• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:09
CEST 12:09
KST 19:09
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
$5,000 WardiTV TLMC tournament - Presented by Monster Energy1GSL CK: More events planned pending crowdfunding0Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage4Weekly Cups (March 23-29): herO takes triple6
StarCraft 2
General
BGE Stara Zagora 2026 cancelled Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win Rongyi Cup S3 - Preview & Info Team Liquid Map Contest #22 - Presented by Monster Energy
Tourneys
RSL Season 4 announced for March-April $5,000 WardiTV TLMC tournament - Presented by Monster Energy Sea Duckling Open (Global, Bronze-Diamond) GSL CK: More events planned pending crowdfunding Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
Gypsy to Korea so ive been playing broodwar for a week straight. ASL21 General Discussion Pros React To: JaeDong vs Queen [BSL22] RO32 Group Stage
Tourneys
[Megathread] Daily Proleagues [BSL22] RO32 Group B - Sunday 21:00 CEST [BSL22] RO32 Group A - Saturday 21:00 CEST 🌍 Weekly Foreign Showmatches
Strategy
Muta micro map competition Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game General RTS Discussion Thread Nintendo Switch Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Trading/Investing Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Loot Boxes—Emotions, And Why…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
ASL S21 English Commentary…
namkraft
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1966 users

Post 1.3 Infestors - Really Too Strong? - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 19 Next All
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
April 26 2011 16:24 GMT
#161
On April 27 2011 01:03 Griffith` wrote:
Show nested quote +
On April 27 2011 01:00 garlicface wrote:
On April 27 2011 00:51 Griffith` wrote:
On April 27 2011 00:47 Batch wrote:
On April 27 2011 00:38 Griffith` wrote:
On April 27 2011 00:31 Batch wrote:
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. It takes 3 snipes (75 energy) to kill an infestor because of the +1 health regen.

A protoss army without shields is a dead army against an equal sized terran army.

It doesn't matter if siege tanks have 4 or 2 extra range since the damage is instant and a few siege tanks can completely deny infestors from getting in range.

If you stay one upgrade ahead of your zerg opponent you will be able to 2 shot with ghost snipes.


An EMPed protoss army can re-treat and regen its shields, a fungaled terran army can't.

Snipes and other spells don't benefit from weapon upgrades. If you don't know this, you are probably below diamond.

The extra 4 vs 2 range is a huge difference. If you don't think range matters, lets take away the roach range buff. Note that if the Terran player does have a massive number of siege tanks, Zergs can just toss infested terran cocoons into marine balls to deal damage.

Point is, infestors do far too much damage and is far too versatile. It is a unit with no weaknesses.

On April 27 2011 00:50 .Enigma. wrote:
On April 27 2011 00:42 Lafonzo wrote:
On April 27 2011 00:31 Batch wrote:
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 .


You have tanks, blue flame hellions, thors, marines with stim and all that good stuff that does your damage. You can't have EMP to do damage aswell,

You don't need too much of an investment to "counter" them, that's like saying it's too much of an investment for me to counter ravens, since the Hunter Seeker Missile counters all my units when they're in a clump which means that I need more then just the "right" unit to be able to beat someone who has a ton of ravens.

It's the same thing with infestors where it makes you require more then just the right units but you also need to control your units well which is a good thing for the game.


Funny, tanks, hellions, thors, marines, all the good stuff, they are all countered by infestors. You can DODGE HSMs so easily if you have over 50 apm, not to mention dangers of missile drag. HSMs aint got nothing on Irradiate.

I like how you opened your post with Ghosts, then completely forgot about them when you concluded that the Infestor is a unit "with no weakness".

EMP the Infestors.


It's not a weakness if you force Terran to make a unit that has zero utility aside of infestors (not to mention at times you will probably need 2+ emps to drain the energy of a single infestor.).

Griffith, I will tell you something that might makes you all wet (it made me wet).

IdrA said that he was watching BRAT_OK stream one night for some reason, and saw him produce a bunch of ghost to kill broodlord. Ghost are great against broodlord.

They have utility aside of infestors, it's just that you are not aware of it yet.
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
WindOw
Profile Blog Joined November 2008
Sweden407 Posts
Last Edited: 2011-04-26 16:24:59
April 26 2011 16:24 GMT
#162
I think they can remove gland upgrade, its as OP as amulet now
AKA WindOw[InCa] (BW) | TheMisT (SC2) | NaNiwa FC founder
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
Last Edited: 2011-04-26 16:26:56
April 26 2011 16:25 GMT
#163
I've always said that the zerg had been given storm after the fungal buff.

Really, it DOESN'T help against the deathball. All it does is make terran units die easier and turn ZvZ into roach/infestor. Although I really like the new ZvZ, on ZvT I can clearly see that, personally, it is too strong.

The reason it was buffed in the first place was to deal with the deathball, and it doesn't do that job all that well.

But having that said, I haven't met a single terran yet that got ghosts out soon enough. So maybe high diamond / mid master terran haven't caught onto the changes yet.
.Enigma.
Profile Joined January 2011
Sweden1461 Posts
Last Edited: 2011-04-26 16:27:18
April 26 2011 16:26 GMT
#164
On April 27 2011 01:24 WindOw wrote:
I think they can remove gland upgrade, its as OP as amulet now


You can't warp in Infestors everywhere on the map, which is what made the amulet so strong.

However, I wouldn't mind if the gland made it so that you got like 65 or so energy, it would help terrans out quite alot.
"Jupiters c*ck!" - Quintus Lentulus Batiatus
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-04-26 16:28:16
April 26 2011 16:26 GMT
#165
On April 27 2011 01:24 WhiteDog wrote:
Show nested quote +
On April 27 2011 01:03 Griffith` wrote:
On April 27 2011 01:00 garlicface wrote:
On April 27 2011 00:51 Griffith` wrote:
On April 27 2011 00:47 Batch wrote:
On April 27 2011 00:38 Griffith` wrote:
On April 27 2011 00:31 Batch wrote:
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. It takes 3 snipes (75 energy) to kill an infestor because of the +1 health regen.

A protoss army without shields is a dead army against an equal sized terran army.

It doesn't matter if siege tanks have 4 or 2 extra range since the damage is instant and a few siege tanks can completely deny infestors from getting in range.

If you stay one upgrade ahead of your zerg opponent you will be able to 2 shot with ghost snipes.


An EMPed protoss army can re-treat and regen its shields, a fungaled terran army can't.

Snipes and other spells don't benefit from weapon upgrades. If you don't know this, you are probably below diamond.

The extra 4 vs 2 range is a huge difference. If you don't think range matters, lets take away the roach range buff. Note that if the Terran player does have a massive number of siege tanks, Zergs can just toss infested terran cocoons into marine balls to deal damage.

Point is, infestors do far too much damage and is far too versatile. It is a unit with no weaknesses.

On April 27 2011 00:50 .Enigma. wrote:
On April 27 2011 00:42 Lafonzo wrote:
On April 27 2011 00:31 Batch wrote:
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 .


You have tanks, blue flame hellions, thors, marines with stim and all that good stuff that does your damage. You can't have EMP to do damage aswell,

You don't need too much of an investment to "counter" them, that's like saying it's too much of an investment for me to counter ravens, since the Hunter Seeker Missile counters all my units when they're in a clump which means that I need more then just the "right" unit to be able to beat someone who has a ton of ravens.

It's the same thing with infestors where it makes you require more then just the right units but you also need to control your units well which is a good thing for the game.


Funny, tanks, hellions, thors, marines, all the good stuff, they are all countered by infestors. You can DODGE HSMs so easily if you have over 50 apm, not to mention dangers of missile drag. HSMs aint got nothing on Irradiate.

I like how you opened your post with Ghosts, then completely forgot about them when you concluded that the Infestor is a unit "with no weakness".

EMP the Infestors.


It's not a weakness if you force Terran to make a unit that has zero utility aside of infestors (not to mention at times you will probably need 2+ emps to drain the energy of a single infestor.).

Griffith, I will tell you something that might makes you all wet (it made me wet).

IdrA said that he was watching BRAT_OK stream one night for some reason, and saw him produce a bunch of ghost to kill broodlord. Ghost are great against broodlord.

They have utility aside of infestors, it's just that you are not aware of it yet.


It takes 6 (150 energy) snipes to kill a broodlord. Otherwise they do peanuts for damage against blords. I don't see how that makes ghosts "amazing" against blords. It's extremely difficult to queue up 6 snipes per blord given the snipe mechanic. Shift-sniping is very difficult as you need to holdfire as well.
griffith.583 (NA)
.Enigma.
Profile Joined January 2011
Sweden1461 Posts
April 26 2011 16:27 GMT
#166
On April 27 2011 01:26 Griffith` wrote:
Show nested quote +
On April 27 2011 01:24 WhiteDog wrote:
On April 27 2011 01:03 Griffith` wrote:
On April 27 2011 01:00 garlicface wrote:
On April 27 2011 00:51 Griffith` wrote:
On April 27 2011 00:47 Batch wrote:
On April 27 2011 00:38 Griffith` wrote:
On April 27 2011 00:31 Batch wrote:
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. It takes 3 snipes (75 energy) to kill an infestor because of the +1 health regen.

A protoss army without shields is a dead army against an equal sized terran army.

It doesn't matter if siege tanks have 4 or 2 extra range since the damage is instant and a few siege tanks can completely deny infestors from getting in range.

If you stay one upgrade ahead of your zerg opponent you will be able to 2 shot with ghost snipes.


An EMPed protoss army can re-treat and regen its shields, a fungaled terran army can't.

Snipes and other spells don't benefit from weapon upgrades. If you don't know this, you are probably below diamond.

The extra 4 vs 2 range is a huge difference. If you don't think range matters, lets take away the roach range buff. Note that if the Terran player does have a massive number of siege tanks, Zergs can just toss infested terran cocoons into marine balls to deal damage.

Point is, infestors do far too much damage and is far too versatile. It is a unit with no weaknesses.

On April 27 2011 00:50 .Enigma. wrote:
On April 27 2011 00:42 Lafonzo wrote:
On April 27 2011 00:31 Batch wrote:
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 .


You have tanks, blue flame hellions, thors, marines with stim and all that good stuff that does your damage. You can't have EMP to do damage aswell,

You don't need too much of an investment to "counter" them, that's like saying it's too much of an investment for me to counter ravens, since the Hunter Seeker Missile counters all my units when they're in a clump which means that I need more then just the "right" unit to be able to beat someone who has a ton of ravens.

It's the same thing with infestors where it makes you require more then just the right units but you also need to control your units well which is a good thing for the game.


Funny, tanks, hellions, thors, marines, all the good stuff, they are all countered by infestors. You can DODGE HSMs so easily if you have over 50 apm, not to mention dangers of missile drag. HSMs aint got nothing on Irradiate.

I like how you opened your post with Ghosts, then completely forgot about them when you concluded that the Infestor is a unit "with no weakness".

EMP the Infestors.


It's not a weakness if you force Terran to make a unit that has zero utility aside of infestors (not to mention at times you will probably need 2+ emps to drain the energy of a single infestor.).

Griffith, I will tell you something that might makes you all wet (it made me wet).

IdrA said that he was watching BRAT_OK stream one night for some reason, and saw him produce a bunch of ghost to kill broodlord. Ghost are great against broodlord.

They have utility aside of infestors, it's just that you are not aware of it yet.


It takes 6 (150 energy) snipes to kill a broodlord. Otherwise they do peanuts for damage against blords. I don't see how that makes ghosts "amazing" against blords.


You can kill brood lords super fast, that's pretty good.
"Jupiters c*ck!" - Quintus Lentulus Batiatus
poor newb
Profile Joined April 2004
United States1879 Posts
April 26 2011 16:28 GMT
#167
terrans will adopt their play to include ghost in their play to snipe/emp infestors, spread marines, dodge fungals etc.
How do you mine minerals?
ppdealer
Profile Joined January 2011
Canada163 Posts
April 26 2011 16:29 GMT
#168
On April 27 2011 01:26 Griffith` wrote:
Show nested quote +
On April 27 2011 01:24 WhiteDog wrote:
On April 27 2011 01:03 Griffith` wrote:
On April 27 2011 01:00 garlicface wrote:
On April 27 2011 00:51 Griffith` wrote:
On April 27 2011 00:47 Batch wrote:
On April 27 2011 00:38 Griffith` wrote:
On April 27 2011 00:31 Batch wrote:
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. It takes 3 snipes (75 energy) to kill an infestor because of the +1 health regen.

A protoss army without shields is a dead army against an equal sized terran army.

It doesn't matter if siege tanks have 4 or 2 extra range since the damage is instant and a few siege tanks can completely deny infestors from getting in range.

If you stay one upgrade ahead of your zerg opponent you will be able to 2 shot with ghost snipes.


An EMPed protoss army can re-treat and regen its shields, a fungaled terran army can't.

Snipes and other spells don't benefit from weapon upgrades. If you don't know this, you are probably below diamond.

The extra 4 vs 2 range is a huge difference. If you don't think range matters, lets take away the roach range buff. Note that if the Terran player does have a massive number of siege tanks, Zergs can just toss infested terran cocoons into marine balls to deal damage.

Point is, infestors do far too much damage and is far too versatile. It is a unit with no weaknesses.

On April 27 2011 00:50 .Enigma. wrote:
On April 27 2011 00:42 Lafonzo wrote:
On April 27 2011 00:31 Batch wrote:
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 .


You have tanks, blue flame hellions, thors, marines with stim and all that good stuff that does your damage. You can't have EMP to do damage aswell,

You don't need too much of an investment to "counter" them, that's like saying it's too much of an investment for me to counter ravens, since the Hunter Seeker Missile counters all my units when they're in a clump which means that I need more then just the "right" unit to be able to beat someone who has a ton of ravens.

It's the same thing with infestors where it makes you require more then just the right units but you also need to control your units well which is a good thing for the game.


Funny, tanks, hellions, thors, marines, all the good stuff, they are all countered by infestors. You can DODGE HSMs so easily if you have over 50 apm, not to mention dangers of missile drag. HSMs aint got nothing on Irradiate.

I like how you opened your post with Ghosts, then completely forgot about them when you concluded that the Infestor is a unit "with no weakness".

EMP the Infestors.


It's not a weakness if you force Terran to make a unit that has zero utility aside of infestors (not to mention at times you will probably need 2+ emps to drain the energy of a single infestor.).

Griffith, I will tell you something that might makes you all wet (it made me wet).

IdrA said that he was watching BRAT_OK stream one night for some reason, and saw him produce a bunch of ghost to kill broodlord. Ghost are great against broodlord.

They have utility aside of infestors, it's just that you are not aware of it yet.


It takes 6 (150 energy) snipes to kill a broodlord. Otherwise they do peanuts for damage against blords. I don't see how that makes ghosts "amazing" against blords.


150 mana on a 150 gas unit to kill a unit that cost 250 gas, pretty cost effective I'd say.

Remember in Brood War Zerg had Queen (100g) with their 150 mana Spawn Broodling to one shot Siege Tank (100g)? This isn't any different.
toadyy
Profile Joined February 2011
United Kingdom179 Posts
April 26 2011 16:29 GMT
#169
On April 27 2011 00:05 WhiteDog wrote:
Show nested quote +
On April 26 2011 23:22 Arkless wrote:
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 ?


Infestors destroy tank lines, if you spread they can pick one off with neural or if some are grouped they can just throw shit at them from underground. Infestors hard counter marine tank which is the only viable option terran has to deal with the ling/bling the zerg is throwing at you also. Then when broodlords come out you just have to hit one of 100 fungals on a viking group and you kill all of them. Why fungal needs insane dps and a root is beyond me it's worse than storm.
Penecks
Profile Joined August 2010
United States600 Posts
April 26 2011 16:29 GMT
#170
Infestor + T3 is pretty strong, but the fact you're relying on good fungals to be able to actually use these units effectively may point to bigger problems with these late game compositions. I mean, ultralisks in most situations are just painfully bad, fungals at least make them somewhat bearable to use, and even then its quite sketchy and I still wouldn't do it unless I am obviously ahead.
straight poppin
Arkless
Profile Joined April 2010
Canada1547 Posts
Last Edited: 2011-04-26 16:35:15
April 26 2011 16:30 GMT
#171
On April 27 2011 01:17 WhiteDog wrote:
Show nested quote +
On April 27 2011 01:16 Arkless wrote:
On April 27 2011 00:54 WhiteDog wrote:
On April 27 2011 00:45 Arkless wrote:
On April 27 2011 00:05 WhiteDog wrote:
On April 26 2011 23:22 Arkless wrote:
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 ?


Don't tell me what I do and don't have. Your elitist attitude is not needed. I never said terran should be able to get ghosts tanks and thors, but ghosts are a very weak subsitute at the moment between the threee because of time/gas spent/survivability. Please leave your comments to yourself when you have nothing to contribute but an attitude where you think you are better. When you are probably/almost definatly not. And your attitude alone shows such.

Aren't you the one that show a bad attitude saying all the zerg pro lose but don't know why ? Basically you are saying they are idiots.

Pre patch, the counter to infestor play was to just build fast 2 fact and pump out tank. Then you would advance slowly toward the zerg base and not forget to let your marine behind tanks because infestor are armored and have 80 hp so they get killed in 2 shots. Overall, without muta, it's really hard to survive a terran marine tank heavy push on two bases (and by tank heavy, i mean 2 fact pump out tanks). That's why I just go muta first and then switch on infestor: it feels more safe against any kind of tank heavy play. I think most of the zerg pro actually do the same, I have yet to see a zerg star going for infestor play and not making any muta before on map such as meta or xelnaga ( of course things are different on bigger maps like tal darim).

I just don't understand terran player that says "infestor counter all terran units", because the tank just counter infestor ? Why not trying to advance slowly ?


I never said anything remotely like that. Please don't put words in my mouth.

i quote you again
Show nested quote +
high level zergs for some reason don't even consider Infestors they play Roach Hydra the whole game and wonder why they lose

How is that not mocking the zerg players ? I wonder.


LOL, that was someone else in the thread man. Not me, l2read

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.

and just so you can facepalm again
On April 26 2011 23:07 toadyy wrote:

I wrote
+ Show Spoiler +
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.


and


+ Show Spoiler +
Don't tell me what I do and don't have. Your elitist attitude is not needed. I never said terran should be able to get ghosts tanks and thors, but ghosts are a very weak subsitute at the moment between the threee because of time/gas spent/survivability. Please leave your comments to yourself when you have nothing to contribute but an attitude where you think you are better. When you are probably/almost definatly not. And your attitude alone shows such.


GG
http://www.mixcloud.com/Arkless/ http://www.soundcloud.com/Arkless
.Enigma.
Profile Joined January 2011
Sweden1461 Posts
Last Edited: 2011-04-26 16:32:26
April 26 2011 16:31 GMT
#172
On April 27 2011 01:29 toadyy wrote:
Show nested quote +
On April 27 2011 00:05 WhiteDog wrote:
On April 26 2011 23:22 Arkless wrote:
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 ?


Infestors destroy tank lines, if you spread they can pick one off with neural or if some are grouped they can just throw shit at them from underground. Infestors hard counter marine tank which is the only viable option terran has to deal with the ling/bling the zerg is throwing at you also. Then when broodlords come out you just have to hit one of 100 fungals on a viking group and you kill all of them. Why fungal needs insane dps and a root is beyond me it's worse than storm.


Maybe your whole tank line wouldn't get decimated if you put up ONE turret next them, perhaps?

Infestors don't hard counter Marine / Tank, that's just an insane statement.
"Jupiters c*ck!" - Quintus Lentulus Batiatus
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 26 2011 16:31 GMT
#173
infestors are not OP.... been trying out mass infestor with sling and spines but it is still very difficult to hold off collossus and mech in general.
poor newb
Profile Joined April 2004
United States1879 Posts
Last Edited: 2011-04-26 16:39:45
April 26 2011 16:32 GMT
#174
On April 27 2011 01:26 Griffith` wrote:
Show nested quote +
On April 27 2011 01:24 WhiteDog wrote:
On April 27 2011 01:03 Griffith` wrote:
On April 27 2011 01:00 garlicface wrote:
On April 27 2011 00:51 Griffith` wrote:
On April 27 2011 00:47 Batch wrote:
On April 27 2011 00:38 Griffith` wrote:
On April 27 2011 00:31 Batch wrote:
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. It takes 3 snipes (75 energy) to kill an infestor because of the +1 health regen.

A protoss army without shields is a dead army against an equal sized terran army.

It doesn't matter if siege tanks have 4 or 2 extra range since the damage is instant and a few siege tanks can completely deny infestors from getting in range.

If you stay one upgrade ahead of your zerg opponent you will be able to 2 shot with ghost snipes.


An EMPed protoss army can re-treat and regen its shields, a fungaled terran army can't.

Snipes and other spells don't benefit from weapon upgrades. If you don't know this, you are probably below diamond.

The extra 4 vs 2 range is a huge difference. If you don't think range matters, lets take away the roach range buff. Note that if the Terran player does have a massive number of siege tanks, Zergs can just toss infested terran cocoons into marine balls to deal damage.

Point is, infestors do far too much damage and is far too versatile. It is a unit with no weaknesses.

On April 27 2011 00:50 .Enigma. wrote:
On April 27 2011 00:42 Lafonzo wrote:
On April 27 2011 00:31 Batch wrote:
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 .


You have tanks, blue flame hellions, thors, marines with stim and all that good stuff that does your damage. You can't have EMP to do damage aswell,

You don't need too much of an investment to "counter" them, that's like saying it's too much of an investment for me to counter ravens, since the Hunter Seeker Missile counters all my units when they're in a clump which means that I need more then just the "right" unit to be able to beat someone who has a ton of ravens.

It's the same thing with infestors where it makes you require more then just the right units but you also need to control your units well which is a good thing for the game.


Funny, tanks, hellions, thors, marines, all the good stuff, they are all countered by infestors. You can DODGE HSMs so easily if you have over 50 apm, not to mention dangers of missile drag. HSMs aint got nothing on Irradiate.

I like how you opened your post with Ghosts, then completely forgot about them when you concluded that the Infestor is a unit "with no weakness".

EMP the Infestors.


It's not a weakness if you force Terran to make a unit that has zero utility aside of infestors (not to mention at times you will probably need 2+ emps to drain the energy of a single infestor.).

Griffith, I will tell you something that might makes you all wet (it made me wet).

IdrA said that he was watching BRAT_OK stream one night for some reason, and saw him produce a bunch of ghost to kill broodlord. Ghost are great against broodlord.

They have utility aside of infestors, it's just that you are not aware of it yet.


It takes 6 (150 energy) snipes to kill a broodlord. Otherwise they do peanuts for damage against blords. I don't see how that makes ghosts "amazing" against blords.


By your logic:

It takes 2 (150 energy) fungals to kill a marine. Otherwise infestors do zero damage against marines. I don't see how that makes infestors "amazing" against marines.
How do you mine minerals?
dave333
Profile Joined August 2010
United States915 Posts
April 26 2011 16:33 GMT
#175
I preferred the old infestors in ZvT tbh. They were way better at stalling armies to buy you time to get more supply, and were far stronger against drops since you could fungal medivac and then pull an infested terran or two.

It's really just the fact that people actually USE them now and players don't know how to deal with it.

Great in ZvP though ^^
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-04-26 16:36:41
April 26 2011 16:34 GMT
#176
On April 27 2011 01:29 ppdealer wrote:
Show nested quote +
On April 27 2011 01:26 Griffith` wrote:
On April 27 2011 01:24 WhiteDog wrote:
On April 27 2011 01:03 Griffith` wrote:
On April 27 2011 01:00 garlicface wrote:
On April 27 2011 00:51 Griffith` wrote:
On April 27 2011 00:47 Batch wrote:
On April 27 2011 00:38 Griffith` wrote:
On April 27 2011 00:31 Batch wrote:
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. It takes 3 snipes (75 energy) to kill an infestor because of the +1 health regen.

A protoss army without shields is a dead army against an equal sized terran army.

It doesn't matter if siege tanks have 4 or 2 extra range since the damage is instant and a few siege tanks can completely deny infestors from getting in range.

If you stay one upgrade ahead of your zerg opponent you will be able to 2 shot with ghost snipes.


An EMPed protoss army can re-treat and regen its shields, a fungaled terran army can't.

Snipes and other spells don't benefit from weapon upgrades. If you don't know this, you are probably below diamond.

The extra 4 vs 2 range is a huge difference. If you don't think range matters, lets take away the roach range buff. Note that if the Terran player does have a massive number of siege tanks, Zergs can just toss infested terran cocoons into marine balls to deal damage.

Point is, infestors do far too much damage and is far too versatile. It is a unit with no weaknesses.

On April 27 2011 00:50 .Enigma. wrote:
On April 27 2011 00:42 Lafonzo wrote:
On April 27 2011 00:31 Batch wrote:
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 .


You have tanks, blue flame hellions, thors, marines with stim and all that good stuff that does your damage. You can't have EMP to do damage aswell,

You don't need too much of an investment to "counter" them, that's like saying it's too much of an investment for me to counter ravens, since the Hunter Seeker Missile counters all my units when they're in a clump which means that I need more then just the "right" unit to be able to beat someone who has a ton of ravens.

It's the same thing with infestors where it makes you require more then just the right units but you also need to control your units well which is a good thing for the game.


Funny, tanks, hellions, thors, marines, all the good stuff, they are all countered by infestors. You can DODGE HSMs so easily if you have over 50 apm, not to mention dangers of missile drag. HSMs aint got nothing on Irradiate.

I like how you opened your post with Ghosts, then completely forgot about them when you concluded that the Infestor is a unit "with no weakness".

EMP the Infestors.


It's not a weakness if you force Terran to make a unit that has zero utility aside of infestors (not to mention at times you will probably need 2+ emps to drain the energy of a single infestor.).

Griffith, I will tell you something that might makes you all wet (it made me wet).

IdrA said that he was watching BRAT_OK stream one night for some reason, and saw him produce a bunch of ghost to kill broodlord. Ghost are great against broodlord.

They have utility aside of infestors, it's just that you are not aware of it yet.


It takes 6 (150 energy) snipes to kill a broodlord. Otherwise they do peanuts for damage against blords. I don't see how that makes ghosts "amazing" against blords.


150 mana on a 150 gas unit to kill a unit that cost 250 gas, pretty cost effective I'd say.

Remember in Brood War Zerg had Queen (100g) with their 150 mana Spawn Broodling to one shot Siege Tank (100g)? This isn't any different.


Except in BW queen had ZERO utility outside of spawn broodlings on tanks, and NO ONE (barring the 3-4 ppl using it for lulz) used queens in ZvT. B- Terran.

150 energy lol, it takes 3 minutes to store up enough energy. Energy regen rate is 0.5625 energy per second. By the time your ghosts have enough energy your whole base is dead.
griffith.583 (NA)
.Enigma.
Profile Joined January 2011
Sweden1461 Posts
April 26 2011 16:34 GMT
#177
On April 27 2011 01:32 poor newb wrote:

it takes infestor 150 energy to kill a marine, i guess infestor are pretty weak then


If you go around fungaling single marines, then yeah.
"Jupiters c*ck!" - Quintus Lentulus Batiatus
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
April 26 2011 16:35 GMT
#178
On April 27 2011 01:19 Griffith` wrote:
Show nested quote +
On April 27 2011 01:13 MonsieurGrimm wrote:
On April 27 2011 01:03 Griffith` wrote:
On April 27 2011 01:00 garlicface wrote:
On April 27 2011 00:51 Griffith` wrote:
On April 27 2011 00:47 Batch wrote:
On April 27 2011 00:38 Griffith` wrote:
On April 27 2011 00:31 Batch wrote:
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. It takes 3 snipes (75 energy) to kill an infestor because of the +1 health regen.

A protoss army without shields is a dead army against an equal sized terran army.

It doesn't matter if siege tanks have 4 or 2 extra range since the damage is instant and a few siege tanks can completely deny infestors from getting in range.

If you stay one upgrade ahead of your zerg opponent you will be able to 2 shot with ghost snipes.


An EMPed protoss army can re-treat and regen its shields, a fungaled terran army can't.

Snipes and other spells don't benefit from weapon upgrades. If you don't know this, you are probably below diamond.

The extra 4 vs 2 range is a huge difference. If you don't think range matters, lets take away the roach range buff. Note that if the Terran player does have a massive number of siege tanks, Zergs can just toss infested terran cocoons into marine balls to deal damage.

Point is, infestors do far too much damage and is far too versatile. It is a unit with no weaknesses.

On April 27 2011 00:50 .Enigma. wrote:
On April 27 2011 00:42 Lafonzo wrote:
On April 27 2011 00:31 Batch wrote:
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 .


You have tanks, blue flame hellions, thors, marines with stim and all that good stuff that does your damage. You can't have EMP to do damage aswell,

You don't need too much of an investment to "counter" them, that's like saying it's too much of an investment for me to counter ravens, since the Hunter Seeker Missile counters all my units when they're in a clump which means that I need more then just the "right" unit to be able to beat someone who has a ton of ravens.

It's the same thing with infestors where it makes you require more then just the right units but you also need to control your units well which is a good thing for the game.


Funny, tanks, hellions, thors, marines, all the good stuff, they are all countered by infestors. You can DODGE HSMs so easily if you have over 50 apm, not to mention dangers of missile drag. HSMs aint got nothing on Irradiate.

I like how you opened your post with Ghosts, then completely forgot about them when you concluded that the Infestor is a unit "with no weakness".

EMP the Infestors.


It's not a weakness if you force Terran to make a unit that has zero utility aside of infestors (not to mention at times you will probably need 2+ emps to drain the energy of a single infestor.).

Yeah I wish I didn't have to make banelings against marines because they're pretty useless against tanks and thors, obviously this makes marines overpowered as now I can't get 40 mutas super early


Banelings are INSANELY cost-effective against everything. They do massive amounts of damage to buildings, have amazing mobility, can be burrowed, can be dropped into mineral lines with almost no cost.

Can you say the same for a ghost?

Sure ghosts may be able to land a nuke against a retarded Zerg that doesn't get detection
Sure ghosts may be able to cloak, just how many drones can a ghost kill before it gets owned by an overseer (and don't say you can snipe overseers either -_- they have absurd amounts of HP that you'd need about a 175 energy ghost to kill an overseer).

Oh, marines are also countered by:

Roaches,
Infestors,
Ultras,
and even cracklngs that get a good surround

Yeah banelings are super cost effective against armored units my bad. And no, you're right, it's not like Ghosts have an ability which does 45 damage to every single zerg unit for 25 energy - they're not cost effective at all.

Anyhow I won't sit here and tell you how to play your race like I know better than you, I'll just tell you what every Terran and Protoss has been telling Zerg since the beta: figure it out for your own damn self. If you're not going to even consider anyones suggestions of unit compositions or strategies etc. there's no reason to give suggestions at all. Just do yourself a favour and don't lie to yourself about facts.
"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
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
April 26 2011 16:36 GMT
#179
On April 27 2011 01:26 Griffith` wrote:
Show nested quote +
On April 27 2011 01:24 WhiteDog wrote:
On April 27 2011 01:03 Griffith` wrote:
On April 27 2011 01:00 garlicface wrote:
On April 27 2011 00:51 Griffith` wrote:
On April 27 2011 00:47 Batch wrote:
On April 27 2011 00:38 Griffith` wrote:
On April 27 2011 00:31 Batch wrote:
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. It takes 3 snipes (75 energy) to kill an infestor because of the +1 health regen.

A protoss army without shields is a dead army against an equal sized terran army.

It doesn't matter if siege tanks have 4 or 2 extra range since the damage is instant and a few siege tanks can completely deny infestors from getting in range.

If you stay one upgrade ahead of your zerg opponent you will be able to 2 shot with ghost snipes.


An EMPed protoss army can re-treat and regen its shields, a fungaled terran army can't.

Snipes and other spells don't benefit from weapon upgrades. If you don't know this, you are probably below diamond.

The extra 4 vs 2 range is a huge difference. If you don't think range matters, lets take away the roach range buff. Note that if the Terran player does have a massive number of siege tanks, Zergs can just toss infested terran cocoons into marine balls to deal damage.

Point is, infestors do far too much damage and is far too versatile. It is a unit with no weaknesses.

On April 27 2011 00:50 .Enigma. wrote:
On April 27 2011 00:42 Lafonzo wrote:
On April 27 2011 00:31 Batch wrote:
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 .


You have tanks, blue flame hellions, thors, marines with stim and all that good stuff that does your damage. You can't have EMP to do damage aswell,

You don't need too much of an investment to "counter" them, that's like saying it's too much of an investment for me to counter ravens, since the Hunter Seeker Missile counters all my units when they're in a clump which means that I need more then just the "right" unit to be able to beat someone who has a ton of ravens.

It's the same thing with infestors where it makes you require more then just the right units but you also need to control your units well which is a good thing for the game.


Funny, tanks, hellions, thors, marines, all the good stuff, they are all countered by infestors. You can DODGE HSMs so easily if you have over 50 apm, not to mention dangers of missile drag. HSMs aint got nothing on Irradiate.

I like how you opened your post with Ghosts, then completely forgot about them when you concluded that the Infestor is a unit "with no weakness".

EMP the Infestors.


It's not a weakness if you force Terran to make a unit that has zero utility aside of infestors (not to mention at times you will probably need 2+ emps to drain the energy of a single infestor.).

Griffith, I will tell you something that might makes you all wet (it made me wet).

IdrA said that he was watching BRAT_OK stream one night for some reason, and saw him produce a bunch of ghost to kill broodlord. Ghost are great against broodlord.

They have utility aside of infestors, it's just that you are not aware of it yet.


It takes 6 (150 energy) snipes to kill a broodlord. Otherwise they do peanuts for damage against blords. I don't see how that makes ghosts "amazing" against blords. It's extremely difficult to queue up 6 snipes per blord given the snipe mechanic. Shift-sniping is very difficult as you need to holdfire as well.

Yeah they really ought to fix the snipe mechanic tbh, it makes snipe much worse than it should be just because of how stupidly hard it is to get a proper shift-queue.
"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
Moody
Profile Blog Joined August 2010
United States750 Posts
April 26 2011 16:37 GMT
#180
I think your arguments are from the perspective of a Zerg player and, therefore, strongly zerg biased.

Your entire post is riddled with strawmen that you subsequently tear down because... you know.. they're strawmen... that's how they work. It's really horrible logic.

The biggest problem with Infestors right now, is that once you land a fungal growth, you prevent your opponent from doing anything with those units, for as long as you have energy. It's this limiting of micro coupled with an absurd amount of guaranteed damage that is too strong.

The Infestor should be powerful spell caster used to support the rest of the zerg army. As it stands, it is used AS the Zerg army while zergling / baneling / roach have become the support units.

Imagine if a Protoss came charging at you with 12 high templars, and 10 zealots. You wouldn't be too intimidated. Or if a Terran came running into your natural with 12 ghosts (lol) and 20 marines. You'd clean up either of those forces pretty easily. AND THERES NO WAY FOR THEM TO RETREAT.
A marine walks into a bar and asks, "Where's the counter?"
Prev 1 7 8 9 10 11 19 Next All
Please log in or register to reply.
Live Events Refresh
The PondCast
10:00
Episode 89
CranKy Ducklings8
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 110
ProTech95
Nina 58
Lowko47
StarCraft: Brood War
Sea 2670
Bisu 1466
Jaedong 1033
firebathero 659
Hyuk 366
actioN 188
Stork 174
Leta 169
Rush 162
sorry 148
[ Show more ]
EffOrt 101
Aegong 98
Pusan 79
Free 74
Killer 69
ZerO 54
ToSsGirL 43
Shinee 42
Sharp 36
[sc1f]eonzerg 24
Backho 22
NotJumperer 20
Bale 15
GoRush 12
JulyZerg 9
Barracks 9
IntoTheRainbow 9
ajuk12(nOOB) 9
SilentControl 8
Dota 2
XaKoH 574
NeuroSwarm82
Counter-Strike
olofmeister3406
shoxiejesuss786
edward80
Other Games
singsing1346
Liquid`RaSZi703
Happy254
crisheroes208
Mew2King53
ZerO(Twitch)2
Organizations
Counter-Strike
PGL19556
Other Games
gamesdonequick656
BasetradeTV40
StarCraft: Brood War
lovetv 10
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 40
• CranKy Ducklings SOOP3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2215
Upcoming Events
CranKy Ducklings
13h 51m
WardiTV Team League
1d
Replay Cast
1d 13h
CranKy Ducklings
1d 23h
WardiTV Team League
2 days
uThermal 2v2 Circuit
2 days
BSL
2 days
n0maD vs perroflaco
TerrOr vs ZZZero
MadiNho vs WolFix
DragOn vs LancerX
Sparkling Tuna Cup
2 days
WardiTV Team League
3 days
OSC
3 days
[ Show More ]
BSL
3 days
Sterling vs Azhi_Dahaki
Napoleon vs Mazur
Jimin vs Nesh
spx vs Strudel
Replay Cast
3 days
Replay Cast
3 days
Wardi Open
3 days
GSL
5 days
Replay Cast
5 days
Kung Fu Cup
6 days
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Elite League 2026
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
WardiTV TLMC #16
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.