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Active: 698 users

infestor is a buff, nice changes

Forum Index > StarCraft 2 Strategy
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m00se
Profile Joined December 2010
United States41 Posts
February 26 2011 03:12 GMT
#1
YES I TESTED ALL THIS IN PTR!

1)You can actually time your fungal growths now, shoot and run mmm will run straight into it.

When it was instant cast your infestor had to be in range the instant it hit, which made it more vulnerable.

2) 36 damage in 4 seconds is a huge buff, u can actually place one fungal, and then another 2 seconds later and kill a bunch of marines

3) medivac can no longer outheal FG damage <---- HUGE

4) scv +rine + thor balls will die very quick to infestors, just 2 FG's and not only have you damaged the thor, but all the scvs are dead within 5-6 seconds

5) the faster damage by the infestor, means the less likely they are to use their stim (even with medivacs)

6) I tested fungal growth vs protoss and its actually quite nice. The damage is quick and you can spam FG all over their deathballs.

7) Health upgrade obviously helps the infestor in combat, but it also does something else.... its much easier for it to survive feedback now.



Conclusion: I tested this out, and I am happy with it. In fact, I think its a little OP, but its ok because zerg needs that little thing thats a little op. Just like terrans have rines and mules, toss has collo and void ray....


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?
Fruscainte
Profile Blog Joined December 2009
4596 Posts
Last Edited: 2011-02-26 03:14:56
February 26 2011 03:14 GMT
#2
On February 26 2011 12:12 m00se wrote:
YES I TESTED ALL THIS IN PTR!

2) 36 damage in 4 seconds is a huge buff, u can actually place one fungal, and then another 2 seconds later and kill a bunch of marines


This is something a lot of people are missing in the thread. The immense amount of DPS that happens so fast with the new FG is retarded. You burst through over half of a Marines health, even with Combat Shield, in 4 seconds. I'm taking this as a buff strictly. Especially the +30% armored.
shaby23
Profile Joined February 2011
Canada72 Posts
Last Edited: 2011-02-26 03:21:57
February 26 2011 03:21 GMT
#3
Does that means that Vs Terran infestor will be a must???
Zerg for life baby
awwnuts07
Profile Blog Joined February 2011
United States621 Posts
February 26 2011 03:24 GMT
#4
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.
I'm a noob
Mattsville
Profile Joined February 2011
Australia19 Posts
Last Edited: 2011-02-26 03:31:01
February 26 2011 03:26 GMT
#5
All I can say is: HOLY COW!

Nice man, just awesome. I've recently been using Infestors again after trying out Mr. Bitters vs Terran build and I'd forgotten how awesome they could be.

If these changes make it through PTR that's awesome.

Only pity is the decrease from 8 seconds to 4 seconds for the stun. Was nice to be able to hold off a much larger army for 30 seconds until you could morph more units in...

But still, I'm a big fan of the changes.

EDIT: Link to PTR notes available here if anyone is interested in checking the proposed changes out http://us.battle.net/sc2/en/blog/2356436#blog
kaisr
Profile Joined October 2007
Canada715 Posts
February 26 2011 03:27 GMT
#6
good, the zergs needed something badly. Maybe I won't be 90% in PvZ anymore.
obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2011-02-26 03:33:42
February 26 2011 03:31 GMT
#7
WOW, some crazy ass changed, and I do agree this is a buff for FG (already one of the best spells in the game), although its not as good vr mutas/hellions/phoenix anymore as the lower mobility reduction which was the really good thing against those fast units.

I think infesters are now the counter to the protoss stalker/colsi doom ball. AND the marine/marauder/medivac doom ball AND the roach/hydra doom balls. This is a wonderful change to the match up, because now we will be seeing a lot more ghost/emp and HT/feedback play, making all the zerg match ups MUCH more intresting and micro intensive (no more doom balls a+moving to victory)!

Maybe even muta will become the counter to just infesters (no hydra)? As the lower stun time, means muta might be able to snipe out those infesters.
Pwnographics
Profile Joined January 2011
New Zealand1097 Posts
February 26 2011 03:32 GMT
#8
No more QQ Zergs.
Rhombus
Profile Joined June 2010
United States187 Posts
Last Edited: 2011-02-26 03:35:04
February 26 2011 03:34 GMT
#9
On February 26 2011 12:12 m00se wrote:
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


Armored is a classification, not a statement that a unit has armored. It means it'll do bonus damage to marauders, tanks, thors, etc... Any unit that has "Armored" as its armor type.

http://wiki.teamliquid.net/starcraft2/Armored
i am a logical person.
KonohaFlash
Profile Joined July 2010
Canada1590 Posts
February 26 2011 03:34 GMT
#10
On February 26 2011 12:32 Pwnographics wrote:
No more QQ Zergs.


This buff will play out waaay better in late-game. The fact that you can basically leave an infestor at each base burrowed, and then fungal growth a marine drop makes this buff great for zerg.
Cyanocyst
Profile Joined October 2010
2222 Posts
Last Edited: 2011-02-26 03:39:31
February 26 2011 03:35 GMT
#11
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.
|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
Keifru
Profile Joined November 2010
United States179 Posts
Last Edited: 2011-02-26 03:37:57
February 26 2011 03:35 GMT
#12
You mean a role change.

The infestor is now a damage spell caster rather than a support spell caster- 8 second duration helped you create a better flanking position and bring your slower units to bear. It also allowed ample time to roll your banelings into the bio-ball. Now, they can see you using the Fungal (since its now a projectile) and stim + run. You'll catch less units with it, and they can finish running away with minimal banelings connecting.

The bonus health is nice, but they are still a fairly big unit that is not partuclarly mobile and armored-with-no-armor. Once armies start getting pretty big, you can find your infestors trapped in the back of your army, or stuck in the back when pulling back.

All-in-all, I preferred it as a support caster rather than a combat caster, so I'm going to reserve judgement.

Some numbers

36 damage to Light
46.8 damage to Armored

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

Edit:
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?


PDD does nothign to FG
Attack/Defense upgrades do nothing for fungal...
Fungal ignores armor
Conflict is the gadfly of thought. It stirs us to observation and memory. It instigates us to invention. It shocks us out of sheeplike passivity, and sets us at noting and contriving. - John Dewey
TALegion
Profile Joined October 2010
United States1187 Posts
February 26 2011 03:37 GMT
#13
I kinda liked the extended time, as I used it more for the movement impairing effect. But if the sheer DPS is that good, maybe I'll stop crying...
A person willing to die for a cause is a hero. A person willing to kill for a cause is a madman
BuzzCraftTV
Profile Joined November 2010
United States42 Posts
February 26 2011 03:37 GMT
#14
this is good news for me, Iv been working infesters into 2 of 3 matchups already, now to find a safe way to work them in vs the standard zvp hmmm
obsid
Profile Joined November 2008
United States389 Posts
February 26 2011 03:41 GMT
#15
It actualy does 47 damage to armored fromy my tests (from the damage shown at least, maybe invisible fractions).
Keifru
Profile Joined November 2010
United States179 Posts
February 26 2011 03:42 GMT
#16
On February 26 2011 12:41 obsid wrote:
It actualy does 47 damage to armored fromy my tests (from the damage shown at least, maybe invisible fractions).

I was wondering if it rounded up or down, actually. That answers that, it seems.
Conflict is the gadfly of thought. It stirs us to observation and memory. It instigates us to invention. It shocks us out of sheeplike passivity, and sets us at noting and contriving. - John Dewey
Mattsville
Profile Joined February 2011
Australia19 Posts
February 26 2011 03:46 GMT
#17
Just out of curiosity how fast/slow is the FG projectile now? As in if it is as fast as a Maurader rocket, that's not too bad... But if it is as slow as a Raven HSM... Well, that's a different story...
Setev
Profile Blog Joined April 2010
Malaysia390 Posts
Last Edited: 2011-02-26 03:55:23
February 26 2011 03:49 GMT
#18
On February 26 2011 12:26 Mattsville wrote:
All I can say is: HOLY COW!

Nice man, just awesome. I've recently been using Infestors again after trying out Mr. Bitters vs Terran build and I'd forgotten how awesome they could be.

If these changes make it through PTR that's awesome.

Only pity is the decrease from 8 seconds to 4 seconds for the stun. Was nice to be able to hold off a much larger army for 30 seconds until you could morph more units in...

But still, I'm a big fan of the changes.

EDIT: Link to PTR notes available here if anyone is interested in checking the proposed changes out http://us.battle.net/sc2/en/blog/2356436#blog


Doesn't that mean increased DPS for the fungal growth? Infestors will be total bitches now against mobility plays. Just speculating ...
I'm the King Of Nerds
obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2011-02-26 03:52:47
February 26 2011 03:52 GMT
#19
The projectile is fairly fast, I was able to easily hit groups without that much problem. I guess its possible though to avoid the FG if you stim and run around or something, but that is good! means more micro wars!

I would stay its slightly slower then a marauder shot.
Mattsville
Profile Joined February 2011
Australia19 Posts
February 26 2011 03:53 GMT
#20
On February 26 2011 12:49 Setev wrote:
Doesn't that mean increased DPS for the fungal growth? Infestors will be total bitches now against mobility plays.


Personally I see it a liitle like:

Double the DPS (72 damage over 8 seconds now), but double the cast cost to get the 8 seconds (as it now takes 2 FG's to snare for 8 seconds).

I haven't seen the change yet, I may really hate it. But at least to me, on paper I like it.

Time will tell, though. It may not even make it through PTR. The 1.1 PTR I believe had a propsed change that FG couldn't snare air units...

Man I'm glad THAT one didn't make it through!

Mattsville
Profile Joined February 2011
Australia19 Posts
February 26 2011 03:54 GMT
#21
On February 26 2011 12:52 obsid wrote:
The projectile is fairly fast, I was able to easily hit groups without that much problem. I guess its possible though to avoid the FG if you stim and run around or something, but that is good! means more micro wars!

I would stay its slightly slower then a marauder shot.



Ahh cool Obsid, thanks for the info. Slightly slower than a Maurauder shot I can live with
Crackensan
Profile Joined August 2010
United States479 Posts
February 26 2011 03:56 GMT
#22
Well, this will force that energy upgrade/infestor build timing. I think that'll be two fungles once an infestor pops?

I see nothing but good things ahead for Zerg.
Tasteless: "Well this strategy is made of balls"--Concerning Fruitdealer Vs. BoXeR
pirates
Profile Joined October 2010
United States701 Posts
February 26 2011 04:01 GMT
#23
Fungal Growth + Baneling drops on Protoss deathballs will probably become standard in the foreseeable future.
obsid
Profile Joined November 2008
United States389 Posts
February 26 2011 04:07 GMT
#24
@pirates, hopefuly protoss deathballs become "not-standard" in the future. And we see a lot more harrass based, multi-pronged attacks.
Sega92
Profile Blog Joined November 2010
United States467 Posts
February 26 2011 04:09 GMT
#25
and now the infestor is a lot more like the defiler...new FG is like plague in BW! yay! now the game can continue in happiness for all involved
bobucles
Profile Joined November 2010
410 Posts
Last Edited: 2011-02-26 04:13:02
February 26 2011 04:11 GMT
#26
The ecstatic cries of "STORRRMU" will soon be replaced with epic bouts of "FUNGURRU".

This change will dramatically change the strength of 200/200 zerg play. If the 30% stays, that means 46-47 damage against armored units. Vikings will die in 3 quick doses. Void rays will be much easier to handle, hitting for 1/5 each time. More importantly, huge battles will likely be decided by how much you can soften his forces with FG before hand.

Most obvious is that it'll find a welcome home at dealing with MMM. It'll likely be worth trying against Zealot/Stalker heavy builds, and maybe even mass roach. The latter is a tough one, if the player finds a safe spot to use roach regen.
Keifru
Profile Joined November 2010
United States179 Posts
February 26 2011 04:22 GMT
#27
On February 26 2011 13:11 bobucles wrote:
The ecstatic cries of "STORRRMU" will soon be replaced with epic bouts of "FUNGURRU".

This change will dramatically change the strength of 200/200 zerg play. If the 30% stays, that means 46-47 damage against armored units. Vikings will die in 3 quick doses. Void rays will be much easier to handle, hitting for 1/5 each time. More importantly, huge battles will likely be decided by how much you can soften his forces with FG before hand.

Most obvious is that it'll find a welcome home at dealing with MMM. It'll likely be worth trying against Zealot/Stalker heavy builds, and maybe even mass roach. The latter is a tough one, if the player finds a safe spot to use roach regen.

Voidrays have 250 health.
That's a lot of fungals to kill a void ray.

I forgot to math hammer the Viking; Infestor/Brolord/Ling does become stronger because you can now just fungal the vikings to death instead of using the same energy as fungal + ITs
Conflict is the gadfly of thought. It stirs us to observation and memory. It instigates us to invention. It shocks us out of sheeplike passivity, and sets us at noting and contriving. - John Dewey
Spekulatius
Profile Joined January 2011
Germany2413 Posts
February 26 2011 04:24 GMT
#28
Glad to see someone actually tried the change instead of just complaining in the PTR thread.

The essence for me is: As long as you can cast two consecutive FGs, you mow down marine groups as well as scv groups repairing thors. And even if you don't kill stuff, it's a huge amount of damage that was dealt.
Big change, at least on paper. Gonna try it out tomorrow.
Always smile~
bobucles
Profile Joined November 2010
410 Posts
February 26 2011 04:33 GMT
#29
Voidrays have 250 health.
That's a lot of fungals to kill a void ray.
It's not THAT bad. Obviously you wouldn't use pure FG to do the kill, but large VR fights tend to last longer than most battles. A good FG or two may make the difference between the VR's hitting max charge or not. Battles tend to shift after the VR's charge up, so cutting that out is a big deal.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
February 26 2011 04:40 GMT
#30
I don't like this really.

The amount of cost effectiveness that this will potentially give the Ling/Infestor/Ultra build may potentially make this the ONE RIGHT ANSWER in TvZ. :-\
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Rhombus
Profile Joined June 2010
United States187 Posts
February 26 2011 04:41 GMT
#31
On February 26 2011 12:35 Keifru wrote:
Stalker: 160 health - 5 consistant fungals


Stalkers are armored, so I believe it'll only take 4 fungals to take a stalker down. (4 * 46.8 = 187.2 > 160)
i am a logical person.
Sek-Kuar
Profile Joined November 2010
Czech Republic593 Posts
February 26 2011 04:45 GMT
#32
Well I (as T player) like that it will make drops more viable, since now due to time reduce Z will need more Infestors to lock to death medievacs and also 4 sec reduction = ~ 5 infested schoots so overall it seem like big buff to drops imho. And also I havent seen that "missile" yet but I gues you can now dogde it risght? All of that is only for good.

And buff against ground army. Well maybe we will start seeing some infestor first rather than muta builds. I like it.
Scientists finally discovered what's wrong with the female brain: On the left side, there is nothing right, and on the right side, there's nothing left. [http://eu.battle.net/sc2/en/profile/213948/1/DJVibrejtr/]
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
February 26 2011 04:49 GMT
#33
Sounds like the end of marine based play if I ever heard it. I mean yes, tanks can still deal with them but simple spreading of the infestors should negate that now that it takes 3 tank shots to kill an infestor. Heck at this point I think if an infestor gets off just one fungal its cost efficent. Doesn't really bother me anyways, making casters used more is good :D. Since now we'll see more infestors which means more ghosts and templar in order to deal with them which in turn makes for more varied play.
Descolada in everything not TL/Starcraft
Keifru
Profile Joined November 2010
United States179 Posts
February 26 2011 04:53 GMT
#34
On February 26 2011 13:41 Rhombus wrote:
Show nested quote +
On February 26 2011 12:35 Keifru wrote:
Stalker: 160 health - 5 consistant fungals


Stalkers are armored, so I believe it'll only take 4 fungals to take a stalker down. (4 * 46.8 = 187.2 > 160)

You're correct- I missed my typo.
Conflict is the gadfly of thought. It stirs us to observation and memory. It instigates us to invention. It shocks us out of sheeplike passivity, and sets us at noting and contriving. - John Dewey
MrRicewife
Profile Blog Joined February 2011
Canada515 Posts
February 26 2011 04:56 GMT
#35
This patch is really nice because it's inlcuding all the units that were dead. I am going to be using ghost now, probably nuke more, and really depend on hellion micro. Mech only looks inviting too. Still don't see any room for BC against zerg tho
So? My dad can beat up your dad. - Jesus
Crushgroove
Profile Joined July 2010
United States793 Posts
February 26 2011 05:03 GMT
#36
@OP, its against units that have the unit type "armored"... the amount of armor on a unit has nothing to do with this.
[In Korea on Vaca] "Why would I go to the park and climb a mountain? There are video games on f*cking TV!" - Kazuke
Laids
Profile Joined January 2011
United Kingdom596 Posts
February 26 2011 05:17 GMT
#37
Anyone tested the impact on Roach/infestor v roach/infestor?

Right now whoever gets the best fungal in the first engagement can potentially win right there, with the buff it's seems like it will make it even more crucial.
shakenbake
Profile Joined August 2010
United States207 Posts
February 26 2011 05:22 GMT
#38
this seems ridiculously OP. infestors were already REALLY strong. sigh...
TheDominator
Profile Blog Joined November 2009
New Zealand336 Posts
Last Edited: 2011-02-26 05:25:02
February 26 2011 05:22 GMT
#39
This is great. Zerg needed a buff
At first, I thought it was some nerfs and some buffs.
Less seconds actually increases the DPS, which will completely screw up stupid marine balls.
Death balls will also be significantly weaker.
This is actually really cool, and this means that the infestor/speedling strat vs T will be even MORE effective. Epic.
Some guys say that the 8 seconds is better. It depends on the situation, but I'd think that killing marines is better than just stunning them and weakening them.
Also, 4 seconds should be enough to position your army, and you will use more than one FG so thats more time.
Thanks Blizzard Now just time to do some nerfing *cough cough collosi or voids*
EDIT: And I even forgot about the HP buff that increases it's survivability and now since it's not instant you can keep ur infestors alive easier since you can shoot where they will go into, so ur infestors will never be in their range. Epic. Just epic. I never used to use infestors, now I will. Heaps. Mass infestor ftw
You can go a long way with a smile. You can go a lot farther with a smile and a gun.
EssayReader
Profile Joined May 2010
Korea (South)127 Posts
February 26 2011 05:28 GMT
#40
Couldn't it be 35 damage in 5 seconds? I have a nitpicky thing with numbers. Also, it's longer to hold them still.

However, if Marines die this easily, does it not make the Baneling useless?
Gixxasaurus
Profile Joined January 2011
United States17 Posts
February 26 2011 05:34 GMT
#41
I don't see this change staying. It seems OP as hell. I'm zerg and just practiced around with it for 20 minutes.

I predict they'll tweak it eventually to not do SO MUCH dps.
valheru
Profile Joined January 2011
Australia966 Posts
February 26 2011 05:35 GMT
#42
Hmmm I've been toying with the idea of switching from T to Z (silver) this is interesting. Maybe in TvZ this will mean no more or less fucking mutas.
I reject your reality and substitute my own
TheDominator
Profile Blog Joined November 2009
New Zealand336 Posts
February 26 2011 05:37 GMT
#43
On February 26 2011 14:28 EssayReader wrote:
Couldn't it be 35 damage in 5 seconds? I have a nitpicky thing with numbers. Also, it's longer to hold them still.

However, if Marines die this easily, does it not make the Baneling useless?

Baneling busts will still be effective, and will still be used early game against marines.
Also, it will take several FG's to kill a protoss army, but with FG weakening them, and stunning them, banelings can be used very effectively.
Also, infestor/ lings is a very cost effective army against a midgame terran, and with plenty of spare resources, you can make plenty of them and use them to kill any stunned and damaged/full HP leftover units and units that zerglings wont be able to beat alone (hellions). Also, if you are trying to get into their base(at midgame), just lings won't be enough to break their wall. Their effectiveness vs Terran may be reduced, but they can still be used effectively, especially against protoss.
You can go a long way with a smile. You can go a lot farther with a smile and a gun.
TheDominator
Profile Blog Joined November 2009
New Zealand336 Posts
February 26 2011 05:42 GMT
#44
On February 26 2011 14:35 valheru wrote:
Hmmm I've been toying with the idea of switching from T to Z (silver) this is interesting. Maybe in TvZ this will mean no more or less fucking mutas.

Agreed. For a noob like me, microing mutas effectively all day and at the same time macroing is really hard. Will make my life a ton easier. It seemed before that in midgame it was just to hard to have an all ground army, and that harrasing was essential. But now, that will hopefully change. I find pure ground armies so much more fun and easier than ground and air. Wo0t
You can go a long way with a smile. You can go a lot farther with a smile and a gun.
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
February 26 2011 05:55 GMT
#45
I think this was a good call, Z needed something badly vs Rine/Tank. I remember plague in BW and it was a nice balancing spell that gave the Z some good firepower. Spell casters always make the game more interesting and dynamic. I do have to say though, infestor/ling/bling/ultra could be ridiclous in TvZ now, extremely ridiclous.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
azn_dude1
Profile Joined October 2010
162 Posts
February 26 2011 05:58 GMT
#46
Seeing as infestors cost more than HT and tanks, and the same as ghosts, this is a change I don't mind having. Now as a terran player I will actually be scared of infestors instead of annoyed of them.

Problem is in zvz, fungal was used mainly to lock down units such as mutas, and now they are stuck for a lot less time.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
February 26 2011 05:59 GMT
#47
Massling + Infestor was very strong before, now its scary T.T
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
.Aar
Profile Joined September 2010
2177 Posts
Last Edited: 2011-02-26 06:01:56
February 26 2011 06:01 GMT
#48
wrongthread!
now run into the setting sun, and suffer, but don't mess up your hair.
clever_us
Profile Blog Joined January 2011
United States329 Posts
February 26 2011 06:12 GMT
#49
My favorite part about this is all the QQ threads on the blizzard community forums about how badly nerfed the infestor is ^^

No wonder your standard TL user is in diamond at least
glhf <3
MrBitter
Profile Joined January 2008
United States2940 Posts
February 26 2011 06:17 GMT
#50
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.
valheru
Profile Joined January 2011
Australia966 Posts
February 26 2011 06:22 GMT
#51
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.


Agreed I don't think they did enough to adress all of the issues present.
I reject your reality and substitute my own
Cloesd
Profile Joined February 2011
Australia16 Posts
February 26 2011 06:48 GMT
#52
This seems a little Overpowered.

38 damage over 4 seconds, is... 9dps... That's the DPS of a spine crawler for 4 seconds.

What essentially happens when you fungal growth an army (non-armoured) is, every unit that is hit takes Spinecrawler DPS for four seconds on TOP of whatever else you have hitting them.

If something else is hitting them, (Probably hydralisks)... any marine hit by this is gaurenteed to die. If the marines decide to STIM, they are going to die so fast to this... you have -10hp from the stim, -15hp from a hydralisk shot, and -9hp from the first tick of fungal.. this is 35 damage done in the first second, 1 second later is 45 (regular marines die) 1 second later is 55 damage (shielded marines die). (This is not counting the hydralisk hits for the 2nd, 3rd and fouth ticks, but also discounts medivac healing.).


Marines are dead.

Techno
Profile Joined June 2010
1900 Posts
February 26 2011 07:09 GMT
#53
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.

Im ready baby. TvP and TvZ are merging into one entity, now if it wasnt for those damn mutas.... vikings anyone?
Hell, its awesome to LOSE to nukes!
Enyalus
Profile Joined September 2010
United States135 Posts
February 26 2011 07:12 GMT
#54
What kind of Spinecrawlers do you build that only deal 9 DPS?

When I first read the patchnotes, I was like "ZOMG THEY CUT THE FUNGAL TIME IN HALF WTF NOT COOL!"....But meh, after reading about basically double the DPS, it seems okay. I don't know if this is a buff or nerf and I don't play on the PTR, so...I guess the manner in which Infestors were played before will have to change.

The weird thing is that the new ladder maps seems like they emphasize a more harass-based style, which pre-1.3 Infestors would be useful. But this 1.3 change makes the Infestors more of a damage-dealing spellcaster, which means you'd want to keep them together with your army and use them all at once. So, the maps don't match the patch. At least for Zerg.
Crushgroove
Profile Joined July 2010
United States793 Posts
February 26 2011 07:17 GMT
#55
Anyone know if PDD stops it? Legitimate question if its a projectile now...
[In Korea on Vaca] "Why would I go to the park and climb a mountain? There are video games on f*cking TV!" - Kazuke
JediGamer
Profile Joined August 2010
United States656 Posts
February 26 2011 07:22 GMT
#56
If they are going to buff infestors like this then Neural Parasite should cost 125 or more mana, and/or the mana upgrade should be removed. One or the other. I play zerg as well and vs terran this was an easy win.
http://www.z33k.com/starcraft2/coach/sc2coaching Tastosis Approved Coaching
Techno
Profile Joined June 2010
1900 Posts
February 26 2011 07:23 GMT
#57
I wonder if PDD stops the FG missle.
Hell, its awesome to LOSE to nukes!
archwaykitten
Profile Joined May 2010
90 Posts
Last Edited: 2011-02-26 07:29:17
February 26 2011 07:24 GMT
#58
I don't like the infestor change at all. Fungal Growth and Psionic Storm were already pretty similar spells, but at least you could argue that the primary use of fungal was to stun units while the primary usage of storm was to deal damage. Now they're reducing the stun time of fungal and upping its damage. The spells are converging on each other way too much for my liking.

I would much prefer neural parasite to be buffed than fungal growth. That spell doesn't overlap with anything else, and fungal growth was already plenty strong.
Crushgroove
Profile Joined July 2010
United States793 Posts
Last Edited: 2011-02-26 07:25:34
February 26 2011 07:25 GMT
#59
On February 26 2011 16:23 Techno wrote:
I wonder if PDD stops the FG missle.


Was just asked man... read
[In Korea on Vaca] "Why would I go to the park and climb a mountain? There are video games on f*cking TV!" - Kazuke
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
February 26 2011 07:25 GMT
#60
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.

Needless to say, I love that due to Mrbitters stream I've been practicing the infestor style a lot :D . This will make it so much more powerful.
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.
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 Republic1060 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).
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
Grapefruit
Profile Joined November 2010
Germany439 Posts
February 26 2011 18:05 GMT
#121
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


In a real battle situation Lings would nibble the stalkers to death while they move around like this.
Starcraft 2 is funny, everybody picks the race, which he considers to be the weakest. ¯\_(ツ)_/¯
ckukner
Profile Joined November 2010
Turkey54 Posts
February 26 2011 18:22 GMT
#122
My brain hurts why the f. Blizzard wanted to NERF fungal growth.I believe we will suffer for another 2 months to regain instant cast.
And ZvZ will become Muta fest. I mean anyone gets fungalled with this speed is outright moron and should stop playing Starcraft.
loving it
Profile Joined May 2010
Canada271 Posts
Last Edited: 2011-02-26 18:43:40
February 26 2011 18:35 GMT
#123
On February 27 2011 03:05 Grapefruit 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


In a real battle situation Lings would nibble the stalkers to death while they move around like this.


Sure, but blink can be used to retreat right? If the stalkers just blink back at the right moment, they can just dodge the fungal and retreat whereas in the current patch, the stalkers wouldn't be able to run at all.

And the missile is also pretty slow. If a group of marines were just on the edge of the fungal cast range, all they have to do is stim and run back. So instead of 10 marines getting fungaled, only 1 or 2 do cause the marines will already have retreated by the time the fungal growth reaches there.

Or basically any unit that is running away from the infestor will now be able to dodge it. Phoenixes running away from an infestor can easily out pace the fungal growth.
Stay gold.
telfire
Profile Joined May 2010
United States415 Posts
Last Edited: 2011-02-26 18:40:29
February 26 2011 18:37 GMT
#124
It's not a straight buff. You can say that all you want but in a literal sense, you are wrong. It's a buff and a nerf, and the nerf happens to hit at one of the most useful parts of the Infestor. Essentially, this change has completely redefined the purpose of the Infestor. It's a useful new late game unit, but we have lost our ability to delay pushes for long amounts of time to gather our forces. We have lost our ability to be precise in any fashion at all. It is no longer reliable because whether it lands or not is based on the enemy's skill, not ours. To me it seems like an overall nerf.

It doesn't help the early game where Zerg has major issues coming out ahead against many different kinds of harass.
Sajuuk7
Profile Joined November 2010
134 Posts
February 26 2011 18:41 GMT
#125
This is a huge disguised nerf, don't kid yourselves.

Disguise #1
Infestors have slightly more HP!

Disguise #2
Fungal does slightly more damage to armored units!

Nerf #1
The spell roots enemies HALF as long as before.
This means less positioning time and that Banelings will have a tiny window to do their damage.
This means using the spell as cloak detection (ex. Banshees) will be twice as energy consuming.
This means bringing in your units to kill Mutalisk/Viking/Reaper/Stalker/Phoenix harass will be infinitesimally harder.

Nerf #2
The spell has a slow projectile, instead of being instant cast anywhere.
This means anyone who is skilled can simply dodge your Fungals, especially if you are casting it at it's max range (which was basically the only way of doing it, otherwise your Infestors are dead).
This means fungaling Mutalisk/Viking/Reaper/Stalker/Phoenix harass will be infinitesimally harder.

"But... but... It has increased DPS and it's quicker!"

It will be doing exactly the same amount of damage per energy, except for that tiny buff towards armored units. If you are using your Infestors to do damage as the fight is already underway, it's too late. You should have been delaying them and damaging them the entire time they were coming across the map towards your base or coming through a choke point.

"But... but... It does more damage than PSYSTORM now!"

What are you smoking? It doesn't do more damage OR dps than psystorm and it never will.
decaf
Profile Joined October 2010
Austria1797 Posts
February 26 2011 18:44 GMT
#126
On February 27 2011 03:41 Sajuuk7 wrote:
This is a huge disguised nerf, don't kid yourselves.

Disguise #1
Infestors have slightly more HP!

Disguise #2
Fungal does slightly more damage to armored units!

Nerf #1
The spell roots enemies HALF as long as before.
This means less positioning time and that Banelings will have a tiny window to do their damage.
This means using the spell as cloak detection (ex. Banshees) will be twice as energy consuming.
This means bringing in your units to kill Mutalisk/Viking/Reaper/Stalker/Phoenix harass will be infinitesimally harder.

Nerf #2
The spell has a slow projectile, instead of being instant cast anywhere.
This means anyone who is skilled can simply dodge your Fungals, especially if you are casting it at it's max range (which was basically the only way of doing it, otherwise your Infestors are dead).
This means fungaling Mutalisk/Viking/Reaper/Stalker/Phoenix harass will be infinitesimally harder.

"But... but... It has increased DPS and it's quicker!"

It will be doing exactly the same amount of damage per energy, except for that tiny buff towards armored units. If you are using your Infestors to do damage as the fight is already underway, it's too late. You should have been delaying them and damaging them the entire time they were coming across the map towards your base or coming through a choke point.

"But... but... It does more damage than PSYSTORM now!"

What are you smoking? It doesn't do more damage OR dps than psystorm and it never will.

The questions is: what are you smoking?

User was temp banned for this post.
Venomsflame
Profile Joined February 2011
United States613 Posts
February 26 2011 18:44 GMT
#127
I don't really buy all this talk about the "muta ball" coming back. i mean, honestly, how many of us respond to 6 mutas in ZvZ with..an infestor? nonsense. You throw down your spore crawler, get a hydra den and make sure your queens can protect each other. No one throws down an infestor pit after seeing a spire. This patch doesn't change that at all. Hydras still eat mutas like they don't exist and roach/hydra will still be the same against muta/ling
ckukner
Profile Joined November 2010
Turkey54 Posts
February 26 2011 18:55 GMT
#128
How will you stop banelings?
It will be impossible to hit rolling banes with this lame fungal.

Mutalingbane will own roachhydra
danielsan
Profile Joined December 2010
Romania399 Posts
Last Edited: 2011-02-26 19:00:25
February 26 2011 19:00 GMT
#129
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


As i said in some other topic, i'm confident i could dodge that with a Thor. Even i, as T, feel sorry for zerg for such a projectile speed.
Sajuuk7
Profile Joined November 2010
134 Posts
February 26 2011 19:07 GMT
#130
The questions is: what are you smoking?

... is this turning into the battlenet forums? Do you have anything constructive to say?

Are you for or against the changes and why?

If you're going to post on TL at least state an opinion and not just nonsense.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
February 26 2011 19:08 GMT
#131
On February 27 2011 03:41 Sajuuk7 wrote:

Disguise #2
Fungal does slightly more damage to armored units!


slightly? Even though you shrug off DPS below, it does make a difference. In the timespan of a battle, let's take 16 seconds for example, infestors will now deal 192 damage (4 casts) to armored units, whereas in the current version they deal 72 (2 casts). It takes more infestors, but the increase is not slight by any means. It's nearly 3 times the damage.

Nerf #1
The spell roots enemies HALF as long as before.
This means less positioning time and that Banelings will have a tiny window to do their damage.
This means using the spell as cloak detection (ex. Banshees) will be twice as energy consuming.
This means bringing in your units to kill Mutalisk/Viking/Reaper/Stalker/Phoenix harass will be infinitesimally harder.


In general, what the change does is make fungal more of an AoE spell, and less of a stun spell (obviously). Pretty much they just made it synergize with banelings less, but do more damage.

All they did was change the spell, chill out. Use an overseer to detect the banshee, or wait to fungal until you actually have something there to kill it.

Nerf #2
The spell has a slow projectile, instead of being instant cast anywhere.
This means anyone who is skilled can simply dodge your Fungals, especially if you are casting it at it's max range (which was basically the only way of doing it, otherwise your Infestors are dead).
This means fungaling Mutalisk/Viking/Reaper/Stalker/Phoenix harass will be infinitesimally harder.


We'll see about that. If you're not looking at your marines/stalkers at the time of the cast, it's not gonna happen. And if you are, you're not going to have much warning. In a non-engagement, you'll see the infestor in the corner of your vision as the fungal ball comes at you. In an engagement, he's got so many places he could logically cast, you'd have to predict when and where he casts in order to dodge. It's not like psi storm where you see it and then move out of the way to mitigate damage. Once fungal hits you, you can't move and you take all the damage.

Worst case scenario, they have to increase the speed of the fungal ball a bit. But IMO, this change is great if for no other reason than for spectator and skill ceiling value.

"But... but... It has increased DPS and it's quicker!"

It will be doing exactly the same amount of damage per energy, except for that tiny buff towards armored units. If you are using your Infestors to do damage as the fight is already underway, it's too late. You should have been delaying them and damaging them the entire time they were coming across the map towards your base or coming through a choke point.


See my points above. No way to say it other than you're flat out wrong.

Currently, the best way is to delay and slowly deal damage with fungal before the engagement. With the new fungal, you will have the opportunity to deal significantly more damage during the engagement.

"But... but... It does more damage than PSYSTORM now!"

What are you smoking? It doesn't do more damage OR dps than psystorm and it never will.


Fungal vs psi storm damage is debatable, and depends on the speed of the unit targetted and whether or not they are cornered. But the inability to micro is worth something, so it's tough to say whether that makes up for the damage.

Also, please refrain from antagonizing comments such as


"But... but... It has increased DPS and it's quicker!"


"But... but... It does more damage than PSYSTORM now!"


It's an insult to the intelligence of those who disagree with you, doesn't contribute to the discussion, and makes you look like a troll.

Ordained
Profile Joined June 2010
United States779 Posts
February 26 2011 19:16 GMT
#132
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.

Thank goodness for burrow movement.
"You are not trying to win, you are trying to be awesome" -Day[9]
burnswuff
Profile Joined December 2010
United States61 Posts
February 26 2011 19:17 GMT
#133
I have to point out as a T player I am somewhat excited and somewhat worried. Not saying anything is OP or IMBA, terran need to essentially split the marines with micro against banelings. Now, it seems like we have to do it with infestors as well since if we split, less damage is done. However, I do feel sorry for zerg as they have to get pretty accurate with those slow projectiles.
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
Last Edited: 2011-02-26 19:27:35
February 26 2011 19:21 GMT
#134
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.


Both EMP and Feedback are already extremely effective against casters and these spells are mainly used against casters with instant abilities.

An Infestor has no way of defending itself against a Templar or a Ghost. Infestors will, if standard, be a play that you need to transition out of when your opponent responds with Templar/Ghost.

Infestors in ZvZ will be bad ass. Which is a good thing, Infestor+Roach should beat pure Roach if we want a micro intensive matchup.
I
funk100
Profile Joined May 2010
United Kingdom172 Posts
February 26 2011 19:38 GMT
#135
yeah, btw since it has a bigger radius than psi storm it does more overall damage on most units, assuming they are tightly packed

stalkers & maraders & roaches, as they are roughly the same size and armored
+ Show Spoiler +

psy storm raidius = 1.5
area = 1.5squared * pie = 7.064
7.064*80 = 565.12 assuming stalkers are 1 matrix in area (arverage size)

fungal radius = 2
area = 2 squared * pie = 12.56
damage = 12.56 * 36 * 1.3 (30% extra armored) = 587.808


rines and zeals and general small units
+ Show Spoiler +


storm = 7.064*2*80 = 1,130.23
fungal = 12.56 * 36 * 2 = 904.43
oh crap,
oh well maybe just for armored units but hey you cant dodge fungal and armored units make up like half of the game
after every post "oh god I hope i've made sence"
telfire
Profile Joined May 2010
United States415 Posts
February 26 2011 19:40 GMT
#136
On February 27 2011 04:38 funk100 wrote:
yeah, btw since it has a bigger radius than psi storm it does more overall damage on most units, assuming they are tightly packed

stalkers & maraders & roaches, as they are roughly the same size and armored
+ Show Spoiler +

psy storm raidius = 1.5
area = 1.5squared * pie = 7.064
7.064*80 = 565.12 assuming stalkers are 1 matrix in area (arverage size)

fungal radius = 2
area = 2 squared * pie = 12.56
damage = 12.56 * 36 * 1.3 (30% extra armored) = 587.808


rines and zeals and general small units
+ Show Spoiler +


storm = 7.064*2*80 = 1,130.23
fungal = 12.56 * 36 * 2 = 904.43
oh crap,
oh well maybe just for armored units but hey you cant dodge fungal and armored units make up like half of the game


So you realize halfway through that you are wrong, hide that fact in a spoiler, and are also wrong about not being able to dodge fungal, it's EXTREMELY slow and VERY dodgable.
Sajuuk7
Profile Joined November 2010
134 Posts
Last Edited: 2011-02-27 23:35:47
February 26 2011 19:42 GMT
#137

Also, please refrain from antagonizing comments such as

Show nested quote +

"But... but... It has increased DPS and it's quicker!"


"But... but... It does more damage than PSYSTORM now!"


It's an insult to the intelligence of those who disagree with you, doesn't contribute to the discussion, and makes you look like a troll.



No, I am not a troll. The people saying psystorm does less damage are, and people who put "The question is: What are you smoking?" as their entire post are. I'm simply stating their shortmindedness, much like yours.

Ex. They have cloaked banshees.
Solution - get Overseer.
Duh... or you could have pre-patch Infestors.

Case in point.
Serendipityx
Profile Blog Joined December 2006
United States595 Posts
February 26 2011 19:46 GMT
#138
this change makes fungal an offensive spell rather than a defensive spell, not sure how much i like it.
Harbinger631
Profile Joined September 2010
United States376 Posts
February 26 2011 19:51 GMT
#139
It's still a great defensive spell, if you kill the marines instead of stall them, there's nothing to defend against!

The fact that fungal can be used more effectively against units w/ medivac support is huge. The fact that fungal in combo with speedlings can now more quickly take down marine balls is huge.
noddyz
Profile Joined October 2008
United Kingdom462 Posts
February 26 2011 19:53 GMT
#140
I really think this is a nerf for mid game TvZ. The whole point of going of infestor that it was strong v T ground and weak but playable v T air. This change will make it insanely hard to stop drop play.

The increased DPS i really don't care about to much either. The main problem for me was running out of energy, not that fungal didn't do damage fast enough. Still the same damage per energy

Saying that, it's a buff for the late game, when not so limited by energy and requiring the dps against mass medivacs.

Don't like it overall.
?
krok(obs)
Profile Blog Joined July 2010
Germany264 Posts
February 26 2011 20:09 GMT
#141
have to agree with the nerf faction on the forum. definitely feels like it got worse.
some people argue that it can be used to effectively soften up the toss deathball now. while i agree that this can be used to some extent in exactly that fashion, i really dont want a zerg equivalent to the protoss psistorm. its just doesnt feel right. the fungal growth spell was great in its previous incarnation and didnt need any changes to it. it did exactly what it was supposed to do, ensnare or stall. im also at kind of a loss seeing how effective it will be vs a toss deathball. as stated before i guess it can be used especially due to its 47 dmg vs armored (which comprises most of the deathball) but i dont know if this is what blizzard really intended for the spell. it just feels like they havent given the whole concept of fungal growth too much thought when they were thinking about changing it.
http://www.sc2ranks.com/eu/481074/krok
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
February 26 2011 20:23 GMT
#142
Yup! Really good points OP and I really like these changes! Now they might be worth it to get against MM instead of only banelings (which would eventually lead to the T winning since banelings suicide and don't live past a fight).

And the FG will be great for things like blink stalkers or even mech, without stunning them for so long (which really messed up the matchups imo, for example 8 second stun on a pushing mech army is too long)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Assirra
Profile Joined August 2010
Belgium4169 Posts
February 26 2011 20:31 GMT
#143
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.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
February 26 2011 20:32 GMT
#144
Fungal Growth don't need any upgrade, like storm. So it's ok now.
uSnAmplified
Profile Joined October 2010
United States1029 Posts
February 26 2011 20:34 GMT
#145
I dont think the extra damage and 20 HP is worth making it into a projectile and cutting the root in half.

The long root duration was one of its selling points, it could delay pushes that much longer. I dont think extra damage is as good versus mech as people think, an 110 hp infestor is going to get obliterated by siege tanks anyways, so its not like it will suddenly become a good unit versus mech.

The projectile is also very dodge-able, its going to screw up ZvZ by making fungaling faster air units very hard, and faster ground units are going to be able to dodge it. It roots blink stalkers but now they can blink before it even hits them, whats the logic in that?
~
BleaK_
Profile Joined November 2010
Norway593 Posts
February 26 2011 20:35 GMT
#146
Anyone thought how this will change ZvZ? Mass Muta ball will be much better, since its harder to fungal.
morimacil
Profile Joined March 2010
France921 Posts
February 26 2011 21:17 GMT
#147
In a non-engagement, you'll see the infestor in the corner of your vision as the fungal ball comes at you. In an engagement, he's got so many places he could logically cast, you'd have to predict when and where he casts in order to dodge. It's not like psi storm where you see it and then move out of the way to mitigate damage. Once fungal hits you, you can't move and you take all the damage.

You dont have to predict when and where someone casts in order to dodge. You can just look at the projectile, and dodge that.

The patch turns infestors into banelings!



Imagine a standard ZvT situation:
Bunch a tanks sieged up. Some marines running about in between the tanks.
Now, if you run in banelings, the marines run away, the tanks kill the banelings.
However, if you have infestors and banelings, you can fungal, and kill the marines with your banelings.
After the patch, the infestor is basically the same as banelings. Instead of complementing the baneling by restricting mobility, it does the exact same thing banelings do. aoe damage that can be dodged by kiting.
After the patch, having infestors against the marine tank, is the same thing as having banelings. If your opponent is careless, you can kill all the marines easily. If he is paying attention to them, and kiting banelings and fungal missiles, then the marines stay alive while the tanks shoot stuff.

So that kinda makes them worthless in the early and midgame really. I mean, if your opponent is kiting/splitting, they will suck, and if he isnt, you might as well use banelings.
They dont really serve as detection anymore due to the extremely short time, and they wont really help hold air units in place for your queens to kill (again, due to the extremely short time). So for pretty much all purposes, they are banelings.

A unit that deals a moderate amount of aoe damage, which can relatively easily be dodged. Sound familiar? Thats because its both a baneling, and a new infestor.
blackbrrd
Profile Joined September 2010
Norway477 Posts
February 26 2011 21:18 GMT
#148
Fungal growth can now be dodged with Blink, there is a link to a video in the PTR thread.

Psionic Storm 80 damage over 4 seconds, 9 range, 1,5 radius, targetting all
Fungal Growth 36/47 damage over 4 seconds, 9 range, 2,0 radius, immobilizing, enemy only

High Templar 50m/150g, 80hp light, 1.87 move, can morph into archon
Infestor 100m/150g, 110hp armored, 2.5 move (3.25 on creep), can get burrow, can move while burrowed

The new more front-loaded damage of Fungal Growth means it can be used much in the same fashion as Psionic Storm and since it doesn't hit your own units there is no problem using it with melee units.
EdSlyB
Profile Blog Joined September 2010
Portugal1621 Posts
February 26 2011 21:25 GMT
#149
Since I saw MrBitter's 12 Weeks with the Pros - with Root Catz I've been using ALOT more infestors. And they are indeed great units. Now with that buff they will be a really big asset in any Zerg army.
aka Wardo
morimacil
Profile Joined March 2010
France921 Posts
February 26 2011 21:27 GMT
#150
Yes, it can be used the same as storm, but its easier to take 0 damage from fungals than it is to take 0 damage from storms, and it takes twice the gas to get similar amounts of damage, and you dont get beefy tanks that deal aoe damage once you spent the energy.
The only real comparison to storm in fact, is that they are both spells that deal aoe damage.
EmilA
Profile Joined October 2010
Denmark4618 Posts
February 26 2011 21:34 GMT
#151
Very interesting how Blizzard went from nerfing fungal growth to hell on last PTR (yet reconsidering) to massively buffing it on the next.
http://dotabuff.com/players/122305951 playing other games
NexUmbra
Profile Blog Joined June 2009
Scotland3776 Posts
February 26 2011 21:38 GMT
#152
On February 26 2011 14:22 shakenbake wrote:
this seems ridiculously OP. infestors were already REALLY strong. sigh...


Not really, its not like you seen them all the time >.>

I usually only seen Infestation Pit so someone could get to Hive Tech...
Life has won two GSLs and a Blizzard Cup. NOT three GSLs.
syllogism
Profile Joined September 2010
Finland5948 Posts
February 26 2011 21:46 GMT
#153
On February 27 2011 06:34 EmilA wrote:
Very interesting how Blizzard went from nerfing fungal growth to hell on last PTR (yet reconsidering) to massively buffing it on the next.

Both changes actually achieve the same; that is to say make mass air more viable even when there are infestors out
Mjolnir
Profile Joined January 2009
912 Posts
February 26 2011 22:02 GMT
#154

At higher levels, where this spell is needed the most, it will be a nerf.

Fungal Growth was better for control, and instantly pinning down moving squads. To me, the damage was always secondary to using it as a tool to prevent or facilitate escapes and ideal army positioning.

Now, anyone worth their salt will bait this spell and dodge it like it's going out of style. Think of Psi-Storm... that spell is instant and it's still dodged like it's cake.

The increased dps is appealing, I won't argue that; but I'm not sure it'll pay off in the long run when everyone can avoid the spell when it most matters - mid game as players are scrambling for map control and trying to mass up at the same time. That, to me, is when FG really shines. Defensively and offensively, the longer snare is huge.

FG has a small radius, and the linked video of how easy it is for people to avoid the spell makes me think that Masters and above (i.e. pros) will take advantage of this in a big way.

Lobotomist
Profile Joined May 2010
United States1541 Posts
February 26 2011 22:12 GMT
#155
Did everyone miss the projectile animation for Fungal? That shit makes fungal way more difficult to use against its main target: stimmed marines.

So yes, the DPS has been buffed, but the lockdown and useability has been nerfed. So...I guess just changed really.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
February 26 2011 22:19 GMT
#156
Rather huge role change, as units can dodge it much easier than before and the build time of Infested Terrans is 5, meaning you'll need to basically drop the Infested Terran before fungalling air units...
Creator of sc2unmasked.com
morimacil
Profile Joined March 2010
France921 Posts
February 26 2011 22:19 GMT
#157
On February 27 2011 06:34 EmilA wrote:
Very interesting how Blizzard went from nerfing fungal growth to hell on last PTR (yet reconsidering) to massively buffing it on the next.


Its annoying when ppl just think its a buff. Its not a buff, its a nerf.

Upsides:
with twice the amount of infestors, you can do twice the amount of damage you did prepatch

Downsides:
Can easily be dodged
Can no longer be used as detection
Can no longer be used effectively without a huge investment
Can no longer be used to prevent drops with some infested terrans and a fungal from a single infestor
Can no longer be used to delay a push
Can no longer be used to grant your units a positional advantage
Can no longer be used to limit mobility

Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-02-26 22:22:46
February 26 2011 22:21 GMT
#158
On February 26 2011 13:07 obsid wrote:
@pirates, hopefuly protoss deathballs become "not-standard" in the future. And we see a lot more harrass based, multi-pronged attacks.


Not if they are removing kaydarin amulet it won't. Robo units are so immobile, and gateway units suck. Every protoss late game will be using a robo army, because of how good hydras are against the only 3rd option: the stargate. Plus, infestors, which apparently are buffed, crush phoenix play.

So no, deathball will be even more standard than it is now.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
ckukner
Profile Joined November 2010
Turkey54 Posts
February 26 2011 22:22 GMT
#159
If this is a buff I don't want it. I wish blizzard gave us the option to choose between pre-BUFF(!) fungal and post Buff(!) fungal.
I bet after few days people will understand that this is just a major nerf to zerg as kaydarin amulet is to protoss.
Ghost-z
Profile Joined September 2010
United States1291 Posts
February 26 2011 22:24 GMT
#160
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.
Fairy Tales when you're a child begin with "Once upon a time" and when you're an adult begin, "If elected I promise..."
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:
http://www.youtube.com/watch?v=8lSeH0U8H4M&feature=player_embedded
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
Whitewing
Profile Joined October 2010
United States7483 Posts
February 27 2011 01:33 GMT
#181
On February 27 2011 07:30 morimacil wrote:
Show nested quote +
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.


Well, at least the enemy can't run out from under the storm after it's already down and take only 20 damage total, the root actually makes it absurdly easy to chain cast it.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Bandino
Profile Joined August 2010
United States342 Posts
February 27 2011 01:38 GMT
#182
If i remember correctly this is what a lot of the community wanted, a casting move that required some amount of skill to cast as well as making the game more exciting. I'm sure there was a thread somewhere when talking about this that a lot of the community actually favored having emp n fungal with some sort of projectile.
multiversed
Profile Joined December 2010
United States233 Posts
February 27 2011 01:39 GMT
#183
i already tried to fight this battle on reddit. at the end of the day i found myself asking what the point was.

my view is that low level players cannot use the potential positional advantage this now provides effectively so they view it as a nerf.

/end
Team Liquid is the used the tampon of the starcraft community.
ZidaneTribal
Profile Joined September 2007
United States2800 Posts
Last Edited: 2011-02-27 01:43:56
February 27 2011 01:43 GMT
#184
fungal is gonna rape balls in zvz and zvt now :D

wait they already rape in zvt
fuck lag
FeyFey
Profile Joined September 2010
Germany10114 Posts
February 27 2011 01:44 GMT
#185
for lower league players its a buff as it deals more damage/more hp. As micro stuff doesn't really go into account that much. And the skill was modded the way that you can micro easier against it.
Assirra
Profile Joined August 2010
Belgium4169 Posts
February 27 2011 01:46 GMT
#186
On February 27 2011 10:39 multiversed- wrote:
i already tried to fight this battle on reddit. at the end of the day i found myself asking what the point was.

my view is that low level players cannot use the potential positional advantage this now provides effectively so they view it as a nerf.

/end

Plz explain yourself, if anything for positional advantage its a nerf since you lose control you had with longer fungal.
that means less time to actually position your units before the fungal wears off and stuff can freely run around.
iChau
Profile Joined December 2010
United States1210 Posts
Last Edited: 2011-02-27 01:53:21
February 27 2011 01:51 GMT
#187
On February 27 2011 10:46 Assirra wrote:
Show nested quote +
On February 27 2011 10:39 multiversed- wrote:
i already tried to fight this battle on reddit. at the end of the day i found myself asking what the point was.

my view is that low level players cannot use the potential positional advantage this now provides effectively so they view it as a nerf.

/end

Plz explain yourself, if anything for positional advantage its a nerf since you lose control you had with longer fungal.
that means less time to actually position your units before the fungal wears off and stuff can freely run around.


How well would hit-and-run fungals work? I'd imagine with the better DPS that it would deplete the medivac's energy and if there are no medivacs then you can weaken them over and over.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
uSnAmplified
Profile Joined October 2010
United States1029 Posts
February 27 2011 01:52 GMT
#188
On February 27 2011 10:39 multiversed- wrote:
i already tried to fight this battle on reddit. at the end of the day i found myself asking what the point was.

my view is that low level players cannot use the potential positional advantage this now provides effectively so they view it as a nerf.

/end
If anything they lowered the positional advantage by cutting the root in half and making the spell dodge able.
~
multiversed
Profile Joined December 2010
United States233 Posts
February 27 2011 01:54 GMT
#189
if someone shoots fungal at you, your tenancy will be to move your army. high level players will force situations where you take fungal, or you move your army in a very bad position.
Team Liquid is the used the tampon of the starcraft community.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
February 27 2011 01:54 GMT
#190
IMO it is very good in its PTR state. While the role has changed from push stalling to push slowing, it also does quite a sizable chunk of damage.

Comparing it to psi storm is not that great. Storm does 10-80 damage depending on the other players movement. Meanwhile fungal is guaranteed damage if it hits.
Porouscloud - NA LoL
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
February 27 2011 02:01 GMT
#191
Fungals were never about the damage though, making fungal into a bad psi storm is exactly what this game doesn't need. i would'nt mind halving the damage of fungal to keep the damn same snare time. the positional advantage is by far more important than the damage.
uSnAmplified
Profile Joined October 2010
United States1029 Posts
February 27 2011 02:05 GMT
#192
On February 27 2011 10:54 multiversed- wrote:
if someone shoots fungal at you, your tenancy will be to move your army. high level players will force situations where you take fungal, or you move your army in a very bad position.
You are assuming way to much on this one. Pretty big difference between holding him in a position you want, and hoping he moves in a way you want.

All i really see when you this is marines poking in and out of tank lines, leaving to infestors still having the same problems in ZvT they do now with the addition of fungal being harder to land.
~
multiversed
Profile Joined December 2010
United States233 Posts
February 27 2011 02:07 GMT
#193
i repeatedly see people making this mistake, so i am not singling you out at all... why would you force any strategy in a situation where it doesn't make any sense?
Team Liquid is the used the tampon of the starcraft community.
Mattsville
Profile Joined February 2011
Australia19 Posts
Last Edited: 2011-02-27 02:11:56
February 27 2011 02:08 GMT
#194
On February 27 2011 11:01 PrinceXizor wrote:
Fungals were never about the damage though, making fungal into a bad psi storm is exactly what this game doesn't need. i would'nt mind halving the damage of fungal to keep the damn same snare time. the positional advantage is by far more important than the damage.


Personally for my play style it was always about the damage and less important was the hold, so I'm not too upset about the snare time being halved.

I usually would cast the FG and keep my army away from the fight so that the DPS could be done over the full 8 seconds before engaging with my army.

Now with the full DPS being done over half the time, I would not hesitate now to cast FG and then send my army straight in knowing that by the time they got a good concave I would have dealt at least 36 damage - possibly more if they are armoured. Also by being able to send my army in it frees up my APM to be able to concentrate on the Infestors to possibly try and deal more damage with more FG's or if needed micro them away if they are in a bad position.

Not saying that the snare time being reduced isn't going to hurt some people's playstyle... Just for me (and I would imagine at least a few others) it will play right into my way of playing.
plagiarisedwords
Profile Joined November 2010
United Kingdom138 Posts
February 27 2011 02:12 GMT
#195
On February 27 2011 08:08 morimacil wrote:
Show nested quote +
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.


Show nested quote +
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?


Are you serious? I believe there are still lots of ways to defend vs stalker and phoenix harass without infestors. This change simply means they are still actually viable once infestors come out. Right now, you simply cannot use blink vs someone with infestors since if you lose ~10 stalkers to 2 FG its GG.

I didn't say the sentries were undefended. I'm saying if I lump 8-9 sentries into a gateway, collossus, sentry deathball, you could use repeat FGs during the course of an engagement to take them all out plus soften up units around them. This makes infestors a lot better vs any kinds of deathball.There is no way a protoss can spare 800-900 gas in the midgame so this make infestors genuinely scary wheras right now, they suck vs protoss deathballs. However, like I said in my post, it will be hard for zerg to pull off against a good protoss player given collossus or HTs so it deserves to be so powerful.
uSnAmplified
Profile Joined October 2010
United States1029 Posts
February 27 2011 02:16 GMT
#196
On February 27 2011 11:07 multiversed- wrote:
i repeatedly see people making this mistake, so i am not singling you out at all... why would you force any strategy in a situation where it doesn't make any sense?
Or you could actually prove your claims rather then posing hypothetical questions. Terrans will almost always have tanks and protoss will almost always have colossi, by that logic infestors never make sense.
~
multiversed
Profile Joined December 2010
United States233 Posts
Last Edited: 2011-02-27 02:20:05
February 27 2011 02:19 GMT
#197
no one is going to mass infestor vs seigetank pushes. you look like an idiot. scout plz.
Team Liquid is the used the tampon of the starcraft community.
uSnAmplified
Profile Joined October 2010
United States1029 Posts
Last Edited: 2011-02-27 02:21:37
February 27 2011 02:21 GMT
#198
On February 27 2011 11:19 multiversed- wrote:
no one is going to mass infestor vs seigetank pushes. you look like an idiot. scout plz.
I never said anything about mass infestor

Also heres a nice writeup on infestors over mutas vs marine/tank play

http://www.teamliquid.net/forum/viewmessage.php?topic_id=193058

You have any actual argument other then calling me an idiot?

~
multiversed
Profile Joined December 2010
United States233 Posts
Last Edited: 2011-02-27 02:22:27
February 27 2011 02:22 GMT
#199
On February 27 2011 11:16 uSnAmplified wrote:
Show nested quote +
On February 27 2011 11:07 multiversed- wrote:
i repeatedly see people making this mistake, so i am not singling you out at all... why would you force any strategy in a situation where it doesn't make any sense?
Or you could actually prove your claims rather then posing hypothetical questions. Terrans will almost always have tanks and protoss will almost always have colossi, by that logic infestors never make sense.

sup?
Team Liquid is the used the tampon of the starcraft community.
uSnAmplified
Profile Joined October 2010
United States1029 Posts
February 27 2011 02:24 GMT
#200
On February 27 2011 11:22 multiversed- wrote:
Show nested quote +
On February 27 2011 11:16 uSnAmplified wrote:
On February 27 2011 11:07 multiversed- wrote:
i repeatedly see people making this mistake, so i am not singling you out at all... why would you force any strategy in a situation where it doesn't make any sense?
Or you could actually prove your claims rather then posing hypothetical questions. Terrans will almost always have tanks and protoss will almost always have colossi, by that logic infestors never make sense.

sup?
You are either really stupid or a troll.

I will assume both and be on my merry way. Would rather not waste my time bashing my head against a wall versus a 10 post count troll with no legitimate arguments.
~
multiversed
Profile Joined December 2010
United States233 Posts
Last Edited: 2011-02-27 02:28:25
February 27 2011 02:28 GMT
#201
you literally just proved my point. read what you wrote, then tried to defend yourself with.

but for your sake... i go muta when i catch tank pushes. as it's retarded to force infestor builds. when i do get caught with infestors vs tanks. i use an ability called burrow and this other one infested terran. it's really sick and super effective. sometimes i only need 3 infestors.
Team Liquid is the used the tampon of the starcraft community.
falstag
Profile Joined November 2010
United States55 Posts
February 27 2011 02:29 GMT
#202
had this used on me. man this is effective. I feel that infestors now hard counter marines and scv
If he looks weird, its his placement match
uSnAmplified
Profile Joined October 2010
United States1029 Posts
Last Edited: 2011-02-27 02:32:23
February 27 2011 02:32 GMT
#203
On February 27 2011 11:28 multiversed- wrote:
you literally just proved my point. read what you wrote, then tried to defend yourself with.

but for your sake... i go muta when i catch tank pushes. as it's retarded to force infestor builds. when i do get caught with infestors vs tanks. i use an ability called burrow and this other one infested terran. it's really sick and super effective. sometimes i only need 3 infestors.
So your justification of infestor change is that we should never use them in the first place, brilliant.
~
iChau
Profile Joined December 2010
United States1210 Posts
February 27 2011 02:35 GMT
#204
On February 27 2011 11:29 falstag wrote:
had this used on me. man this is effective. I feel that infestors now hard counter marines and scv


.. you brought your SCV's? It takes time to gather energy and to tech to infestors anyways.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
multiversed
Profile Joined December 2010
United States233 Posts
Last Edited: 2011-02-27 02:37:47
February 27 2011 02:37 GMT
#205
On February 27 2011 11:32 uSnAmplified wrote:
Show nested quote +
On February 27 2011 11:28 multiversed- wrote:
you literally just proved my point. read what you wrote, then tried to defend yourself with.

but for your sake... i go muta when i catch tank pushes. as it's retarded to force infestor builds. when i do get caught with infestors vs tanks. i use an ability called burrow and this other one infested terran. it's really sick and super effective. sometimes i only need 3 infestors.
So your justification of infestor change is that we should never use them in the first place, brilliant.


you shouldn't try to force anything to work in an unfavorable situation. you are the one limiting yourself here. i feel that there are now more situations where investor is viable, namely vs protoss.

it seems to me that you are just trying to save face, and i surely don't want to attack your ego. we can agree to disagree and i'll even admit i'm wrong if it makes you feel better. though i must admit that i don't see the point. i surely wasn't attacking your character, ego, or ability. simply stating my opinion.
Team Liquid is the used the tampon of the starcraft community.
uSnAmplified
Profile Joined October 2010
United States1029 Posts
February 27 2011 02:41 GMT
#206
On February 27 2011 11:37 multiversed- wrote:
Show nested quote +
On February 27 2011 11:32 uSnAmplified wrote:
On February 27 2011 11:28 multiversed- wrote:
you literally just proved my point. read what you wrote, then tried to defend yourself with.

but for your sake... i go muta when i catch tank pushes. as it's retarded to force infestor builds. when i do get caught with infestors vs tanks. i use an ability called burrow and this other one infested terran. it's really sick and super effective. sometimes i only need 3 infestors.
So your justification of infestor change is that we should never use them in the first place, brilliant.


you shouldn't try to force anything to work in an unfavorable situation. you are the one limiting yourself here. i feel that there are now more situations where investor is viable, namely vs protoss.

it seems to me that you are just trying to save face, and i surely don't want to attack your ego. we can agree to disagree and i'll even admit i'm wrong if it makes you feel better. though i must admit that i don't see the point. i surely wasn't attacking your character, ego, or ability. simply stating my opinion.
My argument is that it hurt infestors in the current metagame because of marine/tank and colossi being popular, and thats not even touching on all it will change, the projectile will change ZvZ and zergs general playstyle vs air units.

Your argument if that we should never have used them in the first place, so the changes are fine because infestors were always unfavorable.
~
multiversed
Profile Joined December 2010
United States233 Posts
Last Edited: 2011-02-27 02:43:09
February 27 2011 02:42 GMT
#207
On February 27 2011 11:41 uSnAmplified wrote:
Show nested quote +
On February 27 2011 11:37 multiversed- wrote:
On February 27 2011 11:32 uSnAmplified wrote:
On February 27 2011 11:28 multiversed- wrote:
you literally just proved my point. read what you wrote, then tried to defend yourself with.

but for your sake... i go muta when i catch tank pushes. as it's retarded to force infestor builds. when i do get caught with infestors vs tanks. i use an ability called burrow and this other one infested terran. it's really sick and super effective. sometimes i only need 3 infestors.
So your justification of infestor change is that we should never use them in the first place, brilliant.


you shouldn't try to force anything to work in an unfavorable situation. you are the one limiting yourself here. i feel that there are now more situations where investor is viable, namely vs protoss.

it seems to me that you are just trying to save face, and i surely don't want to attack your ego. we can agree to disagree and i'll even admit i'm wrong if it makes you feel better. though i must admit that i don't see the point. i surely wasn't attacking your character, ego, or ability. simply stating my opinion.
My argument is that it hurt infestors in the current metagame because of marine/tank and colossi being popular, and thats not even touching on all it will change, the projectile will change ZvZ and zergs general playstyle vs air units.

Your argument if that we should never have used them in the first place, so the changes are fine because infestors were always unfavorable.


you are misstating my position to suit your argument. that is clear to everyone. have a good day.
Team Liquid is the used the tampon of the starcraft community.
uSnAmplified
Profile Joined October 2010
United States1029 Posts
February 27 2011 02:44 GMT
#208
On February 27 2011 11:42 multiversed- wrote:
Show nested quote +
On February 27 2011 11:41 uSnAmplified wrote:
On February 27 2011 11:37 multiversed- wrote:
On February 27 2011 11:32 uSnAmplified wrote:
On February 27 2011 11:28 multiversed- wrote:
you literally just proved my point. read what you wrote, then tried to defend yourself with.

but for your sake... i go muta when i catch tank pushes. as it's retarded to force infestor builds. when i do get caught with infestors vs tanks. i use an ability called burrow and this other one infested terran. it's really sick and super effective. sometimes i only need 3 infestors.
So your justification of infestor change is that we should never use them in the first place, brilliant.


you shouldn't try to force anything to work in an unfavorable situation. you are the one limiting yourself here. i feel that there are now more situations where investor is viable, namely vs protoss.

it seems to me that you are just trying to save face, and i surely don't want to attack your ego. we can agree to disagree and i'll even admit i'm wrong if it makes you feel better. though i must admit that i don't see the point. i surely wasn't attacking your character, ego, or ability. simply stating my opinion.
My argument is that it hurt infestors in the current metagame because of marine/tank and colossi being popular, and thats not even touching on all it will change, the projectile will change ZvZ and zergs general playstyle vs air units.

Your argument if that we should never have used them in the first place, so the changes are fine because infestors were always unfavorable.


you are misstating my position to suit your argument. that is clear to everyone. have a good day.
Alll you did to argue my point was pose a hypothetical question and give no evidence or actual reasoning to back up your position on the change, im sure thats pretty clear.
~
mikell
Profile Joined August 2010
Australia352 Posts
February 27 2011 02:47 GMT
#209
the videos prove nothing but the fact that you shouldn't use pure infestors.

they'll probably increase the missile speed.

i've never actually used fungals unless my infestors were on high ground OR if the army has already engaged as it is way too easy for 2 marauders or 2 stalkers to just break off from the group and kill the infestor before it gets a fungal off.
drone hard
morimacil
Profile Joined March 2010
France921 Posts
February 27 2011 02:49 GMT
#210
I'm saying if I lump 8-9 sentries into a gateway, collossus, sentry deathball, you could use repeat FGs during the course of an engagement to take them all out plus soften up units around them. This makes infestors a lot better vs any kinds of deathball.There is no way a protoss can spare 800-900 gas in the midgame so this make infestors genuinely scary wheras right now, they suck vs protoss deathballs. However, like I said in my post, it will be hard for zerg to pull off against a good protoss player given collossus or HTs so it deserves to be so powerful.

??
I dont understand these kind of posts.
if you wish to repeatedly fungal a bunch of sentries, you can already do it now. they dont get any more scary compared to now.
And killing off sentries during an engagement, so after all the forcefields land, is relatively useless.
multiversed
Profile Joined December 2010
United States233 Posts
Last Edited: 2011-02-27 02:50:18
February 27 2011 02:49 GMT
#211
On February 27 2011 11:44 uSnAmplified wrote:
Show nested quote +
On February 27 2011 11:42 multiversed- wrote:
On February 27 2011 11:41 uSnAmplified wrote:
On February 27 2011 11:37 multiversed- wrote:
On February 27 2011 11:32 uSnAmplified wrote:
On February 27 2011 11:28 multiversed- wrote:
you literally just proved my point. read what you wrote, then tried to defend yourself with.

but for your sake... i go muta when i catch tank pushes. as it's retarded to force infestor builds. when i do get caught with infestors vs tanks. i use an ability called burrow and this other one infested terran. it's really sick and super effective. sometimes i only need 3 infestors.
So your justification of infestor change is that we should never use them in the first place, brilliant.


you shouldn't try to force anything to work in an unfavorable situation. you are the one limiting yourself here. i feel that there are now more situations where investor is viable, namely vs protoss.

it seems to me that you are just trying to save face, and i surely don't want to attack your ego. we can agree to disagree and i'll even admit i'm wrong if it makes you feel better. though i must admit that i don't see the point. i surely wasn't attacking your character, ego, or ability. simply stating my opinion.
My argument is that it hurt infestors in the current metagame because of marine/tank and colossi being popular, and thats not even touching on all it will change, the projectile will change ZvZ and zergs general playstyle vs air units.

Your argument if that we should never have used them in the first place, so the changes are fine because infestors were always unfavorable.


you are misstating my position to suit your argument. that is clear to everyone. have a good day.
Alll you did to argue my point was pose a hypothetical question and give no evidence or actual reasoning to back up your position on the change, im sure thats pretty clear.


actual proof of what? what are you actually asking of me and why does it matter? i gave my opinion. i wasn't stating facts.
do you think i'm a fucking idiot?
it's become so common recently to get extremely argumentative and angry and not be able to articulate what the fuck you are talking about. it makes you look obnoxiously foolish. nevermind the fact that you are clearly bad.
Team Liquid is the used the tampon of the starcraft community.
Armsved
Profile Joined May 2010
Denmark642 Posts
February 27 2011 03:06 GMT
#212
Prepare for the lategame mass infestor army in ZvZ
YOOO
Vista
Profile Blog Joined November 2010
United States100 Posts
February 27 2011 03:06 GMT
#213
So Fungal stuns and deals half the dps of Storm, which can be walked out of.

...yeah, makes total sense -__-
TNine
Profile Joined January 2011
United States46 Posts
February 27 2011 03:13 GMT
#214
On February 27 2011 08:22 morimacil wrote:
Show nested quote +
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.

I was more talking about two things:

1.) Extra damage to armored.
2.) You can lead your fungals, so you can hit a unit that was >9 range away at the time of casting.

Nonetheless, i've been wondering about Fungals vs. that strategy anyway. Collosi/VR/Stalkers don't interfere with eachother's pathing, so a single fungal could probably hit a bunch of stalkers, a bunch of VRs, and a few collosi. That's a lot of damage. The only problem is that Collosi have the same range as fungal.
"In that case they would be...lultralisks."
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
February 27 2011 03:19 GMT
#215
anyone really mention how this changes infestor vs. baneling?
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
A.J.
Profile Joined August 2010
United States209 Posts
February 27 2011 03:21 GMT
#216
I never use infestors, but I might start using them now.
Take a chance
TheRealzz
Profile Joined November 2010
150 Posts
February 27 2011 04:41 GMT
#217
All I can say IS MOFO prepare that infestor I will be stopping in too build 3-4 every game!!! O_O MOFO Yuuuussssss !!!
One-base play is aggression ?
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
February 27 2011 04:44 GMT
#218
hmm well at least this may introduce the ghost into TvZ more often :/
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
Almin
Profile Joined August 2010
United States583 Posts
February 27 2011 04:56 GMT
#219
On February 27 2011 12:19 michaelhasanalias wrote:
anyone really mention how this changes infestor vs. baneling?

Infestors already hard-countered banelings even before, so it doesn't really matter.
mczbot
Profile Joined October 2010
Germany70 Posts
February 27 2011 04:57 GMT
#220
well i talked with a mate over this, but i might just be completly wrong, as im just a 2900 diamond zerg.
from my understanding zvt will with the change not be ling/bling(infestor/muta, it will be ling/infestor(bling)/muta, since the infestor will do enough damage to kill of marine balls, instead of just locking them for the banelings to run in. a infestor is 200 gas (sry if im wrong), thats 10 banelings. if you take into account that banelings around 30-50% of your banelings will get slaugthered at the engage by tanks, or at least they will at my level, thats a fair deal. cause banelings are freaking suicide units, they have no other purpose then running into their death and taking as many marines with them as possible. now the problem is, banelings are just effective versus marines, while the new fungal will do fair damage against any other unit aswell and locks down aswell for your lings to kill the rest of. besides, infestors do also cost less larva, which will open up place for more lings or even some roach/hydras and if you control them properly, you can safe them and use them again.
but you also have to take into account that the lower ensaretime will also come into effect in lategame, where infestors are used as support units for broodlords and ultralisks, to keep the units clumped up to have the t3 units do sick splash damage.
so from my understanding, blizzard wants to strenghten the zerg midgame and make the transition into t3 way smoother and faster, since you will get infestors anyway and allow the zerg a more aggressive and dictionary playstyle in that period instead of just being passive and reactive till maxed. to make it a somewhat of fair trade, they did nerv the support capabilitys of the infestor lategame (very) _slightly_.
looking foward to the patch, but id be also superpleased if they added 1 more range to the corruptors
goswser
Profile Blog Joined May 2009
United States3519 Posts
February 27 2011 05:07 GMT
#221
This is good, making fungal no longer instant ups the skill ceiling, you can do cool stuff with it and if your insane you can dodge it.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
MaxField
Profile Blog Joined May 2010
United States2386 Posts
February 27 2011 05:09 GMT
#222
I think the largest buff of the infestor is that people will actually start to use it more. Before this change (if it will even happen) the infestor, i believe, is the strongest unit. It just has so much potential.

While i am very happy with the changes it received, i still think that the Neural Parasite is not going to be used at all. Making it both limited duration (very short) and making it be researched is just so dumb. It has the possibility of being an amazing spell but i still think that it is not worth it. And now with Fungal being so strong, NP will just get pushed further away.
"Zerg, so bad it loses to hydras" IdrA.
Ksyper
Profile Blog Joined May 2010
Bulgaria665 Posts
February 27 2011 05:21 GMT
#223
Well I already use infestors a lot, so I'm really happy, however I think it might be a bit imbalanced.
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
February 27 2011 05:38 GMT
#224
I'm sorry OP, but where do you have any evidence this is a buff? I don't think you do a fair comparison of the way it's clearly worse than before. I agree that in some ways it's clearly better, but in other ways it's clearly worse. I'm not sure whether it's a net buff or a net nerf, but I think it's pretty close and I actually don't know what the best way to deal with later game blink stalkers now since they can dodge pretty easily.

DPS is also a terrible way to look at this since fungal was not as much of an in-battle spell before in terms of doing damage. If you casted fungal in battle before it was for stun and that's less effective now, it does do more damage, so there's some trade-off, but the fact that you'll miss more often makes it worse I think. And since fungal was mostly used as a delay tactic to weaken marines and drain medivac energy it's substantially worse in that regard.

I'm open to the idea that I could be proven wrong, but you didn't "TEST" anything really other than confirm that what blizzard posted in the patch notes was correct.
I always try to shield slam face, just to make sure it doesnt work
Aelonius
Profile Blog Joined October 2010
Netherlands432 Posts
February 27 2011 08:03 GMT
#225
Personally I feel that the missile is getting the ability ruined. Why? We need to be on the front. If I miss one fungal I kind of lose very expensive and valuable infestors. See the T video's and tell me how that will balance out the cost efficiency for Z.
''The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.''—Ronald Reagan
MrBitter
Profile Joined January 2008
United States2940 Posts
February 27 2011 08:17 GMT
#226
Yea, I'm not ready to call this a buff.

Extra DPS is meaningless. It would be cute if Fungal functioned like Psyonic Storm, but it doesn't... Units can't move out of it once its been cast. The single decent thing to come out of this change is that infestors can now deal damage through medivac heals, but I really don't think that outweighs the negatives...

Projectile targeting: This is silly. As others have pointed out, through most of the mid-game, infestors are a one-time-use kind of unit. You spend 150 gas, you cast 1 fungal, and then you hope like hell that you can keep that same infestor alive long enough to regenerate his energy. Missing a fungal, especially when playing a style that's centered around it, can be game ending. Turning it into a projectile isn't just going to make it easier to miss. It's going to make landing fungal growth a nightmare.

Reduced stun duration: This is really the biggy. Right now it takes 1 fungal, and 2 infested terrans to defend a drop with an infestor. After the patch, it will take 2 fungals, and 1 infested terran. That's a much more sizable energy investment, and its going to translate to the Zerg having to keep more of his very important infestors back at his base than out on the field where they're most needed.

Extra damage to armored: Let's be real with each other. The only matchup this is going to effect is the mirror. Now fungal is slightly better against roach. This sill probably result in a shift away from roach/hydra and back into roach/infestor. It's not going to make dealing with a Toss ball any easier, and it's sure as hell not going to change the way infestors are used in ZvT.

All-in-all, this is a fucking dumb change in my book. I'm extremely saddened by the patch notes thus far, as all it shows is Blizzard's inability (or outright refusal) to address the problems that are mots pressing for Zerg players:

The Toss ball is unkillable after 15 minutes.

Zerg is extremely limited in they're options in all the matchups because the other races can so easily dictate what Z has to make just to stay alive.
Drae
Profile Joined December 2010
70 Posts
February 27 2011 08:36 GMT
#227
On February 27 2011 11:29 falstag wrote:
had this used on me. man this is effective. I feel that infestors now hard counter marines and scv


Infestors are a hive tech unit, which is in use from around 7-9 minutes.

Rine+SCV push uses tier one units at 3-5 minutes.

?
KaluGOSU
Profile Blog Joined May 2010
United States171 Posts
February 27 2011 08:36 GMT
#228
On February 26 2011 12:31 obsid wrote:
WOW, some crazy ass changed, and I do agree this is a buff for FG (already one of the best spells in the game), although its not as good vr mutas/hellions/phoenix anymore as the lower mobility reduction which was the really good thing against those fast units.

I think infesters are now the counter to the protoss stalker/colsi doom ball. AND the marine/marauder/medivac doom ball AND the roach/hydra doom balls. This is a wonderful change to the match up, because now we will be seeing a lot more ghost/emp and HT/feedback play, making all the zerg match ups MUCH more intresting and micro intensive (no more doom balls a+moving to victory)!

Maybe even muta will become the counter to just infesters (no hydra)? As the lower stun time, means muta might be able to snipe out those infesters.


Such fine words my friend(: I agree completely it will make SC2 more fun =D
Halt! Thou shalt not pass. Thou hast much anger, young one
ALPINA
Profile Joined May 2010
3791 Posts
February 27 2011 08:37 GMT
#229
Well, it's not going to worth keeping 2 infestors to stop a drop - it will be better to just fungal when medivac is unloaded and then attack with few lings + queen.

Even though it's a nerf to FG I think it's a good change to make FG missile because it gives more micro to the game. Maybe that missile should be a little faster., or infestors should automatically come with 75 energy bevause now it will be missed much more.
You should never underestimate the predictability of stupidity
Hobokinz
Profile Joined October 2010
United States126 Posts
February 27 2011 09:03 GMT
#230
On February 27 2011 17:36 Drae wrote:
Show nested quote +
On February 27 2011 11:29 falstag wrote:
had this used on me. man this is effective. I feel that infestors now hard counter marines and scv


Infestors are a hive tech unit, which is in use from around 7-9 minutes.

Rine+SCV push uses tier one units at 3-5 minutes.

?


? Infestors are Lair tech. but yes, your point still stand's that a RineSCV push will come much faster than Infesors can comeout.
uSnAmplified
Profile Joined October 2010
United States1029 Posts
February 27 2011 09:06 GMT
#231
I don't think increasing the skill ceiling is the correct way to approach zerg balance right now, basically saying "well its a bad change for Z but at least it adds more skill to use a spell thats now worse then it originally was". ಠ_ಠ
~
m00se
Profile Joined December 2010
United States41 Posts
February 27 2011 09:14 GMT
#232
You guys are acting like you need insane micro to use FG. The missile is simply not that slow. Its about as fast or a little faster than a zergling on creep. And its not like you are shooting your FG's across the map here, close ranges, aoe, means its not easy to dodge it.

As far as those of you who are saying I haven't tested this, I have. I can safely say that balls of marines are now hard countered. Infestors have to be used differently however no doubt about that.

Having around 8+ infestors is no longer overkill due to the damage buff.


I also used them in a fight where I used roaches + infestor against a mmm and it worked well. While it wasnt a "hard" counter, it definitely stood up against the terran.

Why did it stand up?

Because the terran could not stim, the second I engaged with roaches I used my FG's and they all went to red. And those marines that stimmed died to FG.

You guys should also check out just how strong they are against miners. Its ridiculous how much faster you can take them out now.


And now, the stalling argument. Yes, those extra 4 seconds are nice, but instead of stalling I can now kill them. IMO better trade off.

Also, if you actually think about it for a sec, whats gonna stall a terran more?

a 4 second 36 damage spell that can kill balls of rines in 6 seconds?

or an 8 second damage spell that can be outhealed by medivacs.

Think about it, infestors will no longer be that nuisance that they have to deal with while pushing; terrans are actually scared of them now. The new infestors will stall the terran from even moving out of his base.
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
February 27 2011 09:37 GMT
#233
On February 27 2011 17:36 Drae wrote:
Show nested quote +
On February 27 2011 11:29 falstag wrote:
had this used on me. man this is effective. I feel that infestors now hard counter marines and scv


Infestors are a hive tech unit, which is in use from around 7-9 minutes.

Rine+SCV push uses tier one units at 3-5 minutes.

?



marines are used even in 2 hour long games you know, I think thats what he ment
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2011-02-27 09:51:21
February 27 2011 09:47 GMT
#234
On February 27 2011 18:14 m00se wrote:
You guys are acting like you need insane micro to use FG. The missile is simply not that slow. Its about as fast or a little faster than a zergling on creep. And its not like you are shooting your FG's across the map here, close ranges, aoe, means its not easy to dodge it.

As far as those of you who are saying I haven't tested this, I have. I can safely say that balls of marines are now hard countered. Infestors have to be used differently however no doubt about that.

Having around 8+ infestors is no longer overkill due to the damage buff.


I also used them in a fight where I used roaches + infestor against a mmm and it worked well. While it wasnt a "hard" counter, it definitely stood up against the terran.

Why did it stand up?

Because the terran could not stim, the second I engaged with roaches I used my FG's and they all went to red. And those marines that stimmed died to FG.

You guys should also check out just how strong they are against miners. Its ridiculous how much faster you can take them out now.


And now, the stalling argument. Yes, those extra 4 seconds are nice, but instead of stalling I can now kill them. IMO better trade off.

Also, if you actually think about it for a sec, whats gonna stall a terran more?

a 4 second 36 damage spell that can kill balls of rines in 6 seconds?

or an 8 second damage spell that can be outhealed by medivacs.

Think about it, infestors will no longer be that nuisance that they have to deal with while pushing; terrans are actually scared of them now. The new infestors will stall the terran from even moving out of his base.


Seems like you don't understand things at all.

FG was always used from maximum range because otherwise your infestor going to die. Now on max range it will be easy to dodge for every fast unit (marine, stalker, muta, phoenix, hellion, etc.).

You say 8+ infestors is not overkill? Of course it is. Do you think they are free or what? Having 8 infestors means your ground army is weak.

What about worker killing - it haven't changed pretty much anything. You needed before 2 FG to kill them and you need now 2 FG. The only difference is you are going to kill them 2x faster, and that's all.
You should never underestimate the predictability of stupidity
mufin
Profile Joined May 2010
United States616 Posts
February 27 2011 10:00 GMT
#235
i don't understand why zergs don't mind control a probe and make their own death ball...if you do the math, it probably ends up more cost efficient then throwing endless 200/200 armies into a meat grinder.

ZvP turning into PvP?? you heard it here first.... + Show Spoiler +
in the infestor thread


I only make 5 actions per minute. But since I use all my time deliberating and planning, my 5 actions are so brutally devastating that children cry out and grown men weep.
m00se
Profile Joined December 2010
United States41 Posts
February 27 2011 10:03 GMT
#236
On February 27 2011 18:47 Alpina wrote:
Show nested quote +
On February 27 2011 18:14 m00se wrote:
You guys are acting like you need insane micro to use FG. The missile is simply not that slow. Its about as fast or a little faster than a zergling on creep. And its not like you are shooting your FG's across the map here, close ranges, aoe, means its not easy to dodge it.

As far as those of you who are saying I haven't tested this, I have. I can safely say that balls of marines are now hard countered. Infestors have to be used differently however no doubt about that.

Having around 8+ infestors is no longer overkill due to the damage buff.


I also used them in a fight where I used roaches + infestor against a mmm and it worked well. While it wasnt a "hard" counter, it definitely stood up against the terran.

Why did it stand up?

Because the terran could not stim, the second I engaged with roaches I used my FG's and they all went to red. And those marines that stimmed died to FG.

You guys should also check out just how strong they are against miners. Its ridiculous how much faster you can take them out now.


And now, the stalling argument. Yes, those extra 4 seconds are nice, but instead of stalling I can now kill them. IMO better trade off.

Also, if you actually think about it for a sec, whats gonna stall a terran more?

a 4 second 36 damage spell that can kill balls of rines in 6 seconds?

or an 8 second damage spell that can be outhealed by medivacs.

Think about it, infestors will no longer be that nuisance that they have to deal with while pushing; terrans are actually scared of them now. The new infestors will stall the terran from even moving out of his base.


Seems like you don't understand things at all.

FG was always used from maximum range because otherwise your infestor going to die. Now on max range it will be easy to dodge for every fast unit (marine, stalker, muta, phoenix, hellion, etc.).

You say 8+ infestors is not overkill? Of course it is. Do you think they are free or what? Having 8 infestors mean your ground army is weak.

What about worker killing - it haven't changed pretty much anything. You needed before 2 FG to kill them and you need now 2 FG. The only difference is you are going to kill them 2x faster, and that's all.


I never said dont shoot FG from max range, I said that at the range you are shooting the fungal, its hard to dodge.

Its not overkill because they actually kill things now. It used to be overkill when they would only be used to stall because they did not have killing power, now they are actually a useful combat unit that can wipe out or really weaken units.

Killing workers twice as fast is a huge buff, not a small change.

Im done arguing because its obvious many of you who are complaining haven't even tried it in the ptr.
ALPINA
Profile Joined May 2010
3791 Posts
February 27 2011 10:11 GMT
#237
On February 27 2011 19:03 m00se wrote:
Show nested quote +
On February 27 2011 18:47 Alpina wrote:
On February 27 2011 18:14 m00se wrote:
You guys are acting like you need insane micro to use FG. The missile is simply not that slow. Its about as fast or a little faster than a zergling on creep. And its not like you are shooting your FG's across the map here, close ranges, aoe, means its not easy to dodge it.

As far as those of you who are saying I haven't tested this, I have. I can safely say that balls of marines are now hard countered. Infestors have to be used differently however no doubt about that.

Having around 8+ infestors is no longer overkill due to the damage buff.


I also used them in a fight where I used roaches + infestor against a mmm and it worked well. While it wasnt a "hard" counter, it definitely stood up against the terran.

Why did it stand up?

Because the terran could not stim, the second I engaged with roaches I used my FG's and they all went to red. And those marines that stimmed died to FG.

You guys should also check out just how strong they are against miners. Its ridiculous how much faster you can take them out now.


And now, the stalling argument. Yes, those extra 4 seconds are nice, but instead of stalling I can now kill them. IMO better trade off.

Also, if you actually think about it for a sec, whats gonna stall a terran more?

a 4 second 36 damage spell that can kill balls of rines in 6 seconds?

or an 8 second damage spell that can be outhealed by medivacs.

Think about it, infestors will no longer be that nuisance that they have to deal with while pushing; terrans are actually scared of them now. The new infestors will stall the terran from even moving out of his base.


Seems like you don't understand things at all.

FG was always used from maximum range because otherwise your infestor going to die. Now on max range it will be easy to dodge for every fast unit (marine, stalker, muta, phoenix, hellion, etc.).

You say 8+ infestors is not overkill? Of course it is. Do you think they are free or what? Having 8 infestors mean your ground army is weak.

What about worker killing - it haven't changed pretty much anything. You needed before 2 FG to kill them and you need now 2 FG. The only difference is you are going to kill them 2x faster, and that's all.


I never said dont shoot FG from max range, I said that at the range you are shooting the fungal, its hard to dodge.

Its not overkill because they actually kill things now. It used to be overkill when they would only be used to stall because they did not have killing power, now they are actually a useful combat unit that can wipe out or really weaken units.

Killing workers twice as fast is a huge buff, not a small change.

Im done arguing because its obvious many of you who are complaining haven't even tried it in the ptr.


Explain me how this will be good in combat? Combat usually does not last 20 sec. so you can't throw 5 fungals and kill him that way. You going to attack, cast fungal and that's all. Yeah it will help dps wise but nothing huge.


Killing workers twice as fast is a huge buff, not a small change.


Man you still need 2 fungals, how this is a huge buff for killing workers?
You should never underestimate the predictability of stupidity
m00se
Profile Joined December 2010
United States41 Posts
February 27 2011 10:23 GMT
#238
On February 27 2011 19:11 Alpina wrote:
Show nested quote +
On February 27 2011 19:03 m00se wrote:
On February 27 2011 18:47 Alpina wrote:
On February 27 2011 18:14 m00se wrote:
You guys are acting like you need insane micro to use FG. The missile is simply not that slow. Its about as fast or a little faster than a zergling on creep. And its not like you are shooting your FG's across the map here, close ranges, aoe, means its not easy to dodge it.

As far as those of you who are saying I haven't tested this, I have. I can safely say that balls of marines are now hard countered. Infestors have to be used differently however no doubt about that.

Having around 8+ infestors is no longer overkill due to the damage buff.


I also used them in a fight where I used roaches + infestor against a mmm and it worked well. While it wasnt a "hard" counter, it definitely stood up against the terran.

Why did it stand up?

Because the terran could not stim, the second I engaged with roaches I used my FG's and they all went to red. And those marines that stimmed died to FG.

You guys should also check out just how strong they are against miners. Its ridiculous how much faster you can take them out now.


And now, the stalling argument. Yes, those extra 4 seconds are nice, but instead of stalling I can now kill them. IMO better trade off.

Also, if you actually think about it for a sec, whats gonna stall a terran more?

a 4 second 36 damage spell that can kill balls of rines in 6 seconds?

or an 8 second damage spell that can be outhealed by medivacs.

Think about it, infestors will no longer be that nuisance that they have to deal with while pushing; terrans are actually scared of them now. The new infestors will stall the terran from even moving out of his base.


Seems like you don't understand things at all.

FG was always used from maximum range because otherwise your infestor going to die. Now on max range it will be easy to dodge for every fast unit (marine, stalker, muta, phoenix, hellion, etc.).

You say 8+ infestors is not overkill? Of course it is. Do you think they are free or what? Having 8 infestors mean your ground army is weak.

What about worker killing - it haven't changed pretty much anything. You needed before 2 FG to kill them and you need now 2 FG. The only difference is you are going to kill them 2x faster, and that's all.


I never said dont shoot FG from max range, I said that at the range you are shooting the fungal, its hard to dodge.

Its not overkill because they actually kill things now. It used to be overkill when they would only be used to stall because they did not have killing power, now they are actually a useful combat unit that can wipe out or really weaken units.

Killing workers twice as fast is a huge buff, not a small change.

Im done arguing because its obvious many of you who are complaining haven't even tried it in the ptr.


Explain me how this will be good in combat? Combat usually does not last 20 sec. so you can't throw 5 fungals and kill him that way. You going to attack, cast fungal and that's all. Yeah it will help dps wise but nothing huge.

Show nested quote +

Killing workers twice as fast is a huge buff, not a small change.


Man you still need 2 fungals, how this is a huge buff for killing workers?


Are you seriously asking me how 36 damage in 4 second is good for combat? Or how 47 damage in 4 seconds is good for combat?

You can now literally spam FG on balls of units

And about the workers, you can now FG for 2 seconds twice and get the hell out, instead of waiting for 6 seconds then throwing another.
ALPINA
Profile Joined May 2010
3791 Posts
February 27 2011 10:27 GMT
#239
On February 27 2011 19:23 m00se wrote:
Show nested quote +
On February 27 2011 19:11 Alpina wrote:
On February 27 2011 19:03 m00se wrote:
On February 27 2011 18:47 Alpina wrote:
On February 27 2011 18:14 m00se wrote:
You guys are acting like you need insane micro to use FG. The missile is simply not that slow. Its about as fast or a little faster than a zergling on creep. And its not like you are shooting your FG's across the map here, close ranges, aoe, means its not easy to dodge it.

As far as those of you who are saying I haven't tested this, I have. I can safely say that balls of marines are now hard countered. Infestors have to be used differently however no doubt about that.

Having around 8+ infestors is no longer overkill due to the damage buff.


I also used them in a fight where I used roaches + infestor against a mmm and it worked well. While it wasnt a "hard" counter, it definitely stood up against the terran.

Why did it stand up?

Because the terran could not stim, the second I engaged with roaches I used my FG's and they all went to red. And those marines that stimmed died to FG.

You guys should also check out just how strong they are against miners. Its ridiculous how much faster you can take them out now.


And now, the stalling argument. Yes, those extra 4 seconds are nice, but instead of stalling I can now kill them. IMO better trade off.

Also, if you actually think about it for a sec, whats gonna stall a terran more?

a 4 second 36 damage spell that can kill balls of rines in 6 seconds?

or an 8 second damage spell that can be outhealed by medivacs.

Think about it, infestors will no longer be that nuisance that they have to deal with while pushing; terrans are actually scared of them now. The new infestors will stall the terran from even moving out of his base.


Seems like you don't understand things at all.

FG was always used from maximum range because otherwise your infestor going to die. Now on max range it will be easy to dodge for every fast unit (marine, stalker, muta, phoenix, hellion, etc.).

You say 8+ infestors is not overkill? Of course it is. Do you think they are free or what? Having 8 infestors mean your ground army is weak.

What about worker killing - it haven't changed pretty much anything. You needed before 2 FG to kill them and you need now 2 FG. The only difference is you are going to kill them 2x faster, and that's all.


I never said dont shoot FG from max range, I said that at the range you are shooting the fungal, its hard to dodge.

Its not overkill because they actually kill things now. It used to be overkill when they would only be used to stall because they did not have killing power, now they are actually a useful combat unit that can wipe out or really weaken units.

Killing workers twice as fast is a huge buff, not a small change.

Im done arguing because its obvious many of you who are complaining haven't even tried it in the ptr.


Explain me how this will be good in combat? Combat usually does not last 20 sec. so you can't throw 5 fungals and kill him that way. You going to attack, cast fungal and that's all. Yeah it will help dps wise but nothing huge.


Killing workers twice as fast is a huge buff, not a small change.


Man you still need 2 fungals, how this is a huge buff for killing workers?


Are you seriously asking me how 36 damage in 4 second is good for combat? Or how 47 damage in 4 seconds is good for combat?

You can now literally spam FG on balls of units

And about the workers, you can now FG for 2 seconds twice and get the hell out, instead of waiting for 6 seconds then throwing another.


Do you understand that the combat lasts just as long as 1 FG lasts? You are going to FG 1 time anyways. But yeah I agree it will help because the dps is higher but nothing that huge as people try to say.
You should never underestimate the predictability of stupidity
Super_bricklayer
Profile Joined May 2010
France104 Posts
Last Edited: 2011-02-27 10:42:38
February 27 2011 10:40 GMT
#240
I can see the missile stuff be a problem against Hellion. Fungal with speedling is actually a good way to deal with them. It will probably be more tricky.

Now i won't bash the changes before i can test it.

Concerning the way to deal with a drop, i can imagine that if you wait for the unload of marines and move your drones, then two fungal will kill all his stuff, it's not that bad is it ?
Douillos
Profile Joined May 2010
France3195 Posts
February 27 2011 10:43 GMT
#241
I believe that the real thing about these patch notes is that it's just not what zergs (like myself) were hoping for.

Infestors dont come out early enough to help us deny fat 1 base attacks.
They then loose their usefulness against end game armies.
Thus the window of infestor use is still very tight and frankly you can live without it.

Bring in the fucking defiler.
Look a giraffe! Look a fist!!
Douillos
Profile Joined May 2010
France3195 Posts
February 27 2011 10:44 GMT
#242
Oh yeah and missile -> insta loose vs muta in zvz if proper muta control.
Look a giraffe! Look a fist!!
TheButtonmen
Profile Joined December 2010
Canada1401 Posts
Last Edited: 2011-02-27 10:49:56
February 27 2011 10:48 GMT
#243
I wouldn't call this a buff, at most it's a change.

ZvZ: (It's a nerf) locking down a stack of mutas just got much much harder and using fungal to keep their roachs out of formation now takes double the fungals and hitting speedlings on creep can be very difficult.

ZvT: (It's a nerf I think but haven't played enough games to call it yet) At maximum range stimmed bioballs can easily avoid it but up closer it still works good, however when engaging Tank / Marine or MMM you normally want to cast it immediatly as the fight starts. Agianst dropships it's a very large nerf as you now need twice the infestors to stop a drop, it is however much better at destorying flocks of Vikings when your using Broodlords.

ZvP: (It might be a buff) It's useless agianst Blink Stalkers which is annoying but I keep wondering about its usefulness agianst the deathball as it's lower duration / bonus to armored makes me think there might be a way to use it to repeatedly chip away at the deathball before bum rushing it with everything you have or chip away at the deathball until they are forced to engage you.
EcterA
Profile Blog Joined March 2009
United States949 Posts
February 27 2011 10:49 GMT
#244
Many thanks for testing this out, it helped settle an argument between a friend and I while I was home and without the ability to get on SC. Really great work.
SolidMotion
Profile Joined December 2010
Canada55 Posts
February 27 2011 10:49 GMT
#245
Well... This change makes me sad, roach/hydra in ZvZ is now going to be completely ridiculous if you compare it to roach/infestor... 45 damage over 4 sec instead of 36 over 8...

Going to be a pretty sick anti-roach/hydra spell since it will actually be useful to spam it for damage...

Not going to be as effective to delay a push but def going to make it a lot weaker for the small amount of units you have to clean up :/

GG Blizz on making ZvZ even more weird... Guess I'm going to all-in every game now instead of going for a FG spam macro game....
Nycaloth
Profile Joined October 2010
147 Posts
February 27 2011 11:20 GMT
#246
Am i the only one that feels that most of these arguments are done in too much of a vacuum, neglecting economy and timings?

ZvZ is not going to change much in my opinion. My understanding is that mutas are a bad choice in ZvZ since, by the time you have them out in meaningful numbers, you will have a huge army of roaches knocking at your door and nothing very good to fight them: lings just melt and mutas dont deal damage fast enough. Also, i dotn think it is really possible to have infestors with enough energy to FG out in time to defend against a mutalisk rush. in summary, the infestor is not the biggest problem for muta play, not dying to roaches is.

as far as the roach wars are concerned... i still dont see it changing the matchup much. lets assume that both players get lair for roach speed, then you would still need to spend 100g on the pit and 150g on the glands. that is the gas value of 10 roaches already. every infestor added to the army is another 150g, or 6 less roaches. i dont think that the increased damage from FG can offset theses numbers, so when both players are on even economy, trying to transition into infestors while the other guy still gets more roaches might just kill you imo. yoou could probably still do it if you were ahead already, but in that case it is still easier to just pump more roaches and overwhelm him that way.

ZvP, how will the infestor be useful against the deathball? the first FG will be completely absorbed by shields, the second FG will be largely absorbed by shields for both stalkers and zealots. A voidray's shields can fully absorb two FGs and will only take hull damage on the 3rd and only the 4th FG in a row would do any hull damage to a colossus. how many infestors were you planning to get? on what money, while still having a useful fighting army?
"I'm still confused, but on a higher level" ~Fermi
funk100
Profile Joined May 2010
United Kingdom172 Posts
February 27 2011 12:53 GMT
#247
On February 27 2011 04:40 telfire wrote:
Show nested quote +
On February 27 2011 04:38 funk100 wrote:
yeah, btw since it has a bigger radius than psi storm it does more overall damage on most units, assuming they are tightly packed

stalkers & maraders & roaches, as they are roughly the same size and armored
+ Show Spoiler +

psy storm raidius = 1.5
area = 1.5squared * pie = 7.064
7.064*80 = 565.12 assuming stalkers are 1 matrix in area (arverage size)

fungal radius = 2
area = 2 squared * pie = 12.56
damage = 12.56 * 36 * 1.3 (30% extra armored) = 587.808


rines and zeals and general small units
+ Show Spoiler +


storm = 7.064*2*80 = 1,130.23
fungal = 12.56 * 36 * 2 = 904.43
oh crap,
oh well maybe just for armored units but hey you cant dodge fungal and armored units make up like half of the game


So you realize halfway through that you are wrong, hide that fact in a spoiler, and are also wrong about not being able to dodge fungal, it's EXTREMELY slow and VERY dodgable.


ok, but armored units do make up like 50% of the game, AND infestores still have their +25 energy - overall i think better than storm
after every post "oh god I hope i've made sence"
Kazlestial
Profile Joined November 2010
Singapore32 Posts
February 27 2011 13:07 GMT
#248
It's a buff / nerf depending on how you look at it.
xSuperflyTnT
Profile Joined August 2010
United States55 Posts
February 27 2011 14:03 GMT
#249
I do not think this is either a nerf or a buff honestly. I believe that this will change some dynamics in the meta game in pvz and really encourage some more harrass oriented play.
I find it disheartening that players complain that a spell that in its current state makes entire armies virtually worthless will now require timing, micro, and proper unit composition to use. (isnt that what starcraft is about?) I really think that using a single unit to essentially shut down most forms of harrassment (IE. phoenyx, drops, dts, banshees, and any number of other things) as well as slow entire armies as they try to advance across the map, really cause the game to be very restrictive in play styles. If I cant harrass you I have to make a big death ball and pray basically.

I am feeling and hoping that this is going to encourage new styles of play and unit compositions in the mid to late game as a slow moving death ball will be in alot of trouble if 6ish infestors can fungal the boogers out of them and then do a nice baneling drop The combination of the increaed dmg + splash from banes will be very nice in discouraging the big tightly packed armies causing them to spread out thereby reducing their effective AOE vs your clumped up army.

If you aim that projectile in to the center of their ball your pretty much GOING to hit an edge of it..
I think it will be more about anticipating your opponents movements as he is backing up or moving.

Regardless I hope to see more interesting forms of play and harrassment come from this, and honestly.. I dont believe the infestor should have been as useful as it was. it served SO MANY roles it was ridiculous whereas the templar was anti caster/ dps , the ghost is well... Anti caster / snipe bio unit and has a potential for movement control with properly placed nukes in battle.
Infestor.... harrassment control, coutners mass small units, counters mass air, completley counters mid sized metal pushes with a thor base.

You can argue all you want about "well if they split their units" etc but the truth is there is not a unit in the game that proper positioning doesnt make a big difference with and the ability to instantly lock down a massive clump of units effectively making them unable to respond to changing combat conditions is VERY VERY powerful and I agree witht he 8 - 4 second change.
The projectile encourages more varied styles of play, and the dmg buff is nice so that if it accually hits with proper micro you have gained a serious advantage over those units.
Think of it this way, upgrades for the most part make small changes IE zealot +1 vs lings 2 hits instead of 3 to kill the zergling thats just 4 more damage overall yet it completley changes the balance of the fight. you do 9 dps over 4 seconds to a bunch of units you have effectively negated all of their defense upgrades + a little extra meaning the rest of your army has just increased in effectiveness by a great deal. This is a very very powerful spell and I think works to increase zerg unti synergy. Anyway thats my take on it sorry if this is a bit long winded.
Check my profile for My quote :) In VIDEO FORM! :)
LittLeD
Profile Joined May 2010
Sweden7973 Posts
February 27 2011 14:15 GMT
#250
The only thing I find weird is that when you fire the projectile against a marine ball and it moves CLOSER to the infestor, the fungal misses. Imo it should be reworked so when the projectile hits a target, the effect of the fungal begins, not that you have a set target. That'd make it so a terran player cant just run straight for your infestors in order to dodge the fungal but instead need to split to the sides, then attack the infestor.
☆Grubby ☆| Tod|DeMusliM|ThorZaiN|SaSe|Moon|Mana| ☆HerO ☆
morimacil
Profile Joined March 2010
France921 Posts
February 27 2011 14:18 GMT
#251
Did you guys see the baneling buff though?

Apparently, you can now also spend twice the amount on banelings, and get twice the damage!
same as with the infestors.
EmilA
Profile Joined October 2010
Denmark4618 Posts
February 27 2011 14:31 GMT
#252
On February 27 2011 23:18 morimacil wrote:
Did you guys see the baneling buff though?

Apparently, you can now also spend twice the amount on banelings, and get twice the damage!
same as with the infestors.


Wait what?
http://dotabuff.com/players/122305951 playing other games
Jeffbelittle
Profile Joined August 2010
United States468 Posts
February 27 2011 14:40 GMT
#253
It's not a buff or a nerf. It's a side-grade. It completely changes the spell, and it's purpose.

In ZvT, Fungal growth was used to hold armies in place so that banelings could do the damage to the massive light units and so lings could clean up with full surrounds. Now that the time was lowered, it doesn't serve the purpose of holding units in place, but rather withering bio armies with ranged damage, THEN having units clean up. Basically the gas you were going to spend on banelings will be better served as infestors, which will totally clean up the light, and weaken the marauders, and the slings will clean everything up.

In ZvP: Infestors were used lightly, but mainly for the purpose of holding blink stalkers in place to let slings get full surrounds. Now, I think it better serves the purpose of weakening the health of the zealots so that the slings have any easier job taking care of gateway armies. Not to mention this could totally obliterate sentries.

And in ZvZ: Most infestor usage was for massive roach fights, where holding them in place meant better concaves for you. Now, we will see less roaches on the field and see a transition between mass sling builds that rely on running past zerg armies and avoiding Fungals, we MAY see more muta play, which will in turn mean more hydras coming out. And since hydras are weak health units, then the infestor will be put on the field again.

Honestly, don't think of this as a buff or nerf. It's a total revamp of the spell, it's purpose has completely changed.
morimacil
Profile Joined March 2010
France921 Posts
February 27 2011 14:43 GMT
#254
On February 27 2011 23:31 EmilA wrote:
Show nested quote +
On February 27 2011 23:18 morimacil wrote:
Did you guys see the baneling buff though?

Apparently, you can now also spend twice the amount on banelings, and get twice the damage!
same as with the infestors.


Wait what?

Yeah, everyone seems to be amazed by the fact that post patch, you can use twice the amount of infestors, and do twice the damage!
So I just thought it would be useful to mention that after the patch, you will also be able to invest twice as much in banelings, and if they actually hit, they will end up doing twice as much damage, just like infestors!
ixi.genocide
Profile Blog Joined June 2010
United States981 Posts
February 27 2011 15:21 GMT
#255
One thing I think that people are forgetting is that Siege tanks have a range of 13 and FG is 9 range, a competent terran will keep his marines fairly close and use the medi's to supply sight to the siege tanks effectively making infesters situational at best. In all honesty, because of the range of terran units and just having more units in general, this strat is going to balance zvt for a couple weeks, maybe 2 months until something else comes along (it might only affect the <diamond leagues for more than a week...)

as far as whether or not this is a buff/nerf? It gives the Z army an effective way of dealing with MMM (w/out tanks) which is really nice, it also promotes hive tech and you can still get 6-8 mutas to defend drops and prompt turrets. Hopefully we will be seeing more of the destiny/psy/bitter upgraded ling/infester/bling into quick hive plays.

The last thing that could hinder this play is the speed of the fg, I played w/ it a little bit and it looked pretty fast but I don't know if it's fast enough (then again it might be perfect speed for gosu players to react and move, that would be awesome)
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
February 27 2011 15:31 GMT
#256
On February 26 2011 12:12 m00se wrote:
YES I TESTED ALL THIS IN PTR!

1)You can actually time your fungal growths now, shoot and run mmm will run straight into it.

When it was instant cast your infestor had to be in range the instant it hit, which made it more vulnerable.

2) 36 damage in 4 seconds is a huge buff, u can actually place one fungal, and then another 2 seconds later and kill a bunch of marines

3) medivac can no longer outheal FG damage <---- HUGE
If this is right, this is one of the best days in my life!!

No moar QQ. Just build some infestors and stop the terran rine push.

While the infestor seems to have to be microed, it looks like now it is possible to kill rines without banlings if you have enough energy on your infestors to cast some FG in a row.
You don't choose to play zerg. The zerg choose you.
morimacil
Profile Joined March 2010
France921 Posts
February 27 2011 15:33 GMT
#257
(then again it might be perfect speed for gosu players to react and move, that would be awesome)

Awesome for the opponent, not awesome for the zerg.

It gives the Z army an effective way of dealing with MMM (w/out tanks) which is really nice,

You can deal with MMM with banelings if they are not kiting.
If they are kiting, infestors can stop that, allowing you to still kill them. But post patch, fungals can be dodged too, so that makes the infestors same as banelings.
beefhamburger
Profile Joined December 2007
United States3962 Posts
February 27 2011 15:43 GMT
#258
On February 27 2011 23:15 LittLeD wrote:
The only thing I find weird is that when you fire the projectile against a marine ball and it moves CLOSER to the infestor, the fungal misses. Imo it should be reworked so when the projectile hits a target, the effect of the fungal begins, not that you have a set target. That'd make it so a terran player cant just run straight for your infestors in order to dodge the fungal but instead need to split to the sides, then attack the infestor.

Uhhh as a zerg, don't you WANT his rines closer to your army? Lings and banelings do wonders at close range. It's similar to storm, even if the opponent dodges it, they still have to dodge into a less optimal position even if the damage itself isn't done. FG => rines run closer to kill infestor => baneling massacre. You will never (should never) have your infestors alone vs a marine army to begin with.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2011-02-27 16:29:27
February 27 2011 16:25 GMT
#259
This thread could use some replays of people actually using it in a real game.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Douillos
Profile Joined May 2010
France3195 Posts
February 27 2011 17:33 GMT
#260
On February 27 2011 23:03 xSuperflyTnT wrote:
I do not think this is either a nerf or a buff honestly. I believe that this will change some dynamics in the meta game in pvz and really encourage some more harrass oriented play.
I find it disheartening that players complain that a spell that in its current state makes entire armies virtually worthless will now require timing, micro, and proper unit composition to use. (isnt that what starcraft is about?) I really think that using a single unit to essentially shut down most forms of harrassment (IE. phoenyx, drops, dts, banshees, and any number of other things) as well as slow entire armies as they try to advance across the map, really cause the game to be very restrictive in play styles. If I cant harrass you I have to make a big death ball and pray basically.

I am feeling and hoping that this is going to encourage new styles of play and unit compositions in the mid to late game as a slow moving death ball will be in alot of trouble if 6ish infestors can fungal the boogers out of them and then do a nice baneling drop The combination of the increaed dmg + splash from banes will be very nice in discouraging the big tightly packed armies causing them to spread out thereby reducing their effective AOE vs your clumped up army.

If you aim that projectile in to the center of their ball your pretty much GOING to hit an edge of it..
I think it will be more about anticipating your opponents movements as he is backing up or moving.

Regardless I hope to see more interesting forms of play and harrassment come from this, and honestly.. I dont believe the infestor should have been as useful as it was. it served SO MANY roles it was ridiculous whereas the templar was anti caster/ dps , the ghost is well... Anti caster / snipe bio unit and has a potential for movement control with properly placed nukes in battle.
Infestor.... harrassment control, coutners mass small units, counters mass air, completley counters mid sized metal pushes with a thor base.

You can argue all you want about "well if they split their units" etc but the truth is there is not a unit in the game that proper positioning doesnt make a big difference with and the ability to instantly lock down a massive clump of units effectively making them unable to respond to changing combat conditions is VERY VERY powerful and I agree witht he 8 - 4 second change.
The projectile encourages more varied styles of play, and the dmg buff is nice so that if it accually hits with proper micro you have gained a serious advantage over those units.
Think of it this way, upgrades for the most part make small changes IE zealot +1 vs lings 2 hits instead of 3 to kill the zergling thats just 4 more damage overall yet it completley changes the balance of the fight. you do 9 dps over 4 seconds to a bunch of units you have effectively negated all of their defense upgrades + a little extra meaning the rest of your army has just increased in effectiveness by a great deal. This is a very very powerful spell and I think works to increase zerg unti synergy. Anyway thats my take on it sorry if this is a bit long winded.


You arent zerg are you?
Look a giraffe! Look a fist!!
SurroundSound
Profile Blog Joined April 2010
106 Posts
February 27 2011 18:23 GMT
#261
sc2 players are the biggest whiners. This is a buff. The missile is better gameplay. Try picking up some gosu skills and timing the shot. This change will seperate the good zergies from the bad zergies.
Its not John Hancock...Its Herby Hancock
uSnAmplified
Profile Joined October 2010
United States1029 Posts
Last Edited: 2011-02-27 18:27:07
February 27 2011 18:26 GMT
#262
On February 28 2011 03:23 SurroundSound wrote:
sc2 players are the biggest whiners. This is a buff. The missile is better gameplay. Try picking up some gosu skills and timing the shot. This change will seperate the good zergies from the bad zergies.
Not sure if serious.

You must not play zerg.
~
Klogon
Profile Blog Joined November 2002
MURICA15980 Posts
February 27 2011 18:51 GMT
#263
On February 27 2011 23:03 xSuperflyTnT wrote:
Regardless I hope to see more interesting forms of play and harrassment come from this, and honestly.. I dont believe the infestor should have been as useful as it was. it served SO MANY roles it was ridiculous whereas the templar was anti caster/ dps , the ghost is well... Anti caster / snipe bio unit and has a potential for movement control with properly placed nukes in battle.
Infestor.... harrassment control, coutners mass small units, counters mass air, completley counters mid sized metal pushes with a thor base.

Speaking of a unit with so many purposes, let's talk about the marine... haha. I mean, it's inevitable that some units will serve many roles in an army while their "equivalents" in the other races will not.
mousepad
Profile Joined April 2010
United States136 Posts
Last Edited: 2011-02-27 19:50:37
February 27 2011 19:47 GMT
#264
Hmm, the changes are going to really affect how I play. Its going to take some time getting used to the infestors changing from a support caster to a damage dealer.

I'll say one thing, I'm going to miss the FG->Infested Terran tactic. It wasn't necessarily the best, but it was a fun way to torment terran drops.

From typing this I realized something, doesn't this change screw with the effectiveness of Infested Terrans? I mean IT's only deal 8 DPS to single targets and fungal does a 9 dps (+10 to armor) splash.
Mjolnir
Profile Joined January 2009
912 Posts
Last Edited: 2011-02-27 21:31:46
February 27 2011 21:28 GMT
#265
It's a nerf.

People already dodge storms like they're going out of style and those are instant cast. The missile animation is slow. The second video in this thread shows marines just walking away from a fungal shot at max range (which is generally where you want your Infestors - instead of tanking on the front line). At high levels of play missed FGs will mean you lose a battle because you dumped 150 gas into a 1-shot unit (generally speaking - they're rarely at max mana).

So many people are talking about mass FGs on bio-balls and Protoss armies. Where are you getting the gas for an army plus all these infestors to cast heaps of FG on armies that will - and make no mistake about it - be going out of their way to make you miss?

Good players will have highlight reels of FG dodging, and there will be examples of "brilliantly timed" FGs as well. The only problem is the latter will be based more on luck and an educated guess of where the enemy might be moving than skill.

PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
February 27 2011 21:55 GMT
#266
I don't care that it's easily dodgable, i don' want it to deal more damage, i don't want higher DPS, i want my snare. i really don't care if they just change it to a stronger ensnare from broodwar. if it did 0 damage i'd still use it, if this change goes through i have absolutely no reason to continue playing zerg, as i've dedicated almost a year of my time practicing and devising infestorzerg styles inn all situations and learning to use them instead of muta bane ling ect, so taking the option away from me means i'll go protoss. not going to spend a year learning something for the difficult to use race just to get screwed over by blizzard. just going to give up and go to the easy to learn hard to master race.
morimacil
Profile Joined March 2010
France921 Posts
February 27 2011 21:56 GMT
#267
Well the missile does add some skill to the game, no question about that.

Before the change: Your opponent makes a mistake, moves his units out of position, you fungal, punish him for it.
After the change: Your opponent makes a mistake, moves his units out of position, with great infestor control, and more mismicro from your opponent, you can maybe catch some of his units, and now have half the time to punish him for it.

Its definitely going to make it way harder for zergs after the patch, its a nerf that will have to be compensated by more skill.
So yeah, zergs now need more skill to punish a mistake by the opponent, and the opponent who moves out of position now can use skillfull micro to avoid getting punished for it.l
More potentials for displays of skill overall, less potential for zergs to win overall.
beefhamburger
Profile Joined December 2007
United States3962 Posts
February 27 2011 22:50 GMT
#268
On February 28 2011 06:28 Mjolnir wrote:
It's a nerf.

People already dodge storms like they're going out of style and those are instant cast. The missile animation is slow. The second video in this thread shows marines just walking away from a fungal shot at max range (which is generally where you want your Infestors - instead of tanking on the front line). At high levels of play missed FGs will mean you lose a battle because you dumped 150 gas into a 1-shot unit (generally speaking - they're rarely at max mana).

So many people are talking about mass FGs on bio-balls and Protoss armies. Where are you getting the gas for an army plus all these infestors to cast heaps of FG on armies that will - and make no mistake about it - be going out of their way to make you miss?

Good players will have highlight reels of FG dodging, and there will be examples of "brilliantly timed" FGs as well. The only problem is the latter will be based more on luck and an educated guess of where the enemy might be moving than skill.


People don't really dodge storm perfectly. There is always some damage done. The units move out of the way AFTER they've gotten hit, which doesn't apply to FG.
And have you ever tried moving back an army of say 30 rines all at once? All you have to do with the infestors is target ANY of the rines that aren't on the immediate front line (which are easily still out of rine/stalker range) and you will still get a good chunk of units hit as they try to dodge. Regardless of which way they dodge, they are either going to get hit by FG or move closer to your army or slow down their retreating. I will bet you pros will barely have the apm/skill to dodge FGs in big battles. You will (should) never have your infestors just chasing units and trying to cast FG alone without an army to clean it up or deal damage. Just try it out. I dare you.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
February 27 2011 23:11 GMT
#269
A faster missile would be better. Its like how EMP is a 'missile' but just try to dodge it lol.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Leporello
Profile Joined January 2011
United States2845 Posts
Last Edited: 2011-02-27 23:44:58
February 27 2011 23:38 GMT
#270
Zerg is ******. I don't understand what Blizzard is looking at. Our late game is so completely dominated.
I'd gladly trade this "buff" for even a slight increase to Brood Lord's movement speed. That's the kind of buff Zerg actually needs if we want to see a Zerg ever win a GSL.

But, no Blizzard patches Battlecruiser speed instead. Which is good for TvP, I guess.

But are they not seeing how much Zerg is struggling right now? Do they not see how impossible it can be to break through late-game turtles of either race, especially Protoss? Slight changes to a Tier 2.5 unit aren't enough. The problem with Zerg is the late-game Tier 3 units they have will never do much of anything against a decent opponent, because they're slow (Brood Lords) and clumsy (Ultras) so that any bit of micro can make them worthless and completely inefficient.

Sorry, Zerg, QQ, but one of these days, Blizzard is going to have to actually address the problem.
Big water
morimacil
Profile Joined March 2010
France921 Posts
February 27 2011 23:44 GMT
#271
People don't really dodge storm perfectly. There is always some damage done.

Thats because storm is instant
The units move out of the way AFTER they've gotten hit, which doesn't apply to FG.

Indeed, that doesnt apply. With fungal no longer being instant, the units get the opportunity to move as soon as they see the missile, instead of after the cast lands.

[image loading]
A pretty standard look: Tanks sieged up at the back, stimmed marines darting forward, ready to retreat at the first sign of danger.
You will not hit them with a fungal. They will also not move closer to your army, and they will also not "be slowed down in their retreating", whatever you mean by that.
They will stim, run away to the safety of the tanks, and then come back forward once the fungal has been wasted.


I will bet you pros will barely have the apm/skill to dodge FGs in big battles.

?
Thats not even an argument. Yes, if its possible to dodge it, good players will dodge it, good players will stim and run, good players will split their marines.
pronoob
Profile Blog Joined February 2011
3 Posts
February 27 2011 23:49 GMT
#272
Its posts like these that make me regret being Terran.
"Ghost reporting."
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-02-28 00:17:15
February 28 2011 00:14 GMT
#273
Before I tried the new fungal, I asked someone how fast it was, and they said pretty fast (or possibly even pretty damn fast or something). I'd say that was a flawed statement. Relative to other projectiles in this game, and projectiles like EMP, this is medium to slow speed, definitely NOT FAST.
On February 28 2011 08:44 morimacil wrote:
Show nested quote +
The units move out of the way AFTER they've gotten hit, which doesn't apply to FG.

Indeed, that doesnt apply. With fungal no longer being instant, the units get the opportunity to move as soon as they see the missile, instead of after the cast lands.
[image loading]
A pretty standard look: Tanks sieged up at the back, stimmed marines darting forward, ready to retreat at the first sign of danger.
You will not hit them with a fungal. They will also not move closer to your army, and they will also not "be slowed down in their retreating", whatever you mean by that.
They will stim, run away to the safety of the tanks, and then come back forward once the fungal has been wasted.

Yeah I agree with this.
The biggest issue I've had though is with HELLIONS.
hellions are SUCH A BITCH to fungal now... OH MY GOD (especially when mixed with maraduers that will always be spread out and end up stimming and killing the infestor). Unlike many of you I've been using infestor builds for a long time, and while I can say the 30% damage and half duration is overall a bit of a buff, the projectile thing certainly does NOT help in 90% of situations.

Fungal used to be (or is still) one of the main counters to hellions, but with 1.3 they seem to want to make fungal terrible for that, and better vs marauders (although marauders can still move damn fast while stimmed), which seems a bit strange and/or reckless.

On February 28 2011 08:44 morimacil wrote:
Show nested quote +
I will bet you pros will barely have the apm/skill to dodge FGs in big battles.

Thats not even an argument. Yes, if its possible to dodge it, good players will dodge it, good players will stim and run, good players will split their marines.

Aside from hellions (and maybe SMALL numbers of stimmed units), the biggest issue isn't the player's skill, but the game latency which is terribly high compared to starcraft 1. This does make it much harder for a player to dodge even if they are competent to dodge (this is quite the issue in SOTIS I find).
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Douillos
Profile Joined May 2010
France3195 Posts
February 28 2011 09:14 GMT
#274
I think we all agree about the change. More dps, cool. Missile, omg no.

As if we didnt need a buff lately ^^
Look a giraffe! Look a fist!!
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
February 28 2011 09:25 GMT
#275
I think the missile part is not that bad, though i think that it could be a little faster.

I had a theory last night about the plans of blizzard:

1. Release the game with every spell in "easy mode"
2. Let players learn the uses of the spells so they get used to using them
3. 6 Month later make all spells harder to use when everyone learned what the spells can be used for
4. ???
5. More exiting micro battles, since more spells will be used (and possibly evaded)

It sounds valid, though, well... it would mean that Blizzard planned ahead.
Hetz
Profile Joined September 2010
196 Posts
February 28 2011 09:39 GMT
#276
The infestor changes are a:

NERF: for all zergs below diamond (thats 89.5% of zerg players, check: http://www.sc2ranks.com/stats/all/1/all) this projectile based FG will just be another 1-mistake-and-you-lose feature added. This group of zerg players has enough trouble with the race as it is. The current race distribution being 35% (master league excluded)Terran, 35% Protoss and only 20% Zerg will get even more skewed if Blizzard implements these FG changes.

BUFF: for the master zergs that have perfect micro and can afford a mistake since they do almost every other thing right.

To summarize: the already HUGE gap between zerg master league and the rest will only get bigger with the new FG changes. We really want a 40% Terran/Toss and 10% Zerg race distribution? This will eventually works its way up to master league.
morimacil
Profile Joined March 2010
France921 Posts
February 28 2011 10:02 GMT
#277
NERF: for all zergs below diamond (thats 89.5% of zerg players, check: http://www.sc2ranks.com/stats/all/1/all) this projectile based FG will just be another 1-mistake-and-you-lose feature added. This group of zerg players has enough trouble with the race as it is. The current race distribution being 35% (master league excluded)Terran, 35% Protoss and only 20% Zerg will get even more skewed if Blizzard implements these FG changes.

BUFF: for the master zergs that have perfect micro and can afford a mistake since they do almost every other thing right.

I disagree.
At lower levels, the opponents wont be able to micro out of the fungals, and missing one or 2 of them wont be a big deal anyway, so the missile isnt going to be much of an issue, and the higher damage makes it better.

At higher levels, the opponents will micro and dodge, thus making it much worse than it currently is.
And the higher your level, and more importantly, the level of your opponent, the less mistakes you can afford.
If you invest 550/700 (pit + glands + 3 infestors), and all you do with that investment is make marines stim 3 times, your opponent will punish you for it really hard. At a pro level, thats most likely going to cost the game.
Bellygareth
Profile Joined October 2010
France512 Posts
February 28 2011 10:22 GMT
#278
The more I think about it the more I think it's a nerf.

1st : Slow missile : it means that it will be dodgeable and it will be bad against fast units. I used infestors mainly against fast units, marines, flying units, helions... Against those I lose efficiency
2nd : Damage per energy doesn't change for most units. It improves against armored units but it's still laughably low compared to said unit life.
3rd: Snare time per energy is nerfed way too much. I'll have to use twice the amount of infestors to snare the same amount of time. And that's if I don't have my fungal dodged.

In short, don't fix what wasn't broken, don't change the fungal growth, it's not the issue with infestors. Change Neural Parasite which is a broken spell.
ALPINA
Profile Joined May 2010
3791 Posts
February 28 2011 10:25 GMT
#279
I really like FG as a missile, but since there will be much more missed shots, I think they should buff that somehow, for example make FG cost 50 energy, or infestors spawn with 75.
You should never underestimate the predictability of stupidity
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-02-28 11:04:39
February 28 2011 10:53 GMT
#280
On February 28 2011 08:38 Leporello wrote:
Zerg is ******. I don't understand what Blizzard is looking at. Our late game is so completely dominated.
I'd gladly trade this "buff" for even a slight increase to Brood Lord's movement speed. That's the kind of buff Zerg actually needs if we want to see a Zerg ever win a GSL.
Actually, zerg already won the GSL. Actually twice. Actually at a time where zerg was widely considered UP.

On February 28 2011 08:38 Leporello wrote:
Sorry, Zerg, QQ, but one of these days, Blizzard is going to have to actually address the problem.
Less QQ, more improve?

Zerg is deadly in hands of a gosu.

On February 28 2011 19:22 Bellygareth wrote:
The more I think about it the more I think it's a nerf.

1st : Slow missile : it means that it will be dodgeable and it will be bad against fast units.
While this is true, it is not the whole story. You can cast an FG and then when the opponent moves his army to avoid the missile, already have casted another FG so that one them hits some units. With the good DPS, FG is quite nice. You should be able to get rid of lings and banelings quite fast, also marines should be softened up for the banelings. I would also like to watch what the pros are doing with this spell.
You don't choose to play zerg. The zerg choose you.
FIRETRUCK
Profile Joined February 2011
Sweden78 Posts
Last Edited: 2011-02-28 11:42:53
February 28 2011 11:15 GMT
#281
The Blizzard people are stupid. They should have increased the AoE and cast range and kept the damage/duration as it is. It's meant to delay pushes, not kill them.

edit: That is, if they were to change Fungal Growth at all.
( ' .') ('<_' )
morimacil
Profile Joined March 2010
France921 Posts
February 28 2011 11:16 GMT
#282
While this is true, it is not the whole story. You can cast an FG and then when the opponent moves his army to avoid the missile, already have casted another FG so that one them hits some units.
So what, the whole story is that you can invest twice the amount, and perhaps catch the marines on the second fungal?

also marines should be softened up for the banelings.

The current fungal actually hits marines, softens them up, and holds them in place for banelings.
The postpatch fungal doesnt hit marines, doesnt soften them up any more when it does hit, and doesnt hold the marines in place for long enough to hit them with banelings when it does hit.
halvorg
Profile Blog Joined October 2010
Norway717 Posts
February 28 2011 11:26 GMT
#283
I really do not like this change, while the dps increase is great, it's just another aoe that you can dodge with a good spread or just moving out of it (the other being banelings), when firing a missile against targets that can ~instantly change direction; the skill lies in the dodger.
Xorphene
Profile Joined January 2011
United Kingdom492 Posts
February 28 2011 11:41 GMT
#284
On February 27 2011 07:46 plagiarisedwords wrote:
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 .


Due to the mobility of the Phoenix and the faster build time introduced last patch, instant 8-sec duration fungal is presently the most effective way of gaining map control against the strategy. Any reasonable phoenix-harasser will ensure they never ever get hit by the new projectile with very basic micro.
T: Polt, Fantasy, Flash, Jjakji. P: HerO, Rain, Grubby, SoS. Z: Jaedong, Scarlett, Snute, Life. Casters: ToD, Apollo, MrBitter, Artosis, Day[9].
EmilA
Profile Joined October 2010
Denmark4618 Posts
February 28 2011 12:47 GMT
#285
As a terran player I really don't get the "omg this is no longer a control spell." I do not recall a single situation where it was used as anything but a damage spell (and an incredibly strong one at that. Why would you need to control a marineball when you can simply recast fungal and kill them. Same goes for the vikings: If they were hit by fungal, they'd die unless all access points to the vikings were covered by tanks.

I do understand the reason you might want to control mutalisks and phoeni (lolol tastosis) though, as they're actually harassment units - but against Terran I can not see how this is not a buff (I'm fairly certain the projectile speed will be buffed, unless they want fungal to become another SHIT SEEKER MISSILE NVMLOL OVERLORD GOT AWAY.)
http://dotabuff.com/players/122305951 playing other games
Sarchasm
Profile Joined April 2010
South Africa64 Posts
February 28 2011 13:02 GMT
#286
should be interesting to see the matchups unfold
Of all the things I've lost, I miss my mind the most
MilesTeg
Profile Joined September 2010
France1271 Posts
February 28 2011 13:24 GMT
#287
Against T, I'm still sinking my gas into mutas... and building even less infestors.

Against Protoss they're still mostly irrelevant as far as I can tell.

Curious to se how it'll pan out in ZvZ, the only match up where they're actually used a lot. Fungal growth is actually doing decent damage against roaches now, but losing 4 seconds of immobilisation hurts more. Besides zergings and especially mutas will have a much easier time against them.

Overall I'm pretty sure we'll find it's a nerf; but I guess only testing will tell.
Bagi
Profile Joined August 2010
Germany6799 Posts
February 28 2011 13:31 GMT
#288
I like the missile dynamic, but I'm afraid it might be too slow.

This isnt like dodging a baneling, its 75 energy from a really expensive and fragile spellcaster. It should be very difficult to dodge if at all.
B.I.G.
Profile Blog Joined August 2010
3251 Posts
February 28 2011 13:34 GMT
#289
i look forward to killing more infestors.
Kraelog
Profile Joined April 2010
Belgium194 Posts
Last Edited: 2011-02-28 13:47:40
February 28 2011 13:46 GMT
#290
In ZvT I find it hard to not see this as a buff. Instead of a delay Fungal is now damnright scary for a bioball. One misclick/micro and everything dies so they can't simply ignore it and heal through it. Simply stating that marines can run away and therefore FG is useless, sounds very strange to me. If they want to run away and lose 20% of their HP...let them, i'll be making a bigger army and the bioball will be weaker the next time they attack.

In ZvP it very much remains to be seen in FG spam could actually weaken the deathball.
Xorphene
Profile Joined January 2011
United Kingdom492 Posts
February 28 2011 13:53 GMT
#291
On February 28 2011 03:23 SurroundSound wrote:
sc2 players are the biggest whiners. This is a buff. The missile is better gameplay. Try picking up some gosu skills and timing the shot. This change will seperate the good zergies from the bad zergies.


Just like Protoss players have to time their 200/200 deathball collossus and void ray lasers to melt the Z army....right? Lots of gosu skills involved?
T: Polt, Fantasy, Flash, Jjakji. P: HerO, Rain, Grubby, SoS. Z: Jaedong, Scarlett, Snute, Life. Casters: ToD, Apollo, MrBitter, Artosis, Day[9].
emc
Profile Joined September 2010
United States3088 Posts
February 28 2011 14:03 GMT
#292
Ok so I like the change but I would like it more if the missile speed was faster than it is now. As it is, the missile is too easy to dodge, however I like fungal as a missile because it encourages micro. Fast reaction should be rewarded here which is why I like fungal because it's as much of a skill to dodge as it is to cast.

Also, ZvZ Mutas might become viable again through strong micro because if you can dodge the fungal you can do good damage. I'm so tired of ZvZ being all about mass Roach, at least with the missile, mutas may become viable again which I think is a good thing and actually makes the match up less bland.
FIRETRUCK
Profile Joined February 2011
Sweden78 Posts
February 28 2011 14:29 GMT
#293
As a terran player I really don't get the "omg this is no longer a control spell." I do not recall a single situation where it was used as anything but a damage spell (and an incredibly strong one at that. Why would you need to control a marineball when you can simply recast fungal and kill them. Same goes for the vikings: If they were hit by fungal, they'd die unless all access points to the vikings were covered by tanks.

I do understand the reason you might want to control mutalisks and phoeni (lolol tastosis) though, as they're actually harassment units - but against Terran I can not see how this is not a buff (I'm fairly certain the projectile speed will be buffed, unless they want fungal to become another SHIT SEEKER MISSILE NVMLOL OVERLORD GOT AWAY.)


Because it's clearly INTENDED to work as a delayer of pushes. it wouldnt make sense to have a nuke-spell and a nuke unit (banelings). What I mean is that you cast fungal once, and then it goes away, just like you only use your banelings once and they "go away". If the spell isnt working as intended, that's not a reason to just change it completely and say "well, why kill units with banelings when fungal growth does a better job at it!?". Instead the spell should get changed so that it can fill its purpose/role. Yes, the new fungal is gonna rape vikings. I think broodlord infestor is gonna reign supreme if this goes unchecked.

I think it would be a cool idea to roll the baneling and the infestor into one unit. A suicide unit that, when it hits the target, it takes damage and gets frozen in place. However I think it would be much better to change the fungal growth into the push-delayer that its intended to be and let players figure out which units should deal the damage.
( ' .') ('<_' )
Bellygareth
Profile Joined October 2010
France512 Posts
February 28 2011 14:49 GMT
#294
On February 28 2011 19:53 [F_]aths wrote:
Show nested quote +
On February 28 2011 08:38 Leporello wrote:
Zerg is ******. I don't understand what Blizzard is looking at. Our late game is so completely dominated.
I'd gladly trade this "buff" for even a slight increase to Brood Lord's movement speed. That's the kind of buff Zerg actually needs if we want to see a Zerg ever win a GSL.
Actually, zerg already won the GSL. Actually twice. Actually at a time where zerg was widely considered UP.

Show nested quote +
On February 28 2011 08:38 Leporello wrote:
Sorry, Zerg, QQ, but one of these days, Blizzard is going to have to actually address the problem.
Less QQ, more improve?

Zerg is deadly in hands of a gosu.

Show nested quote +
On February 28 2011 19:22 Bellygareth wrote:
The more I think about it the more I think it's a nerf.

1st : Slow missile : it means that it will be dodgeable and it will be bad against fast units.
While this is true, it is not the whole story. You can cast an FG and then when the opponent moves his army to avoid the missile, already have casted another FG so that one them hits some units. With the good DPS, FG is quite nice. You should be able to get rid of lings and banelings quite fast, also marines should be softened up for the banelings. I would also like to watch what the pros are doing with this spell.


See my point 2 : my infestors don't have infinite energy. Missing a fungal will hurt more than ever and you will miss more of them than ever. If they make fungal 50 energy then I can agree with the change maybe.

I really don't like any of the things they're changing anyway, even the terran nerfs seems unjustified and inadequate...
Seam
Profile Blog Joined April 2010
United States1093 Posts
February 28 2011 15:10 GMT
#295
When I first read the change, I was sure it was a major nerf, and I was pretty pissed.

But sitting down and thinking, I think it actually is pretty good for us overall. I just hope they speed up the missle...it's super, super slow atm. You can walk away from it with just about everything...
I only needed one probe to take down idra. I had to upgrade to a zealot for strelok. - Liquid`Tyler
hugman
Profile Joined June 2009
Sweden4644 Posts
February 28 2011 15:14 GMT
#296
On February 26 2011 13:40 Antisocialmunky wrote:
I don't like this really.

The amount of cost effectiveness that this will potentially give the Ling/Infestor/Ultra build may potentially make this the ONE RIGHT ANSWER in TvZ. :-\


Which means that T might have to change their play, and then Z and so on and on..
Leetley
Profile Joined October 2010
1796 Posts
February 28 2011 15:29 GMT
#297


Meh. I think it will work just fine.
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
February 28 2011 15:37 GMT
#298
I personally think this is a huge step in the right direction for Blizzard. The only problem with it I see is that they made it dodgeable without increasing its total damage. So you're still throwing away that precious energy, but now you can completely miss the shot. The increased DPS is huge, but maybe not enough to offset the fact that it's dodgeable.

I like this a bit better.

Make it slow, like concussive, not completely immobilize, and for 8 seconds.
Lower the AoE by about a quarter or so. Maybe more.
Make it do ~1.5x the damage(1 shot marines/scvs).
Able to cast while burrowed(ok, this might be too much, but it would make it very defiler-esque).
Make it cost 50 energy per shot. Make infestors start with 40 energy. Upgrade adds 25 energy upon spawning. Makes them insta-fungal on spawn, and 2 fungals isn't far away.
Take away bonus vs armored, and move it to vs light. This way the micro battle between marine/infestor could get really intense as you'd have a lot of fungal to throw around, it would decimate marines, but they can also dodge it fairly easily. While it would also hurt tanks and such, the small AoE would make it a rather inefficient use of the fungal.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2011-02-28 15:41:27
February 28 2011 15:38 GMT
#299
On February 28 2011 21:47 EmilA wrote:
As a terran player I really don't get the "omg this is no longer a control spell." I do not recall a single situation where it was used as anything but a damage spell (and an incredibly strong one at that. Why would you need to control a marineball when you can simply recast fungal and kill them. Same goes for the vikings: If they were hit by fungal, they'd die unless all access points to the vikings were covered by tanks.

I do understand the reason you might want to control mutalisks and phoeni (lolol tastosis) though, as they're actually harassment units - but against Terran I can not see how this is not a buff (I'm fairly certain the projectile speed will be buffed, unless they want fungal to become another SHIT SEEKER MISSILE NVMLOL OVERLORD GOT AWAY.)



pre PTR: Oh no my marines got fungal'd i need to sit there with my medivacs for 8 seconds draining energy + siege up my tanks or risk losing my army, then move out 12 seconds post fungal.

Post PTR: oh no an infestor is coming, stim and run toward it, and then make a 90 degree turn as soon as the projectile is launched, then resume course and kill the infestor. and then engage. (total of 4 seconds)

alternately: Oh no my marines got fungal'd, i need to sit here for 6 second to heal with my medivacs and then move out. 6 seconds total no siege needed since the marines hit can be healed or moved to the back by the time banes try to come in, or load them into the medivac.

and this is regardless of all other control parts of the spell (drops, air battle, preventing landing/sieging/blinking) prevent retreat, force sieging, prevent collosus kiting (when a collosus can outrun your spell, you have an issue). each of these uses' effectiveness are cut by more than half, because not only is the effect half, but the ability to dodge it allows to be unreliable.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-02-28 15:52:34
February 28 2011 15:46 GMT
#300
On February 28 2011 23:49 Bellygareth wrote:
Show nested quote +
On February 28 2011 19:53 [F_]aths wrote:
While this is true, it is not the whole story. You can cast an FG and then when the opponent moves his army to avoid the missile, already have casted another FG so that one them hits some units. With the good DPS, FG is quite nice. You should be able to get rid of lings and banelings quite fast, also marines should be softened up for the banelings. I would also like to watch what the pros are doing with this spell.


See my point 2 : my infestors don't have infinite energy. Missing a fungal will hurt more than ever and you will miss more of them than ever. If they make fungal 50 energy then I can agree with the change maybe.

I really don't like any of the things they're changing anyway, even the terran nerfs seems unjustified and inadequate...
If we consider infestors buffed in 1.3 (22% more HP, 30% more damage to armoured versus 50% less stun duration but doubled DPS, however missile instead of instant cast) we zerg will build more infestors. More infestors = larger energy pool for infestor spells.

Why so much general whine in this thread? The new FG spell is more BW-like: Hard to execute properly, but devestating if used properly.
You don't choose to play zerg. The zerg choose you.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
February 28 2011 15:58 GMT
#301
On March 01 2011 00:46 [F_]aths wrote:
Show nested quote +
On February 28 2011 23:49 Bellygareth wrote:
On February 28 2011 19:53 [F_]aths wrote:
While this is true, it is not the whole story. You can cast an FG and then when the opponent moves his army to avoid the missile, already have casted another FG so that one them hits some units. With the good DPS, FG is quite nice. You should be able to get rid of lings and banelings quite fast, also marines should be softened up for the banelings. I would also like to watch what the pros are doing with this spell.


See my point 2 : my infestors don't have infinite energy. Missing a fungal will hurt more than ever and you will miss more of them than ever. If they make fungal 50 energy then I can agree with the change maybe.

I really don't like any of the things they're changing anyway, even the terran nerfs seems unjustified and inadequate...
If we consider infestors be buffed in 1.3 (22% more HP, 30% more damage to armoured versus 50% less stun duration but doubled DPS, however missile instead of instant cast) we zerg will build more infestors. More infestors = larger energy pool for infestor spells.

Why so much general whine in this thread? The new FG spell is more BW-like: Hard to execute properly, but devestating if used properly.

i don't have an issue with projectile, i have an issue with the focus on even more heavy damage units in SC2 as opposed to control units like in BW.

big damage units in BW:

Templar, Archon, Siege Tank, Lurker, Crackling, Vulture(spidermine), DT

Big Damage units in SC2:
Templar, Immortal, Archon, Collosus, Void Ray, Marauder, Siege tank, Hellion, Banshee, DT, Ultra, Roach, brood lord, hydra, baneling and now infestor?

it's not what we need we need more finesse control units, like the infestor used to be.
Herculix
Profile Joined May 2010
United States946 Posts
February 28 2011 16:01 GMT
#302
i really liked the start of this thread, but it started getting out of hand in the opposite direction of the PTR thread. now all of a sudden, it went from a terrible nerf to an overpowered buff. seriously, stop sensationalizing shit you guys.

if infestors are gonna be so dominant, both non-zerg races have amazing counter-caster units. ghosts in particular are good against zerg, and while i wouldn't recommend them if you didn't need EMP over just getting more tanks and the like, if infestors are so scary, you have an obvious, easy to tech to solution.

it was demonstrated in GSL this season, zenexbyun vs ogs zenio, that the terran was able to overcome a zerg going ling/infestor/ultra because of EMP from like 4-6 ghosts, and then it becomes the tvz terrans know and love where marines kill everything. it was actually one of the most epic games of the season so far imo

http://www.gomtv.net/2011gslsponsors2/vod/61324 gotta buy a ticket to watch but i assume some people have, so here it is

i see the potential in it being used as a damage snare, but i think the projectile nerf is too big. it's not as slow as a marauder shot, it's slower. somewhere between 1/2 and 3/4 of a second i'd estimate, in other words, the average focused person reacts twice as fast or more than it takes fungal to land.

so in other words, fungal is supposed to counter blink, but now blink can counter fungal. fungal was supposed to hold a marine/tank push, but now you can stim kite it. i think a a lot of the benefit goes out of the window when you consider how much easier it is to whiff a fungal. i think fungal projectile time is too long, i'd like to see it travel as fast as EMP, or somewhere in between how slow it is now and EMP speed.
plagiarisedwords
Profile Joined November 2010
United Kingdom138 Posts
February 28 2011 18:17 GMT
#303
On February 27 2011 11:49 morimacil wrote:
Show nested quote +
I'm saying if I lump 8-9 sentries into a gateway, collossus, sentry deathball, you could use repeat FGs during the course of an engagement to take them all out plus soften up units around them. This makes infestors a lot better vs any kinds of deathball.There is no way a protoss can spare 800-900 gas in the midgame so this make infestors genuinely scary wheras right now, they suck vs protoss deathballs. However, like I said in my post, it will be hard for zerg to pull off against a good protoss player given collossus or HTs so it deserves to be so powerful.

??
I dont understand these kind of posts.
if you wish to repeatedly fungal a bunch of sentries, you can already do it now. they dont get any more scary compared to now.
And killing off sentries during an engagement, so after all the forcefields land, is relatively useless.

What makes this scary now is that you can deal out damage over the course of a battle due to the higher DPS. Previously you had to wait so long for it to take it effect that it wasn't worth using during an engagement. Outside an engagement, collossus outrange infestors so very hard to get the spell off. However, you do see consecutive FGs from highground from pro games. It doesn't seem ridiculous to FG at the start of an engagement and at the end of the engagement. It takes 3 FGs to kill sentry but if a sentry has taken more than 8 points of damage then it is actually 2. Even if you get just 1 FG off on sentries this will burn all the shields and Protoss will be scared to engage a roach infestor army for fear of losing all his sentries to more FGs.

As for your point on sentry being useless after using up energy. The point is that if you watch a good protoss player they will economise FF really well and will definitley not use up all their energy over 1-2 engagement. Even if you get to the point where you cannot FF anymore, your sentries will probably be on 20-40 energy so you won't need to wait long before you have FF again. Killing a significant number of sentries at any point in the game is a huge deal. The tipping point of a lot of PvZ is the protoss player losing too many sentries.

It is definitely a new anti-sentry strat which seems more cost efficient than overlords filled with banelings or burning out the energy with masses of roaches which are the strats I see at the moment.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
February 28 2011 18:24 GMT
#304
On March 01 2011 03:17 plagiarisedwords wrote:
Show nested quote +
On February 27 2011 11:49 morimacil wrote:
I'm saying if I lump 8-9 sentries into a gateway, collossus, sentry deathball, you could use repeat FGs during the course of an engagement to take them all out plus soften up units around them. This makes infestors a lot better vs any kinds of deathball.There is no way a protoss can spare 800-900 gas in the midgame so this make infestors genuinely scary wheras right now, they suck vs protoss deathballs. However, like I said in my post, it will be hard for zerg to pull off against a good protoss player given collossus or HTs so it deserves to be so powerful.

??
I dont understand these kind of posts.
if you wish to repeatedly fungal a bunch of sentries, you can already do it now. they dont get any more scary compared to now.
And killing off sentries during an engagement, so after all the forcefields land, is relatively useless.

What makes this scary now is that you can deal out damage over the course of a battle due to the higher DPS. Previously you had to wait so long for it to take it effect that it wasn't worth using during an engagement. Outside an engagement, collossus outrange infestors so very hard to get the spell off. However, you do see consecutive FGs from highground from pro games. It doesn't seem ridiculous to FG at the start of an engagement and at the end of the engagement. It takes 3 FGs to kill sentry but if a sentry has taken more than 8 points of damage then it is actually 2. Even if you get just 1 FG off on sentries this will burn all the shields and Protoss will be scared to engage a roach infestor army for fear of losing all his sentries to more FGs.

As for your point on sentry being useless after using up energy. The point is that if you watch a good protoss player they will economise FF really well and will definitley not use up all their energy over 1-2 engagement. Even if you get to the point where you cannot FF anymore, your sentries will probably be on 20-40 energy so you won't need to wait long before you have FF again. Killing a significant number of sentries at any point in the game is a huge deal. The tipping point of a lot of PvZ is the protoss player losing too many sentries.

It is definitely a new anti-sentry strat which seems more cost efficient than overlords filled with banelings or burning out the energy with masses of roaches which are the strats I see at the moment.

investing 100/150 on 1-2 50% chance of dealing 36 damage fungals

or investing 100/50 on 2 banelings with a 80% chance of dealing enough damage to kill a sentry

more cost efficient?

overlords are free, and drops are super useful as they allow baneling bombs on mineral lines, while inftesors have to burrow by cannon and stuff
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
February 28 2011 18:45 GMT
#305
On March 01 2011 00:29 Leetley wrote:
http://www.youtube.com/watch?v=_U-LjZIPack

Meh. I think it will work just fine.




Looks fine to me too.
HOLY CHECK!
plagiarisedwords
Profile Joined November 2010
United Kingdom138 Posts
February 28 2011 18:55 GMT
#306
On March 01 2011 03:24 PrinceXizor wrote:
Show nested quote +
On March 01 2011 03:17 plagiarisedwords wrote:
On February 27 2011 11:49 morimacil wrote:
I'm saying if I lump 8-9 sentries into a gateway, collossus, sentry deathball, you could use repeat FGs during the course of an engagement to take them all out plus soften up units around them. This makes infestors a lot better vs any kinds of deathball.There is no way a protoss can spare 800-900 gas in the midgame so this make infestors genuinely scary wheras right now, they suck vs protoss deathballs. However, like I said in my post, it will be hard for zerg to pull off against a good protoss player given collossus or HTs so it deserves to be so powerful.

??
I dont understand these kind of posts.
if you wish to repeatedly fungal a bunch of sentries, you can already do it now. they dont get any more scary compared to now.
And killing off sentries during an engagement, so after all the forcefields land, is relatively useless.

What makes this scary now is that you can deal out damage over the course of a battle due to the higher DPS. Previously you had to wait so long for it to take it effect that it wasn't worth using during an engagement. Outside an engagement, collossus outrange infestors so very hard to get the spell off. However, you do see consecutive FGs from highground from pro games. It doesn't seem ridiculous to FG at the start of an engagement and at the end of the engagement. It takes 3 FGs to kill sentry but if a sentry has taken more than 8 points of damage then it is actually 2. Even if you get just 1 FG off on sentries this will burn all the shields and Protoss will be scared to engage a roach infestor army for fear of losing all his sentries to more FGs.

As for your point on sentry being useless after using up energy. The point is that if you watch a good protoss player they will economise FF really well and will definitley not use up all their energy over 1-2 engagement. Even if you get to the point where you cannot FF anymore, your sentries will probably be on 20-40 energy so you won't need to wait long before you have FF again. Killing a significant number of sentries at any point in the game is a huge deal. The tipping point of a lot of PvZ is the protoss player losing too many sentries.

It is definitely a new anti-sentry strat which seems more cost efficient than overlords filled with banelings or burning out the energy with masses of roaches which are the strats I see at the moment.

investing 100/150 on 1-2 50% chance of dealing 36 damage fungals

or investing 100/50 on 2 banelings with a 80% chance of dealing enough damage to kill a sentry

more cost efficient?

overlords are free, and drops are super useful as they allow baneling bombs on mineral lines, while inftesors have to burrow by cannon and stuff

The thing is those percentages depend on what level of play you are talking about.

You have to be pretty retarded to miss a protoss ball completely but yes there is a question about whether or not you hit the sentries which are mosty likely the only thing worth hitting in protoss ball. Also depends on if they keep it as slow as it is now. I'm not sure it is as low as 50% especially for a pro player during an engagement.

In terms of damage, 36 AoE damage is hardly small. Storm does 80 damage but noone stands under it the whole time so a well cast storm's damage is not that different from a FG that lands (I know there are plenty of other differences but just trying to say that FG does deal significant damage).

Baneling drops are very good definitely against mineral lines but I'm talking about vs a stalker sentry collossus army. With good micro, the protoss player will shoot down your overlords with stalkers making the baneling drop a very risky and costly strategy. No way will 80% of banelings hit my sentries. Even if you do get to drop the banelings, I can position my stalkers to take the hit. You are kind of relying on the protoss player to micro badly with this strat. Just look at HuK and OgsMC in GSL. They both had zergs try this strat on them and fail miserably.
MadCatz900
Profile Joined February 2011
9 Posts
February 28 2011 19:06 GMT
#307
I think its a good change, i like the damage buff and the profectile looks cool ;p
BloodyPikachu
Profile Joined January 2011
19 Posts
February 28 2011 19:16 GMT
#308
The infestors should add a cooldown to Fungal growth now IMO, while one FG is going on, another one can be applied immediately, which means if 3 if not only 1 infestor has enough energy, it can wipe out an entire force (both air and ground)
Failure To Comply
D_K_night
Profile Joined April 2010
Canada615 Posts
February 28 2011 19:26 GMT
#309
From watching the different videos, IMO I think the FG could stand to have its projectile speed quickened, for example to match the Stalker projectile speed.

Maybe a range upgrade too - 10 range? But I don't know if this fits into the zerg "philosophy" of play if it encourages zerg to use hit-and-run style of attacking.
Canada
Zeroes
Profile Blog Joined April 2010
United States1102 Posts
February 28 2011 19:28 GMT
#310
They should increase the range to rival tanks and colossus and make the projectile fly slower
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D_K_night
Profile Joined April 2010
Canada615 Posts
February 28 2011 20:34 GMT
#311
On March 01 2011 04:28 Zeroes wrote:
They should increase the range to rival tanks and colossus and make the projectile fly slower


whoa whoa I'm not sure if it should match a tank's sieged up range(13) because that would be insane, zerg siege anyone? for it to match collosi range...not sure about that one, 10 range and faster delivery seems like a good compromise.
Canada
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2011-02-28 20:42:49
February 28 2011 20:36 GMT
#312
I wonder how much the Infestors new shoot and move micro is affected by creep or borrow?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
heishe
Profile Blog Joined June 2009
Germany2284 Posts
February 28 2011 20:37 GMT
#313
A few thoughts about ZvP

The damage output done by infestors is now a real threat for a protoss death ball, especially if the infestor manages to do the damage outside of a major fight (to soften up the ball for example).

I think, though, that the major buff in ZvP because of this is going to be something different.

If infestor centric plays become a standard for Zerg in ZvP, I believe that the standard Collosus/Stalker/Senty/Zealot death ball will not be able to compete with a new infestor/roach/hydra/bling and optionally /corruptor army.

This means that Protosses will likely adapt by adding many templars to their unit mix, both for feedback on the infestors as well as storms which are very powerful against almost all units of Zerg.

I think that this, in combination with the remove of the Khaydarin Amulet upgrade, is going to have a couple of not immediately visible effects on the game of Protoss vs. Zerg:

Protoss players might be favouring early templar tech over collosus tech, because of the research time and mana accumulation required before a high templar is usable to it's full extend, and possibly to be safe against hypothetical new timing pushes or harass by Zerg using infestors. The minerals, and more importantly, gas required for this will keep the collossus numbers down until the late game, at which point Zerg players should already have enough income going to afford a spire in addition to your infestor pit, enabling the easier timed countering of collossi using infestors.

It could also make fights before the midgame viable for Zerg, instead of having the Zerg trying to delay everything until the Zerg has 5 gas and 3 mineral expansions and 2/2 + 2/0 upgrades running and just overwhelms the opponent.


I for one am very happy about this change. This is all theorycrafting and I have no tests to back my thoughts up, but I just have this feeling that these changes to the infestor is going to give rise to many new exciting ways of playing the game.
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
theSAiNT
Profile Joined July 2009
United States726 Posts
February 28 2011 20:42 GMT
#314
Notwithstanding balance related issues, to me the change spoils the 'flavour' of Fungal Growth.

With the shorter root timer and higher dps, it's now very similar to storm. Ok, it has a projectile but for all intents and purposes, it will now be used primarily for the damage as opposed to the root.

It would be nice to see a buff to infestors without losing their 'flavour'.
itzdeity
Profile Joined January 2011
United States8 Posts
February 28 2011 20:44 GMT
#315
Just a thought as I haven't managed to see anyone post about it. Corruption increases dps to a target infected with it. Add in a fungal or two to a colossus you've corrupted and with +damage to armored it might make killing those colossus much quicker which is obviously a good thing. I'm not sure if the two would stack but even if they don't the added dps is something to consider.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
February 28 2011 20:53 GMT
#316
On March 01 2011 05:42 theSAiNT wrote:
Notwithstanding balance related issues, to me the change spoils the 'flavour' of Fungal Growth.

With the shorter root timer and higher dps, it's now very similar to storm. Ok, it has a projectile but for all intents and purposes, it will now be used primarily for the damage as opposed to the root.

It would be nice to see a buff to infestors without losing their 'flavour'.



The flavor has changed definitely. But I don't think the new flavor is all that bad. Remember the plasma bugs from Starship Troopers. Those things were awesome
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
MrPrezbo
Profile Joined November 2010
92 Posts
February 28 2011 21:05 GMT
#317
I don't really see what the problem is.

Use mindgames against your opponent, rush your infestors up to make it look like you're going to fungal, etc. If you're good, you will still land it.

The skill ceiling for this spell has been raised significantly. Pushes will be less delayed, but with more damage dealt. Perhaps I can forego banelings completely in the midgame? In favor of mass fungal deathballs? I'm looking forward to seeing how this works.

And please, PLEASE mass muta against me post-patch. I'll enjoy decimating your mutas in half the time it took before... Don't think I can land it? Watch me. muahahahahaha.
If chess is life, Starcraft is science
MrPrezbo
Profile Joined November 2010
92 Posts
February 28 2011 21:09 GMT
#318
Also those videos are bullshit. They're testing infestors in a vacuum vs. a small number of units. How much sense does that make? None.

Keep in mind that you will have an army with those infestors. if you're good, you will either zone their forces into your army to be immediately fungaled and consumed, or you will zone them into your infestors to be fungaled... and consumed.
If chess is life, Starcraft is science
TheButtonmen
Profile Joined December 2010
Canada1401 Posts
Last Edited: 2011-02-28 21:14:18
February 28 2011 21:10 GMT
#319
On March 01 2011 06:05 MrPrezbo wrote:
I don't really see what the problem is.

Use mindgames against your opponent, rush your infestors up to make it look like you're going to fungal, etc. If you're good, you will still land it.


You could do this pre-patch except it wasn't a matter of are they paying attention to dodge it.

The skill ceiling for this spell has been raised significantly. Pushes will be less delayed, but with more damage dealt.


The exact same damage is dealt, it's just dealt quicker.

And please, PLEASE mass muta against me post-patch. I'll enjoy decimating your mutas in half the time it took before... Don't think I can land it? Watch me. muahahahahaha.


It's worse agianst mutas now as it holds them for your hydras to hit for half the time, so unless you countered mutas with only fungal growth this won't half the time it takes to kill the mutas it will just cost double the energy to hold them there.

On March 01 2011 06:09 MrPrezbo wrote:
Keep in mind that you will have an army with those infestors. if you're good, you will either zone their forces into your army to be immediately fungaled and consumed, or you will zone them into your infestors to be fungaled... and consumed.


The whole point of infestors is so that you can lock their army down so that your army can reach it without being kited not to deal AoE damage, sacrificing your army to drive them into fungals doesn't help as you won't have the units to mop up.
MrPrezbo
Profile Joined November 2010
92 Posts
Last Edited: 2011-02-28 21:16:15
February 28 2011 21:15 GMT
#320
On March 01 2011 06:10 TheButtonmen wrote:
Show nested quote +
On March 01 2011 06:05 MrPrezbo wrote:
I don't really see what the problem is.

Use mindgames against your opponent, rush your infestors up to make it look like you're going to fungal, etc. If you're good, you will still land it.


You could do this pre-patch except it wasn't a matter of are they paying attention to dodge it.

Show nested quote +
The skill ceiling for this spell has been raised significantly. Pushes will be less delayed, but with more damage dealt.


The exact same damage is dealt, it's just dealt quicker.

Show nested quote +
And please, PLEASE mass muta against me post-patch. I'll enjoy decimating your mutas in half the time it took before... Don't think I can land it? Watch me. muahahahahaha.


It's worse agianst mutas now as it holds them for your hydras to hit for half the time, so unless you countered mutas with only fungal growth this won't half the time it takes to kill the mutas it will just cost double the energy to hold them there.



you're semi-right about the damage being the same, except it does now deal more damage to armored. Even the 30% increase is significant.

I may need to build an extra infestor or 2 vs mutas, but since I actually deal damage faster with fungal, the mutas will die faster. If you're good, you will need about 8 seconds for reinforcements to arrive (queens, hydras) to take down the mutas. And although I will have spent 2 fungals instead of one, I will have done 72 damage in 8 seconds to those oh-so-fragile mutalisks. Then mine ears shall revel in that squish-popping sound of dying mutalisks--like a symphony....
If chess is life, Starcraft is science
Jotoco
Profile Joined October 2010
Brazil1342 Posts
February 28 2011 21:17 GMT
#321
On March 01 2011 06:05 MrPrezbo wrote:
I don't really see what the problem is.

Use mindgames against your opponent, rush your infestors up to make it look like you're going to fungal, etc. If you're good, you will still land it.

The skill ceiling for this spell has been raised significantly. Pushes will be less delayed, but with more damage dealt. Perhaps I can forego banelings completely in the midgame? In favor of mass fungal deathballs? I'm looking forward to seeing how this works.

And please, PLEASE mass muta against me post-patch. I'll enjoy decimating your mutas in half the time it took before... Don't think I can land it? Watch me. muahahahahaha.


How is it everyone says it deals more damage?

Against Armored? Sure, but 12 damage against a armored unit is mostly irrelevant.

"But you can fungal twice in the same time!!!1ONE!!"

No shit, sherlock. And you need 2 infestors for it too. And since even if you do fungal him twice, his push is still coming 8 seconds earlier than before! You can almost burrow a spine crawler or hatch lings in this time. The difference is HUGE.

Give me 8s NO DAMAGE fungals any day over 4s damaging fungals. Except MAYBE against Colossus/Void Ray. MAYBE.
Wren
Profile Blog Joined February 2011
United States745 Posts
February 28 2011 21:20 GMT
#322
If it's gonna be a projectile, and a slow one, it should at least target a unit, rather than an area. Require a little bit of skill from the other player (split, rather than simply run away).
We're here! We're queer! We don't want any more bears!
MrPrezbo
Profile Joined November 2010
92 Posts
February 28 2011 21:21 GMT
#323


The whole point of infestors is so that you can lock their army down so that your army can reach it without being kited not to deal AoE damage, sacrificing your army to drive them into fungals doesn't help as you won't have the units to mop up.


See, you're wrong about that though. Why can't you guys understand that the infestor still does the same amount of damage, except it deals it FASTER? Fungal was totally insignificant before damage-wise. And with the old fungal, if I am already engaged with an army, I don't really need to fungal it, do I? But now, that's when they extra DPS will come to bear.
If chess is life, Starcraft is science
Jotoco
Profile Joined October 2010
Brazil1342 Posts
Last Edited: 2011-02-28 21:30:25
February 28 2011 21:28 GMT
#324
On March 01 2011 06:15 MrPrezbo wrote:
Show nested quote +
On March 01 2011 06:10 TheButtonmen wrote:
On March 01 2011 06:05 MrPrezbo wrote:
I don't really see what the problem is.

Use mindgames against your opponent, rush your infestors up to make it look like you're going to fungal, etc. If you're good, you will still land it.


You could do this pre-patch except it wasn't a matter of are they paying attention to dodge it.

The skill ceiling for this spell has been raised significantly. Pushes will be less delayed, but with more damage dealt.


The exact same damage is dealt, it's just dealt quicker.

And please, PLEASE mass muta against me post-patch. I'll enjoy decimating your mutas in half the time it took before... Don't think I can land it? Watch me. muahahahahaha.


It's worse agianst mutas now as it holds them for your hydras to hit for half the time, so unless you countered mutas with only fungal growth this won't half the time it takes to kill the mutas it will just cost double the energy to hold them there.



you're semi-right about the damage being the same, except it does now deal more damage to armored. Even the 30% increase is significant.

I may need to build an extra infestor or 2 vs mutas, but since I actually deal damage faster with fungal, the mutas will die faster. If you're good, you will need about 8 seconds for reinforcements to arrive (queens, hydras) to take down the mutas. And although I will have spent 2 fungals instead of one, I will have done 72 damage in 8 seconds to those oh-so-fragile mutalisks. Then mine ears shall revel in that squish-popping sound of dying mutalisks--like a symphony....



Guess what, it doesn't really matter that it took 8s or 1min to damage 36 damage for fungal. BECAUSE THEY CAN'T FUCKING AVOID IT.

And most air units that matter in harassment are light anyway (except Medvacs). So no change in damage, too. And it will take 4 fungals to kill a medvac, that is 300 Energy. Whereas BEFORE, it took 1 fungal + 3 IT's, so 150 energy total.



And that is something I don't think anyone discussed here, really. This change to fungal is a HUGE NERF to Infested Terrans. When fungaling + IT's, they had 3s of damage. And they have over 9DPS, so each one did 27 damage, more damage per energy than the fungal itself.

Now your It's will hatch 1s too late. Unless you invest double the resources on double the infestors.

And Terran bitch about the Raven's Turrets. They are 2x2, allowing for blocking paths. Are instant. Last for 6 times more. Have better range, armor... And don't tell me Infested Terrans can move, because they barely leave their places in the 30s lifespan they have.
MrPrezbo
Profile Joined November 2010
92 Posts
February 28 2011 21:29 GMT
#325
On March 01 2011 06:17 Jotoco wrote:
Show nested quote +
On March 01 2011 06:05 MrPrezbo wrote:
I don't really see what the problem is.

Use mindgames against your opponent, rush your infestors up to make it look like you're going to fungal, etc. If you're good, you will still land it.

The skill ceiling for this spell has been raised significantly. Pushes will be less delayed, but with more damage dealt. Perhaps I can forego banelings completely in the midgame? In favor of mass fungal deathballs? I'm looking forward to seeing how this works.

And please, PLEASE mass muta against me post-patch. I'll enjoy decimating your mutas in half the time it took before... Don't think I can land it? Watch me. muahahahahaha.


How is it everyone says it deals more damage?

Against Armored? Sure, but 12 damage against a armored unit is mostly irrelevant.

"But you can fungal twice in the same time!!!1ONE!!"

No shit, sherlock. And you need 2 infestors for it too. And since even if you do fungal him twice, his push is still coming 8 seconds earlier than before! You can almost burrow a spine crawler or hatch lings in this time. The difference is HUGE.

Give me 8s NO DAMAGE fungals any day over 4s damaging fungals. Except MAYBE against Colossus/Void Ray. MAYBE.



It's DPS we are talking about, plain and simple.

let's stretch our minds for a moment here, given x of time, and given infinite infestors, these new infestors deal twice the amount of damage the old ones did. Seconds matter in this game, as your lament over the root-time attests, but in my opinion, the faster DPS more than balances that out.

It was pretty frustrating when medivacs out-dps'ed the current incarnation of fungal growth, wasn't it? Do you really need EIGHT seconds for speedlings to come and hit some fungaled marines?

Well, maybe if you're across the map.

The bottom line is that infestors will be more feared now. You can delay that push for 24 seconds (with the current fungal version) having done a total net of 0 damage due to medivacs. Or, you could be a bit more prepared, and smash the shit of an entire army faster than you ever thought possible. I personally see more value in the latter.

And, did you ever consider (lets use a terran army for example) that when you chain the new fungal to delay a push, the new fungal may delay it just as much or MORE, as the terran would likely elect to hold back on his own attack to heal up/repair his units?
If chess is life, Starcraft is science
decaf
Profile Joined October 2010
Austria1797 Posts
Last Edited: 2011-02-28 21:42:24
February 28 2011 21:29 GMT
#326
This is how it works now:
If you want fungal do delay his army as long as possible then infestors were better before the patch.
If you want fungal to deal damage, then it's better after the aptch, because its dps is greater now and you will be dealing more damage over the time.
If you want to fungal his units for a certain timespan, then it depends on the amout of infestors you got which one is better (pre or post patch).
If you think the main purpose of fungal growth is to delay his army to get an army yourself, then yes, it has been nerfed. If you think its main purpse is softening up his army and stunning them is just a nice bonus, then it has been buffed.

Buffs that dont need to be argued about are the bonus damage to armor, which is actually insane. FG used to deal 36 damage to armored units prepatch, postpatch it will deal 48 damge to armored units in half the time. And of course the infestor got a health buff which makes it survive 3 tank blasts.

An obvious nerf is that its no longer an autocast spell, unfortunately the projectile is travelling way too slowly. A huge nerf in my opinion which should be removed.

If they didn't remove the autocast function then there would be no sense about arguing whether it's a buff or not, but they did. I don't think it's a buff, nor it's a nerf. It's just different right now, but the old infestor fit into the zerg army better. Sure, the new dps allows the infestor to out-dps the healing-rate of medivacs, but that's not worth not hitting anything.
MrPrezbo
Profile Joined November 2010
92 Posts
February 28 2011 21:33 GMT
#327
On March 01 2011 06:28 Jotoco wrote:
Show nested quote +
On March 01 2011 06:15 MrPrezbo wrote:
On March 01 2011 06:10 TheButtonmen wrote:
On March 01 2011 06:05 MrPrezbo wrote:
I don't really see what the problem is.

Use mindgames against your opponent, rush your infestors up to make it look like you're going to fungal, etc. If you're good, you will still land it.


You could do this pre-patch except it wasn't a matter of are they paying attention to dodge it.

The skill ceiling for this spell has been raised significantly. Pushes will be less delayed, but with more damage dealt.


The exact same damage is dealt, it's just dealt quicker.

And please, PLEASE mass muta against me post-patch. I'll enjoy decimating your mutas in half the time it took before... Don't think I can land it? Watch me. muahahahahaha.


It's worse agianst mutas now as it holds them for your hydras to hit for half the time, so unless you countered mutas with only fungal growth this won't half the time it takes to kill the mutas it will just cost double the energy to hold them there.



you're semi-right about the damage being the same, except it does now deal more damage to armored. Even the 30% increase is significant.

I may need to build an extra infestor or 2 vs mutas, but since I actually deal damage faster with fungal, the mutas will die faster. If you're good, you will need about 8 seconds for reinforcements to arrive (queens, hydras) to take down the mutas. And although I will have spent 2 fungals instead of one, I will have done 72 damage in 8 seconds to those oh-so-fragile mutalisks. Then mine ears shall revel in that squish-popping sound of dying mutalisks--like a symphony....



Guess what, it doesn't really matter that it took 8s or 1min to damage 36 damage for fungal. BECAUSE THEY CAN'T FUCKING AVOID IT.

And most air units that matter in harassment are light anyway (except Medvacs). So no change in damage, too. And it will take 4 fungals to kill a medvac, that is 300 Energy. Whereas BEFORE, it took 1 fungal + 3 IT's, so 150 energy total.



And that is something I don't think anyone discussed here, really. This change to fungal is a HUGE NERF to Infested Terrans. When fungaling + IT's, they had 3s of damage. And they have over 9DPS, so each one did 27 damage, more damage per energy than the fungal itself.

Now your It's will hatch 1s too late. Unless you invest double the resources on double the infestors.

And Terran bitch about the Raven's Turrets. They are 2x2, allowing for blocking paths. Are instant. Last for 6 times more. Have better range, armor... And don't tell me Infested Terrans can move, because they barely leave their places in the 30s lifespan they have.




Army comps will change, you can bet on that. Strictly speaking TvZ, this change to fungal growth will almost certainly relieve the gas-sink that is banelings. The burst DPS necessitates more Infestors, but it also lowers the requirements on baneling count as Infestors move to a more damage-dealer role.

And why are people acting like the root is gone? It's not. Is it significantly shorter? Yes. Will it still make a huge difference? You bet your ass.
If chess is life, Starcraft is science
Jotoco
Profile Joined October 2010
Brazil1342 Posts
February 28 2011 21:37 GMT
#328
It just struck me.

Fungaled Medvacs can still drop it's troops, right?

This change will make it possible for a Terran to load marines into a medvac when he sees a infestor or the fungal launching and then drop then again, fungal-free. And kill the infestor.

It may actually make it a LOT worse to deal with medvacs. Even worse than I'd though.


And again, I need to reiterate how critical this is for Infested Terrans. They may as well remove IT's and Neural and make Infestors a one-spell pony.
MrPrezbo
Profile Joined November 2010
92 Posts
February 28 2011 21:37 GMT
#329
Also a bit off-topic, but Decaf, love your sig, man. You're my hero
If chess is life, Starcraft is science
MrPrezbo
Profile Joined November 2010
92 Posts
February 28 2011 21:40 GMT
#330
On March 01 2011 06:37 Jotoco wrote:
It just struck me.

Fungaled Medvacs can still drop it's troops, right?

This change will make it possible for a Terran to load marines into a medvac when he sees a infestor or the fungal launching and then drop then again, fungal-free. And kill the infestor.

It may actually make it a LOT worse to deal with medvacs. Even worse than I'd though.


And again, I need to reiterate how critical this is for Infested Terrans. They may as well remove IT's and Neural and make Infestors a one-spell pony.



There are two sides to every theory crafting coin, Jotoco. Sure, that situation could happen, if you're bad... or you could park you infestor slightly out of range and type "grrrr" into the chat. I know for a fact fungaled marines CAN'T be picked up by the medivac, so the onus is on him just as much as you to not fuck up. And ANY sort of delay, when it comes to drop harass, incredibly favors the defender.
If chess is life, Starcraft is science
Innovation
Profile Joined February 2010
United States284 Posts
February 28 2011 21:53 GMT
#331
After playing a few games against terran (only took 3 games to get to grand master 13th lol) and protoss and utilizing the infestor I have to honestly say that I am in love with the changes...yes it will be more difficult to control against air units...but lets be honest...in general zerg's problem has always been on the ground.

With the new changes you can cost effectively utilize the infestro to destroy mid-game 6 warpgate pressure. I was able to catch the protoss ball with one of my 3 infestors...and with three consecutive fungle growths killed his entire army and picked off the reinforcements with my lings. The fact that zerg now has a spell that actually causes significant damage is huge! All it takes is for zerg to be able to cost effective destroy 1 major push by an opponent to get a huge econ advantage.

From a simple game play perspective I like the change because it introduces more micro on both sides. It's an advantage to zerg because with good micro we can do more with it, than we could be fore. However, a good player can also dodge which makes it more interesting to watch.

In terms of ZVZ it also adds variety because it will be even more valuable in roach wars...but won't totally shut down air like it used to...sooooooo....muta will become viable again...and who wouldn't appreciate a little variety in a mirror match? I might have to start practicing the Catz build again!

About ChoyafOu "if he wants games decided by random chance he could just play the way he always does" Idra
morimacil
Profile Joined March 2010
France921 Posts
Last Edited: 2011-02-28 21:59:58
February 28 2011 21:56 GMT
#332
let's stretch our minds for a moment here, given x of time, and given infinite infestors, these new infestors deal twice the amount of damage the old ones did.

Yeah, thats awesome.

Unfortunately, in situations where you dont actually have infinite infestors, being able to deal twice the damage with twice the amount isnt really as huge a buff as people make it out to be.
Dod you for example know, that you could invest twice the amount in banelings, and get twice the amount of damage from them too? Isnt that incredibly awesome in a situation with infinite banelings?
Truly it is.
But in actual games, where you dont have infinite money, being able to do twice the damage for twice the cost isnt really all that amazing.


It was pretty frustrating when medivacs out-dps'ed the current incarnation of fungal growth, wasn't it? Do you really need EIGHT seconds for speedlings to come and hit some fungaled marines?

Not really, since the main purpose of the current fungal incarnation is to hold them in place so your banelings can connect.
And yes, you need an actual 8 seconds, to for example run up your ramp with hydras to get into your main and dps some harassing air units, or to kill a medivac with infested terrans, and so on.


From a simple game play perspective I like the change because it introduces more micro on both sides. It's an advantage to zerg because with good micro we can do more with it, than we could be fore. However, a good player can also dodge which makes it more interesting to watch.

It does introduce more micro on both sides, and it should be more interesting to watch, sure.
But you cant do more with it with good micro than you could before.
Instead, with good micro, you might be able to do the same with it as you do now.
Jotoco
Profile Joined October 2010
Brazil1342 Posts
February 28 2011 22:48 GMT
#333
On March 01 2011 06:56 morimacil wrote:
It does introduce more micro on both sides, and it should be more interesting to watch, sure.
But you cant do more with it with good micro than you could before.
Instead, with good micro, you might be able to do the same with it as you do now.


Almost the definition of a nerf.

If you have to struggle to do the same you did before, and can be negated in the process, then it is a nerf, not a buff.

I think Blizzard should REMOVE neural parasite. And give infestors 2 spells:

1 - FUNGAL GROWTH: Deals damage as is and DOESN'T stop units(75energy);

2 - ENSNARE: DOES NOT deal damage and stop units for 10s(50 energy).

Guess which one I would be using more?
MrPrezbo
Profile Joined November 2010
92 Posts
February 28 2011 23:02 GMT
#334
On March 01 2011 06:56 morimacil wrote:
Show nested quote +
let's stretch our minds for a moment here, given x of time, and given infinite infestors, these new infestors deal twice the amount of damage the old ones did.

Yeah, thats awesome.

Unfortunately, in situations where you dont actually have infinite infestors, being able to deal twice the damage with twice the amount isnt really as huge a buff as people make it out to be.
Dod you for example know, that you could invest twice the amount in banelings, and get twice the amount of damage from them too? Isnt that incredibly awesome in a situation with infinite banelings?
Truly it is.
But in actual games, where you dont have infinite money, being able to do twice the damage for twice the cost isnt really all that amazing.

Show nested quote +

It was pretty frustrating when medivacs out-dps'ed the current incarnation of fungal growth, wasn't it? Do you really need EIGHT seconds for speedlings to come and hit some fungaled marines?

Not really, since the main purpose of the current fungal incarnation is to hold them in place so your banelings can connect.
And yes, you need an actual 8 seconds, to for example run up your ramp with hydras to get into your main and dps some harassing air units, or to kill a medivac with infested terrans, and so on.


Show nested quote +
From a simple game play perspective I like the change because it introduces more micro on both sides. It's an advantage to zerg because with good micro we can do more with it, than we could be fore. However, a good player can also dodge which makes it more interesting to watch.

It does introduce more micro on both sides, and it should be more interesting to watch, sure.
But you cant do more with it with good micro than you could before.
Instead, with good micro, you might be able to do the same with it as you do now.



You're pretty good at being smarmy, but not so good at understanding the point I was trying to make. Why even bother having a discussion on TL? Seems like everybody around here knows everything already...

As I said in another post, this will relieve the baneling count in TvZ, allowing you to get those extra infestors. And while banelings are one of my favorite units, the fact that they have to die in order to kill something else can lead to many situations where either you A: fuck up and lose a bunch of banes for nothing, or 2: lose a war of economic attrition to 50m/0g marines. A meatier infestor that deals more dps to marines--purely at the cost of energy--is a welcome improvement in the meta-game of this matchup that was, frankly, sorely needed. Imagine sniping a ball of 25 marines with 3 infestors--Whereas in prior patches, you would have to use: more fungals, and a shit-ton of banes to take them out. Those are resources and troops SAVED right there. Huge improvement IMO.

The way fungal works now, if I understand correctly, is that it doesn't even matter if medivacs are there to heal the marines. The new fungal DPS is simply TOO HIGH for them to be saved. I, for one, look forward to having a hit-squad of four infestors kill 25 marines and 4 medivacs for essentially nothing. Afterwards I will send them home and let them recharge. They'll even be cheered home by all the banelings and speedlings I didn't even need to use!
If chess is life, Starcraft is science
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
February 28 2011 23:49 GMT
#335
On March 01 2011 07:48 Jotoco wrote:
Show nested quote +
On March 01 2011 06:56 morimacil wrote:
It does introduce more micro on both sides, and it should be more interesting to watch, sure.
But you cant do more with it with good micro than you could before.
Instead, with good micro, you might be able to do the same with it as you do now.


Almost the definition of a nerf.

If you have to struggle to do the same you did before, and can be negated in the process, then it is a nerf, not a buff.

I think Blizzard should REMOVE neural parasite. And give infestors 2 spells:

1 - FUNGAL GROWTH: Deals damage as is and DOESN'T stop units(75energy);

2 - ENSNARE: DOES NOT deal damage and stop units for 10s(50 energy).

Guess which one I would be using more?

i'd say F fungal and use only ensnare every match.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
March 01 2011 00:05 GMT
#336
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'll agree here.
infestors may see slightly more use in ZvT, but the purpose of FG in ZvP was to lock down blink stalkers out of range of your broodlords, not to do damage.
For people saying that FG will be used to soften up deathballs before the fight starts, it is only a slight increase in damage, and only to armoured.

I do not forsee any significant changes to ZvP from this patch, except in the meta sense that people will be trying to fit infestors into their play again, so we'll see various vods or replays from people claiming they are OP or UP in the next few weeks...
Wren
Profile Blog Joined February 2011
United States745 Posts
March 01 2011 00:42 GMT
#337
On March 01 2011 08:02 MrPrezbo wrote:

You're pretty good at being smarmy, but not so good at understanding the point I was trying to make.


It's really funny to see this at the start of a post that orders points A and 2.

On March 01 2011 08:02 MrPrezbo wrote:
Imagine sniping a ball of 25 marines with 3 infestors--Whereas in prior patches, you would have to use: more fungals, and a shit-ton of banes to take them out. Those are resources and troops SAVED right there. Huge improvement IMO.


No, because fungal's total damage dealt hasn't changed (this post only worries about unarmored units like said marines). If you get just TWO fungals onto a group of marines, they will die, before or after the patch's change. By the way, this is easier now than it will be in 1.3. Banelings are used because they're a fast cleanup, a killing blow, not because fungal doesn't do any damage right now.

Damage and DPS are different. DPS was increase, not damage dealt. With this spell, which immobilizes, it's hard to argue that DPS is important at all in an open battle, because you can just cast and step out of range. Making the instant effect into a slow projectile increases the likelihood that you miss or are dodged, and decreases the chances that you'll be able to pure harass (cast and run).
We're here! We're queer! We don't want any more bears!
SurroundSound
Profile Blog Joined April 2010
106 Posts
March 01 2011 00:51 GMT
#338
Excuse me guys. The lock down is still an effect. You should be surround with lings and banes in the new FG's duration anyways during 1.2. If you arent, then you need to practice your micro a little more. Its quite sad that ppl are whining over the duration. i actually like the buff to the damage because it doesnt change my gameplay. I surround quickly
Its not John Hancock...Its Herby Hancock
dave333
Profile Joined August 2010
United States915 Posts
March 01 2011 00:59 GMT
#339
I think it is certainly a buff against terran, because that's some sweet DPS do be doing to rines, especially since medivacs can't outheal them. Unfortunately, it is worse against stalkers. It's a nice plus against zerg though, since the extra DPS against roaches yet again helps.

Still, I can't help but feel fungal is in this limbo between BW's Ensnare and Plague...and nowhere near as close as plague. Or darkswarm for that matter. Plague had wat, 25 DPS over 12 seconds? That's freaking enormous looking back at it.
Title11
Profile Joined February 2011
United States30 Posts
March 01 2011 01:03 GMT
#340
I think the issue is more that you fungal helps delay pushes. The 8 seconds can buy you enough time to have another production cycle finish. The damage fungal dealt has always been considered a bonus, its real value was in the ability to stall out encroaching forces. Also, this new missile attack can be dodge all day by blink stalkers. The blob moves so slow.
He thinks he's people!
Zyban
Profile Joined October 2010
United States54 Posts
March 01 2011 01:38 GMT
#341
I concur with most that this is a buff in all matchups (in ZvZ the most IMO vs roachs). I find it funny you guys would take ensare over fungal... how the fuck you gonna deal with a muta/roach/marine/anything ball with ensnares? with your other units that would trump them anyways sans infestors? no thanks.

A couple of points I think some of you might have missed:
Infestors are no longer 1 hit by snipe
the missle effect allows you to land a hit on the BACK of a charging terran bioball without pre positioning.
fungal is now much weaker against cloaked units in general.

Proud member of the swarm since '09
TheButtonmen
Profile Joined December 2010
Canada1401 Posts
March 01 2011 01:46 GMT
#342
On March 01 2011 10:38 Zyban wrote:
I concur with most that this is a buff in all matchups (in ZvZ the most IMO vs roachs). I find it funny you guys would take ensare over fungal... how the fuck you gonna deal with a muta/roach/marine/anything ball with ensnares?


Banelings.
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
March 01 2011 01:51 GMT
#343
I created a thread in the Bnet forums, and gave a link to here. I supported with some of my evidence after testing this in patch test region.

gave credit to you of course.
Farkinator
Profile Joined August 2010
United States283 Posts
Last Edited: 2011-03-01 01:59:09
March 01 2011 01:56 GMT
#344
It's not a nerf to the spell itself; it's a nerf to the playstyle that is inherent to getting infestors in the first place. Blizzard is literally trying to take away the very synergy that made infestors a viable option in ZvT.

Infestors are used as a strategy with great creep spread in order to stall pushes and such. This allows you to slam out an appropriate amount of units to deal with scary pushes because you've been droning instead of producing units. Secondly, the longer duration on Fungal Growth was your way of dealing with delayed mutalisks. You needed to be able to kill off dropships by fungaling and infested terraning dropships. With the duration halved, there's literally no way to deal with drops if you go Infestor, making Mutalisk a necessity. Remember the change to fungal not hitting air? People on the PTR could basically blindly counter Mutalisk without ever having to know anything else was coming because anyone with decent multitask could punish anyone who dared not get mutalisks.

This shouldn't go through; the duration on the snare is what the spell was intended for. IT WAS NEVER SUPPOSED TO DO DAMAGE. It was supposed to keep blink stalkers, stim marines etc. still so you could attempt to get a surround on the units that can actually manage to outrun speed Zerglings and stall pushes, not to be some retarded gimped version of Psi Storm.

Can people who don't actually know how to play infestor zerg stop posting about how this is actually a buff to the play style?
Get some bases, smash some faces.
Conrose
Profile Joined October 2010
437 Posts
March 01 2011 02:10 GMT
#345
On March 01 2011 10:56 Farkinator wrote:


Can people who don't actually know how to play infestor zerg stop posting about how this is actually a buff to the play style?


It's nerfing the old style of Infestor play but creating a shift to a very different style of Infestor play. A style of play that some are arguing is more beneficial to Zerg overall. And I would argue against it being a gimped version of Psi Storm... this ain't no storm you can march your units out of.
Kavtor
Profile Joined February 2011
Canada7 Posts
March 01 2011 04:52 GMT
#346
On my PTR games so far, it feels like the old infestor was much better against early drops. And the old infestor was fantastic against helions, which made infestor / ling viable for me. The new infestor just doesn't help against these early on, so it's more helpful to open mutas after lair.

While the new infestor is better against protoss, and might actually show up in ZvP's, I don't think it's worth loosing early infestors in ZvT, even if the DPS changes make it a good support unit to add into the mix later on.
Jotoco
Profile Joined October 2010
Brazil1342 Posts
March 01 2011 06:05 GMT
#347
On March 01 2011 10:38 Zyban wrote: I find it funny you guys would take ensare over fungal... how the fuck you gonna deal with a muta/roach/marine/anything ball with ensnares? with your other units that would trump them anyways sans infestors? no thanks.



By moving in units that, otherwise, would be too slow to catch then? Or units that outrange then and they can't do shit about it because they are ensnared? I don't know, there are so many options!

Xirroh
Profile Joined May 2010
Canada146 Posts
March 01 2011 06:26 GMT
#348
SC2 Zerg unit design is best described as incoherent. Patch changes to help zerg are often confusing because of the mess in zerg units and tech path. My hope is with blizzard spending 6-12 months with zerg and HotS they will make some more significant changes to the way zerg functions. The common description of zerg as "underdeveloped" is both true and ironic (given zergs evolutionary lore).

If this change can give zerg a viable alternative to banes for killing marines I'll be happy. FG does have a radius of 2 which is larger then storms 1.5. It could end up doing fairly significant damage to unit groups, which would be cool.
MrPrezbo
Profile Joined November 2010
92 Posts
March 01 2011 06:45 GMT
#349
On March 01 2011 09:42 Wren wrote:
Show nested quote +
On March 01 2011 08:02 MrPrezbo wrote:

You're pretty good at being smarmy, but not so good at understanding the point I was trying to make.


It's really funny to see this at the start of a post that orders points A and 2.

Show nested quote +
On March 01 2011 08:02 MrPrezbo wrote:
Imagine sniping a ball of 25 marines with 3 infestors--Whereas in prior patches, you would have to use: more fungals, and a shit-ton of banes to take them out. Those are resources and troops SAVED right there. Huge improvement IMO.


No, because fungal's total damage dealt hasn't changed (this post only worries about unarmored units like said marines). If you get just TWO fungals onto a group of marines, they will die, before or after the patch's change. By the way, this is easier now than it will be in 1.3. Banelings are used because they're a fast cleanup, a killing blow, not because fungal doesn't do any damage right now.

Damage and DPS are different. DPS was increase, not damage dealt. With this spell, which immobilizes, it's hard to argue that DPS is important at all in an open battle, because you can just cast and step out of range. Making the instant effect into a slow projectile increases the likelihood that you miss or are dodged, and decreases the chances that you'll be able to pure harass (cast and run).



You ever hear of medivacs? Fungal now outdamages the heal. That's a huge point that you somehow missed.
If chess is life, Starcraft is science
Techno
Profile Joined June 2010
1900 Posts
Last Edited: 2011-03-01 06:55:48
March 01 2011 06:52 GMT
#350
On March 01 2011 10:56 Farkinator wrote:
IT WAS NEVER SUPPOSED TO DO DAMAGE.


I think the ensnare ability loses it's effectiveness as we move into the lategame. It would be very effective in special cases like the first Terran Tank push, if you had your infestors positioned very well, however as the game advances, the Terran death ball will get bigger, and so will the Protoss death ball, if you don't have the units out in Time, your just plain fucked, since you wont be able to cast FG and run away without taking considerable losses.
At this point, doubling the DPS is fucking HUGE!
The dodgeable missle is a nice balance though, hell I actually like micro requirements.

Consider this as well: My intuition based on your tone and inclination tells me that you do not posses the infestor prowess that you speak of. Are you so sure that ensnare was not overpowered in the hands of a gosu?
Hell, its awesome to LOSE to nukes!
Innovation
Profile Joined February 2010
United States284 Posts
March 01 2011 08:26 GMT
#351
not sure why it was taken down but I posted thread about 1.3 PTR infestor build I've been working on against toss. Not going remake the whole thing but after playing quite a few games against toss I can say that without a doubt it's amazing! The infestor buff is significant and makes it a viable, if not needed response to nearly any terran/toss ball. The only thing it's not great against as discussed at lenth on this thread is air which can be more difficult to micro.

Trust me when I say this....if this buff gets through you're going to see some insanely powerfull builds centered around infestor play that just plain dominates until terran/toss figure out how to stop it.

I'm very excited as a zerg player! woot!
About ChoyafOu "if he wants games decided by random chance he could just play the way he always does" Idra
Creem
Profile Joined January 2011
Sweden254 Posts
Last Edited: 2011-03-01 08:46:01
March 01 2011 08:33 GMT
#352
On March 01 2011 15:26 Xirroh wrote:
SC2 Zerg unit design is best described as incoherent. Patch changes to help zerg are often confusing because of the mess in zerg units and tech path. My hope is with blizzard spending 6-12 months with zerg and HotS they will make some more significant changes to the way zerg functions. The common description of zerg as "underdeveloped" is both true and ironic (given zergs evolutionary lore).

If this change can give zerg a viable alternative to banes for killing marines I'll be happy. FG does have a radius of 2 which is larger then storms 1.5. It could end up doing fairly significant damage to unit groups, which would be cool.


This combined with its usefulness vs toss deathball makes the new FG much better than the old one. I don't understand how players can argue that the old one was great for stalling and delaying attacks. Even if it successfully filled this role it still only functioned as delaying the inevitable loss. Before FG buff zerg has no answer to the marine/tank army composition, banelings who are supposed to kill marines get outkited so easily (stimmed marines move almost twice as fast offcreep) while siege tanks blow them up 10 at a time.

This change is great as it's finally giving zerg a way to deal with marines and toss deathball.
wonderwall
Profile Blog Joined September 2010
New Zealand695 Posts
March 01 2011 08:37 GMT
#353
This might impact ZvZ quite a bit now. The reduced duration will really hurt their role. Infestors were really used as a support unit to hold roaches in bad positions so they cant achieve concaves. I'm unsure of the effect of using mass fungals for damage but I don't think it will be viable in comparison to just a roach hydra ball.
Gunman_csz
Profile Blog Joined October 2008
United Arab Emirates492 Posts
March 01 2011 08:51 GMT
#354
On March 01 2011 17:37 wonderwall wrote:
This might impact ZvZ quite a bit now. The reduced duration will really hurt their role. Infestors were really used as a support unit to hold roaches in bad positions so they cant achieve concaves. I'm unsure of the effect of using mass fungals for damage but I don't think it will be viable in comparison to just a roach hydra ball.


I have been playing around with the infestor alot on the ptr server and this is what I think:

It is a nerf against air period. (Muta, phoenix, drops, vikings).
It is a nerf agaisnt mobile units. (Hellion, Marine/Marauder, Stalker).
Began Starcraft journey on 5th May 2009
Xapti
Profile Joined April 2010
Canada2473 Posts
March 01 2011 09:20 GMT
#355
On February 28 2011 19:53 [F_]aths wrote:
Show nested quote +
On February 28 2011 08:38 Leporello wrote:
Zerg is ******. I don't understand what Blizzard is looking at. Our late game is so completely dominated.
I'd gladly trade this "buff" for even a slight increase to Brood Lord's movement speed. That's the kind of buff Zerg actually needs if we want to see a Zerg ever win a GSL.
Actually, zerg already won the GSL. Actually twice. Actually at a time where zerg was widely considered UP.
Worst argument ever. Have you not heard as to WHY zergs won the first 2 GSLs?
Have you perhaps heard about the fact of low numbers of zergs making it to the higher rounds of GSLs?
Have you perhaps heard about zergs winning low numbers of tournaments overall?
Maybe you should consider those things instead of saying the outright winners of just 2 tournaments instead of looking at the big picture.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Archerofaiur
Profile Joined August 2008
United States4101 Posts
March 01 2011 13:10 GMT
#356
Does anyone else think the new Infestor has kind off a Lurker role? Slow heavy hitting mid tier burrowing unit with a dodgable AoE.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Kyuki
Profile Joined February 2008
Sweden1867 Posts
Last Edited: 2011-03-01 13:23:36
March 01 2011 13:21 GMT
#357
People dont understand that it's half a storm (+ - depending on light/armored), that has larger radius (same cast range) and immobilize... When you hit it's guaranteed damage. So yeah, how can it be bad?

I think it's a huge buff and is a needed component for zerg mid/lategame. And can people stop complain about feedback. It has the same range as fungal, and them templar is VERY fast units... It's a dance that makes it both entertaining and plays a skillrole.

You need to play them differently and have different use for them. Calling out how their "role" is now nerfed is just wrong. Their role have changed! You need new units to back them up when used for certain defense etc.

It will atleast be interesting to see how this fares after a while if it goes through (which I hope) and players have adapted. We still see Zergs having major issues to adapt to various toss combination and goes with the same unit mix and same bad timing on them and call imba when they get rolled by a tailored composition... Not saying it's easy for zerg, but comon...

Try something new? (more than once or twice)
Mada Mada Dane
Malkavian183
Profile Joined February 2011
Turkey227 Posts
March 01 2011 14:36 GMT
#358
I think people are overreacting to this. While kiting may become an option against FG i don't think 8 seconds was too important for the roles that were really important. Like surrounding or running banelings into marines and stuff. Yes surely it will be harder to FG helions but think how hard it is to position infestors now. This will find an interesting place in use of infestor. I still think it is more important for infestor use to enable use of FG and/or neural parasite. I don't understand why it is OP to use these things while burrowed then ghost using EMP vs. protoss. Even if it will be bad these acts of changing game constantly brings new mechanics, new builds and keeps it from being same over and over again imo.

I just look at how much people QQ sometimes and say why do you play if it is SO bad. Just quit playing if you don't have fun and it will be better =D
Inject Bitch!
RoKetha
Profile Joined July 2010
United States211 Posts
March 01 2011 14:50 GMT
#359
I don't understand how people could possibly argue that this is a buff in any way except maybe against slow armored units.

Fungal used to be a guaranteed 36 damage, now it is 36 damage that can miss. You had no reason to engage while that damage was being dealt if you were using it for the purpose of softening the army before, so the rate at which the damage is dealt is completely irrelevant against everything except zerglings and units being healed by medivacs. If you were using it to have an advantageous engagement it is now worse in every possible way. I honestly can't believe that there are pages and pages of people who are ecstatic about how fungaling things to kill them is suddenly viable now that it does the same damage as before except against armored (where it still takes 5-6 fungals to kill anything at all), but is harder to chain.
Jotoco
Profile Joined October 2010
Brazil1342 Posts
March 01 2011 14:54 GMT
#360
On March 01 2011 23:50 RoKetha wrote:
I don't understand how people could possibly argue that this is a buff in any way except maybe against slow armored units.

Fungal used to be a guaranteed 36 damage, now it is 36 damage that can miss. You had no reason to engage while that damage was being dealt if you were using it for the purpose of softening the army before, so the rate at which the damage is dealt is completely irrelevant against everything except zerglings and units being healed by medivacs. If you were using it to have an advantageous engagement it is now worse in every possible way. I honestly can't believe that there are pages and pages of people who are ecstatic about how fungaling things to kill them is suddenly viable now that it does the same damage as before except against armored (where it still takes 5-6 fungals to kill anything at all), but is harder to chain.



If you observe every post saying it is a buff has a little SCV to the left of the name...
jackdaleaper
Profile Joined September 2010
Philippines1216 Posts
March 01 2011 14:57 GMT
#361
On March 01 2011 23:50 RoKetha wrote:
I don't understand how people could possibly argue that this is a buff in any way except maybe against slow armored units.

Fungal used to be a guaranteed 36 damage, now it is 36 damage that can miss.


This. Not sure if someone already posted this (don't have time to review all 18 pages in this thread) but I thought the new missile mechanic for the fungal was a bad idea, seeing this video made me feel worse about the infestor. Haven't personally tried this yet though, so I haven't confirmed if this is really as bad as it looks.

[image loading]


Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 01 2011 15:14 GMT
#362
On March 01 2011 23:54 Jotoco wrote:
Show nested quote +
On March 01 2011 23:50 RoKetha wrote:
I don't understand how people could possibly argue that this is a buff in any way except maybe against slow armored units.

Fungal used to be a guaranteed 36 damage, now it is 36 damage that can miss. You had no reason to engage while that damage was being dealt if you were using it for the purpose of softening the army before, so the rate at which the damage is dealt is completely irrelevant against everything except zerglings and units being healed by medivacs. If you were using it to have an advantageous engagement it is now worse in every possible way. I honestly can't believe that there are pages and pages of people who are ecstatic about how fungaling things to kill them is suddenly viable now that it does the same damage as before except against armored (where it still takes 5-6 fungals to kill anything at all), but is harder to chain.



If you observe every post saying it is a buff has a little SCV to the left of the name...

Maybe you should look at your own observation skills.
Mada Mada Dane
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 01 2011 15:15 GMT
#363
On March 01 2011 23:57 jackdaleaper wrote:
Show nested quote +
On March 01 2011 23:50 RoKetha wrote:
I don't understand how people could possibly argue that this is a buff in any way except maybe against slow armored units.

Fungal used to be a guaranteed 36 damage, now it is 36 damage that can miss.


This. Not sure if someone already posted this (don't have time to review all 18 pages in this thread) but I thought the new missile mechanic for the fungal was a bad idea, seeing this video made me feel worse about the infestor. Haven't personally tried this yet though, so I haven't confirmed if this is really as bad as it looks.

[image loading]



But that's the worst type of example you can possibly find. It's almost like putting one colossi in the open and have it getting destroyed by 4 roaches and say it's a useless unit.
Mada Mada Dane
morimacil
Profile Joined March 2010
France921 Posts
March 01 2011 15:43 GMT
#364
On March 01 2011 22:21 Kyuki wrote:
People dont understand that it's half a storm (+ - depending on light/armored), that has larger radius (same cast range) and immobilize... When you hit it's guaranteed damage. So yeah, how can it be bad?

I think it's a huge buff and is a needed component for zerg mid/lategame.

Its already a half storm with a slightly larger radius and an immobilize, that does guaranteed damage when you hit.
The difference is, after the patch, it will still be a half storm, but with a shorter immobilize, and instead of being 100% guaranteed to do 36 damage, it will have something like 50-100% chance to do damage, depending on how good your opponent is, and the speed of the units you are trying to hit.
postpatch, it wont be bad. It will just be worse than now.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2011-03-01 15:49:03
March 01 2011 15:47 GMT
#365
On March 01 2011 22:10 Archerofaiur wrote:
new Infestor [...] heavy hitting


lol

http://wiki.teamliquid.net/starcraft2/Fungal_Growth
http://wiki.teamliquid.net/starcraft2/Psionic_storm
As it turns out, marines don't actually cost any money -Jinro
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 01 2011 16:10 GMT
#366
On March 02 2011 00:43 morimacil wrote:
Show nested quote +
On March 01 2011 22:21 Kyuki wrote:
People dont understand that it's half a storm (+ - depending on light/armored), that has larger radius (same cast range) and immobilize... When you hit it's guaranteed damage. So yeah, how can it be bad?

I think it's a huge buff and is a needed component for zerg mid/lategame.

Its already a half storm with a slightly larger radius and an immobilize, that does guaranteed damage when you hit.
The difference is, after the patch, it will still be a half storm, but with a shorter immobilize, and instead of being 100% guaranteed to do 36 damage, it will have something like 50-100% chance to do damage, depending on how good your opponent is, and the speed of the units you are trying to hit.
postpatch, it wont be bad. It will just be worse than now.

How can you neglect the fact that the DPS was uped by 100%? Having a guaranteed 36dmg over 8 seconds is just the lockdown that is worth anything. Terran heals through it with medivacs and it deals way too little dmg over time vs toss.
With a 4 second duration you can bring down forces alot quicker and use the infestor more as a damagedealer than how it is used today.
As I said before, people look at its role today and can't see its uses in a different role.
Mada Mada Dane
Jotoco
Profile Joined October 2010
Brazil1342 Posts
March 01 2011 16:28 GMT
#367
On March 02 2011 01:10 Kyuki wrote:
Show nested quote +
On March 02 2011 00:43 morimacil wrote:
On March 01 2011 22:21 Kyuki wrote:
People dont understand that it's half a storm (+ - depending on light/armored), that has larger radius (same cast range) and immobilize... When you hit it's guaranteed damage. So yeah, how can it be bad?

I think it's a huge buff and is a needed component for zerg mid/lategame.

Its already a half storm with a slightly larger radius and an immobilize, that does guaranteed damage when you hit.
The difference is, after the patch, it will still be a half storm, but with a shorter immobilize, and instead of being 100% guaranteed to do 36 damage, it will have something like 50-100% chance to do damage, depending on how good your opponent is, and the speed of the units you are trying to hit.
postpatch, it wont be bad. It will just be worse than now.

How can you neglect the fact that the DPS was uped by 100%? Having a guaranteed 36dmg over 8 seconds is just the lockdown that is worth anything. Terran heals through it with medivacs and it deals way too little dmg over time vs toss.
With a 4 second duration you can bring down forces alot quicker and use the infestor more as a damagedealer than how it is used today.
As I said before, people look at its role today and can't see its uses in a different role.


I will give you an ability that does 10 damage in HALF A SECOND (but still costs 75 energy). OMG THE DPS IS INSANE!!!ONE11!!

Useless nonetheless...

Wren
Profile Blog Joined February 2011
United States745 Posts
March 01 2011 16:37 GMT
#368
On March 02 2011 01:28 Jotoco wrote:
I will give you an ability that does 10 damage in HALF A SECOND (but still costs 75 energy). OMG THE DPS IS INSANE!!!ONE11!!

Useless nonetheless...


Heh, psystorm's so sweet.
We're here! We're queer! We don't want any more bears!
DemiAlbedo
Profile Joined October 2010
Canada69 Posts
March 01 2011 16:39 GMT
#369
The infester fungal missile is a nerf/buff depending on how you use your infester. Some are going to love it and others are going to hate it. For me it is going to be a MASSIVE buff. I'm okay with my creep spreed and pretty good with my overlord scouting. The biggest issue I always had with fungal growth is that I could see the enemy advancing and I had to advance my infester toward their army to try and instant cast fungal. I always wanted a missile attack, because I can time the missile to shoot and retreat the infester safety well using my creep to spot.

To me it seems you would only miss with the infester under two circumstance. 1) You just plan old miss (practice makes perfect). 2) The enemy knows where your infester are standing and uses either blink or spread to negate the missile. Never an issue for me since my infesters are always either burrowed or behind my army.

Besides do you ever see stalkers blink dodge emp? You can see the missile coming, but not where it is going to land. . .that alone makes it pretty hard to dodge.

I think zerg are just going to need to be more stealthy with infesters so that the enemy sees the infester at the last second and is unable to blink/dodge/split in time.
maragin
Profile Joined May 2010
United States59 Posts
March 01 2011 16:42 GMT
#370
Great, another spell that gets worse as the opposition gets better. Just what we needed.
morimacil
Profile Joined March 2010
France921 Posts
March 01 2011 16:44 GMT
#371
On March 02 2011 01:10 Kyuki wrote:
Show nested quote +
On March 02 2011 00:43 morimacil wrote:
On March 01 2011 22:21 Kyuki wrote:
People dont understand that it's half a storm (+ - depending on light/armored), that has larger radius (same cast range) and immobilize... When you hit it's guaranteed damage. So yeah, how can it be bad?

I think it's a huge buff and is a needed component for zerg mid/lategame.

Its already a half storm with a slightly larger radius and an immobilize, that does guaranteed damage when you hit.
The difference is, after the patch, it will still be a half storm, but with a shorter immobilize, and instead of being 100% guaranteed to do 36 damage, it will have something like 50-100% chance to do damage, depending on how good your opponent is, and the speed of the units you are trying to hit.
postpatch, it wont be bad. It will just be worse than now.

How can you neglect the fact that the DPS was uped by 100%? Having a guaranteed 36dmg over 8 seconds is just the lockdown that is worth anything. Terran heals through it with medivacs and it deals way too little dmg over time vs toss.
With a 4 second duration you can bring down forces alot quicker and use the infestor more as a damagedealer than how it is used today.
As I said before, people look at its role today and can't see its uses in a different role.

Well its based really on how it works together with your army, and your opponent's army.

Having a guaranteed 36 damage over 8 seconds is awesome. If there are no medivacs, you can kill just with the fungal anyway.
And if the terran is investing heavily in medivacs, he has less tanks. Meanwhile, you can still clean up with banelings easily during the 8 second lockdown.

with a 4 second duration, but not actually guaranteed to hit, well I guess its nice if your opponent overinvested in medivacs, and you dont have banelings, and you also have a lot of infestors, and the fungals actually land, yes. But thats a lot of maybe. With the guaranteed 8 second lockdown, if you have the banelings, and the 1 infestor, thats it, you know for sure you can kill off the marines, instead of hoping you can.

The role of damage dealer for the infestor, while it in theory sounds nice, hasnt really been buffed all that much.
You want to use 6 infestors to lock down a toss deathball, and kill it? You can already do that now. being able to do it faster is nice, but not gamebreaking.

On the other hand, not being able to stop drops, air harass, keep vikings away from your broodlords, keep infantry in range of ultras and banelings, keep stalkers from blinking for 8 seconds, and so on, that can all be gamebreaking. and thats all gone.
morimacil
Profile Joined March 2010
France921 Posts
March 01 2011 16:46 GMT
#372
To me it seems you would only miss with the infester under two circumstance. 1) You just plan old miss (practice makes perfect). 2) The enemy knows where your infester are standing and uses either blink or spread to negate the missile. Never an issue for me since my infesters are always either burrowed or behind my army.

3) The enemy doesnt see your infestors until they come in range or unburrow, but sees the missile, and blinks/stims/just moves away
Rakanishu2
Profile Joined May 2009
United States475 Posts
March 01 2011 16:47 GMT
#373
On March 01 2011 10:56 Farkinator wrote:
It's not a nerf to the spell itself; it's a nerf to the playstyle that is inherent to getting infestors in the first place. Blizzard is literally trying to take away the very synergy that made infestors a viable option in ZvT.

Infestors are used as a strategy with great creep spread in order to stall pushes and such. This allows you to slam out an appropriate amount of units to deal with scary pushes because you've been droning instead of producing units. Secondly, the longer duration on Fungal Growth was your way of dealing with delayed mutalisks. You needed to be able to kill off dropships by fungaling and infested terraning dropships. With the duration halved, there's literally no way to deal with drops if you go Infestor, making Mutalisk a necessity. Remember the change to fungal not hitting air? People on the PTR could basically blindly counter Mutalisk without ever having to know anything else was coming because anyone with decent multitask could punish anyone who dared not get mutalisks.

This shouldn't go through; the duration on the snare is what the spell was intended for. IT WAS NEVER SUPPOSED TO DO DAMAGE. It was supposed to keep blink stalkers, stim marines etc. still so you could attempt to get a surround on the units that can actually manage to outrun speed Zerglings and stall pushes, not to be some retarded gimped version of Psi Storm.

Can people who don't actually know how to play infestor zerg stop posting about how this is actually a buff to the play style?


Wow, so we can't cast another fungal after the first one wears off now?

Please use some common sense.
10 G's in the packet and I'm ready to roll, on fire like a rocket and I'm ready to blow
morimacil
Profile Joined March 2010
France921 Posts
March 01 2011 17:06 GMT
#374
Simply having twice the amount of infestors to do the same thing that was done by a single one previously isnt always an option.

Please use some common sense.
lindn
Profile Joined July 2010
Sweden833 Posts
March 01 2011 17:20 GMT
#375
On February 26 2011 12:26 Mattsville wrote:
All I can say is: HOLY COW!

Nice man, just awesome. I've recently been using Infestors again after trying out Mr. Bitters vs Terran build and I'd forgotten how awesome they could be.

If these changes make it through PTR that's awesome.

Only pity is the decrease from 8 seconds to 4 seconds for the stun. Was nice to be able to hold off a much larger army for 30 seconds until you could morph more units in...

But still, I'm a big fan of the changes.

EDIT: Link to PTR notes available here if anyone is interested in checking the proposed changes out http://us.battle.net/sc2/en/blog/2356436#blog

now you won't have to hold them off until you get a bigger army, now you can weaken them down to your army strength in just 4 seconds.

that's a buff in my words.
yellowmoe
Profile Blog Joined August 2008
Canada59 Posts
Last Edited: 2011-03-02 01:24:47
March 01 2011 17:26 GMT
#376
On March 01 2011 23:57 jackdaleaper wrote:
Show nested quote +
On March 01 2011 23:50 RoKetha wrote:
I don't understand how people could possibly argue that this is a buff in any way except maybe against slow armored units.

Fungal used to be a guaranteed 36 damage, now it is 36 damage that can miss.


This. Not sure if someone already posted this (don't have time to review all 18 pages in this thread) but I thought the new missile mechanic for the fungal was a bad idea, seeing this video made me feel worse about the infestor. Haven't personally tried this yet though, so I haven't confirmed if this is really as bad as it looks.

[image loading]




This fungal growth is going to screw with the way that I play zerg v zerg. First problem is that mutas will be able to dodge the fungal growth more so then stalkers, and second is, since the stun time is way less, it means that my hydras probably won't be able to get to the mutas in time. I predict zerg v zerg will be more about getting to mutas in the mid game than about getting to hydras.

Kyuki
Profile Joined February 2008
Sweden1867 Posts
Last Edited: 2011-03-01 17:35:10
March 01 2011 17:29 GMT
#377
On March 02 2011 01:44 morimacil wrote:
Show nested quote +
On March 02 2011 01:10 Kyuki wrote:
On March 02 2011 00:43 morimacil wrote:
On March 01 2011 22:21 Kyuki wrote:
People dont understand that it's half a storm (+ - depending on light/armored), that has larger radius (same cast range) and immobilize... When you hit it's guaranteed damage. So yeah, how can it be bad?

I think it's a huge buff and is a needed component for zerg mid/lategame.

Its already a half storm with a slightly larger radius and an immobilize, that does guaranteed damage when you hit.
The difference is, after the patch, it will still be a half storm, but with a shorter immobilize, and instead of being 100% guaranteed to do 36 damage, it will have something like 50-100% chance to do damage, depending on how good your opponent is, and the speed of the units you are trying to hit.
postpatch, it wont be bad. It will just be worse than now.

How can you neglect the fact that the DPS was uped by 100%? Having a guaranteed 36dmg over 8 seconds is just the lockdown that is worth anything. Terran heals through it with medivacs and it deals way too little dmg over time vs toss.
With a 4 second duration you can bring down forces alot quicker and use the infestor more as a damagedealer than how it is used today.
As I said before, people look at its role today and can't see its uses in a different role.

Well its based really on how it works together with your army, and your opponent's army.

Having a guaranteed 36 damage over 8 seconds is awesome. If there are no medivacs, you can kill just with the fungal anyway.
And if the terran is investing heavily in medivacs, he has less tanks. Meanwhile, you can still clean up with banelings easily during the 8 second lockdown.

with a 4 second duration, but not actually guaranteed to hit, well I guess its nice if your opponent overinvested in medivacs, and you dont have banelings, and you also have a lot of infestors, and the fungals actually land, yes. But thats a lot of maybe. With the guaranteed 8 second lockdown, if you have the banelings, and the 1 infestor, thats it, you know for sure you can kill off the marines, instead of hoping you can.

The role of damage dealer for the infestor, while it in theory sounds nice, hasnt really been buffed all that much.
You want to use 6 infestors to lock down a toss deathball, and kill it? You can already do that now. being able to do it faster is nice, but not gamebreaking.

On the other hand, not being able to stop drops, air harass, keep vikings away from your broodlords, keep infantry in range of ultras and banelings, keep stalkers from blinking for 8 seconds, and so on, that can all be gamebreaking. and thats all gone.


Your first sentence is the only thing that is actually worth noting and is the sole reason why I'm saying that you cannot look at it as a nerf unless you picture the infestor doing what yo do with it currently.
If you use it as a damage dealer you'd most likely use something else for what you used the infestor previously, and if it was to delay pushes you can now instead just use them to crush pushes. I seriously think that infestor ling will be devastating to marine/tank style mixes after the patch, and you wont really need the banelings that much, but instead corporate them into earlygame defense and other latergame tactics instead of solely rely on them to hold pushes.

-

As some poster above me said, it's going to be viewed as a buff or a nerf depending on how you want to use the infestor, and I think waay to many put on their designer hats and think that the unit is meant to do X, and suddenly when it does X abit worse but Y much better it's plain bad. That's only true if you use it to do X still. Why not doing more of Y when it was buffed in that direction?

Whatever, it's always going to be crying. Let's just wait and see.
Mada Mada Dane
maniac1122
Profile Blog Joined May 2010
United States111 Posts
March 01 2011 17:34 GMT
#378
On March 01 2011 10:46 TheButtonmen wrote:
Show nested quote +
On March 01 2011 10:38 Zyban wrote:
I concur with most that this is a buff in all matchups (in ZvZ the most IMO vs roachs). I find it funny you guys would take ensare over fungal... how the fuck you gonna deal with a muta/roach/marine/anything ball with ensnares?


Banelings.


Banelings only kill one of those (Marines) wheras fungal owns all three.

In my opinion, this was an epic buff to the infestor in general. Any nay sayers are just angry at the aspect that you cant fungal+ogogogo with ling baneling vs terran anymore. But the thing is that now you can just fungal+fungal DEAD marines.
twitch.tv/maniac1122 go follow please
morimacil
Profile Joined March 2010
France921 Posts
March 01 2011 18:29 GMT
#379
To those who think its a buff, could you maybe try to come up with a situation where its better than before?
People say it will be great for killing marines outright, for example, but I beg to differ.
In a situation with no medivacs, and where you catch the terran unsieged, with marines unstimmed, its the same as now, just takes a little longer to kill everything, but still everything dies.
In a situation with sieged tanks, and microed stimmed marines running around, they can dodge it, so its worse. If you do catch them, again, its the same as now, they just take a little less time to die, but still die in 2 fungals.
In a situation where he does have medivacs, and you invested in a lot of infestors, then, yes, if you catch the marines with a fungal, the higher dps is going to allow you to kill them. But if instead you invested in infestors and baneling, instead of infestor and more infestors, youd still be able to kill them.
However, if he does have medivacs for his marines, he can start dropping all over the place, and it becomes really hard to deal with, since you need 2 infestors per drop, instead of a single one.
So it seems like the current version is still better there.

In situatons where you are being harassed by cloaked banshees, current version is better than the new.
Hellions? current version better than the new.

Even in a situation like a roach battle, it doesnt seem that great. Roaches are not fast enough to actually dodge it in most situations, true, but having 8 seconds to set up a better concave was the main strength there, now you will have less time to do that.
And if you try to invest all of your gas in infestors to kill roaches that way, you will be low on roaches of your own, and certainly wont be able to afford any hydras or mutas.
So chances are, you fungal one part of his army 5 times in a row, maybe it dies, maybe he just burrows and shrugs it off, and the rest of his bigger army still kills you anyway.
Rakanishu2
Profile Joined May 2009
United States475 Posts
March 01 2011 18:36 GMT
#380
On March 02 2011 02:06 morimacil wrote:
Simply having twice the amount of infestors to do the same thing that was done by a single one previously isnt always an option.

Please use some common sense.


You're not doing the same amount, you're doing twice as much damage, +30% more to armored.

We can do this all day, my point stands.
10 G's in the packet and I'm ready to roll, on fire like a rocket and I'm ready to blow
lorkac
Profile Blog Joined December 2010
United States2297 Posts
March 01 2011 18:39 GMT
#381
On February 26 2011 12:35 Keifru wrote:

Some numbers

36 damage to Light
46.8 damage to Armored

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



I think you forgot the part where Medivacs no longer heals the marinemaruader army allowing zerglings to have a fighting chance at killing them after a surround.
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
Bellygareth
Profile Joined October 2010
France512 Posts
March 01 2011 18:40 GMT
#382
On March 02 2011 03:36 Rakanishu2 wrote:
Show nested quote +
On March 02 2011 02:06 morimacil wrote:
Simply having twice the amount of infestors to do the same thing that was done by a single one previously isnt always an option.

Please use some common sense.


You're not doing the same amount, you're doing twice as much damage, +30% more to armored.

We can do this all day, my point stands.


You're doing exactly the same damage for the same energy. +30% to armored. We can't do this all day and your point doesn't stand. Please use common sense.
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 01 2011 19:20 GMT
#383
On March 02 2011 03:40 Bellygareth wrote:
Show nested quote +
On March 02 2011 03:36 Rakanishu2 wrote:
On March 02 2011 02:06 morimacil wrote:
Simply having twice the amount of infestors to do the same thing that was done by a single one previously isnt always an option.

Please use some common sense.


You're not doing the same amount, you're doing twice as much damage, +30% more to armored.

We can do this all day, my point stands.


You're doing exactly the same damage for the same energy. +30% to armored. We can't do this all day and your point doesn't stand. Please use common sense.

Maybe you should've looked at what he quoted before you posted...

1 Infestor today does 36dmg over 8 seconds and holds the units in place
2 Infestors tomorrow does 66 dmg over 8 seconds and holds the units in place
That is twice the amount of damage + 30%.

No one was talking about energy/resource/whatever, but time and what is done.
Mada Mada Dane
arb
Profile Blog Joined April 2008
Noobville17921 Posts
March 01 2011 19:27 GMT
#384
This will be considered a buff when people top being terrible at this game and learn to time their spells

instead of this mentality

"OMG I HAVE NO SENSE OF TIMING BUT IF ITS NOT INSTANT HIT I CANT HIT SHIT OMFG THIS IS SUCH A HUGE NERF HURRRR"

Seriously, double the DPS for a skill shot now
its a buff once people learn how to time
Artillery spawned from the forges of Hell
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
March 01 2011 19:29 GMT
#385
I predict we'll see a lot of flanking attacks from zerg, muta/roach/bane/speedling/infestor, maybe w/o banelings... And using infestors as templars for the damage.
I'm going to use it if the fungal patch gets through.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Super_bricklayer
Profile Joined May 2010
France104 Posts
March 01 2011 19:34 GMT
#386
You guys will never be agree.

The fact is it's a change, and you can see it as a nerf nor a buff.

I, as an infestor user in ZvT, don't know what to think about that change. I am a bit sceptical cause i love how fungal works actually and it could be harder to face blue flamme for exemple. But i won't throw it away before i tested it seriously, cause it can also be very nice and deadly, and if that make infestor more playable in ZvP, well, i'm happy too cause it's the best caster in the game.

Don't scream when changes happen ( eventually ), you'll look exactly like all those teenage nerds on Bliz forums.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2011-03-01 19:38:12
March 01 2011 19:36 GMT
#387
Now that's it's a missile, does that mean Mutas will become more viable in ZvZ? Now the Mutalisks will be able to dodge the fungal easier so not all of them immediately die to one or two infestors. That seemed kind of OP imo, that you can instantly lose all your Mutas like that. Obviously infestors will still be good against Mutas though.

This might make ZvZ even more interesting.
morimacil
Profile Joined March 2010
France921 Posts
Last Edited: 2011-03-01 19:39:58
March 01 2011 19:38 GMT
#388
1 Infestor today does 36dmg over 8 seconds and holds the units in place
2 Infestors tomorrow does 66 dmg over 8 seconds and holds the units in place
That is twice the amount of damage + 30%.


Well no one is contesting the fact that 2 infestors do twice the amount of damage compared to a single infestor (assuming their fungals actually hit)

2 siege tanks also do more damage than 1 siege tank, and 2 marines also do twice the damage.
In fact, they also do twcie the dps.

But you still need twice as many infestors for that, which you cant really afford.

And if you face for example an incoming drop, then you need twice the amount of infestors, but end up doing exactly the same thing as before (killing a loaded medivac)



I still fail to see any situation where having 1 infestor after the patch, is superior to having 1 infestor now. I can see tons of situations though where having 1 infestor now is better than having 1 infestor post patch, such as when dealing with a drop, when getting a better concave or surround, when catching marines to hit them with banelings, when holding phoenixes or mutas or whatever till the hydras arrive, and so on.

There are a lot of situations where having 2 infestors after the patch is better than having 1 infestor now (as long as the fungals arent dodged). But really, those situations matter little, since they fail to take into account that infestors still cost the same as before.

If infestors suddenly spawned in pairs for the same cost, like zerglings, then the comparison between 1 infestor now, and 2 infestors post patch would actually make a lot of sense.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
March 01 2011 19:41 GMT
#389
There are a lot of situations where having 2 infestors after the patch is better than having 1 infestor now (as long as the fungals arent dodged). But really, those situations matter little, since they fail to take into account that infestors still cost the same as before.
If infestors suddenly spawned in pairs for the same cost, like zerglings, then the comparison between 1 infestor now, and 2 infestors post patch would actually make a lot of sense.


What? They're saying 2 infestors now is better than 2 infestors before because they do damage faster, and in RTS, time matters. Killing a batch of marines in 8 seconds vs 16 seconds is significant. So if you have multiple infestors, this is a buff.
Rakanishu2
Profile Joined May 2009
United States475 Posts
March 01 2011 19:43 GMT
#390
On March 02 2011 03:40 Bellygareth wrote:
Show nested quote +
On March 02 2011 03:36 Rakanishu2 wrote:
On March 02 2011 02:06 morimacil wrote:
Simply having twice the amount of infestors to do the same thing that was done by a single one previously isnt always an option.

Please use some common sense.


You're not doing the same amount, you're doing twice as much damage, +30% more to armored.

We can do this all day, my point stands.


You're doing exactly the same damage for the same energy. +30% to armored. We can't do this all day and your point doesn't stand. Please use common sense.


Infestor play is going to increase, argument over. You lost.
10 G's in the packet and I'm ready to roll, on fire like a rocket and I'm ready to blow
Gunman_csz
Profile Blog Joined October 2008
United Arab Emirates492 Posts
March 01 2011 19:43 GMT
#391
it is really really hard to lend an FG!
This is a huge nerf to lategame T3 Zerg. when you need FG to "successfully" lock down units so brood/Ultra can deal dmg...
Began Starcraft journey on 5th May 2009
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2011-03-01 20:16:54
March 01 2011 20:16 GMT
#392
Can people saying this is a nerf please show replays of them losing while using FG (or games of them winning against players using FG)?

Can people saying this is a buff please show replays of them winning while using FG
(or games of them losing against players using FG)?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Kavtor
Profile Joined February 2011
Canada7 Posts
March 01 2011 20:38 GMT
#393
On March 02 2011 05:16 Archerofaiur wrote:
Can people saying this is a nerf please show replays of them losing while using FG (or games of them winning against players using FG)?


Hop on PTR. Play infestor / ling with upgrades. Try to stop helions or drops, or any sort of air harass with infestor / queen. Try the same on live. Realize it's harder to open infestor after lair, and that the unit is now a great support unit, but not a unit you can build an army comp around. It just forces ZvT into muta's even harder than it is now, although infestors are a better late addition.

I just don't understand why zerg need a spell that can miss that easily.

It doesn't add anything to ZvZ either. Now it's just more important to scout for a spire, and if they make one, just timing attack with roaches and win. Adding variety to midgame ZvZ is good, but adding mutas while taking away the ability for someone who doesn't go muta just goes back to scouting to avoid rock paper scissors.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2011-03-01 20:46:22
March 01 2011 20:43 GMT
#394
On March 02 2011 05:38 Kavtor wrote:
Show nested quote +
On March 02 2011 05:16 Archerofaiur wrote:
Can people saying this is a nerf please show replays of them losing while using FG (or games of them winning against players using FG)?


Hop on PTR.


Would but im studying for finals And also if you post a replay it will 100% make what you just said have more weight. Rather than just another +nerf post.

Im trying to help you make your argument better
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
RoKetha
Profile Joined July 2010
United States211 Posts
March 01 2011 22:00 GMT
#395
On March 02 2011 04:41 DoubleReed wrote:
Show nested quote +
There are a lot of situations where having 2 infestors after the patch is better than having 1 infestor now (as long as the fungals arent dodged). But really, those situations matter little, since they fail to take into account that infestors still cost the same as before.
If infestors suddenly spawned in pairs for the same cost, like zerglings, then the comparison between 1 infestor now, and 2 infestors post patch would actually make a lot of sense.


What? They're saying 2 infestors now is better than 2 infestors before because they do damage faster, and in RTS, time matters. Killing a batch of marines in 8 seconds vs 16 seconds is significant. So if you have multiple infestors, this is a buff.


That's the thing though. Time does NOT matter with the old version of the spell when you are using it for the damage, because the units can't move to fight you. They are completely helpless and will deal 0 damage during the spell duration unless you choose to engage (or you're hitting something with over 9 range). Now, if you're already engaging, there's some benefit, but the benefit of disabling his ability to move away from banelings or kite your units is almost certainly better.
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 01 2011 22:23 GMT
#396
On March 02 2011 04:38 morimacil wrote:
Show nested quote +
1 Infestor today does 36dmg over 8 seconds and holds the units in place
2 Infestors tomorrow does 66 dmg over 8 seconds and holds the units in place
That is twice the amount of damage + 30%.


Well no one is contesting the fact that 2 infestors do twice the amount of damage compared to a single infestor (assuming their fungals actually hit)

2 siege tanks also do more damage than 1 siege tank, and 2 marines also do twice the damage.
In fact, they also do twcie the dps.

But you still need twice as many infestors for that, which you cant really afford.

And if you face for example an incoming drop, then you need twice the amount of infestors, but end up doing exactly the same thing as before (killing a loaded medivac)



I still fail to see any situation where having 1 infestor after the patch, is superior to having 1 infestor now. I can see tons of situations though where having 1 infestor now is better than having 1 infestor post patch, such as when dealing with a drop, when getting a better concave or surround, when catching marines to hit them with banelings, when holding phoenixes or mutas or whatever till the hydras arrive, and so on.

There are a lot of situations where having 2 infestors after the patch is better than having 1 infestor now (as long as the fungals arent dodged). But really, those situations matter little, since they fail to take into account that infestors still cost the same as before.

If infestors suddenly spawned in pairs for the same cost, like zerglings, then the comparison between 1 infestor now, and 2 infestors post patch would actually make a lot of sense.


Your siege tank/marine analogy is just false... Ofc you do more DPS with two units compared to one. The difference with current fungal vs new fungal is that their DPS is NOT the same.
Let me break it down for you with your own example;

1 tank does 15 DPS (random number). We add a second tank and they do 30 DPS together. That's twice as much dps adding 1 more unit. Logic acomplished.
1 current Fungal does 4.5 DPS.
1 PTR Fungal does 9 DPS (atleast) 12~ DPS (at most).
That's twice+ as much DPS adding no units. Logic acomplished. DPS is buffed.

So what does this mean? If we get more infestors and use more Fungals we do more damage with them over a shorter period of time. Yay!

1 Infestor with PTR Fungal does Twice the DPS of 1 Infestor with current Fungal

You loose utility and gain DPS, yet you can maintain utility if you increase your infestor numbers, and why wouldnt you since they do more dps to begin with? And maybe you should find, if not other, then More means to deal with the issues you dealt with with the current Fungal utility.

You can't see situations where 1 infestor would be better with PTR fungal, but maybe you could with 4 more infestors in a big battle?
I've been saying this all the time, but you don't seem to grasp it. If you insist on using the infestor the way you use it today, then sure the lost utility will be viewed as a nerf, but if you look at the new options that it provides you it should be viewed as a buff instead. Can't you see the possibilities?

"But how should I deal with X now?!" Why not mix in both fungals and maybe something else? Map awareness and more speedlings (since you probably devote more gas to infestor than baneling you will have more lings around to stop drops and other harasment with. 4 seconds is a long time for the the fastest units on creep to catch up if you're prepared, and if you're not and missed it on your minimap you shouldnt have a free 8 seconds to catch up to it anyways imho.

I also think that making it a skillshot is good for balance design in general. Instant fungal is imho abit too strong vs air. It almost nullifies air harass completely and you can't do anything on the opposite side of the fungal to avoid it other than praying. It's not like you can split your marines perfectly when banelings roll in or run out of storm and take half the damage and things that make the game dynamic. But that's just a design opinion of mine - I think this change is pretty well thought through and I hope people can make good use of it.
Mada Mada Dane
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 01 2011 22:27 GMT
#397
On March 02 2011 07:00 RoKetha wrote:
Show nested quote +
On March 02 2011 04:41 DoubleReed wrote:
There are a lot of situations where having 2 infestors after the patch is better than having 1 infestor now (as long as the fungals arent dodged). But really, those situations matter little, since they fail to take into account that infestors still cost the same as before.
If infestors suddenly spawned in pairs for the same cost, like zerglings, then the comparison between 1 infestor now, and 2 infestors post patch would actually make a lot of sense.


What? They're saying 2 infestors now is better than 2 infestors before because they do damage faster, and in RTS, time matters. Killing a batch of marines in 8 seconds vs 16 seconds is significant. So if you have multiple infestors, this is a buff.


That's the thing though. Time does NOT matter with the old version of the spell when you are using it for the damage, because the units can't move to fight you. They are completely helpless and will deal 0 damage during the spell duration unless you choose to engage (or you're hitting something with over 9 range). Now, if you're already engaging, there's some benefit, but the benefit of disabling his ability to move away from banelings or kite your units is almost certainly better.


You say that as if the movement immobilization does not happen. 4 seconds is still alot of time in a battle where banelings do its work.
One thing to consider is that banelings die. Always. What if your 20 banes were lings and half survived but you still made the same damage because you had stronger fungals? This would open up the possibility for faster counter attacks for example.

Time ALWAYS matter in a RTS one way or the other. When it comes to engaging armies and kill eachother, more DPS will help. When it comes to delaying a push, more time on the immobilization will help.
So how would you use the New fungal?
Mada Mada Dane
Stevelisk
Profile Joined January 2011
5 Posts
March 01 2011 23:47 GMT
#398
It seems like infestors are having an identity crisis again with this patch. The purpose of fungal growth was for support: holding enemy units in place for baneling/ultra aoe or flanking/surrounding. Positioning was always critical for zerg, and this is what infestors were for.

The duration and armor bonus changes feels like they're going to become offensive spellcasters rather than utility.
morimacil
Profile Joined March 2010
France921 Posts
March 02 2011 00:34 GMT
#399
You loose utility and gain DPS, yet you can maintain utility if you increase your infestor numbers, and why wouldnt you since they do more dps to begin with?

You can't see situations where 1 infestor would be better with PTR fungal, but maybe you could with 4 more infestors in a big battle?

So what does this mean? If we get more infestors and use more Fungals we do more damage with them over a shorter period of time. Yay!

This is all nice, but it still all relies on somehow magically having more infestors.

I know that having extra units is good.
2 units > 1 unit.
10 infestors > 1 infestor.

Infestors are still not free.
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-03-02 00:40:35
March 02 2011 00:39 GMT
#400
On March 02 2011 09:34 morimacil wrote:
Show nested quote +
You loose utility and gain DPS, yet you can maintain utility if you increase your infestor numbers, and why wouldnt you since they do more dps to begin with?

Show nested quote +
You can't see situations where 1 infestor would be better with PTR fungal, but maybe you could with 4 more infestors in a big battle?

Show nested quote +
So what does this mean? If we get more infestors and use more Fungals we do more damage with them over a shorter period of time. Yay!

This is all nice, but it still all relies on somehow magically having more infestors.

I know that having extra units is good.
2 units > 1 unit.
10 infestors > 1 infestor.

Infestors are still not free.


So, basically, infestors are a lot better in larger numbers now than they were before, but worse alone or in pairs.

And it's not that 10 infestors > 1 infestor. It's that 10 infestors in the PTR are better than 10 infestors on live, but 1 infestor in the PTR is worse than 1 infestor on live. In other words, they scale better with numbers.

That's actually okay, infestors are a bit gas heavy, but zergling/infestor or roach/infestor is still a fairly gas lean combo, definitely easier on the gas than ling/baneling/muta.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Super_bricklayer
Profile Joined May 2010
France104 Posts
Last Edited: 2011-03-02 00:46:11
March 02 2011 00:43 GMT
#401
Did that vids gets here ?


Didn't see it.

I know there will be a ton of comments saying that it don't show anything, that this player is bad and probably out macro the even worst opponent bla bla bla. But honestly i don't care, this is a freaking massacre, i love that, and most off all, this vids is fun. :D

In a more serious note, the author of the vids add this :
A collection of replays displaying the new *and improved* 1.3 infestor, and all the carnage it brings.

I also included a few key non-infestor moments that led up to the situations shown in some of the games, so that you know how we reached that point.

All opponents are diamond/master level. The change is new so opponent dodging (and my own FGing) is not yet at the level that it should/will be. I look forward to making another vod once this micro has come into play!

What I've found in the process of making this:

Mutas/Phoenix are VERY hard to stop with infestors alone.

Bio play is now a joke once midgame is reached, and is relatively easy to hit as long as you're cutting off escape paths with your army.

Gateway compositions also melt relatively fast, the zealot actually being the toughest unit to kill with the new FG, sentries and non-blink stalkers however just roll over and die.

Tanks are much easier to NP due to the added health, even when your damage sponges have already died.
.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2011-03-02 00:56:39
March 02 2011 00:55 GMT
#402
Great! Now lets see someone from the nerf crowd post a counter montage.

Come on people lets make this interesting
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
morimacil
Profile Joined March 2010
France921 Posts
March 02 2011 01:35 GMT
#403
8 stalker 6 sentries 19 zealot vs 8 infestors 100+ lings
5 mutas vs 5 infestors
37 roaches vs 19 roaches 7 queens 15 infestors
some terran kiting
maxed out zerg vs mined out terran at 130 food
180 food zerg vs 93 food terran
144 food zerg vs 128 food toss
160 food zerg vs 130 food toss
140 food zerg vs 100 food terran

It seems to be mostly showcasing a zerg being vastly ahead, and securing a win, incidentally using infestors to do so.
The first battle and the roach battle were really the only ones that were even close, and even then, the zerg was still pretty far ahead. (and in the toss battle, the toss completely failed at using forcefields.)
Dragar
Profile Joined October 2010
United Kingdom971 Posts
Last Edited: 2011-03-02 03:34:19
March 02 2011 03:33 GMT
#404
Roach/ling infestor with some mutalisk support may be a very strong answer to Terran builds with the change. Needs to be seen.
Mjolnir
Profile Joined January 2009
912 Posts
March 02 2011 04:03 GMT
#405

That video is fun (the music is funny) but holy Christ... how often does someone have like 15 infestors in a close game?

Maybe with this change it's actually worth getting that many... who knows. I'd love to see a video posted by someone who is proficient at dodging them.

GinDo
Profile Blog Joined September 2010
3327 Posts
March 02 2011 04:12 GMT
#406
On March 02 2011 10:35 morimacil wrote:
8 stalker 6 sentries 19 zealot vs 8 infestors 100+ lings
5 mutas vs 5 infestors
37 roaches vs 19 roaches 7 queens 15 infestors
some terran kiting
maxed out zerg vs mined out terran at 130 food
180 food zerg vs 93 food terran
144 food zerg vs 128 food toss
160 food zerg vs 130 food toss
140 food zerg vs 100 food terran

It seems to be mostly showcasing a zerg being vastly ahead, and securing a win, incidentally using infestors to do so.
The first battle and the roach battle were really the only ones that were even close, and even then, the zerg was still pretty far ahead. (and in the toss battle, the toss completely failed at using forcefields.)


Zerg should always be that ahead in supply. If they are at equal supply then Zerg is behind. Thats how it works since BW.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
uSnAmplified
Profile Joined October 2010
United States1029 Posts
Last Edited: 2011-03-02 04:19:34
March 02 2011 04:17 GMT
#407
On March 02 2011 10:35 morimacil wrote:
8 stalker 6 sentries 19 zealot vs 8 infestors 100+ lings
5 mutas vs 5 infestors
37 roaches vs 19 roaches 7 queens 15 infestors
some terran kiting
maxed out zerg vs mined out terran at 130 food
180 food zerg vs 93 food terran
144 food zerg vs 128 food toss
160 food zerg vs 130 food toss
140 food zerg vs 100 food terran

It seems to be mostly showcasing a zerg being vastly ahead, and securing a win, incidentally using infestors to do so.
The first battle and the roach battle were really the only ones that were even close, and even then, the zerg was still pretty far ahead. (and in the toss battle, the toss completely failed at using forcefields.)

This pretty well sums up why the video is not good evidence, in just about all situations the Z is in a commanding lead versus inferior players, he could have pretty much used any unit combination at that point and rolled his opponents.

I mean just look at the second game, terran is one one base pulling SCVs 12 minutes in game, then it fast forwards to zerg steamrolling him off four base like somehow it was the infestors that won the game.

~
arc.exe
Profile Joined September 2010
United States9 Posts
March 02 2011 04:29 GMT
#408
i feel this is a horrid idea, its a nerf not a buff
Don't cry little statue girl... Alice will kill everyone for you...
GinDo
Profile Blog Joined September 2010
3327 Posts
March 02 2011 04:48 GMT
#409
On March 02 2011 13:29 arc.exe wrote:
i feel this is a horrid idea, its a nerf not a buff


Whats Changed:

Projectile instead of instant-This doesn't change anything. Unless your a noob who can't micro
More Damage
Faster Damage
More HP

*Facepalm*. Its a frikkin buff people.

As for people arguing the validity of the Video stating the Zerg was ahead. Watch some progames. Zerg is always ahead in supply for the most part of the game. If Zerg is not ahead in supply then he is behind even if they are on equal supply. Thats how Zerg works. Thats why they have that killer Econ.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Wren
Profile Blog Joined February 2011
United States745 Posts
March 02 2011 05:03 GMT
#410
On March 02 2011 13:48 GinDo wrote:
Projectile instead of instant-This doesn't change anything. Unless your a noob who can't micro

As everyone who's been reading this thread is sure to know, turning insta-cast into a projectile is a HUGE change.

Also, you forgot to mention that it only holds units in place for 1/2 the time, which completely changes the primary function of the unit.
We're here! We're queer! We don't want any more bears!
entropius
Profile Joined June 2010
United States1046 Posts
March 02 2011 05:11 GMT
#411
On March 02 2011 14:03 Wren wrote:
Show nested quote +
On March 02 2011 13:48 GinDo wrote:
Projectile instead of instant-This doesn't change anything. Unless your a noob who can't micro

As everyone who's been reading this thread is sure to know, turning insta-cast into a projectile is a HUGE change.

Also, you forgot to mention that it only holds units in place for 1/2 the time, which completely changes the primary function of the unit.


Exactly. In ZvT the infestor has two uses:

--Fungal marines so they die
--Fungal other shit so you can eat it with lings

The second one is highly, highly dependent on the duration.
Maynarde
Profile Joined September 2010
Australia1286 Posts
March 02 2011 05:20 GMT
#412
Surely you can't argue that the infestor is nerfed from 1.3 ... This buff is extremely evident by the YouTube video on this page if not by just reading the facts in the OP or indeed the patch notes.

Gotta love that 80's comeback music in the video, you forgot "Live To Win".
CommentatorAustralian SC2 Caster | Twitter: @MaynardeSC2 | Twitch: twitch.tv/maynarde
GinDo
Profile Blog Joined September 2010
3327 Posts
March 02 2011 05:25 GMT
#413
On March 02 2011 14:11 entropius wrote:
Show nested quote +
On March 02 2011 14:03 Wren wrote:
On March 02 2011 13:48 GinDo wrote:
Projectile instead of instant-This doesn't change anything. Unless your a noob who can't micro

As everyone who's been reading this thread is sure to know, turning insta-cast into a projectile is a HUGE change.

Also, you forgot to mention that it only holds units in place for 1/2 the time, which completely changes the primary function of the unit.


Exactly. In ZvT the infestor has two uses:

--Fungal marines so they die
--Fungal other shit so you can eat it with lings

The second one is highly, highly dependent on the duration.


The smaller duration makes it so that Medivacs can't heal the marines at the same rate s they are losin HP= Dead Marines. Plus most people are accustomed to use more then 1 fungal so the duration does't really matter. Not to mention that Marines can;t run away from Speedlings. so you lings will still reach the marines regardless of if they are stuck or not.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
March 02 2011 05:27 GMT
#414
About damn time. I haven't seen a ghost in my ZvT's since i was in bronze! Infestor buff is gonna make zvt so much more dynamic than just marine/tank
Micro your Macro
uSnAmplified
Profile Joined October 2010
United States1029 Posts
March 02 2011 05:28 GMT
#415
On March 02 2011 13:48 GinDo wrote:
Show nested quote +
On March 02 2011 13:29 arc.exe wrote:
i feel this is a horrid idea, its a nerf not a buff


As for people arguing the validity of the Video stating the Zerg was ahead. Watch some progames. Zerg is always ahead in supply for the most part of the game. If Zerg is not ahead in supply then he is behind even if they are on equal supply. Thats how Zerg works. Thats why they have that killer Econ.
If you can honestly watch the video and think for a second those players were on the same level as the zerg in the video, you are clueless.
~
ddrddrddrddr
Profile Joined August 2010
1344 Posts
March 02 2011 06:21 GMT
#416
Hmm... The ensnare was traded off for damage. Not sure if want.

Better against terran for sure, since this will facerape bioballs. Against zerg is pretty decent as well for roach v roach. Though whether gas is better spent on hydras versus infestor is hard to say. Against protoss, fungal is more useful for keeping blink stalkers or colossi in place for surround. This means you'll need more infestors for the same duration since you need more spells thrown for the same duration.

About the new infestor ball.... how would you explain a rolling acid ball hitting air units? Especially if it's air units on impassable terrain?
Gunman_csz
Profile Blog Joined October 2008
United Arab Emirates492 Posts
Last Edited: 2011-03-02 09:26:14
March 02 2011 08:31 GMT
#417
On March 02 2011 14:25 GinDo wrote:
Show nested quote +
On March 02 2011 14:11 entropius wrote:
On March 02 2011 14:03 Wren wrote:
On March 02 2011 13:48 GinDo wrote:
Projectile instead of instant-This doesn't change anything. Unless your a noob who can't micro

As everyone who's been reading this thread is sure to know, turning insta-cast into a projectile is a HUGE change.

Also, you forgot to mention that it only holds units in place for 1/2 the time, which completely changes the primary function of the unit.


Exactly. In ZvT the infestor has two uses:

--Fungal marines so they die
--Fungal other shit so you can eat it with lings

The second one is highly, highly dependent on the duration.


The smaller duration makes it so that Medivacs can't heal the marines at the same rate s they are losin HP= Dead Marines. Plus most people are accustomed to use more then 1 fungal so the duration does't really matter. Not to mention that Marines can;t run away from Speedlings. so you lings will still reach the marines regardless of if they are stuck or not.


Spamming in this thread doesn't make you right! You neither play zerg nor have you used infestors on the ptr, yet you believe your nonsensical theorycrafting to be true (obnoxious much?)

Infestor can not slow down pushs!!
infestors cannot be used late game to stop vikings from attacking broodlords.
Infestors cannot be used to stop dropship
FGs are hard to land on moving target from far range (let alone stimmed / hellions / blink stalkers).
FGs are hard to land on air units.
FGs cannot be used for detection.

This is after 50 or so games on PTR of trying to mass infestors... The only situation where FG will be used way more often is in ZvZ roach wars. Other then that, the projectile/duration is a huge nerf to the infestor "role" and zerg's metagame.
Began Starcraft journey on 5th May 2009
jackdaleaper
Profile Joined September 2010
Philippines1216 Posts
March 02 2011 08:59 GMT
#418
On March 02 2011 00:15 Kyuki wrote:
Show nested quote +
On March 01 2011 23:57 jackdaleaper wrote:
On March 01 2011 23:50 RoKetha wrote:
I don't understand how people could possibly argue that this is a buff in any way except maybe against slow armored units.

Fungal used to be a guaranteed 36 damage, now it is 36 damage that can miss.


This. Not sure if someone already posted this (don't have time to review all 18 pages in this thread) but I thought the new missile mechanic for the fungal was a bad idea, seeing this video made me feel worse about the infestor. Haven't personally tried this yet though, so I haven't confirmed if this is really as bad as it looks.

[image loading]



But that's the worst type of example you can possibly find. It's almost like putting one colossi in the open and have it getting destroyed by 4 roaches and say it's a useless unit.


I agree that this wasn't the best example for the new infestor but it still kinda shows what you can't do with the infestor anymore (cast FG where units are and know for sure it's going to hit). Like a lot of posters have said, it has its pros and cons, but it will definitely change how the infestor is used (which imo is good, especially for me, since I need more practice using them anyway). I just wish it's the weekend already so I can finally hop on the PTR and see the changes for myself.

And just for the record, I agree that the changes are more buff than nerf.
HubertFelix
Profile Joined April 2010
France631 Posts
March 02 2011 09:05 GMT
#419
The 4sec + missile change makes it a big nerf to ultralisks.
Kyuki
Profile Joined February 2008
Sweden1867 Posts
Last Edited: 2011-03-02 09:52:03
March 02 2011 09:40 GMT
#420
Ofc the projectile change is a nerf, but instant cast fungal denied Air FAR too well. If you have infestors around, you CANNOT use your Phoenix, or your mutas AT ALL for its purpose.
It's one thing that you dance around storm, poke around thors and take some damage etc, but beeing locked down for 8 seconds and not beeing able to do anything about the actual cast besides praying that the opponent misses is a design flaw that is beeing changed and in turn they had to make the spell stronger DPS wise so it wouldn be useless. And now it's more useful in other situations instead.

It's a give and take situation. Better players will be better at using fungal. Hurray!

And people still argue how it's a nerf using the infestor as it's used today... Seriously take what you are given at look at the possibilities. So much ignorance it's sad...

Alot of good will come out of this. Some people mention better dynamic on the different matchups and I totally agree.
Mada Mada Dane
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 02 2011 09:50 GMT
#421
On March 02 2011 09:34 morimacil wrote:
Show nested quote +
You loose utility and gain DPS, yet you can maintain utility if you increase your infestor numbers, and why wouldnt you since they do more dps to begin with?

Show nested quote +
You can't see situations where 1 infestor would be better with PTR fungal, but maybe you could with 4 more infestors in a big battle?

Show nested quote +
So what does this mean? If we get more infestors and use more Fungals we do more damage with them over a shorter period of time. Yay!

This is all nice, but it still all relies on somehow magically having more infestors.

I know that having extra units is good.
2 units > 1 unit.
10 infestors > 1 infestor.

Infestors are still not free.

I'm starting to think that you're trolling... Or are you really this thick?
Mada Mada Dane
Arir
Profile Joined May 2010
Finland60 Posts
March 02 2011 09:54 GMT
#422
I dont like this.

I would consider taking 8 second stun with no damage and instant cast rather than this garbage.

- Damage will not be good vs protoss units.
- Damage will own terran bio. BUT
- Infestors cant stop drops now - you need absolutely need mutas - no gas for infestors for a long time.

I think infestors will dissappear from my play. Which is sad
Gunman_csz
Profile Blog Joined October 2008
United Arab Emirates492 Posts
March 02 2011 09:58 GMT
#423
On March 02 2011 18:40 Kyuki wrote:
Ofc the projectile change is a nerf, but instant cast fungal denied Air FAR too well. If you have infestors around, you CANNOT use your Phoenix, or your mutas AT ALL for its purpose.
It's one thing that you dance around storm, poke around thors and take some damage etc, but beeing locked down for 8 seconds and not beeing able to do anything about the actual cast besides praying that the opponent misses is a design flaw that is beeing changed and in turn they had to make the spell stronger DPS wise so it wouldn be useless. And now it's more useful in other situations instead.

It's a give and take situation. Better players will be better att using fungal. Hurray!

And people still argue how it's a nerf using the infestor as it's used today... Seriously take what you are given at look at the possibilities. So much ignorance it's sad...

Alot of good will come out of this. Some people mention better dynamic on the different matchups and I totally agree.



Zerg lacks good ground/air based AA. both hydras and Corrupter are too slow or don't have enough range, and this is why you need FG to lockdown the air (specially late game when you have T3 tech!!), Zerg units are designed this way to have synergy with FG.

Infestors have a specific utility role as a support for T3 units!! without the lockdown zerg T3 will go down the drain. PERIOD

I don't understand why non-zerg players come here spew garbage when they have no clue of the role of infestor /or have played around with the new infestor !!
Began Starcraft journey on 5th May 2009
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 02 2011 10:11 GMT
#424
Your rage is exactly my point. You can still use its utility, but you need something to support it to make it as useful in THAT regard. As you said, the synergy is still there, you just dont get the leeway to have _8_ seconds to catch up to whatever drop and air harass, but need to be on your toes.

You claim it HAS A ROLE, and CANNOT do anything else. Well here you go, you have a added role for it - deal with it and adapt.

I love how zerg players come here and spew shit ALL day long about EVERYTHING that is zerg related and think that when there is someone that says something positive about the race they don't play the race. Ignorance is awesome.
Mada Mada Dane
Gunman_csz
Profile Blog Joined October 2008
United Arab Emirates492 Posts
Last Edited: 2011-03-02 10:33:56
March 02 2011 10:33 GMT
#425
On March 02 2011 19:11 Kyuki wrote:
Your rage is exactly my point. You can still use its utility, but you need something to support it to make it as useful in THAT regard. As you said, the synergy is still there, you just dont get the leeway to have _8_ seconds to catch up to whatever drop and air harass, but need to be on your toes.

You claim it HAS A ROLE, and CANNOT do anything else. Well here you go, you have a added role for it - deal with it and adapt.

I love how zerg players come here and spew shit ALL day long about EVERYTHING that is zerg related and think that when there is someone that says something positive about the race they don't play the race. Ignorance is awesome.


ROFL, what are you even saying? you are not even making any sense. You are arguing for the sake of arguing and not the argument, seems to me like a troll statement.

Why do you come here when you have no clue about the prepatch infestor role or what postpatch infestor role might be, you clearly don't play zerg nor do you have understanding of their role
Began Starcraft journey on 5th May 2009
Nemireck
Profile Joined October 2010
Canada1875 Posts
March 02 2011 10:38 GMT
#426
On March 02 2011 18:54 Arir wrote:
- Infestors cant stop drops now - you need absolutely need mutas - no gas for infestors for a long time.


Alternatively, you can do what every Terran and Toss player has to do vs zerg and make some well-placed static defense. Most T bases take, what? 500 minerals to defend with a PF and 3 or 4 Turrets? Look at ways to pull off the same defense for cost as a Z.
Teamwork is awesome... As long as your team is doing all the work!
Charon1979
Profile Joined October 2010
Austria317 Posts
March 02 2011 10:46 GMT
#427
Look at ways to pull off the same defense for cost as a Z.


for this cost you get al lil less than 3 spines, which get obliterated by the "standard" 8 marine or 4 marauder (or a mix) drop, while your planetary makes a push in that direction just not worth it...
Gunman_csz
Profile Blog Joined October 2008
United Arab Emirates492 Posts
March 02 2011 10:54 GMT
#428
On March 02 2011 19:46 Charon1979 wrote:
Show nested quote +
Look at ways to pull off the same defense for cost as a Z.


for this cost you get al lil less than 3 spines, which get obliterated by the "standard" 8 marine or 4 marauder (or a mix) drop, while your planetary makes a push in that direction just not worth it...


Not only that, Also a usual ZvT ends up to 5base vs 3base, so you need what 5spine preemptive crawlers for those 5bases? (because drop tech is part of bio play). That can not be said about turrets as they are only used if the zerg is going mutalisk.
Began Starcraft journey on 5th May 2009
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 02 2011 11:09 GMT
#429
On March 02 2011 19:33 Gunman_csz wrote:
Show nested quote +
On March 02 2011 19:11 Kyuki wrote:
Your rage is exactly my point. You can still use its utility, but you need something to support it to make it as useful in THAT regard. As you said, the synergy is still there, you just dont get the leeway to have _8_ seconds to catch up to whatever drop and air harass, but need to be on your toes.

You claim it HAS A ROLE, and CANNOT do anything else. Well here you go, you have a added role for it - deal with it and adapt.

I love how zerg players come here and spew shit ALL day long about EVERYTHING that is zerg related and think that when there is someone that says something positive about the race they don't play the race. Ignorance is awesome.


ROFL, what are you even saying? you are not even making any sense. You are arguing for the sake of arguing and not the argument, seems to me like a troll statement.

Why do you come here when you have no clue about the prepatch infestor role or what postpatch infestor role might be, you clearly don't play zerg nor do you have understanding of their role


Just because you can't grasp simple things and can't argue your opinion besides saying "I've tired this and it's bad!" (which is a horrible argument) indicates more that You are trolling, not me.

In this thread you've only stated what we already know. It's worse at doing what it does today, yet you don't seem to have even tried to utilize the spell in a different way, and keep crying nerf. No shit...
Mada Mada Dane
Super_bricklayer
Profile Joined May 2010
France104 Posts
Last Edited: 2011-03-02 11:16:33
March 02 2011 11:12 GMT
#430
Ha ha and now it will turn into a balance/race thread. Guys...Seriously.

The video i linked in the precedent page is not to show if it's a nerf or a buf, it's not to show that fungal is OP or UP regarding the army cost etc...It's to show the spell in some actual games so we can have a better idea of the changes, period. It's not a pro game, diamond/master according to the author. That's all.

Now as he stated, it's harder to catch flying units. Blizzard want that for a long time i think ( there was a change on fungal that started a shitstorm i you remember as it was only ground effective ), so yeah , it will be harder to catch banshee, but most off all muta/phoenix. I also have some doubts about hellion. So in that regard, it's a nerf.

Now lets face it, the damage are enormous. It completely destroy gateway ball ( and i don't see how force feald would change that fact considering the range of fungal ), neural a tank is way more easy and as the author say, he's not used to the missile micro ( nor as his opponents ) so it will change in both way ( better anticipation, and some micro to avoid it ).

Like it or not, if that change hit the official server, you'll have to adapt and change or go trolling and QQing on blizzard forums. Now make your choice.

Everything other that those fact is theory crafting, will it be harder to stop a drop ? Probably, but once the bio troups will be landed, a fungal will crush them so i don't think this is the hardest point.

Imo, flying units and speed hellions will be the tricky one, so we'll have to change our response, add some roaches for hellions ( where fungal/speeling were sufficient ) corrutpors/hydra/queens for phoenixes...Idk, but i like the idee overall, cause it makes the infestor more playable in all macth up specially in ZvP. This change may completely change the meta game ( ghost/feedback etc...), and i like that, it's mean that blizzard is considering that the game can evolve a lot, and it's a good thing imo.
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 02 2011 11:19 GMT
#431
On March 02 2011 20:12 Super_bricklayer wrote:
Ha ha and now it will turn into a balance/race thread. Guys...Seriously.

The video i linked in the precedent page is not to show if it's a nerf or a buf, it's not to show that fungal is OP or UP regarding the army cost etc...It's to show the spell in some actual games so we can have a better idea of the changes, period. It's not a pro game, diamond/master according to the author. That's all.

Now as he stated, it's harder to catch flying units. Blizzard want that for a long time i think ( there was a change on fungal that started a shitstorm i you remember as it was only ground effective ), so yeah , it will be harder to catch banshee, but most off all muta/phoenix. I also have some doubts about hellion. So in that regard, it's a nerf.

Now lets face it, the damage are enormous. It completely destroy gateway ball ( and i don't see how force feald would change that fact considering the range of fungal ), neural a tank is way more easy and as the author say, he's not used to the missile micro ( nor as his opponents ) so it will change in both way ( better anticipation, and some micro to avoid it ).

Like it or not, if that change hit the official server, you'll have to adapt and change or go trolling and QQing on blizzard forums. Now make your choice.

Everything other that those fact is theory crafting, will it be harder to stop a drop ? Probably, but once the bio troups will be landed, a fungal will crush them so i don't think this is the hardest point.

Imo, flying units and speed hellions will be the tricky one, so we'll have to change our response, add some roaches for hellions ( where fungal/speeling were sufficient ) corrutpors/hydra/queens for phoenixes...Idk, but i like the idee overall, cause it makes the infestor more playable in all macth up specially in ZvP. This change may completely change the meta game ( ghost/feedback etc...), and i like that, it's mean that blizzard is considering that the game can evolve a lot, and it's a good thing imo.


Exactly. Good post.
Mada Mada Dane
Gunman_csz
Profile Blog Joined October 2008
United Arab Emirates492 Posts
Last Edited: 2011-03-02 11:31:31
March 02 2011 11:27 GMT
#432
On March 02 2011 20:09 Kyuki wrote:
Show nested quote +
On March 02 2011 19:33 Gunman_csz wrote:
On March 02 2011 19:11 Kyuki wrote:
Your rage is exactly my point. You can still use its utility, but you need something to support it to make it as useful in THAT regard. As you said, the synergy is still there, you just dont get the leeway to have _8_ seconds to catch up to whatever drop and air harass, but need to be on your toes.

You claim it HAS A ROLE, and CANNOT do anything else. Well here you go, you have a added role for it - deal with it and adapt.

I love how zerg players come here and spew shit ALL day long about EVERYTHING that is zerg related and think that when there is someone that says something positive about the race they don't play the race. Ignorance is awesome.


ROFL, what are you even saying? you are not even making any sense. You are arguing for the sake of arguing and not the argument, seems to me like a troll statement.

Why do you come here when you have no clue about the prepatch infestor role or what postpatch infestor role might be, you clearly don't play zerg nor do you have understanding of their role


Just because you can't grasp simple things and can't argue your opinion besides saying "I've tired this and it's bad!" (which is a horrible argument) indicates more that You are trolling, not me.

In this thread you've only stated what we already know. It's worse at doing what it does today, yet you don't seem to have even tried to utilize the spell in a different way, and keep crying nerf. No shit...


Again, what gives you the authority to speak about something you have no idea of.
How many times do I have to repeat this? "You don't play zerg nor have you tried the infestor pre/post patch".

This is what you sound like: Oh Blizzard removed forcefield from sentries, now lets see how can we utilize that LOL. Blizzard has effectively slashed the utility of infestors, they served way more purpose with the lock-down then they will now with "faster" dps / projectile.

The "only" function they serve now is dps burst in big battles hence their utilization has been nerfed

PS: Keep on spamming the forums to increase your post count

EDIT: Secondly I am not QQing / arguing that blizzard shouldn't implement this change, but rather stating that this is not a buff at all as the title suggests, nor it is a good change.
Began Starcraft journey on 5th May 2009
Zuprah
Profile Joined July 2010
Sweden16 Posts
March 02 2011 11:28 GMT
#433
On February 26 2011 15:48 Cloesd wrote:
This seems a little Overpowered.

38 damage over 4 seconds, is... 9dps... That's the DPS of a spine crawler for 4 seconds.

What essentially happens when you fungal growth an army (non-armoured) is, every unit that is hit takes Spinecrawler DPS for four seconds on TOP of whatever else you have hitting them.

If something else is hitting them, (Probably hydralisks)... any marine hit by this is gaurenteed to die. If the marines decide to STIM, they are going to die so fast to this... you have -10hp from the stim, -15hp from a hydralisk shot, and -9hp from the first tick of fungal.. this is 35 damage done in the first second, 1 second later is 45 (regular marines die) 1 second later is 55 damage (shielded marines die). (This is not counting the hydralisk hits for the 2nd, 3rd and fouth ticks, but also discounts medivac healing.).


Marines are dead.


Maybe this will make a Terran think about teching from marines to be able to win games?
"Every minute outside SC is a minute someone else improves."
Charon1979
Profile Joined October 2010
Austria317 Posts
March 02 2011 11:34 GMT
#434
While I totally agree with your statements concerning drops, tanks und gateway balls, I have to point a few things out.

1) There already pretty strong compositions against toss gateway units. The problem here are the colossi (+ VR and/or HT). Gateway units are just a meatshield here while other units deal the damage. Maybe the gateway ball will melt faster, but FG dmg is a one trick pony like PSIstorm. Once depleted, the infestor becomes useless (unlike HT).

2) ZvZ will become a "lets look who can bring his mutas faster" because without pinning them you cant ever leave your base. Hydras/corruptors are WAY to slow to defend/attack

3) Same with phoenix play. Corruptors/Hydras are way to slow und massing up queens/spores seems like a overcommitment

4) Stim marines! A Unit that can actually kite every zerg unit to death. FG was mostly used to pin them that banelings get a chance to hit them. I dont feel like the new fungal can actually hit a stimed ball of marines. Haveing to use Speedlings first to pin the marines that fungal can hit sees like a waste of infestors - once pinned banelings can also do the job.
Same concern like 1) depleted infestors (and the will be drained very quickly) are a waste of supply
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 02 2011 11:35 GMT
#435
On March 02 2011 20:27 Gunman_csz wrote:
Show nested quote +
On March 02 2011 20:09 Kyuki wrote:
On March 02 2011 19:33 Gunman_csz wrote:
On March 02 2011 19:11 Kyuki wrote:
Your rage is exactly my point. You can still use its utility, but you need something to support it to make it as useful in THAT regard. As you said, the synergy is still there, you just dont get the leeway to have _8_ seconds to catch up to whatever drop and air harass, but need to be on your toes.

You claim it HAS A ROLE, and CANNOT do anything else. Well here you go, you have a added role for it - deal with it and adapt.

I love how zerg players come here and spew shit ALL day long about EVERYTHING that is zerg related and think that when there is someone that says something positive about the race they don't play the race. Ignorance is awesome.


ROFL, what are you even saying? you are not even making any sense. You are arguing for the sake of arguing and not the argument, seems to me like a troll statement.

Why do you come here when you have no clue about the prepatch infestor role or what postpatch infestor role might be, you clearly don't play zerg nor do you have understanding of their role


Just because you can't grasp simple things and can't argue your opinion besides saying "I've tired this and it's bad!" (which is a horrible argument) indicates more that You are trolling, not me.

In this thread you've only stated what we already know. It's worse at doing what it does today, yet you don't seem to have even tried to utilize the spell in a different way, and keep crying nerf. No shit...


Again, what gives you the authority to speak about something you have no idea of.
How many times do I have to repeat this? "You don't play zerg nor have you tried the infestor pre/post patch".

This is what you sound like: Oh Blizzard removed forcefield from sentries, now lets see how can we utilize that LOL. Blizzard has effectively slashed the utility of infestors, they served way more purpose with the lock-down then they will now with "faster" dps / projectile.

The "only" function they serve now is dps burst in big battles hence their utilization has been nerfed

PS: Keep on spamming the forums to increase your post count


Haha, you're a funny guy. Authority? Do I need authority to speak of balance changes? If that's the case then who has authority? Everyone who plays Zerg? Haha jesus christ, you're funny.

Wtf man you really can't argue :s. "Blizzard removes force field from sentries let's see how we can utilize that". Did they remove fungal? Did they remove the immobilization? Your comparison is fucking horrible :s

Stick to your belief and see how others adapt and become better players while you lag behind and keep crying like the rest of the noobs. gl

And yeah I spam alot to get my postcount "high". Research is your friend...

Mada Mada Dane
Skrelt
Profile Joined November 2010
Netherlands306 Posts
March 02 2011 11:52 GMT
#436
On March 02 2011 20:12 Super_bricklayer wrote:
Ha ha and now it will turn into a balance/race thread. Guys...Seriously.

The video i linked in the precedent page is not to show if it's a nerf or a buf, it's not to show that fungal is OP or UP regarding the army cost etc...It's to show the spell in some actual games so we can have a better idea of the changes, period. It's not a pro game, diamond/master according to the author. That's all.

Now as he stated, it's harder to catch flying units. Blizzard want that for a long time i think ( there was a change on fungal that started a shitstorm i you remember as it was only ground effective ), so yeah , it will be harder to catch banshee, but most off all muta/phoenix. I also have some doubts about hellion. So in that regard, it's a nerf.

Now lets face it, the damage are enormous. It completely destroy gateway ball ( and i don't see how force feald would change that fact considering the range of fungal ), neural a tank is way more easy and as the author say, he's not used to the missile micro ( nor as his opponents ) so it will change in both way ( better anticipation, and some micro to avoid it ).

Like it or not, if that change hit the official server, you'll have to adapt and change or go trolling and QQing on blizzard forums. Now make your choice.

Everything other that those fact is theory crafting, will it be harder to stop a drop ? Probably, but once the bio troups will be landed, a fungal will crush them so i don't think this is the hardest point.

Imo, flying units and speed hellions will be the tricky one, so we'll have to change our response, add some roaches for hellions ( where fungal/speeling were sufficient ) corrutpors/hydra/queens for phoenixes...Idk, but i like the idee overall, cause it makes the infestor more playable in all macth up specially in ZvP. This change may completely change the meta game ( ghost/feedback etc...), and i like that, it's mean that blizzard is considering that the game can evolve a lot, and it's a good thing imo.

how can you say it makes the infestor more playable? Cause not a lot of people use them doesnt make it a bad unit. I liked fungle vs Toss. I always used the infester in al my matches as the linchpin of my army ( i am really not a Pro, not even close). TLO used it vs P. Alot of people started practicing with it in ZvZ, Hydra roach vs Infestor Roach.

As for the change, i dont like it. ZvZ wil become a Mutafest. And in smaler/mid numbers, stalkers/stimemd marines can easely dodge this spell in its current state. ZvP, meh i dno. i cant see myself cathing blinkstalkers with it cause of the stupid slowass ball your spitting.

And for the damage is enormus, i dont know. Is the Damage of 1 fungle better then 1 hydra? Cause the damage change of fungle is great, dubble dps. But is the damage really that good? i can undestand people getting hyped bout this but i would like to see it first before i join the club. Also if you compare fungle to storm or EMP(vs P) i really dont think its damage is high. Not a instant cast. however the snare is nice. But that was better with the old fungle. And they always got the damage with the old fungle anyway. if it is 1 sec, 4, or 3hours.
The Wolfpack - Metalband from the Netherlands
Gunman_csz
Profile Blog Joined October 2008
United Arab Emirates492 Posts
Last Edited: 2011-03-02 11:55:46
March 02 2011 11:52 GMT
#437
On March 02 2011 20:35 Kyuki wrote:
Show nested quote +
On March 02 2011 20:27 Gunman_csz wrote:
On March 02 2011 20:09 Kyuki wrote:
On March 02 2011 19:33 Gunman_csz wrote:
On March 02 2011 19:11 Kyuki wrote:
Your rage is exactly my point. You can still use its utility, but you need something to support it to make it as useful in THAT regard. As you said, the synergy is still there, you just dont get the leeway to have _8_ seconds to catch up to whatever drop and air harass, but need to be on your toes.

You claim it HAS A ROLE, and CANNOT do anything else. Well here you go, you have a added role for it - deal with it and adapt.

I love how zerg players come here and spew shit ALL day long about EVERYTHING that is zerg related and think that when there is someone that says something positive about the race they don't play the race. Ignorance is awesome.


ROFL, what are you even saying? you are not even making any sense. You are arguing for the sake of arguing and not the argument, seems to me like a troll statement.

Why do you come here when you have no clue about the prepatch infestor role or what postpatch infestor role might be, you clearly don't play zerg nor do you have understanding of their role


Just because you can't grasp simple things and can't argue your opinion besides saying "I've tired this and it's bad!" (which is a horrible argument) indicates more that You are trolling, not me.

In this thread you've only stated what we already know. It's worse at doing what it does today, yet you don't seem to have even tried to utilize the spell in a different way, and keep crying nerf. No shit...


Again, what gives you the authority to speak about something you have no idea of.
How many times do I have to repeat this? "You don't play zerg nor have you tried the infestor pre/post patch".

This is what you sound like: Oh Blizzard removed forcefield from sentries, now lets see how can we utilize that LOL. Blizzard has effectively slashed the utility of infestors, they served way more purpose with the lock-down then they will now with "faster" dps / projectile.

The "only" function they serve now is dps burst in big battles hence their utilization has been nerfed

PS: Keep on spamming the forums to increase your post count


Haha, you're a funny guy. Authority? Do I need authority to speak of balance changes? If that's the case then who has authority? Everyone who plays Zerg? Haha jesus christ, you're funny.

Wtf man you really can't argue :s. "Blizzard removes force field from sentries let's see how we can utilize that". Did they remove fungal? Did they remove the immobilization? Your comparison is fucking horrible :s

Stick to your belief and see how others adapt and become better players while you lag behind and keep crying like the rest of the noobs. gl

And yeah I spam alot to get my postcount "high". Research is your friend...



Arguing with you is like arguing against a monkey!
I can't go into TvP threads and argue about Amulet(or whatever) changes because I have no clue about that matchup / metagame or the role Templar plays throughout mid-late game.

No they haven't removed fungal but the combination of projectile + FG duration nearly nullifies the lockdown role, a crucial role for T3 support which is IMO equal to the synergy of FF with collosi/stalker army.

Your entire argument is this-> blizzard changes something -> guys lets not argue how it negatively affects the current meta game but lets look at the future.

I am not arguing with you there, I could careless what blizzard does at the end of the day I am still playing for fun. I AM JUST Freaking stating that it is nerf, an OBVIOUS nerf which you can't tell because you don't play the race!! Yet you come here on your high horse and lecture others. BRAVO
Began Starcraft journey on 5th May 2009
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 02 2011 12:13 GMT
#438
On March 02 2011 20:52 Gunman_csz wrote:
Show nested quote +
On March 02 2011 20:35 Kyuki wrote:
On March 02 2011 20:27 Gunman_csz wrote:
On March 02 2011 20:09 Kyuki wrote:
On March 02 2011 19:33 Gunman_csz wrote:
On March 02 2011 19:11 Kyuki wrote:
Your rage is exactly my point. You can still use its utility, but you need something to support it to make it as useful in THAT regard. As you said, the synergy is still there, you just dont get the leeway to have _8_ seconds to catch up to whatever drop and air harass, but need to be on your toes.

You claim it HAS A ROLE, and CANNOT do anything else. Well here you go, you have a added role for it - deal with it and adapt.

I love how zerg players come here and spew shit ALL day long about EVERYTHING that is zerg related and think that when there is someone that says something positive about the race they don't play the race. Ignorance is awesome.


ROFL, what are you even saying? you are not even making any sense. You are arguing for the sake of arguing and not the argument, seems to me like a troll statement.

Why do you come here when you have no clue about the prepatch infestor role or what postpatch infestor role might be, you clearly don't play zerg nor do you have understanding of their role


Just because you can't grasp simple things and can't argue your opinion besides saying "I've tired this and it's bad!" (which is a horrible argument) indicates more that You are trolling, not me.

In this thread you've only stated what we already know. It's worse at doing what it does today, yet you don't seem to have even tried to utilize the spell in a different way, and keep crying nerf. No shit...


Again, what gives you the authority to speak about something you have no idea of.
How many times do I have to repeat this? "You don't play zerg nor have you tried the infestor pre/post patch".

This is what you sound like: Oh Blizzard removed forcefield from sentries, now lets see how can we utilize that LOL. Blizzard has effectively slashed the utility of infestors, they served way more purpose with the lock-down then they will now with "faster" dps / projectile.

The "only" function they serve now is dps burst in big battles hence their utilization has been nerfed

PS: Keep on spamming the forums to increase your post count


Haha, you're a funny guy. Authority? Do I need authority to speak of balance changes? If that's the case then who has authority? Everyone who plays Zerg? Haha jesus christ, you're funny.

Wtf man you really can't argue :s. "Blizzard removes force field from sentries let's see how we can utilize that". Did they remove fungal? Did they remove the immobilization? Your comparison is fucking horrible :s

Stick to your belief and see how others adapt and become better players while you lag behind and keep crying like the rest of the noobs. gl

And yeah I spam alot to get my postcount "high". Research is your friend...



Arguing with you is like arguing against a monkey!
I can't go into TvP threads and argue about Amulet(or whatever) changes because I have no clue about that matchup / metagame or the role Templar plays throughout mid-late game.

No they haven't removed fungal but the combination of projectile + FG duration nearly nullifies the lockdown role, a crucial role for T3 support which is IMO equal to the synergy of FF with collosi/stalker army.

Your entire argument is this-> blizzard changes something -> guys lets not argue how it negatively affects the current meta game but lets look at the future.

I am not arguing with you there, I could careless what blizzard does at the end of the day I am still playing for fun. I AM JUST Freaking stating that it is nerf, an OBVIOUS nerf which you can't tell because you don't play the race!! Yet you come here on your high horse and lecture others. BRAVO


You keep saying I have no clue: Here's some facts about me and I was hoping that I didnt need to say this because frankly who should give a fuck?
I've played Zerg extensively, I've played Terran extensively and I've played Toss extensively and I've played quite abit of random, all at the highest league besides masters now where I've only been as Toss. I'm a terrible player compared to pros, but it doesnt mean I'm clueless about the game.

Having it projectile means it's a skillshot. Not that it nullifies its use. Beeing harder to hit = needs more practice to get good at, nothing strange. Agree? Or maybe you'd just disregard that beeing good actually plays a role in how you utilize units and spells.

You're _STATING_ it's a nerf. You're not arguing why, and this is where you fail. Yes when used as you use it today it should be regarded as a nerf, and again (repetetive I know), maybe you shouldnt? Maybe you should mix things up, and not entirely rely on fungals to stop drops and delay pushes. Maybe you need to rethink.

Yes it changes gameplay, and maybe that's a good thing for Zerg looking at how zerg most often just dies to a big fucking push that they cannot windle down enough for the reinforcements to clean up. Harder hitting fungals might help with this problem while also adressing design flaws like 1 unit nullifying air harass.

*HO HO HO HO HIAHIAHIAHIA* *Monkey sounds*
Mada Mada Dane
Super_bricklayer
Profile Joined May 2010
France104 Posts
March 02 2011 12:39 GMT
#439
On March 02 2011 20:52 Skrelt wrote:
Show nested quote +
On March 02 2011 20:12 Super_bricklayer wrote:
Ha ha and now it will turn into a balance/race thread. Guys...Seriously.

The video i linked in the precedent page is not to show if it's a nerf or a buf, it's not to show that fungal is OP or UP regarding the army cost etc...It's to show the spell in some actual games so we can have a better idea of the changes, period. It's not a pro game, diamond/master according to the author. That's all.

Now as he stated, it's harder to catch flying units. Blizzard want that for a long time i think ( there was a change on fungal that started a shitstorm i you remember as it was only ground effective ), so yeah , it will be harder to catch banshee, but most off all muta/phoenix. I also have some doubts about hellion. So in that regard, it's a nerf.

Now lets face it, the damage are enormous. It completely destroy gateway ball ( and i don't see how force feald would change that fact considering the range of fungal ), neural a tank is way more easy and as the author say, he's not used to the missile micro ( nor as his opponents ) so it will change in both way ( better anticipation, and some micro to avoid it ).

Like it or not, if that change hit the official server, you'll have to adapt and change or go trolling and QQing on blizzard forums. Now make your choice.

Everything other that those fact is theory crafting, will it be harder to stop a drop ? Probably, but once the bio troups will be landed, a fungal will crush them so i don't think this is the hardest point.

Imo, flying units and speed hellions will be the tricky one, so we'll have to change our response, add some roaches for hellions ( where fungal/speeling were sufficient ) corrutpors/hydra/queens for phoenixes...Idk, but i like the idee overall, cause it makes the infestor more playable in all macth up specially in ZvP. This change may completely change the meta game ( ghost/feedback etc...), and i like that, it's mean that blizzard is considering that the game can evolve a lot, and it's a good thing imo.

how can you say it makes the infestor more playable? Cause not a lot of people use them doesnt make it a bad unit. I liked fungle vs Toss. I always used the infester in al my matches as the linchpin of my army ( i am really not a Pro, not even close). TLO used it vs P. Alot of people started practicing with it in ZvZ, Hydra roach vs Infestor Roach.

As for the change, i dont like it. ZvZ wil become a Mutafest. And in smaler/mid numbers, stalkers/stimemd marines can easely dodge this spell in its current state. ZvP, meh i dno. i cant see myself cathing blinkstalkers with it cause of the stupid slowass ball your spitting.

And for the damage is enormus, i dont know. Is the Damage of 1 fungle better then 1 hydra? Cause the damage change of fungle is great, dubble dps. But is the damage really that good? i can undestand people getting hyped bout this but i would like to see it first before i join the club. Also if you compare fungle to storm or EMP(vs P) i really dont think its damage is high. Not a instant cast. however the snare is nice. But that was better with the old fungle. And they always got the damage with the old fungle anyway. if it is 1 sec, 4, or 3hours.


Tlo himself during the 12 weeks with the pro says infestor where extremely hard and situational to use in ZvP, you can use them very effectively against 2 stargate opening, it's like the perfect hard counter. But again 3/4 of the other openings they cost too many gas for the amount of damage they deal. In that regard, the changes could be extremely good for that match up.

Concerning the muta in ZvZ, we don't know yet. It will be harder to catch them for sure. Will it make ZvZ a muta fest ? I won't bet my money, cause even if it's harder, one good fungal and you'll loose all the muta that will be hit. Specially since with those change we will probably make more infestor as we are used to considering they will be more damage dealer than a support unit.

Same logic with marines, yes they can kitte etc...But one mistake and your armie is gone. And i'm not sure that as you said, marines and stalker will dodge that so easily once we'll get used to that missile. Blink stalker could be a problem ( agree it's weird considering fungal is a counter to blink ), i don't know.

All those point are theory crafting, and that's why i don't like to argue about those specific point. We don't know yet, i could listen more to top player, but usually they never place such big affirmation before testing it seriously, and long enough...You see where am i going here yah ?

And most off all, i hate comparing direct spell. Storm or EMP are effective cause of the army/race they are part off. It's not constructive to make some direct comparison.

All i am saying is that it's such a big change we can't see clearly how effective it's gonna be. I could even bet that we'll see some people crying it's OP in the 3/4 weeks after the ( possible ) patch. :D

Charon1979
Profile Joined October 2010
Austria317 Posts
March 02 2011 13:00 GMT
#440
Having it projectile means it's a skillshot. Not that it nullifies its use. Beeing harder to hit = needs more practice to get good at, nothing strange. Agree? Or maybe you'd just disregard that beeing good actually plays a role in how you utilize units and spells.


ATM ist like klicking a HSM. No skill involved on the side of the caster. You just cant aim it. You can try to predict where he will possibly run, press your hotkey and pray that you guessed right.
Compare it to an old arcade game like space invaders... your missile is extremly slow and you only can hit things because they come in a predictable pattern. No "random" movement involved. And even in this situation shots will be misses and its much easier to just spam the "fire" button.
Skill is involved only on the dodgers side. He ist the one in charge who lets the FG hit happen or not.
Likewise you cant use a "tactical" FG to try and limit the opponents movement possibilities, because unlike FF or storm, FG instantly disappears if it missed.
So its no "skillshot" at all... its happy guessing where a wrong guess can kill you outright.

Yes it changes gameplay, and maybe that's a good thing for Zerg looking at how zerg most often just dies to a big fucking push that they cannot windle down enough for the reinforcements to clean up. Harder hitting fungals might help with this problem while also adressing design flaws like 1 unit nullifying air harass.


Most often the zerg doesnt die because he did not enough dmg, but because he hadnt enough time to bring in another wave. How will a nerf to delaying the attack do anything good?
The dmg buff is far to small to make a major difference here.
For the argument with one unit shutting down air harass... maybe a design flaw, maybe not. Hard to judge if you consider the alternatives.
Corruptor/hydra/muta. 2 of them extremely gasheavy (which probably means: no infestors) and two of them way to slow to shut down air harassment on 3 bases, even if you got far greater numbers.
hypnobean
Profile Joined October 2010
89 Posts
March 02 2011 13:05 GMT
#441
Infestors are not the only reason ZvZ is not a muta fest. The investment of so much gas in such weak combat units early on often opens you up for just dying to a really strong roach hydra attack. I agree it is not at all clear that ZvZ will become a muta fest, though mutas may become a more viable option on maps where it's easier to set up a huge field of spinecrawlers to defend that roach hydra push.
Kyuki
Profile Joined February 2008
Sweden1867 Posts
Last Edited: 2011-03-02 13:39:50
March 02 2011 13:26 GMT
#442
On March 02 2011 22:00 Charon1979 wrote:
Show nested quote +

Yes it changes gameplay, and maybe that's a good thing for Zerg looking at how zerg most often just dies to a big fucking push that they cannot windle down enough for the reinforcements to clean up. Harder hitting fungals might help with this problem while also adressing design flaws like 1 unit nullifying air harass.


Most often the zerg doesnt die because he did not enough dmg, but because he hadnt enough time to bring in another wave. How will a nerf to delaying the attack do anything good?
The dmg buff is far to small to make a major difference here.
For the argument with one unit shutting down air harass... maybe a design flaw, maybe not. Hard to judge if you consider the alternatives.
Corruptor/hydra/muta. 2 of them extremely gasheavy (which probably means: no infestors) and two of them way to slow to shut down air harassment on 3 bases, even if you got far greater numbers.


Well looking at how Ret got knocked out of the GSL a few days ago () (specially game two) where he had a pretty big lead and could not kill off enough units when terran moved out and then had the Terran army at his doorstep this could be viewed both ways.
You could argue that Ret made some mistakes during the push ofc, and I'm not saying that more DPS fungal would've made a difference but if used differently (in trying to crush the push) it might have.

Once you're maxed you can't reinforce during combat anyways and need to have units die off, if your infestor for some reason are still alive after the confrontation they'll hardly delay the entire blobb of units that is coming at you if you didnt kill off enough of it. With the units spawning and dying as they spawn and the zerg army generally not beeing able to regroup it's GG.

That's why banelings are used as you need to crush the push and windle down the numbers as you reproduce alot faster as zerg -> playing to the zergs strength.

It's ofc nice if you're out of position when the push comes and want to delay it abit to reposition, but the PTR fungal can do that too if you absolutly have to. Not as good, but you can still do it.

It's all TC so far ofc, and that goes both ways. I'd just wait and see what people can do with it, because frankly it's way to new to tell imho.
Mada Mada Dane
dc302
Profile Joined December 2010
Australia576 Posts
March 02 2011 13:27 GMT
#443
On March 02 2011 22:00 Charon1979 wrote:
Show nested quote +
Having it projectile means it's a skillshot. Not that it nullifies its use. Beeing harder to hit = needs more practice to get good at, nothing strange. Agree? Or maybe you'd just disregard that beeing good actually plays a role in how you utilize units and spells.


ATM ist like klicking a HSM. No skill involved on the side of the caster. You just cant aim it. You can try to predict where he will possibly run, press your hotkey and pray that you guessed right.
Compare it to an old arcade game like space invaders... your missile is extremly slow and you only can hit things because they come in a predictable pattern. No "random" movement involved. And even in this situation shots will be misses and its much easier to just spam the "fire" button.
Skill is involved only on the dodgers side. He ist the one in charge who lets the FG hit happen or not.
Likewise you cant use a "tactical" FG to try and limit the opponents movement possibilities, because unlike FF or storm, FG instantly disappears if it missed.
So its no "skillshot" at all... its happy guessing where a wrong guess can kill you outright.
Show nested quote +

Yes it changes gameplay, and maybe that's a good thing for Zerg looking at how zerg most often just dies to a big fucking push that they cannot windle down enough for the reinforcements to clean up. Harder hitting fungals might help with this problem while also adressing design flaws like 1 unit nullifying air harass.


Most often the zerg doesnt die because he did not enough dmg, but because he hadnt enough time to bring in another wave. How will a nerf to delaying the attack do anything good?
The dmg buff is far to small to make a major difference here.
For the argument with one unit shutting down air harass... maybe a design flaw, maybe not. Hard to judge if you consider the alternatives.
Corruptor/hydra/muta. 2 of them extremely gasheavy (which probably means: no infestors) and two of them way to slow to shut down air harassment on 3 bases, even if you got far greater numbers.




If you played dota you'll know that this IS indeed a skill shot and predicting 'random' movements is still skill because its not completely 'random'. Players will have logical trends in where they move their units.
...
Archerofaiur
Profile Joined August 2008
United States4101 Posts
March 02 2011 13:54 GMT
#444
In-game videos showing its a buff: 1
In-game videos showing its a nerf: 0


http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
Last Edited: 2011-03-02 14:02:45
March 02 2011 13:58 GMT
#445
This is a buff in the same sense that taking one of the seats out of my car and installing a coffee machine would be a buff. Delicious coffee on tap - but if I want to drive my family anywhere I have to make two trips.

I don't need or want a 150 gas short-range one-shot siege tank with a slow, dodgeable projectile. I want to punish a terran for making nothing but goddamn marines all game. Right now, all he has to do is pony up for a ghost and he's fine. Why is that too much trouble? Why is it so unreasonable for me to have one unit he can't render impotent by pressing 'T'?

/rant.

Video makes the DPS look fun though. I guess I'll get used to whatever.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
GinDo
Profile Blog Joined September 2010
3327 Posts
March 02 2011 14:16 GMT
#446
On March 02 2011 20:19 Kyuki wrote:
Show nested quote +
On March 02 2011 20:12 Super_bricklayer wrote:
Ha ha and now it will turn into a balance/race thread. Guys...Seriously.

The video i linked in the precedent page is not to show if it's a nerf or a buf, it's not to show that fungal is OP or UP regarding the army cost etc...It's to show the spell in some actual games so we can have a better idea of the changes, period. It's not a pro game, diamond/master according to the author. That's all.

Now as he stated, it's harder to catch flying units. Blizzard want that for a long time i think ( there was a change on fungal that started a shitstorm i you remember as it was only ground effective ), so yeah , it will be harder to catch banshee, but most off all muta/phoenix. I also have some doubts about hellion. So in that regard, it's a nerf.

Now lets face it, the damage are enormous. It completely destroy gateway ball ( and i don't see how force feald would change that fact considering the range of fungal ), neural a tank is way more easy and as the author say, he's not used to the missile micro ( nor as his opponents ) so it will change in both way ( better anticipation, and some micro to avoid it ).

Like it or not, if that change hit the official server, you'll have to adapt and change or go trolling and QQing on blizzard forums. Now make your choice.

Everything other that those fact is theory crafting, will it be harder to stop a drop ? Probably, but once the bio troups will be landed, a fungal will crush them so i don't think this is the hardest point.

Imo, flying units and speed hellions will be the tricky one, so we'll have to change our response, add some roaches for hellions ( where fungal/speeling were sufficient ) corrutpors/hydra/queens for phoenixes...Idk, but i like the idee overall, cause it makes the infestor more playable in all macth up specially in ZvP. This change may completely change the meta game ( ghost/feedback etc...), and i like that, it's mean that blizzard is considering that the game can evolve a lot, and it's a good thing imo.


Exactly. Good post.


Personally i like the fact that Blizz is deciding to put more "skill" into the game. Making Micro the decisive power behind outcomes. How Zerg have to aim and pre-guess positions and the opponent has to dodge accordingly. Makes fo better gameplay.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
morimacil
Profile Joined March 2010
France921 Posts
March 02 2011 14:45 GMT
#447
About infestors having "a new role":
Well its true. With that change, they will have a new role.
But that change of role in itself is a nerf.

New infestor will be much better at dealing with big bioballs, and gateway armies.
However, it will be worse at stopping drops, air harass, DTs, hellions, and so on.
So yep, that makes it a change in role.

The problem here, is that we already have very good ways to deal with big bioballs, and big gateway armies. These are not a problem to zerg players. And thus we dont really need infestors to deal with that.
This "New role" infestors get, of dealing with gateway armies and bioballs, is something that is already covered by other units, its not something we struggle with.
However, their old role, stuff like stopping ultras from getting kited, stopping broodlords from getting raped by vikings and void rays, stopping air harass, and so on, is not covered by anything else even remotely as well. Thus we will struggle more there.

So yeah, its role is changing. But that in itself is a big part of the nerf.
Imagine if for example marines were given slightly more life, cost a little bit of gas, got more damage against armored, less damage against non armored, and couldnt shoot up anymore.
That would be a change of role, that would turn marines into marauders, they would then have the same role as marauders.
That would also be a nerf. Because against everything where marauders were good, terran already has the option of making marauders, that role is already covered. But their anti air role, would no longer be covered effectively by anything else, and muta harass would completely rape all terrans.


Imagine if instead, they changed fungal to still be instant cast, do half the damage it does now, and instead hold units in place for 12 seconds, and have 11 range.
That would also be a change in role.
But that would be a buff. Why? Because it would actually help with things that zergs now struggle with, such as delaying a toss deathball while reinforcements get built, and so on, while in other situations, we still have ways to deal with them.



As a zerg, it just seems better to be able to deal with phoenixes using infestors, and be able to deal with mass marines using banelings, rather than being able to deal with mass marines with both banelings and infestors, but having 0 ways to deal with phoenix harass.
Its not bad in itself that the infestor is shifting roles. Its bad however, that its shifting from a role where it was the only effective thing, to a role that is already covered by other units, and where it isnt really needed in the first place.


And ofc, the fact that it can be dodged, while good for gameplay, is a nerf.
Jotoco
Profile Joined October 2010
Brazil1342 Posts
March 02 2011 14:51 GMT
#448
On March 02 2011 23:45 morimacil wrote:
About infestors having "a new role":
Well its true. With that change, they will have a new role.
But that change of role in itself is a nerf.

New infestor will be much better at dealing with big bioballs, and gateway armies.
However, it will be worse at stopping drops, air harass, DTs, hellions, and so on.
So yep, that makes it a change in role.

The problem here, is that we already have very good ways to deal with big bioballs, and big gateway armies. These are not a problem to zerg players. And thus we dont really need infestors to deal with that.
This "New role" infestors get, of dealing with gateway armies and bioballs, is something that is already covered by other units, its not something we struggle with.
However, their old role, stuff like stopping ultras from getting kited, stopping broodlords from getting raped by vikings and void rays, stopping air harass, and so on, is not covered by anything else even remotely as well. Thus we will struggle more there.

So yeah, its role is changing. But that in itself is a big part of the nerf.
Imagine if for example marines were given slightly more life, cost a little bit of gas, got more damage against armored, less damage against non armored, and couldnt shoot up anymore.
That would be a change of role, that would turn marines into marauders, they would then have the same role as marauders.
That would also be a nerf. Because against everything where marauders were good, terran already has the option of making marauders, that role is already covered. But their anti air role, would no longer be covered effectively by anything else, and muta harass would completely rape all terrans.


Imagine if instead, they changed fungal to still be instant cast, do half the damage it does now, and instead hold units in place for 12 seconds, and have 11 range.
That would also be a change in role.
But that would be a buff. Why? Because it would actually help with things that zergs now struggle with, such as delaying a toss deathball while reinforcements get built, and so on, while in other situations, we still have ways to deal with them.



As a zerg, it just seems better to be able to deal with phoenixes using infestors, and be able to deal with mass marines using banelings, rather than being able to deal with mass marines with both banelings and infestors, but having 0 ways to deal with phoenix harass.
Its not bad in itself that the infestor is shifting roles. Its bad however, that its shifting from a role where it was the only effective thing, to a role that is already covered by other units, and where it isnt really needed in the first place.


And ofc, the fact that it can be dodged, while good for gameplay, is a nerf.



this is probably the best post in this thread.

/thread
Gunman_csz
Profile Blog Joined October 2008
United Arab Emirates492 Posts
March 02 2011 14:54 GMT
#449
On March 02 2011 23:45 morimacil wrote:
About infestors having "a new role":
Well its true. With that change, they will have a new role.
But that change of role in itself is a nerf.

New infestor will be much better at dealing with big bioballs, and gateway armies.
However, it will be worse at stopping drops, air harass, DTs, hellions, and so on.
So yep, that makes it a change in role.

The problem here, is that we already have very good ways to deal with big bioballs, and big gateway armies. These are not a problem to zerg players. And thus we dont really need infestors to deal with that.
This "New role" infestors get, of dealing with gateway armies and bioballs, is something that is already covered by other units, its not something we struggle with.
However, their old role, stuff like stopping ultras from getting kited, stopping broodlords from getting raped by vikings and void rays, stopping air harass, and so on, is not covered by anything else even remotely as well. Thus we will struggle more there.

So yeah, its role is changing. But that in itself is a big part of the nerf.
Imagine if for example marines were given slightly more life, cost a little bit of gas, got more damage against armored, less damage against non armored, and couldnt shoot up anymore.
That would be a change of role, that would turn marines into marauders, they would then have the same role as marauders.
That would also be a nerf. Because against everything where marauders were good, terran already has the option of making marauders, that role is already covered. But their anti air role, would no longer be covered effectively by anything else, and muta harass would completely rape all terrans.


Imagine if instead, they changed fungal to still be instant cast, do half the damage it does now, and instead hold units in place for 12 seconds, and have 11 range.
That would also be a change in role.
But that would be a buff. Why? Because it would actually help with things that zergs now struggle with, such as delaying a toss deathball while reinforcements get built, and so on, while in other situations, we still have ways to deal with them.



As a zerg, it just seems better to be able to deal with phoenixes using infestors, and be able to deal with mass marines using banelings, rather than being able to deal with mass marines with both banelings and infestors, but having 0 ways to deal with phoenix harass.
Its not bad in itself that the infestor is shifting roles. Its bad however, that its shifting from a role where it was the only effective thing, to a role that is already covered by other units, and where it isnt really needed in the first place.


And ofc, the fact that it can be dodged, while good for gameplay, is a nerf.


Good post, exactly my thoughts.
Began Starcraft journey on 5th May 2009
kozuu
Profile Joined April 2010
United States3 Posts
March 02 2011 15:18 GMT
#450
I've been gone from this game for a while now and this is the first thing I see. looks like I got a lot to do tonight!
Kyuki
Profile Joined February 2008
Sweden1867 Posts
Last Edited: 2011-03-02 15:46:29
March 02 2011 15:43 GMT
#451
On March 02 2011 23:45 morimacil wrote:
About infestors having "a new role":
Well its true. With that change, they will have a new role.
But that change of role in itself is a nerf.

New infestor will be much better at dealing with big bioballs, and gateway armies.
However, it will be worse at stopping drops, air harass, DTs, hellions, and so on.
So yep, that makes it a change in role.

The problem here, is that we already have very good ways to deal with big bioballs, and big gateway armies. These are not a problem to zerg players. And thus we dont really need infestors to deal with that.
This "New role" infestors get, of dealing with gateway armies and bioballs, is something that is already covered by other units, its not something we struggle with.
However, their old role, stuff like stopping ultras from getting kited, stopping broodlords from getting raped by vikings and void rays, stopping air harass, and so on, is not covered by anything else even remotely as well. Thus we will struggle more there.

So yeah, its role is changing. But that in itself is a big part of the nerf.
Imagine if for example marines were given slightly more life, cost a little bit of gas, got more damage against armored, less damage against non armored, and couldnt shoot up anymore.
That would be a change of role, that would turn marines into marauders, they would then have the same role as marauders.
That would also be a nerf. Because against everything where marauders were good, terran already has the option of making marauders, that role is already covered. But their anti air role, would no longer be covered effectively by anything else, and muta harass would completely rape all terrans.


Imagine if instead, they changed fungal to still be instant cast, do half the damage it does now, and instead hold units in place for 12 seconds, and have 11 range.
That would also be a change in role.
But that would be a buff. Why? Because it would actually help with things that zergs now struggle with, such as delaying a toss deathball while reinforcements get built, and so on, while in other situations, we still have ways to deal with them.



As a zerg, it just seems better to be able to deal with phoenixes using infestors, and be able to deal with mass marines using banelings, rather than being able to deal with mass marines with both banelings and infestors, but having 0 ways to deal with phoenix harass.
Its not bad in itself that the infestor is shifting roles. Its bad however, that its shifting from a role where it was the only effective thing, to a role that is already covered by other units, and where it isnt really needed in the first place.


And ofc, the fact that it can be dodged, while good for gameplay, is a nerf.


I totally see what you mean and how you feel, but I disagree that the change is a nerf in itself because of the fact that the other races will also have to adapt their compositions and gameplay when infestors are out. As both toss and terran I'd be alot more afraid of infestors in the PTR state compared to the current state.

Just to respond to what you're saying about Vikings and VRs and how you use Fungal today to lock those down to protect your BLs for example. You do it with Fungal only? Fungal+infested? You have no corrupter or hydras around to actually kill them? PTR fungal will just kill them faster.

I can dig the ultra kite thing, but on the other hand once you're in their face units will once again just drop faster and as most of us know; when units drops your own units gets exponentially stronger - which is the reason why I think the DPS boost is so good.

I've been saying that they've gotten a added role, not changed completely. Everything is not black and white. They can still do what you do today, but it's harder to do and you need to be quicker in your reactions and maybe add other units to defend things like phoenix harass etc. Like having a couple of hydras in your mineral lines or roaches instead of just pure ling vs hellions etc - yes you could view that as a nerf, but on the other hand they will bolster your own army so much more than before.

What other zerg unit will help you to crush/kill/windle down a protoss ball aswell as PTR fungal? This change is not the same as having units overlap in roles, there is absolutly nothing in the zerg army that does the same thing as the Infestor.
If you could use more infestor instead of tons of banes (just a touch) vs a bioball you'd have more supply and more units to to put preassure back on the Terran. Banes rock, but they do die. If you can become more cost efficient isnt that good?

Again, it's TC both ways. I think it's going to be interesting to see what comes out of it though if it goes live.
Mada Mada Dane
morimacil
Profile Joined March 2010
France921 Posts
March 02 2011 16:40 GMT
#452
I can dig the ultra kite thing, but on the other hand once you're in their face units will once again just drop faster and as most of us know; when units drops your own units gets exponentially stronger - which is the reason why I think the DPS boost is so good.

Your ultras dont get exponentially stronger when being kited more.
instead of getting 36 dmg + 8 seconds of ultralisk dps, you get 36 damage, plus 4 seconds of ultralisk dps.

They can still do what you do today, but it's harder to do and you need to be quicker in your reactions and maybe add other units to defend things like phoenix harass etc. Like having a couple of hydras in your mineral lines or roaches instead of just pure ling vs hellions etc - yes you could view that as a nerf, but on the other hand they will bolster your own army so much more than before.

Imagine you are getting harassed by phoenixes.
Currently, you could have like 10 hydras, and 2-3 infestors, and cover both your bases quite easily.
If he moves in, you get 36 damage on the phoenixes, plus ~4 seconds of hydra dps, since they have to move into position.
post patch, you would need at least 2 infestors per base to hold them in place long enough. Plus, phoenixes are really fast, so if your opponent is good with his micro, then you will most likely miss 1-2 fungals before you catch his phoenixes. So now you need like 3-5 infestors per base to be covered, instead of 1-2 per base currently.
But infestors cost a lot of gas.
So suddenly, if youre getting 3-5 infestors per base, you cant get hydras to dps. thats fine though, you can kill him just with fungals when getting that number of infestors.
So after the harass, instead of having 1-2 infestors without energy, 1-2 infestors with energy, and 10 hydras, suddenly, you have 1-2 infestors with energy, 5-6 infestors without energy, and no hydras.
that doesnt bolster your army, that makes it much weaker.
You now cant counterattack your opponent, you now cant deal with a second wave of air harass, and you now cant deal with an incoming gateway push.

And it gets worse! what if your opponent has good enough micro to split his phoenixes into 2 groups, and micro both of them? With the current infestor-hydra mix, you can split up your hydras, fungal 1 group, have half the hydras dps it, and fungal the other, and have the other half dps it.
But with just infestors, you now need to use up twice the energy to kill both groups. Do you even have enough infestors for that? Doubtful.
But if you do, what now? now you are left with a bunch of empty infestors. At the mercy of any push or any second wave of harass. And you cant put any pressure back on your opponent. Again, it doesnt bolster your army.


Lets take your other example, against hellions.
Currently, if faced with a handful of hellions, you can have 1 infestor, and a handful of lings or roaches, and be covered.
But post patch, since hellions are so fast, you have a pretty high probability of missing, against an opponent with good micro.
You cant just make a single infestor, and know that you can catch the hellions 100%. Thats very risky, that will result in a lot of losses where you made 1 infestor, your opponent outmicroed you, and you die. So suddenly, you need 2-3 infestors to hold it off.
Thats again, a much bigger investment. Suddenly, you cant afford roaches, no gas, and your upgrades are delayed.
Does it bolster your army? Well you now have 3 infestors with no energy, compared to previously 1 empty infestor, and whatever you used the rest of your gas on. So again, it doesnt really bolster your army.

When you have to use more infestors to do the same thing you could do with a single infestor previously, it really doesnt bolster your army.


They can still do what you do today, but it's harder to do and you need to be quicker in your reactions and maybe add other units to defend

That is by definition, a nerf.


And yes, I know that infestors will regen energy, so in theory, having an infestor with empty energy is better than having a dead baneling.
But it takes 2 minutes and 15 seconds to get enough energy for a second fungal.
Thats a looong time.
Leporello
Profile Joined January 2011
United States2845 Posts
March 02 2011 16:52 GMT
#453
Most reason I don't like the change is because I don't feel it addresses the problem, which is the late game. In ZvT, you're basically resorted to Brood Lords if your opponent has good air coverage and siege tanks. A great way to stop Brood Lords from dying to rushes of marines and/or vikings is FG.

FG's damage-over-time might have an impact at points in the game, and I guess you could make the case that this is more helpful in those areas (although the fact that it's a dodgeable projective is just an all-around nerf). But at more pivotal points in the game, when you're trying to get as good a position as possible to hopefully punish that late-game Terran deathball, that instant and guaranteed hold-down that FG provides is what sets up the successful surround for the rest of your units. It keeps the enemy distant from your Brood Lords, lets your blings come in without being kited to death.

Now Fungal Growth looks to me like a wonky way to counter tier 1 masses (provided your opponent is the a-moving type). That's just kind of the last thing Zerg really needs.
Big water
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 02 2011 16:58 GMT
#454
On March 03 2011 01:40 morimacil wrote:
Show nested quote +
I can dig the ultra kite thing, but on the other hand once you're in their face units will once again just drop faster and as most of us know; when units drops your own units gets exponentially stronger - which is the reason why I think the DPS boost is so good.

Your ultras dont get exponentially stronger when being kited more.
instead of getting 36 dmg + 8 seconds of ultralisk dps, you get 36 damage, plus 4 seconds of ultralisk dps.

Show nested quote +
They can still do what you do today, but it's harder to do and you need to be quicker in your reactions and maybe add other units to defend things like phoenix harass etc. Like having a couple of hydras in your mineral lines or roaches instead of just pure ling vs hellions etc - yes you could view that as a nerf, but on the other hand they will bolster your own army so much more than before.

Imagine you are getting harassed by phoenixes.
Currently, you could have like 10 hydras, and 2-3 infestors, and cover both your bases quite easily.
If he moves in, you get 36 damage on the phoenixes, plus ~4 seconds of hydra dps, since they have to move into position.
post patch, you would need at least 2 infestors per base to hold them in place long enough. Plus, phoenixes are really fast, so if your opponent is good with his micro, then you will most likely miss 1-2 fungals before you catch his phoenixes. So now you need like 3-5 infestors per base to be covered, instead of 1-2 per base currently.
But infestors cost a lot of gas.
So suddenly, if youre getting 3-5 infestors per base, you cant get hydras to dps. thats fine though, you can kill him just with fungals when getting that number of infestors.
So after the harass, instead of having 1-2 infestors without energy, 1-2 infestors with energy, and 10 hydras, suddenly, you have 1-2 infestors with energy, 5-6 infestors without energy, and no hydras.
that doesnt bolster your army, that makes it much weaker.
You now cant counterattack your opponent, you now cant deal with a second wave of air harass, and you now cant deal with an incoming gateway push.

And it gets worse! what if your opponent has good enough micro to split his phoenixes into 2 groups, and micro both of them? With the current infestor-hydra mix, you can split up your hydras, fungal 1 group, have half the hydras dps it, and fungal the other, and have the other half dps it.
But with just infestors, you now need to use up twice the energy to kill both groups. Do you even have enough infestors for that? Doubtful.
But if you do, what now? now you are left with a bunch of empty infestors. At the mercy of any push or any second wave of harass. And you cant put any pressure back on your opponent. Again, it doesnt bolster your army.


Lets take your other example, against hellions.
Currently, if faced with a handful of hellions, you can have 1 infestor, and a handful of lings or roaches, and be covered.
But post patch, since hellions are so fast, you have a pretty high probability of missing, against an opponent with good micro.
You cant just make a single infestor, and know that you can catch the hellions 100%. Thats very risky, that will result in a lot of losses where you made 1 infestor, your opponent outmicroed you, and you die. So suddenly, you need 2-3 infestors to hold it off.
Thats again, a much bigger investment. Suddenly, you cant afford roaches, no gas, and your upgrades are delayed.
Does it bolster your army? Well you now have 3 infestors with no energy, compared to previously 1 empty infestor, and whatever you used the rest of your gas on. So again, it doesnt really bolster your army.

When you have to use more infestors to do the same thing you could do with a single infestor previously, it really doesnt bolster your army.


Show nested quote +
They can still do what you do today, but it's harder to do and you need to be quicker in your reactions and maybe add other units to defend

That is by definition, a nerf.


And yes, I know that infestors will regen energy, so in theory, having an infestor with empty energy is better than having a dead baneling.
But it takes 2 minutes and 15 seconds to get enough energy for a second fungal.
Thats a looong time.


We obviously have two very different views on this, let's just see how it plays out.
Mada Mada Dane
Mjolnir
Profile Joined January 2009
912 Posts
Last Edited: 2011-03-02 19:58:34
March 02 2011 19:56 GMT
#455
This will probably be a nerf.

The OP makes a post that sounds authoritative but it is really based on personal preference and everyone is lauding it as though it provides any substantial proof of how this change really plays out.

Personally, I'm going to go lean to the side that feels this is a nerf. In any close game I've played, if I have Infestors out, I need those first few Infestors to do their job or else I will lose because I just dumped a heap of resources into units that have enough energy for one spell cast at that point. People are talking in this thread like you have an army of unlimted Infestors with unlimited mana and if you miss a FG, oh well, cast another. That's not really how it works. The first few Infestors are crucial - if you miss with those, you're boned.

I can, and I know others who can, bait FGs with mutas like it's a joke - and that's in their current form. I've seen people stim marines and dodge FGs in their current form. Even if they only get half of their units out, it's not a successful FG.

People will just get better at dodging - that's it.

Now all the "buff" people will scream and say "You noob, learn to micro" or "You suck, learn to aim" except it's not about "learning" or "skill" when you're really just trying to guess at where/when the enemy is going to dodge or move to. Yes, sometimes you can force a situation where you can jam them up - but if they're worth their salt, they can avoid that (like Protoss Colossus death-balls creeping the map edges so they can block their army with FFs - people adapt to counters).

The "bonus" damage is nice in that it happens faster. I'd prefer an 8 second snare, personally; but that's just me. The casting animation, however, will make this spell a real pain in the ass to use against anyone who has spent a decent amount of time improving their micro.

Terran already do this sickeningly well.

spacenegroes
Profile Joined December 2010
United States80 Posts
March 02 2011 20:07 GMT
#456
On March 02 2011 23:45 morimacil wrote:
About infestors having "a new role":
Well its true. With that change, they will have a new role.
But that change of role in itself is a nerf.

New infestor will be much better at dealing with big bioballs, and gateway armies.
However, it will be worse at stopping drops, air harass, DTs, hellions, and so on.
So yep, that makes it a change in role.

The problem here, is that we already have very good ways to deal with big bioballs, and big gateway armies. These are not a problem to zerg players. And thus we dont really need infestors to deal with that.
This "New role" infestors get, of dealing with gateway armies and bioballs, is something that is already covered by other units, its not something we struggle with.
However, their old role, stuff like stopping ultras from getting kited, stopping broodlords from getting raped by vikings and void rays, stopping air harass, and so on, is not covered by anything else even remotely as well. Thus we will struggle more there.

So yeah, its role is changing. But that in itself is a big part of the nerf.
Imagine if for example marines were given slightly more life, cost a little bit of gas, got more damage against armored, less damage against non armored, and couldnt shoot up anymore.
That would be a change of role, that would turn marines into marauders, they would then have the same role as marauders.
That would also be a nerf. Because against everything where marauders were good, terran already has the option of making marauders, that role is already covered. But their anti air role, would no longer be covered effectively by anything else, and muta harass would completely rape all terrans.


Imagine if instead, they changed fungal to still be instant cast, do half the damage it does now, and instead hold units in place for 12 seconds, and have 11 range.
That would also be a change in role.
But that would be a buff. Why? Because it would actually help with things that zergs now struggle with, such as delaying a toss deathball while reinforcements get built, and so on, while in other situations, we still have ways to deal with them.



As a zerg, it just seems better to be able to deal with phoenixes using infestors, and be able to deal with mass marines using banelings, rather than being able to deal with mass marines with both banelings and infestors, but having 0 ways to deal with phoenix harass.
Its not bad in itself that the infestor is shifting roles. Its bad however, that its shifting from a role where it was the only effective thing, to a role that is already covered by other units, and where it isnt really needed in the first place.


And ofc, the fact that it can be dodged, while good for gameplay, is a nerf.

You're completely wrong. Progamer zergs have huge problems with balls of marines and the gateway colossus ball of death lategame.

Phoenixes are rarely dealt with through infestors. If you watched the IEM and GSL games last couple nights, you would have seen this. Phoenixes come out way too early for infestors to be a significant deterrant; you have to have hydras and spores.

On the other hand, lategame, tanks, marine, medivac has been destroying ling/baneling/muta/infestor/insert-tier3.
Vaporized
Profile Joined July 2010
United States1471 Posts
March 02 2011 20:24 GMT
#457
wow some of you guys are just plain wrong.

- spores/queens/corruptors will deter phoenixes. phoenix cant hit spores. herp derp. requires no micro and no gas until corruptors. heres a newflash for you guys: corruptor vs phoenix is hilarious to watch. corruptors own.

- core zerg units have terrible dps. lings\roach\muta are awful. adding infestor ptr FG dps is HUGE. imagine not sitting in your base defending til t3. you can do that on the ptr.

it would be OP if it wasnt a projectile, i also think the projectile micro adds more interesting gameplay to the zerg race, and allows for cool things like infestor drivebys. and remember if their army is dodging your fungal then they arent attacking, while the rest of yours is.

saying this is a nerf... i dont even know what to say except that when this patch goes live you will all look like idiots.
morimacil
Profile Joined March 2010
France921 Posts
Last Edited: 2011-03-02 20:48:25
March 02 2011 20:44 GMT
#458
You're completely wrong. Progamer zergs have huge problems with balls of marines and the gateway colossus ball of death lategame.

No.
Progamers have problems with balls of well microed marines, supported by sige tanks, and a couple of medivacs.
Not with just mass a-moved marines.

And unfortunately, well microed marines staying inside siege tank lines, are already hard to fungal right now, and almost impossible to fungal post patch.

And yes, the gateway colossus deathball is quite an issue. But its the colossus (and void rays) that are the real issue, not the supporting gateway army.


spores/queens/corruptors will deter phoenixes. phoenix cant hit spores. herp derp. requires no micro and no gas until corruptors.

Phoenix cant hit spores, true, but spores also have quite terrible damage against phoenixes.
You can have 3 spores in your mineral line, and 8 phoenixes can still come in, and kill every single one of your drones, and get away without major losses.

heres a newflash for you guys: corruptor vs phoenix is hilarious to watch. corruptors own.

Well I agree its hilarious, but the entertaining part is watching the slow clumsy corruptors trying to catch up and get a hit on the fast agile phoenixes, and just never managing to catch up
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
March 02 2011 21:26 GMT
#459
On March 03 2011 04:56 Mjolnir wrote:
Now all the "buff" people will scream and say "You noob, learn to micro" or "You suck, learn to aim" except it's not about "learning" or "skill" when you're really just trying to guess at where/when the enemy is going to dodge or move to. Yes, sometimes you can force a situation where you can jam them up - but if they're worth their salt, they can avoid that (like Protoss Colossus death-balls creeping the map edges so they can block their army with FFs - people adapt to counters).


Predictive aiming is in fact a skill you can develop though, nearly all forms of marksmanship require this especially shooting a moving target or shooting from a moving vehicle. What is even your idea of "skill" if not this?
http://shroomspiration.blogspot.com/
Tynan
Profile Joined December 2010
Canada111 Posts
March 02 2011 21:41 GMT
#460
Infestors can kill masses of dudes by themselves now, medivac healing be damned.

You don't have to FG them and then try to run your baneling ball at them (and lose anyways if there are tanks around).

You may be able to skip banelings totally and plow all that gas into more Infestors to kill more Marines without ever getting near them.

It's not a pure buff or a pure nerf. It's a design change. Overall I think it makes them stronger simply because of the fact that now you can completely kill Marine balls from 9 range instead of having to run up to them through massive tank and Marine fire. Potentially you could win battles without ever taking damage - an impossibility in the muta/baneling age.
Creativity... Go!
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
March 02 2011 21:59 GMT
#461
On March 03 2011 06:26 Treemonkeys wrote:
Show nested quote +
On March 03 2011 04:56 Mjolnir wrote:
Now all the "buff" people will scream and say "You noob, learn to micro" or "You suck, learn to aim" except it's not about "learning" or "skill" when you're really just trying to guess at where/when the enemy is going to dodge or move to. Yes, sometimes you can force a situation where you can jam them up - but if they're worth their salt, they can avoid that (like Protoss Colossus death-balls creeping the map edges so they can block their army with FFs - people adapt to counters).


Predictive aiming is in fact a skill you can develop though, nearly all forms of marksmanship require this especially shooting a moving target or shooting from a moving vehicle. What is even your idea of "skill" if not this?


Great - so let's make all spells work that way, not just fungal.

In fact, we could make all splash attacks dodgeable, including siege tanks. Shouldn't I get a chance to show my skill by baiting and microing around them? Or would that perhaps completely defeat the object of a unit designed to deny ground to the enemy?

The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Synk
Profile Joined April 2010
United States297 Posts
March 02 2011 22:24 GMT
#462
People don't seem to get that once your opponent sees where the FG is going they still have time to dodge it from 8-9 range. The chances of landing your FG is almost entirely out of your hands, you can predict where someone is going easily but he can see your prediction and react after you have already launched the FG, so against higher tier players FG is just not going to be effective at all except against a slow moving death ball ( not a siege push though as they cannot get in range before exploding to 2 tank shots ). The extra damage is great and all but making what was already a risky unit even more high risk means almost no-one will risk building it at a high level once they lose a few games to people dodging their FG shot despite having good "aim" due to the fact it can be dodged post firing, regardless of how good you are at predicting movements.

You can't see where someone fires a bullet and then dodge it either, this isn't the Matrix but if it was the Matrix I think we all know how useful bullets were there so thanks for that....
Don't argue with stupid people, they will drag you down to their level and beat you with experience.
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 02 2011 22:41 GMT
#463
Look, if you have 1 infestor coming at you and throw a fungal at your ball of marines from range9 then sure, it's probably gonna be quite easy to dodge, but if you however have a wave of zerg units streaming in at the same time you'd be interested in moving away from them and thus you can, as zerg, predict the movement of the terran army and throw those fungals on the move to where it looks like their going, or if they stand still to just fire at your army you have targets that dont move - which are not hard to hit and will allow your army to get in a better position anyways.

You can force army movement in different ways which means you can predict movement and use PTR fungal more effectively. You can even force movement with the fungal and put your units in a more favorable position.

Btw it takes 4 sieged tankshots to kill a PTR infestor.
Mada Mada Dane
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
March 02 2011 22:46 GMT
#464
Why make zerg, the race which is already accepted as the hardest race to get good at, the only race with a skill-shot... Also let's make that skillshot not actually all that good compared to what the other races can do...

Realistically I can see FG being used more vs protoss balls, or vs high marauder play, but the gas cost of infestors will limit what can be combined with that kind of strat.
I'm very curious to see whether the old TLO infestor+ling vs terran play can make a comeback, or possibly pure roach vs T, using FG to counter the inevitable marauder balls, and possibly throwing around some NP on tanks.

Overall I think we can't really pass judgment on it yet without further testing in high level games.
Kavtor
Profile Joined February 2011
Canada7 Posts
March 02 2011 23:27 GMT
#465
On March 03 2011 06:41 Tynan wrote:You may be able to skip banelings totally and plow all that gas into more Infestors to kill more Marines without ever getting near them.


You're already able to do that in 1.2. Except you could also defend your zerglings against helions and use the root to slow pushes long enough that you could morph banes if needed, or to give yourself more time to catch tanks on the move or marines out of position.

The only benefit to the higher DPS is to out damage medivacs. If he's got a lot of medivacs, you're going to want to spend your gas on muta's anyway to stop drops.

The +30% to armoured makes infestors more useful against Protoss. Why do we need to get any more complicated than that? Leave the 8 second root, with the lower DPS, but same damage so it's still a control spell, and take away the dumb missile that can be dodged and waste your energy.
Synk
Profile Joined April 2010
United States297 Posts
March 03 2011 00:03 GMT
#466
Btw it takes 4 sieged tankshots to kill a PTR infestor.


quote from liquidpedia


The Range of the Siege Tank gets almost doubled from 7 to 13. However, it cannot shoot at anything in a 2 radius around itself.
It does 35 (+15 armored) damage.


and patch notes
ZERG

Infestor
- Health increased from 90 to 110.




So, the infester in PTR has 200 hp now? ( it only has 0 armor currently )
Don't argue with stupid people, they will drag you down to their level and beat you with experience.
Wren
Profile Blog Joined February 2011
United States745 Posts
Last Edited: 2011-03-03 00:14:58
March 03 2011 00:12 GMT
#467
On March 03 2011 06:41 Tynan wrote:
Overall I think it makes them stronger simply because of the fact that now you can completely kill Marine balls from 9 range instead of having to run up to them through massive tank and Marine fire. Potentially you could win battles without ever taking damage - an impossibility in the muta/baneling age.

How do you honestly post this? Damage done hasn't changed against marines. Infestors don't hit any harder, FG just acts more quickly. This is meaningless if you can kite the terran.

2 Fungals kill a marine. That's true before and after. Before the patch, you can't dodge a Fungal. After the patch you can.

Here's the difference. To kill a marine before the patch, you have to cast 2 FGs. To kill a marine after the patch, you have to land 2 FGs.

EDIT: it will take one more tank hit post-patch, but that brings it to 3, not 4.
We're here! We're queer! We don't want any more bears!
Dragar
Profile Joined October 2010
United Kingdom971 Posts
Last Edited: 2011-03-03 00:15:57
March 03 2011 00:15 GMT
#468
On March 03 2011 09:12 Wren wrote:


Here's the difference. To kill a marine before the patch, you have to cast 2 FGs. To kill a marine after the patch, you have to land 2 FGs.


Well, one, as landing the second is just as hard in both cases after landing the first. Possibly easier on the PTR as you only need to do it two seconds later, not 4(6?).
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2011-03-03 00:24:45
March 03 2011 00:21 GMT
#469
On March 03 2011 07:41 Kyuki wrote:
Look, if you have 1 infestor coming at you and throw a fungal at your ball of marines from range9 then sure, it's probably gonna be quite easy to dodge, but if you however have a wave of zerg units streaming in at the same time you'd be interested in moving away from them and thus you can, as zerg, predict the movement of the terran army and throw those fungals on the move to where it looks like their going, or if they stand still to just fire at your army you have targets that dont move - which are not hard to hit and will allow your army to get in a better position anyways.

You can force army movement in different ways which means you can predict movement and use PTR fungal more effectively. You can even force movement with the fungal and put your units in a more favorable position.

Btw it takes 4 sieged tankshots to kill a PTR infestor.


This. Basically it's "well I'm guessing he sure ain't gonna run TOWARDS my banelings to dodge the fungal"

Storm is already "dodgeable" - that makes it more interesting, not less. Especially since once fungal hits you, you're TRAPPED, I find it really interesting for it to work like this. And hey, it's doing more damage too (to things that have the necessary health)

It's not exactly a SLOW projectile, either. This isn't seeker missile (which, by the way, is still a joke imo -.-; 125 energy 6 range for a missile that can be dodged easily, or run into your own units... Stick with turrets and PDD imo...)
worldsnap
Profile Joined November 2010
Canada222 Posts
Last Edited: 2011-03-03 00:27:16
March 03 2011 00:26 GMT
#470
woah, bad post. nevermind.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
Last Edited: 2011-03-03 00:42:31
March 03 2011 00:31 GMT
#471
On March 03 2011 07:41 Kyuki wrote:
Look, if you have 1 infestor coming at you and throw a fungal at your ball of marines from range9 then sure, it's probably gonna be quite easy to dodge, but if you however have a wave of zerg units streaming in at the same time you'd be interested in moving away from them and thus you can, as zerg, predict the movement of the terran army and throw those fungals on the move to where it looks like their going


No, you can't. Check the PTR videos.

Right now, an infestor outranges marines and fungal is instant, so it can fungal marines from outside their firing radius. Post-patch, the infestor has to be in range of where the fleeing marines will be when the fungal hits. Because the fungal projectile isn't much quicker than the marines can run, and the fungal's range is only four more than that of the marines, this requires the infestor to be within the marines' firing range when it shoots in order to be able to hit them when they run away. And if the zerg player guesses wrong as to whether the terran is going to run flat out or stutter-step, the infestor will miss and/or die.

This change might be acceptable if FG cost - say - half the energy to cast. Right now, as I said earlier, 150 gas for a one-shot short-range un-upgradable siege tank with a dodgeable, non-damage-stacking projectile seems a bit steep.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Jotoco
Profile Joined October 2010
Brazil1342 Posts
March 03 2011 00:40 GMT
#472
On March 03 2011 07:41 Kyuki wrote:
Look, if you have 1 infestor coming at you and throw a fungal at your ball of marines from range9 then sure, it's probably gonna be quite easy to dodge, but if you however have a wave of zerg units streaming in at the same time you'd be interested in moving away from them and thus you can, as zerg, predict the movement of the terran army and throw those fungals on the move to where it looks like their going, or if they stand still to just fire at your army you have targets that dont move - which are not hard to hit and will allow your army to get in a better position anyways.

You can force army movement in different ways which means you can predict movement and use PTR fungal more effectively. You can even force movement with the fungal and put your units in a more favorable position.

Btw it takes 4 sieged tankshots to kill a PTR infestor.


So, for each fungal to land you have to sacrifice a wave of zerglings to tank fire?

Really, then it must be a buff, because before you only needed an infestor to FG, now you need to spend a few hundred minerals and several lings to accomplish the same thing! AND you have a not too low risk of missing! Great!
Kyuki
Profile Joined February 2008
Sweden1867 Posts
Last Edited: 2011-03-03 01:25:36
March 03 2011 00:46 GMT
#473
On March 03 2011 09:03 Synk wrote:
Show nested quote +
Btw it takes 4 sieged tankshots to kill a PTR infestor.


quote from liquidpedia


Show nested quote +
The Range of the Siege Tank gets almost doubled from 7 to 13. However, it cannot shoot at anything in a 2 radius around itself.
It does 35 (+15 armored) damage.


and patch notes
Show nested quote +
ZERG

Infestor
- Health increased from 90 to 110.




So, the infester in PTR has 200 hp now? ( it only has 0 armor currently )

No I totally stand corrected, as I was positive it was a light or undefined unit like most other casters...

Still not 2 hits, but 3.
Mada Mada Dane
BearPack
Profile Joined February 2011
Australia35 Posts
March 03 2011 00:49 GMT
#474
I am really enjoying some of the Terran players in this thread complaining of the power that a T2 spellcaster unit has against their massed 50 mineral marines.
Maybe this is the incentive Blizzard is giving to terran players to step out of their comfort zone and try something else and maybe be a bit more tactical, instead of a-moving marines into the zerg base.
It seems fair to me.
Losers always whine about their best. Winners go home and fuck the prom queen
Tynan
Profile Joined December 2010
Canada111 Posts
March 03 2011 00:56 GMT
#475
On March 03 2011 09:12 Wren wrote:
Show nested quote +
On March 03 2011 06:41 Tynan wrote:
Overall I think it makes them stronger simply because of the fact that now you can completely kill Marine balls from 9 range instead of having to run up to them through massive tank and Marine fire. Potentially you could win battles without ever taking damage - an impossibility in the muta/baneling age.

How do you honestly post this? Damage done hasn't changed against marines. Infestors don't hit any harder, FG just acts more quickly. This is meaningless if you can kite the terran.

2 Fungals kill a marine. That's true before and after. Before the patch, you can't dodge a Fungal. After the patch you can.

Here's the difference. To kill a marine before the patch, you have to cast 2 FGs. To kill a marine after the patch, you have to land 2 FGs.

EDIT: it will take one more tank hit post-patch, but that brings it to 3, not 4.


Time matters. Currently you have to fungal marines, wait a little over 4 seconds, then run in and fungal again. That's enough time for the terran to react, send infantry to attack the infestor, and so on and so forth.

Now you only have to hit im just over 2 seconds apart. That's just a few heartbeats, much harder for the terran to react meaningfully to that.

And, of course, there's the medivac healing difference.

Also, 3 fungals can now kill a tank.

btw, you'll never miss the second fungal. The targets can't move. He has to dodge the first one. If his Marines are in front instead of his tanks, it will likely hit him from outside his sight radius. So unless he is in the process of microing the target marines (possible), you'll hit them.

Anyways, all theory. Interested to see how this plays out.
Creativity... Go!
RaiZ
Profile Blog Joined April 2003
2813 Posts
March 03 2011 01:07 GMT
#476
I'm more curious about how many of them really tested the ptr infestors themselves... I fear/swear there is too much theorycrafting
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Wren
Profile Blog Joined February 2011
United States745 Posts
March 03 2011 01:11 GMT
#477
On March 03 2011 09:56 Tynan wrote:
Anyways, all theory. Interested to see how this plays out.

For sure.

I'm sure this conversation is mostly pointless, because with the current, under-developed status of the Infestor, it'll be awfully hard to call it a buff or nerf by the time play evolves to the point that it's understood.

I expect it will remain a gimmick unit, there are so many ways to counter it's always-limited use.
We're here! We're queer! We don't want any more bears!
People_0f_Color
Profile Joined August 2010
177 Posts
March 03 2011 01:26 GMT
#478
Just thought I would throw a couple things out there.

1. I usually see Terrans slowly push and Zergs have to commit with some kind of attack on the seiged Terran position to try and stop their push. This means the new added dps is super important because in a normal time when you are trying to stop a Terran rooted and seiged in a spot that is slowly advancing, you can't engage, FG, retreat, wait till it is over, and then engage again. That was a major weakness of the old FG. The current FG helps tremendously because when you decide to make the big engagement against that scary push, your FG's will actually be useful in dealing damage AND they prevent the stutter step.

2. About the dodgeableness of the missile, I will say this. You might have to use 2 FGs when you needed to use 1, because a couple or a few missiles become increasingly harder to dodge. Sure you have to be closer, but this could be a very good thing in the long run. Also, I think it will make the tension of the game much better on the commentating side (although I'm sure you guys dont c are about it). We keep talking about how we miss our reavers, and scourges, and lurkers because of their tension potential. Well, I can't wait until in the high levels I start freaking out over missiles that could miss or hit and change the whole outcome of the game.
iPood
Profile Joined January 2011
United States99 Posts
March 03 2011 01:30 GMT
#479
are people implying that zerg is op? that is the silliest thing I've heard in a while.
People_0f_Color
Profile Joined August 2010
177 Posts
March 03 2011 01:31 GMT
#480
Thought I'd post htis as well if it hasn't already been posted:

http://www.youtube.com/watch?v=F13dEDgWeu4


shows good and bad things about it. Definitely engaging balls seems better.
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 03 2011 01:32 GMT
#481
On March 03 2011 09:40 Jotoco wrote:
Show nested quote +
On March 03 2011 07:41 Kyuki wrote:
Look, if you have 1 infestor coming at you and throw a fungal at your ball of marines from range9 then sure, it's probably gonna be quite easy to dodge, but if you however have a wave of zerg units streaming in at the same time you'd be interested in moving away from them and thus you can, as zerg, predict the movement of the terran army and throw those fungals on the move to where it looks like their going, or if they stand still to just fire at your army you have targets that dont move - which are not hard to hit and will allow your army to get in a better position anyways.

You can force army movement in different ways which means you can predict movement and use PTR fungal more effectively. You can even force movement with the fungal and put your units in a more favorable position.

Btw it takes 4 sieged tankshots to kill a PTR infestor.


So, for each fungal to land you have to sacrifice a wave of zerglings to tank fire?

Really, then it must be a buff, because before you only needed an infestor to FG, now you need to spend a few hundred minerals and several lings to accomplish the same thing! AND you have a not too low risk of missing! Great!


It's been said so many times throughout this thread it's getting kind of dull to repeat. Why would you "sacc" a bunch of lings "just to land a FG"? The point would rather be to move in (like you do with ling/bane/muta to crush a push, but with infestors/rest of your units and drop fungals on the move while you run in. You see this today aswell but to a lesser extent and in PTR form it's far more potent.

Why use the spell the same way you do today, when you're given something that would work better if you used it differently? (read the thread btw, shit is getting far to repetetive...)
Mada Mada Dane
ImHuko
Profile Joined December 2010
United States996 Posts
March 03 2011 01:38 GMT
#482
How easy is it to dodge is what I wanna know!
jackdaleaper
Profile Joined September 2010
Philippines1216 Posts
Last Edited: 2011-03-03 02:00:19
March 03 2011 01:47 GMT
#483
On March 03 2011 06:26 Treemonkeys wrote:
Show nested quote +
On March 03 2011 04:56 Mjolnir wrote:
Now all the "buff" people will scream and say "You noob, learn to micro" or "You suck, learn to aim" except it's not about "learning" or "skill" when you're really just trying to guess at where/when the enemy is going to dodge or move to. Yes, sometimes you can force a situation where you can jam them up - but if they're worth their salt, they can avoid that (like Protoss Colossus death-balls creeping the map edges so they can block their army with FFs - people adapt to counters).


Predictive aiming is in fact a skill you can develop though, nearly all forms of marksmanship require this especially shooting a moving target or shooting from a moving vehicle. What is even your idea of "skill" if not this?


I think what he's saying is that even though people say zergs are going to get better at using the new missile FG, the other races are also going to get better at dodging it too, so it all evens out and it's back to a guessing game for zerg (with a smaller margin of error than with the previous version of the FG) where a wrong guess might mean a waste of gas investment at best and a loss at worst.

On March 03 2011 09:21 sylverfyre wrote:
Storm is already "dodgeable" - that makes it more interesting, not less. Especially since once fungal hits you, you're TRAPPED, I find it really interesting for it to work like this. And hey, it's doing more damage too (to things that have the necessary health)

It's not exactly a SLOW projectile, either. This isn't seeker missile (which, by the way, is still a joke imo -.-; 125 energy 6 range for a missile that can be dodged easily, or run into your own units... Stick with turrets and PDD imo...)


You can't compare FG to Storm because if you miss with Storm it still has the possibility to do damage since it "remains" in the area where you cast it where units can still move to and take damage. FG is an all or nothing spell which doesn't do anything if it doesn't land.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
March 03 2011 01:55 GMT
#484
On March 03 2011 10:32 Kyuki wrote:
Show nested quote +
On March 03 2011 09:40 Jotoco wrote:
On March 03 2011 07:41 Kyuki wrote:
Look, if you have 1 infestor coming at you and throw a fungal at your ball of marines from range9 then sure, it's probably gonna be quite easy to dodge, but if you however have a wave of zerg units streaming in at the same time you'd be interested in moving away from them and thus you can, as zerg, predict the movement of the terran army and throw those fungals on the move to where it looks like their going, or if they stand still to just fire at your army you have targets that dont move - which are not hard to hit and will allow your army to get in a better position anyways.

You can force army movement in different ways which means you can predict movement and use PTR fungal more effectively. You can even force movement with the fungal and put your units in a more favorable position.

Btw it takes 4 sieged tankshots to kill a PTR infestor.


So, for each fungal to land you have to sacrifice a wave of zerglings to tank fire?

Really, then it must be a buff, because before you only needed an infestor to FG, now you need to spend a few hundred minerals and several lings to accomplish the same thing! AND you have a not too low risk of missing! Great!


It's been said so many times throughout this thread it's getting kind of dull to repeat. Why would you "sacc" a bunch of lings "just to land a FG"? The point would rather be to move in (like you do with ling/bane/muta to crush a push, but with infestors/rest of your units and drop fungals on the move while you run in. You see this today aswell but to a lesser extent and in PTR form it's far more potent.


If you drop fungals on the move while you run in, you'll be dropping them on your own units. Remember: if you are chasing your opponent you have to be much, much closer than 9 range in order to be able to fire a sufficiently leading shot. It's going to be very, very hard to get that close without actually sending the infestors in first. Trying to chase down your opponent is the absolute worst way to use PTR fungal growth.

The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
iPood
Profile Joined January 2011
United States99 Posts
March 03 2011 03:21 GMT
#485
wow infestors are so fucking beautiful now. I think zerg still is the weakest race but this is a good start to improving it.
morimacil
Profile Joined March 2010
France921 Posts
March 03 2011 03:47 GMT
#486
On March 03 2011 06:26 Treemonkeys wrote:
Predictive aiming is in fact a skill you can develop though, nearly all forms of marksmanship require this especially shooting a moving target or shooting from a moving vehicle. What is even your idea of "skill" if not this?

Current fungal
[image loading]

Where you will have to aim to land a fungal
[image loading]

The result
[image loading]
Wren
Profile Blog Joined February 2011
United States745 Posts
March 03 2011 05:41 GMT
#487
LOL, nice illustration.

Don't even need that many tanks...
We're here! We're queer! We don't want any more bears!
CapnAmerica
Profile Blog Joined November 2010
United States508 Posts
March 03 2011 05:58 GMT
#488
I agree with earlier posters, the buff will definitely help with engaging balls that end up in your face.

Unfortunately, these changes don't appear to prevent teabagging.

All childish humor aside, though, the changes to the Infestor look good IMO. I can't wait to see where this goes.
After all this time, I still haven't figured out the correlation between sexual orientation and beating an unprepared opponent. Are homosexuals the next koreans? Many players seem to think it's an unfair advantage. - pandaburn
KARnyge
Profile Joined October 2010
United States132 Posts
March 03 2011 06:54 GMT
#489
I am interested on how the new "Fungal Growth" is going to effect ZvZ. Mutas move so quickly it will
be hard at first to lead your target properly.


Other than that I feel that people say "Marines+Stim=impossible to hit." It will be like that at first but
someone will master the infestor fairly quickly or you could just flank fungal the marines, maurader,
tank ball and run in with your bane/ling.
NathanSC
Profile Blog Joined February 2008
United States620 Posts
March 03 2011 07:13 GMT
#490
On March 03 2011 12:47 morimacil wrote:
Show nested quote +
On March 03 2011 06:26 Treemonkeys wrote:
Predictive aiming is in fact a skill you can develop though, nearly all forms of marksmanship require this especially shooting a moving target or shooting from a moving vehicle. What is even your idea of "skill" if not this?

Current fungal
+ Show Spoiler +
[image loading]


Where you will have to aim to land a fungal
+ Show Spoiler +
[image loading]


The result
+ Show Spoiler +
[image loading]


This seems accurate. Although it could be argued that "predictive aiming is in fact a skill you can develop," it appears that the majority of the time, your infestors will need to cross into the siege line in order to land the perfect shot. Dead infestors don't care how accurate your fungal growth aim is.

Having a projectile cast on this spell may very well nerf it into oblivion if latency allows for players to dodge the spell. I also subscribe to the Mr. Bitter school of thought that reducing the duration will likely be a nerf as well.
Gunman_csz
Profile Blog Joined October 2008
United Arab Emirates492 Posts
Last Edited: 2011-03-03 07:46:32
March 03 2011 07:29 GMT
#491
On March 03 2011 10:32 Kyuki wrote:
Show nested quote +
On March 03 2011 09:40 Jotoco wrote:
On March 03 2011 07:41 Kyuki wrote:
Look, if you have 1 infestor coming at you and throw a fungal at your ball of marines from range9 then sure, it's probably gonna be quite easy to dodge, but if you however have a wave of zerg units streaming in at the same time you'd be interested in moving away from them and thus you can, as zerg, predict the movement of the terran army and throw those fungals on the move to where it looks like their going, or if they stand still to just fire at your army you have targets that dont move - which are not hard to hit and will allow your army to get in a better position anyways.

You can force army movement in different ways which means you can predict movement and use PTR fungal more effectively. You can even force movement with the fungal and put your units in a more favorable position.

Btw it takes 4 sieged tankshots to kill a PTR infestor.


So, for each fungal to land you have to sacrifice a wave of zerglings to tank fire?

Really, then it must be a buff, because before you only needed an infestor to FG, now you need to spend a few hundred minerals and several lings to accomplish the same thing! AND you have a not too low risk of missing! Great!



Why use the spell the same way you do today, when you're given something that would work better if you used it differently? (read the thread btw, shit is getting far to repetetive...)



Coming from a person who doesn't play zerg nor has experimented with PTR infestor, You wouldn't know if it was a nerf or a buff ! It doesn't mean much but I play at 3.4k masters on EU and have been massing games on PTR. My conclusion is this, the current state of the infestor on PTR is unusable, period. Why is it unusable? The combination of different stats that make it useless at the current state, both in direct and indirect ways. For the current costs and its current "stats" the infestor is a really inefficient + ineffective unit.

Direct: priority in battle, armor type, projectile speed, range, hp, dmg, duration of spells
Indirect: build-time, gas cost, research time of spells

If blizzard wants to make the game "more skilled" aka keep the projectile while nerfing the lockdown, they have to play around with other stats (ie, build time, gas usage, armor type, range, faster projectile, bigger radius etc etc etc)
Began Starcraft journey on 5th May 2009
osten
Profile Joined March 2008
Sweden316 Posts
March 03 2011 10:00 GMT
#492
Hmm. Don't flak me bro, I discuss balance like a .. silverback.

Fungal 2.

If it really makes it so that Terran will want to get ghosts, then we are a bit closer to balance, but I think the balancing gods has once again hit us with a bat claiming shhhhh, it's for your own good.

If you've played the game then you know that the matchups are different in that two races forcing the other one to get certain tech. For instance; you can't get only zerglings and win when he has a critical mass of bio. This is what makes the game progress in tech as you both also get more income and supply.

We all know that zerg today forces no response from terran, whatever units they go for. (Just stop picketing at my exaggeration and try to understand what I'm getting at) The answer is always marines with tanks. This composition of two different units in turn forces Zerg to get at least 6 different units, that are microed differently, just to be able to survive. In certain conditions.

Even when you have this composition with all flavours of zerg, you still need to do a skillful tactical maneuver dropping, flanking, retreating, reinforcing, and remember, he still controls only two types of units. If zerg just got a way to force terran to change his composition, the game would be more like a strategy game instead of a game of catch the tornado using only your pelvis. It's just how I feel when I play them, and I know I'm always exaggerating an entire lot, it's just my way of keeping sane. (Mostly in the face of 100% invincible walls into unstoppable push from another matchup, that is currently giving me very real nightmares.)

The thing is, I think the problem might be that there's nothig to do about tanks. Which is why i'm worried that another way of slaughtering marines will not fix what's wrong. There is a counter to marines, now there's two, but why is there no zerg unit that can do well against a tank? Mutalisk comes in here, and now you have to use a harassing unit, that is expensive and has almost no combat abilities, losing head to head with any unit that can hit it back. And most importantly, this forces nothing from the Terran. He has marines. They kill mutalisk.

The metagame can't rely on the terran being sloppy and always leving his tank without marines. It just shouldn't happen. I simply propose this; when there are tanks with marine support sieged somewhere, there should be a way, a unit, an upgrade, something to break it witout throwing more money on it than them. Not an easy way, just a way at all to do it, that requires him to in turn get something else. Terran in sc2 can lose units just as Zerg in sc1, keep on living, while zerg can't lose a single important battle, both just because, in my oppinion, the tank.

The matchup isn't completely imbalanced, just dosen't incite a playful game. Just as ZvP today is without exceptions this: P gets 2 bases, then builds up his (and all the others) favourite perfect army that, even if you have 8 bases, endless income, endless larvae, endless spinecrawlers, you just can't stop. His units counter that, with their RAW DAMAGE. That is so much worse that I feel just silly talking about ZvT.

Rant over, I didn't want to offend anyone, please don't misunderstand me.
RaiZ
Profile Blog Joined April 2003
2813 Posts
March 03 2011 16:03 GMT
#493
On March 03 2011 10:31 People_0f_Color wrote:
Thought I'd post htis as well if it hasn't already been posted:

http://www.youtube.com/watch?v=F13dEDgWeu4


shows good and bad things about it. Definitely engaging balls seems better.

Not as bad as i thought. I mean the missile that is. Other than that the games were pretty biased.
I know 1 thing for sure : Your bw didn't have lan latency. God how horrible it was when playing this game back in the early stages ! :p

Mutas won't do shit. I can see it on this video alone. Mutas aren't really worth it. Infestors still hard counter them.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
Last Edited: 2011-03-03 17:50:00
March 03 2011 17:48 GMT
#494
On March 03 2011 16:13 NathanSC wrote:
Show nested quote +
On March 03 2011 12:47 morimacil wrote:
On March 03 2011 06:26 Treemonkeys wrote:
Predictive aiming is in fact a skill you can develop though, nearly all forms of marksmanship require this especially shooting a moving target or shooting from a moving vehicle. What is even your idea of "skill" if not this?

Current fungal
+ Show Spoiler +
[image loading]


Where you will have to aim to land a fungal
+ Show Spoiler +
[image loading]


The result
+ Show Spoiler +
[image loading]


This seems accurate. Although it could be argued that "predictive aiming is in fact a skill you can develop," it appears that the majority of the time, your infestors will need to cross into the siege line in order to land the perfect shot. Dead infestors don't care how accurate your fungal growth aim is.

Having a projectile cast on this spell may very well nerf it into oblivion if latency allows for players to dodge the spell. I also subscribe to the Mr. Bitter school of thought that reducing the duration will likely be a nerf as well.


That is also true of the old infestor, it was never very good against siege tanks. There is no reason the terran will keep his marines out in front like that, if he is going against heavy infestor play he is going to keep his marines right next to his tanks and you won't be able to fungal them with the new infestor or the old one. If marines are moving to and from the siege line, then you want want to lead your shots when the marines are moving away from the siege not towards it like the worst-case pictures posted.

But yes, you try this, and he might dodge it. But pure infestor was never good against marine/tank, not on the PTR and not with the old infestor. So we really should be thinking about how the new infestor works with ling/bling/infestor, or a different combo, and not just pure infestor.

The bonus of the new fungal, is that when you are dealing with marine/tank and he is keeping his marines close to the tanks, you can now fungal everything and do more damage to the tanks at least.

I think it must be a good thing that terran can dodge it though, it gives him somthing to do, and it's something important that he really really wants to do. Only if he is dodging a fungal, he's not targeting his siege on your banelings at the same time, it gives him more he has to worry about. With the old infestor, all he has to worry about is slow pushing and abusing range by keeping his marines right next to his leapfrogging tanks, your infestors will remain completely useless. You can bumrush him with everything, using lings and blings to take damage and make fungals possible, but the fungal is only good for a delay, deals damage too slowly, and quite likely still will not hit the marines of a fast terran. He can ignore the infestors in this situation, and just focus down the lings and blings, because by the time the infestors would have been able to deal enough damage, your ling/bling is already dead, and he can now easily clean up your infestors though realistically they will run and hide back in your base while you lose precious ground between your base and the siege line.

With the new fungal, you can at least bum rush and actually deal damage with your infestors, to both the marines and the tanks, the tanks which definitely will not be dodging it, and if he is tying to focus down a baneling ball at the same time, as well as getting surrounded by lings, you will likely be fungal some marines too. The lower duration is a buff because it allows the infestor to deal significant damage in the lifespan of a ling/bling army. With the old infestor the delay was great for...delaying, but in a straight up fight by the time it deals significant damage, your supporting army is already dead.

It will be interesting to see how good people get at dodging it and abusing it, but from what I have tried so far it is just so much better at dealing with marine/tank.
http://shroomspiration.blogspot.com/
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
Last Edited: 2011-03-03 17:59:20
March 03 2011 17:57 GMT
#495
On March 03 2011 19:00 osten wrote:
Even when you have this composition with all flavours of zerg, you still need to do a skillful tactical maneuver dropping, flanking, retreating, reinforcing, and remember, he still controls only two types of units. If zerg just got a way to force terran to change his composition, the game would be more like a strategy game instead of a game of catch the tornado using only your pelvis. It's just how I feel when I play them, and I know I'm always exaggerating an entire lot, it's just my way of keeping sane. (Mostly in the face of 100% invincible walls into unstoppable push from another matchup, that is currently giving me very real nightmares.)


So true, and great way to put it. Zerg really needs a way to FORCE terran to tech certain ways, this makes the matchup more interesting and allows it to evolve. Right now all zerg can force terran to do is build missile turrets and a stronger wall if he goes all in, maybe some marauders with an all in roach rush. But as far as tech, terran has plenty of options. If the new infestor is good enough to force ghost, that will be a great thing for the matchup, because that is less gas that he can spend on other things as he pleases, and the matchup will evolve towards unknown areas after that point.

The matchup is very bland for zerg right now because of how terran can use mineral only marines to force blings and/or infestors and he can support the marines with almost anything else. This is because blings/infestors only barely hold off skilled marines. There is nothing zerg can do to stomp marines into the ground and say "time to build somehting else if you want to win".
http://shroomspiration.blogspot.com/
Jayrod
Profile Joined August 2010
1820 Posts
March 03 2011 18:05 GMT
#496
On March 04 2011 02:48 Treemonkeys wrote:
Show nested quote +
On March 03 2011 16:13 NathanSC wrote:
On March 03 2011 12:47 morimacil wrote:
On March 03 2011 06:26 Treemonkeys wrote:
Predictive aiming is in fact a skill you can develop though, nearly all forms of marksmanship require this especially shooting a moving target or shooting from a moving vehicle. What is even your idea of "skill" if not this?

Current fungal
+ Show Spoiler +
[image loading]


Where you will have to aim to land a fungal
+ Show Spoiler +
[image loading]


The result
+ Show Spoiler +
[image loading]


This seems accurate. Although it could be argued that "predictive aiming is in fact a skill you can develop," it appears that the majority of the time, your infestors will need to cross into the siege line in order to land the perfect shot. Dead infestors don't care how accurate your fungal growth aim is.

Having a projectile cast on this spell may very well nerf it into oblivion if latency allows for players to dodge the spell. I also subscribe to the Mr. Bitter school of thought that reducing the duration will likely be a nerf as well.


That is also true of the old infestor, it was never very good against siege tanks. There is no reason the terran will keep his marines out in front like that, if he is going against heavy infestor play he is going to keep his marines right next to his tanks and you won't be able to fungal them with the new infestor or the old one. If marines are moving to and from the siege line, then you want want to lead your shots when the marines are moving away from the siege not towards it like the worst-case pictures posted.

Who would send infestors in first to take the tank shots?
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
March 03 2011 18:24 GMT
#497
On March 04 2011 03:05 Jayrod wrote:
Show nested quote +
On March 04 2011 02:48 Treemonkeys wrote:
On March 03 2011 16:13 NathanSC wrote:
On March 03 2011 12:47 morimacil wrote:
On March 03 2011 06:26 Treemonkeys wrote:
Predictive aiming is in fact a skill you can develop though, nearly all forms of marksmanship require this especially shooting a moving target or shooting from a moving vehicle. What is even your idea of "skill" if not this?

Current fungal
+ Show Spoiler +
[image loading]


Where you will have to aim to land a fungal
+ Show Spoiler +
[image loading]


The result
+ Show Spoiler +
[image loading]


This seems accurate. Although it could be argued that "predictive aiming is in fact a skill you can develop," it appears that the majority of the time, your infestors will need to cross into the siege line in order to land the perfect shot. Dead infestors don't care how accurate your fungal growth aim is.

Having a projectile cast on this spell may very well nerf it into oblivion if latency allows for players to dodge the spell. I also subscribe to the Mr. Bitter school of thought that reducing the duration will likely be a nerf as well.


That is also true of the old infestor, it was never very good against siege tanks. There is no reason the terran will keep his marines out in front like that, if he is going against heavy infestor play he is going to keep his marines right next to his tanks and you won't be able to fungal them with the new infestor or the old one. If marines are moving to and from the siege line, then you want want to lead your shots when the marines are moving away from the siege not towards it like the worst-case pictures posted.

Who would send infestors in first to take the tank shots?


I dunno, the guy who made those screen shots?
http://shroomspiration.blogspot.com/
Toxigen
Profile Joined July 2010
United States390 Posts
March 03 2011 18:26 GMT
#498
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.

I've been waiting for this for a long, long time. Paired with the change to Khaydarin Amulet, this will prompt more Terrans to start using Ghosts. Hopefully.

I've also wanted the Infestor to be a little more useful against Protoss. I guess I got my wish.
Jotoco
Profile Joined October 2010
Brazil1342 Posts
Last Edited: 2011-03-03 18:59:20
March 03 2011 18:57 GMT
#499
On March 04 2011 03:24 Treemonkeys wrote:
Show nested quote +
On March 04 2011 03:05 Jayrod wrote:
On March 04 2011 02:48 Treemonkeys wrote:
On March 03 2011 16:13 NathanSC wrote:
On March 03 2011 12:47 morimacil wrote:
On March 03 2011 06:26 Treemonkeys wrote:
Predictive aiming is in fact a skill you can develop though, nearly all forms of marksmanship require this especially shooting a moving target or shooting from a moving vehicle. What is even your idea of "skill" if not this?

Current fungal
+ Show Spoiler +
[image loading]


Where you will have to aim to land a fungal
+ Show Spoiler +
[image loading]


The result
+ Show Spoiler +
[image loading]


This seems accurate. Although it could be argued that "predictive aiming is in fact a skill you can develop," it appears that the majority of the time, your infestors will need to cross into the siege line in order to land the perfect shot. Dead infestors don't care how accurate your fungal growth aim is.

Having a projectile cast on this spell may very well nerf it into oblivion if latency allows for players to dodge the spell. I also subscribe to the Mr. Bitter school of thought that reducing the duration will likely be a nerf as well.


That is also true of the old infestor, it was never very good against siege tanks. There is no reason the terran will keep his marines out in front like that, if he is going against heavy infestor play he is going to keep his marines right next to his tanks and you won't be able to fungal them with the new infestor or the old one. If marines are moving to and from the siege line, then you want want to lead your shots when the marines are moving away from the siege not towards it like the worst-case pictures posted.

Who would send infestors in first to take the tank shots?


I dunno, the guy who made those screen shots?



Someone who doesn't want to commit to an attack and just wants to stall the advancement?

Like, everybody who uses infestors today?

On March 03 2011 10:32 Kyuki wrote:
Show nested quote +
On March 03 2011 09:40 Jotoco wrote:
On March 03 2011 07:41 Kyuki wrote:
Look, if you have 1 infestor coming at you and throw a fungal at your ball of marines from range9 then sure, it's probably gonna be quite easy to dodge, but if you however have a wave of zerg units streaming in at the same time you'd be interested in moving away from them and thus you can, as zerg, predict the movement of the terran army and throw those fungals on the move to where it looks like their going, or if they stand still to just fire at your army you have targets that dont move - which are not hard to hit and will allow your army to get in a better position anyways.

You can force army movement in different ways which means you can predict movement and use PTR fungal more effectively. You can even force movement with the fungal and put your units in a more favorable position.

Btw it takes 4 sieged tankshots to kill a PTR infestor.


So, for each fungal to land you have to sacrifice a wave of zerglings to tank fire?

Really, then it must be a buff, because before you only needed an infestor to FG, now you need to spend a few hundred minerals and several lings to accomplish the same thing! AND you have a not too low risk of missing! Great!


It's been said so many times throughout this thread it's getting kind of dull to repeat. Why would you "sacc" a bunch of lings "just to land a FG"? The point would rather be to move in (like you do with ling/bane/muta to crush a push, but with infestors/rest of your units and drop fungals on the move while you run in. You see this today aswell but to a lesser extent and in PTR form it's far more potent.

Why use the spell the same way you do today, when you're given something that would work better if you used it differently? (read the thread btw, shit is getting far to repetetive...)


Because then I can use my gas on anything else? If I want to do DPS I will spend my gas on other units, not the infestor. If I have a CHANCE of hitting some units to do a certain DPS and then the unit is useless for 2 minutes, or a chance to do some DPS with, like, 6 roaches or 3 Hydras or something, and actually have the unit be useful for more than 4 seconds?


On March 04 2011 03:26 Toxigen 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.

I've been waiting for this for a long, long time. Paired with the change to Khaydarin Amulet, this will prompt more Terrans to start using Ghosts. Hopefully.

I've also wanted the Infestor to be a little more useful against Protoss. I guess I got my wish.


That I can agree with, but even then, WHY the infestor? Why not any other unit? Why sacrifice this unit utility in everything else so it can better deal with Colossus balls?



I can't understand Blizzard. They won't add the Lurker back because it does "the same job as the baneling" and then they change the ONE unit who has a pretty distinct and unique job to do more of the same that everyone else does. Even DRONES do DPS, but I don't know any other unit that can stall a push like the infestor does today.
Tynan
Profile Joined December 2010
Canada111 Posts
March 03 2011 19:08 GMT
#500
I wonder if there is a Muta synergy we are overlooking here.

The Terran wants to keep his tanks in front because then they can hit the Infestors before the Infestors can FG the Marines behind.

Then you send in the Mutas at the front. Start picking at the tanks.

Terran stims his Marines forward. As they chase the Mutas forward, you toss a Fungal from just outside of siege range.

So Terran basically has to decide between leaving his Marines in front and letting FG rape them, or leaving his Tanks in front and letting Mutas rape them.

Just an idea.... (not tested).
Creativity... Go!
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
March 03 2011 19:14 GMT
#501
On March 04 2011 04:08 Tynan wrote:
I wonder if there is a Muta synergy we are overlooking here.

The Terran wants to keep his tanks in front because then they can hit the Infestors before the Infestors can FG the Marines behind.

Then you send in the Mutas at the front. Start picking at the tanks.

Terran stims his Marines forward. As they chase the Mutas forward, you toss a Fungal from just outside of siege range.

So Terran basically has to decide between leaving his Marines in front and letting FG rape them, or leaving his Tanks in front and letting Mutas rape them.

Just an idea.... (not tested).

Two things, mid-game you cannot afford both mutas and infestors, that's way too much money to invest in tech, you will have too few of either mutas or infestors. Secondly, tanks out-range fungal and it doesn't have a projectile to do it's damage, does it instantly.
I always try to shield slam face, just to make sure it doesnt work
Jotoco
Profile Joined October 2010
Brazil1342 Posts
March 03 2011 19:17 GMT
#502
On March 04 2011 04:08 Tynan wrote:
I wonder if there is a Muta synergy we are overlooking here.

The Terran wants to keep his tanks in front because then they can hit the Infestors before the Infestors can FG the Marines behind.

Then you send in the Mutas at the front. Start picking at the tanks.

Terran stims his Marines forward. As they chase the Mutas forward, you toss a Fungal from just outside of siege range.

So Terran basically has to decide between leaving his Marines in front and letting FG rape them, or leaving his Tanks in front and letting Mutas rape them.

Just an idea.... (not tested).


Tanks have 13 range.

Marines 5.

Mutas 3.

Infestors 9.

Even you are in the very edge of your range tanks will still own your infestors.

Neivler
Profile Blog Joined November 2008
Norway911 Posts
March 03 2011 19:21 GMT
#503
On March 03 2011 12:47 morimacil wrote:
Show nested quote +
On March 03 2011 06:26 Treemonkeys wrote:
Predictive aiming is in fact a skill you can develop though, nearly all forms of marksmanship require this especially shooting a moving target or shooting from a moving vehicle. What is even your idea of "skill" if not this?

Current fungal
[image loading]

Where you will have to aim to land a fungal
[image loading]

The result
[image loading]


OMG, I loled so freaking hard!
I pwn noobs
Super_bricklayer
Profile Joined May 2010
France104 Posts
March 03 2011 19:28 GMT
#504
Well, i'm still not sure how i should welcome that change, but i'm pretty sure of one thing tho, theory is theory, and people arguing so hard their point like that is kind of foolish.

I can't wait to test it, damn you blizzard for let only Americans play on PTR ! :D
whomybuddy
Profile Joined August 2010
United States620 Posts
March 03 2011 19:33 GMT
#505
total amount of mineral 300 gas 400

Infestor pit 100mineral/100gas ~ You only need 2 infestors in your army to make your army infinity stronger than terran because terran can not kite anymore. 200mineral/300gas.

Vs if you want to spend all that on muta. 200 mineral/200 gas for spire. now you left with 100mineral/200gas, I'll give you 2 mutas. Try to do some damage with that 2 mutas. Can't even take out 4marines.
Roaches all the way way way.
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
March 03 2011 19:40 GMT
#506
On March 04 2011 04:33 whomybuddy wrote:
total amount of mineral 300 gas 400

Infestor pit 100mineral/100gas ~ You only need 2 infestors in your army to make your army infinity stronger than terran because terran can not kite anymore. 200mineral/300gas.

Vs if you want to spend all that on muta. 200 mineral/200 gas for spire. now you left with 100mineral/200gas, I'll give you 2 mutas. Try to do some damage with that 2 mutas. Can't even take out 4marines.

Yes, it's best to evaluate the strength of units based on their head to head combat in small numbers and ignore the time in the game the units are on the field and the synergy that units might have with other units except in the case of the infestor since all your other units will be "infinity stronger" with infestors no matter how many or how few you have or how much energy they have or the cost of necessary upgrades you put into them.

I always try to shield slam face, just to make sure it doesnt work
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
March 03 2011 19:40 GMT
#507
I ahve a question to the PTR users. How fast is the projectile? is it like a Stalker shot or is it more like HSM?
Always look on the bright side of life
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2011-03-03 20:22:43
March 03 2011 20:11 GMT
#508
I think it's a nice change just for how it allows for future infestor changes. It always was a problematic unit, really: it shut down some types of airplay, shut down some types of drops; it could delay pushes with FG or win battles with neural parasite, yet it would nearly always die too quickly.
At least now it's less good in small encounters, but still somehow stronger, so it becomes a more mainstream balanceable unit. Also, you honestly can do with 4 seconds to flank or get banelings in if you're on the point with your unit control, in that regard 8 seconds was too powerful. It also prevented the terran from microing for a long time, and I guess Blizzard knows from WoW that lengthy crowd control isn't fun.

That's why I think the change to shorter time + projectile is good, design-wise. Balance wise it might be different, but I think some people are hoping to balance zerg through the infestor, when it's really not enough of a core unit for that. It might become that if some of the changes turn out favorable, and then you can have a better idea of how to change the infestor to change zerg as a whole, but not until then.

I do hope they turn out strong: ghost vs infestor is a fun kind of mini-game; you might try to hide your infestors with burrow, but then a player could draw them out with threatening an attack. If you knew where they were, you could scan and EMP. Zerg would have to spread infestors out, yet still have detection around to protect them, and so on. It's a very tactical type of gameplay and it might turn out some players will show good handling of such things and use it to win games, where they before wouldn't have had good enough macro or so.

Last idea: if you want infestors to be able to kill medivacs with one fungal: let infested terrans slow units they shoot at. That way, if you spawn 1 infested terran right on time you might be able to kill the medivac after all.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
kawazu
Profile Joined May 2010
United States111 Posts
March 03 2011 20:30 GMT
#509
On March 04 2011 05:11 Grumbels wrote:
I think it's a nice change just for how it allows for future infestor changes. It always was a problematic unit, really: it shut down some types of airplay, shut down some types of drops. It could deny pushes with the lengthy snare, yet it couldn't actually since it would die too quickly. It could change the battle with neural parasites, yet could never get in range without dying, and so on. At least now it's less good in small encounters, but still somehow stronger, so it becomes a more mainstream balanceable unit. Also, you honestly can do with 4 seconds to flank or get banelings in if you're on the point with your unit control, in that regard 8 seconds was too powerful. It also prevented the terran from microing for a long time, and I guess Blizzard knows from WoW that lengthy crowd control isn't fun.


^this

I think infestors shut down air units more than blizzard intended as well as being a little problematic in that the ability was only useful for the root. The damage increase isn't all that important but it's a nicer thing than a straight up nerf.

The projectile thing isn't a huge deal. Once you get used to it, it will hardly be any different. Marines are pretty much the only things that could micro out of it, and even then you could use that to your advantage by getting a T player to use stim way too early by not engaging.

I wouldn't be surprised if the end result was a faster projectile than the PTR with a slightly longer root duration(like 5 seconds)

Overall I hope it leads to a more interesting trend in unit composition for zerg players. Currently zerg unit comps are mainly 2 or 3 units. (such as ling/bling or roach/hydra)
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
March 03 2011 21:04 GMT
#510
On March 04 2011 03:57 Jotoco wrote:
Someone who doesn't want to commit to an attack and just wants to stall the advancement?

Like, everybody who uses infestors today?


Which is something the old infestor could never do vs. marine/tank, and this thread is comparing the two infestors. Any competent terran is going to be leapfrogging his tanks while keeping his marines right next them so you will never, ever get in fungal range without taking take fire. They only way to deal with this situation if you have already commited to infestor play is to rush in and use lings to tank while you try to fungal and baneling the marines, and/or NP the tanks. Because the new infestor does damage quicker, does more damage to the tanks, and has more health, it is much much better at this job than the old one was. I think the projectile will prove to also be helpful in both leading against marines and forcing the terran to have something else to worry about.
http://shroomspiration.blogspot.com/
Kavtor
Profile Joined February 2011
Canada7 Posts
March 03 2011 21:14 GMT
#511
On March 04 2011 05:30 kawazu wrote:

I think infestors shut down air units more than blizzard intended as well as being a little problematic in that the ability was only useful for the root.... Overall I hope it leads to a more interesting trend in unit composition for zerg players. Currently zerg unit comps are mainly 2 or 3 units. (such as ling/bling or roach/hydra)


Which is precisely the problem with the new infestor. Now that it can't handle air (or helions) as well or delay pushes as well, it's harder for infestor to be your first choice at lair tech. Forcing you into muta play. Which doesn't do much to break the muta / ling / baneling play.
TheButtonmen
Profile Joined December 2010
Canada1401 Posts
March 03 2011 21:48 GMT
#512
On March 04 2011 05:30 kawazu wrote:
The projectile thing isn't a huge deal. Once you get used to it, it will hardly be any different. Marines are pretty much the only things that could micro out of it


Marines are kind of a big deal also it's a lot worse against things like hellions, mutas, pheoni and dropships.


Overall I hope it leads to a more interesting trend in unit composition for zerg players. Currently zerg unit comps are mainly 2 or 3 units. (such as ling/bling or roach/hydra)


The issue is it's now much worse against things like air, drop play and harass which means I now need to always go mutalisks, this role change is actually going to narrow down the builds I can use as I only have enough gas for mutas or infestors and I need someway to hit air, stop drops and drive off harass.
Gobbles
Profile Joined August 2010
Canada91 Posts
March 03 2011 21:57 GMT
#513
Does PDD now stop fungal since it is a projectile? I am not on PTR, does anyone know? That would make PDD retarded good.
You already said spite
Tynan
Profile Joined December 2010
Canada111 Posts
March 04 2011 01:36 GMT
#514
On March 04 2011 06:57 Gobbles wrote:
Does PDD now stop fungal since it is a projectile? I am not on PTR, does anyone know? That would make PDD retarded good.

Someone said earlier that it doesn't.
Creativity... Go!
RoKetha
Profile Joined July 2010
United States211 Posts
Last Edited: 2011-03-04 04:05:26
March 04 2011 03:55 GMT
#515
I did not get a chance to test this in the official PTR (it's down now, I think) but I recreated a fungal growth with 2.25 damage at 0.25 period (double damage rate) in the map editor. I'm sure it has the same effect, as marines would take 36 damage over 4 seconds at double the previous rate.

(Edit: changing the wording here to be more accurate, also not slam the guy so hard.)

It's important to note that what OP says about medivac healing is EXACTLY accurate. That is, medivacs don't outheal it. It doesn't outdamage them either, though--At least for marines, SCVs and ghosts, as it slightly does for marauders, but not significantly so.

Medivacs heal at a rate of about 9-10 HP per second, while fungal deals 36 damage over 4 seconds. A medivac will still heal a marine to nearly full every tick where fungal deals damage (well, sort of; I believe medivacs get 3 ticks for 3.33 HP per second while fungal is 4 ticks for 2.25, so it goes back and forth). Even if the change is actually 4.5 damage ticks with the same period, you'd get the same net result.

So really, it still comes down to 150 energy killing one ball of marines, except the ones being healed. Except now it happens slightly faster (doesn't matter much since they can't reach you), and then there's the large nerf associated with the projectile effectively reducing the range and accuracy of the spell.
abyss13
Profile Joined March 2011
Greece1 Post
March 09 2011 01:30 GMT
#516
one thing that i've been reading a lot..about damage increasing..the damage does not increase..and i think that if u want a good dps from the infestors,u kinda need to mass them..vs marines,ok,no prob,they will die with the second FG..lings again,don't know if they are able to regen 2 hp,i think it's 1 hp every 5 or 4 secs,so they will get oneshoted,If u hit them..but against a toss ball..as someone stated above,u need 5 fungals for a stalker to get killed..which is 3 infesstors at least..keeping in mind that u need to have them with full energy,since when one spawns has 75 energy(upgraded)..i can;t see how this is a buff since zerg used to be a reactonary race,where i could see a deathball of rines or toss and counter it if u have to make an infestation pit every game to have infestors 50 secs later..
now,all i have to do vs terran,get muttas for harassing,fungal rines to get good positions as tanks blah blah..against toss stop blink stalkers etc..
and one thing that's nice..in zvz it's gonna get a bit difficult to shut down mutas,since with some infestors u can kill massess of mutas..and completely change the game..
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