Post 1.3 Infestors - Really Too Strong? - Page 14
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KevinIX
United States2472 Posts
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trNimitz
204 Posts
On April 27 2011 04:32 Sv1 wrote: It is however still HP that instantly is put in the battlefield for no extra cost after the templar have done their damage. It will either redirect fire to hit them, or eventually get a hit off (more so now with the potential conc shell change in TvP cases). It would be ridiculous if that wasn't the case with their huge tech cost. | ||
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Willes
Germany199 Posts
I havnt seen a majority of Protossplayers counter infestors with feedback, so the danger cant be so high that every player rushes for feedback. Infestor too strong? No, gasheavy units, useless without energy and counterable by units with more utility are not too strong. | ||
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Furycrab
Canada456 Posts
On April 26 2011 21:50 Roggay wrote: I'm pretty sure the comment from IdrA is way outdated, he has stated many times since that he thinks that they are good, but not good enough. Idra is also a pro player with lots of money on the line with each and every tournament. He's neither going to confirm that he is using infestors nor that they are too strong or too weak as either can be used by his opponent to interpret how to prepare. I get that people often look to pro players for opinions on such matter, however they also have their own agendas. | ||
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mind0killer
United States26 Posts
On April 27 2011 03:55 Griffith` wrote: Plagu was a tier3/hive spell and costed 150 energy (albeit cost is mitigated with consume) ensnare did no damage, and lol who gets devourers. Who gets devourers? Are you serious!? I remember playing BW (admittedly not at high level) and hydra+devourer w/ dark swarm countered EVERYTHING. I never bothered with plagu or ensnare | ||
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link0
United States1071 Posts
HTs are infinitely superior to Ghosts against Zerg since they can storm in addition to feedback. | ||
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IdrA
United States11541 Posts
On April 27 2011 04:44 Furycrab wrote: Idra is also a pro player with lots of money on the line with each and every tournament. He's neither going to confirm that he is using infestors nor that they are too strong or too weak as either can be used by his opponent to interpret how to prepare. I get that people often look to pro players for opinions on such matter, however they also have their own agendas. i did say i thought theyd be too strong, i didnt take into account how easily they still die if you can cover a protoss ball in fungal it dies. but with collosus and blink stalkers + the target priority and speed of infestors it just doesnt happen. | ||
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Drium
United States888 Posts
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Falcon-sw
United States324 Posts
On April 27 2011 04:52 link0 wrote: The problem is that Ghosts are totally shit against zerg because they are only useful against one unit (infestors), while infestors are useful against all terran units. HTs are infinitely superior to Ghosts against Zerg since they can storm in addition to feedback. Is snipe that useless? I thought it was pretty good against hydras, mutas, roaches, etc. | ||
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Gunman_csz
United Arab Emirates492 Posts
On April 27 2011 04:54 IdrA wrote: i did say i thought theyd be too strong, i didnt take into account how easily they still die if you can cover a protoss ball in fungal it dies. but with collosus and blink stalkers + the target priority and speed of infestors it just doesnt happen. Not to mention if they have Templars for feedback in their composition. | ||
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Lobotomist
United States1541 Posts
Edit: what idra said. | ||
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Willes
Germany199 Posts
On April 27 2011 04:52 link0 wrote: The problem is that Ghosts are totally shit against zerg because they are only useful against one unit (infestors), while infestors are useful against all terran units. HTs are infinitely superior to Ghosts against Zerg since they can storm in addition to feedback. If someone can tell you that a unit is shit besides its mainspell, then its the Zerg with infestors. Ghosts can cloakharass, kill Z-detectors (100gas each), snipe, dps lighttargets, or nuke, where exactly is that shit? Waiting for your answer. lol | ||
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MajorityofOne
Canada2506 Posts
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link0
United States1071 Posts
On April 27 2011 04:55 Falcon-sw wrote: Is snipe that useless? I thought it was pretty good against hydras, mutas, roaches, etc. Yes, snipe is terrible for how much ghosts cost. Only 45 damage per 25 energy (that also requires more APM than emp/fungal/storm/feedback/np). By comparison, 75 energy on a HT will deal far far far more than 135 damage (a decent storm will deal 400-700). | ||
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Griffith`
714 Posts
On April 27 2011 04:59 Willes wrote: If someone can tell you that a unit is shit besides its mainspell, then its the Zerg with infestors. Ghosts can cloakharass, kill Z-detectors (100gas each), snipe, dps lighttargets, or nuke, where exactly is that shit? Waiting for your answer. lol Can you stop pulling shit from your ass. Overseers have 200 HP and are prohibitively difficult to snipe. Every snipe goes into overseer is a snipe that couldn't be used to kill a drone. They do crap for DPS against light targets compared to a marine, they have horrid range on their auto attack, cloak + energy costs 350/350 to research. lol nuke, ok burn 100/100 to do 500 damage on a hatchery, if and only if there were no overseers, no spore crawlers around, right. | ||
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WniO
United States2706 Posts
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link0
United States1071 Posts
On April 27 2011 05:04 Griffith` wrote: Can you stop pulling shit from your ass. Overseers have 200 HP and are prohibitively difficult to snipe. Every snipe goes into overseer is a snipe that couldn't be used to kill a drone. They do crap for DPS against light targets compared to a marine, they have horrid range on their auto attack, cloak + energy costs 350/350 to research. lol nuke, ok burn 100/100 to do 500 damage on a hatchery, if and only if there were no overseers, no spore crawlers around, right. Not to mention that 100/100 gives infestors "cloak" movement (actually faster than their unborrowed movement). The same 100/100 burrow also affects every other zerg ground unit and is useful for a billion situtations. Researching 150/150 ghost cloak doesn't make all Terran units cloak when stationary. | ||
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Willes
Germany199 Posts
On April 27 2011 05:04 Griffith` wrote: Can you stop pulling shit from your ass. Overseers have 200 HP and are prohibitively difficult to snipe. Every snipe goes into overseer is a snipe that couldn't be used to kill a drone. They do crap for DPS against light targets compared to a marine, they have horrid range on their auto attack, cloak + energy costs 350/350 to research. lol nuke, ok burn 100/100 to do 500 damage on a hatchery, if and only if there were no overseers, no spore crawlers around, right. dont missunderstand me, its ok that you think ghosts are crap =) sadly for you that dont change facts like the good utility on ghosts =) | ||
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MonsieurGrimm
Canada2441 Posts
On April 27 2011 05:08 link0 wrote: Not to mention that 100/100 gives infestors "cloak" movement (actually faster than their unborrowed movement). The same 100/100 burrow also affects every other zerg ground unit and is useful for a billion situtations. Researching 150/150 ghost cloak doesn't make all Terran units cloak when stationary. Uhh burrow is not useful in a billion situations, sorry. It's good on three units and that's about it, and only two of those can even move when burrowed. Get one raven and you're completely safe from burrowed stuff. Get some turrets and your base is safe from burrowed stuff. One raven is not such a huge investment, it's like two overseers except it can actually do useful stuff other than detect. | ||
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Furycrab
Canada456 Posts
Will say this though... Players are effectively messing around with timings that are more or less "free" in any game that leads to hive. I can't see anything bad coming out of players doing such... Oh and it's hilarious to watch a player end a game with burrowed infestors. | ||
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