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Post 1.3 Infestors - Really Too Strong? - Page 3

Forum Index > SC2 General
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PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
April 26 2011 13:15 GMT
#41
On April 26 2011 22:01 Bensio wrote:
I think the missile change needs to come back, more micro FTW

I agree, I liked that change, perhaps increase the speed of the projectile from the PTR original speed so satisfy some people?

Either way, as is, I don't think infestors are OP at all, just make some ghosts or HTs, that being said most infestors die quickly to seige tanks or collosus before they get up there anyway.
the farm ends here
Hollis
Profile Joined January 2011
United States505 Posts
April 26 2011 13:17 GMT
#42
Yay, zerg has a unit people QQ about, finally!

I see them being used to great success in zvp and zvt at the highest levels, and this makes me rejoice! Zerg still feels weak in zvp so I laugh to think it's "overpowered" but I'm thinking how with just a couple more tweaks things might start to balance out.
Pughy
Profile Blog Joined July 2010
Wales662 Posts
April 26 2011 13:18 GMT
#43
I'm a protoss and I personally don't think the infestor is that bad. I've played against it quite a few times (but still not a huge amount). It can be extrememly effective, like really good. Reason for this is protoss army stacks like crazy. Late game you have VR's over collo's, collo's over small ground troops. Bring in AoE and you get 3 layers of units which get trapped. Problem to this? Scatter your units and problem solved. People are too quick to point the finger and blame something other then themselves. With infestors it's people who are too damn stupid to realise if you split your army, you'll be fine. (I'm also masters).
Commentatorwww.twitter.com/pughydude www.twitch.tv/pughydude
adelise
Profile Joined August 2010
85 Posts
April 26 2011 13:20 GMT
#44
I have been using infestors to great effect in both zvp and zvt, I do not think they are too powerful though. My succes with them largely depends on my opponent not reacting properly.

There have been so many terrans who walk 40 marines in 1 group away from his tanks, gets fungaled and rages at infestors.
And then there is terrans that realise that the threat of mutalisks is much much smaller when the zerg presents multiple infestors and produces more tanks, uses ghosts to keep my energy low or pushes really slow with bunker marine tank, and all of a sudden they dont seem that powerful anymore.

Same thing goes for protoss, I have had a lot of success eating the VR/colossi deathball with ling/infestor/ultralisk simply because the protoss doesnt react to my build and refuses to build high templars.

I play at mid-masters
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
April 26 2011 13:20 GMT
#45
Infestors should be overpowerd in my opinion, it allows for HT feedback and EMP play, allowing more skill and epic moments in SC2. Infestors usually get killed before they can get off proper fungals though due to the small range, so they are not that OP in my opinion.
WriterXiao8~~
rale
Profile Joined December 2010
United States40 Posts
April 26 2011 13:21 GMT
#46
On April 26 2011 22:15 qui wrote:
Ghosts are cheaper in terms of gas.

HT have been indirectly buffed by the archon change.

How are these not indirect nerfs to Infestor? I am not whining btw, as I am sure a lot of players will stubbornly not built these units while I keep FG-ing their clumped up death balls.


What does the archon change have to do with infestors? Archons being massive should have no effect on PvZ.
RifleCow
Profile Joined February 2008
Canada637 Posts
Last Edited: 2011-04-26 13:23:45
April 26 2011 13:23 GMT
#47
On April 26 2011 22:10 Digamma wrote:
Show nested quote +
On April 26 2011 21:53 RifleCow wrote:
Powerful infestors is good. Makes for interesting games. Infestors are like giant sacks of meat that are easy to kill but can dish out huge damage. Getting only fungal off of an infestor is still not cost effective, you have to keep them alive to kill another day.

In fact, the counters for infestors arn't even being used by terran/toss, ghost and high templar effectively. Basically infestors force this more interesting caster dynamic that was present in sc1 but has so far been on the sidelines in sc2. Maybe we'll even see ravens cast seeker missles on infestors clumps to keep infestor numbers in check.

I don't know about you but I think they should make infestors as powerful as possible so even if there is a direct counter to them you still get them. SV is the defiler counter in SC1, but you still get defilers right....

TLDR: If infestors are too powerful for the currnet metagame thats a good thing. Marine/tank and Collosus/stalker are boring ass compositions and I look forward to the day that we have this marin/tank/ghost/raven TvZ and stalker/zealot/high templar in PvZ.


Please refrain from insulting the science vessel by mentioning it as though it was a equal to the pathetic raven. On the topic, no, infestors arent too powerful as they are now.


I never compared ravens to science vessels. I just said science vessels are a good example of caster vs. caster dynamic that was so exciting in BW.

SC2 will never match SV vs Defiler in the game's current state. The complexity was pretty deep, SV would irradiate defilers, but you could micro scourge that would have to coordinated with attacks to kill off SV. A match would be about controlling SV numbers, plague allowed for a cornered defiler to bring an entire pack of SV down. Good use of defiler or SV pretty much made you the king in your respective race.

Anyways, what I'm saying is powerful casters are a good thing. Toss/terran have so many units they can still use, so they should use them...
hohoho
adelise
Profile Joined August 2010
85 Posts
April 26 2011 13:24 GMT
#48
On April 26 2011 22:21 rale wrote:
Show nested quote +
On April 26 2011 22:15 qui wrote:
Ghosts are cheaper in terms of gas.

HT have been indirectly buffed by the archon change.

How are these not indirect nerfs to Infestor? I am not whining btw, as I am sure a lot of players will stubbornly not built these units while I keep FG-ing their clumped up death balls.


What does the archon change have to do with infestors? Archons being massive should have no effect on PvZ.


So how do you intend to target broodlords when your units are stuck in fungals? Well now you can with archons
NiNjAPlation
Profile Joined April 2011
United States85 Posts
April 26 2011 13:25 GMT
#49
I have had my army stopped in its tracks by 5 infestors full energy, and ended up losing the game because all my army died. But are they op I would say maybe, but they required micro so they are not easy to use, hell ive even seen idra misclick and get them killed so i say no.
League-Platinum Race-Protoss Server- AM Character Code- 794
ChaseR
Profile Blog Joined July 2009
Norway1004 Posts
April 26 2011 13:25 GMT
#50
The first argument, and most common is it's simply too powerful,dealing 36-47 damage over 4 seconds.
This is what bothers me the most, it does SO much damage to a whole group of units, the problem is once you get a good hit off, it 100% immobilizes units and you can basically just keep chaining up Fungal Growths untill everything is dead that being mutas, marines, vikings etc.
Life is not Fucking Fair and Society is not Fucking Logical - "Frankly, my dear, I don't give a damn"
Deadlyfish
Profile Joined August 2010
Denmark1980 Posts
April 26 2011 13:26 GMT
#51
On April 26 2011 22:24 adelise wrote:
Show nested quote +
On April 26 2011 22:21 rale wrote:
On April 26 2011 22:15 qui wrote:
Ghosts are cheaper in terms of gas.

HT have been indirectly buffed by the archon change.

How are these not indirect nerfs to Infestor? I am not whining btw, as I am sure a lot of players will stubbornly not built these units while I keep FG-ing their clumped up death balls.


What does the archon change have to do with infestors? Archons being massive should have no effect on PvZ.


So how do you intend to target broodlords when your units are stuck in fungals? Well now you can with archons


I'm not sure i understand what you are saying. Archons will still be stuck in fungals even if they are massive.
If wishes were horses we'd be eating steak right now.
zewk
Profile Joined May 2010
Sweden35 Posts
April 26 2011 13:26 GMT
#52
On April 26 2011 22:24 adelise wrote:
Show nested quote +
On April 26 2011 22:21 rale wrote:
On April 26 2011 22:15 qui wrote:
Ghosts are cheaper in terms of gas.

HT have been indirectly buffed by the archon change.

How are these not indirect nerfs to Infestor? I am not whining btw, as I am sure a lot of players will stubbornly not built these units while I keep FG-ing their clumped up death balls.


What does the archon change have to do with infestors? Archons being massive should have no effect on PvZ.


So how do you intend to target broodlords when your units are stuck in fungals? Well now you can with archons


Fungal will still stuck archons. They aren't frenzied as ultras, they're massive like collossus and thors, which means they can't be slowed by marauders and they can get hit by corrupters, and void rays deals extra damage against them - and they now brake force fields.

But fungals will still make them stay at place. But that still doesn't make fungal OP.
zul
Profile Blog Joined February 2010
Germany5427 Posts
April 26 2011 13:28 GMT
#53
infestors need to be very strong, because you need them to stabilize your defense and finally start to put some pressure on your opponent. It`s not like some infestors instawin games for the Zerg. T and P have counters (ghost / HT) or can minimize the Damage taken by proper micro (army split / infestor focusing). And dont forget it takes multiple fungals to actually kill stuff and infestors are very squishy (die fast).
keep it deep! @zulison
rale
Profile Joined December 2010
United States40 Posts
April 26 2011 13:28 GMT
#54
On April 26 2011 22:24 adelise wrote:
Show nested quote +
On April 26 2011 22:21 rale wrote:
On April 26 2011 22:15 qui wrote:
Ghosts are cheaper in terms of gas.

HT have been indirectly buffed by the archon change.

How are these not indirect nerfs to Infestor? I am not whining btw, as I am sure a lot of players will stubbornly not built these units while I keep FG-ing their clumped up death balls.


What does the archon change have to do with infestors? Archons being massive should have no effect on PvZ.


So how do you intend to target broodlords when your units are stuck in fungals? Well now you can with archons


Being massive doesn't grant invulnerability to fungal. Colossus are massive, but get snared by fungal all the same.

Besides, archons are slow and have only 2 range. The only way they would get close enough to target broodlords is if the zerg had no ground army at all.
adelise
Profile Joined August 2010
85 Posts
Last Edited: 2011-04-26 13:30:12
April 26 2011 13:29 GMT
#55
On April 26 2011 22:26 zewk wrote:
Show nested quote +
On April 26 2011 22:24 adelise wrote:
On April 26 2011 22:21 rale wrote:
On April 26 2011 22:15 qui wrote:
Ghosts are cheaper in terms of gas.

HT have been indirectly buffed by the archon change.

How are these not indirect nerfs to Infestor? I am not whining btw, as I am sure a lot of players will stubbornly not built these units while I keep FG-ing their clumped up death balls.


What does the archon change have to do with infestors? Archons being massive should have no effect on PvZ.


So how do you intend to target broodlords when your units are stuck in fungals? Well now you can with archons


Fungal will still stuck archons. They aren't frenzied as ultras, they're massive like collossus and thors, which means they can't be slowed by marauders and they can get hit by corrupters, and void rays deals extra damage against them - and they now brake force fields.

But fungals will still make them stay at place. But that still doesn't make fungal OP.


My bad, was thinking of ultralisks

Although I can now neural parasite an Archon and use it to break forcefields
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
Last Edited: 2011-04-26 13:33:14
April 26 2011 13:31 GMT
#56
I think the change to Infesters is the best thing to happen to SC2 since it was released. Zerg now has a unit it can micro with, and be rewarded for the time and minerals invested in using them.

This also helps Zerg have a reason to reach for T3 tech, before the change no one made them and i think this also inadvertently stopped players going to T3 as building the Infester Pit was considered a wast of minerals\gas. Also the ability to now snipe workers with fungal could make for some interested strategies with drop\infester harass mid game

As Terran when you see these units in the game , they should be considering ghosts and ravens in their build queues to nullify them. Ghosts are an underused unit in the game which have great abilites. Snipe and EMP are great micro spells to be used. So far Terran has had it easy with its MMM ball with very little reason to build any other units.

Protoss wont see much of a difference except Infesters may actually help deal with the 200 death ball by locking down Stalkers with Fungal.
I have seen a tactic that when used with Broodlords infested Terrans + fungal really can make a big difference to the outcome

The change to this unit is interesting and changes the dynamics of the match ups. Interesting times ahead
Holliday
Profile Joined April 2011
Germany30 Posts
April 26 2011 13:36 GMT
#57
On April 26 2011 22:15 qui wrote:
Ghosts are cheaper in terms of gas.

HT have been indirectly buffed by the archon change.

How are these not indirect nerfs to Infestor? I am not whining btw, as I am sure a lot of players will stubbornly not built these units while I keep FG-ing their clumped up death balls.


can i get a hell yeah?
Life's a B!tch and then you die
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
April 26 2011 13:36 GMT
#58
Overpowered units when used right, is exactly what SC2 needs, every GSL final except the first has sent me to sleep.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-04-26 13:38:20
April 26 2011 13:37 GMT
#59
On April 26 2011 22:31 Topdoller wrote:
Protoss wont see much of a difference except Infesters may actually help deal with the 200 death ball by locking down Stalkers with Fungal.
I have seen a tactic that when used with Broodlords infested Terrans + fungal really can make a big difference to the outcome

The change to this unit is interesting and changes the dynamics of the match ups. Interesting times ahead


Offtopic but i see it as necessary, as this comes up again and again:

You shouldn't be able to deal with the Protoss 200 supply ball easily anyway. 200 Supply Protoss ball is worth much more in resources than Zerg 200 ball. It's only fair it should win and no one should expect any other outcome than a battle win for the Protoss in a 200 vs 200.
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 26 2011 13:38 GMT
#60
On April 26 2011 21:54 _Darwin_ wrote:
No, infestors aren't too strong. They really aren't hard to snipe when u split bio or just pull 4 rauders and 2 shot them. Or emp. Or have good tank placement. Bio can heal/mech can repair/toss shields regenerate.


That's hard enough to do considering Terran already has to place tanks perfectly, split bio and micro marines while Zerg simply a-moves in and casts fungals all over the place.

The biggest problem for Terran atm is Broodlord+Infestor+Corrupter tho. This combination rapes nearly everything Terran has and your only chance to counter it are Ghosts. So I'm glad Blizzard is addressing this and reducing the gas cost of Ghosts.

Only time will tell if the Infestor buff makes ZvT lategame imba but Ghosts vs Infestor/Broodlord is definitely spectacular for viewers to watch
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
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