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Post 1.3 Infestors - Really Too Strong? - Page 17

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vojnik
Profile Joined October 2010
Macedonia923 Posts
Last Edited: 2011-04-27 00:44:26
April 27 2011 00:44 GMT
#321
On April 27 2011 08:56 PlaGuE_R wrote:
if you remove KA, you should remove pathogen glands and the ghost energy upgrade, and the raven energy upgrade. to make it all balanced

and templar warp in while we are at it
For the swarm!
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
Last Edited: 2011-04-27 00:46:52
April 27 2011 00:45 GMT
#322
Are ghosts really a good answer to infestors? I am leery to try them considering how they guzzle gas and greatly delay the tech/upgrades you need to deal with the zerg army, especially if they decide to tech. Even if you get off an EMP, the infestors may still have energy to Fungal remaining thanks to the recent EMP nerf.

As for trying to snipe, can't they just fungal your ghosts and kill them off with you maybe getting one infestor kill?

I know, this sounds like I wouldn't use ghosts in TvP either, but the thing is templars are slower, EMP does useful damage to the zerg army with one shot unlike snipe which has to be manually targeted and thus struggles to hit fast Z units in a battle, and sending in ghosts solo versus Protoss isn't as much of a one-way trip. Also, HT come out very late so your tech is finished, while Infestors are a T2 unit; that makes the gas cost a bigger issue since it means cutting your tanks or upgrades a lot.

I'm honestly wondering what I'm missing here because of how many people say "go ghost." I haven't seen very many high level (Grandmaster) players respond with ghosts either.
Jayrod
Profile Joined August 2010
1820 Posts
Last Edited: 2011-04-27 00:49:09
April 27 2011 00:47 GMT
#323
On April 27 2011 09:26 Jermstuddog wrote:
Show nested quote +
On April 27 2011 08:59 Jayrod wrote:
On April 27 2011 08:31 mcleod wrote:
On April 27 2011 08:23 DubsteP wrote:
im quiting 1v1 for ever untill they fix TvZ all i get is mass infestor and i get roflpwnt by banes its fucking retarded, if i go bio, its infestor bane. if i go mech, its infestor roach. every TvZ i get is automatic loss, i have watched dozens of gosu replays in the GSL and top 200 level play, i have received 4 hours of coaching from top 200 players focusing on TvZ match up, nothing helps. TvZ is L for T. i roflstomp master protoss and terran players in the ladder, but i lose to scrub zerg diamond players, what the fuck does that say, its so retarded.


lol its not bad
i dont think terrans can really complain, considering how long zerg has been having a tough time
maybe now its our turn to change and learn new compositions

u need to go ghosts, pretty much bottom line

I totally get where T is coming from. I dont play Terran, but honestly the onus in terms of demanding micro and army control has always been on the terran. Between hellion control, marine splits, and hopping seige tanks terran has it very tough already in this matchup.


Wait, what?

Marines standing around with 0 control what-so-ever will kill Mutalisks 1-for-2. If you have enough sense to stim, it's basically 1-for-1.

Siege tanks require no micro what-so-ever, against the standard ling/bling/muta, every shot is a good shot. You are either taking out clumps of lings or clumps of banes, either one is totally worth-while and requires 0 micro.

Marines beat lings 1-to-1 straight up, and do much better with any applied micro at all, add to that, with stim + medivacs are basically unkillable without banes or fungals, if you have enough Marines, they eventually kill stuff so fast that banelings can't ever even get in range.

Even when it comes to engagements like banshees vs queens, banshees can stack, move faster, and actually have the option of running away from a losing engagement, unlike queens.

I'm not going to be as ignorant as you and claim that the burden of micro is on the Zerg player, but the benefits of micro are vastly different when you compare the two.

Zerg micros his units so they are somewhat effective against 1a Terrans.

Terran micros his units so he can make engagements unwinnable for Zerg.

No im afraid this is terribly wrong and goes to show that you've never played terran at a level higher than im guessing platinum. You are correct though, if you fly your mutalisks over a group of marines they will die.

Look I know zergs not easy, but zerg players need to stop tricking themselves into thinking their race is the hardest in every category. Zergs get the greatest reward for the least amount of attention to their units of all the races... honestly ling run bys is enough evidence to put that argument to rest.
nitdkim
Profile Blog Joined March 2010
1264 Posts
April 27 2011 00:47 GMT
#324
On April 27 2011 09:45 TheTenthDoc wrote:
Are ghosts really a good answer to infestors? I am leery to try them considering how they guzzle gas and greatly delay the tech/upgrades you need to deal with the zerg army, especially if they decide to tech. Even if you get off an EMP, the infestors may still have energy to Fungal remaining thanks to the recent EMP nerf.

As for trying to snipe, can't they just fungal your ghosts and kill them off with you maybe getting one infestor kill?

I know, this sounds like I wouldn't use ghosts in TvP either, but the thing is templars are slower, EMP does useful damage to the zerg army with one shot unlike snipe which has to be manually targeted and thus struggles to hit fast Z units in a battle, and sending in ghosts solo versus Protoss isn't as much of a one-way trip. Also, HT come out very late so your tech is finished, while Infestors are a T2 unit; that makes the gas cost a bigger issue since it means cutting your tanks or upgrades a lot.

I'm honestly wondering what I'm missing here because of how many people say "go ghost." I haven't seen very many high level (Grandmaster) players respond with ghosts either.

ghosts are so powerful... emp them infestors then process to snipe broodlords.
PM me if you want random korean images translated.
Tonyoh
Profile Blog Joined June 2009
France218 Posts
April 27 2011 00:48 GMT
#325
mind control ghost > emp ghosts > finish
http://www.facebook.com/pages/Liquid-Jinro/174837579208018?ref=ts
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
Last Edited: 2011-04-27 00:49:50
April 27 2011 00:48 GMT
#326
On April 27 2011 09:47 nitdkim wrote:
Show nested quote +
On April 27 2011 09:45 TheTenthDoc wrote:
Are ghosts really a good answer to infestors? I am leery to try them considering how they guzzle gas and greatly delay the tech/upgrades you need to deal with the zerg army, especially if they decide to tech. Even if you get off an EMP, the infestors may still have energy to Fungal remaining thanks to the recent EMP nerf.

As for trying to snipe, can't they just fungal your ghosts and kill them off with you maybe getting one infestor kill?

I know, this sounds like I wouldn't use ghosts in TvP either, but the thing is templars are slower, EMP does useful damage to the zerg army with one shot unlike snipe which has to be manually targeted and thus struggles to hit fast Z units in a battle, and sending in ghosts solo versus Protoss isn't as much of a one-way trip. Also, HT come out very late so your tech is finished, while Infestors are a T2 unit; that makes the gas cost a bigger issue since it means cutting your tanks or upgrades a lot.

I'm honestly wondering what I'm missing here because of how many people say "go ghost." I haven't seen very many high level (Grandmaster) players respond with ghosts either.

ghosts are so powerful... emp them infestors then process to snipe broodlords.


Don't the broodlings get in the way of pathing and obliterate the ghosts? Plus Broodlords have a bajillion health, it takes 6 snipes to kill one.
Soulous
Profile Joined April 2010
United States133 Posts
April 27 2011 00:51 GMT
#327
On April 27 2011 09:48 TheTenthDoc wrote:
Show nested quote +
On April 27 2011 09:47 nitdkim wrote:
On April 27 2011 09:45 TheTenthDoc wrote:
Are ghosts really a good answer to infestors? I am leery to try them considering how they guzzle gas and greatly delay the tech/upgrades you need to deal with the zerg army, especially if they decide to tech. Even if you get off an EMP, the infestors may still have energy to Fungal remaining thanks to the recent EMP nerf.

As for trying to snipe, can't they just fungal your ghosts and kill them off with you maybe getting one infestor kill?

I know, this sounds like I wouldn't use ghosts in TvP either, but the thing is templars are slower, EMP does useful damage to the zerg army with one shot unlike snipe which has to be manually targeted and thus struggles to hit fast Z units in a battle, and sending in ghosts solo versus Protoss isn't as much of a one-way trip. Also, HT come out very late so your tech is finished, while Infestors are a T2 unit; that makes the gas cost a bigger issue since it means cutting your tanks or upgrades a lot.

I'm honestly wondering what I'm missing here because of how many people say "go ghost." I haven't seen very many high level (Grandmaster) players respond with ghosts either.

ghosts are so powerful... emp them infestors then process to snipe broodlords.


Don't the broodlings get in the way of pathing and obliterate the ghosts? Plus Broodlords have a bajillion health, it takes 6 snipes to kill one.

Broolords only have 220 hp or something; that is very little for a tier 3 unit with its cost. Also snipe has pretty long range.
schmutttt
Profile Blog Joined November 2010
Australia3856 Posts
April 27 2011 00:52 GMT
#328
How can people compare the Khaydarin nerf to Pathogen glands and say it is unfair glands are still in the game?

Compare infestor build time to the time it takes you to warp in one HT and wait for enough energy for storm. I'm pretty sure the HT is able to storm before the infestor is made.
emc
Profile Joined September 2010
United States3088 Posts
April 27 2011 00:59 GMT
#329
On April 27 2011 09:20 blade55555 wrote:
Does anyone have any links or something too a tournament where a good zerg vs a good terran/protoss used infestors and won? I mean I watch a lot of sc2 and I rarely see a top zerg player start out infestor (i see transition thats what I do too).

Only times I have seen so far infestors are ladder games watching sen/haypro on the korean server and the koreans once they got 3 bases were getting ghosts too EMP infestors.

The pvz counter I feel would be immortal/stalker/zealot/sentry with some HT's just for feedback. but thats assuming their going roach/infestor. Idk wish I could read top zergs minds into why they aren't starting out infestor. I know I personally don't do it as I just don't' like it, I don't feel its as strong as people think except the ones that clump alot of units and don't spread their units at all.


dimaga vs white-ra, the HD world Tour, search HD starcraft in youtube.
Frozenserpent
Profile Joined September 2007
United States143 Posts
April 27 2011 01:00 GMT
#330
On April 27 2011 09:47 Jayrod wrote:
Show nested quote +
On April 27 2011 09:26 Jermstuddog wrote:
On April 27 2011 08:59 Jayrod wrote:
On April 27 2011 08:31 mcleod wrote:
On April 27 2011 08:23 DubsteP wrote:
im quiting 1v1 for ever untill they fix TvZ all i get is mass infestor and i get roflpwnt by banes its fucking retarded, if i go bio, its infestor bane. if i go mech, its infestor roach. every TvZ i get is automatic loss, i have watched dozens of gosu replays in the GSL and top 200 level play, i have received 4 hours of coaching from top 200 players focusing on TvZ match up, nothing helps. TvZ is L for T. i roflstomp master protoss and terran players in the ladder, but i lose to scrub zerg diamond players, what the fuck does that say, its so retarded.


lol its not bad
i dont think terrans can really complain, considering how long zerg has been having a tough time
maybe now its our turn to change and learn new compositions

u need to go ghosts, pretty much bottom line

I totally get where T is coming from. I dont play Terran, but honestly the onus in terms of demanding micro and army control has always been on the terran. Between hellion control, marine splits, and hopping seige tanks terran has it very tough already in this matchup.


Wait, what?

Marines standing around with 0 control what-so-ever will kill Mutalisks 1-for-2. If you have enough sense to stim, it's basically 1-for-1.

Siege tanks require no micro what-so-ever, against the standard ling/bling/muta, every shot is a good shot. You are either taking out clumps of lings or clumps of banes, either one is totally worth-while and requires 0 micro.

Marines beat lings 1-to-1 straight up, and do much better with any applied micro at all, add to that, with stim + medivacs are basically unkillable without banes or fungals, if you have enough Marines, they eventually kill stuff so fast that banelings can't ever even get in range.

Even when it comes to engagements like banshees vs queens, banshees can stack, move faster, and actually have the option of running away from a losing engagement, unlike queens.

I'm not going to be as ignorant as you and claim that the burden of micro is on the Zerg player, but the benefits of micro are vastly different when you compare the two.

Zerg micros his units so they are somewhat effective against 1a Terrans.

Terran micros his units so he can make engagements unwinnable for Zerg.

No im afraid this is terribly wrong and goes to show that you've never played terran at a level higher than im guessing platinum. You are correct though, if you fly your mutalisks over a group of marines they will die.

Look I know zergs not easy, but zerg players need to stop tricking themselves into thinking their race is the hardest in every category. Zergs get the greatest reward for the least amount of attention to their units of all the races... honestly ling run bys is enough evidence to put that argument to rest.



On the other hand, I'm a random masters player, and Terran is, simply put, easy to micro. Perhaps you are tricking yourself into thinking your race is difficult to micro? And this is coming from someone who wins TvZ by massing marines. Typical response is they go ling/bling and infestors. Even if they have a dozen infestors out, it's not too bad to just mass marines.

Face it, microing terran is pretty simple. I find more difficulty in microing a ling/bling/muta army. Not saying terran is an easy race to play, because it's not, but micro isn't difficult with terran at all.
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
April 27 2011 01:02 GMT
#331
On April 27 2011 09:52 schmutttt wrote:
How can people compare the Khaydarin nerf to Pathogen glands and say it is unfair glands are still in the game?

Compare infestor build time to the time it takes you to warp in one HT and wait for enough energy for storm. I'm pretty sure the HT is able to storm before the infestor is made.

Yep. If you warped an HT and started an infestor at the same time, the HT would have around 75 energy by the time the infestor finished (HTs regen at a rate of 25 per 45s afaik and infestors take 50s to build)
"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
stlh2opolo
Profile Joined January 2011
United States189 Posts
April 27 2011 01:07 GMT
#332
I'd just love to see fungal made into 6 second time, a median between the other two, and make it a missle, even as a zerg, I think it would make it much more fun and rewarding trying to land a great fungal, and it would bring back some of the "micro wars" i've seen people talk about from BW. (as in, things that can actually be dodged, unlike FF, or the current fungal, other than just spreading your units).
"If you don't get pissed off when you lose, then you don't care enough" - IdrA
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
April 27 2011 01:09 GMT
#333
On April 27 2011 09:47 Jayrod wrote:
Look I know zergs not easy, but zerg players need to stop tricking themselves into thinking their race is the hardest in every category.


Just ignore everything about me saying I'm NOT going to be ignorant and say "OMG MY RACE R HARD".

There's things to be done on both sides of the fight, and I will readily admit that. You are the one claiming that Zerg has the ability to 1a into things and win.

Where you get this from I don't know... because Zerg hasn't been 1aing their way to victory since release, unlike Terrans, take a look back at GSL1 for example.
As it turns out, marines don't actually cost any money -Jinro
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
Last Edited: 2011-04-27 01:12:29
April 27 2011 01:10 GMT
#334
On April 27 2011 09:51 Soulous wrote:
Show nested quote +
On April 27 2011 09:48 TheTenthDoc wrote:
On April 27 2011 09:47 nitdkim wrote:
On April 27 2011 09:45 TheTenthDoc wrote:
Are ghosts really a good answer to infestors? I am leery to try them considering how they guzzle gas and greatly delay the tech/upgrades you need to deal with the zerg army, especially if they decide to tech. Even if you get off an EMP, the infestors may still have energy to Fungal remaining thanks to the recent EMP nerf.

As for trying to snipe, can't they just fungal your ghosts and kill them off with you maybe getting one infestor kill?

I know, this sounds like I wouldn't use ghosts in TvP either, but the thing is templars are slower, EMP does useful damage to the zerg army with one shot unlike snipe which has to be manually targeted and thus struggles to hit fast Z units in a battle, and sending in ghosts solo versus Protoss isn't as much of a one-way trip. Also, HT come out very late so your tech is finished, while Infestors are a T2 unit; that makes the gas cost a bigger issue since it means cutting your tanks or upgrades a lot.

I'm honestly wondering what I'm missing here because of how many people say "go ghost." I haven't seen very many high level (Grandmaster) players respond with ghosts either.

ghosts are so powerful... emp them infestors then process to snipe broodlords.


Don't the broodlings get in the way of pathing and obliterate the ghosts? Plus Broodlords have a bajillion health, it takes 6 snipes to kill one.

Broolords only have 220 hp or something; that is very little for a tier 3 unit with its cost. Also snipe has pretty long range.


Snipe has .5 more range than Broodlord's attack. That's not that long range, especially when Broodlings skitter forward a lot to block pathing. And 225 HP takes 5 snipes, my bad, but their health is deceiving since they also spawn the Broodlings to greatly expand their life span.

Edit: Keep in mind I'm talking pre-1.3.3, I feel like 100 gas ghosts would be a lot more helpful versus infestors.
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
April 27 2011 01:10 GMT
#335
On April 27 2011 10:07 stlh2opolo wrote:
I'd just love to see fungal made into 6 second time, a median between the other two, and make it a missle, even as a zerg, I think it would make it much more fun and rewarding trying to land a great fungal, and it would bring back some of the "micro wars" i've seen people talk about from BW. (as in, things that can actually be dodged, unlike FF, or the current fungal, other than just spreading your units).

The 6 second part I don't mind, but the missile part means that blink stalkers will be able to get away from fungal - fungal was changed awhile back so that it stopped blink and it was for good reason.
"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
TALegion
Profile Joined October 2010
United States1187 Posts
April 27 2011 01:13 GMT
#336
On April 26 2011 21:51 ooni wrote:
We should never state x unit is OP. Seriously guys, go to your search button and search Marauders and you will find so many threads telling you they are so OP (from just few months ago might want to add). Now days if someone says Marauder is OP people just laugh at you then point out how noob you are.
Let us wait and see how us players deal with infestors.

This.
Also, I agree with Idra's claim on State of the Game (no, not simply because Idra said it...). They are good, for sure. But they're not as good as people claim/think.
A person willing to die for a cause is a hero. A person willing to kill for a cause is a madman
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2011-04-27 01:25:20
April 27 2011 01:24 GMT
#337
I love ppl saying HT's are answer. No they are not. Zerg is not running around with pure infestor, no he has fast lings way in front of them and to get your HT in range of infestor he is killed off by lings before getting it off. Ghost at least has cloaking but HT's are slow as molasses only have same range as infestor and if you're in back of army where HT's should be infestors can still fungel whole army due to area attack and HT still can't reach. IMO nerf should constitute a range nerf for all infestor spells. That's all.

Infestor still has
No dodge strom with lockdown better than FF
Born with mana to do it with upgrade
Born with Burrow & movement
Can kick out a squad of Marines
Can take over your best and expensive units from Thors to Motherships
Faster than HT or Ghost

Just ridiculous.
MC for president
ffdestiny
Profile Joined September 2010
United States773 Posts
April 27 2011 01:52 GMT
#338
On April 27 2011 10:24 tdt wrote:
I love ppl saying HT's are answer. No they are not. Zerg is not running around with pure infestor, no he has fast lings way in front of them and to get your HT in range of infestor he is killed off by lings before getting it off. Ghost at least has cloaking but HT's are slow as molasses only have same range as infestor and if you're in back of army where HT's should be infestors can still fungel whole army due to area attack and HT still can't reach. IMO nerf should constitute a range nerf for all infestor spells. That's all.

Infestor still has
No dodge strom with lockdown better than FF
Born with mana to do it with upgrade
Born with Burrow & movement
Can kick out a squad of Marines
Can take over your best and expensive units from Thors to Motherships
Faster than HT or Ghost

Just ridiculous.


With zergs macro capabilities don't forget that they can be replaced far more fluently than a squad of ghosts or high templars.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-04-27 02:04:43
April 27 2011 01:56 GMT
#339
On April 27 2011 09:45 TheTenthDoc wrote:
Are ghosts really a good answer to infestors? I am leery to try them considering how they guzzle gas and greatly delay the tech/upgrades you need to deal with the zerg army, especially if they decide to tech. Even if you get off an EMP, the infestors may still have energy to Fungal remaining thanks to the recent EMP nerf.

As for trying to snipe, can't they just fungal your ghosts and kill them off with you maybe getting one infestor kill?

I know, this sounds like I wouldn't use ghosts in TvP either, but the thing is templars are slower, EMP does useful damage to the zerg army with one shot unlike snipe which has to be manually targeted and thus struggles to hit fast Z units in a battle, and sending in ghosts solo versus Protoss isn't as much of a one-way trip. Also, HT come out very late so your tech is finished, while Infestors are a T2 unit; that makes the gas cost a bigger issue since it means cutting your tanks or upgrades a lot.

I'm honestly wondering what I'm missing here because of how many people say "go ghost." I haven't seen very many high level (Grandmaster) players respond with ghosts either.

1. You can double-EMP
2. to kill a ghost with fungal it would take 3 fungals, or sometimes possibly 4 if they overlapped too much, and ~11 seconds.
3. The skills snipe, and EMP have 10 range, fungal (and NP) have 9 range

While some people have mentioned ghosts to counter infestors, many people (including the same people) have also mentioned siege tanks. The range and damage of siege tanks combined with infestor's low health makes them excellent at dealing with infestors. The key is the use of the tanks; factors like positioning, detection, attention, and manual targeting are all important factors in using siege tanks to their best power vs infestor compositions.

Infestors are not good at neural parasiting siege tanks, due to infestor's low health, and comparatively short range.
The same issue arises with infested egg bombing, except detection needs to be around.
Tanks are even a problem for zerg to use fungal growth, because as long as tanks are protecting the more vulnerable units, the only way zerg will get fungals off is by making a dedicated attack (or by sacrificing a bunch of units).

On April 27 2011 10:24 tdt wrote:
I love ppl saying HT's are answer. No they are not. Zerg is not running around with pure infestor, no he has fast lings way in front of them and to get your HT in range of infestor he is killed off by lings before getting it off. Ghost at least has cloaking but HT's are slow as molasses only have same range as infestor and if you're in back of army where HT's should be infestors can still fungel whole army due to area attack and HT still can't reach. IMO nerf should constitute a range nerf for all infestor spells.

High templar can deal with lings pretty well, but that's aside my point. Colossus and/or sentries and zealots deal with zerglings and other units very well, at least enough time to pull off feedbacks. I see good players own infestor-zergling play using high templar with colossus and zealot so don't say it isn't possible.
On April 27 2011 10:24 tdt wrote:That's all.

Obviously not when you write a partially incorrect rant after it.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2011-04-27 01:59:21
April 27 2011 01:57 GMT
#340
Nah, more people will start using Ghosts (more incentive) to snipe/feedback especially if the Ghost cost change goes through (from PTR 1.3.3).

So really this should be good; with the recent changes and upcoming changes, we will hopefully see a lot more Ghosts/Infestors/HTs!

On April 27 2011 08:56 PlaGuE_R wrote:
if you remove KA, you should remove pathogen glands and the ghost energy upgrade, and the raven energy upgrade. to make it all balanced

and templar warp in while we are at it


But the thing is, Templars are built early on in their production cycle; if they were built normally with a Gateway, they wouldn't have enough for a Psystorm (only 50 energy) but since they come out so early because of how Warpgate works, they will be able to have 75 energy by the time they would have been finished from a Gateway.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
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