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[Poll] How Infestor could be changed? - Page 20

Forum Index > SC2 General
Post a Reply
Prev 1 18 19 20 21 22 36 Next All
S_SienZ
Profile Joined September 2011
1878 Posts
November 09 2012 13:24 GMT
#381
On November 09 2012 22:23 Insoleet wrote:
Show nested quote +
On November 09 2012 21:38 Dialogue wrote:
If EMP and Storm can affect your own units, I don't see why Fungal shouldn't.

zerg has only melee and low range units. that's why you can't make their aoe spell damage their own units.

Last I checked a perfect Zerg lategame comp had only Infestors, BLs and Infested Terrans, all are ranged.
Wen_Jie
Profile Joined November 2012
Australia38 Posts
November 09 2012 13:26 GMT
#382
On November 09 2012 10:16 President Dead wrote:
These polls are essentially worthless because a basic question is missing entirely, "Should Infestors be changed?" This is basically an account of everyone who believes it should be changed, thus, there is no opposite representation which degrades these questions entirely and is completely bias.


"This is basically an account of everyone who believes it should be changed"

Yes, yes it is. That is after all, the point of the thread...

It could just be me, but I would think that a thread asking for possible changes to the infestor should be biased towards listing possible changes to the infestor. If you want a thread asking if the infestor should actually be changed, go make a thread asking if the infestor should actually be changed - a completely unbiased and one-dimensional thread, where the only answers are yes/no, with absolutely no discussion. Don't continue reading this thread and complaining since you think it's unfair.
S_SienZ
Profile Joined September 2011
1878 Posts
November 09 2012 13:27 GMT
#383
On November 09 2012 10:16 President Dead wrote:
These polls are essentially worthless because a basic question is missing entirely, "Should Infestors be changed?" This is basically an account of everyone who believes it should be changed, thus, there is no opposite representation which degrades these questions entirely and is completely bias.

Wrong. You are free to vote No to every one of these changes.
nukkuj
Profile Blog Joined March 2010
Finland403 Posts
November 09 2012 13:29 GMT
#384
Root effect either needs to go completely or changed to have diminishing returns. First fungal would root and the units affected would be immune to rooting effect for next 20 seconds.

Make infestors 3 supply and maybe raise IT energy cost. Or completely remove IT and make that units that die to fungal turn into infested units. :p
Lightswarm
Profile Blog Joined November 2008
Canada967 Posts
November 09 2012 13:42 GMT
#385
move infestor the a higher tech and move the viper in as the early spellcaster
Team[AoV]
xuanzue
Profile Joined October 2010
Colombia1747 Posts
November 09 2012 13:47 GMT
#386
what about to remove the free 3rds bases everywhere? the excess of gas (6 gas/3base) makes easy the mass infestor.
Dominions 4: "Thrones of Ascension".
Darroth
Profile Joined October 2012
United Kingdom38 Posts
Last Edited: 2012-11-09 13:56:27
November 09 2012 13:53 GMT
#387
Fungal is not the problem and there is no problem with infestors in the mid game. The only problem with infesters is in late game you can save up a load of energy and spawn rediculus number of infested terrans. It means their army can become unbeatable in the big engagment and that each time they get to full energy they can wipe out a huge chunk of the enemy structures. The only change thats needed is to reduce the max energy of infesters from 200 to 150. Try that, if its not enough reduce the spawn time of ITs by about a quarter.

Assirra
Profile Joined August 2010
Belgium4169 Posts
November 09 2012 13:54 GMT
#388
On November 09 2012 22:24 S_SienZ wrote:
Show nested quote +
On November 09 2012 22:23 Insoleet wrote:
On November 09 2012 21:38 Dialogue wrote:
If EMP and Storm can affect your own units, I don't see why Fungal shouldn't.

zerg has only melee and low range units. that's why you can't make their aoe spell damage their own units.

Last I checked a perfect Zerg lategame comp had only Infestors, BLs and Infested Terrans, all are ranged.

Isn't that exactly what we want to prevent?
DidYuhim
Profile Joined September 2011
Ukraine1905 Posts
November 09 2012 13:58 GMT
#389
Just remove unit for 6 months. And check the winrates.

Nobody even tries to go for anything else these days. Why should they? People are just stuck with the idea "zerg has no anti-air so we need infestors" that they don't even bother trying things out.
Aelfric
Profile Blog Joined March 2010
Turkey1496 Posts
November 09 2012 14:01 GMT
#390
None of the above, mine is this:

- Increase the infested terran energy cost to reasonable amount which would not totally deny late game air play by toss.
Tomorrow never comes until its too late...
mostevil
Profile Joined February 2011
United Kingdom611 Posts
November 09 2012 14:08 GMT
#391
On November 09 2012 22:47 xuanzue wrote:
what about to remove the free 3rds bases everywhere? the excess of gas (6 gas/3base) makes easy the mass infestor.

I don't think that helps any as it introduces other issues.
It starves protoss of gas making them even more dependant on 2 base timings. With low mobility and low firepower/forcefield depandancy they'll die to speedlings or mass muta everytime they try to take a third, thats why the thirds had to be moved silly close in the first place.
If the maps aren't huge it may make mineral heavy terran bio over strong vs zerg unbalancing that matchup. When Z I'm usually pretty gas starved as it is vs good bio play.
The close thirds are dumb but its how we acheived balance

Big issue is mass infestor endgame gives the best AoE spell in the game plus a potential 300 food army with only energy cost. I think the weak eggs + a food cost for infested terrans should make that go away. But I'd like to see some option to micro against /out of fungal too.
我的媽和她的瘋狂的外甥都
Godwrath
Profile Joined August 2012
Spain10137 Posts
Last Edited: 2012-11-09 14:12:49
November 09 2012 14:12 GMT
#392
Friendly damage fungal wouldn't work.

BL/Infestor/corruptor isn't about connecting melee units, but unabling opponent to connect with your Broodlords safely. Melee units don't play a huge role there so you would be doing almost nothing, while nerfing zerg melee on midgame, which imho doesn't need a nerf at all.
S_SienZ
Profile Joined September 2011
1878 Posts
November 09 2012 14:14 GMT
#393
On November 09 2012 23:01 Aelfric wrote:
None of the above, mine is this:

- Increase the infested terran energy cost to reasonable amount which would not totally deny late game air play by toss.

Fungal plays a bigger role in that than IT imo since air units stack
Moochlol
Profile Joined August 2010
United States456 Posts
November 09 2012 14:14 GMT
#394
If you take away zergs root, better give them some actual space control in WOL, which I do not see happening.
blaaaaaarghhhhh
Aelfric
Profile Blog Joined March 2010
Turkey1496 Posts
November 09 2012 14:19 GMT
#395
On November 09 2012 23:14 S_SienZ wrote:
Show nested quote +
On November 09 2012 23:01 Aelfric wrote:
None of the above, mine is this:

- Increase the infested terran energy cost to reasonable amount which would not totally deny late game air play by toss.

Fungal plays a bigger role in that than IT imo since air units stack

No, fungal just doesn't hit too much and good protosses can manage fungal with good feedbacks so it's about skill. What fucks everything up is that these extra free units that doesn't cost anything and super strong vs air and gains upgrades too.
Tomorrow never comes until its too late...
Henk
Profile Joined March 2012
Netherlands578 Posts
Last Edited: 2012-11-09 14:24:40
November 09 2012 14:23 GMT
#396
As a zerg, either changing fungal to a slow of 75% instead of a root, or make IT cost 40 energy sounds reasonable. I can't believe how many idiotic comments this thread brings up though, unbelievable.

Edit: Or perhaps increase the supply to 3 and give them a little bit more HP.

However if fungal is slowed to a root, abilities shouldn't be able to be used either; because blink stalker would make fungal useless in that case. However that might be a problem, because no blink would also mean no stim. But yeahh..

It's complicated.
Godwrath
Profile Joined August 2012
Spain10137 Posts
Last Edited: 2012-11-09 14:37:57
November 09 2012 14:33 GMT
#397
On November 09 2012 23:19 Aelfric wrote:
Show nested quote +
On November 09 2012 23:14 S_SienZ wrote:
On November 09 2012 23:01 Aelfric wrote:
None of the above, mine is this:

- Increase the infested terran energy cost to reasonable amount which would not totally deny late game air play by toss.

Fungal plays a bigger role in that than IT imo since air units stack

No, fungal just doesn't hit too much and good protosses can manage fungal with good feedbacks so it's about skill. What fucks everything up is that these extra free units that doesn't cost anything and super strong vs air and gains upgrades too.


You are just thinking on PvZ, and not on a optimal lategame situation for the protoss. TvZ fungal plays a big role against vikings, and it's actually quite decent against voidrays and carriers.
Rasmudd
Profile Joined April 2012
Sweden127 Posts
November 09 2012 14:34 GMT
#398
On November 09 2012 23:23 Henk wrote:
As a zerg, either changing fungal to a slow of 75% instead of a root, or make IT cost 40 energy sounds reasonable. I can't believe how many idiotic comments this thread brings up though, unbelievable.

Edit: Or perhaps increase the supply to 3 and give them a little bit more HP.

However if fungal is slowed to a root, abilities shouldn't be able to be used either; because blink stalker would make fungal useless in that case. However that might be a problem, because no blink would also mean no stim. But yeahh..

It's complicated.


useless is a strong word. Still damage and the slow would still make them catchable unless they blink really smart.
mortales
Profile Joined April 2012
174 Posts
Last Edited: 2012-11-09 15:10:59
November 09 2012 14:45 GMT
#399
I would add: to reduce infestor speed. At least while burrowed. T loses it's ghosts, P loses templars, Z keeps it's infestors alive ez pz because they move underground like a reactive missle.
Henk
Profile Joined March 2012
Netherlands578 Posts
November 09 2012 14:46 GMT
#400
On November 09 2012 23:45 mortales wrote:
I would add: to reduce infestor speed. At least while burrowed. T loses it's ghosts, P loses templars, Z keep it's infestors ez pz because they move underground like a reactive missle.


Ghost's speed isn't reduced while cloaked, while should the infestor's speed be lowered? Burrow=Cloak, basically?
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