• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:55
CEST 15:55
KST 22:55
  • 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
[ASL19] Finals Recap: Standing Tall3HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Retirement From ASL19Weekly Cups (June 23-29): Reynor in world title form?12FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster14Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
The SCII GOAT: A statistical Evaluation Weekly Cups (June 23-29): Reynor in world title form? StarCraft Mass Recall: SC1 campaigns on SC2 thread How does the number of casters affect your enjoyment of esports? Esports World Cup 2025 - Final Player Roster
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event HomeStory Cup 27 (June 27-29) WardiTV Mondays SOOPer7s Showmatches 2025 $200 Biweekly - StarCraft Evolution League #1
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
BW General Discussion Where did Hovz go? [ASL19] Finals Recap: Standing Tall Flash Announces Retirement From ASL ASL20 Preliminary Maps
Tourneys
[Megathread] Daily Proleagues [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET The Casual Games of the Week Thread [BSL20] ProLeague LB Final - Saturday 20:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Stop Killing Games - European Citizens Initiative Trading/Investing Thread Russo-Ukrainian War Thread
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread NBA General Discussion Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
Game Sound vs. Music: The Im…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 586 users

Designated Balance Discussion Thread - Page 34

Forum Index > SC2 General
Post a Reply
Prev 1 32 33 34 35 36 1266 Next
envisioN .
Profile Joined February 2011
United States552 Posts
August 19 2011 03:13 GMT
#661
On August 19 2011 12:05 MaestrO_ wrote:
Maybe take away infestor burrow movement? idk. Its just so frustrating when 5 infestors sneak into a 3rd or whatever, puke up a bunch of infested terran, kill a mineral like, maybe even the command center itself, and it costed them nothing but energy to do.


Make Turrets/Cannons/PF? As long as you have a PF and turrets or cannons, you should be relatively safe from Infestor harrass
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
GreatestThreat
Profile Joined May 2010
United States631 Posts
August 19 2011 03:14 GMT
#662
If anything, infested terrans might need a look at, since zerg players have started using them a lot more recently and people are realizing they're quite strong for costing nothing but energy.
"I'm ethereal! My children are legion, serial! They stick to my skin like beloved cysts... I TEAR AWAY WITH MY NAILS AND TEETH AND FISTS!"
Belisarius
Profile Joined November 2010
Australia6226 Posts
Last Edited: 2011-08-19 03:40:03
August 19 2011 03:35 GMT
#663
On August 19 2011 11:43 MilesTeg wrote:
I wonder what people have seen that make them think fungal is OP. I guess it's natural that a unit that was buffed and got from being almost never used to very common is perceived as overpowered.But I don't remember ever seeing engagements that made me think "this is bullshit the zerg should've never won!".


It's not fungal so much as the infestor's utiity in general, and it's not because it creates situations where Z wins retardedly when they shouldn't.

It's just that it's viable, even needed, against just about every composition. Fungal rapes large numbers of small units, while NP counters small numbers of heavy units. Fungal denies harass, decloaks, denies positioning, denies retreat. burrow-move infestors have tremendous harass tools as well as the speed and mobility to do that unsupported, and straight-up IT spam in any situation is surprisingly powerful.

The infestor just does everything, but obviously a blanket nerf is crazy. The unit is strong precisely because it has to be strong for Z to compete in a ton of different situations. I just feel like it's disproportionately important to Z mid/late game. I struggle to think of a situation in which I wouldn't want infestors as Z, and perhaps that suggests the unit - the unit, not the race - is a little broken.
CeliosB
Profile Joined December 2010
Canada100 Posts
August 19 2011 03:38 GMT
#664
all i have to say that in zvt full mech with ghosts is REAAALLLY hard to deal with
"To ze bank" -Stephano
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 19 2011 03:39 GMT
#665
On August 19 2011 12:35 Belisarius wrote:
Show nested quote +
On August 19 2011 11:43 MilesTeg wrote:
I wonder what people have seen that make them think fungal is OP. I guess it's natural that a unit that was buffed and got from being almost never used to very common is perceived as overpowered.But I don't remember ever seeing engagements that made me think "this is bullshit the zerg should've never won!".


It's not fungal so much as the infestor's utiity in general, and it's not because it creates situations where Z wins retardedly when they shouldn't.

It's just that it's viable, even needed, against just about every composition. Fungal rapes large numbers of small units, while NP counters small numbers of heavy units. Fungal denies harass, decloaks, denies positioning, denies retreat. IT + burrow or fungal + burrow, has tremendous harass potential as well as the speed and mobility to do that unsupported, and IT spam in any situation is surprisingly powerful.

The infestor just does everything. Obviously a straight-up nerf is crazy, though. The unit is so strong because it has to be so strong for Z to compete in a ton of different situations. But perhaps the unit - the unit, not the race - is a little broken.

It's not that it can't be countered, it's just that I struggle to think of a situation in which I wouldn't want infestors as Z.


I would certainly agree that the infestor is broken.

Infested Terran and NP can attack air. They should have stuck to their guns and nerfed FG being able to attack air. It was ridiculous that they back-peddled on that just because of Zerg tears. They were actually trying to nerf the infestor for several months, then decided a buff was probably better ... lol.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Trealador
Profile Joined August 2011
United States207 Posts
August 19 2011 03:59 GMT
#666
On August 19 2011 11:24 GinDo wrote:
Show nested quote +
On August 19 2011 10:10 Trealador wrote:
My only complaint about Colossi is the fact they are too good at fighting all ground. In my opinion Colossi should do reduced damage to armored but the same against light. That way Protoss can no longer just go colossus blindly to counter practically all other units on the ground when the Immortal is intended for killing armored.

I understand Colossi are tier 3, but they should be much less effective or a rewarding choice against heavy roach or marauder builds. Too many times Protoss blindly make colossi are are greatly effective when no other unit really has this luxury. For example a unit like the Thor. These are rarely produced blindly although they are very good units in a lot of situations. Blindly rushing to it will most of the time end with you being killed because zealots, marauders, and zealots/stalker clean them up so quickly. I understand vikings have a really easy counter which is air, but so do broodlords and I know people don't complain nearly as much about broodlords as they do colossi.

If this takes readjusting the cost of Immortals to compensate that would be fine by me. In all fairness it would probably help with the 1/1/1 all in making them a much more attractive choice early.

Just some thoughts.


As much as I would love to agree with this statement, I don't. Mass Marauder are so good against Protoss. Which I personally find pretty stupid. To nerf the collosi against Armored(Which i would love since I Mech in TvP) would make Marauders so good. Terran could forget all about vikings and mass pump straight Marauder Medic.

I would only agree to that change if and only if Marauders were made more like a 1 food glass cannon that's good against armored. Kind of like the firebat, but good against Armored.

They could even reduce the size of the marauder and make it a cute little bringer of terrible terrible damage.


What I am hearing is Protoss crying that because Colossus don't carry their entire army with 1 tech they thinks it's underpowered. If you read the post I was saying, why does a unit that does insane damage versus light also do very very well against armored? Isn't that what the Immortal is for?

I think we can all agree that any further comments about EMP vs Feedback/Storm has been beaten to death in this thread and should really no longer be brought up.

Also, we understand the 1/1/1 is fairly broken, so unless you have a strategy that you think will counter it, please keep the uproar to yourself. Again it's been beaten to death and while I agree it may be overpowered I don't like reading it every other post.

Thanks.
Like a man.
Belisarius
Profile Joined November 2010
Australia6226 Posts
Last Edited: 2011-08-19 04:08:45
August 19 2011 04:04 GMT
#667
On August 19 2011 12:59 Trealador wrote:

What I am hearing is Protoss crying that because Colossus don't carry their entire army with 1 tech they thinks it's underpowered. If you read the post I was saying, why does a unit that does insane damage versus light also do very very well against armored? Isn't that what the Immortal is for?

I think we can all agree that any further comments about EMP vs Feedback/Storm has been beaten to death in this thread and should really no longer be brought up.

Also, we understand the 1/1/1 is fairly broken, so unless you have a strategy that you think will counter it, please keep the uproar to yourself. Again it's been beaten to death and while I agree it may be overpowered I don't like reading it every other post.

Thanks.


One, could your opening sentence be a little more antagonistic? I think there's a couple of protoss left reading this thread who are still sympathetic to your position.

Two, I'm genuinely curious; where do you get the idea that P want colossi to carry their army?

Even when colossi were considered broken (largely thanks to Idra and Artosis), most toss would have welcomed a nerf if they gave us something else as an alternative. Instead they nerfed our templar, and Terrans simultaneously realised how good ghosts were against our entire race, and so we're coming back around to colossus tech as something that does okay against ghosts.
Trealador
Profile Joined August 2011
United States207 Posts
August 19 2011 04:07 GMT
#668
On August 19 2011 12:10 GreatestThreat wrote:
Show nested quote +
On August 19 2011 11:45 aZealot wrote:
The Immortal also needs to be reworked, as I think Blizzard have acknowledged. It is really a Gateway unit (the old Dragoon) being built out of the Robo. If this unit is nerfed in some way and buffed in some way (at least in terms of cost; 250/100 is way too expensive) then it can return to the Gateway, and perhaps form the core of a Gateway army in its original envisaged tanking role. This might also increase the small unit efficiency of Protoss armies with more Zealots, Immortals, Sentries on the fie;d. This would also mean that Protoss can finally use the Robo to blanket the map with observers and free up room for Warp Prism use before the Colossus becomes available.

Just some thoughts regarding Protoss from a Protoss player.


I agree completely, I think Immortals should be moved to the Gateway, heavily readjusted, and made as more of a tanking unit. On the other hand, the Sentry should take its place in the Robo Facility, with a reduced build time to compensate.



THIS^^^

No more ff when i have the bigger army and he is being greedy expanding so I can actually win :D
Like a man.
CeliosB
Profile Joined December 2010
Canada100 Posts
August 19 2011 04:19 GMT
#669
4. Low tier(mineral heavy) Terran units are too strong?


I feel like this is why because all you need is a bit of gas to go early blue flame helion which gives you full map control and forces zerg to play perfectly or to go roaches which isnt as strong against later game compositions.

OR:

Terran can do a 2 rax or helion opening and possibly cripple the zerg making it almost impossible to deal with the combat/stim push with 1 medivac and 3 tanks later on.

"To ze bank" -Stephano
Trealador
Profile Joined August 2011
United States207 Posts
August 19 2011 04:26 GMT
#670
The idea behind it is to not allow zerg to simply drone to 60 and to deny them being as greedy as possible. I have played both sides of the table, and if he goes in with 6-8 bfh and you deny any damage with roaches or spines with great defense you are unbelievably ahead. It works like any other timing, if you don't see it coming and play too greedy is slaps you across the face. Stim pushes can also be very deadly to deal with, doesn't mean it's OP, just means you need to scout better or play safer.
Like a man.
HaruRH
Profile Blog Joined August 2011
Singapore2780 Posts
Last Edited: 2011-08-19 04:37:21
August 19 2011 04:34 GMT
#671
On August 19 2011 13:04 Belisarius wrote:
Show nested quote +
On August 19 2011 12:59 Trealador wrote:

What I am hearing is Protoss crying that because Colossus don't carry their entire army with 1 tech they thinks it's underpowered. If you read the post I was saying, why does a unit that does insane damage versus light also do very very well against armored? Isn't that what the Immortal is for?

I think we can all agree that any further comments about EMP vs Feedback/Storm has been beaten to death in this thread and should really no longer be brought up.

Also, we understand the 1/1/1 is fairly broken, so unless you have a strategy that you think will counter it, please keep the uproar to yourself. Again it's been beaten to death and while I agree it may be overpowered I don't like reading it every other post.

Thanks.


One, could your opening sentence be a little more antagonistic? I think there's a couple of protoss left reading this thread who are still sympathetic to your position.

Two, I'm genuinely curious; where do you get the idea that P want colossi to carry their army?

Even when colossi were considered broken (largely thanks to Idra and Artosis), most toss would have welcomed a nerf if they gave us something else as an alternative. Instead they nerfed our templar, and Terrans simultaneously realised how good ghosts were against our entire race, and so we're coming back around to colossus tech as something that does okay against ghosts.


Firstly, I feel that no strategy is overpowered/broken. It is just how it is executed/stopped.

Secondly, I strongly think that all protoss needs is a fast, small and relatively cheap harrassing unit. With such a unit, it makes drop play available for toss, which will also open up many more possibilities for toss to play. People always complain that toss is ez and non-micro heavy. However, I feel otherwise. Toss have not known much tactics involving micro, therefore the lack of micro. What happens when you load template in warp prism and use it as a mobile pylon to immediately reinforce your units? What happens when you warp dts right in the middle of your opponent's units? These opens up sooo many ways to engage the Terran army easily. I am sure once people start involving carrier strategies into the metagame, the game will change more.

Lastly, I believe the cause of whines from brotosses are the lack of easier way to switch tech. Terran switch tech with tech labs while zerg's tech comes from its tech structures with a wide techtree. However, toss's tech tree is very complicated, with little chance for tech change without sacrificing the current tech. Just my two cents.
It is fucking D4 and you are still alive as a CONFIRMED FUCKING TOWN. This is how fucking terrible scum thinks you are - Koshi
Techno
Profile Joined June 2010
1900 Posts
August 19 2011 04:37 GMT
#672
On August 19 2011 12:59 Trealador wrote:
Also, we understand the 1/1/1 is fairly broken, so unless you have a strategy that you think will counter it, please keep the uproar to yourself. Again it's been beaten to death and while I agree it may be overpowered I don't like reading it every other post.

Thanks.

I saw ogsHero stomp some variant with fast charge. Stomp hard.
Hell, its awesome to LOSE to nukes!
fant0m
Profile Joined May 2010
964 Posts
August 19 2011 04:42 GMT
#673
I'm really glad I haven't wandered into this thread before, geez...

For one thing, if a Z is able to purely fungal you to death, you either have like 10 zealots and that's it, or something is wrong with your micro. Learn to spread out? Infestors die so easily, all you have to do is hit them and they die (or feedback them).

Fungal isn't a spell like emp, storm, or force field that you can set and forget from long ass range. Only in rare cases do you only want to fungal once, which means the infestor is always in danger of dying.

----------

For another thing, learn to defend yourself against invis units. It would be ridiculous to say that infestors burrowing is imbalanced because they can kill a building if you skimp on your detection/defense. 5 Dark Templars (using your example of 5 infestors) can kill a CC just as fast, 2 (or 1 depending on energy) High Templer can kill a mineral like just as fast, 2 Blue Flame Hellions can kill a mineral line just as fast, same with a few banshees (5? Kill buildings AND the harvestors) OR with a few medivacs of bio (Stimmed marauders anyone?).

None of those cost the player anything. Only Nukes and Banelings cost actual resources to kill something. Every other unit in the game attacks for free. Killing a building or unit that doesn't attack back for the cost of energy is actually worse than most units in the game that can auto attack forever...
Trealador
Profile Joined August 2011
United States207 Posts
August 19 2011 04:44 GMT
#674
On August 19 2011 13:37 Techno wrote:
Show nested quote +
On August 19 2011 12:59 Trealador wrote:
Also, we understand the 1/1/1 is fairly broken, so unless you have a strategy that you think will counter it, please keep the uproar to yourself. Again it's been beaten to death and while I agree it may be overpowered I don't like reading it every other post.

Thanks.

I saw ogsHero stomp some variant with fast charge. Stomp hard.


Let's hope protoss tech charge faster and we can never see talk of the 1/1/1 being OP again. So we can get back to people bitching about storm vs EMP.

For the record, if storms get off you win, if EMP gets off they have a chance. And when you feedback a ghost they can't make archons.
Like a man.
Trealador
Profile Joined August 2011
United States207 Posts
August 19 2011 04:50 GMT
#675
On August 19 2011 13:42 fant0m wrote:
I'm really glad I haven't wandered into this thread before, geez...

For one thing, if a Z is able to purely fungal you to death, you either have like 10 zealots and that's it, or something is wrong with your micro. Learn to spread out? Infestors die so easily, all you have to do is hit them and they die (or feedback them).

Fungal isn't a spell like emp, storm, or force field that you can set and forget from long ass range. Only in rare cases do you only want to fungal once, which means the infestor is always in danger of dying.

----------

For another thing, learn to defend yourself against invis units. It would be ridiculous to say that infestors burrowing is imbalanced because they can kill a building if you skimp on your detection/defense. 5 Dark Templars (using your example of 5 infestors) can kill a CC just as fast, 2 (or 1 depending on energy) High Templer can kill a mineral like just as fast, 2 Blue Flame Hellions can kill a mineral line just as fast, same with a few banshees (5? Kill buildings AND the harvestors) OR with a few medivacs of bio (Stimmed marauders anyone?).

None of those cost the player anything. Only Nukes and Banelings cost actual resources to kill something. Every other unit in the game attacks for free. Killing a building or unit that doesn't attack back for the cost of energy is actually worse than most units in the game that can auto attack forever...


You don't literally lose from getting hit by fungal, you lose 20 or so marines because of 1 seconds fungal. If they storm you can run out of it to try and stop the damage. With fungal once you are caught your dead is the point. It's the same thing though for storms in a way, EMP hits max 6-8 units depending on what it is. Storms hit 10-20 units depending on what it is. Not to mention feedback is useful against ghosts, banshees, medivacs, thors, BCs, and ravens.
Like a man.
Eps
Profile Joined April 2011
Canada240 Posts
Last Edited: 2011-08-19 04:57:37
August 19 2011 04:52 GMT
#676
I want to begin by saying this is not a Infestor whine post, but since we're on the topic of Infestors.

I believe they've become the catch all unit to all of Zerg's issues do the the inefficiency of some of their Tier 2 tech.

Zerg needed a unit to deal with Mass Tier1's. Fungal.
Zerg needed a unit to help with Siege Tanks - Burrow move-Infested Terrans.
Zerg needed something to deal with Blink Stalkers, Fungal.
Zerg needs to a unit to help with the Protoss Death balls, +% Against Armoured.
Zerg needed a unit to help with Anti-Air, Fungal.
Zerg needed some help to deal with Tier 3 of other races, Neural Parasite.

This was a taken from a post that I read on Bnet a while back that I think summarizes the utility of Infestors. I can't find the source right now.
I believe Infestors have become an essential support unit that helps in all of Zerg's engagements.

I want to make it clear that I'm not complaining about the Infestor. As a Terran player I have found ways to deal with them myself. Usually involving a very slow and meticulous Siege Tank-Leap Frog/Crawl and spread out Marines and A LOT of saved up scans.

I don't think Infestors are not units that instant win the game. They force Terrans to micro and position well, but that is part of the game.
But when I do see them come out, I know it's time to push before I see Brood-Ultra Techswitch going on.
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2011-08-19 04:53:27
August 19 2011 04:52 GMT
#677
On August 19 2011 12:10 GreatestThreat wrote:
Show nested quote +
On August 19 2011 11:45 aZealot wrote:
The Immortal also needs to be reworked, as I think Blizzard have acknowledged. It is really a Gateway unit (the old Dragoon) being built out of the Robo. If this unit is nerfed in some way and buffed in some way (at least in terms of cost; 250/100 is way too expensive) then it can return to the Gateway, and perhaps form the core of a Gateway army in its original envisaged tanking role. This might also increase the small unit efficiency of Protoss armies with more Zealots, Immortals, Sentries on the fie;d. This would also mean that Protoss can finally use the Robo to blanket the map with observers and free up room for Warp Prism use before the Colossus becomes available.

Just some thoughts regarding Protoss from a Protoss player.


I agree completely, I think Immortals should be moved to the Gateway, heavily readjusted, and made as more of a tanking unit. On the other hand, the Sentry should take its place in the Robo Facility, with a reduced build time to compensate.


I don't agree, dude. That would weaken the Protoss early fame far too much. We need the sentry as a gateway unit, and we need FF and GS. Otherwise, Protoss Gateway units will just die.
KT best KT ~ 2014
Supamang
Profile Joined June 2010
United States2298 Posts
August 19 2011 04:54 GMT
#678
On August 19 2011 12:39 TimeSpiral wrote:
Show nested quote +
On August 19 2011 12:35 Belisarius wrote:
On August 19 2011 11:43 MilesTeg wrote:
I wonder what people have seen that make them think fungal is OP. I guess it's natural that a unit that was buffed and got from being almost never used to very common is perceived as overpowered.But I don't remember ever seeing engagements that made me think "this is bullshit the zerg should've never won!".


It's not fungal so much as the infestor's utiity in general, and it's not because it creates situations where Z wins retardedly when they shouldn't.

It's just that it's viable, even needed, against just about every composition. Fungal rapes large numbers of small units, while NP counters small numbers of heavy units. Fungal denies harass, decloaks, denies positioning, denies retreat. IT + burrow or fungal + burrow, has tremendous harass potential as well as the speed and mobility to do that unsupported, and IT spam in any situation is surprisingly powerful.

The infestor just does everything. Obviously a straight-up nerf is crazy, though. The unit is so strong because it has to be so strong for Z to compete in a ton of different situations. But perhaps the unit - the unit, not the race - is a little broken.

It's not that it can't be countered, it's just that I struggle to think of a situation in which I wouldn't want infestors as Z.


I would certainly agree that the infestor is broken.

Infested Terran and NP can attack air. They should have stuck to their guns and nerfed FG being able to attack air. It was ridiculous that they back-peddled on that just because of Zerg tears. They were actually trying to nerf the infestor for several months, then decided a buff was probably better ... lol.

Infestors are the only good anti air that Zerg really have. Terrans have cost efficient and powerful AA with marines and vikings. Protoss have very mobile AA with high utility with their blink stalks and phoenix. What do zerg have? Corruptors, whos corruption ability is hardly comparable to graviton beam and being able to land. They have hydras, who are expensive and un-stimmable versions of marines AND cant get medivac support. Queens too, but they are even more immobile than the hydras.

Infested Terrans are only good AA in conjuction with Fungal. Any opponent will see the eggs and be lightyears away by the time they hatch. While making them run has its merits, its nothing compared to killing ability. Fix Zerg AA and I would be completely fine with FG not being able to hit air
Minion1
Profile Joined August 2011
32 Posts
August 19 2011 04:55 GMT
#679
On August 19 2011 12:35 Belisarius wrote:
Show nested quote +
On August 19 2011 11:43 MilesTeg wrote:
I wonder what people have seen that make them think fungal is OP. I guess it's natural that a unit that was buffed and got from being almost never used to very common is perceived as overpowered.But I don't remember ever seeing engagements that made me think "this is bullshit the zerg should've never won!".


It's not fungal so much as the infestor's utiity in general, and it's not because it creates situations where Z wins retardedly when they shouldn't.

It's just that it's viable, even needed, against just about every composition. Fungal rapes large numbers of small units, while NP counters small numbers of heavy units. Fungal denies harass, decloaks, denies positioning, denies retreat. burrow-move infestors have tremendous harass tools as well as the speed and mobility to do that unsupported, and straight-up IT spam in any situation is surprisingly powerful.

The infestor just does everything, but obviously a blanket nerf is crazy. The unit is strong precisely because it has to be strong for Z to compete in a ton of different situations. I just feel like it's disproportionately important to Z mid/late game. I struggle to think of a situation in which I wouldn't want infestors as Z, and perhaps that suggests the unit - the unit, not the race - is a little broken.

Fungal rapes large numbers of small units, such as what? Marines? They are easily spread out and mass produced.

Stalkers? They need to learn to not deathball as much. Problem is, people complain about constant fungal growth when they pump out like 1k gas of infestors......its 1k gas, suppose to not be easy to beat.
NMH
Profile Joined August 2011
5 Posts
Last Edited: 2011-08-19 05:02:38
August 19 2011 05:00 GMT
#680
Just give fungal back the "missle"



More micro from both sides.
Prev 1 32 33 34 35 36 1266 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 5m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 380
RotterdaM 336
StarCraft: Brood War
Rain 5159
EffOrt 1262
Larva 1108
Mini 433
Stork 423
BeSt 252
Last 206
ZerO 188
Light 163
Zeus 162
[ Show more ]
hero 162
Snow 118
Hyun 101
Mind 91
Rush 81
Pusan 75
Sharp 63
Shinee 45
Aegong 42
Movie 30
JYJ28
Barracks 28
NaDa 23
scan(afreeca) 12
ajuk12(nOOB) 11
Shine 10
SilentControl 9
HiyA 9
Terrorterran 8
IntoTheRainbow 8
Noble 8
Icarus 6
Hm[arnc] 3
Britney 0
Stormgate
NightEnD15
Dota 2
Gorgc8440
qojqva2684
XcaliburYe337
febbydoto7
League of Legends
singsing2642
Counter-Strike
markeloff146
Super Smash Bros
Mew2King150
Heroes of the Storm
Khaldor161
Other Games
hiko987
B2W.Neo705
DeMusliM480
crisheroes285
XaKoH 189
ArmadaUGS72
ZerO(Twitch)19
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• poizon28 4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2600
Upcoming Events
uThermal 2v2 Circuit
2h 5m
OSC
5h 5m
SHIN vs Bunny
Cham vs MaNa
SKillous vs TBD
PAPI vs Jumy
Gerald vs Moja
ArT vs TBD
Replay Cast
10h 5m
The PondCast
20h 5m
RSL Revival
20h 5m
ByuN vs Classic
Clem vs Cham
WardiTV European League
1d 2h
Replay Cast
1d 10h
RSL Revival
1d 20h
herO vs SHIN
Reynor vs Cure
WardiTV European League
2 days
FEL
2 days
[ Show More ]
Korean StarCraft League
2 days
CranKy Ducklings
2 days
RSL Revival
2 days
FEL
3 days
Sparkling Tuna Cup
3 days
RSL Revival
3 days
FEL
3 days
BSL: ProLeague
4 days
Dewalt vs Bonyth
Replay Cast
5 days
Replay Cast
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2025-06-28
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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 © 2025 TLnet. All Rights Reserved.