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infestor is a buff, nice changes - Page 6

Forum Index > StarCraft 2 Strategy
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raga4ka
Profile Joined February 2008
Bulgaria5679 Posts
February 26 2011 13:36 GMT
#101
On February 26 2011 22:12 morimacil wrote:
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.

Show nested quote +
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.


I agree with this and just when i started to have some success killing a 200/200 stalker heavy army with blink effectively with fungal/baneling bomb + roach/hydra . Now it's back to the drаwing board with this .
Bellygareth
Profile Joined October 2010
France512 Posts
February 26 2011 13:38 GMT
#102
I agree with MrBitter, I'm not sold on the buff. First the travel time means that people can simply move split army and be fine. Then there is energy management. It would cost so much energy to fungal for the same duration.

And then fg was used for control not damage. Damage was almost never the issue with fungal and it was a FINE spell. In fact if they wanted to buff the infestor, why not buff Neural Parasite?

Leave fungal growth alone
biskit
Profile Joined August 2010
Australia355 Posts
February 26 2011 13:39 GMT
#103
Not sure if the change is a buff really. Has anyone seen this footage?

machination
Profile Joined September 2010
United States175 Posts
February 26 2011 13:42 GMT
#104
On February 26 2011 12:35 Keifru wrote:

Marauder: 125 health - 3 consistant fungals
Roach: 145 health - 4 consistant fungals
Stalker: 160 health - 5 consistant fungals



While these are good numbers to know, I do not think the main purpose of Fungal Growth will be to outright kill a group of units. I think the purpose of Fungal Growth is two-fold:

-provide control over the army positioning in a major engagement, and even force an engagement sometimes

-weaken a group of your opponents units to turn the tide of a battle in your favor (especially in situations where you have 4+ infestors with pooled energy)
phisku
Profile Blog Joined November 2010
Belgium864 Posts
February 26 2011 13:43 GMT
#105
will IdrA regain his motivation with this change?
machination
Profile Joined September 2010
United States175 Posts
February 26 2011 13:45 GMT
#106
On February 26 2011 22:39 biskit wrote:
Not sure if the change is a buff really. Has anyone seen this footage?

http://www.youtube.com/watch?v=8lSeH0U8H4M&feature=player_embedded


Yes its a buff, there are plenty of ways to make it much more difficult to blink in order to avoid the Fungal Growth. For example, burrow your Infestor until you're ready to fungal giving him less time to prepare and react with blink.
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2011-02-26 14:08:31
February 26 2011 14:08 GMT
#107
On February 26 2011 22:45 machination wrote:
Show nested quote +
On February 26 2011 22:39 biskit wrote:
Not sure if the change is a buff really. Has anyone seen this footage?

http://www.youtube.com/watch?v=8lSeH0U8H4M&feature=player_embedded


Yes its a buff, there are plenty of ways to make it much more difficult to blink in order to avoid the Fungal Growth. For example, burrow your Infestor until you're ready to fungal giving him less time to prepare and react with blink.


Burrow has nothing to do here. If opponent isn't slow as turtle he is going to see infestor unburrowing and shooting missile.

It's too slow as it is now. Fungaling phoenixes, speedlings, banelings, stalkers, stimmed marines or mutas will be extremelly hard.
You should never underestimate the predictability of stupidity
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-02-26 14:34:44
February 26 2011 14:15 GMT
#108
It might because I had to wake up early on a weekend, but I'm still confused here:

A unit can only be healed by one medivac at a time at a rate of ~13.5 hp/s (src: liquipedia).

1.3 fungal does 36 dmg/4 s = 9 dmg/s against unarmored targets, 46.8 dmg/4 s = 11.7 dmg/s against armored targets. So fungal doesn't outright negate medivac healing. Correct?

It certainly still does twice the dps which is a strict improvement.

Edit #1: I suppose the way to reconcile this is that the 13.5 hp/s on liquipedia is in real time seconds instead of game seconds. But I haven't had a chance to check yet.

Edit #2: Yeah, just checked on live. That 13.5 hp seems to be in real-life seconds instead of game seconds. The actual healing of the medivac is ~9 hp/game seconds which means against unarmored targets fungal should roughly equalize medivac healing and against armored targets fungal out-damages it.
amacwhinnie
Profile Joined August 2010
21 Posts
February 26 2011 14:16 GMT
#109
personally i think the biggest change (and im not pleased about this) is to ZvZ. Muta balls will be back big time and I don't think there is a counter other than bigger Muta ball. And before anyone says it when is the last time you had the energy for the 5 gf's to get the ball (not that you will be able to with the lack of instant cast.
SmoKim
Profile Joined March 2010
Denmark10304 Posts
February 26 2011 14:19 GMT
#110
On February 26 2011 12:24 awwnuts07 wrote:
Show nested quote +
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.


like Defiler vs Science Vessels? could it be? that would be awesome

thanks for the info, have no time to test it out, Infestor buff is awesome!
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
Chrumchrum
Profile Joined December 2010
Poland26 Posts
February 26 2011 14:26 GMT
#111
whoever said emp is equivilant (idk how to spell that) to storm, the most basic unit in the terran army is the marine, and in a protoss army its the zelot, now 1 storm is able to kill about what 12 marines while an emp can only take down shields. Now would u rather have 12 units with half their health that naturaly regenerates or have 0 units?
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2011-02-26 15:12:16
February 26 2011 15:08 GMT
#112
On February 26 2011 23:19 SmoKim 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.


like Defiler vs Science Vessels? could it be? that would be awesome

thanks for the info, have no time to test it out, Infestor buff is awesome!


...Or you know, don't change a thing because tanks still do 50+ damage to them a shot at range 13. So if you get +2 weapons you pop them in 2 shots regardless of upgrades.

Except now you can dodge with marines. I thought this would be better but then I saw how slow the projectile was which means the farther you shoot it from, the easier it is to dodge.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
inimenesc
Profile Blog Joined December 2010
Estonia374 Posts
February 26 2011 16:22 GMT
#113
I think after this patch we will see alot of toss qq, toss got nerfed a lot and strats wont work as good as they did anymore
"When game is going full retard, you can only go with it. If you start going against it, if you start going half retard, you´re fucking done for." -n0tail 2014
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
Last Edited: 2011-02-26 17:01:10
February 26 2011 16:57 GMT
#114
I think the infestor change is awesome in idea though it needs tweaking.

First of all they obviously want to change the infestor so that it isn't really a counter to air anymore. Simply not allowing the infestor to hit air was tried before and gotten alot of negative flak, now they simply want to reduce the effect of infestors on air by making it harder to hit them and much harder to keep entire air fleets in place with a few infestors.
I think the idea is to let muta's be more important in ZvZ again to obtain a balance between muta/ling strats and roach strats. Muta were simply not used now and I think they want muta's to be an option but with also a reasonable counter, it seems the projectile needs to be a bit faster for that though. Countering drops with fungal into infested terran is also no longer possible as infested terrans take too long too hatch for that, you can however kills medivacs with 3 consecutive fungals now but that takes alot more energy.

The HP buff was absolutely neccesary though, dying to 2 tank shots or just 7 stalker shots was too fast before imo. I had rather seen a change from armored to light though as that would have kept the unit the same in ZvZ, I suppose with the nerf vs air a general buff in HP is fine too.

The fact that fungal is a fine damage spell now is pretty awesome.
It becomes much better at quickly killing marines and workers now. You can kill rines in about 6 secs opposed to about 12 secs before which is a HUGE difference, not only because you will receive a lot less damage during that time but also because medivacs can't keep the rines alive anymore.
Against stalker colossi voidray balls fungal also gets to be a respectable AoE effect now. You only have to throw a few consecutive fungals and you are really doing quite fine damage now. The fact that it can be dodged only allows for some more sweet micro imo and anytime the stalkers are forming a wall for colossi dodging won't be an option anyway.


Overall I love the effort put into the new infestor. A good buff but not a simple direct buff that will completely invalidate the mutalisk. Muta's will be more viable in the mirror and they will probably be more neccesary against terran to stop drops.
Infestors will hopefully be a great supplementary unit though, one that is much more useful to get which will increase variety in the zerg army. Most of all more useful infestors in all matchups will be great as they are not only decent against marine masses now they can also damage roaches and stalker masses quite well now.
Finally more used infestors means more use of hive tech. How often is hive simply not gotten now because you need infestation pit, hive tech AND ultra cavern or greater spire then? Now if infestors are already mandatory because they are good on their own hive tech will also be cheaper and faster by comparison.

The actual speed of the projectile may need tweaking though, i'm guessing it can be just a little faster.

edit: by the way how does fungal do against zerglings now? Fungal didn't kill lings because of hp regeneration over 8 secs before but with fungal being 4 now will it actually kill lings?
cHeAtsS
Profile Joined February 2011
United States1 Post
February 26 2011 17:03 GMT
#115
mhm infestors
.Enigma.
Profile Joined January 2011
Sweden1461 Posts
February 26 2011 17:07 GMT
#116
I'd probably start to get infestors earlier in ZvZ with this change, it would deal quite alot to Roaches.
"Jupiters c*ck!" - Quintus Lentulus Batiatus
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
February 26 2011 17:18 GMT
#117
that fungal doesn't look too fast, i think i could micro that with marines o-o;; :D...
@KawaiiRiceLighT
Logo
Profile Blog Joined April 2010
United States7542 Posts
February 26 2011 17:24 GMT
#118
On February 27 2011 02:18 KawaiiRice wrote:
that fungal doesn't look too fast, i think i could micro that with marines o-o;; :D...


you probably could!

Has anyone played around with measuring its speed yet? It almost looks like stimmed marines could just run in the opposite direction and outrun the projectile completely.
Logo
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2011-02-26 17:41:37
February 26 2011 17:30 GMT
#119
its neither a buff nor a nerf. Its simply a mechanic change, that now allows light air units vs zerg + drop harassment isn't stoppable with only one infestor like it was before (similar to the storm nerf so harassment is more encouraged). But at the same time they maintained the use of the infestor in its normaly duty (snipe vikings sniping broodlords sniping tanks sniping infestors xD).
Also they found a way to make hydras more appealing in zvz because roaches die to fungal now like nothing (one reason for the vs armor buffs the other one is colossi voidray, that are so stacked up).

And zerg units are so damn fast anyway that 4 seconds is more then enough.

So overall perfect way to add variety to zerg matchups and the patch was overall aiming at making harassment easier to the races that could stop unmicrod harassment with 3 clicks.

Sooo zvt: medivacs drops work against investors again yay (dodge fungal by loading in then drop again to almost completly negate the damage from fungal), vikings die even faster now, so a dodged fungal doesn't matter.
zvp: same for warp prism *-*, voidray colossi ball should fear suicide infestors lol
zvz: mutas work again, hydras are actually a nice addition if your opponnent has infestors that kill your roaches

PS: with marines you will hope for infestors anyway, since banelings are harder to deal with then infestors x3.

PPS: this change makes me more blizzard fan girlish, as even i didn't think of changing it that way (well had the projektil idea for some time against drops, but wasn't thinking about ways to make it better in other things)
.Enigma.
Profile Joined January 2011
Sweden1461 Posts
February 26 2011 17:50 GMT
#120
I'm very excited for this, I've used the fungal alot as a damage dealing spell, so I welcome the change.
"Jupiters c*ck!" - Quintus Lentulus Batiatus
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