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The Infestor: An Honest Discussion - Page 5

Forum Index > SC2 General
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WinteRR
Profile Joined May 2011
Australia201 Posts
August 25 2011 00:50 GMT
#81
That ITG video.. iNcontroL makes nothing but sense.

IdrA is a massive hypocrite just feeding kids on this site to whinge more and more about a race that's perfectly fine.
Chargelot
Profile Blog Joined December 2010
2275 Posts
August 25 2011 00:51 GMT
#82
On August 25 2011 09:48 Limenade wrote:
woh u mean if u spread out marines then infestors fungal is really bad and then marines just roll them? O_O and if u afraid of infestors fungaling ur mineral line put 1-2 cannons near the edge of ur mineral patch or on the ledge or turret and 4 marines in a bunker thats really not that much to expend to save a mineral line


Now take that knowledge and fight Destiny. :D
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
UniversalMind
Profile Joined March 2011
United States326 Posts
August 25 2011 00:51 GMT
#83
I think I heard the mortal kombat sound

IMPRESSIVE

when I saw this post

I dunno what to say I never use Infestors cause they are not easy to use and off set mineral alot cause of there high gas requirement and I pretty much only all in zvz
DarkPlasmaBall
Profile Blog Joined March 2010
United States45523 Posts
Last Edited: 2011-08-25 00:52:35
August 25 2011 00:51 GMT
#84
Destiny makes infestors look OP, but I think some detection and overlord sniping (to stop drops) can help stop them from completely annihilating you all over the map. Other than that, I think it's all about sniping the right units (in this case, infestors) and spreading out your army so that you don't lose everything to fungals. The kind of stuff that is tough to do in the heat of battle unless you're really good at micro, and separates the pros from the children. So infestors are tough for most of us to deal with in the big engagements, but it should only encourage us to work on micro-ing.

By the way, I've got to compliment how well the OP was written. Well done
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Belial88
Profile Blog Joined November 2010
United States5217 Posts
August 25 2011 00:52 GMT
#85
Infestor is Zerg's only good unit. Zerg just has no counter for most of Protoss higher tier units, especially given how prohibitively expensive hive tech is (Zerg will max before Hive, and then somehow how to free up enough supply to remax on better units, have the time to do so - and an ultra takes over a minute - and stay alive, while having the money to do so).

I wouldn't mind infestors being slightly nerfed, but then FB needs to be nerfed against infestors as well. It's just too harsh for Zerg that their one good unit is immediately wrecked by just a few HT.

It's also crucial to note that FG needs to be chained, meaning that a single FG on an entire army isn't worth losing all your infestors to 5 HT for.

It's Zerg HT. We are vulnerable when trying to get them, but once they pop you'll die if you don't counter it.

I think a lot of Protoss are struggling against infestors because they aren't really approaching it correctly. Stalker/Colossi with simple HT support rapes infestor based comps, even Vr/colossi with HT does as well. Gimmicky builds are what die to infestors though.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
KillerPlague
Profile Joined June 2010
United States1386 Posts
August 25 2011 00:52 GMT
#86
i think that making fungal growth a little more like ensnare might help a lot of the problems. seriously removing micro and dealing damage when zerg already typically have the faster units makes it extremely difficult to combat correctly
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
August 25 2011 00:52 GMT
#87
they shud probably reduce the radius of fungal like they did with storm, and make it so if u feedback an infestor that's using neural it cancels it
Alpino
Profile Joined June 2011
Brazil4390 Posts
August 25 2011 00:52 GMT
#88
On August 25 2011 09:10 whoopingchow wrote:
I think it'd also be relevant to mention the costs of the unit itself and corresponding upgrades.

It always makes me laugh when I watch a replay and the player obviously has the Infestors in the same control group as his roaches. XD

And I don't think they're any more OP than psi storms or cloak+nukes. I think they all sort of even out with the amount of damage cast, time to cast, and energy needed to cast.


Wait wait, Nukes OP? 0:

Infested Terran may be too strong against Protoss. Fungal Growth may be too strong against Terran. But leaving it the way it is right now is probably the best decision.
20/11/2015 - never forget EE's Ember
akalarry
Profile Joined January 2011
United States1978 Posts
August 25 2011 00:52 GMT
#89
the only thing i dont like about infestors is how easily they can take out a base. the main problem is burrow movement. it's ridiculously hard to see them coming unless you have a random turret, cannon, or overseer far away from your base scouts it.
InStride91
Profile Blog Joined June 2011
United States14 Posts
August 25 2011 00:53 GMT
#90
On August 25 2011 09:48 Limenade wrote:
woh u mean if u spread out marines then infestors fungal is really bad and then marines just roll them? O_O and if u afraid of infestors fungaling ur mineral line put 1-2 cannons near the edge of ur mineral patch or on the ledge or turret and 4 marines in a bunker thats really not that much to expend to save a mineral line



And how should one respond to them sneaking near your base and spawning mass infested Terran and destroying your Nexus?
Badfatpanda
Profile Blog Joined December 2010
United States9719 Posts
August 25 2011 00:53 GMT
#91
Really good OP, I think more balance discussions should put in as much effort. Having said that, yes Infestors are overpowered, but the cool thing is, so are HT and ghosts. Spellcasters are really powerful, as they should be, but because of their high tech costs/skill requirement, they all balance out in the end.

I feel as if the power of fungal growth makes people forget about infested terran though...until you end up laughing after the game about how fast you lost your base to half a dozen infestors lol ><
Music is a higher revelation than all wisdom and philosophy. -Beethoven | Mech isn't a build, it's a way of life. -MajOr | Charlie.Sheen: "What is sarcastic, kids who have no courage to fight?" | #TerranPride #yolo #swag -Naama after 2-0'ing MC at HSC VI
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
August 25 2011 00:54 GMT
#92
On August 25 2011 09:52 Belial88 wrote:
Infestor is Zerg's only good unit. Zerg just has no counter for most of Protoss higher tier units, especially given how prohibitively expensive hive tech is (Zerg will max before Hive, and then somehow how to free up enough supply to remax on better units, have the time to do so - and an ultra takes over a minute - and stay alive, while having the money to do so).

I wouldn't mind infestors being slightly nerfed, but then FB needs to be nerfed against infestors as well. It's just too harsh for Zerg that their one good unit is immediately wrecked by just a few HT.

It's also crucial to note that FG needs to be chained, meaning that a single FG on an entire army isn't worth losing all your infestors to 5 HT for.

It's Zerg HT. We are vulnerable when trying to get them, but once they pop you'll die if you don't counter it.

I think a lot of Protoss are struggling against infestors because they aren't really approaching it correctly. Stalker/Colossi with simple HT support rapes infestor based comps, even Vr/colossi with HT does as well. Gimmicky builds are what die to infestors though.

stalker/colossi/HT still doesn't do all that well vs infestors/roaches/broodlords
Chargelot
Profile Blog Joined December 2010
2275 Posts
August 25 2011 00:54 GMT
#93
On August 25 2011 09:52 akalarry wrote:
the only thing i dont like about infestors is how easily they can take out a base. the main problem is burrow movement. it's ridiculously hard to see them coming unless you have a random turret, cannon, or overseer far away from your base scouts it.


I think eventually Terran will start putting turrets near the front chokes of their bases. Protoss players who don't have 9001 observers already make me cry.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
RxBorG
Profile Joined July 2010
United States505 Posts
August 25 2011 00:54 GMT
#94
Ghosts have emp, Templar have feedback, infesters have no anti-caster ability, so they should be the strongest offensively
[QUOTE][B]On June 27 2011 03:31 insult wrote:[/B] Haypro hasn't been doing well lately, but when he's in good form he's definitely among the top 10 swedish zerg players. [b][red]User was temp banned for this post.[/red][/b][/QUOTE]
NATO
Profile Joined April 2010
United States459 Posts
August 25 2011 00:55 GMT
#95
The problem with infestors (other than simply being too good) is that there is no way for the opponent to use their skill to reduce/overcome the spells of the infestors. Bascially it's all up to if the zerg player is good enough to get the spell off - once that happens there is nothing to do.

Even storms can be dodged to some degree.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
August 25 2011 00:56 GMT
#96
On August 25 2011 09:07 Whitewing wrote:
Infested terran is probably too strong a spell as is, if you sneak a couple infestors into a base an spam them while forces are out of position, you'll take down command centers. Dealing with them without AoE is pretty much impossible for protoss, and thrown into big engagements they can do absurd amounts of damage while soaking hits.

I have no issue with fungal growth or neural parasite though.

... That's like saying DT's sneaking into zerg's base and killing a hatchery = too strong
Jaedong <3 HOOK'EM HORNS!
Bactrian
Profile Joined December 2010
Australia176 Posts
August 25 2011 00:57 GMT
#97
On August 25 2011 09:55 NATO wrote:
The problem with infestors (other than simply being too good) is that there is no way for the opponent to use their skill to reduce/overcome the spells of the infestors. Bascially it's all up to if the zerg player is good enough to get the spell off - once that happens there is nothing to do.

Even storms can be dodged to some degree.


?? Split your units and use detection/snipes/feedback?
kittensrcute
Profile Joined August 2010
United States617 Posts
August 25 2011 00:57 GMT
#98
On August 25 2011 09:53 InStride91 wrote:
Show nested quote +
On August 25 2011 09:48 Limenade wrote:
woh u mean if u spread out marines then infestors fungal is really bad and then marines just roll them? O_O and if u afraid of infestors fungaling ur mineral line put 1-2 cannons near the edge of ur mineral patch or on the ledge or turret and 4 marines in a bunker thats really not that much to expend to save a mineral line



And how should one respond to them sneaking near your base and spawning mass infested Terran and destroying your Nexus?

Psionic Storm kills them in their eggs. So I guess I'd say one HT.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
August 25 2011 00:58 GMT
#99
On August 25 2011 09:56 cHaNg-sTa wrote:
Show nested quote +
On August 25 2011 09:07 Whitewing wrote:
Infested terran is probably too strong a spell as is, if you sneak a couple infestors into a base an spam them while forces are out of position, you'll take down command centers. Dealing with them without AoE is pretty much impossible for protoss, and thrown into big engagements they can do absurd amounts of damage while soaking hits.

I have no issue with fungal growth or neural parasite though.

... That's like saying DT's sneaking into zerg's base and killing a hatchery = too strong

if DTs could cast storm

I'd def think it's too strong
tymt
Profile Joined October 2010
Sweden293 Posts
August 25 2011 00:59 GMT
#100
The only thing that bothers me with fungal growth is that it cant hit friendly units, makes it almost too user friendly. Meanwhile storm and emp can fuck you up if you just toss them around. Maybe pros know to handle these things but I have accidently emped my own orbital while chasing some annoying dts

I am a zerg player in 1v1s. Just felt I had to point that out before someone yells "terran tears!"
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