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Another Neural Parasite Change. - Page 39

Forum Index > SC2 General
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SouthWales
Profile Joined August 2010
Canada27 Posts
Last Edited: 2011-09-16 01:27:52
September 16 2011 01:27 GMT
#761
I think the infester Nerf is underlining the big problem with the ZvP meta game which is that the infester was the only way for zerg to be cost effective against the protoss. while in a vacuum the infester is certainly one of the best units in the game (aside from my beloved marines <3), it seems like the zerg needs a unit like the infester in order to deal with how down right awe full their other units are against a protoss ball.

from a spectators standpoint neural parasite made for some of the most exciting battles I had seen out of the match up, and i shudder to think of a return to hydra roach corrupter vs colossi ball.
RogerX
Profile Blog Joined December 2010
New Zealand3180 Posts
Last Edited: 2011-09-16 01:33:49
September 16 2011 01:30 GMT
#762
Soooo, how are we gonna handle colossus-void ray heavy armies now?

+ Show Spoiler +
Nerf everything about infestors and compensate with lurkers ? :3 What? A guy can dream, right?
Stick it up. take it up. step aside and see the world
BandonBanshee
Profile Joined February 2011
Canada437 Posts
September 16 2011 01:31 GMT
#763
On September 16 2011 09:48 MrCon wrote:
Show nested quote +
On September 16 2011 09:41 StarscreamG1 wrote:
Seriously....we see a lot of games, GSL, MLG, IPL, etc, etc. Did blue flame give us reasons to say it's OP? YES! Did NP gave us reasons to say it's OP? NO!

Protoss here.

I don't think the problem is OP or not, I think the problem is that the unit is good vs everything.
Want to push a base ? Spam infested terrans.
Bunch of T1 units ? Fungal solves.
Air ? See above.
He transition to T3 massive units ? Research neural.

The problem is especially in the ZvP matchup, as neural makes it that you need templars to protect your colossi, but the colossus/templar is a end game composition that necessitate at least 6 gas (8 is more realistic if you want some upgrades and stalkers too). But the infestors are perfect against the whole "life" of a protoss army. I think this nerf is way better than just removing neural, which was the practical effect of the previous nerf.

This brings up a good point though. Infestors are OP as shit(zerg player here) but these all just seem like bandage solutions. Zergs were having trouble in alot of situations so they made it so infestor was basicly a super unit. I think this is more of an issue about Zerg and Protoss not being as complete of a race as terran.
IMLyte
Profile Joined November 2010
Canada714 Posts
September 16 2011 01:34 GMT
#764
I dont understand how they think Infestors need to be fixed faster than ghosts can someone plz show bilizzard the Mvp vs July game 2 VOD
I'ma show you how great I am ~ Muhammed Ali
Shangiv
Profile Joined December 2010
Australia45 Posts
September 16 2011 01:35 GMT
#765
the funny thing is infestors get 20 of them its impossible for T and P, they are so versatile and cost efficient in their abilities . If toss makes 5 colossus NP them = no colo army = gg. Get templar to feed back has to target 20 of them which is pretty impossible unless the zerg is retarded.
so is Terran if you miss 1 emp since infestors fat, you gotta aim twice and each infestor to get rid of energy, if not 1-2 fungal from 1 infestor = gg marines.

QQ
happyness
Profile Joined June 2010
United States2400 Posts
September 16 2011 01:36 GMT
#766
On September 16 2011 10:26 hobosrus wrote:
Show nested quote +
On September 16 2011 10:21 hobosrus wrote:
Blizzard wanted it this way so you have to get good positioning on your infestors, instead of going e(that is the hotkey right?) click on all the giant floating heads with laserbeams

Im so tired of zergs saying their race has design flaws. WHAT DESIGN FLAWS????? roaches are one of the most cost efficient units in the game not so much against terran (because of seige tanks and marauders) but they pretty much own pretty much every gateway based army. Even blink stalkers requires excellent micro and if you add some infestors with the roaches that get nullified. Hydra is one of the greatest dps dealers in the game against everything. mutas are probably the best harassment unit and they can compliment ling bling quite nicely (which is why that is standard) im just trying to understand what zergs find so bad about their units????


The problem with zerg is that they have the least diversity, they have to play defensively in the early to mid game(unless they all in), and their late game compositions just can't match P or T (without neural, that is).

Protoss have their weakness too, mainly in that their race is the most inflexible. And terran..... well terran has flexibility and diversity.....and good harass options.... and good defense and offense....really what is terran's weakness? (LOL)
sc2trainer
Profile Joined August 2011
63 Posts
September 16 2011 01:37 GMT
#767
On September 16 2011 10:27 SouthWales wrote:
I think the infester Nerf is underlining the big problem with the ZvP meta game which is that the infester was the only way for zerg to be cost effective against the protoss. while in a vacuum the infester is certainly one of the best units in the game (aside from my beloved marines <3), it seems like the zerg needs a unit like the infester in order to deal with how down right awe full their other units are against a protoss ball.

from a spectators standpoint neural parasite made for some of the most exciting battles I had seen out of the match up, and i shudder to think of a return to hydra roach corrupter vs colossi ball.


I feel like NP was too strong and this range nerf makes it more balanced. In fact I liked the NP massive nerf better as I still feel NP is too strong....
graniten
Profile Joined August 2011
Sweden36 Posts
September 16 2011 01:37 GMT
#768
Are you happy now? Just take the nerf and shut the fuck up you dont even know how its gonna be before you try it. And yea ghosts are next..
Lumi
Profile Blog Joined August 2009
United States1616 Posts
September 16 2011 01:39 GMT
#769
9 to 7 is pretty severe, not just because of colossi but feedback range as well.. Sigh!
twitter.com/lumigaming - DongRaeGu is the One True Dong - /r/onetruedong
Zdrastochye
Profile Blog Joined November 2010
Ivory Coast6262 Posts
September 16 2011 01:42 GMT
#770
Why not leave NP alone and nerf the more groundbreaking spell of Infestors and double the energy cost of IT?
Hey! How you doin'?
Nilrem
Profile Blog Joined February 2009
United States3684 Posts
September 16 2011 01:43 GMT
#771
On September 16 2011 10:25 BeMannerDuPenner wrote:
Show nested quote +
On September 16 2011 10:12 MrCon wrote:
On September 16 2011 09:53 stokes17 wrote:
On September 16 2011 09:48 MrCon wrote:
On September 16 2011 09:41 StarscreamG1 wrote:
Seriously....we see a lot of games, GSL, MLG, IPL, etc, etc. Did blue flame give us reasons to say it's OP? YES! Did NP gave us reasons to say it's OP? NO!

Protoss here.

I don't think the problem is OP or not, I think the problem is that the unit is good vs everything.
Want to push a base ? Spam infested terrans.
Bunch of T1 units ? Fungal solves.
Air ? See above.
He transition to T3 massive units ? Research neural.

The problem is especially in the ZvP matchup, as neural makes it that you need templars to protect your colossi, but the colossus/templar is a end game composition that necessitate at least 6 gas (8 is more realistic if you want some upgrades and stalkers too). But the infestors are perfect against the whole "life" of a protoss army. I think this nerf is way better than just removing neural, which was the practical effect of the previous nerf.


you actually make a really good point. Nerfing the other spells, while they may feel "worse" or stronger to P players (myself included), NP let's Zerg stay on Infestors into the late game, which I assume the Bliz team seems to think is the imbalance, and I think i agree, so hopefully it ends up being a good change

Yep, I don't think infestor are OP in essence. It's just that they remove too much options from the game (at least in the ZvP matchup).
Now, snipe range -1 and EMP area -1 (and even perhaps EMP only removes 75, or even 50 energy/shields max) and it'll be perfect =). I think even if the 3 aspects were nerfed at once it wouldn't be a big problem seeing how ghost are massed now.


infestors are OP in essence. infact the basic idea of decent dmg together with a stun effect is beyond OP. but that doesnt matter since if we learned one thing from broodwar its that "op" units/spells make exciting and good gameplay.

the problem is that its a VERY onesided thing and thats its so freakin jack of all trades(and so easy to do thx to smartcast etc but thats a different story). its just boring/frustrating to see and indeed causes actual balance issues. but the problem is that outside of infestors and broodlords the Z army is very limited so they have to keep the rather easy boring way of OPness in the game to not totally screw zergs over.

the NP change is just another bandaid fix for a way way deeper problem .and its a ugly one since it essentially takes a spell out of the game.


Can people refrain from using "in essence" when oblivious to what it actually means. Unless Blizzard purposely designed the Infestor to be Op, only than would it be accurate. I have a stern (but unbacked) feeling that its use was a snarky response to use the same word as the person responding to.

too many of the claims here (which are merely opinion) come off as being factual (without any real evidence). The only part that I can remotely agree with is that this was a badaid fix for a much deeper issue at hand. Alas, the deeper problem you speak of most likely differs between you and I but that can't be helped.
Meepo Haters gonna Hate. https://twitter.com/KazeNilrem (@KazeNilrem)
graniten
Profile Joined August 2011
Sweden36 Posts
September 16 2011 01:44 GMT
#772
On September 16 2011 10:42 Zdrastochye wrote:
Why not leave NP alone and nerf the more groundbreaking spell of Infestors and double the energy cost of IT?

Well to the zerg np seems to be the most precious spell in the world, with all this care for the spell its unbelievable.
RavenLoud
Profile Joined March 2011
Canada1100 Posts
September 16 2011 01:44 GMT
#773
Didn't they do this in the beta then reverted it back 2 patches later?
graniten
Profile Joined August 2011
Sweden36 Posts
September 16 2011 01:46 GMT
#774
On September 16 2011 06:02 Yaotzin wrote:
Show nested quote +
On September 16 2011 06:02 tuho12345 wrote:
One last wish. Just let mothership immune from the NP. It's just bullshit to see the most expensive/highest tech/ultimate unit in the game being so silly when it get NPed

Blizzard gave up on making the mothership a "real" unit back in alpha/beta. They tried tons of things with it back then. They've said they consider it a casual unit now.

its actually a bad unit if it can be NP right?
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
September 16 2011 01:47 GMT
#775
This is great.

This way, Thor Hellion can still work, since Thors will be able to hit the Infestors. Now you may say, wtf infestors already get raped when there's tanks even with 9 range, so 7 range is gonna be really dumb. Well they're so squishy it doesn't matter that they need 7 range, it's not going to work either way as long as he has like 1 tank per 2 infestors roughly.

However, in ZvP, this sounds genius. You can still NP Colossi, but generally, Colossi compositions can still be used as a soft counter (considering that Fungal will still work well) to compositions that don't have Corruptors but only Infestors. And it adds another element of micro to the game; if you somehow get your Infestors close, like fungalling their army and/or dropping your infestors, then NP'ing their Colossi, you could end up winning a fight.

However the problem I see is that with the new 7 range, it seems like the gameflow of ZvP will be this:

Zerg gets Infestors
Protoss gets Colossi OR HT

If protoss gets Colossi, Zerg adds Corruptors. But what happens when he goes HT? Do you just mass up on Roach ultra I guess?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Lobotomist
Profile Joined May 2010
United States1541 Posts
Last Edited: 2011-09-16 01:48:43
September 16 2011 01:48 GMT
#776
neural parasite: still no longer useful. Thors it's a borderline case, but your infestors are likely to die before the neural animation finishes.

Maybe this balance change will stop zergs from winning every tournament like they have been, oh wait...

Good thing I just learned how to play terran.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2011-09-16 01:50:55
September 16 2011 01:49 GMT
#777
On September 16 2011 10:44 RavenLoud wrote:
Didn't they do this in the beta then reverted it back 2 patches later?


Not quite, it started as range 7, then went up to 9 and hadn't been reverted until now. The change they did make was keeping it at 9, but making it an upgrade and doubling the energy cost, it also used to be ground-only which seems like a much better change :\
Faulteh
Profile Joined May 2010
Canada48 Posts
September 16 2011 01:50 GMT
#778
Because I think Infestors are still going to be very good in the mid game, what I will be doing is a ling/infestor build with an immediate hive into ultra's.

I'll see how it works but the gas saving from researching neural will get me hive and then with ultra's build time decrease, hopefully I can hit some kind of timing. then push with mass ling/ultra and burrow spam IT's behind the protoss ball.

I don't think NP is the problem in this matchup. I think like everyone else, fungal should not be a snare.



The big problem I see with the PvZ matchup is 1) gateway units are pretty shit

2) in a perfect world, mass lings should force zealots, in which a tech switch to muta would be killer. Unfortunately, on almost all maps (because of sentries) all it does is force turtle into deathball. Collosus hard counter zerglings so hard that toss can use stalkers that on their own suck vs zerglings because of how good col's are.

I dunno, I'll be doing quicker ultra's probably and maybe toying with more muta harrass. I feel like this is just going to get me killed by blink stalker tho.

graniten
Profile Joined August 2011
Sweden36 Posts
September 16 2011 01:56 GMT
#779
I have an idea cant all just play terran in terrancraft it would be pritty fun if everybody was terran :D What would blizzard do? Fire dayvie?
EnSky
Profile Joined June 2011
Philippines1003 Posts
September 16 2011 01:58 GMT
#780
On September 16 2011 10:34 Mutality wrote:
I dont understand how they think Infestors need to be fixed faster than ghosts can someone plz show bilizzard the Mvp vs July game 2 VOD

Do you really want to include MVP in a balance discussion?
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