I found a youtube video of the ptr + Show Spoiler +
[Poll] How Infestor could be changed? - Page 21
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FatBat
Germany326 Posts
I found a youtube video of the ptr + Show Spoiler + | ||
S_SienZ
1878 Posts
On November 09 2012 23:46 Henk wrote: 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
Bulgaria536 Posts
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NesquiKGG
100 Posts
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 | ||
Henk
Netherlands578 Posts
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
174 Posts
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
Bulgaria536 Posts
On November 10 2012 00:09 Henk wrote: 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. | ||
Melliflue
United Kingdom1389 Posts
On November 09 2012 23:46 Henk wrote: 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
Canada20 Posts
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thoradycus
Malaysia3262 Posts
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forsooth
United States3648 Posts
On November 10 2012 00:06 NesquiKGG wrote: 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
United States67 Posts
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Henk
Netherlands578 Posts
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.
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Hong Kong4685 Posts
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faulty
Canada204 Posts
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. | ||
PanN
United States2828 Posts
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Shiori
3815 Posts
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
France19747 Posts
On November 09 2012 23:46 Henk wrote: 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
Austria2609 Posts
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?! | ||
Cloak
United States816 Posts
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. | ||
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