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[Poll] How Infestor could be changed? - Page 21

Forum Index > SC2 General
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Prev 1 19 20 21 22 23 36 Next All
FatBat
Profile Joined May 2011
Germany326 Posts
November 09 2012 14:59 GMT
#401
My problem is that the infestor became a core unit and not a supportive unit like spell casters should be. When ghost became the unit to go in tvz, they were nerfed (understandable) as well as templar with amulett(although templar have a different role because of their ability to morph to an archon). I think the change to 3 supply is worth a shot aswell as the projectile thing.
I found a youtube video of the ptr + Show Spoiler +
"This game went full retard"- Totalbiscuit
S_SienZ
Profile Joined September 2011
1878 Posts
November 09 2012 15:03 GMT
#402
On November 09 2012 23:46 Henk wrote:
Show nested quote +
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?

Burrow =/= Cloak

EMP doesn't deburrow units for one thing, also I'm not sure but the burrow ripple does not seem as obvious as cloak.
MagmaPunch
Profile Joined November 2011
Bulgaria536 Posts
November 09 2012 15:05 GMT
#403
Just remove the rooting ability of Fungal Growth. It is a worse anti-micro spell than the Forcefield for gods sake. The rooting ability is the one thing that makes every non-zerg player on the planet hate the fucking infestor, while 90% of the zergs go with the excuse : Duh, if it were not for the infestor, we can't win any games at all ... Stupid. Remove the Root and the games would become entertaining once again.
Aut viam inveniam, aut faciam.
NesquiKGG
Profile Joined February 2012
100 Posts
November 09 2012 15:06 GMT
#404
On November 08 2012 18:38 Liquid`Nazgul wrote:
Infested terrans 0.5 supply, make fungal a slow and projectile, no neural parasiting massive units.

if you think infested terrans should cost 0.5 supply .. then i want Mules to cost 1 supply
I cheated on my fears, broke up with my doubts, got engaged to my faith and now I'm marrying my dreams.
Henk
Profile Joined March 2012
Netherlands578 Posts
November 09 2012 15:09 GMT
#405
On November 10 2012 00:05 MagmaPunch wrote:
Just remove the rooting ability of Fungal Growth. It is a worse anti-micro spell than the Forcefield for gods sake. The rooting ability is the one thing that makes every non-zerg player on the planet hate the fucking infestor, while 90% of the zergs go with the excuse : Duh, if it were not for the infestor, we can't win any games at all ... Stupid. Remove the Root and the games would become entertaining once again.


How will lategame zergs stop marines stimming under their expensive broodlord army and killing everything then?

I agree 100% root is strong; maybe a bit too strong. But you can't just fully remove it either.
mortales
Profile Joined April 2012
174 Posts
Last Edited: 2012-11-09 15:12:46
November 09 2012 15:09 GMT
#406

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

cloack spends a lot of energy, ghost can't run over the map being hidden all time. Also ghost can't immobilize a chasing group of units with EMP. And if ghost gets feedback, he can't hide.
Without this theorycraft, how many ghosts keep alive during the game in TvP? How many ghosts the terran get at 16-18 min in TvP? And how many infestors get the zerg at this time?
MagmaPunch
Profile Joined November 2011
Bulgaria536 Posts
November 09 2012 15:19 GMT
#407
On November 10 2012 00:09 Henk wrote:
Show nested quote +
On November 10 2012 00:05 MagmaPunch wrote:
Just remove the rooting ability of Fungal Growth. It is a worse anti-micro spell than the Forcefield for gods sake. The rooting ability is the one thing that makes every non-zerg player on the planet hate the fucking infestor, while 90% of the zergs go with the excuse : Duh, if it were not for the infestor, we can't win any games at all ... Stupid. Remove the Root and the games would become entertaining once again.


How will lategame zergs stop marines stimming under their expensive broodlord army and killing everything then?

I agree 100% root is strong; maybe a bit too strong. But you can't just fully remove it either.


I have though of that. Well,if we exclude the fact that the zerg shouldnt have only infestors and Blords, then I think that a 30/40% slow will be perfectly fine.
Aut viam inveniam, aut faciam.
Melliflue
Profile Joined October 2012
United Kingdom1389 Posts
November 09 2012 15:20 GMT
#408
On November 09 2012 23:46 Henk wrote:
Show nested quote +
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?

I don't think that is a fair comparison. Cloaking uses energy but burrowing does not. An infestor can tunnel somewhere, use up all of its energy in infested terrans without needing to unburrow, and then tunnel out again. If a ghost runs out of energy then it decloaks. Moreover, turning on the cloak costs energy in addition to the constant energy drain so cloaking for short periods of time is energy-inefficient.

I'm not saying that I think reducing the infestor's tunnelling speed is a good idea or a bad idea, but I don't think it is fair to dismiss it because of the ghost comparison.
thomulus
Profile Joined July 2011
Canada20 Posts
November 09 2012 15:46 GMT
#409
How about fungal doesn`t affect air units.
thoradycus
Profile Joined August 2010
Malaysia3262 Posts
November 09 2012 15:55 GMT
#410
how about a cooldown on IT?
forsooth
Profile Joined February 2011
United States3648 Posts
November 09 2012 15:57 GMT
#411
On November 10 2012 00:06 NesquiKGG wrote:
Show nested quote +
On November 08 2012 18:38 Liquid`Nazgul wrote:
Infested terrans 0.5 supply, make fungal a slow and projectile, no neural parasiting massive units.

if you think infested terrans should cost 0.5 supply .. then i want Mules to cost 1 supply

Because clearly being able to mine faster is comparable in any way to dozens of free high DPS meatshields on demand.
thehepp
Profile Joined December 2011
United States67 Posts
November 09 2012 16:02 GMT
#412
Make the fungal a missile spell that can be dodged. That would be pretty awesome to use and to play against. Although also need to change it so it has a 30% to 40% slow instead of rooting the enemy in place.
Henk
Profile Joined March 2012
Netherlands578 Posts
November 09 2012 16:03 GMT
#413
On November 10 2012 00:46 thomulus wrote:
How about fungal doesn`t affect air units.


So every single ZvZ is mass muta? No thanks..
T.O.P. *
Profile Blog Joined January 2009
Hong Kong4685 Posts
November 09 2012 16:04 GMT
#414
Infestor max energy reduced to 125.
Oracle comes in, Scvs go down, never a miscommunication.
faulty
Profile Blog Joined November 2010
Canada204 Posts
Last Edited: 2012-11-09 16:36:15
November 09 2012 16:32 GMT
#415
How about giving it a "growth" animation effect? Make the ground glow green for like half a second and let the regular fungal take over.

Also, remember when fungal wasn't supposed to be a DPS spell? I miss the Fruitdealer baller move when he traps everything with fungal and lets the banes roll in :D.
"More gg, more skill" - White-Ra
PanN
Profile Blog Joined December 2008
United States2828 Posts
November 09 2012 16:40 GMT
#416
to anyone saying "remove the ability to NP massive units" you might as well say "remove NP".
We have multiple brackets generated in advance. Relax . (Kennigit) I just simply do not understand how it can be the time to play can be 22nd at 9:30 pm PST / midnight the 23rd at the same time. (GGzerg)
Shiori
Profile Blog Joined July 2011
3815 Posts
Last Edited: 2012-11-09 16:44:22
November 09 2012 16:42 GMT
#417
On November 10 2012 01:40 PanN wrote:
to anyone saying "remove the ability to NP massive units" you might as well say "remove NP".

Okay. Remove NP. I don't know why the Infestor needs to have 3 abilities which combine to counter everything. At least if massive units were a counter then the Infestor wouldn't counter everything. It's like if you gave the Ghost a flamethrower to help against massed weak units (which currently are good against the Ghost). Or if Templar could shoot like Immortals.
TheDwf
Profile Joined November 2011
France19747 Posts
November 09 2012 16:45 GMT
#418
On November 09 2012 23:46 Henk wrote:
Show nested quote +
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?

Except it does not cost any energy and it allows Infestors to bypass the bane of retreating units, which is collision size. I would sure love if my Cloaked Ghosts could go through my Marines and Marauders to escape when chased by fanatical Charge Zealots.
Hryul
Profile Blog Joined March 2011
Austria2609 Posts
November 09 2012 16:49 GMT
#419
On November 10 2012 01:40 PanN wrote:
to anyone saying "remove the ability to NP massive units" you might as well say "remove NP".

I'm not sure why NP should be a problem? I thought fungal (as in chain fungal) and IT (as in 1000000 dps for "free") were the problem?!
The range nerf made the use of NP quite hard?!
Countdown to victory: 1 200!
Cloak
Profile Joined October 2009
United States816 Posts
November 09 2012 16:52 GMT
#420
On November 10 2012 01:40 PanN wrote:
to anyone saying "remove the ability to NP massive units" you might as well say "remove NP".


NP is very similar to the Replicant, in that if it's actually useful, it would dissuade the opponent from making certain compositions. Infestor can deal with having 2 spells; they already do. HTs only get Feedback/Storm/Morph. Infestors should be fine with Fungal/IT/Burrow-move.
The more you know, the less you understand.
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