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[D] How we should use infestors now - Page 2

Forum Index > StarCraft 2 Strategy
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Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-09-28 06:39:42
September 28 2011 06:39 GMT
#21
On September 28 2011 15:09 Vlare wrote:
you press f.
Then make a zillion IT.

Like before.



do you mean if you want to lose to Terran or if you want to lose to Protoss?
Dison92
Profile Joined September 2011
Denmark142 Posts
Last Edited: 2011-09-28 06:47:35
September 28 2011 06:47 GMT
#22
I have never been a big fan of NP, and always just used FG, which have worked pretty darn good for me, and I still use Z in the same way, a shitload of Roaches, 5-6 Infestors, some corrupts-> BL, and then just ROFLstomp over your enemy... But that's maybe just me, I dunno
Stipulation
Profile Blog Joined April 2009
United States587 Posts
September 28 2011 06:58 GMT
#23
As a protoss I need to make a mention of mutas. Use them. They're good. This will buy you time for economy and to get a mass of infestors with energy. It also lends toward toss making lots of stalkers which I think fungal is very good against. It also pushes toss away from colossus, making the pain of lost np range less significant.
TxT
Profile Joined July 2011
Norway7 Posts
September 28 2011 10:50 GMT
#24
On September 28 2011 13:31 darkscream wrote:
Infestors are basically there for two things now, fungal to setup a baneling drop, and IT dumps for harass. Fungal +baneling is just gross. In ZvP If you cut back on infestors, get a couple corruptors, and use fungal + corruption+ banelings to destroy the colossi deathball in lieu of mass neural parasite which I think a lot of us used before.

The way I look at Infestors now is that they are a lot like siege tanks that only hit units. Try to put them up above where you're going to fight so you can rain down a few fungals. Use overlord vision to huck ITs over cliffs into peoples mains or fungal mineral lines. The infestation pit is still the gateway to Hive, so try to think of ways to incorporate them to support Ultralisks or Broodlords.


Throwing ITs at tanks from LG to HG is fun! :D
Zath.erin
Profile Joined September 2010
Canada429 Posts
September 28 2011 16:23 GMT
#25
Honestly i think you're correct OP. I don't think the original idea blizzard had behind the infestor was for it to be massed, its a powerful support caster and should probably be used as such. Before the patch i would see people just building 30-40 infestors and just kind of facepalm (destiney influenced no doubt).
I put my pants on just like the rest of you - one leg at a time. Except once my pants are on, i make gold records!
MrBitter
Profile Joined January 2008
United States2940 Posts
September 28 2011 16:43 GMT
#26
On September 28 2011 12:07 E.H Eager wrote:
Artosis mentioned on his stream that zergs should try to use the infestor as if it weren't patched. They will find it works pretty much the same way, and is still really powerful, but they will just have to tweak their play in certain situations.


o.O lol

Neural on big, expensive units is obviously a lot worse with the range nerf.

It takes 1-2 more fungals to kill any Protoss unit now.

Its a huge change to the ZvP matchup. I don't think its a bad one, though.

Fungal is still great for setting up baneling drops, and still plays an invaluable support role in supplementing Broods.

I also think infested terrans are a great tool, and have been having quite a bit of fun when using them to break into expansions.

crocodile
Profile Joined February 2011
United States615 Posts
September 28 2011 17:01 GMT
#27
I don't understand why zergs seem to be reacting so childishly to this patch. Nerf my infestors? Fine I'll completely change up my playstyle and go back to losing and crying imba every game!

This actually sucks for me when I play terran because im not seeing zergs who play ling-infestor anymore, and that style was extremely easy to abuse.

Play infestors like before. They're really not much different. Unless you're actually massing infestors like destiny does, you wont see a noticeable change.
Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
HyperLink
Profile Joined September 2010
Canada172 Posts
September 28 2011 17:29 GMT
#28
I'm a Zerg player and I was never really happy with the original change to decrease the root and increase the DPS (it did help out Z a lot, no doubt about it). FG went from being a spell that allowed you to control the engagement (like forcefield) to a damage dealing spell (like Storm). Unfortunately, the root aspect was still there and the increased damage and chain fungal combination was way too strong.

I would much rather have the old fungal back. If we had the old fungal back we could Baneling bomb easier to deal with deathballs (rather than rely on the DPS from the spell itself), stall pushes more easily, punish players who use a single control group for a whole army and more importantly I believe Neural can also be reverted. I don't see how the range on neural was ever a problem up to this point and I don't even bother researching it anymore to be honest.
A woman is a lot like a refrigerator. 6 feet tall, 300 pounds... it makes ice.
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
September 28 2011 17:38 GMT
#29
On September 28 2011 11:29 wDDelete wrote:
I always thought of fungal to be OP. I mean its plague + Ensnare on stim. I don't get the reasoning behind the stun if someone can explain that to me, I would appreciate it. Thx

The beauty of starcraft is OP vs OP
BW: z - Darkswarm/consume + Lurkers, t- irradiate or 3-3 mech, p - psi strom

SC2: z - fungal, t - mules+marines+marauders (lol) or ghost snipe, p - protoss deathball?

The fun is to see who can use their op units the fastest! If you split your mariens correctly and have proper tank support, you dont need to worry about the OP stun when fungaled haha
Jaedong.
Ragnarok87
Profile Joined June 2011
United States55 Posts
September 28 2011 17:52 GMT
#30
On September 29 2011 02:29 HyperLink wrote:
...I would much rather have the old fungal back. If we had the old fungal back we could Baneling bomb easier to deal with deathballs (rather than rely on the DPS from the spell itself), stall pushes more easily, punish players who use a single control group for a whole army and more importantly I believe Neural can also be reverted. I don't see how the range on neural was ever a problem up to this point and I don't even bother researching it anymore to be honest.


I agree completely. I went from using NP to counter terran mech and colossi, to using them for expansion harass and army support. They're still a strong unit and I know they are trying to make things as balanced as possible, but the win-rate in ZvT before patch 1.4 was almost 40/60 and ZvP wasn't much better (43/57 i think). Wonder how it's changed now?

Battle.net balance as of 9/13/11
"Immortal/roach is pretty good against stalker" IdrA
RockIronrod
Profile Joined May 2011
Australia1369 Posts
September 28 2011 17:54 GMT
#31
The problem wasn't the fungal nerf. I gladly accepted that.
What I have a problem with is the NP nerf that I think was wholly unneeded and makes Collosi much too powerful.
E.H Eager
Profile Joined August 2011
United States227 Posts
September 30 2011 00:25 GMT
#32
On September 29 2011 01:43 MrBitter wrote:
Show nested quote +
On September 28 2011 12:07 E.H Eager wrote:
Artosis mentioned on his stream that zergs should try to use the infestor as if it weren't patched. They will find it works pretty much the same way, and is still really powerful, but they will just have to tweak their play in certain situations.


o.O lol

Neural on big, expensive units is obviously a lot worse with the range nerf.

It takes 1-2 more fungals to kill any Protoss unit now.

Its a huge change to the ZvP matchup. I don't think its a bad one, though.

Fungal is still great for setting up baneling drops, and still plays an invaluable support role in supplementing Broods.

I also think infested terrans are a great tool, and have been having quite a bit of fun when using them to break into expansions.



This is true. What I mainly meant was that the infestor is still a great unit, but you cannot just rely on it as the backbone of your army; you need to use it to make the rest of you army work.
I totally agree with what you are saying, and all the things that you mentioned were things people did pre-patch. The only major change is that you can't rely on infestors to take on collosi.
ChoiBoi
Profile Joined January 2011
United States130 Posts
September 30 2011 00:34 GMT
#33
I've been adopting more of Destiny's hit-squad style:

burrow and spawn infested terran in multiple spots/bases while moving in with your army. Either your army's toast, but their economy's toast, or they're toast AND their economy's toast. :D
docvoc
Profile Blog Joined July 2011
United States5491 Posts
September 30 2011 00:44 GMT
#34
so now that zerg gets a nerf back to where we were before hand, zerg is lost? zerg was winning before hand and according to the previously posted stats on race vs race win percentage zerg was still winning, by a lesser margin yes, but still winning. Now zerg can't 3 base ling infestor into BL, they can't just do whatever they want then they complain the toss can? Zerg should not feel lost, zerg is still in a great position, the infestor is not as powerful as before. Also the fact that zerg can take control of a ton of units of the opponent, the power units of course, is absolutely rediculous. People complained about insta-storm, how bout insta-no-more-power-units, if you take it in that sense then yes this makes a lot of sense, imho ofc.
User was warned for too many mimes.
Velexe
Profile Joined August 2011
Australia71 Posts
September 30 2011 00:49 GMT
#35
i didn't really get into the fungal craze as much when i was using zerg, partly cause i'm bad with getting chain fungals going, but also because alot of players would blind counter infestors (get hts, etc) and then i could roll them with roaches, etc.

that said, recently i did start using infestors more, but that's probably from watching destiny videos. also i quite like neural against mech, since i can go in with roaches, and then take out alot of their damaging units, like the thors or the tanks
Velexe | #=263 | Random | Diamond
KannedTuna
Profile Joined April 2011
United States38 Posts
September 30 2011 00:53 GMT
#36
I'm hoping this opens up to more development for zerg micro with people using fungals more for positioning and less for spam dps. would be exciting to see some innovation ^^
NoScary
Profile Joined November 2010
United States151 Posts
September 30 2011 01:05 GMT
#37
[QUOTE]On September 28 2011 13:41 phiinix wrote:
You should be using them the way they SHOULD have been made for in the first place; efficient support spell casters, NOT the only gas unit you make because they're so strong they effectively counter every single unit in the game. Make less of them and use your gas for other units.[/QUOTE
Posts like this are infuriating. Even more so then posts about posts that are infuriating.
"And when he came back to, he was flat on his back on the beach in the freezing sand, and it was raining out of a low sky, and the tide was way out." From birth to death, no time to rest, no time to waste.
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