In short, infestors are perfect against T and not strong enough against P.
Post 1.3 Infestors - Really Too Strong? - Page 12
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Karthane
United States1183 Posts
In short, infestors are perfect against T and not strong enough against P. | ||
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Moody
United States750 Posts
On April 27 2011 02:00 .Enigma. wrote: 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. "Oh noes! My infestors were detected! Guess I'll burrow move them back to rejoin my army un-harmed. Because, you know... Their cloak doesn't cost any energy." | ||
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LightWireEX
United States387 Posts
lol you serious? i always have like 4. | ||
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TheGreenBee
64 Posts
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Baeksucho
France46 Posts
On April 27 2011 02:33 Moody wrote: "Oh noes! My infestors were detected! Guess I'll burrow move them back to rejoin my army un-harmed. Because, you know... Their cloak doesn't cost any energy." Blue flame transition cloak banshee , 8 min game time, oh hi 33 kills , good game edit: infestors can't attack while burrowed, cloak banshee does, you expect them to be able to have infinite cloak + attack move ? | ||
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.Enigma.
Sweden1461 Posts
On April 27 2011 02:33 Moody wrote: "Oh noes! My infestors were detected! Guess I'll burrow move them back to rejoin my army un-harmed. Because, you know... Their cloak doesn't cost any energy." Detected infestors never survive, unless the terran is bad. | ||
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LightWireEX
United States387 Posts
On April 27 2011 02:36 Baeksucho wrote: Blue flame transition cloak banshee , 8 min game time, oh hi 33 kills , good game edit: infestors can't attack while burrowed, cloak banshee does, you expect them to be able to have infinite cloak + attack move ? Are you really arguing that fungal growth not giving a notification that your workers are under attack and killing entire mineral lines is ok? lol | ||
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ffdestiny
United States773 Posts
If you go marine+siege tank and the zerg goes infestors you will lose instantly because not only will zerg have mutas, burrow, speedlings and banelings out by the time you have a sufficiently sized army, you will also be kept in by their creep spread and won't really be allowed to move out without the zerg always spotting your army with overlords or creep. Ultimately, as a terran you have to constantly harrass the zerg with 2 rax, blue flame hellions, cloaked banshees and drops. If you don't get lucky enough, it will be an instant loss against a zerg who knows how to macro. Infestors just add another layer to the fragile TvZ cake. Not only does zerg already have a unit that can wipe out entire bio armies in milliseconds (banelings) they have another one, and that's the infestor. Also, if you go too heavy on siege tanks, you will not have the marines to support the rush of speed/bane lings and they will easily surround your tanks and take them out. Essentially, everyone wants to shit on the terran, but it's like rolling the dice in TvZ and if you don't get lucky enough you will not have any advantage and will lose. | ||
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Assirra
Belgium4169 Posts
On April 27 2011 02:33 Moody wrote: "Oh noes! My infestors were detected! Guess I'll burrow move them back to rejoin my army un-harmed. Because, you know... Their cloak doesn't cost any energy." If you see infestors wrecking your mineral line and you let them get away, the fault is not the zerg you know. infestors are not the fastest things and its not easy to overlook them... | ||
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Baeksucho
France46 Posts
On April 27 2011 02:40 LightWireEX wrote: Are you really arguing that fungal growth not giving a notification that your workers are under attack and killing entire mineral lines is ok? lol Be prepared for infestor play like we are prepared for banshee play then. Protoss puts cannons at expo, Zerg puts spine + spore at expo, Terran never put bunkers past 6 min at expo, wtf ? 4 marines can kill a infestor before he can unburrow | ||
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LightWireEX
United States387 Posts
pretty pathetic if you ask me, and im a master zerg player. | ||
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IPA
United States3206 Posts
On April 27 2011 02:33 Moody wrote: "Oh noes! My infestors were detected! Guess I'll burrow move them back to rejoin my army un-harmed. Because, you know... Their cloak doesn't cost any energy." Why did you, uh, let them get away? -_- Infestors are fine. They do what they were designed to do (kill / control bio) and currently play a solid supplementary role to any Z composition. | ||
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LightWireEX
United States387 Posts
On April 27 2011 02:49 Baeksucho wrote: Be prepared for infestor play like we are prepared for banshee play then. Protoss puts cannons at expo, Zerg puts spine + spore at expo, Terran never put bunkers past 6 min at expo, wtf ? 4 marines can kill a infestor before he can unburrow Like I said, I'm a zerg player. | ||
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KimJongChill
United States6429 Posts
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. yeah, i feel like infestors aren't that good zvp, can be good zvt, but make zvz even worse than it used to be, especially since 2 base turtling zerg with infestors can beat a zerg with better macro until hive tech | ||
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mardi
United States1164 Posts
On April 26 2011 21:53 twiitar wrote: My biggest problem with the new Infestors is that.... Zerg can - if he has eyes - just skip Overseers and fungal your (cloaked) Banshee. And it'll uncloak for the time being fungal'd. They've been able to do this since beta. This isn't anything new. Anyways, I think that infestors are okay as they are. They are really strong in ZvZ especially if the other guy goes mass muta and doesnt split them up... 3-4 fungals can kill any amount of mutas if they are in that aoe of the fungal. | ||
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ZeromuS
Canada13406 Posts
On April 27 2011 03:09 mardi wrote: They've been able to do this since beta. This isn't anything new. Anyways, I think that infestors are okay as they are. They are really strong in ZvZ especially if the other guy goes mass muta and doesnt split them up... 3-4 fungals can kill any amount of mutas if they are in that aoe of the fungal. Thats the worst part in my opinion, you cant move or micro while the units are fungalled. Basically, you see them get fungalled and you just move the screen away and let whatever got caught die :/ | ||
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nitdkim
1264 Posts
Against toss, i feel like infestors are a great unit to harass with but they really don't help that much when the deathball arrives. Even if u are able to kill stalkers... coll count is still high and you will have less corruptors and roaches because of the investment into infestors. Protoss can easily replace the stalker count while you struggle to keep the infestors alive. eventually you'll run out of mana and toss will just roll you over even easier because you have a weaker ground/air army. | ||
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Aequos
Canada606 Posts
The other thing about infestors is that they are a lot like High Templars - they die instantly if you think about them too hard. They have 90 HP and the Armored status, which means practically everything will just destroy them. They also lose the spellcaster wars - they have no way to instantly deplete the energy of other spellcasters, but the other spellcasters can drain theirs. | ||
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Sv1
United States204 Posts
For you to look at whether the infestor can kill units outright based on the damage it does to small fodder units, for example the marines you stated, is a poor analysis of the unit. The infestor, like all other casters are meant to be supplemental in addition to the army. If you need a second fungal to kill units, that means your macro everywhere else has slipped and you have no army that SHOULD be able to clean up (as all the other caster units function). It would seem to me no doubt that you are a protoss player feeling the spurn of infestors. One of the points about infestors is that, in most matchups Zerg has a relatively low gas usage (as it is they get their geysers far later than the other 2 races) So that gas income might at first be spent on a few mutalisks for harass or forcing anti-air, the rest can be dedicated towards infestors. Their key is how they fit into the zerg economy, which in most cases is pretty light on gas until or unless corrupters need to be made. Meaning that the infestor/baneling/zergling/roach ball is pretty good against a good number of army compositions (assuming your macro is on the level of your opponent or better). What strikes me as odd is when blizzard made a change to them based on their move speed, yet on creep they are the fastest moving caster unit and even off creep they are the fastest unit. I've said to friends I play with that the infestor was overbuffed in order to get people to use them, but unfortunately we haven't seen a major change to using infestors within an actual strategy. That is, in the same sense that 'mutaling' is a strategy. It seems that most zergs still only build infestors as a reactionary unit rather than a cornerstone of their army. In the future they may be tweaked again but I still think we are a few months from seeing such changes as when you have players like Idra who refuse to use them with juvenile reasoning like: "just 'cause" or "well protoss will just X,Y,Z" | ||
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epoc
Finland1190 Posts
On April 27 2011 02:42 ffdestiny wrote: The only chance you have of beating a zerg as a terran is sniping the greedy 15 hatch with a 2 rax opening. If you let them have the hatch you will play the entire game behind, unless you take a quick third. If you do that, the maneuverability of mutas will easily wipe that out because you took a quick third and will be considerably behind the zerg until you have the SCVs to make up for the disadvantage. If you go marine+siege tank and the zerg goes infestors you will lose instantly because not only will zerg have mutas, burrow, speedlings and banelings out by the time you have a sufficiently sized army, you will also be kept in by their creep spread and won't really be allowed to move out without the zerg always spotting your army with overlords or creep. Ultimately, as a terran you have to constantly harrass the zerg with 2 rax, blue flame hellions, cloaked banshees and drops. If you don't get lucky enough, it will be an instant loss against a zerg who knows how to macro. Infestors just add another layer to the fragile TvZ cake. Not only does zerg already have a unit that can wipe out entire bio armies in milliseconds (banelings) they have another one, and that's the infestor. Also, if you go too heavy on siege tanks, you will not have the marines to support the rush of speed/bane lings and they will easily surround your tanks and take them out. Essentially, everyone wants to shit on the terran, but it's like rolling the dice in TvZ and if you don't get lucky enough you will not have any advantage and will lose. I don't see that happening. Nothing stops marine/siege/thor and no zerg unit even counters thor. Mvp vs July is a good example of that. There have been no games where zerg completely owned terran with infestors. So why would that just happen suddenly? | ||
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