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Post 1.3 Infestors - Really Too Strong? - Page 11

Forum Index > SC2 General
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LastMan
Profile Joined April 2011
90 Posts
April 26 2011 16:49 GMT
#201
zvt on big maps is zerg favored most good zergs admit that, not sure if infestor is the reason tho
LightWireEX
Profile Joined September 2010
United States387 Posts
April 26 2011 16:51 GMT
#202
On April 27 2011 01:49 Klive5ive wrote:
They're glass cannons, exactly what sc2 needed.
Since Zerg is struggling they can't possibly be overpowered either and it's not as if rushing to them is a good idea.
They're also support units that are useless by themselves, support units need to be powerful to make up for this weakness (templar).



Infestors are not just support units. They are highly effective harass units that give no notification when they're in your mineral line.
ghOst.3344
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-04-26 16:54:37
April 26 2011 16:53 GMT
#203
On April 27 2011 01:45 .Enigma. wrote:
Show nested quote +
On April 27 2011 01:44 MonsieurGrimm wrote:
They already have a ghost buff coming >_>


Blizzard was awfully quick to hear the Terrans then, I suppose.


The ghost "buff" isn't really that much of a buff, I and most Terrans will still always get a tank over a ghost. Otherwise there is no way to deal with sling/bling. SC2 AI surrounds much much better than BW and without splash, TvZ is impossible. 100 gas for a unit that might drain 100 energy coupled with absurdly difficult to use snipe? uh. no thanks.

On April 27 2011 01:42 ppdealer wrote:
Show nested quote +
On April 27 2011 01:34 Griffith` wrote:
On April 27 2011 01:29 ppdealer wrote:
On April 27 2011 01:26 Griffith` wrote:
On April 27 2011 01:24 WhiteDog wrote:
On April 27 2011 01:03 Griffith` wrote:
On April 27 2011 01:00 garlicface wrote:
On April 27 2011 00:51 Griffith` wrote:
On April 27 2011 00:47 Batch wrote:
On April 27 2011 00:38 Griffith` wrote:
[quote]

Except ghosts never actually kill anything. Ghosts's EMP is a one time deal and half your units have less than 70 shields. Fungals can be chained endlessly.

Siege tanks have 4 range extra range only if they have spotting vision. Otherwise its plus 2 range. This means your real leeway is only about 2 range.

PS. It takes 3 snipes (75 energy) to kill an infestor because of the +1 health regen.

A protoss army without shields is a dead army against an equal sized terran army.

It doesn't matter if siege tanks have 4 or 2 extra range since the damage is instant and a few siege tanks can completely deny infestors from getting in range.

If you stay one upgrade ahead of your zerg opponent you will be able to 2 shot with ghost snipes.


An EMPed protoss army can re-treat and regen its shields, a fungaled terran army can't.

Snipes and other spells don't benefit from weapon upgrades. If you don't know this, you are probably below diamond.

The extra 4 vs 2 range is a huge difference. If you don't think range matters, lets take away the roach range buff. Note that if the Terran player does have a massive number of siege tanks, Zergs can just toss infested terran cocoons into marine balls to deal damage.

Point is, infestors do far too much damage and is far too versatile. It is a unit with no weaknesses.

On April 27 2011 00:50 .Enigma. wrote:
On April 27 2011 00:42 Lafonzo wrote:
[quote]

These units are all counter by fungul . and cost a shit load of gaz. Raven should be a good counter to these if seeker missile would be better. well infestor had just get an Hp boost anyway .At the end you can survive and manage to counter them but in my opinion you need to much of an investment to counter them. Another point is to scout them to .You see an infestation pit it doesn't mean He goes for infestor He maybe just tech up so often your taken off guard by them .

Emp don't do any damage like storm or fungul. and no terran dont have to just A moove vs Toss.
You have to postion you viking,using emp, pdd,stim and spread your units in an arc to survive .


You have tanks, blue flame hellions, thors, marines with stim and all that good stuff that does your damage. You can't have EMP to do damage aswell,

You don't need too much of an investment to "counter" them, that's like saying it's too much of an investment for me to counter ravens, since the Hunter Seeker Missile counters all my units when they're in a clump which means that I need more then just the "right" unit to be able to beat someone who has a ton of ravens.

It's the same thing with infestors where it makes you require more then just the right units but you also need to control your units well which is a good thing for the game.


Funny, tanks, hellions, thors, marines, all the good stuff, they are all countered by infestors. You can DODGE HSMs so easily if you have over 50 apm, not to mention dangers of missile drag. HSMs aint got nothing on Irradiate.

I like how you opened your post with Ghosts, then completely forgot about them when you concluded that the Infestor is a unit "with no weakness".

EMP the Infestors.


It's not a weakness if you force Terran to make a unit that has zero utility aside of infestors (not to mention at times you will probably need 2+ emps to drain the energy of a single infestor.).

Griffith, I will tell you something that might makes you all wet (it made me wet).

IdrA said that he was watching BRAT_OK stream one night for some reason, and saw him produce a bunch of ghost to kill broodlord. Ghost are great against broodlord.

They have utility aside of infestors, it's just that you are not aware of it yet.


It takes 6 (150 energy) snipes to kill a broodlord. Otherwise they do peanuts for damage against blords. I don't see how that makes ghosts "amazing" against blords.


150 mana on a 150 gas unit to kill a unit that cost 250 gas, pretty cost effective I'd say.

Remember in Brood War Zerg had Queen (100g) with their 150 mana Spawn Broodling to one shot Siege Tank (100g)? This isn't any different.


Except in BW queen had ZERO utility outside of spawn broodlings on tanks, and NO ONE (barring the 3-4 ppl using it for lulz) used queens in ZvT. B- Terran.

150 energy lol, it takes 3 minutes to store up enough energy. Energy regen rate is 0.5625 energy per second. By the time your ghosts have enough energy your whole base is dead.


Where have you been during the latest MSL my BW friend?


2/3Hatch-Muta will is still the standard, one or two rare instances in MSL isn't really a good example. Most TvZs is still essentially SK Terran vs 2/3Hatch Muta, with tanks sprinkled in, and trying to beat the pre-defiler timings.

I dont get the whole "zerg" is struggling argument.

Terran is already the least played race in Masters and Diamond in North America and Europe. Korea is still a Terran-fest, admittedly, just more of a cultural thing since most BW bonjwas were Terran.
griffith.583 (NA)
Assirra
Profile Joined August 2010
Belgium4169 Posts
Last Edited: 2011-04-26 16:59:43
April 26 2011 16:55 GMT
#204
On April 27 2011 01:37 Moody wrote:
I think your arguments are from the perspective of a Zerg player and, therefore, strongly zerg biased.

Your entire post is riddled with strawmen that you subsequently tear down because... you know.. they're strawmen... that's how they work. It's really horrible logic.

The biggest problem with Infestors right now, is that once you land a fungal growth, you prevent your opponent from doing anything with those units, for as long as you have energy. It's this limiting of micro coupled with an absurd amount of guaranteed damage that is too strong.

The Infestor should be powerful spell caster used to support the rest of the zerg army. As it stands, it is used AS the Zerg army while zergling / baneling / roach have become the support units.

Imagine if a Protoss came charging at you with 12 high templars, and 10 zealots. You wouldn't be too intimidated. Or if a Terran came running into your natural with 12 ghosts (lol) and 20 marines. You'd clean up either of those forces pretty easily. AND THERES NO WAY FOR THEM TO RETREAT.

Sounds quite a bit like sentries.
prevents you from moving? check
ppl using it as their main army? check
can keep you stuck till it runs out of energy? check
prevents you to retreat? check
The only thing that infestors got that it does damage as well but then again, the infestor is supposed to be a tier higher then sentries and it cost more gas.

It's funny that the moment zerg actually get something decent to play around with ppl instantly want to nerf it.
I have yet to see complete tournament domination by fungals btw while i seen quite a bit of force field domination.
.Enigma.
Profile Joined January 2011
Sweden1461 Posts
April 26 2011 16:56 GMT
#205
On April 27 2011 01:53 Griffith` wrote:
I dont get the whole "zerg" is struggling argument.

Terran is already the least played race in Masters and Diamond in North America and Europe. Korea is still a Terran-fest, admittedly, just more of a cultural thing since most BW bonjwas were Terran.


No one (I think) is saying that Zerg is struggling in ZvT at the moment though, I feel that it's pretty damn balanced.

"Jupiters c*ck!" - Quintus Lentulus Batiatus
Moody
Profile Blog Joined August 2010
United States750 Posts
April 26 2011 16:58 GMT
#206
On April 27 2011 01:51 LightWireEX wrote:
Show nested quote +
On April 27 2011 01:49 Klive5ive wrote:
They're glass cannons, exactly what sc2 needed.
Since Zerg is struggling they can't possibly be overpowered either and it's not as if rushing to them is a good idea.
They're also support units that are useless by themselves, support units need to be powerful to make up for this weakness (templar).



Infestors are not just support units. They are highly effective harass units that give no notification when they're in your mineral line.


And on top of that, once you find out their in your mineral line (When they cast 2 fungals covering all of your workers) it's too late. You can't run your workers away from the next fungal growth that WILL kill them.

Infestor's make me hate playing verse zerg even more than I already did.
A marine walks into a bar and asks, "Where's the counter?"
.Enigma.
Profile Joined January 2011
Sweden1461 Posts
April 26 2011 17:00 GMT
#207
On April 27 2011 01:58 Moody wrote:
Show nested quote +
On April 27 2011 01:51 LightWireEX wrote:
On April 27 2011 01:49 Klive5ive wrote:
They're glass cannons, exactly what sc2 needed.
Since Zerg is struggling they can't possibly be overpowered either and it's not as if rushing to them is a good idea.
They're also support units that are useless by themselves, support units need to be powerful to make up for this weakness (templar).



Infestors are not just support units. They are highly effective harass units that give no notification when they're in your mineral line.


And on top of that, once you find out their in your mineral line (When they cast 2 fungals covering all of your workers) it's too late. You can't run your workers away from the next fungal growth that WILL kill them.

Infestor's make me hate playing verse zerg even more than I already did.


You need four fungals to wipe out a mineral line, which means bringing two infestors which is extremely risky since a single turret or cannon pretty much negates it.
"Jupiters c*ck!" - Quintus Lentulus Batiatus
frucisky
Profile Joined September 2010
Singapore2170 Posts
April 26 2011 17:03 GMT
#208
2 full energy ghosts can pretty much do the same thing to workers with shift snipe.
<3 DongRaeGu <3
Griffith`
Profile Joined September 2010
714 Posts
April 26 2011 17:07 GMT
#209
On April 27 2011 02:03 frucisky wrote:
2 full energy ghosts can pretty much do the same thing to workers with shift snipe.


What is the apm required to shift snipe? Snipe requires you to click perfectly on every single drone. 4x fungals takes 4 clicks. Ghosts have no escape route as they use up their energy, infestors just burrow and scoot away.
griffith.583 (NA)
Frobert
Profile Blog Joined March 2010
Canada113 Posts
April 26 2011 17:10 GMT
#210
I don't think fungal is overpowered - but I find it to be uninteresting. When I snare a pack of mutas or marines or medivacs etc. it feels wierd to be able to spam more fungals on those units, effectively killing them without giving the other player any way to react.

In terms of giving the other player a chance to avoid fungal (which is more entertaining for both players and spectators) I think that they should bring back the projectile animation for fungal so it can be dodged, or make it so that instead of immobilizing units, it slows them down 80-90% so that they can be split, saving a few of them from subsequent fungals.
.Enigma.
Profile Joined January 2011
Sweden1461 Posts
Last Edited: 2011-04-26 17:11:53
April 26 2011 17:10 GMT
#211
On April 27 2011 02:07 Griffith` wrote:
Show nested quote +
On April 27 2011 02:03 frucisky wrote:
2 full energy ghosts can pretty much do the same thing to workers with shift snipe.


What is the apm required to shift snipe? Snipe requires you to click perfectly on every single drone. 4x fungals takes 4 clicks. Ghosts have no escape route as they use up their energy, infestors just burrow and scoot away.


Terran has other, BETTER harassments to do then to run around with ghosts and snipe workers.

Banshees, blue flame hellions, drops and auto-turrets are pretty DAMN good at harassing while Zerg doesn't have nearly as effective methods.

Don't compare the ghost to the infestor in who's the better harasser please.
"Jupiters c*ck!" - Quintus Lentulus Batiatus
GxZ
Profile Joined April 2010
United States375 Posts
April 26 2011 17:12 GMT
#212
I personally think that they are a bit too good for what their use should be. It should be for like initiating or getting a slightly upper hand because of how you can use your spells. (Like sentrys/hts/ghosts) But they are putting out a good amount of damage where you don't need a lot of back, just some amount of clean up units to actually win substantially. I think they do need a nerf with a buff of another mid tier unit or a whole other unit.
lahey
Profile Joined April 2011
United States41 Posts
April 26 2011 17:13 GMT
#213
On April 27 2011 01:40 ppdealer wrote:
Show nested quote +
On April 27 2011 01:21 lahey wrote:
On April 27 2011 01:19 .Enigma. wrote:
On April 27 2011 01:16 lahey wrote:

infestors are not countered by any of the units you mentioned unless you do not control your infestors properly... last time i checked fungal has greater range than marines/hellions rendering them completely useless even with tanks behind them


Don't run in with 20 marines in a clump to pick off infestors, run with small groups of fast units so that even if they get fungaled, it's worth it for you.

Also, drop play is very good against infestors since they are so slow.


this is implying that the zerg is playing w/ 1 control group, if the zerg is smart they can just leave 1 infestor at main or other expands and fungal the drop and wait for speedlings to clean it up considering the drop won't be moving/alive if it gets fungaled twice


Zerg can also just leave 10 Zerglings at each of their expansions to stop any of your drop play hard. Since Zergling is the fist combat unit Zerg can build, why are you even using drop against Zerg then?


10 zerglings doesnt stop a medivac + 8 marines, sorry
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-04-26 17:15:21
April 26 2011 17:14 GMT
#214
On April 27 2011 02:10 .Enigma. wrote:
Show nested quote +
On April 27 2011 02:07 Griffith` wrote:
On April 27 2011 02:03 frucisky wrote:
2 full energy ghosts can pretty much do the same thing to workers with shift snipe.


What is the apm required to shift snipe? Snipe requires you to click perfectly on every single drone. 4x fungals takes 4 clicks. Ghosts have no escape route as they use up their energy, infestors just burrow and scoot away.


Terran has other, BETTER harassments to do then to run around with ghosts and snipe workers.

Banshees, blue flame hellions, drops and auto-turrets are pretty DAMN good at harassing while Zerg doesn't have nearly as effective methods.

Don't compare the ghost to the infestor in who's the better harasser please.


Not only do mutas/infestors counter the first 3 (banshees, bfh, drops), they themselves are amazing harassers.

LOL. "zerg doesn't have effective harass methods". What?

The whole point of the infestor buff was to help ZvP, and it really doesnt.

IMO, buff hydras, revert infestors, ZvP problem solved, TvZ problem solved.

No one used hydras in BW TvZ, and they never will in SC2 TvZ. Keep hydras contained to ZvP.
griffith.583 (NA)
.Enigma.
Profile Joined January 2011
Sweden1461 Posts
Last Edited: 2011-04-26 17:19:20
April 26 2011 17:17 GMT
#215
On April 27 2011 02:14 Griffith` wrote:
Show nested quote +
On April 27 2011 02:10 .Enigma. wrote:
On April 27 2011 02:07 Griffith` wrote:
On April 27 2011 02:03 frucisky wrote:
2 full energy ghosts can pretty much do the same thing to workers with shift snipe.


What is the apm required to shift snipe? Snipe requires you to click perfectly on every single drone. 4x fungals takes 4 clicks. Ghosts have no escape route as they use up their energy, infestors just burrow and scoot away.


Terran has other, BETTER harassments to do then to run around with ghosts and snipe workers.

Banshees, blue flame hellions, drops and auto-turrets are pretty DAMN good at harassing while Zerg doesn't have nearly as effective methods.

Don't compare the ghost to the infestor in who's the better harasser please.


Not only do mutas/infestors counter the first 3 (banshees, bfh, drops), they themselves are amazing harassers.

LOL. "zerg doesn't have effective harass methods". What?


Mutas are negated by turrets / one thor and infestors are fucking garbage harassers if you have one single turret to detect.

I didn't say Zergs don't have effective harass methods (Mutas are actually pretty damn good), read it again please. I said that Terrans have much better ways of harassing.

EDIT:
On April 27 2011 02:14 Griffith` wrote:
The whole point of the infestor buff was to help ZvP, and it really doesnt.

IMO, buff hydras, revert infestors, ZvP problem solved, TvZ problem solved.

No one used hydras in BW TvZ, and they never will in SC2 TvZ. Keep hydras contained to ZvP.


I wouldn't mind this though.
"Jupiters c*ck!" - Quintus Lentulus Batiatus
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-04-26 17:20:11
April 26 2011 17:18 GMT
#216
On April 27 2011 02:17 .Enigma. wrote:
Show nested quote +
On April 27 2011 02:14 Griffith` wrote:
On April 27 2011 02:10 .Enigma. wrote:
On April 27 2011 02:07 Griffith` wrote:
On April 27 2011 02:03 frucisky wrote:
2 full energy ghosts can pretty much do the same thing to workers with shift snipe.


What is the apm required to shift snipe? Snipe requires you to click perfectly on every single drone. 4x fungals takes 4 clicks. Ghosts have no escape route as they use up their energy, infestors just burrow and scoot away.


Terran has other, BETTER harassments to do then to run around with ghosts and snipe workers.

Banshees, blue flame hellions, drops and auto-turrets are pretty DAMN good at harassing while Zerg doesn't have nearly as effective methods.

Don't compare the ghost to the infestor in who's the better harasser please.


Not only do mutas/infestors counter the first 3 (banshees, bfh, drops), they themselves are amazing harassers.

LOL. "zerg doesn't have effective harass methods". What?


Mutas are negated by turrets / one thor and infestors are fucking garbage harassers if you have one single turret to detect.

I didn't say Zergs don't have effective harass methods, read it again please. I said that Terrans have much better ways of harassing.


One thor and one turret doesn't negate shit, rarely will you get thors out before the first 6 muta flock. On some maps like xel'naga caverns, there is no way to prevent infestors from raping your mineral lines at your 3rd. No turret simcity will suffice.
griffith.583 (NA)
.Enigma.
Profile Joined January 2011
Sweden1461 Posts
Last Edited: 2011-04-26 17:24:31
April 26 2011 17:22 GMT
#217
On April 27 2011 02:18 Griffith` wrote:
One thor and one turret doesn't negate shit. On some maps like xel'naga caverns, there is no way to prevent infestors from raping your mineral lines at your 3rd. No turret simcity will suffice.


It negates harassment, and that's what we're talking about.

Okay, infestors might be somewhat viable harassers in the late game when bases are spead out but they're still pretty easy to deny if you're aware of their existence.

The third on xel'naga is easy to protect by putting down a turret above the third and having a bunker / a few units there, btw. Just like putting down spine crawlers at your expos to deny BF hellions to run rampant.
"Jupiters c*ck!" - Quintus Lentulus Batiatus
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
April 26 2011 17:23 GMT
#218
On April 27 2011 01:44 LightWireEX wrote:
Am I the only zerg in the world that wants infestors nerfed just because it completely ruins ZvZ? I was finally starting to see some dynamic play and now it's just like RUSH to Infestors first one to get more then 3 wins and decimates the other person's army. I wasn't having any problems with toss deathballs, wasn't having any problem with terran, and now I hate seeing ZvZ load up so much and it used to be my favorite. Until you show me a semi-effective way to snipe out infestors in ZvZ then I will claim that they are breaking the game.


Fungal can't hit Spine Crawlers.
As it turns out, marines don't actually cost any money -Jinro
Frobert
Profile Blog Joined March 2010
Canada113 Posts
April 26 2011 17:24 GMT
#219
On April 27 2011 02:22 .Enigma. wrote:
Show nested quote +
On April 27 2011 02:18 Griffith` wrote:
One thor and one turret doesn't negate shit. On some maps like xel'naga caverns, there is no way to prevent infestors from raping your mineral lines at your 3rd. No turret simcity will suffice.


It negates harassment, and that's what we're talking about.

Okay, infestors might be somewhat viable harasser in the late game but they're still pretty easy to deny.

The third on xel'naga is easy to protect by putting down a turret above the third and having a bunker / a few units there, btw. Just like putting down spine crawlers at your expos to deny BF hellions to run rampant.


But if you did this, you wouldn't be able to have all your units on one hotkey
Grezzz
Profile Joined January 2011
United Kingdom78 Posts
Last Edited: 2011-04-26 17:29:53
April 26 2011 17:29 GMT
#220
I really don't think infestors are as good as people initially expected them to be. Double dps and 30% increased damage to armor SOUNDS amazing, but if you think about it, it's not all that fantastic.

Double dps only really matters if you're going to chain fungals. Whether the damage is done in 1 second, 4 seconds or 8 seconds - it doesn't make a lot of difference - it's the same amount of damage unless you have enough energy to chain fungal, and players never do.

How often do you see somebody with 10 infestors on full energy dropping fungal after fungal after fungal? Never, because anyone who buys that many infestors gets smashed. The rate of damage isn't all that important when you consider that at the end of the fight the infester still did the same amount of damage total.

The 30% increase to armor is a nice increase, I can't deny that, but it's certainly not the OP protoss smashing unit that people were expecting.

I'd say infestors are probably fine as they are. They're not useless against protoss like they once were, but they're certainly not overpowered like people were thinking.

Perhaps in the future someone will find a way to abuse fungal dps, but at the moment it doesn't seem to be happening.
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