The Infestor: An Honest Discussion - Page 3
| Forum Index > SC2 General |
|
eourcs
United States459 Posts
| ||
|
Joey Wheeler
Korea (North)276 Posts
| ||
|
AbztraK
United States26 Posts
![]() | ||
|
Senros
54 Posts
On August 25 2011 09:08 MK4512 wrote: I feel like fungal is a little bit OP right now, whereas most zerg units are UP, so it kind of balances out, but I don't think in the correct way. Infested terrans seem a little OP right now, because of how hard eggs are to kill and how quickly they can be cast. As a protoss, having 46 damage + lack of mobility kills any kind of play other than 'deathball' play. Because blink stalkers, etc. becomes rather un-viable. Combined with lings, ultras, or broods, infestors get even better. Personally I think that infestors should be nerfed a bit, but not before other z units are buffed. Actually, deathablls get wrecked by fungal..so infestors simply make deathball play not that viable. | ||
|
Chargelot
2275 Posts
On August 25 2011 09:27 Joey Wheeler wrote: Technically marines are still cheaper than Infested Terrans. A single Infestor, at the cost of 100/150, can produce 8 Infested Terrans on a single energy bar. Infested Terrans actually beat the crap out of Marines. But for arguments sake, lets say that each Infested Terran = 1 Marine. That's 400 minerals "worth" of units. In the hands of a skillful player, such as Destiny, that Infestor will not die. He will get 8 more. And then 8 more. And more if the game continues. | ||
|
viralintruder
Jamaica140 Posts
On August 25 2011 09:28 AbztraK wrote: DAMN YOU DESTINY stop giving blizzard reasons to nerf brofestors ![]() Do not let this topic devolve into Destiny bashing and "infesterz OP lol waat a jok, halp blizz fix dis gaem cuz nubz winning wit teh festrz ". | ||
|
Chargelot
2275 Posts
On August 25 2011 09:32 viralintruder wrote: Do not let this topic devolve into Destiny bashing and "infesterz OP lol waat a jok, halp blizz fix dis gaem cuz nubz winning wit teh festrz ". I agree. | ||
|
ROOTFayth
Canada3351 Posts
| ||
|
Goliath0nline
Canada165 Posts
| ||
|
zhurai
United States5660 Posts
On August 25 2011 09:24 justinpal wrote: And OP needs to add that full transports cannot be neuraled~. not just "full". if the transport has even one unit in it, it cannot be neuraled. | ||
|
Acritter
Syria7637 Posts
That's how I would do it, anyway. I fucking HATE the Colossus. | ||
|
Hidden_MotiveS
Canada2562 Posts
In Combination with Other Spells [list] [*]The Infestor's own Fungal Growth can keep (a part of) the hostile army down for more Infestors to get into range and to cast Neural Parasite more easily. [*]The Infestor is one of the the few units to be able to move while being Burrowed. Unlike the Roach, it can do so natively and does not require an extra upgrade. However, Infested Terran is the only spell available in that state. [*]You can't Fungal Growth a Neural Parasited unit but you can Neural Parasite Fungal Growthed units. The latter won't cure the Fungal Growth. [*]Neural Parasite on a Phoenix breaks the Graviton Beam. [*]You can Neural Parasite a Mothership. Doing so will make it Cloak your units and you can Recall your own units. [*]Hallucinations can be Neural Parasited - it won't dispel them. [*]Using/having Guardian Shield with a Neural Parasited Sentry will give +2 armor to your own units. Other [*]Once the spell activates within a range of 9, there's an additional range of 5 in which the targeted unit can be operated. [*]It cannot be cast on a player's own units or allies. [*]Workers can be ordered to construct buildings of that respective race, which belong to the casting player upon completion (you will need multiple infestors to complete this considering the 15 second duration of control). Protoss probes only have to start the warp in order for the building to belong to the casting player [*]Affected units are subject to the player's upgrades [*]Casting Neural Parasite on a hostile Zerg's hatching eggs kills them instantly. [*]Casting Neural Parasite on a hostile Zerg's Larvae allows you to build units from their tech tree. [*]This will cost you resources, and when the Neural Parasite runs out, the unit will belong to your opponent. [*]You cannot cast Neural Parasite on a Transport with units, you can however Neural Parasite an empty Transport. [*]You cannot Load Neural Parasited units into a Transport (Overlord/Warp Prism/Medivac), nor pick them up with a Transport, even if both the unit to be Loaded and the Transport are Neural Parasited. [*]You can Neural Parasite a Corruptor or Overlord and instruct it to Morph (Broodlord/Overseer), this will cost you resources and the resulting unit will belong to the opponent. If he decides to cancel the cocoon, the resources will be lost. [*]You are able to Neural Parasite a Broodlord/Overseer Cocoon. Cancelling the Cocoon won't return funds to either player. [*]Casting Neural Parasite on a Baneling egg will cancel the morph (giving you an NPed Zergling). You cannot instruct two Neural Parasited Templars to Morph to an Archon. [*]If you Neural Parasite an Overseer, Sentry, Infestor or Raven, all the Changelings, Infested Terrans, Hallucinations, Point Defense Drones and Auto-Turrets you create will remain yours after the NP. [*]You cannot put Neural Parasited (Zerg) units in a Nydus Worm. [*]Neural Parasite breaks a chained command. [*]You can Neural Parasite other Infestors and use them to Neural Parasite other units (If the controlled Infestor knows Neural Parasite). The last unit Parasited will remain yours to control even after the original Infestor loses control. Useful way to drain your enemies energy only using one of your own. From Liquipedia http://wiki.teamliquid.net/starcraft2/Neural_parasite Wow, does the infested terran regain consciousness after its timer expires and suicide? | ||
|
Tomfour
United States173 Posts
I mean when people were started using ghosts way back when and protoss only wen colossi all you heard were T is op cries, granted they did change emp a little bit, but only the way it affects energy. When Toss started making HTs people cried about that as well, granted they took out kydrian amulet so that definitely kept it from being op, but it's still a very strong unit. It's not like you can't counter this unit. Fungal doesn't last as long now so people can move away from it if they are hit by it, and hey if you get hit, bring something up to kill or emp/feedback the one that is probably going to recast. I honestly have no way to fix it that I can think of that wouldn't ruin it completely so I guess I just have to defend how it is. I'd say nerf infested T's but seriously, nobody makes 40 of these like these guy said, you see a couple because they are so slow and easy to avoid. They are only a problem if, like DTs, get into your base and you don't have detection or anything to kill them with. | ||
|
Chargelot
2275 Posts
On August 25 2011 09:32 ReignFayth wrote: actually you have to play deathball style but you cant attack with it, you can harass a bit but you have to wait until zerg suicides all his shit I personally feel that is a good way to play against them. Just play defensively, macro up, and let your superior army win the day in an easy at-home defense. | ||
|
Rasun
United States787 Posts
On August 25 2011 09:23 Strike_ wrote: You forgot to mention that the infestor is the only all-purpose core unit that zerg has Well, how many all purpose units do we need? How many do other races have? If there are a lot of all purpose units in the game then doesn't that mean that what units you make doesn't matter, since they all can do everything? How do you even define "all purpose unit"? | ||
|
Benzzro
Australia167 Posts
| ||
|
Joey Wheeler
Korea (North)276 Posts
On August 25 2011 09:31 Chargelot wrote: A single Infestor, at the cost of 100/150, can produce 8 Infested Terrans on a single energy bar. Infested Terrans actually beat the crap out of Marines. But for arguments sake, lets say that each Infested Terran = 1 Marine. That's 400 minerals "worth" of units. In the hands of a skillful player, such as Destiny, that Infestor will not die. He will get 8 more. And then 8 more. And more if the game continues. Marines = permanent investment Infested Terran = very temporary investment Marines = cost only minerals MULEs = bring in free minerals Oh and Nestea truly showed how strong Infestors are against MVP. Oh wait, never mind. | ||
|
Zahki
Australia61 Posts
As a terran player, the reason why terrans and protoss players have difficulty against infestors because it is a unit that forces a response Seriously? Whats wrong with that. Zerg dies if they don't respond properly to certain Terran and Protoss builds, I see no problem at all with requiring the other 2 races to respond properly against certain unit compositions. Thats StarCraft. It's not like Zerg are hard to scout. | ||
|
Chargelot
2275 Posts
On August 25 2011 09:38 Joey Wheeler wrote: Marines = permanent investment Infested Terran = very temporary investment Marines = cost only minerals MULEs = bring in free minerals Oh and Nestea truly showed how strong Infestors are against MVP. Oh wait, never mind. Oh, you, you've gone and spoiled the surprise. Next in the series: Orbital Commands, MULES HOOOOOOOOOOOO, | ||
|
akalarry
United States1978 Posts
| ||
| ||
