[D] ZvP 1.3 Infestors - Page 4
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Cheerio
Ukraine3178 Posts
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Tennet
United States1458 Posts
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ShamTao
United States419 Posts
1) greater unit splits when engaging a zerg and chillin' round the base 2) Colossus micro to nail infestors - Colossi with the range upgrade will outrange fungal, and so there would be a window where the infestor can die giving no damage 3) HT and feedback use- similar to the ghost/HT dance that can occur, there may be a similar result in PvZ from this change between infestor/HT 4) Better scouting for when the infestor tech is thrown up. Zerg players may want to take advantage of infestors in the midgame, but a Protoss player who is wary of this will be able to gauge what the zerg's gas income would be, making 3rd base denial a much more critical endeavor. On the side, some of the comments in this thread are atrocious. Stopping the 4 gate? do people even know how tech works in this game? | ||
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sleepingdog
Austria6145 Posts
Anyways, to me it doesn't seem like protoss wouldn't be equipped to handling this. What it means (at least to me) is, that I 1.) have to scout more thoroughly for infestation pit. Which just means being "meticulous" as day9 would say with my hallucinated phoenixes. 2.) have to get an early TC to be able to get an early archives for some HTs with feedback. 3.) have more observers ahead of my army when moving around. Not that big of a change to my general playstyle either, since I'm used to this vs ghost-play. Getting hit by several clutch EMPs or several clutch fungals...doesn't seem to be much different. Infestors are a huge investment, so I think I should be able to afford an earlier HT tech. Fungal and feedback have the exact same range, so if the fungal hits, so will the feedback. Overall I think it will make the matchup more dynamic and - hopefully - there will be less QQ. I believe and hope that this change will give the zergs the much needed buff to deal with LOWSKILLED (!!) players who just a-move their deathball around. What I really don't like is that infestors now seem to be good....ALWAYS, nearly similar to the colossus. They are godlike vs air harass, are good vs blink and are now even generally awsome aoe-damage-dealers. Not necessarily OP but definitely a too broad spectrum of usefulness. Right now I couldn't think of a situation where you "don't" want to have infestors. Also infestors + broodlords will probably put me in a world of kaka. | ||
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TORTOISE
United States515 Posts
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Skroach
United States85 Posts
On March 23 2011 03:41 sleepingdog wrote: Wow if even IdrA thinks this "could" be overpowered, then the shit is probably real serious. Anyways, to me it doesn't seem like protoss wouldn't be equipped to handling this. What it means (at least to me) is, that I 1.) have to scout more thoroughly for infestation pit. Which just means being "meticulous" as day9 would say with my hallucinated phoenixes. 2.) have to get an early TC for some HTs with feedback. 3.) have more observers ahead of my army when moving around. Not that big of a change to my general playstyle either, since I'm used to this vs ghost-play. Getting hit by several clutch EMPs or several clutch fungals...doesn't seem to be much different. Infestors are a huge investment, so I think I should be able to afford an earlier HT tech. Fungal and feedback have the exact same range, so if the fungal hits, so will the feedback. Overall I think it will make the matchup more dynamic and - hopefully - there will be less QQ. I believe and hope that this change will give the zergs the much needed buff to deal with LOWSKILLED (!!) players who just a-move their deathball around. Very well said! Not complaining about a buff that goes against his own race, but coming up with simple ways to deal with it. This, combined with removal of KA, forces the HT to be used more in the anti-spellcaster role. I, as a zerg, have not had issues with the deathball because I never go roach/hydra, but I definitely understand the frustrations players have against it as I used to play Protoss a lot. This thread has been a really good discussion with minimal whining, I love it. The fact that almost all toss have been saying Zerg needs an answer for the deathball shows that some change was needed. This change actually seems a bit over the top because of the big increase vs. armored. Maybe if fungal was the proposed slow projectile from PTR it would be a bit more fair? It's too early to tell now. | ||
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flyingbangus
United States121 Posts
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Breach_hu
Hungary2431 Posts
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sleepingdog
Austria6145 Posts
On March 23 2011 03:49 Skroach wrote: This change actually seems a bit over the top because of the big increase vs. armored. Maybe if fungal was the proposed slow projectile from PTR it would be a bit more fair? It's too early to tell now. I've edited something in, but I wanna emphazise this again. I don't necessarily think that such a "hard" counter is bad in itself. I mean, we protoss-players had our good share of hard-counters with the colossus vs hydras...they just melt away, they still do. So having an aoe-spell that is very effective vs pure armored units (read: stalkers) isn't necessarily imba in my eyes. My problem though is, that getting infestors doesn't seem to be much of a "strategical" choice now because infestors are good to have at basicly every point in time. Good vs air, good vs blink, good as an aoe-spell overall. Oh yeah, a hard-counter vs CHARGE as well (even though nobody gets chargelots). I think it will be very possible to counter infestor play with HTs, but still this isn't really a "hard" counter since getting HTs for feedback is really expensive in itself. I still need to get my stalkers/colossi to deal with roach/hydra. So - theory-craft-wise - I don't see a way how I could possibly punish infestor play. Again, not something imbalanced, but something that doesn't seem to be 100% right in a strategy game. A unit that you always wanna have....but I think I'll stop writing now, this is just too much theory-craft. Real games have to show how the stuff works out. | ||
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freetgy
1720 Posts
Infestor right now is a unit that is almost good against anything Protoss could throw at you. Air Units -> Fungal Charge/Blink -> fungal deathball -> fungal DTs -> fungal what left that isn't effected much by fungal? Protoss still needs AoE and getting HT won't help this cause 1 HT will always have to chose between feedback and storm (don't forget Feedback only has a range of 9 that the same as fungal, so most likely feedback can come to late.) Gateway Armies still won't be able to compete with Midgame Roach/Hydra without Colossus so colossus will always take priority. and don't forget corruption (corrupter spell) also increases the damage for the target by additional +20% | ||
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Hollywise
France112 Posts
On March 23 2011 03:56 Breach_hu wrote: First fungal on toss' units are dealing the vs. non-armored damage yes? I mean on the shields. And the first fungal isn't as deadly as the second one. Againts the colo or the immortal its only the 1/3 of their shield. wat | ||
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ReNhoSoft
Mexico69 Posts
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sleepingdog
Austria6145 Posts
On March 23 2011 04:04 ReNhoSoft wrote: Well said sleepingdog. One of the things I'll be scared of now is how damn fast infestors can snipe a whole mineral line. It takes 8sec to kill workers using only fungal wroth. And what's even worse, you can't retreat your workers so once the first Fungal hits they're dead. Better keep a close eye on the minimap. To be fair, I can remember back in beta when people would FREAK OUT of the mere thought of banelings raining down onto their mineral-lines wiping out everything. And how many baneling bombs into mineral lines do we see in PvZ? Uhhm....yeah...I think you got my point ![]() It does seem good on paper, but one cannon near the wall will reveal burrowed infestors, and dropping infestors seems crazy considering how big of a loss this would be if I noticed it in time and sent my stalkers to the ledge. Blue flame hellions are far cheaper, deal damage in an even more ridiculous fashion and normally don't "break" games either. | ||
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Psychlone
Canada90 Posts
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Coriolis
United States1152 Posts
On March 23 2011 03:26 ShamTao wrote: This will pry open the matchup a little bit I feel, and help heal 1a deathball syndrome (of which I am still afflicted. Here's what this may force out of the protoss player: 1) greater unit splits when engaging a zerg and chillin' round the base 2) Colossus micro to nail infestors - Colossi with the range upgrade will outrange fungal, and so there would be a window where the infestor can die giving no damage 3) HT and feedback use- similar to the ghost/HT dance that can occur, there may be a similar result in PvZ from this change between infestor/HT 4) Better scouting for when the infestor tech is thrown up. Zerg players may want to take advantage of infestors in the midgame, but a Protoss player who is wary of this will be able to gauge what the zerg's gas income would be, making 3rd base denial a much more critical endeavor. On the side, some of the comments in this thread are atrocious. Stopping the 4 gate? do people even know how tech works in this game? Colossus have the same range as fungal growth. Unless the liquipedia is wrong of course. | ||
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Johnny_Vegas
United States239 Posts
On March 23 2011 03:56 sleepingdog wrote: I've edited something in, but I wanna emphazise this again. I don't necessarily think that such a "hard" counter is bad in itself. I mean, we protoss-players had our good share of hard-counters with the colossus vs hydras...they just melt away, they still do. So having an aoe-spell that is very effective vs pure armored units (read: stalkers) isn't necessarily imba in my eyes. My problem though is, that getting infestors doesn't seem to be much of a "strategical" choice now because infestors are good to have at basicly every point in time. Good vs air, good vs blink, good as an aoe-spell overall. Oh yeah, a hard-counter vs CHARGE as well (even though nobody gets chargelots). I think it will be very possible to counter infestor play with HTs, but still this isn't really a "hard" counter since getting HTs for feedback is really expensive in itself. I still need to get my stalkers/colossi to deal with roach/hydra. So - theory-craft-wise - I don't see a way how I could possibly punish infestor play. Again, not something imbalanced, but something that doesn't seem to be 100% right in a strategy game. A unit that you always wanna have....but I think I'll stop writing now, this is just too much theory-craft. Real games have to show how the stuff works out. As far as Infestors being so good now as to make them not an interesting strategic choice for zerg, lets take a look at the sentry... Sentries are almost the same "automatic" decision, probably moreso, as there aren't a whole lot of situations where you don't want to have Sentries, if not for Force Field, at least for Hallucinate, and perhaps for Guardian Shield. Some units you just get, however there is still strategic choice in how many you get, how soon you get them, and what upgrades you get for them. If you want to talk strategic choice, how many 10+ minute games do Protoss play where they don't research Warp Gate? What about zergling speed? Just because certain units and upgrades are almost always acquired does not mean that the game is necessarily limiting strategic choice. Let us not forget that Infestors are still a huge investment and the zerg can only tech to and produce them when they feel safe enough to do so, because getting them opens up a significant timing window where the zerg is very vulnerable. Similar to when a Protoss is getting Colossus except the zerg do not have force fields to aid in the defense while waiting on his infestors. | ||
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BlasiuS
United States2405 Posts
On March 23 2011 03:56 sleepingdog wrote: I've edited something in, but I wanna emphazise this again. I don't necessarily think that such a "hard" counter is bad in itself. I mean, we protoss-players had our good share of hard-counters with the colossus vs hydras...they just melt away, they still do. So having an aoe-spell that is very effective vs pure armored units (read: stalkers) isn't necessarily imba in my eyes. My problem though is, that getting infestors doesn't seem to be much of a "strategical" choice now because infestors are good to have at basicly every point in time. Good vs air, good vs blink, good as an aoe-spell overall. Oh yeah, a hard-counter vs CHARGE as well (even though nobody gets chargelots). I think it will be very possible to counter infestor play with HTs, but still this isn't really a "hard" counter since getting HTs for feedback is really expensive in itself. I still need to get my stalkers/colossi to deal with roach/hydra. So - theory-craft-wise - I don't see a way how I could possibly punish infestor play. Again, not something imbalanced, but something that doesn't seem to be 100% right in a strategy game. A unit that you always wanna have....but I think I'll stop writing now, this is just too much theory-craft. Real games have to show how the stuff works out. I mostly agree, but I disagree on the part about them being good vs air. FG was nerfed vs phoenix, as the reason to use FG against phoenix was to hold them in place long enough for queen/hydra to kill them. I'm not sure how useful infestors will be against phoenix, but they're definitely less useful than they were in 1.2 | ||
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sleepingdog
Austria6145 Posts
On March 23 2011 04:17 Johnny_Vegas wrote: As far as Infestors being so good now as to make them not an interesting strategic choice for zerg, lets take a look at the sentry... I've waited for this and have the perfect answer: sentries suck vs mass-air ![]() Nah, you are obviously right to some extent, some things you just "get" as part of a standard game where no cheese is involved. The problem with fungal now is, that imo it serves too many different purposes overall. The sentry serves the purpose of force-field and that's it. Guardian shield is a different story already. But fungal does: a) good damage b) stop blink c) prevent charge-lot-play d) preven air-harass e) reveal DTs (many people don't even know this) Now when you think about it, this covers already about 70% of the different strategical choices protoss come up with. You are afraid of DTs mid-game? Having infestors is good. Afraid of blink? Having infestors is good. Afraid of phoenix-harass? Havin infestors is good. While sentries might be a really strong unit, they serve a very specific purpose that is even tailored to a specific playstyle. Fungal now shuts down a rather broad variety of different strategies, which might criticly influence the meta-game and make the game more boring. Which is even more dangerous than imbalance. | ||
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ReNhoSoft
Mexico69 Posts
On March 23 2011 04:10 sleepingdog wrote: To be fair, I can remember back in beta when people would FREAK OUT of the mere thought of banelings raining down onto their mineral-lines wiping out everything. And how many baneling bombs into mineral lines do we see in PvZ? Uhhm....yeah...I think you got my point ![]() It does seem good on paper, but one cannon near the wall will reveal burrowed infestors, and dropping infestors seems crazy considering how big of a loss this would be if I noticed it in time and sent my stalkers to the ledge. Blue flame hellions are far cheaper, deal damage in an even more ridiculous fashion and normally don't "break" games either. Lol, I had forgotten about baneling bombs, I've never seen them used on ladder. I guess you're right, well have to see how the buff actually changes the matchup, because as much fun as theorycrafting can be, its just that, theorycrafting. One of my frineds was obstinated in getting infestors every single zvp, and most of the time he lost because of it (sometimes he was able to win with just ling/infestor thanks to really superior macro). Maybe now he will be more succesfull with his build, who knows. | ||
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Johnny_Vegas
United States239 Posts
On March 23 2011 04:04 ReNhoSoft wrote: Well said sleepingdog. One of the things I'll be scared of now is how damn fast infestors can snipe a whole mineral line. It takes 8sec to kill workers using only fungal wroth. And what's even worse, you can't retreat your workers so once the first Fungal hits they're dead. Better keep a close eye on the minimap. While a strong tactic, not as devastating as it sounds because of the natural spreading that occurs in a mineral line. For a 24 worker line, a fungal often only hits 5 - 7 workers, and you need 2 fungals to kill a worker. I think its more cost effective usually to just spawn infested terran the line unless for some reason the workers are extremely clumped. In ZvZ I have done many such raids, and Infested Terran were usually the best bet, unless the line was heavily guarded. That said, if you can catch probes being transferred, fungaling them as they clump up on the first patch is devastating. Also consider that Infested Terran last for 30 seconds (if not killed), which can equate to a lot of lost mining time if they simply flee their workers. 9 times out of 10 when you spawn infested terran, you kill several workers, THEN they flee their workers, it all adds up to a pretty big economic loss. | ||
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