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Active: 1997 users

Patch 1.3 on PTR - Page 176

Forum Index > SC2 General
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Prev 1 174 175 176 177 178 186 Next
Noocta
Profile Joined June 2010
France12578 Posts
March 10 2011 21:56 GMT
#3501
I don't understand why they would remove the hp buff of infestor.
Atleast, make them not armored. ._.
" I'm not gonna fight you. I'm gonna kick your ass ! "
navy
Profile Joined November 2010
Canada197 Posts
March 10 2011 21:58 GMT
#3502
imo huge infestor buff

now it is much more difficult for medivacs to outheal fungal.

I think the missile idea was cool because it allowed for some guesswork as to if the terran would advance into a fungal, which could have been a plus or minus, but to be honest zerg already has enough apm and micromanagement to worry about, so im happy it was changed.

Furthermore, now infestors can much more easily 2-shot workers in a mineral line with fungal because they can refungal after like 1.25 seconds instead of around 3, which gives enemies less time to react

FUNGAL WILL NOW ONE SHOT ZEGRLINGS >>> (kind of big imo), plenty of overkill roach infestor hydra vs muta ling bling.

It will be harder to kill mutas with hydra infestor, or with fungal + infested terrans.

i think its a really nice buff to be honest.
Creem
Profile Joined January 2011
Sweden254 Posts
Last Edited: 2011-03-10 22:05:06
March 10 2011 22:04 GMT
#3503
On March 11 2011 06:37 freetgy wrote:
ok this now gets a huge buff for infestors

who watched lalush vs. Sjow right now will see how great Infestor Muta will work together with the increased DPS on marines.

no need for banelings 8D


Banelings are largely useless vs marine/tank. This change is great cause zerg really needs a way to deal (reliable) splash dmg to marineballs since nothing they currently have is effective enough, and especially not when factoring in the costs. The current fungal growth is a joke and easily outhealed by medivacs. It is nice for the cc though, but it's simply not enough most of the times.
tsuxiit
Profile Joined July 2010
1305 Posts
March 10 2011 22:09 GMT
#3504
Does anyone have the full new notes so I can add them to the OP? I am permabanned from the SC2 forums and can't access them.
Psychlone
Profile Joined August 2010
Canada90 Posts
March 10 2011 22:11 GMT
#3505
On March 11 2011 06:05 Heraklitus wrote:
Show nested quote +

ZERG

Infestor

Health increased from 90 to 110. -- This change has been revoked.

Fungal Growth

Stun duration decreased from 8 to 4 seconds.

Damage increased by +30% vs. armored units.

Now fires a missle instead of being instant cast.
-- This change has been revoked.



Thank God!!!

I think their goal originally was that Fungal would not counter Phoenixes and Mutas so badly. But then they found out it would become totally useless against them AND against other stuff (Hellions, Blink Stalkers etc.)

Infestors might force some Templars and Ghosts to deal with them now. Nice.
Cofo
Profile Blog Joined June 2010
United States1388 Posts
March 10 2011 22:12 GMT
#3506
I'm pretty bummed that they reverted the Fungal missile. It made "nice fungals" actually mean something.

Not great for spectating, but probably better for balance.
+ Show Spoiler +
genius_man16
Profile Joined February 2011
United States749 Posts
March 10 2011 22:16 GMT
#3507
On March 11 2011 07:12 Cofo wrote:
I'm pretty bummed that they reverted the Fungal missile. It made "nice fungals" actually mean something.

Not great for spectating, but probably better for balance.


Getting rid of the Fungal missile is a HUGE buff for zergs. If they kept it as a missile all terrans needed to do is make a raven and put down a PDD in front of your infestors and you can't use fungal anymore.

Also, wtf is with them getting rid of the HP??? If you give them 90 HP you need to take away their "armoured" status. That's the most retarded thing ever.
Dyrus | Vooby | Balls | Meteos | WildTurtle | Bjergsen | Cop | sexPeke | Xpecial | Aphromoo | Scarra |
Jimmeh
Profile Blog Joined January 2010
United Kingdom908 Posts
March 10 2011 22:22 GMT
#3508
On March 11 2011 07:16 genius_man16 wrote:
Show nested quote +
On March 11 2011 07:12 Cofo wrote:
I'm pretty bummed that they reverted the Fungal missile. It made "nice fungals" actually mean something.

Not great for spectating, but probably better for balance.


Getting rid of the Fungal missile is a HUGE buff for zergs. If they kept it as a missile all terrans needed to do is make a raven and put down a PDD in front of your infestors and you can't use fungal anymore.

Also, wtf is with them getting rid of the HP??? If you give them 90 HP you need to take away their "armoured" status. That's the most retarded thing ever.


Except PDD doesn't stop spells and thus wouldn't stop fungal growth anyway. Stop making comments that are completely wrong.
Psychlone
Profile Joined August 2010
Canada90 Posts
March 10 2011 22:22 GMT
#3509
Also, wtf is with them getting rid of the HP??? If you give them 90 HP you need to take away their "armoured" status. That's the most retarded thing ever.


What "Armored" really means is fat and heavy.
FeyFey
Profile Joined September 2010
Germany10114 Posts
March 10 2011 22:24 GMT
#3510
aww the missile shot would have been so nice to watch, because it would make infestors harder to use, but it was probably to hard heh.
Creem
Profile Joined January 2011
Sweden254 Posts
March 10 2011 22:26 GMT
#3511
On March 11 2011 07:12 Cofo wrote:
I'm pretty bummed that they reverted the Fungal missile. It made "nice fungals" actually mean something.

Not great for spectating, but probably better for balance.


The missile version of fungal growth makes it too volatile vs terrans, just like banelings which are the biggest hit or miss units in the game.
genius_man16
Profile Joined February 2011
United States749 Posts
March 10 2011 22:32 GMT
#3512
On March 11 2011 07:22 Jimmeh wrote:
Show nested quote +
On March 11 2011 07:16 genius_man16 wrote:
On March 11 2011 07:12 Cofo wrote:
I'm pretty bummed that they reverted the Fungal missile. It made "nice fungals" actually mean something.

Not great for spectating, but probably better for balance.


Getting rid of the Fungal missile is a HUGE buff for zergs. If they kept it as a missile all terrans needed to do is make a raven and put down a PDD in front of your infestors and you can't use fungal anymore.

Also, wtf is with them getting rid of the HP??? If you give them 90 HP you need to take away their "armoured" status. That's the most retarded thing ever.


Except PDD doesn't stop spells and thus wouldn't stop fungal growth anyway. Stop making comments that are completely wrong.


Well then it must have been a bug b/c I stopped a few fungals with PDD.
Dyrus | Vooby | Balls | Meteos | WildTurtle | Bjergsen | Cop | sexPeke | Xpecial | Aphromoo | Scarra |
thoradycus
Profile Joined August 2010
Malaysia3262 Posts
Last Edited: 2011-03-10 22:36:19
March 10 2011 22:35 GMT
#3513
On March 11 2011 06:55 Happy Frog wrote:
This looks new

# Ghost

* EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged.

nvm
wankey
Profile Joined May 2010
98 Posts
March 10 2011 22:37 GMT
#3514
On March 11 2011 07:22 Psychlone wrote:
Show nested quote +
Also, wtf is with them getting rid of the HP??? If you give them 90 HP you need to take away their "armoured" status. That's the most retarded thing ever.


What "Armored" really means is fat and heavy.


They need to make marauder slow work only on armored units.
Cofo
Profile Blog Joined June 2010
United States1388 Posts
March 10 2011 22:43 GMT
#3515
The EMP change seems like a good step toward balancing it against amulet-less storms, but I don't think it will make much difference in most situations. Once Terran get 2-3 full energy ghosts, they can usually spam EMP so much that they end up hitting everything several times over anyway.
+ Show Spoiler +
cocosoft
Profile Joined May 2010
Sweden1068 Posts
March 10 2011 22:43 GMT
#3516
On March 11 2011 07:32 genius_man16 wrote:
Show nested quote +
On March 11 2011 07:22 Jimmeh wrote:
On March 11 2011 07:16 genius_man16 wrote:
On March 11 2011 07:12 Cofo wrote:
I'm pretty bummed that they reverted the Fungal missile. It made "nice fungals" actually mean something.

Not great for spectating, but probably better for balance.


Getting rid of the Fungal missile is a HUGE buff for zergs. If they kept it as a missile all terrans needed to do is make a raven and put down a PDD in front of your infestors and you can't use fungal anymore.

Also, wtf is with them getting rid of the HP??? If you give them 90 HP you need to take away their "armoured" status. That's the most retarded thing ever.


Except PDD doesn't stop spells and thus wouldn't stop fungal growth anyway. Stop making comments that are completely wrong.


Well then it must have been a bug b/c I stopped a few fungals with PDD.

PDD has never worked on spells?
¯\_(ツ)_/¯
CheeseGrater
Profile Joined August 2010
United States290 Posts
March 10 2011 22:43 GMT
#3517
Awesome change. Fungals do so much more damage to protoss now I don't think people realize how many of tosses units are armored.
genius_man16
Profile Joined February 2011
United States749 Posts
March 10 2011 22:51 GMT
#3518
On March 11 2011 07:43 cocosoft wrote:
Show nested quote +
On March 11 2011 07:32 genius_man16 wrote:
On March 11 2011 07:22 Jimmeh wrote:
On March 11 2011 07:16 genius_man16 wrote:
On March 11 2011 07:12 Cofo wrote:
I'm pretty bummed that they reverted the Fungal missile. It made "nice fungals" actually mean something.

Not great for spectating, but probably better for balance.


Getting rid of the Fungal missile is a HUGE buff for zergs. If they kept it as a missile all terrans needed to do is make a raven and put down a PDD in front of your infestors and you can't use fungal anymore.

Also, wtf is with them getting rid of the HP??? If you give them 90 HP you need to take away their "armoured" status. That's the most retarded thing ever.


Except PDD doesn't stop spells and thus wouldn't stop fungal growth anyway. Stop making comments that are completely wrong.


Well then it must have been a bug b/c I stopped a few fungals with PDD.

PDD has never worked on spells?


Well it worked on fungal in the PTR. I tested it out with a friend and it worked. So it just must have been a bug. I honestly never tried it on EMP so I never knew it didn't work on spells, which is why I never thought to report it. I guess that's maybe why they took out the change?
Dyrus | Vooby | Balls | Meteos | WildTurtle | Bjergsen | Cop | sexPeke | Xpecial | Aphromoo | Scarra |
MisterPuppy
Profile Joined August 2010
161 Posts
March 10 2011 22:51 GMT
#3519
So has anyone realized that Fungal Growth, with +30% mechanical damage, now 1 shots scvs? It does 36+30%, so 46.8 damage, while an SCV has 45 health. Pretty awesome.
Hozer
Profile Joined May 2010
United States18 Posts
March 10 2011 22:52 GMT
#3520
On the PTR I have tried using Infestors as much as possible (favorite unit) and I really think they will be worthy of use against Protoss in almost every scenario. The amount of damage they do in such a short period of time against armored units is significant enough, that with either lings/blings or roach/hydra, you will kill very quickly. I think that because they are so heavy, we will see a pretty large shift to more ling play.
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