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Active: 1083 users

infestor is a buff, nice changes - Page 9

Forum Index > StarCraft 2 Strategy
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Arisen
Profile Blog Joined October 2010
United States2382 Posts
February 26 2011 22:27 GMT
#161
I was dissapointed with this change. Yes, zerg needs a buff, but the infester was actually good the way it was, and I think the new change will make it to strong. I hope the change isn't kept into the actual patch.
"If you're not angry, you're not paying attention"
Nycaloth
Profile Joined October 2010
147 Posts
February 26 2011 22:27 GMT
#162
On February 27 2011 05:31 Assirra wrote:
It basicly changes the fungal role from control to damage.
Wich means Zerg will have even less ways to set up an attack.
I rather had it as a way to control the battlefield, we will see i guess.


my opinion, pretty much. It seems more of a rework than anything else, nerf or buff. In the current live version, FG is definetly a control spell, the damage largely symbolic. The main use is to pin a target in place. In the PTR version, the emphasis is clearly on the damage side of things. The root is still there, but it now has a largely negligible effect.
"I'm still confused, but on a higher level" ~Fermi
morimacil
Profile Joined March 2010
France921 Posts
February 26 2011 22:30 GMT
#163
However, 7-8 Infestors will be able to do INCREDIBLE damage in a battle.

they will be able to do similar aoe to high templars for twice the cost, assuming the fungals actually ever land.
Thats not really incredible.
telfire
Profile Joined May 2010
United States415 Posts
February 26 2011 22:31 GMT
#164
If you're going to theorycraft that "twice the DPS" is automatically better, take into account that against decent players at least some of the FGs will miss or hit fewer targets than intended. More likely than not, most of them will miss entirely.

So no, it is not twice the dps, it is far far less DPS, and it also takes the control away from the Zerg making us rely even more on the opponent making mistakes.
plagiarisedwords
Profile Joined November 2010
United Kingdom138 Posts
February 26 2011 22:46 GMT
#165
As a protoss player, I think this is great since it encourages micro and harass from protoss as opposed to the deathball strategy. Right now, if I try to harass zerg with blink stalkers, 1-2 good funghals that I cannot dodge will mean the death of the majority of my stalker ball as they get engulfed by lings and roaches. I need to keep my stalkers with my collossus and 1a around. Also means that infestors cannot counter fast air like mutas and phoenix which is great. Before, 1 good funghal and all my phoenixes are just stuck waiting for some hydras to come wipe them out. Now, I can dodge them and even if I fail, zerg will probably need another FG to hold my phoenix .

My only concern is actually they would be too good at killing sentries which protoss really needs in the mid-game to be effective vs zerg. However, probably have collossus to outrange the infestors or HTs that can feedback the infestors so not the end of the world. Also, the fact that protoss have more harass strats open to them now will probably keep this balanced.

Will this be the death of the InControl sentry collossus playstyle?
madzumo
Profile Joined February 2011
United States10 Posts
February 26 2011 22:49 GMT
#166
This is a NERF not a buff for Infestors. What's the point if you can dodge it so easily?

check it out:

He who controls the SPICE. Controls the Universe.
CountBarq
Profile Joined February 2011
United States45 Posts
Last Edited: 2011-02-26 22:55:34
February 26 2011 22:51 GMT
#167
THis makes me very upset to play zerg.
I really needed them against pretty much everything.
We’ve heard that a million monkeys at a million keyboards could produce the complete works of Shakespeare; now, thanks to the Internet, we know that is not true
Mjolnir
Profile Joined January 2009
912 Posts
Last Edited: 2011-02-26 22:59:22
February 26 2011 22:57 GMT
#168
On February 27 2011 07:24 Ghost-z wrote:
1-2 Infestors will not be able to control map position as well with the changes. However, 7-8 Infestors will be able to do INCREDIBLE damage in a battle.

In other words its role is shifting from a support unit to an AoE unit where mass infestor will be much stronger.

I was never much of a fan of the instant cast spells. I like the higher skill involved with projectile attacks and it make games more entertaining. As a zerg player I can say I like the changes.


How is guessing where/when your opponent is moving "skill"?

I mean really, I'm not trying to be a bitch about this but when I go muta vs Zerg (I know, I know) and they respond with Hydra/Infestor play, I can still do a good job of avoiding instant cast fungals as it is right now - just by moving around my mutas in a completely spastic fashion.

They literally have to guess where I'm going to go.

People also do that currently to bait psi-storms, or avoid EMPs, etc. etc.

I don't see how it's more skill on the part of the person casting FG when they're really trying to make an educated guess as to where the enemy might be in the next 2 seconds.
thegamer
Profile Joined November 2010
47 Posts
February 26 2011 22:57 GMT
#169
that sux for terran;
now zergs basically have psionic storms that cannot be dodged.
morimacil
Profile Joined March 2010
France921 Posts
February 26 2011 23:08 GMT
#170
that sux for terran;
now zergs basically have psionic storms that cannot be dodged.

they can be dodged more easily than storms, and still do half the damage.


As a protoss player, I think this is great since it encourages micro and harass from protoss as opposed to the deathball strategy. Right now, if I try to harass zerg with blink stalkers, 1-2 good funghals that I cannot dodge will mean the death of the majority of my stalker ball as they get engulfed by lings and roaches. I need to keep my stalkers with my collossus and 1a around. Also means that infestors cannot counter fast air like mutas and phoenix which is great. Before, 1 good funghal and all my phoenixes are just stuck waiting for some hydras to come wipe them out. Now, I can dodge them and even if I fail, zerg will probably need another FG to hold my phoenix .

My only concern is actually they would be too good at killing sentries which protoss really needs in the mid-game to be effective vs zerg. However, probably have collossus to outrange the infestors or HTs that can feedback the infestors so not the end of the world. Also, the fact that protoss have more harass strats open to them now will probably keep this balanced.


You think its great, because now you can harass uncontested, on top of having a deathball?
And you think its too good if for 450 gas, zerg is allowed to kill a clump of undefended sentries left stationary and unattended?
TNine
Profile Joined January 2011
United States46 Posts
February 26 2011 23:10 GMT
#171
I feel like this is a huge nerf to Fungal's actual use.

Fungal was supposed to give the Zerg player control of the battlefield, much like a forcefield (but completely different). It was also supposed to prevent micro, particularly marine micro. Now micro is more powerful against it.

On the bright side, it might be a possible counter to the Stalker/VR/Collosi combo, as you quickly fungal, move, then go back and fungal, until huge sections of his army are much weaker.
"In that case they would be...lultralisks."
Volume
Profile Joined October 2010
United States104 Posts
February 26 2011 23:17 GMT
#172
Thanks for this post. First glance, I felt like the infestor change was a nerf.

Particularly because Infestors can still pretty much be two-shotted by siege tanks, fungal growth was cut in half and now can be countered by a point defense drone.

But, no. You changed my mind. Good post.
morimacil
Profile Joined March 2010
France921 Posts
February 26 2011 23:22 GMT
#173
On the bright side, it might be a possible counter to the Stalker/VR/Collosi combo, as you quickly fungal, move, then go back and fungal, until huge sections of his army are much weaker.

Thats not a change, you can already do that now.
The only change about that is that it will take less time to kill stuff with just fungals, they can be dodged initially, and 90% of fungal's utility is lost.

but killing or weakening something by repeated fungals, that can already be done now.
CadenZie
Profile Blog Joined May 2010
Korea (South)545 Posts
February 26 2011 23:26 GMT
#174
They should make forcefields a slow projectile too!
I really want to try out this new fungal, Infestors have always been one of my most used units.
mprs
Profile Joined April 2010
Canada2933 Posts
February 26 2011 23:32 GMT
#175
if one more person links that video as proof that fungal is dodgeable, i will cry

because sc2 is an isolated dota where you spend 99% of your time controlling stalkers waiting to blink away from a fungal.
We talkin about PRACTICE
telfire
Profile Joined May 2010
United States415 Posts
Last Edited: 2011-02-26 23:36:52
February 26 2011 23:35 GMT
#176
On February 27 2011 08:32 mprs wrote:
if one more person links that video as proof that fungal is dodgeable, i will cry

because sc2 is an isolated dota where you spend 99% of your time controlling stalkers waiting to blink away from a fungal.


If your stalkers are out in a vulnerable spot, and you've scouted infesters, then yes, you're going to be pretty aware and will EASILY be able to dodge at least half of the Fungal. Unless you're just bad.

Regardless of how easy or hard it is to dodge, it's POSSIBLE to completely negate the effects of fungal. 100% wasted energy. That can't be said for anything else. Unless you just storm at nothing, you will instantly deal some damage. It takes the skill away from the Zerg and creates yet another instance of Zerg having to just pray their opponent makes a mistake in order to have a shot at winning.
Hobokinz
Profile Joined October 2010
United States126 Posts
February 26 2011 23:48 GMT
#177
On February 27 2011 08:32 mprs wrote:
if one more person links that video as proof that fungal is dodgeable, i will cry

because sc2 is an isolated dota where you spend 99% of your time controlling stalkers waiting to blink away from a fungal.


In the PTR thread there is a video of Marines easily dodging the missile. =[
Cloesd
Profile Joined February 2011
Australia16 Posts
Last Edited: 2011-02-27 01:21:08
February 27 2011 01:19 GMT
#178
On February 27 2011 08:48 Hobokinz wrote:
Show nested quote +
On February 27 2011 08:32 mprs wrote:
if one more person links that video as proof that fungal is dodgeable, i will cry

because sc2 is an isolated dota where you spend 99% of your time controlling stalkers waiting to blink away from a fungal.


In the PTR thread there is a video of Marines easily dodging the missile. =[


It's not SO bad... I mean, with stimmed marines they lose 10 life.

So what i think will start happening is you SHOW the infestor to the marines, so the player is on edge on dodging this fungal.. Then throw out an infested terran egg at him, (hopefully hel'l react and stim and run from it, at which point you then fungal once his stim movement speed shows).
When the fungal DOES land it will 1 hit stimmed marines, no need for a re-cast unless combat shields.

With stalkers you could probably throw the egg to force a blink, then fungal.

And ofcourse ontop of this you get that one infested terran doing some dps.
Mattsville
Profile Joined February 2011
Australia19 Posts
Last Edited: 2011-02-27 01:37:43
February 27 2011 01:31 GMT
#179
On February 27 2011 08:32 mprs wrote:
if one more person links that video as proof that fungal is dodgeable, i will cry

because sc2 is an isolated dota where you spend 99% of your time controlling stalkers waiting to blink away from a fungal.


I'm with you on this one MPRS. I get the impression that the guy casting the FG in the Stalker vid was almost deliberately trying to miss (or he was very unskilled).

Plus as has been stated, a small amount of lings would have helped hold the Stalkers in place and make casting FG a bit easier.


On February 27 2011 08:48 Hobokinz wrote:
[In the PTR thread there is a video of Marines easily dodging the missile. =[


Just for sake of comparison to the Stalker vid - Link to Marine video here:


I would say that in the Marine vid when the FG's did land against the MM ball it did a fantastic amount of damage. In the first engagement where the Infestors landed 2 or 3 FG's even a small amount of Zerglings (less than 20 or so) would have easily been able to clean up the rest of the Marines and Mauraders I feel.

I don't know I haven't gotten a chance to try out the PTR but I so far am really digging the higher DPS now. If that means I need to cast FG twice now to get an 8 second snare, I'm alright with that. I'll just make more Infestors.

As it stands now I feel that yes it harder to land an FG now, but when it does, with additional Fungal casts anything I do hit will be dead very soon after.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
February 27 2011 01:31 GMT
#180
I think they should slightly increase the projectile speed. Given that the range is up to 9, it either needs a larger radius or increase projectile speed.... and larger radius would seem unfair if going against a ball of units.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
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