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Active: 2028 users

Nerfed Infestor Trick - A Guide to Burrowed Casting - Page 7

Forum Index > SC2 General
Post a Reply
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TheCookie
Profile Joined April 2010
United Arab Emirates34 Posts
July 14 2010 21:00 GMT
#121
They should leave it in, unless they return neural parasite to how it was, not the current 12 seconds NP.... What were they thinking!!
Zerg
Daniri
Profile Joined May 2007
387 Posts
July 14 2010 21:12 GMT
#122
I thought bugs and glitches don't happen in this perfectly coded engine?
"you guys are silly lol thats why i hate you people" berserkboar
yellowmoe
Profile Blog Joined August 2008
Canada59 Posts
July 14 2010 22:16 GMT
#123
You should have written this article when the beta was over. It going to suck if they remove this as this could be my detterent to meching terran. T0T
MythicalMage
Profile Joined May 2010
1360 Posts
July 14 2010 22:22 GMT
#124
On July 15 2010 07:16 yellowmoe wrote:
You should have written this article when the beta was over. It going to suck if they remove this as this could be my detterent to meching terran. T0T

Yeah, the more I see of the infestor, the more I think of him as the anti-mech.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2010-07-14 22:37:46
July 14 2010 22:35 GMT
#125
On July 15 2010 05:48 ultratorr wrote:
What about in team games? Can you use this trick, while your ally is moving your infestors?

That would be a case of pimpest play.


On July 15 2010 06:51 Na_Dann_Ma_GoGo wrote:
b)
Too huge damage potential
Once being caught surprised by such a harass it's looking really, really bad for you. There are some situations you can hardly recover from:

Charged Voidray hammering on your base while your infantry is far away / dead.
Banshee in your mineral line 2 hitting workers while it takes another 10 secs to scan.
3-4 Pheonixes / Vikings making short work of your Overorld and can even easily take on ground units.
And a lot more.

Basically this stuff punishes your harder than anything else.

Technically you could queue up the burrow, move to enemy base, cast fungal on mineral line, move a bit more, cast another fungal on the same spot, move back and it would do exactly that. The only problem is that you can't do anything else during that time or it would ruin it.
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
July 14 2010 22:36 GMT
#126
On July 14 2010 18:43 Keitzer wrote:
Show nested quote +

Personally, I hope they keep this in. It isn't imbalanced and it just makes the game more interesting.

The only thing they should consider to take out is "fazing", (Void Ray switching) because it might be a bit game breaking.


Wtf?

how is fazing more game-breaking than this? for fazing, you must have good precision to do that shit... for this::

you just make a few infestors, burrow and GO TO THE ENEMY! then Fungal Growth their mineral line, NP their Thors while in their base ALL FROM UNDERGROUND?!?!?!

"not imbalanced" my ass....

good thing it's beta, cuz this shit is bound to change


Get some detection, problem solved. Still a fairly mediocre caster unit that is entirely too squishy.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
MythicalMage
Profile Joined May 2010
1360 Posts
July 14 2010 22:40 GMT
#127
On July 15 2010 07:36 Stratos_speAr wrote:
Show nested quote +
On July 14 2010 18:43 Keitzer wrote:

Personally, I hope they keep this in. It isn't imbalanced and it just makes the game more interesting.

The only thing they should consider to take out is "fazing", (Void Ray switching) because it might be a bit game breaking.


Wtf?

how is fazing more game-breaking than this? for fazing, you must have good precision to do that shit... for this::

you just make a few infestors, burrow and GO TO THE ENEMY! then Fungal Growth their mineral line, NP their Thors while in their base ALL FROM UNDERGROUND?!?!?!

"not imbalanced" my ass....

good thing it's beta, cuz this shit is bound to change


Get some detection, problem solved. Still a fairly mediocre caster unit that is entirely too squishy.

IdrA disagrees. >.<
Whole
Profile Blog Joined May 2010
United States6046 Posts
July 14 2010 22:57 GMT
#128
To those who are claiming this is gamebreaking:

You guys are acting like this glitch makes the Infestor an invincible and undetectable monster that can do a Fungal Growth for 10000 damage while spawning Ultralisk out of the sky. The fact is that a simple Missile Turret, Observer, Photon Cannon, or Overseer can counter this. You normally already have these in the first place. If you really think this is overpowered, then you must hate DTs and Nukes.
MythicalMage
Profile Joined May 2010
1360 Posts
July 14 2010 23:01 GMT
#129
On July 15 2010 07:57 Whole wrote:
To those who are claiming this is gamebreaking:

You guys are acting like this glitch makes the Infestor an invincible and undetectable monster that can do a Fungal Growth for 10000 damage while spawning Ultralisk out of the sky. The fact is that a simple Missile Turret, Observer, Photon Cannon, or Overseer can counter this. You normally already have these in the first place. If you really think this is overpowered, then you must hate DTs and Nukes.

You forgot ravens and scans.
And the fact that this is super situational and hard to do.
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
July 14 2010 23:33 GMT
#130
On July 15 2010 07:36 Stratos_speAr wrote:
Show nested quote +
On July 14 2010 18:43 Keitzer wrote:

Personally, I hope they keep this in. It isn't imbalanced and it just makes the game more interesting.

The only thing they should consider to take out is "fazing", (Void Ray switching) because it might be a bit game breaking.


Wtf?

how is fazing more game-breaking than this? for fazing, you must have good precision to do that shit... for this::

you just make a few infestors, burrow and GO TO THE ENEMY! then Fungal Growth their mineral line, NP their Thors while in their base ALL FROM UNDERGROUND?!?!?!

"not imbalanced" my ass....

good thing it's beta, cuz this shit is bound to change


Get some detection, problem solved. Still a fairly mediocre caster unit that is entirely too squishy.


you didnt just call infestor a mediocre caster unit that is squishy did you? ..good lord.......
"I like turtles"
MythicalMage
Profile Joined May 2010
1360 Posts
July 14 2010 23:35 GMT
#131
On July 15 2010 08:33 arnold(soTa) wrote:
Show nested quote +
On July 15 2010 07:36 Stratos_speAr wrote:
On July 14 2010 18:43 Keitzer wrote:

Personally, I hope they keep this in. It isn't imbalanced and it just makes the game more interesting.

The only thing they should consider to take out is "fazing", (Void Ray switching) because it might be a bit game breaking.


Wtf?

how is fazing more game-breaking than this? for fazing, you must have good precision to do that shit... for this::

you just make a few infestors, burrow and GO TO THE ENEMY! then Fungal Growth their mineral line, NP their Thors while in their base ALL FROM UNDERGROUND?!?!?!

"not imbalanced" my ass....

good thing it's beta, cuz this shit is bound to change


Get some detection, problem solved. Still a fairly mediocre caster unit that is entirely too squishy.


you didnt just call infestor a mediocre caster unit that is squishy did you? ..good lord.......

They are armored, but have no armor. It's really weird. I wish they had an armor or two, but I wouldn't call them squishy.
HuK
Profile Blog Joined March 2010
Canada1591 Posts
July 14 2010 23:37 GMT
#132
submarines of doom, i think it should be modified but glad that its bringing more depth to micro mechanics
ProgamerLive like a God or die like a Slave 11:11
EliteAzn
Profile Blog Joined April 2010
United States661 Posts
July 14 2010 23:37 GMT
#133
*haven't read the entire thread so don't kill me*

I would leave it in because NP got the crap nerfed out of it when they changed it to a 12 second spell...If it was like a 30 second spell, then fine. (I'm talking about real time). If NP wasn't so weak anymore, I would prolly take it out.

-Zerg Player
(╯`Д´)╯︵ ┻━┻ High Five! _o /\ o_
HeadhunteR
Profile Blog Joined October 2009
Argentina1258 Posts
July 14 2010 23:50 GMT
#134
it seems functional its not game breaking and it requires skill and apm it should stay for the sake of the learning curve..
in The Kong line forever
ktimekiller
Profile Blog Joined May 2010
United States690 Posts
July 14 2010 23:58 GMT
#135
IMO make infestors non armored, and smaller.

Bam, suddenly, more viable, without needing a bug
MythicalMage
Profile Joined May 2010
1360 Posts
July 15 2010 00:00 GMT
#136
On July 15 2010 08:58 ktimekiller wrote:
IMO make infestors non armored, and smaller.

Bam, suddenly, more viable, without needing a bug

This "bug" doesn't really make them that much more viable. It's just another tactic to use.
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
July 15 2010 00:04 GMT
#137
Holy shit, this looks imba/ridiculous.

Note to self: Always get Ravens against Zergs.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
mistermetal
Profile Joined March 2010
Canada76 Posts
July 15 2010 00:13 GMT
#138
On July 14 2010 17:31 v3chr0 wrote:
Show nested quote +
On July 14 2010 17:27 prototype. wrote:
On July 14 2010 17:24 v3chr0 wrote:
I'd definitely say keep it in, Blizzard probably feels the same way, why would there be a burrowed neural parasite animation if they hadn't thought of this already?

Why would infestors not be able to np while burrowed unless through a glitch then? Your logic makes no sense.


Why would there be a burrowed neural parasite animation if this was a glitch? and obviously they can NP while burrowed, be it a glitch or not, thusly, your logic makes no sense.


because there was originally a NP burrow animation because they use to be able to NP while burrowed, it was removed, and thus proves that blizzard doesnt want this in the game, this will be fixed.
Sylvr
Profile Joined May 2010
United States524 Posts
July 15 2010 00:14 GMT
#139
On July 15 2010 05:48 ultratorr wrote:
What about in team games? Can you use this trick, while your ally is moving your infestors?


Confirmed, just did it. The problem is that the player with the spell queued up still has to sit around until you're in position, but you can choose any target along the way, and if you hold shift, you don't lose the cursor and can do multiple casts.
MythicalMage
Profile Joined May 2010
1360 Posts
July 15 2010 00:14 GMT
#140
On July 15 2010 09:04 MangoTango wrote:
Holy shit, this looks imba/ridiculous.

Note to self: Always get Ravens against Zergs.

How. . .? They can steal a unit in the middle of an army for 12 seconds assuming you don't scan. And, they have to cast the spell, THEN burrow with nothing in between.
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