megainferno
Profile Joined January 2011
Albania4 Posts
February 26 2011 12:30 GMT
#89
hi guys

anyone else noticed the face that fungal growth does 9dps, while STORM DOES 10DPS? And with 30% extra damage vs armoured, IT NOT ONLY DOES MORE THAN STORM TO ARMOURED UNITS, BUT ALSO PREVENTS MOVEMENT AND BLINK? As a protoss player, i'd say the new patch is ridiculous.
FeyFey
Profile Joined September 2010
Germany10114 Posts
February 26 2011 12:39 GMT
#90
as a terran all i can say is yay less stun time and yay dodgeable. Load in before the fungal hits and then load out again, harass can continue <3.
Awesome balance change, makes harassing zerg finally a bit easier again, while it makes the infestor stronger in bigger fights. Now Mutas need to be slower then hellions and or reapers and I will be happy x3 (or that creep tumors won't be able to see air units x3 and only work like a ground sensor tower)
pppppppppp
Profile Joined October 2010
Singapore236 Posts
February 26 2011 12:51 GMT
#91
On February 26 2011 21:39 FeyFey wrote:
as a terran all i can say is yay less stun time and yay dodgeable. Load in before the fungal hits and then load out again, harass can continue <3.
Awesome balance change, makes harassing zerg finally a bit easier again, while it makes the infestor stronger in bigger fights. Now Mutas need to be slower then hellions and or reapers and I will be happy x3 (or that creep tumors won't be able to see air units x3 and only work like a ground sensor tower)


ehh.. dodge-able yes, if you have good reflexes and apm to watch your army, stim and retreat when the fungal is launched.

but loading units to dodge fungal? sounds terrible to me. your medivacs that just picked up your units will be rooted in place, and taking the increased fungal damage because medivacs are armoured, and unloading is way slower than you can load up.
bobucles
Profile Joined November 2010
410 Posts
February 26 2011 12:51 GMT
#92
while STORM DOES 10DPS
Storm does 20DPS. It can kill tunnel roaches if you just happen to have that much energy to waste.
Censured
Profile Blog Joined April 2010
Czech Republic1061 Posts
February 26 2011 12:53 GMT
#93
Even as zerg player I think this change is little too much. 90% of ZvT I used infestors + mass lings, and it worked just fine... Now I think its gonna be too strong. But on the other hand, its gonna be much harder to hit air with infestors. F.e. medivacs, I was used to cast fungal on them + few infested terrans, with 8 second fungal duration it was working just fine (sometimes the second fungal was needed). Now to do this, you need at least 3-4 fungals, and with that, you don't even need infested terrans
Occupation: Legend
branflakes14
Profile Joined July 2010
2082 Posts
February 26 2011 12:55 GMT
#94
On February 26 2011 21:51 bobucles wrote:
Show nested quote +
while STORM DOES 10DPS
Storm does 20DPS. It can kill tunnel roaches if you just happen to have that much energy to waste.


I'd gladly halve the DPS of my Psionic Storms if I could use it as detection and an immobilizer too.
KULA_u
Profile Joined March 2010
Switzerland107 Posts
February 26 2011 12:56 GMT
#95
I really don't like it that they try to balance so much through damage changes.

why not just bring back plague...
Yagulare
Profile Joined January 2011
Poland42 Posts
Last Edited: 2011-02-26 13:02:17
February 26 2011 12:56 GMT
#96
Im looking forward to see if this change stays or no. Ive been toying with festors since MrBitters posted his no muta ZvT and this looks really promising, especially when T massed marauders and with their 125 hp it was annoying to wait for fungal to soften em a bit. Also missiles instead of instants may probably make festors a little easier to target running bioballs :D generally good work on this blizz.

Btw how you feel bout the extra 20 hp :D? maybe with armor ups you will be able to survive 2 tank shot :D?

And to somebody complaining bout detection and immobilize. Festors are extremely fragile and gas consuming thus arent the best detection around looking at their price tag. Also being a toss and complaining when having ff on sentries and cheap invisible detection... meh I cant see your point ;/
Being surrounded means more directions to attack...
junemermaid
Profile Joined September 2006
United States981 Posts
February 26 2011 13:02 GMT
#97
On February 26 2011 12:35 Cyanocyst wrote:
Im actually surprised its making that sort of the difference.

With the delayed cast time i felt it was in between a buff and a nerf. Similar to what they did with the Void ray a patch or 2 ago.


You're surprised that a spell which effectively has had its DPS doubled (and more against armor) is making a huge difference?

Hmmmmm....
the UMP says YER OUT
alepov
Profile Joined December 2010
Netherlands1132 Posts
February 26 2011 13:11 GMT
#98
some very good points in OP, didnt think about that yet
nice =)
ლ(ಠ益ಠლ)
morimacil
Profile Joined March 2010
France921 Posts
Last Edited: 2011-02-26 13:17:34
February 26 2011 13:12 GMT
#99
Not sure that the change is as good as ppl make it out to be. It seems more like a nerf than anything else to me.
Obv the +dmg to armored is nice.
But the time reduction?
The reason fungal was used in the first place was to keep units in place, not because of the 36 damage it does.

Against air, you cant keep them in place and dps them down. They have a much bigger chance to dodge it with missiles, and even if you do hit, it does a bit of damage, and then they are gone again.
Same thing pretty much with ground units.

Now, instead of using it to delay a push, or to keep units in place while you dps them, or to prevent kiting while blings arrive, and so on, all those uses seem to somewhat fall appart.
The positive side, is that with a lot of infestors, you can use them as actual dps to kill stuff. But its then a much heavier gas investment.

So having 1-2 infestors just to help prevent kiting, and help your position is much much weaker. On the other hand, having 5-10 infestors is a lot stronger, since it can kill clumped up armies quite fast then.
That means infestors are now closer to high templars than to sentries in terms of use, raw damage instead of positional advantage.
But the investment is much much higher, since you now need to use them to kill stuff, instead of holding stuff in place.

An example: If you have some queens and infestors, and your opponent has a bunch of phoenix, previously, 2 fungals could hold the phoenix in place long enough for queens to kill them. But with the change, 2 fungals will still do the same damage, but the phoenix take less damage from the queens. So you need more fungals. Since the fungals also do damage, perhaps in 3 fungals, you can end up doing the same amount of damage as you previously did in 2.
So it ends up costing 150 more gas.

Same thing with pretty much any other situation really.
Instead of using a single fungal on marines to prevent them from kiting, and blow them up, now you need to use 2. Which is then arguably more effective, but still also a lot more gas.


Going infestors is just going to be a much bigger investment now.

I was used to cast fungal on them + few infested terrans, with 8 second fungal duration it was working just fine (sometimes the second fungal was needed). Now to do this, you need at least 3-4 fungals, and with that, you don't even need infested terrans

Yep, that too. Instead of using the fungals as control, while mutas arrive, or infested terrans clean up a bit, you need many more fungals, thus removing the need for other stuff to clean up, its a dps spell instead of being an effective control spell.
A single infestor there with enough energy for a fungal, and some terrans, is going to be much less effective than before, probably not very effective at all in fact. So you need more of them. bigger investment.
LAN-f34r
Profile Joined December 2010
New Zealand2099 Posts
February 26 2011 13:23 GMT
#100
On February 26 2011 12:12 m00se wrote:Couple of questions:

Do range or melee upgrades increase fungal growth damage?

If my lings are +1 armor, does the +30% armor damage apply? Or is it only to units that START armored without upgrades? <--- if this is the case this could be very deadly for terrans who get +1 armor upgrade, as it will make them more vulnerable

Can Point Defence Drones kill FG?


By a bonus to "armored" units, it means the type. If you look at the bottom middle of your screen wen you have a single unit selected, it will have a stat such as "armored - biological". This does not nessisarily mean that it has armor (ie viking), or that a light unit has no armor (ie armor upgrades). This is what is meant by bonus damage to XXX.
The only barrier to truth is the presumption that you already have it. It's through our pane (pain) we window (win though).
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