I welcome a replay or VOD to disprove it. I will gladly edit my OP in the case that I have made an error.
The Infestor: An Honest Discussion - Page 8
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Chargelot
2275 Posts
I welcome a replay or VOD to disprove it. I will gladly edit my OP in the case that I have made an error. | ||
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VectorCereal
Canada54 Posts
On August 25 2011 10:14 ReignFayth wrote: clearly u havent played pvz against abusers I have but I also know you're someone who is quite biased in their opinion of infestors so to prevent any derail this will have to end here. | ||
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Chargelot
2275 Posts
PATCH 1.4 | ||
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StaplerPhone
United States813 Posts
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Sporadic44
United States533 Posts
Furthermore, any sort of infestor play can go to shit rather quickly, as we've all seen. The OP is true, Infestors have the highest potential for melting face in the zerg arsenal, and arguably in the game, they're far from overpowered. In my opinion. | ||
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LolitsPing
United States285 Posts
Nerf Infested Terrans. Increase the energy requirement or lower the dps. AND Buff Zerglings and lower Roach supply. Zerg is way too fragile in the early game and way too cost-ineffective. OR Add some sort of "siege" unit. It's not an offensive but a defensive siege, something that fulfilled the role of Lurker. We're going to see something similar to "lurker" in HOTS but I believe that Option #1 is easier to implement. P.S. I'm a zerg player. No shit there's going to be bias. | ||
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ROOTFayth
Canada3351 Posts
On August 25 2011 10:15 cHaNg-sTa wrote: DT's can also morph into a pretty good unit called an Archon.. just saying. Or you can drop 2 DT's and 2 HT's and it will function similarly to 4 infestors. And yes, I know they don't function completely the same given different scenarios. Just making the point that not all units are the same. Can Infestors be permanently cloaked and go around 1-shotting workers? No. Imagine an Infestor that can fungal+attack/1shot workers while burowed and a DT that can cloak/1shot workers + have the ability to storm everything. Both would be "OP". as previously mentionned, infestors are a lot more versatile than DTs you can't compare both, at all, you don't see anyone sitting there with 20 DTs and cannons until they tech to carriers | ||
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StaplerPhone
United States813 Posts
On August 25 2011 10:17 Chargelot wrote: HOLY SHIT GUYS PATCH 1.4 BLIZZARD WORKS FAST, GOOD JOB | ||
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UniversalMind
United States326 Posts
On August 25 2011 10:12 CAPSLOCKED wrote: It only feels right that spell-casters have the potential to change games like they do. However, personally, I feel the investment should be higher ;P Remove +Energy Upgrade and require Fungal to be researched, do the same for EMP, and repeat again for Feedback. that would be rather silly if you consider that both ghost and infestors have long build times | ||
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seoulsun
Netherlands80 Posts
On August 25 2011 10:18 StaplerPhone wrote: I think it'd be nice if you had to research fungal, and maybe change it so it lasts say 6 seconds (so it actually "holds," 4 seconds is nothing in blizzard time) with (slightly) lower DPS for the entire duration. No, most of the time as zerg you will need to have fungal out right away. We can have fungal growth resarchable IF pathogen glands don't need to be reserched and infestors start enough energy to cast FG right away. | ||
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ROOTFayth
Canada3351 Posts
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Chargelot
2275 Posts
I take all the credit for this minor Fungal nerf. | ||
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ApBuLLet
United States604 Posts
So, why do I think fungal growth is too strong? Well, simply put, it does a shit load of damage and prevents movement. It is a support spell and a DPS spell put together, which happens pretty rarely in any game because it becomes a spell that you just spam and kill shit with in seconds. If it stays the way it is I think the energy cost should be raised, but even then I don't think that is a very good solution to the problems Zerg has had, but more like another quick fix. Why do I think fungal growth NEEDS to be as strong as it is? Zerg doesn't have a unit like a Colossus, Siege Tank, or even High Templar (storm), that can effectively zone areas other then the Infestor. I think Blizzard intended banelings to do this job, but with FF, Siege tanks, and Marines with stim, banelings just don't cut it. This is also the reason you hear so many people calling for the Lurker in HotS. Infestors and their insanely strong fungal growth spell, and to some extent the infested terrans as well, fill the role of an AoE unit that can control space, which is a very important role to be filled. Without a sufficient space controlling unit, Zerg was abused so hard because they could only engage in certain areas of the map (really big ass open areas) to have a hope of winning a fight. However, the maps as well as other tools Protoss and Terran have (forcefield, slow tank pushes, sensor towers, etc.) make it really easy for Protoss and Terran to force engagements in positions that are unwinnable for a Zerg player without an AoE dps unit. So basically, I feel like the Infestor as a unit is indeed overpowered, but Zerg as a whole is not. The Infestor is overpowered because it has amazing versatility and utility, as it can effectively control space, deal huge amounts of damage, and harass. Essentially the only thing it does not do well is take damage like a "tank" unit would. Zerg is not overpowered because it NEEDS a unit to control space for the reasons I mentioned earlier, and I also feel like it needs better midgame anti air. Hydras and Corruptors both have pretty glaring flaws that seem to out weigh their strengths. Hydras are too damn slow and die practically instantly to Colossus and Siege Tanks, and Corruptors have fairly low damage output and are useless once they finally kill whatever you made them to kill (usually Colossu). Sure they have corruption, but that does not nearly make them worth their cost, in terms of both resources and supply, in a battle where there is not a lot of air from the opponent. Also, Mutalisks can fill this role in ZvT (not so much in ZvP), but they are not very good at fighting head on and really rely on being mobile, which makes them more situation and not the Zerg go-to anti air unit. Edit: Regarding the patch notes, I feel they definitely look like TEST changes, but it looks like they are heading in the right direction. I approve of them =) | ||
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Spacedude
Denmark161 Posts
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Whitewing
United States7483 Posts
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cHaNg-sTa
United States1058 Posts
On August 25 2011 10:18 ReignFayth wrote: as previously mentionned, infestors are a lot more versatile than DTs you can't compare both, at all, you don't see anyone sitting there with 20 DTs and cannons until they tech to carriers Not arguing that they have more utility. Just saying that you stated the fact that a cluster of them sneaking into a base and taking it down, and the tone of it just made it sound like you thought that was too good. I could have misinterpreted and you meant to say that and everything else they could do made them too versatile. Versatility wasn't something I was arguing. I was just saying that a pack of infestors sneaking into a base and killing the CC/Nexus/Hatch doesn't make infestors "too strong" by any means. | ||
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Adreme
United States5574 Posts
Ya I remember awhile back actually a few people thinking that if you were to use thors vs protoss EMPing them might actually be a good thing to do in order to prevent feedback. It never did pan out because that was almost right before they removed the energy (before bringing it back) and thors havnt reallly picked up since then. | ||
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StaplerPhone
United States813 Posts
On August 25 2011 10:20 Chargelot wrote: I take all the credit for this minor Fungal nerf. It's yours, do more things like this <3 | ||
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Chargelot
2275 Posts
On August 25 2011 10:28 StaplerPhone wrote: It's yours, do more things like this <3 Guess I don't want to make the next one on the Orbital Command anymore. | ||
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minisockey
99 Posts
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