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My own 2 noob-cents:
I gotta ask, what does the Infestor bring that does not exist for other races?
Fungal: Means you gotta think before you engage, split up your units, and not a-move with a clump into an infestor heavy army. If it bothers you not being able to mass up a ball of units and a-moving to victory, I can see that this would be upsetting. Can't really see why this should be possible for P and T to do though, given that it's never possible for Z vs any of those races if they are played correctly.
Neural Parasite: A big f-ign cord points to the Infestor to kill. Kill it. It is squishy and pops like a piñata if you poke it. If you can't get to it through the supporting army, back away from the NP'd units and try again later. Costs 100 energy and has limited range and duration, so we can't neural forever, (even if it seems popular to believe Infestors have unlimited energy). Once the energy is gone, the Infestor is just a very fat caterpillar which basically any unit can kill easily.
Infested Terran: Nothing new here. Yes, it is powerful if you let 4-5 infestors get into your base and mass-cast it. Easily countered by some detection. For P, cannons are nice, for T a Turret + a Tank or Marines will do. If you deny drops and entry to the back of your mineral lines, you are safe. It's much like Zerg has to watch for drops from T/Cloaked Banshees, and for DT's from P. Once you realize you NEED detection and actually need to defend your bases, it should be rather doable to put up some protection vs the 4 brofestor hitsquad (tm). If IT's are tossed at your main army, you should be able to move away from most of it. They die quickly on their own, and move like sedated slugs.
So, Is it powerful? Hell yes. Is it OP? No. You just have to scout and prepare accordingly.
You may now all bash me for my noob-ness, and I freely confess that these are just my _opinions_ and may not at all be valid since my understanding of the game admittedly is on a rather low level.

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On August 25 2011 20:14 mcclurg wrote: I don't feel they're OP as such, but I do feel they're too strong too early. Nowadays if a Terran makes a 10min timing push, chances are one fungal will end it. They're so much easier to get than HTs and ghosts and feel like much less of an investment. I feel they need to remove the energy upgrade in the same way they did to HTs. Perhaps also nerf max energy to stop the infested Terran spam. Zerg currently seem to spam investors, unlike HTs and ghosts, where you tend to make a limited number, and I don't feel that this is what blizzard intended as a spellcaster. well then why not just remove every spell casters energy upgrade? because even the ghost just owns the protoss because of the EMP just taking a complete armies shields. I agree with Iyerbeth with his statement with the Infestor needing to be T3 but we need something to take that T2 spot. because right now are mid game is so fucked without infestors. We need a backbone, we have infestors, what would be an equal or greater backbone for the midgame?
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This may be an honest discussion, but the OP made sure its an honest discussion about the advantages of the infestor, rather than its role as a whole.
I especially like the comparison of 5 infestors worth of infested terrans equaling the amount of damage that could be done by 11 gateways, and that they could kill an entire main apparently, if the supply depots get the skyscraper upgrade.
And their statistics don't even show that they despawn unless you look at the "Weird Stuff."
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On August 25 2011 23:06 BoneMachine wrote: This may be an honest discussion, but the OP made sure its an honest discussion about the advantages of the infestor, rather than its role as a whole.
I especially like the comparison of 5 infestors worth of infested terrans equaling the amount of damage that could be done by 11 gateways, and that they could kill an entire main apparently, if the supply depots get the skyscraper upgrade.
And their statistics don't even show that they despawn unless you look at the "Weird Stuff."
I'm honored that your first post is in this thread. The role of the infestor is shown by his strengths, like all spellcasters, he is an all-purpose utility limited only by the skill of the player using him.
However, 15,480 damage is enough to kill 4 Barracks at 4000 health total, 4 attachments, at 1200 health total, a command center, at 1500 health.
15480 -4000 -1200 -1500 8780
8780/400 (400 being the health of a supply depot) = 21.95 = 21 supply depots. Adjusting for +1 armor on buildings, I took off 2.95 supply depots, capping the assault at 19 supply depots. It wasn't by any means an exact science, so the supply depots lost in this hypothetical situation should be +/- 1 or 2. 19 supply depots * 8 food per supply depot = 152 supply.
Adding the Supply upgrade would actually double the damage to maximum supply.
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Great read. The infestor is a good unit, I should use it more.
Especially the part of the infested marines was interesting. I have seen Destiny (ab)use them, but the raw numbers are funny to read.
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On August 25 2011 23:13 Chargelot wrote:Show nested quote +On August 25 2011 23:06 BoneMachine wrote: This may be an honest discussion, but the OP made sure its an honest discussion about the advantages of the infestor, rather than its role as a whole.
I especially like the comparison of 5 infestors worth of infested terrans equaling the amount of damage that could be done by 11 gateways, and that they could kill an entire main apparently, if the supply depots get the skyscraper upgrade.
And their statistics don't even show that they despawn unless you look at the "Weird Stuff." I'm honored that your first post is in this thread. The role of the infestor is shown by his strengths, like all spellcasters, he is an all-purpose utility limited only by the skill of the player using him. However, 15,480 damage is enough to kill 4 Barracks at 4000 health total, 4 attachments, at 1200 health total, a command center, at 1500 health. 15480 -4000 -1200 -15008780 8780/400 (400 being the health of a supply depot) = 21.95 = 21 supply depots. Adjusting for +1 armor on buildings, I took off 2.95 supply depots, capping the assault at 19 supply depots. It wasn't by any means an exact science, so the supply depots lost in this hypothetical situation should be +/- 1 or 2. 19 supply depots * 8 food per supply depot = 152 supply. Adding the Supply upgrade would actually double the damage to maximum supply. I think his Skyscraper upgrade quip aimed at the lack of mobility of the IT. They can basically move through what, half a base in their lifetime, make it a quarter if they're stopping on the way to kill shit (haven't seen Infested Terrans stutterstepped, so far lol). Their potential damage output is limited by the number of buildings they can actually physically move to and target down while they're spawned.
I think that's what he was saying. 
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On August 25 2011 23:19 Koshi wrote: Great read. The infestor is a good unit, I should use it more.
Especially the part of the infested marines was interesting. I have seen Destiny (ab)use them, but the raw numbers are funny to read.
I would love to see more players use Infestors for IT like Destiny does. I think so many people overlook this ability. It's so powerful, but it is still balanced. It is definitely a great way for a better player to dominate a weaker player. Players of equal skill will negate each other in the spell caster area, so I'm hard pressed to call the IT too strong.
I see other Zerg pros streaming, and they say they will "try the destiny build today" and then they have 14 Infestors which they only use Fungal Growth with. Infested Terrans is definitely Destiny's coup de grace.
On August 25 2011 23:32 Bobster wrote:Show nested quote +On August 25 2011 23:13 Chargelot wrote:On August 25 2011 23:06 BoneMachine wrote: This may be an honest discussion, but the OP made sure its an honest discussion about the advantages of the infestor, rather than its role as a whole.
I especially like the comparison of 5 infestors worth of infested terrans equaling the amount of damage that could be done by 11 gateways, and that they could kill an entire main apparently, if the supply depots get the skyscraper upgrade.
And their statistics don't even show that they despawn unless you look at the "Weird Stuff." I'm honored that your first post is in this thread. The role of the infestor is shown by his strengths, like all spellcasters, he is an all-purpose utility limited only by the skill of the player using him. However, 15,480 damage is enough to kill 4 Barracks at 4000 health total, 4 attachments, at 1200 health total, a command center, at 1500 health. 15480 -4000 -1200 -15008780 8780/400 (400 being the health of a supply depot) = 21.95 = 21 supply depots. Adjusting for +1 armor on buildings, I took off 2.95 supply depots, capping the assault at 19 supply depots. It wasn't by any means an exact science, so the supply depots lost in this hypothetical situation should be +/- 1 or 2. 19 supply depots * 8 food per supply depot = 152 supply. Adding the Supply upgrade would actually double the damage to maximum supply. I think his Skyscraper upgrade quip aimed at the lack of mobility of the IT. They can basically move through what, half a base in their lifetime, make it a quarter if they're stopping on the way to kill shit (haven't seen Infested Terrans stutterstepped, so far lol). Their potential damage output is limited by the number of buildings they can actually physically move to and target down while they're spawned. I think that's what he was saying. 
Yes, true, but in theory, a skillful player, perhaps one more skillful than the likes of Nestea, would know how many Terrans to throw where. It would certainly make me panic if there were suddenly groups of 10 IT in 4 different parts of my base.
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On August 25 2011 23:13 Chargelot wrote:Show nested quote +On August 25 2011 23:06 BoneMachine wrote: This may be an honest discussion, but the OP made sure its an honest discussion about the advantages of the infestor, rather than its role as a whole.
I especially like the comparison of 5 infestors worth of infested terrans equaling the amount of damage that could be done by 11 gateways, and that they could kill an entire main apparently, if the supply depots get the skyscraper upgrade.
And their statistics don't even show that they despawn unless you look at the "Weird Stuff." I'm honored that your first post is in this thread. The role of the infestor is shown by his strengths, like all spellcasters, he is an all-purpose utility limited only by the skill of the player using him. However, 15,480 damage is enough to kill 4 Barracks at 4000 health total, 4 attachments, at 1200 health total, a command center, at 1500 health. 15480 -4000 -1200 -15008780 8780/400 (400 being the health of a supply depot) = 21.95 = 21 supply depots. Adjusting for +1 armor on buildings, I took off 2.95 supply depots, capping the assault at 19 supply depots. It wasn't by any means an exact science, so the supply depots lost in this hypothetical situation should be +/- 1 or 2. 19 supply depots * 8 food per supply depot = 152 supply. Adding the Supply upgrade would actually double the damage to maximum supply.
Using Destiny's build, 5 infestors are done at 11:30. You are calculating on them having 200 energy which takes about 4 in-game minutes after the upgrade is done to achieve.
So, what you are saying is essentially: If the Terran leaves his base wide open at 16 minutes into the game, and places his structures so that the Infested Terrans can be launched with perfect DPS from start to end, and has no defence, no detection and just lets it happen, he will lose a lot of shit. Hmm... Interesting point.
Personally, if I can get into his base so easily at 16 minutes and he has clustered his buildings like that, and has nothing for defence & detection, I think he deserves to lose....
I also think he would lose to any massed unit (zergling, baneling, roach) if he leaves his base wide open at the 16 minute mark. It just would mean that the T is stupid, not that IT is IMBA.
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On August 25 2011 23:35 Zergnub wrote:Show nested quote +On August 25 2011 23:13 Chargelot wrote:On August 25 2011 23:06 BoneMachine wrote: This may be an honest discussion, but the OP made sure its an honest discussion about the advantages of the infestor, rather than its role as a whole.
I especially like the comparison of 5 infestors worth of infested terrans equaling the amount of damage that could be done by 11 gateways, and that they could kill an entire main apparently, if the supply depots get the skyscraper upgrade.
And their statistics don't even show that they despawn unless you look at the "Weird Stuff." I'm honored that your first post is in this thread. The role of the infestor is shown by his strengths, like all spellcasters, he is an all-purpose utility limited only by the skill of the player using him. However, 15,480 damage is enough to kill 4 Barracks at 4000 health total, 4 attachments, at 1200 health total, a command center, at 1500 health. 15480 -4000 -1200 -15008780 8780/400 (400 being the health of a supply depot) = 21.95 = 21 supply depots. Adjusting for +1 armor on buildings, I took off 2.95 supply depots, capping the assault at 19 supply depots. It wasn't by any means an exact science, so the supply depots lost in this hypothetical situation should be +/- 1 or 2. 19 supply depots * 8 food per supply depot = 152 supply. Adding the Supply upgrade would actually double the damage to maximum supply. Using Destiny's build, 5 infestors are done at 11:30. You are calculating on them having 200 energy which takes about 4 in-game minutes after the upgrade is done to achieve. So, what you are saying is essentially: If the Terran leaves his base wide open at 16 minutes into the game, and places his structures so that the Infested Terrans can be launched with perfect DPS from start to end, and has no defence, no detection and just lets it happen, he will lose a lot of shit. Hmm... Interesting point. Personally, if I can get into his base so easily at 16 minutes and he has clustered his buildings like that, and has nothing for defence & detection, I think he deserves to lose.... I also think he would lose to any massed unit (zergling, baneling, roach) if he leaves his base wide open at the 16 minute mark. It just would mean that the T is stupid, not that IT is IMBA.
Destiny himself does this all the time. If you've never seen Destiny play, don't comment on the Destiny build.
It is most definitely a midgame tactic. Firstly, the structures listed were by no means a definitive list of everything that will die should this happen. It was a comparison, something to help you visualize what 15,480 damage is. Would you have preferred I list it in destructible rocks?
Also, if you ever get hit by a DT, even once, you're a bad player and you deserve to lose, because you didn't cover 3-5 bases in detection.
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the only thing i don't like about infestors is that blink stalkers can't blink when fungal growth -_-
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On August 25 2011 23:40 hawliet wrote: the only thing i don't like about infestors is that blink stalkers can't blink when fungal growth -_-
I think this would make Stalkers too strong. Infestors are so weak, so when Stalkers were hit with Fungal they would just blink towards the Infestors and murder all of them,.
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Infestors come earlier than templars and are far better. Not really sure what else there is to consider. Templars are joke spellcasters compared to ghosts and infestors.
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On August 25 2011 23:46 Loodah wrote: Infestors come earlier than templars and are far better. Not really sure what else there is to consider. Templars are joke spellcasters compared to ghosts and infestors.
D: but you can cast feedback by clicking beyond units or on the map, like A-moving, but instead you carry the NASL audio team with you.
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On August 25 2011 23:40 Chargelot wrote:Show nested quote +On August 25 2011 23:35 Zergnub wrote:On August 25 2011 23:13 Chargelot wrote:On August 25 2011 23:06 BoneMachine wrote: This may be an honest discussion, but the OP made sure its an honest discussion about the advantages of the infestor, rather than its role as a whole.
I especially like the comparison of 5 infestors worth of infested terrans equaling the amount of damage that could be done by 11 gateways, and that they could kill an entire main apparently, if the supply depots get the skyscraper upgrade.
And their statistics don't even show that they despawn unless you look at the "Weird Stuff." I'm honored that your first post is in this thread. The role of the infestor is shown by his strengths, like all spellcasters, he is an all-purpose utility limited only by the skill of the player using him. However, 15,480 damage is enough to kill 4 Barracks at 4000 health total, 4 attachments, at 1200 health total, a command center, at 1500 health. 15480 -4000 -1200 -15008780 8780/400 (400 being the health of a supply depot) = 21.95 = 21 supply depots. Adjusting for +1 armor on buildings, I took off 2.95 supply depots, capping the assault at 19 supply depots. It wasn't by any means an exact science, so the supply depots lost in this hypothetical situation should be +/- 1 or 2. 19 supply depots * 8 food per supply depot = 152 supply. Adding the Supply upgrade would actually double the damage to maximum supply. Using Destiny's build, 5 infestors are done at 11:30. You are calculating on them having 200 energy which takes about 4 in-game minutes after the upgrade is done to achieve. So, what you are saying is essentially: If the Terran leaves his base wide open at 16 minutes into the game, and places his structures so that the Infested Terrans can be launched with perfect DPS from start to end, and has no defence, no detection and just lets it happen, he will lose a lot of shit. Hmm... Interesting point. Personally, if I can get into his base so easily at 16 minutes and he has clustered his buildings like that, and has nothing for defence & detection, I think he deserves to lose.... I also think he would lose to any massed unit (zergling, baneling, roach) if he leaves his base wide open at the 16 minute mark. It just would mean that the T is stupid, not that IT is IMBA. Destiny himself does this all the time. If you've never seen Destiny play, don't comment on the Destiny build. It is most definitely a midgame tactic. Firstly, the structures listed were by no means a definitive list of everything that will die should this happen. It was a comparison, something to help you visualize what 15,480 damage is. Would you have preferred I list it in destructible rocks? Also, if you ever get hit by a DT, even once, you're a bad player and you deserve to lose, because you didn't cover 3-5 bases in detection.

Woha, maybe my tongue in cheek didn't translate very well, you come across at a bit angry with me... Believe it or not, I HAVE seen Destiny play.
Anyway, as far as I've seen, Destiny usually moves out when his 5 infestors are done and punishes expansions. You will also note that, while very effective, it is very rare his opponents have moved his entire army out of the way and loses his entire production capabilities.
While I've seen Destiny be able to take out expansions (Nexus/Command Centers) I've never seen Destiny get into the main with 5 infestors at 16 minutes to destroy 4 barracks with addons + one command center. Maybe because most T's Destiny plays walls off and actually defends. My point was merely that the calculation done, while mathematically correct, does not really apply to any in-game scenario I have ever seen.
YES he can do a shitload of damage with his 4 bro-festor hitsquad. However, so will a T with just a small group of marauders or blue flame hellion drops.
As for the DT's, I agree. If I have scouted DT's and don't at least have a spore and a spine at my bases, I have myself to blame.
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On August 25 2011 23:40 hawliet wrote: the only thing i don't like about infestors is that blink stalkers can't blink when fungal growth -_-
Every unit should have some form of counter. Blink Stalkers can shoot ground, shoot air, blink up and down cliffs and have some of the fastest movement speed in the game even without blink.
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On August 25 2011 22:46 Zergnub wrote:My own 2 noob-cents: I gotta ask, what does the Infestor bring that does not exist for other races? Fungal: Means you gotta think before you engage, split up your units, and not a-move with a clump into an infestor heavy army. If it bothers you not being able to mass up a ball of units and a-moving to victory, I can see that this would be upsetting. Can't really see why this should be possible for P and T to do though, given that it's never possible for Z vs any of those races if they are played correctly. Neural Parasite: A big f-ign cord points to the Infestor to kill. Kill it. It is squishy and pops like a piñata if you poke it. If you can't get to it through the supporting army, back away from the NP'd units and try again later. Costs 100 energy and has limited range and duration, so we can't neural forever, (even if it seems popular to believe Infestors have unlimited energy). Once the energy is gone, the Infestor is just a very fat caterpillar which basically any unit can kill easily. Infested Terran: Nothing new here. Yes, it is powerful if you let 4-5 infestors get into your base and mass-cast it. Easily countered by some detection. For P, cannons are nice, for T a Turret + a Tank or Marines will do. If you deny drops and entry to the back of your mineral lines, you are safe. It's much like Zerg has to watch for drops from T/Cloaked Banshees, and for DT's from P. Once you realize you NEED detection and actually need to defend your bases, it should be rather doable to put up some protection vs the 4 brofestor hitsquad (tm). If IT's are tossed at your main army, you should be able to move away from most of it. They die quickly on their own, and move like sedated slugs. So, Is it powerful? Hell yes. Is it OP? No. You just have to scout and prepare accordingly. You may now all bash me for my noob-ness, and I freely confess that these are just my _opinions_ and may not at all be valid since my understanding of the game admittedly is on a rather low level.  How do you stop 4 infestor or 8 infestor hit squad in ZvZ? You are in the middle with your army with roachs/infestors and or hydras. He drops 70 50IT at your upgrading greater spire and hive. You are garenteed to lose to. Do you have to make 5 spores and spread creep around every base? Then what about shakuras when he can just throw IT up a clift? in ZvZ IT are too strong.
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On August 25 2011 23:56 Zergnub wrote:Show nested quote +On August 25 2011 23:40 Chargelot wrote:On August 25 2011 23:35 Zergnub wrote:On August 25 2011 23:13 Chargelot wrote:On August 25 2011 23:06 BoneMachine wrote: This may be an honest discussion, but the OP made sure its an honest discussion about the advantages of the infestor, rather than its role as a whole.
I especially like the comparison of 5 infestors worth of infested terrans equaling the amount of damage that could be done by 11 gateways, and that they could kill an entire main apparently, if the supply depots get the skyscraper upgrade.
And their statistics don't even show that they despawn unless you look at the "Weird Stuff." I'm honored that your first post is in this thread. The role of the infestor is shown by his strengths, like all spellcasters, he is an all-purpose utility limited only by the skill of the player using him. However, 15,480 damage is enough to kill 4 Barracks at 4000 health total, 4 attachments, at 1200 health total, a command center, at 1500 health. 15480 -4000 -1200 -15008780 8780/400 (400 being the health of a supply depot) = 21.95 = 21 supply depots. Adjusting for +1 armor on buildings, I took off 2.95 supply depots, capping the assault at 19 supply depots. It wasn't by any means an exact science, so the supply depots lost in this hypothetical situation should be +/- 1 or 2. 19 supply depots * 8 food per supply depot = 152 supply. Adding the Supply upgrade would actually double the damage to maximum supply. Using Destiny's build, 5 infestors are done at 11:30. You are calculating on them having 200 energy which takes about 4 in-game minutes after the upgrade is done to achieve. So, what you are saying is essentially: If the Terran leaves his base wide open at 16 minutes into the game, and places his structures so that the Infested Terrans can be launched with perfect DPS from start to end, and has no defence, no detection and just lets it happen, he will lose a lot of shit. Hmm... Interesting point. Personally, if I can get into his base so easily at 16 minutes and he has clustered his buildings like that, and has nothing for defence & detection, I think he deserves to lose.... I also think he would lose to any massed unit (zergling, baneling, roach) if he leaves his base wide open at the 16 minute mark. It just would mean that the T is stupid, not that IT is IMBA. Destiny himself does this all the time. If you've never seen Destiny play, don't comment on the Destiny build. It is most definitely a midgame tactic. Firstly, the structures listed were by no means a definitive list of everything that will die should this happen. It was a comparison, something to help you visualize what 15,480 damage is. Would you have preferred I list it in destructible rocks? Also, if you ever get hit by a DT, even once, you're a bad player and you deserve to lose, because you didn't cover 3-5 bases in detection.  Woha, maybe my tongue in cheek didn't translate very well, you come across at a bit angry with me...  Believe it or not, I HAVE seen Destiny play. Anyway, as far as I've seen, Destiny usually moves out when his 5 infestors are done and punishes expansions. You will also note that, while very effective, it is very rare his opponents have moved his entire army out of the way and loses his entire production capabilities. While I've seen Destiny be able to take out expansions (Nexus/Command Centers) I've never seen Destiny get into the main with 5 infestors at 16 minutes to destroy 4 barracks with addons + one command center. Maybe because most T's Destiny plays walls off and actually defends. My point was merely that the calculation done, while mathematically correct, does not really apply to any in-game scenario I have ever seen. YES he can do a shitload of damage with his 4 bro-festor hitsquad. However, so will a T with just a small group of marauders or blue flame hellion drops. As for the DT's, I agree. If I have scouted DT's and don't at least have a spore and a spine at my bases, I have myself to blame.
It was more stern/serious than it was angry. Don't worry, I still love you.
So I think we settled the damage argument, which is that it was more of a visualization tool than a fact. It is much easier to send a few mostly full energy brofestors to a 3rd/4th and massacre the command center.
Also: you better have a ton of Overseers when their cost is reduced to 50/50 for morph. Show those Protoss how useless their observers are now.
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On August 25 2011 23:13 Chargelot wrote:
I'm honored that your first post is in this thread. The role of the infestor is shown by his strengths, like all spellcasters, he is an all-purpose utility limited only by the skill of the player using him.
However, 15,480 damage is enough to kill 4 Barracks at 4000 health total, 4 attachments, at 1200 health total, a command center, at 1500 health.
15480 -4000 -1200 -1500 8780
8780/400 (400 being the health of a supply depot) = 21.95 = 21 supply depots. Adjusting for +1 armor on buildings, I took off 2.95 supply depots, capping the assault at 19 supply depots. It wasn't by any means an exact science, so the supply depots lost in this hypothetical situation should be +/- 1 or 2. 19 supply depots * 8 food per supply depot = 152 supply.
Adding the Supply upgrade would actually double the damage to maximum supply.
It just seemed that your post was very selective in the somewhat random statistics it listed. A useful statistic to have included might have been how many fungals it takes to kill certain units, or comparisons with other races casters?
Maybe it wasn't done out of bias but the infested terran section was misleading. The immobility of the infested terran allows one collous and one well placed tank to almost completely nullify an attack like this. The damage they can do in an attack seems to ignore the obvious fact that the other player is going to have units that can combat them and stop some of the damage. Also, against protoss and terran players a missile turret/tank and cannon completely stop this as well as kill 500 minerals and 750 gas worth of army so it's a risk.
However, its still obviously a very strong spawn unit, and serves a similar function to the auto-turret, though the heavy energy and tech investment leaves you open to counter attacks or marine drops in the mineral line which can be very good against an army with out of position infestors with no energy, and a zerg with usually basic tech besides the infestor.
While the analysis of this specific tactic, as well as other tactics the infestor is capable of probably isn't necessary in this thread its simply a means to explain how a unit like the infestor and his abilities can't really be discussed completely with just statistics.
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On August 26 2011 00:05 BoneMachine wrote:Show nested quote +On August 25 2011 23:13 Chargelot wrote:
I'm honored that your first post is in this thread. The role of the infestor is shown by his strengths, like all spellcasters, he is an all-purpose utility limited only by the skill of the player using him.
However, 15,480 damage is enough to kill 4 Barracks at 4000 health total, 4 attachments, at 1200 health total, a command center, at 1500 health.
15480 -4000 -1200 -1500 8780
8780/400 (400 being the health of a supply depot) = 21.95 = 21 supply depots. Adjusting for +1 armor on buildings, I took off 2.95 supply depots, capping the assault at 19 supply depots. It wasn't by any means an exact science, so the supply depots lost in this hypothetical situation should be +/- 1 or 2. 19 supply depots * 8 food per supply depot = 152 supply.
Adding the Supply upgrade would actually double the damage to maximum supply. It just seemed that your post was very selective in the somewhat random statistics it listed. A useful statistic to have included might have been how many fungals it takes to kill certain units, or comparisons with other races casters? Maybe it wasn't done out of bias but the infested terran section was misleading. The immobility of the infested terran allows one collous and one well placed tank to almost completely nullify an attack like this. The damage they can do in an attack seems to ignore the obvious fact that the other player is going to have units that can combat them and stop some of the damage. Also, against protoss and terran players a missile turret/tank and cannon completely stop this as well as kill 500 minerals and 750 gas worth of army so it's a risk. However, its still obviously a very strong spawn unit, and serves a similar function to the auto-turret, though the heavy energy and tech investment leaves you open to counter attacks or marine drops in the mineral line which can be very good against an army with out of position infestors with no energy, and a zerg with usually basic tech besides the infestor. While the analysis of this specific tactic, as well as other tactics the infestor is capable of probably isn't necessary in this thread its simply a means to explain how a unit like the infestor and his abilities can't really be discussed completely with just statistics.
Well, truth be told, this wasn't a complete summary of spell casters compared to one another, nor was it a complete thought.
I plan to make one of these for Orbital Commands, High Templar, Ghosts, Queens, and Ravens. This will take me some time, being a full time (6 days a week argh) college student. But once it is done I'd probably make a blog containing every single original post, and then we can have at it once and for all.
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The infestor is an amazing unit. With great micro, a player should be rewarded with great damage output. It annoys the shit out of me when people say infestors are shit when they expect their army to 1a move them to victory in the face of a zerg with good infestor micro
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