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Post 1.3 Infestors - Really Too Strong? - Page 14

Forum Index > SC2 General
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KevinIX
Profile Joined October 2009
United States2472 Posts
April 26 2011 19:32 GMT
#261
I don't think the patch has been out long enough to decide if infestors are too strong, too weak, or just right. To be honest, Blizz is putting out patches a little too fast now. They need to slow it down and let the metagame catch up. I'm still working on a high templar late-game transition against infestor play, and now they completely screw up my early-game play. I'm going to have to spend a lot of time reworking my builds again.
Liquid FIGHTING!!!
trNimitz
Profile Joined October 2010
204 Posts
April 26 2011 19:40 GMT
#262
On April 27 2011 04:32 Sv1 wrote:
Show nested quote +
On April 27 2011 04:23 Griffith` wrote:

Except the problem is, while the archon is morphed, it's actually not doing damage. Very rarely do you see two HTs storm, then scuttle away to safety. Usually it needs to morph instantly, and a huge fight breaks out, in which during the fight, the archons do zero damage.


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.
Willes
Profile Joined April 2010
Germany199 Posts
April 26 2011 19:40 GMT
#263
Terranplayers who think infestors are too strong dont use ghosts to counter them(and gain more benefit from).
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.
Furycrab
Profile Joined April 2010
Canada456 Posts
April 26 2011 19:44 GMT
#264
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I'm pretty sure the comment from IdrA is way outdated, he has stated many times since that he thinks that they are good, but not good enough.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.

Too tired to come up with something witty.
mind0killer
Profile Joined April 2011
United States26 Posts
April 26 2011 19:49 GMT
#265
On April 27 2011 03:55 Griffith` wrote:
Show nested quote +
On April 27 2011 03:49 PlosionCornu wrote:
On April 27 2011 03:09 mardi wrote:
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.


Omg, do you realize that infestors were better at uncloaking stuff BEFORE the nerf, the fungal lasted a lot longer....

And by the way, plaguu, ensnare and acid spores did the same thing waay back in bw. it's not a new concept.


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
fear is the mind killer
link0
Profile Joined March 2010
United States1071 Posts
April 26 2011 19:52 GMT
#266
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.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
IdrA
Profile Blog Joined July 2004
United States11541 Posts
April 26 2011 19:54 GMT
#267
On April 27 2011 04:44 Furycrab wrote:
Show nested quote +
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.


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.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Drium
Profile Blog Joined December 2008
United States888 Posts
April 26 2011 19:55 GMT
#268
I think the ghost change takes care of this. It's really strong against marines but it needs to be that strong to be useful against protoss.
KwanROLLLLLLLED
Falcon-sw
Profile Joined September 2010
United States324 Posts
April 26 2011 19:55 GMT
#269
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.
https://www.youtube.com/FalconPaladin https://twitch.tv/falconpaladin
Gunman_csz
Profile Blog Joined October 2008
United Arab Emirates492 Posts
April 26 2011 19:56 GMT
#270
On April 27 2011 04:54 IdrA wrote:
Show nested quote +
On April 27 2011 04:44 Furycrab wrote:
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.


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.
Began Starcraft journey on 5th May 2009
Lobotomist
Profile Joined May 2010
United States1541 Posts
Last Edited: 2011-04-26 20:02:40
April 26 2011 19:58 GMT
#271
Infestors are pretty dominant in zvz now, but do not seem to have affected the other matchups nearly as much as was speculated. They're slightly better in zvt, but still vulnerable to drops and slow pushed tanks. In zvp, we're all playing around with mass infestor, but it's fragile due to collosi range and blink. If I see a mass infestor style work in high level tourney play, maybe my opinion will change. I'll be sticking to fast broodlords and roach drop harass for now.

Edit: what idra said.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Willes
Profile Joined April 2010
Germany199 Posts
April 26 2011 19:59 GMT
#272
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
MajorityofOne
Profile Joined December 2010
Canada2506 Posts
April 26 2011 20:00 GMT
#273
Infestors shouldn't be changed again yet, IMO. They havent broken the PvZ MU, and while Terrans are yet to really experiment with Ghosts in TvZ, relying rather on the standard marine-tank which is certainly quite a bit weaker now. And unlike HT and Infestors, Ghosts can attack and cloak, which makes me feel their underuse is borderline insane.
link0
Profile Joined March 2010
United States1071 Posts
Last Edited: 2011-04-26 20:05:46
April 26 2011 20:03 GMT
#274
On April 27 2011 04:55 Falcon-sw wrote:
Show nested quote +
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.


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).
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Griffith`
Profile Joined September 2010
714 Posts
April 26 2011 20:04 GMT
#275
On April 27 2011 04:59 Willes wrote:
Show nested quote +
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


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.
griffith.583 (NA)
WniO
Profile Blog Joined April 2010
United States2706 Posts
April 26 2011 20:04 GMT
#276
ive had ZERO success with infestors in zvp post patch. fungaling a large tossball a 9 times and barely getting through its shields is not exactly rewarding. in zvt i like the change, though it was nice stalling drops for 4 more seconds.
link0
Profile Joined March 2010
United States1071 Posts
April 26 2011 20:08 GMT
#277
On April 27 2011 05:04 Griffith` wrote:
Show nested quote +
On April 27 2011 04:59 Willes wrote:
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


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.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Willes
Profile Joined April 2010
Germany199 Posts
April 26 2011 20:09 GMT
#278
On April 27 2011 05:04 Griffith` wrote:
Show nested quote +
On April 27 2011 04:59 Willes wrote:
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


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 =)
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
April 26 2011 20:14 GMT
#279
On April 27 2011 05:08 link0 wrote:
Show nested quote +
On April 27 2011 05:04 Griffith` wrote:
On April 27 2011 04:59 Willes wrote:
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


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.

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.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
Furycrab
Profile Joined April 2010
Canada456 Posts
April 26 2011 20:14 GMT
#280
Watching Catz use them has been rather entertaining, but then again he used them before the change so it's difficult to say how good they actually are...


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.
Too tired to come up with something witty.
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