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The Infestor: An Honest Discussion - Page 22

Forum Index > SC2 General
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urashimakt
Profile Joined October 2009
United States1591 Posts
September 06 2011 10:00 GMT
#421
On September 06 2011 18:55 dragonsuper wrote:
Infestor = bad design choices , no micro against his powers and it's frustrating play against it.

And btw... Fungal ? what a ridicolous name... Dark swarm and plague was much better considering it's an alien unit.

SC2 was really designed by immature minds.

I'm just curious as to why aliens can be a) Dark, b) Swarmy, c) Disease-ridden, but are unlikely to be d) Fungal and how that makes the design choice immature.
Who dat ninja?
ProxySilmaril
Profile Joined June 2011
81 Posts
September 06 2011 10:03 GMT
#422
I dont gave comment if it is compareable but u said only the infestor has a ability!
And for my self I think fungal is rediculous, it counters all... for what does a toss need blink, forcefield or guardianshield... one fungal and its worthless! Also the HT which normaly may have to counter with feed back is worthless, when he is fungaled he cant go near enough to feedback!
For me the Infestor is so OP like the HT was with the amuletupgrade!
syno
Profile Joined March 2011
Switzerland150 Posts
September 06 2011 10:11 GMT
#423
On September 06 2011 18:46 ProxySilmaril wrote:
the roach get healing when it is burrowed, and banelings can explode burrowed.. for me it is a abiltiy... and no other race can make so many dropships like zerg xD.
Also the corruptor has a ability called corruption! and dont forget the queen!

And you want to say that's comparable to Marine/Marauder stim, Siege mode, Thor cannon, Medivac heal, Ghost spells, Raven spells, Banshee cloak, Viking land, Battle cruiser yamato Reaper wallclimb... okay Hellion has no abilities.

Wow, why dont you just switch to Terran if u want a lot of abilities?
Good Brain
Gotmog
Profile Joined October 2010
Serbia899 Posts
September 06 2011 10:18 GMT
#424
Fungal removes micro ? Makes no sense whatsoever....
Fungal promotes micro, spreading your units around.

The difference is that it is just different and harder micro (arguably).

Personally i don't consider Infestors op. They have enough options to be countered. And they are a unit Z can fall back to, to compensate for bad design on a lot other units.
If infestors are getting nerfed, i can't see it happening without some buffs or T/P nerfs to compensate.
"When you play the game of drones, you win or you die. There is no middle ground"
KaidaN
Profile Joined December 2010
Australia54 Posts
September 06 2011 10:29 GMT
#425
On September 06 2011 19:03 ProxySilmaril wrote:
I dont gave comment if it is compareable but u said only the infestor has a ability!
And for my self I think fungal is rediculous, it counters all... for what does a toss need blink, forcefield or guardianshield... one fungal and its worthless! Also the HT which normaly may have to counter with feed back is worthless, when he is fungaled he cant go near enough to feedback!
For me the Infestor is so OP like the HT was with the amuletupgrade!


wtf are you talking about, feedback has the same range as fungal. If youre getting fungaled before your getting youre feedbacks off, thats your problem. Not the game designs fault.

Nasradime
Profile Joined January 2011
France83 Posts
September 06 2011 10:30 GMT
#426
Eh, I guess infested terrans aren't so OP after seeing this:
Originally intented zerg
Damn that spell looked awesome. Also I want queens like this ! (I hope they get an upgrade in Hots keke)
Comsat me bro
ProxySilmaril
Profile Joined June 2011
81 Posts
September 06 2011 10:37 GMT
#427
@KaidaN
ok i see here are so many ignorant and race biased people!
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
September 06 2011 10:40 GMT
#428
On September 06 2011 19:30 Nasradime wrote:
Eh, I guess infested terrans aren't so OP after seeing this:
Originally intented zerg
Damn that spell looked awesome. Also I want queens like this ! (I hope they get an upgrade in Hots keke)

You realize that all these old videos were the reason nobody liked sc2 at first?
Everything was way too overpowered and stupid...
NExt
Profile Blog Joined September 2010
Australia1651 Posts
September 06 2011 10:45 GMT
#429
On September 06 2011 19:29 KaidaN wrote:
Show nested quote +
On September 06 2011 19:03 ProxySilmaril wrote:
I dont gave comment if it is compareable but u said only the infestor has a ability!
And for my self I think fungal is rediculous, it counters all... for what does a toss need blink, forcefield or guardianshield... one fungal and its worthless! Also the HT which normaly may have to counter with feed back is worthless, when he is fungaled he cant go near enough to feedback!
For me the Infestor is so OP like the HT was with the amuletupgrade!


wtf are you talking about, feedback has the same range as fungal. If youre getting fungaled before your getting youre feedbacks off, thats your problem. Not the game designs fault.



http://wiki.teamliquid.net/starcraft2/Fungal_Growth

Range 9 + Radius 2 = 11.

http://wiki.teamliquid.net/starcraft2/Feedback

Range 9 = 9

Typical poster has NO IDEA what hes talking about. There are plenty more posts here, that have NO IDEA what their talking about.

Its tough to take a lot of these posts seriously. I'm not taking sides, but please... research before you post.
Waiting for Protoss Jesus
KaidaN
Profile Joined December 2010
Australia54 Posts
September 06 2011 10:48 GMT
#430
On September 06 2011 19:37 ProxySilmaril wrote:
@KaidaN
ok i see here are so many ignorant and race biased people!


Not a zerg player lol.
KaidaN
Profile Joined December 2010
Australia54 Posts
Last Edited: 2011-09-06 10:57:32
September 06 2011 10:53 GMT
#431
On September 06 2011 19:45 NExt wrote:
Show nested quote +
On September 06 2011 19:29 KaidaN wrote:
On September 06 2011 19:03 ProxySilmaril wrote:
I dont gave comment if it is compareable but u said only the infestor has a ability!
And for my self I think fungal is rediculous, it counters all... for what does a toss need blink, forcefield or guardianshield... one fungal and its worthless! Also the HT which normaly may have to counter with feed back is worthless, when he is fungaled he cant go near enough to feedback!
For me the Infestor is so OP like the HT was with the amuletupgrade!


wtf are you talking about, feedback has the same range as fungal. If youre getting fungaled before your getting youre feedbacks off, thats your problem. Not the game designs fault.



http://wiki.teamliquid.net/starcraft2/Fungal_Growth

Range 9 + Radius 2 = 11.

http://wiki.teamliquid.net/starcraft2/Feedback

Range 9 = 9

Typical poster has NO IDEA what hes talking about. There are plenty more posts here, that have NO IDEA what their talking about.

Its tough to take a lot of these posts seriously. I'm not taking sides, but please... research before you post.


Yes with all the technical, but i can guarantee you barely any zerg hits fungals on the outer radius of fungal to prevent ht from getting in range, Also the sight range (obviously depends on the situation) prevents zergs from hitting a perfect 11 range fungal.

Also please include some logical thinking into posts (everyone, not just you), ive barely ever seen zergs hit perfect 11 range fungals to prevent HTs from getting in range especially when taking into account reaction time/players ability etc etc, only very high masters i've played or some pr0 replays ive seen have done it on purpose.

(or just lucking out by spamming huge amounts of fungals in a few hundredths of a second)
On_Slaught
Profile Joined August 2008
United States12190 Posts
September 06 2011 10:54 GMT
#432
On August 25 2011 09:42 BlueyD wrote:
Fungal growth is fine... It makes infestors awesome against groups of small units and prevents micro, which is annoying but not really overpowered.

Neural parasite is fine... It makes infestors good once large game-changing units are out, by turning these against the opponent.

Infested terrans are fine... They help a lot against air, and give infestors a very strong tool against buildings for a low cost.

Burrow move (and their good moving speed) is fine... It makes infestors able to survive better than most casters, and gives them more harrass options.

I have no problem with any of these particular skills being available to zerg. However, all these good abilities are on the same unit, and perhaps that makes them too versatile. Controlled correctly, they're incredibly cost-effective against almost everything and very difficult to counter.


I agree with this post pretty much. Individually I think every ability is fine, but putting them all on the same unit may be a little much. Having said that, we know SC is a game of imbalanced units (see BW) fighting eachother so the infestor may end up being perfect as is in the final product.

Also, I didn't know that IT shot themselves in the face when the time ran out (they regained consciousness). That is fucking awesome and a nice detail by blizzard.
Nasradime
Profile Joined January 2011
France83 Posts
September 06 2011 10:54 GMT
#433
On September 06 2011 19:40 KeksX wrote:
You realize that all these old videos were the reason nobody liked sc2 at first?
Everything was way too overpowered and stupid...

You realize my words were about the line of "THIS was OP" ?
Comsat me bro
NExt
Profile Blog Joined September 2010
Australia1651 Posts
Last Edited: 2011-09-06 11:00:37
September 06 2011 10:57 GMT
#434
On September 06 2011 19:53 KaidaN wrote:
Show nested quote +
On September 06 2011 19:45 NExt wrote:
On September 06 2011 19:29 KaidaN wrote:
On September 06 2011 19:03 ProxySilmaril wrote:
I dont gave comment if it is compareable but u said only the infestor has a ability!
And for my self I think fungal is rediculous, it counters all... for what does a toss need blink, forcefield or guardianshield... one fungal and its worthless! Also the HT which normaly may have to counter with feed back is worthless, when he is fungaled he cant go near enough to feedback!
For me the Infestor is so OP like the HT was with the amuletupgrade!


wtf are you talking about, feedback has the same range as fungal. If youre getting fungaled before your getting youre feedbacks off, thats your problem. Not the game designs fault.



http://wiki.teamliquid.net/starcraft2/Fungal_Growth

Range 9 + Radius 2 = 11.

http://wiki.teamliquid.net/starcraft2/Feedback

Range 9 = 9

Typical poster has NO IDEA what hes talking about. There are plenty more posts here, that have NO IDEA what their talking about.

Its tough to take a lot of these posts seriously. I'm not taking sides, but please... research before you post.


Yes with all the technical, but i can guarantee you barely any zerg hits fungals on the outer radius of fungal to prevent ht from getting in range, Also the sight range (obviously depends on the situation) prevents zergs from hitting a perfect 11 range fungal.

Also please include some logical thinking into posts, ive barely ever seen zergs hit perfect 11 range fungals to prevent HTs from getting in range especially when taking into account reaction time/players ability etc etc, only very high masters i've played or some pr0 replays ive seen have done it on purpose.

(or just lucking out by spamming huge amounts of fungals in a few hundredths of a second)


and.... you said absolutely nothing, but go back on your original point, as well as contradict yourself mid post.

well done. good post.

take your own advice...
please include some logical thinking into posts
Waiting for Protoss Jesus
lynx.oblige
Profile Joined August 2009
Sierra Leone2268 Posts
September 06 2011 11:00 GMT
#435
Fungal growth prevents units from being loaded into a dropship of any type.

Why is that even weird? If you were all gobbled up in goo thick and dangerous enough to stop a Tank from moving, why would it be weird if you couldn't be loaded into anything?
Everyone needs a nemesis.
shouri
Profile Joined May 2010
90 Posts
September 06 2011 11:03 GMT
#436
On September 06 2011 19:53 KaidaN wrote:
ive barely ever seen zergs hit perfect 11 range fungals to prevent HTs from getting in range especially when taking into account reaction time/players ability etc etc, only very high masters i've played or some pr0 replays ive seen have done it on purpose.


That's not really a justification lol...

Not to mention zerg blankets fungals just because they can with 20 infestors over an entire army. If a zerg is getting feedbacked its honestly his own fault if you take ranges into consideration and I guarantee if it was the other way around zerg would be complaining even harder. They already do about feedback when it has a shorter range.
ScythedBlade
Profile Joined May 2010
308 Posts
September 06 2011 11:05 GMT
#437
The problem with infestors is that they're too powerful of a caster. They have the highest mobility, and the best spells.

Protoss on the other hand got nerfed to hell shit because other races kept whining and Zerg kept thinking they were underpowered because they never clicked the infestor button BACK when Fungal Growth was 32 damage over 8 seconds, which in its own right was still a pretty powerful spell.
Smapz
Profile Joined January 2011
Norway405 Posts
Last Edited: 2011-09-06 11:19:57
September 06 2011 11:06 GMT
#438
It may be a little too strong against toss, but against terrans with ghosts they get nullified so easy.

Edit: and it's a bit stupid how you can spawn so many infested terrans with only 4 infestors
¯\_(ツ)_/¯
KimJongChill
Profile Joined January 2011
United States6429 Posts
September 06 2011 11:06 GMT
#439
I honestly don't even know why the infestor is getting a damage nerf. It's perfectly fine the way it is now, and can be easily dealt with assuming that you have an appropriate economy and decent preparation. It's a poorly designed unit, though, which is more symptomatic of general race design flaws imo.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
Nasradime
Profile Joined January 2011
France83 Posts
September 06 2011 11:20 GMT
#440
On September 06 2011 20:06 KimJongChill wrote:
I honestly don't even know why the infestor is getting a damage nerf. It's perfectly fine the way it is now, and can be easily dealt with assuming that you have an appropriate economy and decent preparation. It's a poorly designed unit, though, which is more symptomatic of general race design flaws imo.

Well, the damage nerf isn't really a big deal, as it will keep two-shooting the units that it used to; just allowing the banelings to survive to one fungal, which in my opinion is a very good thing... It's so ridiculous that ONE fungal can make the infestor pays so much for itself (6 banelings being double the minerals and as much gas... And a good fungal will get at least 8-10 as people don't spread banelings); without forgetting that the infestor can cast it right when popping.
I think it's more thought to make a mass infestor play less efficient, especially against protoss whose shield will be harder to burn.
Comsat me bro
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