• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:48
CEST 12:48
KST 19:48
  • 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] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers14Maestros of the Game 2 announced82026 GSL Tour plans announced14Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid24
StarCraft 2
General
Maestros of the Game 2 announced Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid 2026 GSL Tour plans announced Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
Pros React To: ASL S21, Ro.16 Group C ASL21 General Discussion Data needed BGH Auto Balance -> http://bghmmr.eu/ [TOOL] Starcraft Chat Translator
Tourneys
[ASL21] Ro16 Group C [ASL21] Ro16 Group D [Megathread] Daily Proleagues [ASL21] Ro16 Group B
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Diablo IV Nintendo Switch Thread Dawn of War IV Starcraft Tabletop Miniature Game General RTS Discussion Thread
Dota 2
The Story of Wings Gaming
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Best Vape & Smoke Shop in Rendon, Mansfield Area Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1757 users

The Infestor: An Honest Discussion - Page 11

Forum Index > SC2 General
Post a Reply
Prev 1 9 10 11 12 13 23 Next All
reptile
Profile Joined July 2010
United States210 Posts
August 25 2011 05:14 GMT
#201
On August 25 2011 14:10 Soulish wrote:
Show nested quote +
On August 25 2011 13:18 CatNzHat wrote:
Infestors are fun to watch, and buffing them certainly made the game more valuable as an e-sport, but it does not make it fun to play against them, and it did imbalance the game by a large ammount.

Zergs can do fine against terran with muta ling bling, bane roach, and TvP was zerg favored even before the buff.

Whilst I think that each individual role of the infestor (stopping/slowing pushes, attacking, harassing, controlling space) are all only slightly imbalanced, when you look at the unit as a whole, I feel that it fills too many roles. It should either be a harass unit, a space controlling unit, an attacking unit, or a defending unit, and it should definitely not be all of the above.

Look at the ghost, ghosts have very limited harass potential (can't kill 40 workers in 7 seconds), ghosts can't really control space except for nuke, which costs 100/100 and is very unreliable and slow, ghosts don't do great in a straight up fight compared to the ammount of other bio you could make in that ammount of rax time.

HTs kinda fill the same roles as templar, and can be made into archons.

sidenote: Hts require 2 emps to clean their energy, and than another 2 to remove sheilds from the archons, is that so balanced?

Anyways, I think with 3 fungals to kill marines before stim, 2 after stim is balanced for straight up fights, and 35 energy for infested terrans. The movement speed needs to be reduced to that of ghosts or slightly slower, same speed as ghosts on creep, and burrow needs to slow them down a ton. that would limit their role to be smaller so that zergs can't effectively spamm mass infestors, and be able to defend, pressure, control the map, all without any other tech, and the fact that infestors stack means that this is a bit overpowered. The efficiency of infestors and the ease of retention is also a bit of a problem, both ghosts and templars are super hard to retain and retrain, but with lings on the feild having burrow, fast burrow speed, and super long range on all their abilities makes them practically unkillable for terran, at least toss have blink.


Edit: A solution to the problem in TvZ could be some way to make our tanks mobile, e.g. some sort of mine.

sidenote v2: I haven't played or watched too much bw, but I think that zergs should use baneling mines like lurkers on ramps and other chokes, it's pretty much the same effect, right? I think that once zergs realize this they'll find that they can rely on them similary, and then utilize that space control to great effect and cut corners in other areas.
people saying zerg is a weak race are just wrong, banelings, mutas, lings, roaches, all very very powerful units, lings beat marines without medivacs cost per cost, and can be produced for much cheaper than rax units.

I'm not sure if you're trolling or not so I'm just going to say that these are all god awful ideas. 3 fungals to kill marines? Mobile tanks? Investor has long range?

He has to be trolling. He said Ghosts don't have harass potential, which they clearly do. He said they can't kill 40 workers in 7 seconds, no, no, they can't, they can kill 40 workers instantly. It's called a Nuke. Yes it takes time, but with a 2 pronged attack, a decent player can still be caught off guard. And ghosts are amazing in straight up fights, they're very strong.
"When the game is over, the King and the Pawn go back in the same box."
tdt
Profile Joined October 2010
United States3179 Posts
August 25 2011 05:19 GMT
#202
On August 25 2011 14:04 ETisME wrote:
In theory, they are really good.
But, korean zerg has shown that good zerg only uses it for support, rarely any infestors for harassment. I don't think I have seen any infested terran in any of the GSL matches

ling/banelings/muta is still the best choice against a terran siege tank marine push
ling, roache agression preventing a protoss third or quick tech to broodlords with roache+hyrdas is still the popular choice for zerg against the protoss deathball

Yeah, it's really amazing Koreans haven't caught on to the Destiny style. They are not stupid tho. They must have a pact not to do it unless in case of extreme emergency in order not to get hit with nerf bat. Snipping expos at 10-11 min mark is just awesome ad Destiny does it like every other time I see him play.
MC for president
Skullflower
Profile Joined July 2010
United States3779 Posts
August 25 2011 05:28 GMT
#203
On August 25 2011 14:14 reptile wrote:
Show nested quote +
On August 25 2011 14:10 Soulish wrote:
On August 25 2011 13:18 CatNzHat wrote:
Infestors are fun to watch, and buffing them certainly made the game more valuable as an e-sport, but it does not make it fun to play against them, and it did imbalance the game by a large ammount.

Zergs can do fine against terran with muta ling bling, bane roach, and TvP was zerg favored even before the buff.

Whilst I think that each individual role of the infestor (stopping/slowing pushes, attacking, harassing, controlling space) are all only slightly imbalanced, when you look at the unit as a whole, I feel that it fills too many roles. It should either be a harass unit, a space controlling unit, an attacking unit, or a defending unit, and it should definitely not be all of the above.

Look at the ghost, ghosts have very limited harass potential (can't kill 40 workers in 7 seconds), ghosts can't really control space except for nuke, which costs 100/100 and is very unreliable and slow, ghosts don't do great in a straight up fight compared to the ammount of other bio you could make in that ammount of rax time.

HTs kinda fill the same roles as templar, and can be made into archons.

sidenote: Hts require 2 emps to clean their energy, and than another 2 to remove sheilds from the archons, is that so balanced?

Anyways, I think with 3 fungals to kill marines before stim, 2 after stim is balanced for straight up fights, and 35 energy for infested terrans. The movement speed needs to be reduced to that of ghosts or slightly slower, same speed as ghosts on creep, and burrow needs to slow them down a ton. that would limit their role to be smaller so that zergs can't effectively spamm mass infestors, and be able to defend, pressure, control the map, all without any other tech, and the fact that infestors stack means that this is a bit overpowered. The efficiency of infestors and the ease of retention is also a bit of a problem, both ghosts and templars are super hard to retain and retrain, but with lings on the feild having burrow, fast burrow speed, and super long range on all their abilities makes them practically unkillable for terran, at least toss have blink.


Edit: A solution to the problem in TvZ could be some way to make our tanks mobile, e.g. some sort of mine.

sidenote v2: I haven't played or watched too much bw, but I think that zergs should use baneling mines like lurkers on ramps and other chokes, it's pretty much the same effect, right? I think that once zergs realize this they'll find that they can rely on them similary, and then utilize that space control to great effect and cut corners in other areas.
people saying zerg is a weak race are just wrong, banelings, mutas, lings, roaches, all very very powerful units, lings beat marines without medivacs cost per cost, and can be produced for much cheaper than rax units.

I'm not sure if you're trolling or not so I'm just going to say that these are all god awful ideas. 3 fungals to kill marines? Mobile tanks? Investor has long range?

He has to be trolling. He said Ghosts don't have harass potential, which they clearly do. He said they can't kill 40 workers in 7 seconds, no, no, they can't, they can kill 40 workers instantly. It's called a Nuke. Yes it takes time, but with a 2 pronged attack, a decent player can still be caught off guard. And ghosts are amazing in straight up fights, they're very strong.


You could drop ghosts and use snipe also. tQInkarnate did it against coLCatZ and it was pretty damn cool to watch. The game starts at 19:40 into the video.

The ruminations are mine, let the world be yours.
ReaperX
Profile Blog Joined January 2011
Hong Kong1758 Posts
August 25 2011 05:30 GMT
#204
Well, the infestors will sitll be used but I think it will be not as strong or broken now for Protoss players.
Artosis : Clide. idrA : Shut up.
ETisME
Profile Blog Joined April 2011
12703 Posts
Last Edited: 2011-08-25 05:41:23
August 25 2011 05:40 GMT
#205
On August 25 2011 14:19 tdt wrote:
Show nested quote +
On August 25 2011 14:04 ETisME wrote:
In theory, they are really good.
But, korean zerg has shown that good zerg only uses it for support, rarely any infestors for harassment. I don't think I have seen any infested terran in any of the GSL matches

ling/banelings/muta is still the best choice against a terran siege tank marine push
ling, roache agression preventing a protoss third or quick tech to broodlords with roache+hyrdas is still the popular choice for zerg against the protoss deathball

Yeah, it's really amazing Koreans haven't caught on to the Destiny style. They are not stupid tho. They must have a pact not to do it unless in case of extreme emergency in order not to get hit with nerf bat. Snipping expos at 10-11 min mark is just awesome ad Destiny does it like every other time I see him play.

I believe that destiny said it himself that he cannot opt for a quick 3rd for this style or he will get rolled and that's a big disadvantage for this style.
I think for Koreans, they are preferring muta because a good marine split can neglect fungal easily unless you are only going ling and all gas to infestor.

it is really good against a protoss but not so much against a marine tank terran imo.

其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Nizzy
Profile Blog Joined November 2010
United States839 Posts
August 25 2011 05:59 GMT
#206
AOE Attack Fungal - HP Nuke
AOE Attack Fungal - Few Second Stun
AOE Attack Fungal - Reveal Invisible Units
Summon Infested Terran - Only 25 Energy
Summon Infested Terran - 9 DPS Unit
Summon Infested Terran - Able to use from burrowed position
Attachment Neural Parasite - Takes Control of 6+ Food unit, etc...
Attachment Neural Parasite - Able to attack, build, & use opposing unit skills
Attachment Neural Parasite - Range of what, 14?

You would think this unit should cost 300/300 for what you can do with it.

Unreal IMO.
mierin
Profile Joined August 2010
United States4943 Posts
August 25 2011 06:00 GMT
#207
It's Affects, not Effects. Huge difference.
JD, Stork, Calm, Hyuk Fighting!
RebirthOfLeGenD
Profile Blog Joined November 2008
USA5860 Posts
Last Edited: 2011-08-25 06:01:43
August 25 2011 06:01 GMT
#208
On August 25 2011 14:40 ETisME wrote:
Show nested quote +
On August 25 2011 14:19 tdt wrote:
On August 25 2011 14:04 ETisME wrote:
In theory, they are really good.
But, korean zerg has shown that good zerg only uses it for support, rarely any infestors for harassment. I don't think I have seen any infested terran in any of the GSL matches

ling/banelings/muta is still the best choice against a terran siege tank marine push
ling, roache agression preventing a protoss third or quick tech to broodlords with roache+hyrdas is still the popular choice for zerg against the protoss deathball

Yeah, it's really amazing Koreans haven't caught on to the Destiny style. They are not stupid tho. They must have a pact not to do it unless in case of extreme emergency in order not to get hit with nerf bat. Snipping expos at 10-11 min mark is just awesome ad Destiny does it like every other time I see him play.

I believe that destiny said it himself that he cannot opt for a quick 3rd for this style or he will get rolled and that's a big disadvantage for this style.
I think for Koreans, they are preferring muta because a good marine split can neglect fungal easily unless you are only going ling and all gas to infestor.

it is really good against a protoss but not so much against a marine tank terran imo.


But marine splitting rapes baneling even harder, I remember there was a video around showing this crazy marine micro obliterating baneling. The only time they become useful is when you catch people in a flanking position. On another note, fungal stops a terrans ability to micro out of bad positions and you only need to catch that group ONCE for half a second and a group of 10 marines die instantly. There is no "Oh shit, Baneling coming, split!" Once it happens, you lose.

I think it makes a marines weaker to infestor as opposed to muta/ling/bling at least in most situations. I should say muta/ling/bling has a higher potential overall for damage if you catch a terran offguard, but an infestor does way more consistent damage and is overall way more versatile.
Be a man, Become a Legend. TL Mafia Forum Ask for access!!
Wyk
Profile Joined March 2011
314 Posts
August 25 2011 06:36 GMT
#209
The main difference after the infestor buff is located in their role. Before, they were used to hold an army still while roaches/banelings did the rest of the job. Now you can basically kill small/medium sized groups only using fungal. And considering that it HOLDS those units in place it is really really easy to get another fungal 2-3 seconds later in the fray. Out of all the casters, infestors are probably the easiest to play with.

Also, no defensive capabilities? What about fungal+run/burrow? Or the fact that you can send cheap zerglings to sacrifice themselves?
EchoZ
Profile Blog Joined October 2010
Japan5041 Posts
August 25 2011 06:45 GMT
#210
Wish Neural Parasite would be researched more, then we can have like colossus muta or some other sick combo haha.
Dear Sixsmith...
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
August 25 2011 06:47 GMT
#211
On August 25 2011 15:45 EchoZ wrote:
Wish Neural Parasite would be researched more, then we can have like colossus muta or some other sick combo haha.


roach immortal is effective against stalkers ;-)
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
August 25 2011 06:48 GMT
#212
On August 25 2011 14:59 Nizzy wrote:
AOE Attack Fungal - HP Nuke
AOE Attack Fungal - Few Second Stun
AOE Attack Fungal - Reveal Invisible Units
Summon Infested Terran - Only 25 Energy
Summon Infested Terran - 9 DPS Unit
Summon Infested Terran - Able to use from burrowed position
Attachment Neural Parasite - Takes Control of 6+ Food unit, etc...
Attachment Neural Parasite - Able to attack, build, & use opposing unit skills
Attachment Neural Parasite - Range of what, 14?

You would think this unit should cost 300/300 for what you can do with it.

Unreal IMO.


You forgot the part about them being noticeable lumps of wet paper with only 90 hp.

Or the part about infested terrans lasting for only 30 secs and being slow as hell

Or that Neural costs 100 energy, has to be researched, the infestor can't move, and it only lasts 15 seconds...
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
muzkrat
Profile Joined December 2010
30 Posts
August 25 2011 06:49 GMT
#213
On August 25 2011 15:45 EchoZ wrote:
Wish Neural Parasite would be researched more, then we can have like colossus muta or some other sick combo haha.


You mean like this? http://i.imgur.com/Nv0dF.jpg
LicH.
Profile Blog Joined April 2011
China235 Posts
August 25 2011 06:50 GMT
#214
On August 25 2011 14:28 Skullflower wrote:
Show nested quote +
On August 25 2011 14:14 reptile wrote:
On August 25 2011 14:10 Soulish wrote:
On August 25 2011 13:18 CatNzHat wrote:
Infestors are fun to watch, and buffing them certainly made the game more valuable as an e-sport, but it does not make it fun to play against them, and it did imbalance the game by a large ammount.

Zergs can do fine against terran with muta ling bling, bane roach, and TvP was zerg favored even before the buff.

Whilst I think that each individual role of the infestor (stopping/slowing pushes, attacking, harassing, controlling space) are all only slightly imbalanced, when you look at the unit as a whole, I feel that it fills too many roles. It should either be a harass unit, a space controlling unit, an attacking unit, or a defending unit, and it should definitely not be all of the above.

Look at the ghost, ghosts have very limited harass potential (can't kill 40 workers in 7 seconds), ghosts can't really control space except for nuke, which costs 100/100 and is very unreliable and slow, ghosts don't do great in a straight up fight compared to the ammount of other bio you could make in that ammount of rax time.

HTs kinda fill the same roles as templar, and can be made into archons.

sidenote: Hts require 2 emps to clean their energy, and than another 2 to remove sheilds from the archons, is that so balanced?

Anyways, I think with 3 fungals to kill marines before stim, 2 after stim is balanced for straight up fights, and 35 energy for infested terrans. The movement speed needs to be reduced to that of ghosts or slightly slower, same speed as ghosts on creep, and burrow needs to slow them down a ton. that would limit their role to be smaller so that zergs can't effectively spamm mass infestors, and be able to defend, pressure, control the map, all without any other tech, and the fact that infestors stack means that this is a bit overpowered. The efficiency of infestors and the ease of retention is also a bit of a problem, both ghosts and templars are super hard to retain and retrain, but with lings on the feild having burrow, fast burrow speed, and super long range on all their abilities makes them practically unkillable for terran, at least toss have blink.


Edit: A solution to the problem in TvZ could be some way to make our tanks mobile, e.g. some sort of mine.

sidenote v2: I haven't played or watched too much bw, but I think that zergs should use baneling mines like lurkers on ramps and other chokes, it's pretty much the same effect, right? I think that once zergs realize this they'll find that they can rely on them similary, and then utilize that space control to great effect and cut corners in other areas.
people saying zerg is a weak race are just wrong, banelings, mutas, lings, roaches, all very very powerful units, lings beat marines without medivacs cost per cost, and can be produced for much cheaper than rax units.

I'm not sure if you're trolling or not so I'm just going to say that these are all god awful ideas. 3 fungals to kill marines? Mobile tanks? Investor has long range?

He has to be trolling. He said Ghosts don't have harass potential, which they clearly do. He said they can't kill 40 workers in 7 seconds, no, no, they can't, they can kill 40 workers instantly. It's called a Nuke. Yes it takes time, but with a 2 pronged attack, a decent player can still be caught off guard. And ghosts are amazing in straight up fights, they're very strong.


You could drop ghosts and use snipe also. tQInkarnate did it against coLCatZ and it was pretty damn cool to watch. The game starts at 19:40 into the video.

http://www.youtube.com/watch?v=CaROIqBVdug


Nice, InKarnate got fucking murdered that game.
Piski
Profile Blog Joined April 2010
Finland3461 Posts
August 25 2011 06:57 GMT
#215
On August 25 2011 14:59 Nizzy wrote:
AOE Attack Fungal - HP Nuke
AOE Attack Fungal - Few Second Stun
AOE Attack Fungal - Reveal Invisible Units
Summon Infested Terran - Only 25 Energy
Summon Infested Terran - 9 DPS Unit
Summon Infested Terran - Able to use from burrowed position
Attachment Neural Parasite - Takes Control of 6+ Food unit, etc...
Attachment Neural Parasite - Able to attack, build, & use opposing unit skills
Attachment Neural Parasite - Range of what, 14?

You would think this unit should cost 300/300 for what you can do with it.

Unreal IMO.


NP range 9. Takes control of the unit for few seconds before that units revenges himself by killing the stupid 90hp infestor who though he was cool.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
August 25 2011 06:57 GMT
#216
The infestor needs to be changed, but not in damage, it just needs a slowing rather than a freezing effect. It impedes micro rather than just taking it away that way and it could give some way of getting a dropship or a viking out of the clutches of a fungal and it adds more timings to the spell ( you can't just wait for the end of the spell to recast it again, you might have to recast it halfway to make sure you hit the units, sacrificing less damage to more damage overall ).

If you change the infestors damage output, you will unneccesarily make it a crap unit without adressing the true issue.

The same is true in a lesser extent to forcefield. Instead of making it invincible, you should have a way to deal with forcefields rather than Tier 3 units. If the protoss units are weaker because of it, buff them a little. This should encourage protoss to not go 12 sentry 3 zealot in the early game and just straight up die when zerglings slip in and surround them.
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
August 25 2011 06:58 GMT
#217
Zerg POV:

Infestor is very, very strong, currently. It may be TOO Strong.

On the other hand, Infestors are the only VIABLE T2 we have for a straight up fight, Mutalisk don't fight well and Hydralisk... well, you know what. Corruptors are lame as shit, they don't count either.

If you want to nerf Fungal bigtime, a buff to Hydralisk is required. If not, Zerg is going to go 3 base hatch tech into hive tech, failing pretty much always in the 5 minute window.

Also, you get your Diehard gamechanging spellcaster at T1,5, with warp-in. Please put some effort in your post...
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
August 25 2011 07:01 GMT
#218
Wow, never knew that infested marines commit suicide! :o
Anyways, yes they do have great dps, but as far as I understand, that is the basis of the 4 infestor hit squad.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
August 25 2011 07:05 GMT
#219
Great OP! Fungal range 11 is pretty scary O_O
get rich or die mining
TL+ Member
kedinik
Profile Joined September 2010
United States352 Posts
August 25 2011 07:08 GMT
#220
On August 25 2011 14:40 ETisME wrote:
Show nested quote +
On August 25 2011 14:19 tdt wrote:
On August 25 2011 14:04 ETisME wrote:
In theory, they are really good.
But, korean zerg has shown that good zerg only uses it for support, rarely any infestors for harassment. I don't think I have seen any infested terran in any of the GSL matches

ling/banelings/muta is still the best choice against a terran siege tank marine push
ling, roache agression preventing a protoss third or quick tech to broodlords with roache+hyrdas is still the popular choice for zerg against the protoss deathball

Yeah, it's really amazing Koreans haven't caught on to the Destiny style. They are not stupid tho. They must have a pact not to do it unless in case of extreme emergency in order not to get hit with nerf bat. Snipping expos at 10-11 min mark is just awesome ad Destiny does it like every other time I see him play.

I believe that destiny said it himself that he cannot opt for a quick 3rd for this style or he will get rolled and that's a big disadvantage for this style.
I think for Koreans, they are preferring muta because a good marine split can neglect fungal easily unless you are only going ling and all gas to infestor.

it is really good against a protoss but not so much against a marine tank terran imo.



...Shouldn't get infestors because marine splits are too good against them?

At least you have the chance to counter their micro with your micro and force mistakes.

Which is not really true of muta/bane vs good marine/tank play as the marine count climbs.
Prev 1 9 10 11 12 13 23 Next All
Please log in or register to reply.
Live Events Refresh
KCM Race Survival
10:00
Week 2
Kim Chul Min (afreeca) 1171
LiquipediaDiscussion
The PondCast
10:00
Episode 91
CranKy Ducklings26
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 213
Lowko149
SortOf 86
BRAT_OK 62
Ryung 10
StarCraft: Brood War
Britney 25337
Sea 6047
Jaedong 1063
BeSt 419
ZerO 259
Zeus 213
Stork 201
Dewaltoss 129
Pusan 124
Larva 117
[ Show more ]
Leta 107
Soulkey 107
Last 97
ToSsGirL 95
Aegong 66
hero 55
sorry 43
Sharp 41
Backho 40
910 40
Hyun 39
scan(afreeca) 30
[sc1f]eonzerg 29
Barracks 20
zelot 13
JulyZerg 13
GoRush 12
Terrorterran 8
Light 0
Dota 2
Gorgc1299
XaKoH 627
XcaliburYe206
NeuroSwarm104
BananaSlamJamma36
League of Legends
JimRising 375
KnowMe49
Counter-Strike
olofmeister2581
shoxiejesuss1247
x6flipin314
allub285
markeloff240
edward211
Super Smash Bros
Mew2King156
Other Games
singsing1627
crisheroes197
Livibee34
Trikslyr17
Organizations
Dota 2
PGL Dota 2 - Main Stream11136
StarCraft 2
IntoTheiNu 6
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP4
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1138
• TFBlade661
• Stunt648
Upcoming Events
WardiTV Map Contest Tou…
12m
Gerald vs herO
Clem vs Cure
ByuN vs Solar
Rogue vs MaxPax
ShoWTimE vs TBD
WardiTV0
OSC
4h 12m
CranKy Ducklings
13h 12m
Escore
23h 12m
RSL Revival
1d 6h
Replay Cast
1d 13h
WardiTV Map Contest Tou…
2 days
Universe Titan Cup
2 days
Rogue vs Percival
Ladder Legends
2 days
uThermal 2v2 Circuit
2 days
[ Show More ]
BSL
2 days
Sparkling Tuna Cup
2 days
WardiTV Map Contest Tou…
3 days
Ladder Legends
3 days
BSL
3 days
Replay Cast
3 days
Replay Cast
3 days
Wardi Open
3 days
Afreeca Starleague
3 days
Soma vs hero
Monday Night Weeklies
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
Leta vs YSC
Replay Cast
5 days
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-04-22
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 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

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
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
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.