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Post 1.3 Infestors - Really Too Strong? - Page 12

Forum Index > SC2 General
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Karthane
Profile Joined June 2010
United States1183 Posts
April 26 2011 17:30 GMT
#221
Personally as a Zerg i don't feel like infestors are OP. Yes, they are very strong against Terran and i feel they are tough to deal with as a T but when i'm playing protoss i feel like infestors are not strong ENOUGH. You have to get like 5 conesecutive fungals off on a deathball for it to do damage, and since you have invested so much gas into infestors while the P is fungaled he is killing the rest of your army.

In short, infestors are perfect against T and not strong enough against P.
Moody
Profile Blog Joined August 2010
United States750 Posts
April 26 2011 17:33 GMT
#222
On April 27 2011 02:00 .Enigma. wrote:
Show nested quote +
On April 27 2011 01:58 Moody wrote:
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.


"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."
A marine walks into a bar and asks, "Where's the counter?"
LightWireEX
Profile Joined September 2010
United States387 Posts
April 26 2011 17:35 GMT
#223
On April 27 2011 02:23 Jermstuddog wrote:
Show nested quote +
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.



lol you serious? i always have like 4.
ghOst.3344
TheGreenBee
Profile Joined February 2011
64 Posts
April 26 2011 17:35 GMT
#224
It is not too strong. Zerg finally gets a decent spell and it's too strong?
Baeksucho
Profile Joined March 2011
France46 Posts
Last Edited: 2011-04-26 17:38:35
April 26 2011 17:36 GMT
#225
On April 27 2011 02:33 Moody wrote:
Show nested quote +
On April 27 2011 02:00 .Enigma. wrote:
On April 27 2011 01:58 Moody wrote:
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.


"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 ?
.Enigma.
Profile Joined January 2011
Sweden1461 Posts
April 26 2011 17:39 GMT
#226
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.
"Jupiters c*ck!" - Quintus Lentulus Batiatus
LightWireEX
Profile Joined September 2010
United States387 Posts
April 26 2011 17:40 GMT
#227
On April 27 2011 02:36 Baeksucho wrote:
Show nested quote +
On April 27 2011 02:33 Moody wrote:
On April 27 2011 02:00 .Enigma. wrote:
On April 27 2011 01:58 Moody wrote:
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.


"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 ?



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
ghOst.3344
ffdestiny
Profile Joined September 2010
United States773 Posts
April 26 2011 17:42 GMT
#228
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.
Assirra
Profile Joined August 2010
Belgium4169 Posts
April 26 2011 17:44 GMT
#229
On April 27 2011 02:33 Moody wrote:
Show nested quote +
On April 27 2011 02:00 .Enigma. wrote:
On April 27 2011 01:58 Moody wrote:
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.


"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...
Baeksucho
Profile Joined March 2011
France46 Posts
Last Edited: 2011-04-26 17:50:57
April 26 2011 17:49 GMT
#230
On April 27 2011 02:40 LightWireEX wrote:
Show nested quote +
On April 27 2011 02:36 Baeksucho wrote:
On April 27 2011 02:33 Moody wrote:
On April 27 2011 02:00 .Enigma. wrote:
On April 27 2011 01:58 Moody wrote:
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.


"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 ?



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
LightWireEX
Profile Joined September 2010
United States387 Posts
April 26 2011 17:50 GMT
#231
lol this is just as bad as when blizz broke ultras and all the zergs were like WORKING AS INTENDED!

pretty pathetic if you ask me, and im a master zerg player.
ghOst.3344
IPA
Profile Joined August 2010
United States3206 Posts
April 26 2011 17:52 GMT
#232
On April 27 2011 02:33 Moody wrote:
Show nested quote +
On April 27 2011 02:00 .Enigma. wrote:
On April 27 2011 01:58 Moody wrote:
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.


"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.
Time held me green and dying though I sang in my chains like the sea.
LightWireEX
Profile Joined September 2010
United States387 Posts
April 26 2011 17:55 GMT
#233
On April 27 2011 02:49 Baeksucho wrote:
Show nested quote +
On April 27 2011 02:40 LightWireEX wrote:
On April 27 2011 02:36 Baeksucho wrote:
On April 27 2011 02:33 Moody wrote:
On April 27 2011 02:00 .Enigma. wrote:
On April 27 2011 01:58 Moody wrote:
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.


"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 ?



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



Like I said, I'm a zerg player.
ghOst.3344
KimJongChill
Profile Joined January 2011
United States6429 Posts
April 26 2011 18:08 GMT
#234
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
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
mardi
Profile Blog Joined August 2010
United States1164 Posts
April 26 2011 18:09 GMT
#235
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.
ZeromuS
Profile Blog Joined October 2010
Canada13406 Posts
April 26 2011 18:11 GMT
#236
On April 27 2011 03:09 mardi wrote:
Show nested quote +
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.


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 :/
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
nitdkim
Profile Blog Joined March 2010
1264 Posts
April 26 2011 18:17 GMT
#237
they're very strong against terran but i feel as if they just take over the role of the baneling... so not much change there in the matchup except that there is the anti-micro aspect which games the game pretty uninteresting. Also, terrans just arent using ghosts that much imo.

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.
PM me if you want random korean images translated.
Aequos
Profile Joined October 2010
Canada606 Posts
April 26 2011 18:20 GMT
#238
I really don't see how people argue that the Infestor is overpowered in any way. Yes - it can stun your units. Zerg, however, isn't exactly famous for its ranged units being all that fantastic. That pretty much means that unless he is trying to kill you with fungal growth, the "no movement" isn't going to affect anything that isn't an air unit.

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.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
Sv1
Profile Joined June 2010
United States204 Posts
Last Edited: 2011-04-26 18:30:40
April 26 2011 18:29 GMT
#239
For starters, I think Idra is and always will be a terrible spokesperson for Zerg. While there's no doubt of his skill, his relcalcitrance to trying anything creative or new in my opinion speaks worlds about his view and grasp of the game as a whole. Especially since he himself says they are strong vs ZvP yet didn't build them in his most recent ragequit match (TSL or NASL, can't recall exactly). There are far more Zerg players, or even Terran/Toss players who I would go to first for their opinion on the infestor before Idra. But this isn't about him, it's about the infestors.

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"
epoc
Profile Joined December 2010
Finland1190 Posts
April 26 2011 18:31 GMT
#240
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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