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The Infestor: An Honest Discussion - Page 9

Forum Index > SC2 General
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Conquerer67
Profile Joined May 2011
United States605 Posts
August 25 2011 01:33 GMT
#161
Am I the only person who thinks the OP is dragging this thread down into trolololol land?
I hate when people compare SC2 and rochambeu. One race isn't fucking supposed to counter another one. | Protoss isn't OP. Their units on the other hand....
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
August 25 2011 01:34 GMT
#162
How can anyone complain about 4 infestors being able to kill a 4th... The equivalent gas for ovie speed, drop tech, infestor energy and 4 infestors probably means mutas probably could of done it as well.
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2011-08-25 01:35:16
August 25 2011 01:34 GMT
#163
heh my problem with the infestor is pretty much only one, its perfect against every unit, except two.

Its aoe outranges and stuns units so it can basically kill any low hp units for free if the range its range is below 10. It can control any high hp unit for free if its range is below 9. And it can summon tanking units that zerg typical use upgrades making them even deal pretty nice damage on 3/3.

So while the other 2 races spell casters that have the same purpose have similar spells. I think the infestor has the 2 strongest ones. Of course they are more fragile and stuff, but damn they are fast. (even after the speed nerf ).
The spells are to strong for the range they have. The problem is if they are smaller, you have the raven.
Seeker missile has a range of 6. In other words the raven will die if any ground to air unit is present (well except the archon), when using the seeker missile. (and it will probably not even hit).
even worse. Casters around ? neural has a 3 range advantage, just like feedback.
So its rather impossible to use the seeker missile if the opponent is awake. (plus it still is 125 energy)
Now imagine the infestor with a range of 6 ^.^ .

So imo the casters ranges are all a bit off, especially the seeker missile. I understand their reasoning of the ranges, but it makes casters a bit to strong (or the air ones to weak). I mean zerg was nothing without defiler in bw as well, but you needed other units as well. And the defiler couldn't beat every unit without receiving damage, like the infestor can. (only storm or emp can hit them really, well and tanks and colossi that is heh, every other unit can't reach them, and i thought plague was the worst spell ever).

Of course their aoe does little damage, but the problem is the zerg can use a damn lot of infestors, and doesn't really need alot of fight supply.

I guess the infestor spells will soon see some tweaking again, not all but one will probably be nerfed, maybe the zerg summons (having upgrades ^.^ )

Anyway i would hope for a range upgrade for the seeker missile or a energy reduce. (so you don't have a big slow super expensive flying baneling only)

But i actually quiet like the casters, they can defeat their counterparts within milliseconds, destroy armies within 5 seconds, wipe workerlines (you only need 2 storms afterall). That makes it ultra hard to fight against them and head on fights are hopeless.
And i guess it will take alot of time till people will find out what to do against those beasts.

But hey if you ran a toss army in bw in a giant bulk into the terran and he threw an emp right into your blob, it took 2 seconds and the army was vaporized (otherwise maybe 6 :3 and a few would have made it through the minefield). (but making a deathball in bw was pretty hard xD while in sc2 its a bit different)


So yay for the hyperdimensional imbalanced spellcasters. (i will never be able to handle them right, but its nice to know that no one can it till now)
Chargelot
Profile Blog Joined December 2010
2275 Posts
August 25 2011 01:38 GMT
#164
On August 25 2011 10:34 FeyFey wrote:
Anyway i would hope for a range upgrade for the seeker missile or a energy reduce. (so you don't have a big slow super expensive flying baneling only)


Will you settle for faster missiles? Missiles as fast as Stalkers? Missiles faster than workers?
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Perseverance
Profile Joined February 2010
Japan2800 Posts
August 25 2011 01:38 GMT
#165
If infestors get nerfed Zerg will need a buff. You'll have to buff hydras and possibly another unit to 'fix' zerg.
<3 Moonbattles
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
August 25 2011 01:41 GMT
#166
I think Zergs are only now unlocking the potential of the infestor. I think they were underutilised for a long time, and what's happened is a metagame shift where they've been used more and more.

I think the same thing needs to happen with the other spellcasters as well. Certainly Templar are and have been used, but their full applications are probably as yet undiscovered, and I feel with Ghosts and Ravens this is especially true, people are only now even beginning to unlock the power of Ghosts.

Infestors are strong, but they have very viable counters to greatly hinder their effectiveness.

Saying 4 Infestors can "take out a 4th" is a little silly, since 8 stimmed marauders or 4 DTs can quite easily do the same thing. You just need to be prepared for stuff like that.
Nexic
Profile Blog Joined May 2010
United States729 Posts
August 25 2011 01:46 GMT
#167
Kinda ironic that infestors get nerfed on the PTR as this is posted lol.
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2011-08-25 01:51:26
August 25 2011 01:49 GMT
#168
On August 25 2011 10:38 Perseverance wrote:
If infestors get nerfed Zerg will need a buff. You'll have to buff hydras and possibly another unit to 'fix' zerg.

ZERG
-Infestor
--Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
-Overseer
--Morph cost decreased from 50/100 to 50/50.
--Contaminate energy cost increased from 75 to 125.
-Ultralisk
--Build time decreased from 70 to 55.

:D will that do?

On August 25 2011 10:41 Subversion wrote:
I think Zergs are only now unlocking the potential of the infestor. I think they were underutilised for a long time, and what's happened is a metagame shift where they've been used more and more.

I think the same thing needs to happen with the other spellcasters as well. Certainly Templar are and have been used, but their full applications are probably as yet undiscovered, and I feel with Ghosts and Ravens this is especially true, people are only now even beginning to unlock the power of Ghosts.

Infestors are strong, but they have very viable counters to greatly hinder their effectiveness.

Saying 4 Infestors can "take out a 4th" is a little silly, since 8 stimmed marauders or 4 DTs can quite easily do the same thing. You just need to be prepared for stuff like that.


Could not agree more. I feel like people need to play really weird and funky until they discover stuff. It's the unusual player, a player who utilizes tactics which are special in nature, who usually discovers the next best thing. They should try to use their respective spell casters in new ways, even if it costs some ladder games, it could be the biggest breakthrough for their race yet.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
ssartor
Profile Joined February 2011
United States129 Posts
August 25 2011 01:50 GMT
#169
Don't think this has been posted on this thread yet, but if anyone wants to see how infestors can be huge game changers watch this replay of Destiny http://www.sc-replay.com/replay/20-08-11/180500-글링은긔요미-VS-데스티니.html

it is the most epic comeback/game I have ever seen. It's a ZvZ.
"If you don't know, the thing to do is not to get scared, but to learn." — Ayn Rand (Atlas Shrugged)
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
August 25 2011 01:51 GMT
#170
On August 25 2011 10:49 Chargelot wrote:
Show nested quote +
On August 25 2011 10:38 Perseverance wrote:
If infestors get nerfed Zerg will need a buff. You'll have to buff hydras and possibly another unit to 'fix' zerg.

ZERG
-Infestor
--Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
-Overseer
--Morph cost decreased from 50/100 to 50/50.
--Contaminate energy cost increased from 75 to 125.
-Ultralisk
--Build time decreased from 70 to 55.

:D will that do?


I'm Zerg, and I love the new patch.
zyzski
Profile Joined May 2010
United States698 Posts
August 25 2011 01:52 GMT
#171
fungal growth is such a boring spell
TYBG
antikk555
Profile Joined March 2011
85 Posts
August 25 2011 01:52 GMT
#172
As a zerg player I know Infestors are OP. The reality of the situation is that infestors were buffed to compensate for how shit zerg is at almost everything else.

It always seemed like a bandaid solution for a chainsaw wound to me.
Chargelot
Profile Blog Joined December 2010
2275 Posts
August 25 2011 01:53 GMT
#173
On August 25 2011 10:51 Subversion wrote:
Show nested quote +
On August 25 2011 10:49 Chargelot wrote:
On August 25 2011 10:38 Perseverance wrote:
If infestors get nerfed Zerg will need a buff. You'll have to buff hydras and possibly another unit to 'fix' zerg.

ZERG
-Infestor
--Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
-Overseer
--Morph cost decreased from 50/100 to 50/50.
--Contaminate energy cost increased from 75 to 125.
-Ultralisk
--Build time decreased from 70 to 55.

:D will that do?


I'm Zerg, and I love the new patch.


As a Terran, I know it hurts me, but I know it will make the game a lot more interesting, from both a player and spectator perspective.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
phiinix
Profile Blog Joined February 2011
United States1169 Posts
August 25 2011 02:04 GMT
#174
If I could nerf the infestor I would change the lock-down part of the spell to the ensnare effect from the starcraft 1 queen. I feel like the "broken" aspect of the infestor is that once something is fungeled, it's as good as dead if enough infestors are around. This isn't the case with storms, as units are free to run from it; although to be fair, I shouldn't be making any comparison to the other casters as they are all very different. An emp is a missile, it makes sense that it is a one shot thing. A psi storm is, well idk, it's like a freaking storm of pain, and storms do damage over time. A fungus just seeeems like it would slow, rather than completely stop.

ptr is nerfing damage a tad, but I feel like it's the wrong change to make. Step in the right direction at least.
Chargelot
Profile Blog Joined December 2010
2275 Posts
August 25 2011 02:06 GMT
#175
On August 25 2011 11:04 phiinix wrote:
If I could nerf the infestor I would change the lock-down part of the spell to the ensnare effect from the starcraft 1 queen. I feel like the "broken" aspect of the infestor is that once something is fungeled, it's as good as dead if enough infestors are around. This isn't the case with storms, as units are free to run from it; although to be fair, I shouldn't be making any comparison to the other casters as they are all very different. An emp is a missile, it makes sense that it is a one shot thing. A psi storm is, well idk, it's like a freaking storm of pain, and storms do damage over time. A fungus just seeeems like it would slow, rather than completely stop.

ptr is nerfing damage a tad, but I feel like it's the wrong change to make. Step in the right direction at least.


To my understanding, it will take one more fungal to kill stalkers, marauders, vikings, and a few other units.

It is more of a nerf for mass infestors. A few Infestors with a much smaller investment wont see much change.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2011-08-25 02:11:12
August 25 2011 02:10 GMT
#176
On August 25 2011 10:53 Chargelot wrote:
Show nested quote +
On August 25 2011 10:51 Subversion wrote:
On August 25 2011 10:49 Chargelot wrote:
On August 25 2011 10:38 Perseverance wrote:
If infestors get nerfed Zerg will need a buff. You'll have to buff hydras and possibly another unit to 'fix' zerg.

ZERG
-Infestor
--Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
-Overseer
--Morph cost decreased from 50/100 to 50/50.
--Contaminate energy cost increased from 75 to 125.
-Ultralisk
--Build time decreased from 70 to 55.

:D will that do?


I'm Zerg, and I love the new patch.


As a Terran, I know it hurts me, but I know it will make the game a lot more interesting, from both a player and spectator perspective.


It doesn't really hurt you as a Terran at all, unless you're going pure mech PvT. Upgraded hellions will still 2 shot zerglings, so there's no change there. In TvT hellions aren't going to be as dominant as they used to be, but this applies to your opponent as well so you are not disadvantaged.

They're nerfing infestors, dude. You should be happy.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
mrafaeldie12
Profile Joined July 2011
Brazil537 Posts
August 25 2011 02:19 GMT
#177
I think we don't have ways to deal with deathballs anymore.
"..it all comes thumbling down thumbling down thumblin down"
CPTBadAss
Profile Blog Joined March 2011
United States594 Posts
August 25 2011 02:26 GMT
#178
O.O

Sooo many fun facts. Thank you OP, for that combo of math and awesomeness.
I'll keep on struggling, 'cause that's the measure of a man | "That was the plan: To give him some hope, and then crush him" -Stephano
Mobius_1
Profile Blog Joined April 2011
United Kingdom2763 Posts
August 25 2011 02:29 GMT
#179
NP'ed cat is adorable.

Once I played a Zerg friend and panned my camera to an empty mineral line at the natural. I now never forget to build turrets at chokes and near mineral lines to detect burrowed Infestors.
Starleague Forever. RIP KT Violet~
adiga
Profile Joined July 2011
495 Posts
August 25 2011 02:38 GMT
#180
I fear the day that zergs start utilizing infestors properly.
max zerg amry + shit loads of infested terrans is my nightmares lately.
The best time to plant a tree was 20 years ago. The second best time is now.
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