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The Infestor: An Honest Discussion - Page 17

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Zuxo
Profile Joined April 2010
Sweden395 Posts
August 28 2011 02:32 GMT
#321
On August 28 2011 11:12 Reborn8u wrote:
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

Haha yeah I was shocked at the Naniwa vs Coca game. It was also pretty funny when Day[9] said (if I remember correctly) something along the lines that the a big reason for Naniwa losing was that he lost his void ray.
I don't know but if losing one void ray in the mid-game has that big of an impact I think the game is kind of going in the Zergs favor.
I'm a mother******* lyrical wordsmith, mother******* genius
RaQIl
Profile Joined August 2011
Macedonia25 Posts
August 28 2011 02:36 GMT
#322
I think the whole infestor needs a complete redesign.

Right now its too volatile to be either, as in some cases is OP and in others weak.

Also I think it has too many spells right now and they are all offensive.
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
August 28 2011 02:36 GMT
#323
On August 28 2011 11:13 Zarahtra wrote:
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.


When the immobilize is that readily accessible, yeah, I'd say spells that prevent micro = bad.

Maybe the "problem" with fungal growth is not how much damage it does or what it does, but that you can be so careless with its use due to how many fungal growths you've got banked up. I wonder if the solution would be to keep the immobilize and damage of Fungal proportional to an increased energy cost. An example would be 125 energy to fungal growth for ~60 damage over ~7 seconds instead of the current 75 energy for 36 damage over 4 seconds. What this would do is drastically reduce the number of stored fungals in an infestor ball, create a fair-sized waiting time before an infestor actually had a fungal growth, and still keep the current energy - per - damage - dealt ratio.

It'd force the zerg to be more careful about how and when he drops fungal growths or opts to use infested terrans, and eliminate the current opportunity for a Zerg to just get so many fungal growths that he kills your entire army from a reasonably happy distance.

Obviously, 125 energy per fungal would fucking suck ass, but I can see that infestors have won me some games I probably shouldn't have won, and can see how a few adjustments might be necessary. They're kinda like colossus in that way, except I can actually make them ;P
I'm actually Fleetfeet D:
mcfrog
Profile Joined June 2011
14 Posts
Last Edited: 2011-08-28 06:46:59
August 28 2011 04:51 GMT
#324
I never understood why people didn't really use infestors till Patch 1.3.0. In my opinion fungal immobilizing units eight seconds was far more powerful then the version we have today which people use almost like a zerg version of psi storm. Really, how was the deathball ever a problem for zerg when they had a unit like the infestor? Fungal the stalkers, neural parasite colossus, kill everything with colossus while other units are stuck/trying to get past stalkers to get at infestors, then clean up the rest.

The bio ball? Fungal marines, banelings easily kill everything while they are frozen for eight seconds.

Army marching towards you? Stall them with fungal after fungal while you build up your forces.

Eight seconds of not being able to move is a extremely long time during battle.
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2011-08-28 07:00:37
August 28 2011 06:56 GMT
#325
They should just make fungal act like SC1 ensnare - slows unit movement (not freezes units) and slowly drains a little bit of health.

Also, infested terrans need to be toned down. Having the ability to essentially throw out 50 marines for just energy...too strong...

The problem with the infestor right now is that it can literally fit every role in the game as just one super unit. Infested terrans can kill base infrastructure; fungals can kill clumps of units; neural can tactically counter collosus/mech; and burrow gives infestors great survivability and use.

Hell, the infestor can even counter cloaked units with fungal growths...so basically, the infestor has a use for literally everything in the game...to the extreme that the infestor in large enough numbers can even counter ghosts and templar....which are meant to be able to handle infestors...and the problem that a lot of people do not understand about this is that while T/P do need to utilize ghosts/templar to handle infestors...T/P do not get any use out of ONLY massing ghosts/templar whereas a Z player that continually masses infestors (with lings) keeps getting value from more and more infestors due to energy accumulation allowing for mass infested terrans/fungals...hope that makes sense.

It's just too good - no unit in any RTS should be able to do anything and everything. Ghosts and Templars are great, but they have specific niche uses. Storm is great aoe, and feedback can drain energy but you'll never see templars going around also destroying entire base infrastructre's on top of their niche use.

Ghosts can emp and drain some shields, but their main use is to drain templar energy, and they have extended use with tactical nukes. But all of that requires physical mineral/vespene resource expenditure, not just pure energy. Also cloak runs out, unlike burrow.

I am just giving examples of T/P spellcasters because they have a role, and they cannot do everything in the game by themselves like infestores can potentially do right now, and then you add in broodlords...way too strong, and it has been like this for months...you can also even argue that planning tactical nukes/army positioning and using psi storm takes infinitely more skill and precision than simply ensnaring a group of units that will get ganked 100% by fungal growth and follow-up units.

From a spectator point of view, there's also no "uncertainty" that creates tension. With storm, nukes, feedback, emps there is the "omg will he avoid this, omg is he positioning this correctly, omg omg" effect. With fungal, it's "oh he fungalled that and everything is going to die guaranteed." Things can escape and there is opportunity on both sides to show off micromanagement with ghosts/templar, with infestors...not so much.

The new patch notes also will not change anything to how strong infestor/broodlord is right now.
Sup
Xxavi
Profile Joined October 2010
United States1248 Posts
Last Edited: 2011-08-28 07:29:38
August 28 2011 07:11 GMT
#326
On August 25 2011 09:04 Stam wrote:
Obligatory link to ITG discussion:


It's amazing how Idra brings up DongRaegu failing vs Huk as an evidence that Protoss race and Protoss players are retarded.

And his argument is that Protoss players aren't good. I remember him playing protoss. If it is such an easy retarded race, he can show it. Like, try even random like TLO did. Or ask TLO really.

PS Also, it's shocking to see how much PainUser sucks up to Idra. I mean, come on.
Xxavi
Profile Joined October 2010
United States1248 Posts
August 28 2011 07:13 GMT
#327
As for Infestors, I like that unit. This game has very few special units, and its one of them. Keep it.

Yes, Protoss can complain that High Templars have no amulet, while infestors have its equivalent. But that's not Infestors being OP or bad, but Blizzard making Protoss weak.
rickybobby
Profile Joined October 2010
United States405 Posts
August 28 2011 07:18 GMT
#328
I think in general its dumb to have spell casters just do damage. As many people have said before casters should be used sparingly and it particular situations where you can maximize their utility. The infestor is the opposite of it, and zergs just build as many as they can, and can kill infinity marines by just spamming f.

Defiler = best spell caster ever -_-
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-08-28 07:23:44
August 28 2011 07:19 GMT
#329
Without upgrades, it can take 7 shots from a stalker, 5 shots from a marauder, 4 shots from a mobile tank, 2 shots from a siege tank, 10 ticks of the void ray's laser (starting from 0 charge), and three hits from an Ultralisk. - from the OP

i dont play the game, but any sc1 land unit spell casters die ten times faster and so they should in its sequel.

after reading that statistic on how much shots fire they can take, i was laughing a little because when i see some events streamed, i see hordes of infestors in zerg army, now i know why they have so many haha. next thing will be x2 infestor can mutate into infested ultralisk and cast psionic storms.

ive seen a few good points in this thread, one is that it is an everything in one unit even a detector with fungal.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Arisen
Profile Blog Joined October 2010
United States2382 Posts
August 28 2011 07:31 GMT
#330
Good write up.

All the protoss saying their deathball is no longer effective, you're wrong. A lot of protoss die to zerg, but they're still trying to make all kinds of allins/coinflips work. There are so many series where the protoss loses because he did a dumb build 2/3 times, but 1 game he played turtley and rolls the zerg and then complains that his race sucks.

I think infestors are fine. They actually make players do something. It's the only unit zerg has that basically says

"hey, I'm getting this unit, you HAVE to get a unit to deal with it"

much like colossus does for protoss or ghosts do for Terran.

Terrans and protoss both have tools for dealing with infestors (ghosts and templar). I find all the imbalance talk so hypocritical after months of zergs dropping dead left and right to protoss and having to hear about how their units were fine and we needed to play better. Now that we have a way to deal we have to hear about how it needs to go back to the way it was.

I like the infestor. I think it's a fun unit that has advantages and disadvantages, but I still think it has plenty of vulnerability (take ghost mech for example)
"If you're not angry, you're not paying attention"
RoKetha
Profile Joined July 2010
United States211 Posts
Last Edited: 2011-08-28 07:48:00
August 28 2011 07:46 GMT
#331
I am deeply concerned by the alarming number of comments in this thread that say the infestor is too good because it is a safe core unit that is useful in just about every situation and has only counters that require good micro.

There is a unit called the siege tank that fires a shot with mass AoE damage at 13 range over and over and is completely safe to get every single game, but that is okay. Just like how lurkers were okay and reavers were okay and colossi are apparently okay as well (though they could be argued not as safe). Zerg actually having a reliable ranged unit is a necessity, as is having units that force the other player to actually react.

Zerg currently has literally zero other units that perform adequate anti-air duties in the late-game and you'd be kidding yourself to say otherwise. Void Rays shred corruptors and mutalisks once there are a decent number fielded, and hydralisks cannot even get in range before they are killed. Vikings, Thors and marines counter all Zerg anti-air options except for infestors as well.

I'm of the opinion that nerfing Fungal Growth's damage will serve absolutely no purpose in the current metagame except to bring about the return of Protoss turtling into void ray/colossus builds, due to the damage to Zerg's anti-air and anti-ball abilities. The midgame of ZvP will be almost completely unchanged--infestor/ling will still completely control the map against the same styles simply because it can kill sentries and overpower what's left. Its ability to stop blink play is also completely unchanged. Infested Terran is the truly overpowered spell in the matchup because there is a window where it lets you create two armies which are both stronger than everything Protoss has combined without his sentries, at two different locations, thus getting an extremely easy Nexus kill while expanding.

Infested Terran is also the overpowered spell in ZvZ, and it really has absolutely no counter except to try to catch the infestors while losing a base, which is extremely hard to do since the spell is fairly long-range and fire-and-forget.

ZvT you could argue that fungal is too good against Vikings, but the idea that fungal is somehow too good against infantry is ludicrous since it's supposed to be Zerg's strongest counter to them. Using ghosts and bigger, more supply-efficient units in the late-game (the ghost/mech composition, regardless of your route to it) already works and Zerg actually doesn't even have an answer for it to my knowledge short of winning the game before it's up.
NITTYOLDMAN
Profile Joined August 2011
United States3 Posts
August 28 2011 07:47 GMT
#332
IM JUST STATING FACTS IN DEFENSE OF THE INFESTOR:

FACT #1: Fungal Growth does much less damage than storm yet costs the same amount of energy
FACT#2: (Regarding the argument of Fungal Growth revealing cloaked units) EMP also does this
FACT#3 Neural Parasite cannot be casted on a cloaked unit, instead fungal must be casted and then later neural parasite for a total energy drain of 175. This massive energy drain in most cases is worth the price of losing a banshee/dt etc...
FACT#4 Infestors are slow and easy for many units to snipe
FACT#5 Infestors have a VERY long build time


BROOD WAR FACT
MIND CONTROL from dark archons was effectively PERMANENT neural parasite...and yet we are still complaining about neural parasite being OP'ed
In time all things turn to dust.
NITTYOLDMAN
Profile Joined August 2011
United States3 Posts
August 28 2011 08:00 GMT
#333
WATCH GSL
AT THE HIGHEST LEVEL OF PLAY...THESE 3 UNITS INFESTOR/GHOST/HT ALL TEND TO DO A LITTLE DANCE AROUND THE ARMIES AS THE JAB AROUND FOR POSITIONING PRIOR TO ENGAGEMENTS....EMP'S ARE ALWAYS TRYING TO GET OFF, FEEDBACKS ARE ALWAYS TRYING TO GO DOWN, & INFESTORS ARE ALWAYS TRYING TO FUNGAL OR NEURAL

WHEN THE PROS DO IT THE PSIONIC UNITS ACTUALLY BATTLE FIRST PRIOR TO THE "MEAT" UNITS COLLIDING....AND THE WINNER OF THE PSIONIC UNIT BATTLE IS USUALLY THE RESULT OF THE MAIN ARMY CLASH AS WELL

User was warned for this post
In time all things turn to dust.
J.E.G.
Profile Joined May 2010
United States389 Posts
Last Edited: 2011-08-28 08:18:30
August 28 2011 08:13 GMT
#334
On August 28 2011 16:47 NITTYOLDMAN wrote:
IM JUST STATING FACTS IN DEFENSE OF THE INFESTOR:

FACT #1: Fungal Growth does much less damage than storm yet costs the same amount of energy
FACT#2: (Regarding the argument of Fungal Growth revealing cloaked units) EMP also does this
FACT#3 Neural Parasite cannot be casted on a cloaked unit, instead fungal must be casted and then later neural parasite for a total energy drain of 175. This massive energy drain in most cases is worth the price of losing a banshee/dt etc...
FACT#4 Infestors are slow and easy for many units to snipe
FACT#5 Infestors have a VERY long build time


BROOD WAR FACT
MIND CONTROL from dark archons was effectively PERMANENT neural parasite...and yet we are still complaining about neural parasite being OP'ed


Fact #1 - You can't move on army away from fungal after it's been cast.
Fact #2 - Emp doesn't freeze units or do damage to anything zerg besides drain energy
Fact #3 - not sure where this one is going... you can just fungal and kill said dt/banshee with a queen or zerglings or w/e
Fact #4 - Templar are slower than infestors (1.88 for HT vs 2.0 for Infestors off creep) and don't get a movement bonus for being on creep.
Fact #5 - Templar have 45 sec cool down time compared to 50 sec infestro build time.. not that much

Fact #6 - this isn't brood war.

EDIT: Fact #7 - HT also have a delay before storm hits, and storm damages friendly units (infestors don't have any of these problems)
Fact #8 - Storm has a smaller radius than fungal (1.5 vs 2.0)

Really though, i think infestors are fine (in PvZ, idk much about TvZ matchup), its the protoss midgame that needs work. Relying on a gas heavy support unit that has very little DPS (sentry) is severely limiting. Yeah, you can turtle turtle turtle and cannon the shit out of everything until you get deathball and upgrades but that approach is boring and bad for e-sports.

Plus if zerg sees protoss is playing turtle style they can just macro up and have a 200/200 army before protoss gets late-game worthy economy/production capabilites. (see huk v DRG)

Protoss creativity in the mid game gets punished because it always sucks.
Do or do not; there is no try.
jstar
Profile Joined April 2010
Canada568 Posts
August 28 2011 09:37 GMT
#335
I think the best way to deal with the Infestor is to make it a T3 unit. Either that or a nerf to NP range. It's range is way too long atm.
Vapaach
Profile Joined February 2011
Finland994 Posts
Last Edited: 2011-08-28 09:42:52
August 28 2011 09:42 GMT
#336
Fungal = Ok, especially after the next patch nerf assuming it will not be removed.
Neural parasite = At some situations very powerful, but it is hard to say whether it is OP or not.
Infested terran = Ridiculous. 4 infestor hit squads can wipe out entire bases with just infested terrans. They just have too much DPS I think.
If you never try you never know. Sase - Mana - TLO - WhiteRa - Naniwa - Sheth - HuK
Olsson
Profile Joined April 2011
Sweden931 Posts
August 28 2011 09:45 GMT
#337
It's not to powerful why the hell are people whining. Both ghosts and HT's hard counter infestors. But infestor is kind of a semi-soft counter to them both because of fungal. But it's a micro war more or less and if the zerg wins it's not the unit that is op because of fungal. It's because the terran didn't get a EMP of or did bad positioning.

It's the same tech as the other spellcasters and 50 minerals more than an HT.
Naniwa <3
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
August 28 2011 10:03 GMT
#338
On August 28 2011 16:11 Xxavi wrote:
Show nested quote +
On August 25 2011 09:04 Stam wrote:
Obligatory link to ITG discussion:

http://www.youtube.com/watch?v=2Ul3LEtMQzw

It's amazing how Idra brings up DongRaegu failing vs Huk as an evidence that Protoss race and Protoss players are retarded.

And his argument is that Protoss players aren't good. I remember him playing protoss. If it is such an easy retarded race, he can show it. Like, try even random like TLO did. Or ask TLO really.

PS Also, it's shocking to see how much PainUser sucks up to Idra. I mean, come on.


That was shocking, and by shocking i mean really fucking stupid.
Every competent zerg SMASHES protoss in a long macro game, that turtle style doesn't work.
It only works against bad zergs or against zerg that have no clue how to deal with it (idra for instance).

Poor Geoff, i would have raged so hard at the ignorance and stupidity thrown directly at your face.
wat
Olsson
Profile Joined April 2011
Sweden931 Posts
August 28 2011 10:11 GMT
#339
On August 28 2011 19:03 Elefanto wrote:
Show nested quote +
On August 28 2011 16:11 Xxavi wrote:
On August 25 2011 09:04 Stam wrote:
Obligatory link to ITG discussion:

http://www.youtube.com/watch?v=2Ul3LEtMQzw

It's amazing how Idra brings up DongRaegu failing vs Huk as an evidence that Protoss race and Protoss players are retarded.

And his argument is that Protoss players aren't good. I remember him playing protoss. If it is such an easy retarded race, he can show it. Like, try even random like TLO did. Or ask TLO really.

PS Also, it's shocking to see how much PainUser sucks up to Idra. I mean, come on.


That was shocking, and by shocking i mean really fucking stupid.
Every competent zerg SMASHES protoss in a long macro game, that turtle style doesn't work.
It only works against bad zergs or against zerg that have no clue how to deal with it (idra for instance).

Poor Geoff, i would have raged so hard at the ignorance and stupidity thrown directly at your face.


How are you supposed to attack a protoss thats on 3 base on taldarim? We all know that when a protoss gets 4 base vs zerg. Zerg is fucked. On taldarim you can simcity soo well and get away with a third by just putting two cannons and three gateways at the main entrance.
Naniwa <3
ETisME
Profile Blog Joined April 2011
12702 Posts
August 28 2011 10:11 GMT
#340
On August 28 2011 18:45 Olsson wrote:
It's not to powerful why the hell are people whining. Both ghosts and HT's hard counter infestors. But infestor is kind of a semi-soft counter to them both because of fungal. But it's a micro war more or less and if the zerg wins it's not the unit that is op because of fungal. It's because the terran didn't get a EMP of or did bad positioning.

It's the same tech as the other spellcasters and 50 minerals more than an HT.

I agree, at the hands of GOOD infestor users like Destiny, he can make them look OP.
But I have barely seen any OTHER progamer that actually have the whole army centred around the infestors.
How many progamers do that ling/infestors timing attack? As far as I know, none.


I think Ghost is an even stronger unit, snipe pretty much kills all tier 3 zerg's units extremely well yet not a lot of zerg complained, why? because a lot of terran don't get huge amount of ghost against zerg.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
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