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.
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.
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.
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 .