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Post 1.3 Infestors - Really Too Strong? - Page 6

Forum Index > SC2 General
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ehalf
Profile Joined September 2010
408 Posts
April 26 2011 15:01 GMT
#101
Damn this post is so funny. Infesters cant kill marine... Dude, u only use infestors for zvt??? i can say tank cant attack muta at all. Does that mean zerg auto win?
heishe
Profile Blog Joined June 2009
Germany2284 Posts
Last Edited: 2011-04-26 15:06:17
April 26 2011 15:04 GMT
#102
I consider them to be way overrated to be honest. In large battles they either can't fungal anything because their range is not big enough, or they put out one fungal each and then die immediately because they stand in front of the army. And that is if they even get that far,since tanks and collossi way outrange them.

In smaller battles they die pretty easily because they get focused.

Not to mention the fact that they're a considerable risk to be taken if you get them. If you get 4 infestors, you really have to make them be worth it, otherwise you just blew away 600 gas (potentially +150 for upgrade +150 for building) for nothing, plus you're leaving a rather huge timing window where you're more vulnerable than usual in your play (they do take a pretty long time to spawn).

They do have their purpose though: They're pretty sick drop and otherwise marine harass defenders, plus they rock against tank-light mech play.

But in my opinion they are in no way the solution to the Protoss death ball like so many people (including me) expected.

By the way, IdrA has already taken back his statement that you quoted in the OP.
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
Last Edited: 2011-04-26 15:06:40
April 26 2011 15:05 GMT
#103
On April 26 2011 23:22 Arkless wrote:
Show nested quote +
On April 26 2011 23:11 WhiteDog wrote:
On April 26 2011 23:07 toadyy wrote:
Ling Infestor is borderline broken in ZvT and ZvP, high level zergs for some reason don't even consider Infestors they play Roach Hydra the whole game and wonder why they lose. In ZvT Infestor counters every Terran unit in the game, impossible to counter unless zerg herp derps and 1 control groups his infestors with his main army.

1: Wrong
2: That's because you don't have the level they have so you don't know.
3:Sure infestor counter tanks... ho wait!


He is actually fairly correct. Fungals are far to strong vs bio. And burrow'd infestor infested marine drops on tank line add to their current strength. With the recent gas nerf on ghosts next patch though I think it will even it out. As of right now though..... its kind of rediculous. Going ghosts in tvz is so very far away and so very gas intesive you basically need to commit two gysers to constantly produce 1 ghost. leaving you tank and thorless more or less.

No he is wrong, infestor are not broken in ZvP, high level zerg are not idiots that "wonder why they lose". In ZvT infestor don't counter tanks. Period, you have nothing else to add.
Just don't bio, or play better / split them / advance slowly with your tank line.

Go ghost when you have 6+ gaz geyser ?
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
Griffith`
Profile Joined September 2010
714 Posts
April 26 2011 15:07 GMT
#104
Biggest problem with infestors is not so much the unit by itself, but rather the INSANE synergy it has with all late game zerg units.

TvZ:

infestor + blord = death
infestor + ultra = death

There is absolutely nothing that can counter the above combinations. (Masters Terran)
griffith.583 (NA)
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
Last Edited: 2011-04-26 15:13:32
April 26 2011 15:12 GMT
#105
On April 27 2011 00:07 Griffith` wrote:
Biggest problem with infestors is not so much the unit by itself, but rather the INSANE synergy it has with all late game zerg units.

TvZ:

infestor + blord = death
infestor + ultra = death

There is absolutely nothing that can counter the above combinations. (Masters Terran)

Agree that those compositions are good, but saying nothing can counter them is pretty bold. Not that this is a common or always realistic example, but have you seen mass raven vs that? It's pretty funny. (Masters Zerg).
bearjuice
Profile Joined November 2010
United States98 Posts
April 26 2011 15:13 GMT
#106
ummmmm how about ghosts to counter? Splitting your forces to snipe infesters. It can be done, it's a matter of doing it.
"Tis a good day to die!"
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-04-26 15:15:05
April 26 2011 15:14 GMT
#107
On April 27 2011 00:12 Beef Noodles wrote:
Show nested quote +
On April 27 2011 00:07 Griffith` wrote:
Biggest problem with infestors is not so much the unit by itself, but rather the INSANE synergy it has with all late game zerg units.

TvZ:

infestor + blord = death
infestor + ultra = death

There is absolutely nothing that can counter the above combinations. (Masters Terran)

Agree that those compositions are good, but saying nothing can counter them is pretty bold. Not that this is common or always realistic, but have you seen mass raven vs that? It's pretty funny. (Masters Zerg).


You can't use ravens and get HSMs in TvZ. NP a misplaced raven and you end up HSMing your own army. NP range (9) >>> HSM range (6)

It TAKES THREE SNIPES to kill an infestor. Christ. Can people stop saying "omg use snipe". It's an absolutely worthless skill.
griffith.583 (NA)
Lafonzo
Profile Joined May 2010
Canada26 Posts
April 26 2011 15:14 GMT
#108
The problem with infestor as terran is they counter every thing . And to counter them You need, ghost,raven and tank . It's a lot of gaz for a unit . Another factor is Zerg player just have to A move and fungal and terran to spam apm like shit to survive .
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
April 26 2011 15:18 GMT
#109
On April 27 2011 00:14 Griffith` wrote:
Show nested quote +
On April 27 2011 00:12 Beef Noodles wrote:
On April 27 2011 00:07 Griffith` wrote:
Biggest problem with infestors is not so much the unit by itself, but rather the INSANE synergy it has with all late game zerg units.

TvZ:

infestor + blord = death
infestor + ultra = death

There is absolutely nothing that can counter the above combinations. (Masters Terran)

Agree that those compositions are good, but saying nothing can counter them is pretty bold. Not that this is common or always realistic, but have you seen mass raven vs that? It's pretty funny. (Masters Zerg).


You can't use ravens and get HSMs in TvZ. NP a misplaced raven and you end up HSMing your own army. NP range (9) >>> HSM range (6)

It TAKES THREE SNIPES to kill an infestor. Christ. Can people stop saying "omg use snipe". It's an absolutely worthless skill.

Yeah, in a vacuum NP>HSM, but in the game you will have tanks on the ground. If they try to NP, they will pop. A good marine, tank, raven, medivac army is really hard to crack with any late game composition as zerg. But I guess its equally difficult for the terran to push into the zerg. I think late game ZvT is harder for Terran but still balanced.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
April 26 2011 15:19 GMT
#110
I have FINALLY started using the infestor more comfortably since the patch and I have to say that they don't feel OP at all. They feel... strong.

Now this comes as a shock to most Protoss and Terran because they've been fighting against Zerg with no useful units what-so-ever since release, so in comparison to the rest of the Zerg army, they feel way OP, but when you sit back and look at it objectively, the new infestor is more on-level than anything.

Fungal feels just as good as EMP or Storm.

NP feels about as useful as snipe or feedback, but in a different way.

IT is something that you usually don't WANT to do, but will throw in there to add utility, much like cloak or archon morphing.

Overall, I am quite happy with where the infestor is at this point in time. Oddly enough, the biggest benefit of the fungal change is I don't feel retarded for getting NP now. Funny how that works.
As it turns out, marines don't actually cost any money -Jinro
ander
Profile Blog Joined September 2010
Canada403 Posts
April 26 2011 15:25 GMT
#111
The question for me isn't the damage, it's the fact that they stun units. It's just another really stupid spell (among many) that makes micro impossible. Watching someone fungal the same group of units 2 or 3 times once every 4 seconds until death isn't very climactic. Fungal growth is bad for sc2. It goes with the theme.
epoc
Profile Joined December 2010
Finland1190 Posts
April 26 2011 15:31 GMT
#112
Not at all. Even if you get fungals off you're never close to killing the deathball because after the fungal you have no troops left. You need roaches and hydras to kill the deathball that have been raped hard by colossus beams
Batch
Profile Joined May 2010
Sweden692 Posts
April 26 2011 15:31 GMT
#113
On April 27 2011 00:14 Lafonzo wrote:
The problem with infestor as terran is they counter every thing . And to counter them You need, ghost,raven and tank . It's a lot of gaz for a unit . Another factor is Zerg player just have to A move and fungal and terran to spam apm like shit to survive .

The problem with ghosts as protoss is they counter every thing. And to counter them You need, sentry, observer and colossos. It's a lot of gaz for a unit . Another factor is Terran player just have to stim, A move and EMP and protoss to spam apm like shit to survive .

See, this could be done for your race as well.

Siege tanks got 4 units longer range than infestors.
Ghosts can snipe for 45 damage (infestors got 90 health).
Cloaked banshees can snipe infestors fast.
Battlecruiser can probably take down one or two infestors as well...
loveeholicce
Profile Blog Joined December 2010
Korea (South)785 Posts
April 26 2011 15:33 GMT
#114
On April 27 2011 00:07 Griffith` wrote:
Biggest problem with infestors is not so much the unit by itself, but rather the INSANE synergy it has with all late game zerg units.

TvZ:

infestor + blord = death
infestor + ultra = death

There is absolutely nothing that can counter the above combinations. (Masters Terran)


For infestor brood lord ghosts?

For ultras try Thors with strike cannon.
Have you really tried everything? I don't see how you can say "absolutely nothing counters them" without exhausting all possibilities first
상처받은 그대에 가슴에 사랑을 심어줄께요♥
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-04-26 15:34:56
April 26 2011 15:33 GMT
#115
i say leave it in and watch how it works out,

as of now Infestors are Strong vs. Protoss but
Protoss has to learn to deal with it, i say it to close to call it overpowered.

when both side haven't figured out how to play perfectly with/against them.
JiYan
Profile Blog Joined February 2009
United States3668 Posts
April 26 2011 15:36 GMT
#116
i think the damage buff vs armored was a little too much but other than that, Z needs infestors to be viable. its a really great aspect of z matchups now
CidO
Profile Joined June 2010
United States695 Posts
April 26 2011 15:37 GMT
#117
On April 27 2011 00:07 Griffith` wrote:
Biggest problem with infestors is not so much the unit by itself, but rather the INSANE synergy it has with all late game zerg units.

TvZ:

infestor + blord = death
infestor + ultra = death

There is absolutely nothing that can counter the above combinations. (Masters Terran)

Have you tried building units from a starport? Blords and ultras can't look up?
:P
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-04-26 15:40:49
April 26 2011 15:38 GMT
#118
On April 27 2011 00:31 Batch wrote:
Show nested quote +
On April 27 2011 00:14 Lafonzo wrote:
The problem with infestor as terran is they counter every thing . And to counter them You need, ghost,raven and tank . It's a lot of gaz for a unit . Another factor is Zerg player just have to A move and fungal and terran to spam apm like shit to survive .

The problem with ghosts as protoss is they counter every thing. And to counter them You need, sentry, observer and colossos. It's a lot of gaz for a unit . Another factor is Terran player just have to stim, A move and EMP and protoss to spam apm like shit to survive .

See, this could be done for your race as well.

Siege tanks got 4 units longer range than infestors.
Ghosts can snipe for 45 damage (infestors got 90 health).
Cloaked banshees can snipe infestors fast.
Battlecruiser can probably take down one or two infestors as well...


Except ghosts never actually kill anything. Ghosts's EMP is a one time deal and half your units have less than 70 shields. Fungals can be chained endlessly.

Siege tanks have 4 range extra range only if they have spotting vision. Otherwise its plus 2 range. This means your real leeway is only about 2 range.

PS. Can you fucking READ? We've stated over and over again that it takes 3 snipes (75 energy) to kill an infestor because of the +1 health regen.


On April 27 2011 00:37 CidO wrote:
Show nested quote +
On April 27 2011 00:07 Griffith` wrote:
Biggest problem with infestors is not so much the unit by itself, but rather the INSANE synergy it has with all late game zerg units.

TvZ:

infestor + blord = death
infestor + ultra = death

There is absolutely nothing that can counter the above combinations. (Masters Terran)

Have you tried building units from a starport? Blords and ultras can't look up?



Fungals + Infested Terrans OWN vikings (remember infested terran benefit from zerg evolution chamber upgrades). Banshees take the same time as a Thor to make. Air TvZ is just not viable.
griffith.583 (NA)
Kira__
Profile Joined April 2011
Sweden2672 Posts
April 26 2011 15:38 GMT
#119
How about waiting with the imbalance whine until ghosts (I think at this point there is no infestor "imbalance" in ZvP) have been fully explored in the matchup by the pros.
The truth is, Yagami-kun, I suspect that you may in fact be Kira.
Lafonzo
Profile Joined May 2010
Canada26 Posts
April 26 2011 15:42 GMT
#120
On April 27 2011 00:31 Batch wrote:
Show nested quote +
On April 27 2011 00:14 Lafonzo wrote:
The problem with infestor as terran is they counter every thing . And to counter them You need, ghost,raven and tank . It's a lot of gaz for a unit . Another factor is Zerg player just have to A move and fungal and terran to spam apm like shit to survive .

The problem with ghosts as protoss is they counter every thing. And to counter them You need, sentry, observer and colossos. It's a lot of gaz for a unit . Another factor is Terran player just have to stim, A move and EMP and protoss to spam apm like shit to survive .

See, this could be done for your race as well.

Siege tanks got 4 units longer range than infestors.
Ghosts can snipe for 45 damage (infestors got 90 health).
Cloaked banshees can snipe infestors fast.
Battlecruiser can probably take down one or two infestors as well...


These units are all counter by fungul . and cost a shit load of gaz. Raven should be a good counter to these if seeker missile would be better. well infestor had just get an Hp boost anyway .At the end you can survive and manage to counter them but in my opinion you need to much of an investment to counter them. Another point is to scout them to .You see an infestation pit it doesn't mean He goes for infestor He maybe just tech up so often your taken off guard by them .

Emp don't do any damage like storm or fungul. and no terran dont have to just A moove vs Toss.
You have to postion you viking,using emp, pdd,stim and spread your units in an arc to survive .
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