• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:43
CEST 02:43
KST 09:43
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers13Maestros of the Game 2 announced82026 GSL Tour plans announced14Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid24
StarCraft 2
General
Maestros of the Game 2 announced Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid 2026 GSL Tour plans announced Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament 2026 GSL Season 1 Qualifiers GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
ASL21 General Discussion Pros React To: ASL S21, Ro.16 Group C BGH Auto Balance -> http://bghmmr.eu/ [TOOL] Starcraft Chat Translator Data needed
Tourneys
[ASL21] Ro16 Group C [Megathread] Daily Proleagues [ASL21] Ro16 Group D [ASL21] Ro16 Group B
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Diablo IV Nintendo Switch Thread Dawn of War IV Starcraft Tabletop Miniature Game General RTS Discussion Thread
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
McBoner: A hockey love story 2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1764 users

[D] Patch 1.4 and its implications - Page 27

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 25 26 27 28 29 43 Next All
Irishladdie
Profile Joined September 2011
United States8 Posts
Last Edited: 2011-09-09 19:40:54
September 09 2011 19:39 GMT
#521
On September 10 2011 04:35 RobCorso wrote:
No matter what any idiot Protoss players say, yes, it is EASY to feedback infestors.

Infestors are not this magical unit that we can keep at the .5 range variable where we can fungal your units and not get hit back. They're big, slow, clunky, and there's often lots of them. They are easy to feedback.

, the only unit we can get against HTs without autolosing.

And I WISH I could combine two low-energy infestors into a massive, psionic tank that does heavy AOE damage versus biological (AKA Zerg) And now we can't even neural these Archons.

Then you can morph into archons or something, I dunno.

Point is, HTs are fine and infestors may be slightly overpowered, but they're the glue holding ZvP together for Zerg. We need them.


Hts are slower; they are not easy to feedback (unless ur in the bronze league, and can't micro). A competent zerg can fungal, np, or drop infested terrans. You can burrow, ghosts can cloak, hts can morph into archons.
Pretty sure roaches, broodlords, ultras, mutas (if you spread), nydus play, etc counter hts.

You guys have burrow, we don't (compensation for morphing). Neural nerf was unnecessary, but ht drops are terrible because you have to wait to storm. Infestors have 3 abilities +burrow, hts have 3, one morphs into an archon.

And for cost, its not heavy damage, its 37 with a fairly slow attack rate. You shouldn't be throwing zerglings, a tier one unit, at tier 3.5 archons.

You forget zerg are a macro race and units are slightly less efficient.
A storm drop can never be as effective as an infested terran drop, as hts cant target buildings. The last part is correct, you don't know. We also have the ability to morph into archons because hts are almost useless vs anything in equal cost before they get enough energy for storm. You can move out of a storm, and zerglings are pretty efficient if they rund around the storm. If you lose all your zerglings to few storms, it's your fault; I 2v2 with zerg buddies all the time. Just split them, its not hard. Don't 1a, grab a third, moveshift a, repeat *2.
You say we can ht drop with ease, but you don't realize infestors can start with enough energy for fungal. You can make 4 immediately. To do a storm drop, you have to scout an unprepared opponent and then wait 44.4 seconds for the hts to get energy.



k bro

kkk bro


Just get HTs versus infestors. You probably are the type of protoss that moves their whole army in one control group, which leaves all your HTs in a clumped ball behind your main army, then infestors unburrow and fungal them.

Then HURP DURP HTS UNDERPOWERED

Never listen to a Protoss about balancing.
CA
Onos
Profile Joined May 2010
Canada107 Posts
September 09 2011 19:42 GMT
#522
I'll repeat myself

You say we can ht drop with ease, but you don't realize infestors can start with enough energy for fungal. You can make 4 immediately. To do a storm drop, you have to scout an unprepared opponent and then wait 44.4 seconds for the hts to get energy.


44.4s + 5s warp in time = 49.4s between starting to build an HT and having storm ready
50s - between starting to build an infestor and having fungal ready.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
September 09 2011 20:51 GMT
#523
On September 10 2011 04:39 Irishladdie wrote:
Show nested quote +
On September 10 2011 04:35 RobCorso wrote:
No matter what any idiot Protoss players say, yes, it is EASY to feedback infestors.

Infestors are not this magical unit that we can keep at the .5 range variable where we can fungal your units and not get hit back. They're big, slow, clunky, and there's often lots of them. They are easy to feedback.

, the only unit we can get against HTs without autolosing.

And I WISH I could combine two low-energy infestors into a massive, psionic tank that does heavy AOE damage versus biological (AKA Zerg) And now we can't even neural these Archons.

Then you can morph into archons or something, I dunno.

Point is, HTs are fine and infestors may be slightly overpowered, but they're the glue holding ZvP together for Zerg. We need them.


Show nested quote +
Hts are slower; they are not easy to feedback (unless ur in the bronze league, and can't micro). A competent zerg can fungal, np, or drop infested terrans. You can burrow, ghosts can cloak, hts can morph into archons.
Pretty sure roaches, broodlords, ultras, mutas (if you spread), nydus play, etc counter hts.

You guys have burrow, we don't (compensation for morphing). Neural nerf was unnecessary, but ht drops are terrible because you have to wait to storm. Infestors have 3 abilities +burrow, hts have 3, one morphs into an archon.

And for cost, its not heavy damage, its 37 with a fairly slow attack rate. You shouldn't be throwing zerglings, a tier one unit, at tier 3.5 archons.

You forget zerg are a macro race and units are slightly less efficient.
A storm drop can never be as effective as an infested terran drop, as hts cant target buildings. The last part is correct, you don't know. We also have the ability to morph into archons because hts are almost useless vs anything in equal cost before they get enough energy for storm. You can move out of a storm, and zerglings are pretty efficient if they rund around the storm. If you lose all your zerglings to few storms, it's your fault; I 2v2 with zerg buddies all the time. Just split them, its not hard. Don't 1a, grab a third, moveshift a, repeat *2.
You say we can ht drop with ease, but you don't realize infestors can start with enough energy for fungal. You can make 4 immediately. To do a storm drop, you have to scout an unprepared opponent and then wait 44.4 seconds for the hts to get energy.



k bro

kkk bro


Just get HTs versus infestors. You probably are the type of protoss that moves their whole army in one control group, which leaves all your HTs in a clumped ball behind your main army, then infestors unburrow and fungal them.

Then HURP DURP HTS UNDERPOWERED

Never listen to a Protoss about balancing.


You can have like 6 infestors before the first HT hits the field. And of course if Protoss rushes to tech he's vulnerable to mass roach allins. Herp derp.

The racism against Protoss is so BW. Never take seriously oppinions on balance from some kid who hates a race.
Revolutionist fan
Incandenza
Profile Joined August 2011
United States56 Posts
September 09 2011 21:05 GMT
#524
On September 10 2011 05:51 Salteador Neo wrote:

You can have like 6 infestors before the first HT hits the field. And of course if Protoss rushes to tech he's vulnerable to mass roach allins. Herp derp.

The racism against Protoss is so BW. Never take seriously oppinions on balance from some kid who hates a race.


Again, caster vs caster isn't exactly the right way to look at this. Sure, Zerg can have 6 infestors before Protoss has HT, but that's not the end of the game. Usually, when a toss finally gets around to HT (unless Zealot archon) it's a tier 3 tech switch after colossus (which are out with Infestors). Ie, HT in some progressions come out right when a Zerg could be transitioning to his tier 3 (and even then, it's usually before).

I don't look at Protoss and go, "Huh, you have a Colossus, where's my Ultra?" Same with Terran's Thors. The development towards each unit type (caster, tier 3 tank, etc.) is just vastly different for each race.
sc2observer.net
Heavenly
Profile Joined January 2011
2172 Posts
Last Edited: 2011-09-09 21:13:39
September 09 2011 21:10 GMT
#525
On September 10 2011 02:14 TheTurk wrote:
Infestors can't NP massive units???
Well hell, what other units would an infestor WANT to NP?
Sure, maybe seige tank and void ray, but now what does Zerg do about Colossi, Archons, Thors???
Very questionable. We'll have to see how this plays out.


Um, roaches beat all of those units. Lol @ acting like the infestor is useless now that you can't neural parasite a colossus, except no one even used to do that until very recently and still won, and no one in Korea ZvP does it but zergs are dominating protoss. Nowadays you just watch Destiny's stream, watch him turtle on three base behind 20 spinecrawlers, mass infestors and broodlords and neural parasite any big hitter capable of taking on that army. Morrow does the same exact thing.

Fungal growth is great against the so-called "stalker/colossi deathball", as are baneling drops, and broodlord + infestor is insanely strong. Being able to take over every high tech unit of your opponent, leaving fungaled stalkers against roaches and/or lings which they are cost-inefficient against without blink---while your own heavy hitters are also killing the stalkers---is ridiculous. If broodlord/infestor is done properly it's almost impossible to break with anything from mass stalkers to carrier. High templar are ridiculously slow and you would have to be an idiot to keep your infestors in range of feedback without broodlords sniping the templar immediately. Last time I checked most good players don't leave their infestors in the middle of the map to be feedbacked, the same way I wouldn't leave my colossi alone. You protect them because they are strong while protected but fragile. Neural parasite also made mech 100% worthless versus zerg.

So many zergs just keep having this mentality that every single nerf will absolutely destroy their race and that they're barely scraping by, and any little change will set them over the edge. It's completely ridiculous and you would think zergs would never win games without neural parasite.
"thx for all my fans i'm many lost but cheer for me .. i lost but so happy my power is fans i will good play this is promise my fans" - oGsMC
Belial88
Profile Blog Joined November 2010
United States5217 Posts
Last Edited: 2011-09-09 21:26:52
September 09 2011 21:23 GMT
#526
The HSM is a buff for ravens against mutas. The whole point of HSM is to kills huge flocks of mutas when marines and thors weren't enough, just like irradiate in BW. It has the same range for a reason.

The infestor nerf makes no sense, since it doesn't kill anything any slower but massive units like VR and colossi and thors, which is stupid because it was buffed to deal with those kinds of deathballs in the first place. Stalker, gateway, bio, still dies in the same number of hits.

It may be because it takes one more hit to kill ghosts and vikings, but Terran with ghosts and vikings always owned Zerg Infestor/BL. It was only when Terran was caught by surprise or was behind more than 1 base would Infestor/BL actually win a game. Often times, Zerg only use it to close a game they've already won and gotten a 2 base advantage with.

I don't like the overseer change, i would have preferred overlord speed was lowered in cost instead.

So many zergs just keep having this mentality that every single nerf will absolutely destroy their race and that they're barely scraping by, and any little change will set them over the edge. It's completely ridiculous and you would think zergs would never win games without neural parasite.


They wouldn't... Most tournament ZvPs right now are dominated by Zerg's taking a super fast third and winning with mass hatch tech units after holding off P's 2 base timing. The few games Protoss survives, or doesn't do a FFE, and Zerg need NP and infestors or they die in late game against Protoss. We see it every time that Zerg either use infestors or baneling rain, or they don't, and lose.

Baneling rain is great, but is too susceptible to blink stalkers and VR (hm, exactly what deathballs consist of) and is prohibitively expensive (they are more gas heavy per supply than battlecruisers and ultralisks, and need infestor support).

It's annoying when so many Protoss say Zerg is OP or doing fine, but in reality the games right now in teh GSL and other tournaments are decided well before it's an issue. But when it does become an issue, it's very relevant.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
rpgalon
Profile Joined April 2011
Brazil1069 Posts
Last Edited: 2011-09-09 21:35:25
September 09 2011 21:35 GMT
#527
I would love to trade High templar + archons + carriers + mothership for this nerfed infestor, anyday.
badog
Heavenly
Profile Joined January 2011
2172 Posts
Last Edited: 2011-09-09 21:39:04
September 09 2011 21:35 GMT
#528
On September 10 2011 06:23 Belial88 wrote:
The HSM is a buff for ravens against mutas. The whole point of HSM is to kills huge flocks of mutas when marines and thors weren't enough, just like irradiate in BW. It has the same range for a reason.

The infestor nerf makes no sense, since it doesn't kill anything any slower but massive units like VR and colossi and thors, which is stupid because it was buffed to deal with those kinds of deathballs in the first place. Stalker, gateway, bio, still dies in the same number of hits.

It may be because it takes one more hit to kill ghosts and vikings, but Terran with ghosts and vikings always owned Zerg Infestor/BL. It was only when Terran was caught by surprise or was behind more than 1 base would Infestor/BL actually win a game. Often times, Zerg only use it to close a game they've already won and gotten a 2 base advantage with.

I don't like the overseer change, i would have preferred overlord speed was lowered in cost instead.

Show nested quote +
So many zergs just keep having this mentality that every single nerf will absolutely destroy their race and that they're barely scraping by, and any little change will set them over the edge. It's completely ridiculous and you would think zergs would never win games without neural parasite.


They wouldn't... Most tournament ZvPs right now are dominated by Zerg's taking a super fast third and winning with mass hatch tech units after holding off P's 2 base timing. The few games Protoss survives, or doesn't do a FFE, and Zerg need NP and infestors or they die in late game against Protoss. We see it every time that Zerg either use infestors or baneling rain, or they don't, and lose.

Baneling rain is great, but is too susceptible to blink stalkers and VR (hm, exactly what deathballs consist of) and is prohibitively expensive (they are more gas heavy per supply than battlecruisers and ultralisks, and need infestor support).

It's annoying when so many Protoss say Zerg is OP or doing fine, but in reality the games right now in teh GSL and other tournaments are decided well before it's an issue. But when it does become an issue, it's very relevant.


I have literally never seen a single ZvP game ever in the GSL that was decided by neural parasite in the late game. No one masses voidray anymore, it's just not very good, neural parasite still affects voidrays, and fungal still locks stalkers in place for the same amount of time for baneling drops to hit an ddeal damage. Prohibitively expensive? Sorry, since when was zerg supposed to be cost-efficient when it's the race that can be up a base and 70 to 45 workers in the mid-game without anything happening? You want to be cost-efficient with a much better econ as well? Baneling drops + infestors are pretty cost-equal in big engagements, what else do you want?

Also, please show me the extreme period of time where zerg was supposedly doing horrible against protoss even before the infestor buff. The way you hear people talks it's as if protoss was almost unbeatable late game for a year, except the stats don't back this up at all.
"thx for all my fans i'm many lost but cheer for me .. i lost but so happy my power is fans i will good play this is promise my fans" - oGsMC
Luftmensch
Profile Blog Joined July 2011
277 Posts
September 09 2011 21:53 GMT
#529
On September 10 2011 02:18 pure_protoss wrote:
Show nested quote +
On September 10 2011 01:42 Luftmensch wrote:
On September 09 2011 23:43 pure_protoss wrote:
also, I think they should remove the need for a twilight council to make a dark shrine.

Against zerg, zerg wouldnt really need to adapt since they are already getting 3-4 queens as a standard on bases and they always get evo chamber for spores. This way, it would also help protoss to prevent mass expanding from zerg. Now, people would complain about mobile detection. Well, zerg already got a huge buff on the cost of their overseers so they can't complain there


Actually it will make a huge difference for zerg since on crossmap spawns on larger maps they will have to blindly make evo chambers and spores which will hinder droning, delay expanding and significantly hurt zerg economy. If you've watched pro matches you have probably seen how (even with the current state) every DT rush is just narrowly defended if it's defended at all.


well this is exactly my point, right now I believe the problem of zerg is not the infestors and stuff... yes infestors are too strong however I believe this is only because zerg can bank so much ressources and then spend it on 20 infestors way too easily. The problem with zerg is that you can expand way too easily and defend it way too easily. Crippling the droning would also be a good thing since droning is way too easy and fast as it is right now. And even then, it would not be that crippled since you would need only what? let's say 5 drones to defend your bases (1 in evo (that is generally already made prior to the patch) and 4 in 4 spore crawlers (2 at each base)).


You're missing the big picture. The main problem is that since those DTs can come so fast you must build those defences very early. And since you must do that so early you must cut everywhere - from drones to units. So you basically have to make spines since zerglings get obliterated by DTs. So you must spend 5 drones really quickly for evo, 2 spores, 2 spines (one at each base + you mustn't even mine gas at all). Have you calculated how much that costs? And how far behind you are at that point if he doesn't go DTs? As I mentioned earlier if it's crossmap spawn you have to do that and if he goes anything else instead of DT rush (4gate for example) it would totally crush zerg because they would have neither units nor economy to deal with it. It would be a coinflip scenario, a blind guessing game, 50-50 decision, and that is not what SC2 is about.
You are now breathing manually
Eppa!
Profile Joined November 2010
Sweden4641 Posts
September 09 2011 22:02 GMT
#530
Neural Parasite is pretty damn weak late game. Phoenix nullifies it completely lategame. NP is good vs timing pushes of Colossus and Archons.

Fungal is a damage+utility spell anymore. It keeps its utility while reducing its damage. Baneling + Infestor is still good.

Hell Ultras are pretty good vs everything toss except immortals which you can fungal anyway. Lategame Zerg are not much weaker especially as ultra/ling switches are easier but mid game they are a lot weaker as you can no longer use infestors as a core unit.
"Can't wait till Monday" Cixah+Waveofshadow. "Needs to be monday. Weekend please go by quickly." Gahlo
Jacobs Ladder
Profile Joined May 2010
United States1705 Posts
Last Edited: 2011-09-09 22:16:23
September 09 2011 22:15 GMT
#531
On September 10 2011 04:39 Irishladdie wrote:
Show nested quote +
On September 10 2011 04:35 RobCorso wrote:
No matter what any idiot Protoss players say, yes, it is EASY to feedback infestors.

Infestors are not this magical unit that we can keep at the .5 range variable where we can fungal your units and not get hit back. They're big, slow, clunky, and there's often lots of them. They are easy to feedback.

, the only unit we can get against HTs without autolosing.

And I WISH I could combine two low-energy infestors into a massive, psionic tank that does heavy AOE damage versus biological (AKA Zerg) And now we can't even neural these Archons.

Then you can morph into archons or something, I dunno.

Point is, HTs are fine and infestors may be slightly overpowered, but they're the glue holding ZvP together for Zerg. We need them.


Show nested quote +
Hts are slower; they are not easy to feedback (unless ur in the bronze league, and can't micro). A competent zerg can fungal, np, or drop infested terrans. You can burrow, ghosts can cloak, hts can morph into archons.
Pretty sure roaches, broodlords, ultras, mutas (if you spread), nydus play, etc counter hts.

You guys have burrow, we don't (compensation for morphing). Neural nerf was unnecessary, but ht drops are terrible because you have to wait to storm. Infestors have 3 abilities +burrow, hts have 3, one morphs into an archon.

And for cost, its not heavy damage, its 37 with a fairly slow attack rate. You shouldn't be throwing zerglings, a tier one unit, at tier 3.5 archons.

You forget zerg are a macro race and units are slightly less efficient.
A storm drop can never be as effective as an infested terran drop, as hts cant target buildings. The last part is correct, you don't know. We also have the ability to morph into archons because hts are almost useless vs anything in equal cost before they get enough energy for storm. You can move out of a storm, and zerglings are pretty efficient if they rund around the storm. If you lose all your zerglings to few storms, it's your fault; I 2v2 with zerg buddies all the time. Just split them, its not hard. Don't 1a, grab a third, moveshift a, repeat *2.
You say we can ht drop with ease, but you don't realize infestors can start with enough energy for fungal. You can make 4 immediately. To do a storm drop, you have to scout an unprepared opponent and then wait 44.4 seconds for the hts to get energy.



k bro

kkk bro


Just get HTs versus infestors. You probably are the type of protoss that moves their whole army in one control group, which leaves all your HTs in a clumped ball behind your main army, then infestors unburrow and fungal them.

Then HURP DURP HTS UNDERPOWERED

Never listen to a Protoss about balancing.
You're so incredibly bitter that you seem incapable of being objective. This isn't a Z v P thread, its not about GETTING THE OTHER RACE. Its about actually talking about the patch. Mellow out, please.

Have any pros commented on this change? I'm curious what the Koreans (or at least tip top foreigners) have to say.
DestinedOne
Profile Joined December 2010
Canada84 Posts
September 09 2011 22:24 GMT
#532
When all protoss was going deathball, and zergs had no answer, the infestor FUNGAL GROWTH buff is what took them out of the hole. What makes you think the NP nerf has anything to do with it. Additionally, if you NP a colossus, you basically put a gigantic red bullseye on your infestors, which were already high priority targets.
SeraKuDA
Profile Joined November 2010
Canada343 Posts
September 09 2011 22:30 GMT
#533
It seems like whenever there is a small change to Zerg the maturity level of this board takes a shit. I don't know if it's because of IdrA's influence, or what, but you don't see the other races complaining nearly as much as Zergs do.


99% of the games you lose are because you were outplayed. Not because of imbalance.
CsTBBQ
Profile Joined June 2011
France12 Posts
September 09 2011 22:43 GMT
#534
but you don't see the other races complaining nearly as much as Zergs do.


Made my day, really. We're not talking about imbalance, you are, if you can't understand people complaining about a single unit getting so many nerf in a single patch.. then just go away.
TheWickedDuck
Profile Joined January 2011
19 Posts
September 09 2011 23:01 GMT
#535
On September 10 2011 04:42 Onos wrote:
I'll repeat myself

Show nested quote +
You say we can ht drop with ease, but you don't realize infestors can start with enough energy for fungal. You can make 4 immediately. To do a storm drop, you have to scout an unprepared opponent and then wait 44.4 seconds for the hts to get energy.


44.4s + 5s warp in time = 49.4s between starting to build an HT and having storm ready
50s - between starting to build an infestor and having fungal ready.

I'm sorry, what? You realize that warpgates have cooldown right?
Coopa826
Profile Joined August 2011
Germany161 Posts
Last Edited: 2011-09-09 23:11:24
September 09 2011 23:03 GMT
#536

It seems like whenever there is a small change to Zerg the maturity level of this board takes a shit. I don't know if it's because of IdrA's influence, or what, but you don't see the other races complaining nearly as much as Zergs do.


99% of the games you lose are because you were outplayed. Not because of imbalance.


Small change. You know just those two words make me so angry. how can one be so ignorant?
Neural Parasite was in the past 1-2 months the ONLY, and i repeat, THE ONLY way of dealing with huge colossi deathballs.
1year of whining blizzard finally changed something and ZvP became a whole new matchup. That counts for zvz and zvt aswell, but i want to concentrate mainly on the ZvP aspect.

ONE YEAR and blizzard came with a new idea an the matchup changed, finally those useless corrupters were replaced and the deathball wasnt too powerful to deal with anymore, but it wasnt to weak so they got roflstomped everytime.

This is is how ZvP will look like in the future.
Early game the usual 3gate expand shit and what not and zerg defends.
Then mid game Protss techs to Colossi + warpgate, only way of dealing with it is Roach+corrupter+infestor, maybe hydra as well.
More colossi means less hydras,
more corrupter means less infestor cause of gas.
Less infestor means less fungals.
Less fungals mean less DPS
More Corrupter means huge supply -> less ground army.

and now we find ourselves back in the beta, except roaches have 2supply.

And now that zergs are again forced to go AA against COlossi, the upgrade mechanics will be fucked up again.

Ultra buff my ass. i have to upgrade range at least +1 cause i HAVE TO GO roach hydra.
what then? +1 air? that would be good for corruptor against colossus ... and broodlord but broodlings do very little damage. Ultras have no upgrades in the beginning and no matter how short their production time is, they only appear in late game.
So, i cannot fight with 0 2 (?) ultras against at least 2 2 protoss units.
i cannont upgrade melee blindly because im not sure if toss techswitches or i survive the midgame or whatever.
If i transition into ultra i wont need +1 air anymore so this is waisted.

In general: everything that zerg is doing is trying to survive the next period of the game. and in the end we're fucked anyways.

And something else.
Zerg had to cry and whine and complain for almost 1 year and nothing happened so zerg had to change their style. Magic box, Banelingbombs, Hydradrops, Queennydus. and nothing worked effectivly.
THEN FINALLY BLIZZARD HELPED US.
they buffed the infestor
Protoss were crying
Fast Imba INfestor changed into Slow Imba Infestor
Protoss were crying again
Slow Imba Infestor changed into SLow useless infestor.
Protoss happy :"zerg are whiny bitches, stop crying noobs"

how did your style changed?
beta: colossus stalker
1year later: colossus stalker does not work
to bad to use High templar -> zerg HAS TO BE NERFED
COlossus stalker works again, no nead for hightemplar. Happyface

Is this what its going to be in the end everytime? is it impossible that zerg will one day be on the same level as toss and terraN? Thx blizz for Blueflame Nerf, but 3 redflame hellions kill probes and drones anyway in oneshot, so fuck that techlab at the factory ... just no marine doublereactor factory and fuck that workesr. and hellions are still cheap as fuck so all the gas goes directly into cloaked banshee cause the only counter against hellions are roaches, and as far as i now roaches cant shoot air

GG WP BLIZZARD, gg wp PROTOSS
im proud of you

And btw. I stop playing this game if i see another Masterleague Protoss trying to kill 30+ mutas with 2phoenix and a few archons and saying: Muta Op. SERIOUSLY WTF?!?!?!
XXhkXX
Profile Joined June 2011
170 Posts
September 09 2011 23:28 GMT
#537
As a zerg player, I found the neural nerf quite interesting. It definetly will balance out ZvP a bit more, in the sense that it won't just be a mass infestor fiasco. Infestors will still be good in general however, for positioning but now that collosi cant be NP'ed an extremely large collosus deathball must be dealt with BL's and corruptors mainly (since fungal is outranged by collosi w/ thermal lance), this will definetly impact atleast the mid, if not late, game of ZvP, making early collosus a viable choice. Additionally, the implications in ZvT are even larger. Thor blue flame hellion, or just mass mech play will be extremely difficult to deal with. Roaches themselves don't really cut it against mass mech, as once the tanks are seiged it's very difficult to appraoch it. It should be interesting to see if the Ultra patch kicks in here, however, even with the time nerf, the pathing is still quite terrible, and BL's still may be the better option. Yet, now BL to ultra tech switches late game should be more viable, so we shall see what innovations come out of the zerg side once the patch comes out...

Just my two cents
Buzzo
Profile Joined June 2011
58 Posts
September 09 2011 23:44 GMT
#538
I think NP, after the nerf, will still be used in PvZ. After the patch we will see a lot more immortals, and NP is very good against immortals/stalkers compositions.

This nerf i think will help a lot Archons against ling/bling/infestors.

Btw i don't think these changes will make Protoss > Zerg, PvZ atm is more about being able to outmacro (for Z) or to slow-down (for P) the opponent. Zerg (as race) is not better than P for his units but for his ability to produce 8-10 drones at the same time in the early stage of the game. And this patch will not change Protoss early game general weakness.

Imho.

cbueno
Profile Joined November 2008
Ireland76 Posts
Last Edited: 2011-09-09 23:57:23
September 09 2011 23:56 GMT
#539
As a toss i find this "Infestor’s Neural Parasite can no longer target Massive units" somehow interesting idea.
I cant wait see what the zerg is gonna come up with. I belive this can be a nice change as zerg will not be able to relly fully on NP. Somehow i am tired of seeing NP in every ZvP. I feel that for zerg somehow have gotten used to using it against all forms of agression against toss. I look through all my recordings and i cant find any that has not implemented NP. Seems to me if you go air or ground they still go NP cos its that strong.
I would say this is the reason for the change. Its like the old days when toss just went templar/archon (completlly neglecting colosi) against anything cos it was that strong until they nerf it.
Jayrod
Profile Joined August 2010
1820 Posts
September 09 2011 23:59 GMT
#540
On September 10 2011 04:39 Irishladdie wrote:
Show nested quote +
On September 10 2011 04:35 RobCorso wrote:
No matter what any idiot Protoss players say, yes, it is EASY to feedback infestors.

Infestors are not this magical unit that we can keep at the .5 range variable where we can fungal your units and not get hit back. They're big, slow, clunky, and there's often lots of them. They are easy to feedback.

, the only unit we can get against HTs without autolosing.

And I WISH I could combine two low-energy infestors into a massive, psionic tank that does heavy AOE damage versus biological (AKA Zerg) And now we can't even neural these Archons.

Then you can morph into archons or something, I dunno.

Point is, HTs are fine and infestors may be slightly overpowered, but they're the glue holding ZvP together for Zerg. We need them.


Show nested quote +
Hts are slower; they are not easy to feedback (unless ur in the bronze league, and can't micro). A competent zerg can fungal, np, or drop infested terrans. You can burrow, ghosts can cloak, hts can morph into archons.
Pretty sure roaches, broodlords, ultras, mutas (if you spread), nydus play, etc counter hts.

You guys have burrow, we don't (compensation for morphing). Neural nerf was unnecessary, but ht drops are terrible because you have to wait to storm. Infestors have 3 abilities +burrow, hts have 3, one morphs into an archon.

And for cost, its not heavy damage, its 37 with a fairly slow attack rate. You shouldn't be throwing zerglings, a tier one unit, at tier 3.5 archons.

You forget zerg are a macro race and units are slightly less efficient.
A storm drop can never be as effective as an infested terran drop, as hts cant target buildings. The last part is correct, you don't know. We also have the ability to morph into archons because hts are almost useless vs anything in equal cost before they get enough energy for storm. You can move out of a storm, and zerglings are pretty efficient if they rund around the storm. If you lose all your zerglings to few storms, it's your fault; I 2v2 with zerg buddies all the time. Just split them, its not hard. Don't 1a, grab a third, moveshift a, repeat *2.
You say we can ht drop with ease, but you don't realize infestors can start with enough energy for fungal. You can make 4 immediately. To do a storm drop, you have to scout an unprepared opponent and then wait 44.4 seconds for the hts to get energy.



k bro

kkk bro


Just get HTs versus infestors. You probably are the type of protoss that moves their whole army in one control group, which leaves all your HTs in a clumped ball behind your main army, then infestors unburrow and fungal them.

Then HURP DURP HTS UNDERPOWERED

Never listen to a Protoss about balancing.

I know MC's not code S anymore, but i'd say hes pretty good. MC uses 1 control group, sometimes none. TLO uses no control groups unless he changed. Complicated control schemes are better for some players and worse for others.
Prev 1 25 26 27 28 29 43 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSL Season 1: Qualifiers
CranKy Ducklings110
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 187
ProTech130
SpeCial 108
RuFF_SC2 79
StarCraft: Brood War
Britney 14374
GuemChi 3932
Artosis 619
Dota 2
monkeys_forever498
Counter-Strike
tarik_tv3263
pashabiceps1512
fl0m1158
taco 465
Super Smash Bros
hungrybox937
Other Games
summit1g10584
C9.Mang0466
JimRising 454
Fnx 122
ViBE114
Maynarde83
Trikslyr56
Mew2King53
Organizations
Other Games
gamesdonequick923
BasetradeTV293
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift3042
Other Games
• imaqtpie985
Upcoming Events
The PondCast
9h 17m
KCM Race Survival
9h 17m
WardiTV Map Contest Tou…
10h 17m
Gerald vs herO
Clem vs Cure
ByuN vs Solar
Rogue vs MaxPax
ShoWTimE vs TBD
OSC
14h 17m
CranKy Ducklings
23h 17m
Escore
1d 9h
RSL Revival
1d 16h
Replay Cast
1d 23h
WardiTV Map Contest Tou…
2 days
Universe Titan Cup
2 days
Rogue vs Percival
[ Show More ]
Ladder Legends
2 days
uThermal 2v2 Circuit
2 days
BSL
2 days
Sparkling Tuna Cup
3 days
WardiTV Map Contest Tou…
3 days
Ladder Legends
3 days
BSL
3 days
Replay Cast
3 days
Replay Cast
4 days
Wardi Open
4 days
Afreeca Starleague
4 days
Soma vs hero
Monday Night Weeklies
4 days
Replay Cast
4 days
Afreeca Starleague
5 days
Leta vs YSC
Replay Cast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-04-22
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.