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The Infestor: An Honest Discussion - Page 16

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Nizzy
Profile Blog Joined November 2010
United States839 Posts
August 25 2011 16:58 GMT
#301
On August 25 2011 15:48 FrostedMiniWheats wrote:
Show nested quote +
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...


It's not had to protect the 90 hp unit when they are behind 90+ food of pure HP meat in Roaches.

Infested Terrans don't have to move when they are spawned right from the ground beside the nexus they can take out easy.

100? To control my 6 food thor? The infestor doesnt have to move Neural range is insanely long. 15 seconds? I've seen spanishiwa grab a colosus from a guys army, calmly walk it to his army, and kill it. 15 seconds is long enough.

100 energy, research, ??? take a look those numbers are better then the raven's.
galivet
Profile Joined February 2011
288 Posts
Last Edited: 2011-08-25 17:20:13
August 25 2011 17:16 GMT
#302
I wish that they had a more distinctive appearance compared to roaches and moved more slowly off creep.

To fight against roach/infestor with for example colossus, you must focus-fire ~10 very rapidly moving brownish blobs mixed in a sea of similar-looking brownish blobs. Each infestor takes 3 colossus hits to kill. If they NP your collosus, then you must explicitly select only the non-NP collosus, visually trace a brownish strand floating over a sea of brownish colors back to the NPing infestor, and then focus-fire it. You may not be able to do this of course because it's easy to have more infestors than colossus so all of your collosus may get NP'ed roughly simultaneously. Then your options are either to suicide-blink your stalkers into the middle of a roach pack and try to focus-down infestors while your own collosus are also hammering your stalkers, or to blink your stalkers away from the fight and retreat (to lose the game moments later because all your colossus died). Of course the retreat option isn't there if a fungal landed.

Meanwhile, what is this incredibly skill-based micro that the zerg player must pull off? Well, it's to a-move the roach ball and then smart-cast NP on a few very large, very obvious colossus.

It doesn't strike me that controlling the infestor is the hard end of that encounter.
Lakai
Profile Joined December 2010
Canada315 Posts
August 25 2011 18:23 GMT
#303
If you are going stalker colossi against roach infestor you absolutely need sentries and amazing forcefields to split the infestors behind the roaches and out of range + always having colossi in back of army.
HerO - Minigun - MaNa - Puzzle - NonY - Axslav - MKP - DeMusliM - SeleCT - LosirA
OS.Commander
Profile Joined May 2011
Colombia45 Posts
August 25 2011 19:06 GMT
#304
I used to think fungal was op and now I think it's fine. Sure I would love it if it was changed to slow rather than freeze, but that's only because I play toss. I this it's a necessary skill for z to have.

I think the IT skill is a bit OP the way it is right now. Like someone else said, you can just sneak burrowed infestors into expoes and kill a lot of shit for a very low cost. I think it's too much damage potential. Perhaps raise the mana cost or create a small cooldown or nerf the actual infested terran damage just a tad would make it a more balanced skill.

I think neural parasite is a great skill and perfect the way it is (though I hate it when they neural my archons/collosus)
Conquerer67
Profile Joined May 2011
United States605 Posts
Last Edited: 2011-08-26 05:00:04
August 26 2011 04:56 GMT
#305
May I ask who called down the banhammer on the OP? He was just talking troll shit, and I'm glad he won't be inciting anymore on this thread.
On August 26 2011 01:58 Nizzy wrote:
Show nested quote +
On August 25 2011 15:48 FrostedMiniWheats wrote:
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...


It's not had to protect the 90 hp unit when they are behind 90+ food of pure HP meat in Roaches.

Infested Terrans don't have to move when they are spawned right from the ground beside the nexus they can take out easy.

100? To control my 6 food thor? The infestor doesnt have to move Neural range is insanely long. 15 seconds? I've seen spanishiwa grab a colosus from a guys army, calmly walk it to his army, and kill it. 15 seconds is long enough.

100 energy, research, ??? take a look those numbers are better then the raven's.


HSM isn't channelled, and 90+ food of roaches is impossible in a normal game when a zerg has to have 70-80+ drones alone. And NP range is 9. Also, NP on drones makes them die pop right out when you try to build. And same goes for larva, I am pretty sure. And fungal isn't an HP nuke, especially if the new PTR goes through. Which it will, unless IdrA sues and wins ten million somehow.

To fight against roach/infestor with for example colossus, you must focus-fire ~10 very rapidly moving brownish blobs mixed in a sea of similar-looking brownish blobs. Each infestor takes 3 colossus hits to kill. If they NP your collosus, then you must explicitly select only the non-NP collosus, visually trace a brownish strand floating over a sea of brownish colors back to the NPing infestor, and then focus-fire it. You may not be able to do this of course because it's easy to have more infestors than colossus so all of your collosus may get NP'ed roughly simultaneously. Then your options are either to suicide-blink your stalkers into the middle of a roach pack and try to focus-down infestors while your own collosus are also hammering your stalkers, or to blink your stalkers away from the fight and retreat (to lose the game moments later because all your colossus died). Of course the retreat option isn't there if a fungal landed.


Ehhh, what the fudgesicle? Roaches look nothing like festors, at all. And as for NP selecting, it's called the ctrl-key. Look, people, it's a thing of the player versus the player, not units versus units. And if festors are such an issue, just get some HTs.
I hate when people compare SC2 and rochambeu. One race isn't fucking supposed to counter another one. | Protoss isn't OP. Their units on the other hand....
Empirimancer
Profile Joined July 2011
Canada1024 Posts
Last Edited: 2011-08-26 05:23:08
August 26 2011 05:17 GMT
#306
Well, it's the most powerful and versatile unit in SC2. Even with the upcoming nerf, Fungal is the best micro-stopper in the game. Neural parasite, when used correctly, can make a bigger difference in a battle than any other spell. Infested Terrans used on a CC/Nexus/Hatchery is a vastly better nuke than a nuke. The only thing that makes them not completely overpowered is that the other races have caster-killer spells.


But what really scares me about infestors is that there are top Zerg players like Nestea and DongRaeGu who do just fine without them.



Meatex
Profile Joined January 2011
Australia285 Posts
August 26 2011 06:48 GMT
#307
Infestors where fine I believe
T and P players were finally learning to spread out HT and Ghost and split their army etc
That said I think the nerf isn't so huge that it will change much other than giving the less than top players a little more margin
Really, why is real cheese so hard to come by in Korea? ^&^
CluEleSs_UK
Profile Blog Joined August 2010
United Kingdom583 Posts
August 27 2011 13:26 GMT
#308
On August 25 2011 22:45 Giantt wrote:
I am sad to see the global whining guiding the ballance decisions.
It was a huge nerf reducing the movement speed from 2.5 to 2.25 a couple of months ago and now dmg reduction seems like an attempt to put the unit out of use.
Bluntly stated - I think that Zerg's mid-late game gets nerfed again because 2 base mass gate style and marine&tank attack move strats got too hard to execute.

EDIT: About the theorycraft stating that infested terrans are supposed to annihilate all - it just does not work that way. It is the worst way to use your infestors' energy in combat and extremely inefficient in fighting any army. And the claims that 10 infestors with 200 energy could raze your base - well indeed that is possible. However if you allow your oponent to survive spending 2000 gas on something that he does not use for 3 minutes and dont build a simple cannon/turret/crawler at the entrance of your base - maybe you are just a worse player and he could have killed you with whatever he wished.


The speed "nerf" wasn't a nerf at all? It was changed to stop infestors moving ahead of your army and getting killed. Idra himself claimed it was a buff to zerg.
"If it turns out he is leaving the ESL to focus on cooking crystal meth I'll agree that it is somewhat disgraceful, but I'll hold off judgement until then."
Xaeldaren
Profile Joined June 2010
Ireland588 Posts
August 27 2011 13:30 GMT
#309
I honestly feel Infested Terrans need to be addressed. For only 25 energy they're incredibly powerful. Perhaps raising the energy to 50 and bringing their DPS in line with normal Marines should suffice. As it is Zerg can instantly generate dozens of free units that have more DPS than a Roach or a Stalker (against un-armoured targets). It's insane.
Railgan
Profile Joined August 2010
Switzerland1507 Posts
August 27 2011 13:30 GMT
#310
On August 27 2011 22:26 mcclurg wrote:
Show nested quote +
On August 25 2011 22:45 Giantt wrote:
I am sad to see the global whining guiding the ballance decisions.
It was a huge nerf reducing the movement speed from 2.5 to 2.25 a couple of months ago and now dmg reduction seems like an attempt to put the unit out of use.
Bluntly stated - I think that Zerg's mid-late game gets nerfed again because 2 base mass gate style and marine&tank attack move strats got too hard to execute.

EDIT: About the theorycraft stating that infested terrans are supposed to annihilate all - it just does not work that way. It is the worst way to use your infestors' energy in combat and extremely inefficient in fighting any army. And the claims that 10 infestors with 200 energy could raze your base - well indeed that is possible. However if you allow your oponent to survive spending 2000 gas on something that he does not use for 3 minutes and dont build a simple cannon/turret/crawler at the entrance of your base - maybe you are just a worse player and he could have killed you with whatever he wished.


The speed "nerf" wasn't a nerf at all? It was changed to stop infestors moving ahead of your army and getting killed. Idra himself claimed it was a buff to zerg.


Idra would definitly be happy if they made the infestor faster now as it would make dealing with drops alot easier but w/e
Grandmaster Zerg from Switzerland!!! www.twitch.tv/railgan // www.twitter.com/railgansc // www.youtube.com/c/railgansc
Beakyboo
Profile Joined May 2010
United States485 Posts
August 27 2011 13:50 GMT
#311
Balance aside, I'd like to see some changes in infestors. Fungal's freeze + substantial damage just feels too potent at that tier. But it's hard to really argue that when you've got force fields at T1.5 too, so I guess I'd just like to see a pretty significant overhaul in the game design.

As the game is, I don't think infestors are particularly imbalanced, although they're certainly frustrating to play against sometimes.
Atlas247
Profile Joined February 2011
Canada318 Posts
Last Edited: 2011-08-27 15:03:11
August 27 2011 15:02 GMT
#312
On August 27 2011 22:30 Xaeldaren wrote:
I honestly feel Infested Terrans need to be addressed. For only 25 energy they're incredibly powerful. Perhaps raising the energy to 50 and bringing their DPS in line with normal Marines should suffice. As it is Zerg can instantly generate dozens of free units that have more DPS than a Roach or a Stalker (against un-armoured targets). It's insane.


Infested terrans do more DPS than a marine because they have a limited lifespan and are slow as hell.
Windex Banana Lampshade
Ninety-Three
Profile Joined November 2010
United States68 Posts
August 27 2011 15:27 GMT
#313
On August 28 2011 00:02 Atlas247 wrote:
Show nested quote +
On August 27 2011 22:30 Xaeldaren wrote:
I honestly feel Infested Terrans need to be addressed. For only 25 energy they're incredibly powerful. Perhaps raising the energy to 50 and bringing their DPS in line with normal Marines should suffice. As it is Zerg can instantly generate dozens of free units that have more DPS than a Roach or a Stalker (against un-armoured targets). It's insane.


Infested terrans do more DPS than a marine because they have a limited lifespan and are slow as hell.


They can be moved away from. They are more like a zoning spell when it comes to units. Marines can move. A lot.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
August 27 2011 15:39 GMT
#314
On August 27 2011 22:30 Xaeldaren wrote:
I honestly feel Infested Terrans need to be addressed. For only 25 energy they're incredibly powerful. Perhaps raising the energy to 50 and bringing their DPS in line with normal Marines should suffice. As it is Zerg can instantly generate dozens of free units that have more DPS than a Roach or a Stalker (against un-armoured targets). It's insane.


...Those suggestions just kill IT. 50 energy to spawn a marine that has limited movement and will die on its own? No one is gonna use that. IT's are great and I'm not gonna deny that they aren't. But if you nerf them, you really further hurt Zerg's anti-air situation when they already have a huge issue on producing AA units. Hydras are bad late game against both P and T. So you hafta rely on Mutas and Corruptors for AA. Void Rays just become even better in the MU.

Overall, Infestors are great units, but I feel that if you take away any of their 3 abilities, it really hurts Zerg's already limited spell-casting abilities.
Jaedong <3 HOOK'EM HORNS!
Crying
Profile Joined February 2011
Bulgaria778 Posts
August 27 2011 15:40 GMT
#315
On August 25 2011 09:04 Stam wrote:
Obligatory link to ITG discussion:



Gotta love incontrol for explaining it so good why and just making greg look stupid.

"Greg you've used rouches and hydras for the past year,no one did infestors you played fucking terrible" .. nailed it.

And protoss really doesnt ahve an answer to infestors.NO HT is not the answer cos Infestor>HT .The infestor is always at the back and the units streaming in front of you makes your HT useless.

GG
Determination~ Hard Work Surpass NATURAL GENIUS!
Xaeldaren
Profile Joined June 2010
Ireland588 Posts
August 27 2011 15:46 GMT
#316
On August 28 2011 00:39 cHaNg-sTa wrote:
Show nested quote +
On August 27 2011 22:30 Xaeldaren wrote:
I honestly feel Infested Terrans need to be addressed. For only 25 energy they're incredibly powerful. Perhaps raising the energy to 50 and bringing their DPS in line with normal Marines should suffice. As it is Zerg can instantly generate dozens of free units that have more DPS than a Roach or a Stalker (against un-armoured targets). It's insane.


...Those suggestions just kill IT. 50 energy to spawn a marine that has limited movement and will die on its own? No one is gonna use that. IT's are great and I'm not gonna deny that they aren't. But if you nerf them, you really further hurt Zerg's anti-air situation when they already have a huge issue on producing AA units. Hydras are bad late game against both P and T. So you hafta rely on Mutas and Corruptors for AA. Void Rays just become even better in the MU.

Overall, Infestors are great units, but I feel that if you take away any of their 3 abilities, it really hurts Zerg's already limited spell-casting abilities.


I'll concede the point about how difficult it is for Zerg to deal with air which makes nerfing the Infested Terran problematic. I'm not sure how you'd be able to alter it without affecting that aspect.

As far as movement speed goes though it's hardly relevant in the majority of uses for Infested Terrans. Take a look at Coca's games in MLG. When 32 Infested Terrans pop up at your expansion, sure you can move away from them but you're going to lose your expansion. Thus you're forced to choose between engaging what amounts to essentially 32 free roaches, softening up your army for the actual Zerg army...or losing your expansion (which is mostly likely going to happen either way). I think this is a problem.

Maybe leaving the DPS as it is is fine but the energy cost is a little too much. Each Infestor being able to spit out potentially 8 of them gets exponentially more powerful for every Infestor. When you get beyond four or five it becomes ridiculous.
HellionDrop
Profile Blog Joined June 2011
281 Posts
August 28 2011 01:16 GMT
#317
Fungal is just OP. infestors cost a bit more than HT, but it is harder to deal with than storm because you can repeatedly fungal. infestor/broodlord combo is just so hard for terran because if you clump the vikings, its almost an instant GG. while i agree that you can spread units and and many things that zerg players suggest to do, the mico and unit management for terran players are a lot more intensive. i think the up coming nerf is a good way to go about it, but if infestor is still too strong, i hope one infestor can cost 3 supply.
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
Last Edited: 2011-08-28 02:16:27
August 28 2011 02:12 GMT
#318
This is a conversation from another thread, might be more appropriate here.



+ Show Spoiler +

Since release there has been significant nerfs to both protoss and terran's early game. For example: supply before barracks, reaper nerfs, now 5 more seconds on barracks, bunker nerfs, stim nerf. Toss has had forge build time nerf, zealot build time nerf, warp gate research nerf, pylon nerf (this does affect forge expands imo). Even some significant mid/late game nerfs, blue flame, thors, and for toss several voidray nerfs, templar energy upgrade, mothership nerf (which is now getting a buff but it's almost an irrelevant unit anyway). At the same time zerg has had a lot of buffs, roach, fungal affecting blink, completely freezing units instead of slowing, damage bonus vs armored, huge dps increase, and now they are getting an ultralisk and overseer buff.

I'm really concerned that zerg may end up with an upgrade, economy, army, and mobility advantage at every stage of the game after the 7 minute mark. Meaning Terrans + Protoss will not have the ability to do enough damage to keep zerg in check at any stage.

I don't feel the immortal and prism buff, while helpful, is going to turn protoss around in it's pathetic statistics the last few months. If I'm not mistaken protoss has had the worst statistics in tournaments and holding places in GM since the start of this year. Considering it's the most played race, that is pretty damn bad. As for terran, I think limiting the amount of powerful builds that can simply win the game in 12 minutes is good, but I'm always hesitant to agree with any nerf to a races core units or core production. I definitely think terran needs some help in the late game, seems like the weakest race after 3 bases to me.

For zerg I'd like to see fungal tuned down a bit, it fills every role right now. Zergs are going roach infestor in every matchup and doing damn good with it. I say tune down the infestor, IMO they shouldn't be born with so many abilities, some should require research (fungal,infested, and burrow move all for free) and buff hydras or corruptors. So zerg actually has to make an anti air unit to counter air units. As it is now, zergs doesn't even need them because fungal or infested terrans provide all the anti air they need as well as infestors provide detection, aoe dmg, anti-micro, anti massive unit and harass. If you removed nydus, contamination, corruption, hydras, and changelings from the game most zergs wouldn't even notice. lol.

BTW If I've forgotten anything or misrepresented any facts please feel free to correct me in a non-douche baggy manner. My memory is far from perfect.

---------------------------------------------

Completely agree, man. As strange as it seems, I think Zerg is the most powerful race right now. I also agree with the Terran buffs you presented, althought I play Protoss.

---------------------------------------------

I agree as well. Definitely late game it's the case once economy gets cooking. Terran and Toss usually get their wins within first 10-15 min after that it's unlikely and about to get more unlikely the way they will get ultras out on a tech switch..

--------------------------------------------

"original OP says zerg gets "lots" of buffs and then names roach and infestor which is two.... so two is a lot? zerg has also gotten major nerfs, ones that stick out to me are roach food nerf and armor nerf. queen speed as well as spine/spore burrow time are all small nerfs that made a noticeable impact. corruptors no longer being able to "goop" was also a very important nerf but it was OP before i suppose. plus the number of buffs/nerfs a race gets is not really relevant to how strong it is anyways.

as the game gets longer, Terran is the strongest due to orbitals, planetaries, and medvac drops. orbitals give mules which requires less scvs and frees up more supply for army. planetaries + turrets enable expos to be defended w/o units and frees up more supply for "main" army. medvac drops (and maybe even nukes) are the most cost effective and supply effective harass options which also indirectly allows for more supply for the "main" army. granted this may be due to the relative weakness of the "final" Terran army. however, if T adds in ravens (pdd is so good in large battles, HSM can be good late game too which allows for energy buildup), and maybe 2-3 battlecruisers, i think the late game Terran army composition can be pretty formidable.

-------------------------------------------------------

And now my rebuttal good sir,

Your counting all the infestor buffs as 1 buff, fungal growth alone got 4 buffs, stopping blink/siege/viking liftoff, freezing units not slowing, dps doubled, and bonus for armored. At the same time the units that counter them got nerfed, Ht's and Ghosts. Roaches got range and the nerfs you mentioned are from beta,(you forgot roach regeneration was no research also) I am talking about release. But if you wanna go beta, warp research got nearly doubled, immortal build time got nerfed, range increase for immortals got removed (I think that was in beta), mothership build time nerf, sentry got 2 dmg nerf, and I'm sure Ive forgotten some. But imo the beta changes are irrelevant anyway because all of the races had ridiculous stuff in beta, but since you brought them up I thought I'd point out toss still got nerfed hard in beta. Also didn't spores recently get a root time buff recently? Ultras also got a buff that no spell other than dmg affects them and they break down FF's.

The main point of what I was saying wasn't merely about the buffs or nerfs. I was merely pointing out how protoss and terran has had their early game signifigantly weakened over the last year but zerg has not. Which is when you need to slow them down, the earlier the better. I'm concerned how the pace of the game has shifted to zergs favor in the early, mid and late game in so many categories. They have a huge mobility advantage, and creep gives them free vision of huge areas, they can out produce and remax much faster, and having an econ advantage as soon as they take their natural. But infestors alone give them a huge tech advantage as well.

A big part of this is due to the fact that infestors counter everything (at least for protoss but almost every terran unit as well) It basically counters every protoss tech path, it stops charge and blink, it detects DT's (and infestors are actually much scarier worker harass units than dt's) IMO fungal > psi storm in terms of dps and the fact that fungal can't be dodged or micro'd out of in any way,(it's like a FF surround and psi storm put together). Once the first fungal lands they can keep fungaling till everything dies, and the dmg is stack-able unlike storm. It counters air play with fungal and infested terrans, and neural parasite and fungal deal with colossus and immortals very well. It is not always possible to hit them with feedback either. Because usually infestors are at the back of the zerg army, which means the HT's must be at the front of the toss army to be in range for feedback. Ht's die really fast and fungal kills them just as good as anything else, when their are 50 roaches in front of the infestors the Ht's evaporate in a second. It takes vastly greater control IMO to deal with the infestors than it does to deal with the ht's. Even with better control it is still sometimes impossible because protoss simply can't have enough gas to produce the amount of HT's and have time for them to charge energy needed to feedback so many infestors. Unless the protoss is ahead in economy for some reason.

Think about the gas costs of protoss's tech and army just to deal with the roaches (sentries 100gas each, twilight 100gas, templar archives 200 gas, storm 200 gas, robo 100 gas, warp 50 gas, blink 150 gas, colossus 200 gas, robo support 200 gas, colossus range 200 gas, immortals 100 gas.obs 75 gas) Obviously, protoss isn't going to get all of these but, they will need some combination of them just to not get run over by roaches that cost 25 gas each and cost 0 gas to tech to. Zerg can get lair, roach speed and infestors out for a total of 300 gas (100 gas for lair, 100 gas for roach speed, 100 gas for infestation pit). Thats the gas equivalent to warp 1 stalker and 2 sentries. Think about that for a minute. I realize they are different races but should the race that automatically gets the better economy and production get tech that is so much cheaper and counters so many things? Infestors just do way too many things too well and roach infestor takes way too much to deal with imo.

In some ways this is the same problem with terran, while mules do provide them with tons of late game minerals, the terran late game units and tech are very gas heavy, and take forever to produce and if they trade armies with them, they will die before they can reproduce as powerful an army as compared to protoss or zerg. Also, terrans upgrades are split up much more, air, bio, mech. So when they transition into late game units they are behind on upgrades.

/end balance whine

----------------------------------------------------------

its lazy of me to jus point out one thing in ur long response (which im sure has many good points) but im going to stick with the stuff related to my own original response. if ur talking about buffs since release im not sure what buff u mean by fungal freezing instead of slowing. when did fungal ever only slow in release, was that in alpha or something? spores got a root buff AFTER getting a root nerf and its still overall slower than it was b4. u call ultras smashing down FF a buff to zerg? are u joking? all massive can do that...

ur wrong if u think zergs only have been buffed and not nerfed. all races have gotten their fair share. more zerg nerfs: broodlord armor, broodlord speed, slight dps and HP nerf on hydra (maybe beta?)

-----------------------------------------------------------------

Absolutely zerg has been nerfed since release. But their early game hasn't had any nerf that is close to comparing to warp gate +20 seconds, zealot build time, forge build time, or terrans barracks after supply, barracks +5 build time. bunker nerf. (the earliest of these is the forge change which I think was 8 months ago, and roaches got a range buff around the same time) These things greatly affect everything that happens after them. It would be the equivalent to nerfing spawning pool build time, larva inject, lings themselves, spine crawlers, evoulution chamber, I'm sure any zerg can see all the domino affects this would have.

They've made it harder to safely expand vs zerg, harder to pressure zerg, and harder to defend zerg all ins. This has made zerg much better off in the early game, and infestors essentially give them a free ride into the late game where the zerg race really shines. What I'm trying to say in a nutshell is I believe the changes to Terran and Protoss early game in patches and the buffs to infestors are actually just shifting the imbalances, not eliminating them.

----------------------------------------------------

Isn't that the point of Zerg? It's the race you should be afraid to venture outside your ramp against in the early game.

And for the record, Zerg all-ins are still relatively weak and far fewer in number than the other races. You can't possibly think 20 ling all-in or 7RR even compares to terran 1/1/1 or the old toss 4WG. Zerg hasn't had that strong of an all-in since beta.

-------------------------------------------------------

Here's a few zerg all ins/rushes that are very hard to scout and stop, one is vs huk and one is vs tt1.

These should change your mind.






Btw I just watched a MLG game with Naniwa, where he did void harass and fast expanded. The zerg literally was at 200/200 at the 13minute mark of hydra,roach, corruptor on 3 base. (no exaggeration) and he just rolled Naniwa hard, 3 colossus out and lots of FF too...... didn't even need infestors lol
:)
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
Last Edited: 2011-08-28 02:14:53
August 28 2011 02:13 GMT
#319
There are 2 things I have issue with, surrounding the infestors.
1. With high enough numbers, it can basically be the answer to any and everything.
2. The immobilize of the FG is both dull and punishes misclick/slight overcommitment *way* to much(similar to ff and to a lesser extend concussive). Spells that prevent micro = bad.

Edit: I'm not certain if it's to strong(atleast TvZ), just the unit itself is insanely dull and stupid.
sCnDiamond
Profile Joined January 2011
Germany340 Posts
Last Edited: 2011-08-28 02:32:52
August 28 2011 02:30 GMT
#320
I think that infestors are too strong right now. Their biggest strength is their versatility. There is just no real situation where infestors are not useful and where you go: "Damn, should have scouted and built X instead!" (sure, you can run them into a bunch of hts... but if that happens you screwed up big time). They are always useful! It doesn't really matter if your opponent goes for Air units (Fungal / Infested Terran / Neural), masses of cheap units (Fungal / Infested Terran), beefy units (neural), you need to harass (burrow / Fungal / infested terran), forgot detection (fungal) They excel in a lot of situations, and this is what i think makes them too good.
Sure, they have quite low health, but with burrow and the stun of fungal, they have also a good chance at escaping unharmed. I think they need to tweak them in a way so they fill in less roles and change stun to a slowing effect. I play random at the ladder atm and make them whenever i get zerg, just because they always help you out, no matter what your opponent throws at you.
formerly spinnaker.
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