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Fungal should be removed/changed. Nerf infestor this way and buff the rest of Zerg to compensate.
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How about make fungal not to reveal cloaked units?
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On November 10 2012 02:53 Henk wrote:Show nested quote +On November 10 2012 01:58 TheDwf wrote:On November 10 2012 01:03 Henk wrote: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.. You have to realize that neither Terrans nor Protoss particularly care about that. I couldn't care less if a weakened Infestor led to Mutalisks wars in ZvZ. Yeah, good thing nobody listens to you then. Just because you don't play the matchup doesn't mean it can go to hell. Please, think rationally before you post. And exactly why would Mutalisk wars in ZvZ mean the ruin of the match-up? Is it currently more exciting to wonder at each battle which eggs are yours? Are Roaches wars that much more fascinating? I'm sorry but the ZvZ argument is quite derisory. It's like when you talk about reverting the Queen range buff and some Zerg comes and solemny says “but that would ruin ZvZ early game”. Yeah, OK...
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I don't know why so many people said no to the fungal covers your own units idea, or even the fungal can't kill units idea. If storm can effect my units why would it make sense for your units to not be effected by your spell? Also, in BW defilers' plague didn't kill units it just severely hurt them and that worked out fine.
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On November 10 2012 02:56 S_SienZ wrote:Show nested quote +On November 10 2012 02:53 Henk wrote:On November 10 2012 01:58 TheDwf wrote:On November 10 2012 01:03 Henk wrote: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.. You have to realize that neither Terrans nor Protoss particularly care about that. I couldn't care less if a weakened Infestor led to Mutalisks wars in ZvZ. Yeah, good thing nobody listens to you then. Just because you don't play the matchup doesn't mean it can go to hell. Please, think rationally before you post. So you're saying one mirror match up trumps non-mirrors? He's right in saying balance issues don't occur in mirrors, so what if you have to play Mutas. The matchup is volatile and coinflippy as fuck as it is already. You must confuse zvz with pvp. There is a reason Nestea used and Life now is zvz monsters. It is volatile but it is not not coinflippy at all. Ruining 1 matchup for the sake of 2 others that maybe will be fixed is not the way it should go you know.
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On November 10 2012 02:59 TheDwf wrote:Show nested quote +On November 10 2012 02:53 Henk wrote:On November 10 2012 01:58 TheDwf wrote:On November 10 2012 01:03 Henk wrote: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.. You have to realize that neither Terrans nor Protoss particularly care about that. I couldn't care less if a weakened Infestor led to Mutalisks wars in ZvZ. Yeah, good thing nobody listens to you then. Just because you don't play the matchup doesn't mean it can go to hell. Please, think rationally before you post. And exactly why would Mutalisk wars in ZvZ mean the ruin of the match-up? Is it currently more exciting to wonder at each battle which eggs are yours? Are Roaches wars that much more fascinating? I'm sorry but the ZvZ argument is quite derisory. It's like when you talk about reverting the Queen range buff and some Zerg comes and solemny says “but that would ruin ZvZ early game”. Yeah, OK...
Because right now you can do stuff like ling-inf-ultra, roach/hydra-inf, or ling muta. After the nerf of fungal only mutas would be viable, because these compositions don't have any anti-air other than the infestor. Hydras won't work vs mutas because they're just way, way too slow.
It's just idiotic. If fungal wouldn't hit air, storm shouldn't hit air either. Bring on ZvP mass muta After all, ruining one matchup isn't really a problem, right?
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On November 10 2012 03:21 Henk wrote:Show nested quote +On November 10 2012 02:59 TheDwf wrote:On November 10 2012 02:53 Henk wrote:On November 10 2012 01:58 TheDwf wrote:On November 10 2012 01:03 Henk wrote: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.. You have to realize that neither Terrans nor Protoss particularly care about that. I couldn't care less if a weakened Infestor led to Mutalisks wars in ZvZ. Yeah, good thing nobody listens to you then. Just because you don't play the matchup doesn't mean it can go to hell. Please, think rationally before you post. And exactly why would Mutalisk wars in ZvZ mean the ruin of the match-up? Is it currently more exciting to wonder at each battle which eggs are yours? Are Roaches wars that much more fascinating? I'm sorry but the ZvZ argument is quite derisory. It's like when you talk about reverting the Queen range buff and some Zerg comes and solemny says “but that would ruin ZvZ early game”. Yeah, OK... Because right now you can do stuff like ling-inf-ultra, roach/hydra-inf, or ling muta. After the nerf of fungal only mutas would be viable, because these compositions don't have any anti-air other than the infestor. Hydras won't work vs mutas because they're just way, way too slow. It's just idiotic. If fungal wouldn't hit air, storm shouldn't hit air either. Bring on ZvP mass muta  After all, ruining one matchup isn't really a problem, right? Why the hell shouldn't storm hit air if fungal can't? That's like saying since zealots can't hit air marines shouldn't be able to hit air. Thor's can hit air, why can't my colossus hit air????
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On November 10 2012 03:28 thehepp wrote:Show nested quote +On November 10 2012 03:21 Henk wrote:On November 10 2012 02:59 TheDwf wrote:On November 10 2012 02:53 Henk wrote:On November 10 2012 01:58 TheDwf wrote:On November 10 2012 01:03 Henk wrote: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.. You have to realize that neither Terrans nor Protoss particularly care about that. I couldn't care less if a weakened Infestor led to Mutalisks wars in ZvZ. Yeah, good thing nobody listens to you then. Just because you don't play the matchup doesn't mean it can go to hell. Please, think rationally before you post. And exactly why would Mutalisk wars in ZvZ mean the ruin of the match-up? Is it currently more exciting to wonder at each battle which eggs are yours? Are Roaches wars that much more fascinating? I'm sorry but the ZvZ argument is quite derisory. It's like when you talk about reverting the Queen range buff and some Zerg comes and solemny says “but that would ruin ZvZ early game”. Yeah, OK... Because right now you can do stuff like ling-inf-ultra, roach/hydra-inf, or ling muta. After the nerf of fungal only mutas would be viable, because these compositions don't have any anti-air other than the infestor. Hydras won't work vs mutas because they're just way, way too slow. It's just idiotic. If fungal wouldn't hit air, storm shouldn't hit air either. Bring on ZvP mass muta  After all, ruining one matchup isn't really a problem, right? Why the hell shouldn't storm hit air if fungal can't? That's like saying since zealots can't hit air marines shouldn't be able to hit air. Thor's can hit air, why can't my colossus hit air????
Storms not hitting air is idiotic; just like fungal not hitting air. That was kind of my point, yes.
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On November 10 2012 02:04 Jermstuddog wrote:Show nested quote +On November 10 2012 01:52 Cloak wrote: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. I personally don't have a problem with NP dissuading the use of high-powered single units. Mind Control was far worse in BW considering that ability was permanent and nobody was complaining about Dark Archon removing the viability of higher-tier units. The effect of reducing high-powered units means that ZvX games should have a lot of small units running around on both sides. When SC2 was released, I didn't see a problem with Zerg lacking a high-powered unit of their own because they could always just borrow their opponents units as needed. Since NP has been removed from viable use in standard ways, we have seen Zerg turn into this super turtle race because they are left without a way to engage the mid-late tier high-powered, costly units the other races have available to them (specifically thinking Protoss here). Zerg rushes for units that make free units and never engages with regular units because... well... they suck... TLDR: I would much rather see an Infestor with a strong NP ability and a weak fungal ability than the current strong fungal, weak NP variant. I think that would be much more interesting to watch and play. (Really, I don't get why anybody is talking about anything but fungal, is everyone so blinded by their hate that they can't see the clearly broken function of that spell?)
Most people are getting concerned about ITs because there's no upperbound to the usefulness of Infestors, at least Fungals have DRs in a given battle, seeing as the DPS can't be stacked, and the battle duration is usually less than 2-3 Fungal cycles. But, 100hp eggs that an Infestor can theoretically spawn 8 of each is useful even in the height of a ball vs. ball clash. Even 200 supply armies have a hard time with cost effectively trading with energy. This can be shown in the recent MLG tournaments, where your entire army can just be energy at this point. ITs are too energy efficient when you're forced to engage them, which is always, because that's precisely what Fungal does.
With the coming HotS Viper, I see a conflation of roles between Abduct and NP, seeing as they're both designed to eliminate single target threats. I personally think the Infestor with its AoE snare, and army spawning, should be enough utility on one unit, so I'd keep Abduct. If it's more because you want that single target eliminator on a ground unit, then you can swap Fungal or ITs with the Viper, but then they're a lot more vulnerable to the threats they're supposed to eliminate.
On November 10 2012 01:03 Henk wrote:Show nested quote +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..
Is our current situation any better? Infestor vs Infestor wars? The answer seems to lie inbetween, where Infestors can Fungal to deal with Mutas evenly, but not utterly destroy them. Hydras need their GtA role back.
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On November 10 2012 03:11 Assirra wrote:Show nested quote +On November 10 2012 02:56 S_SienZ wrote:On November 10 2012 02:53 Henk wrote:On November 10 2012 01:58 TheDwf wrote:On November 10 2012 01:03 Henk wrote: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.. You have to realize that neither Terrans nor Protoss particularly care about that. I couldn't care less if a weakened Infestor led to Mutalisks wars in ZvZ. Yeah, good thing nobody listens to you then. Just because you don't play the matchup doesn't mean it can go to hell. Please, think rationally before you post. So you're saying one mirror match up trumps non-mirrors? He's right in saying balance issues don't occur in mirrors, so what if you have to play Mutas. The matchup is volatile and coinflippy as fuck as it is already. You must confuse zvz with pvp. There is a reason Nestea used and Life now is zvz monsters. It is volatile but it is not not coinflippy at all. Ruining 1 matchup for the sake of 2 others that maybe will be fixed is not the way it should go you know. In the long run yes, but short term makes zero sense to put up knowing that 2 match ups can be fixed but not doing anything for the sake of one.
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I never even realized that fungals didn't hit friendly units, what other AOE doesn't hit friendly units? Siege tanks / forcefields / storms / emps / seeker missiles all do...
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On November 10 2012 04:09 Caihead wrote: I never even realized that fungals didn't hit friendly units, what other AOE doesn't hit friendly units? Colossi, Hellions.
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On November 10 2012 04:10 TheDwf wrote:Show nested quote +On November 10 2012 04:09 Caihead wrote: I never even realized that fungals didn't hit friendly units, what other AOE doesn't hit friendly units? Colossi, Hellions.
Unit attacks except sieged up tanks don't aoe friendlies, same for ultralisks. Point was aoe spells.
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On November 10 2012 02:50 forsooth wrote:Show nested quote +On November 10 2012 02:40 TheDwf wrote:On November 10 2012 02:32 Jermstuddog wrote:On November 10 2012 02:08 TheDwf wrote:On November 10 2012 02:04 Jermstuddog wrote:On November 10 2012 01:52 Cloak wrote: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. I personally don't have a problem with NP dissuading the use of high-powered single units. Mind Control was far worse in BW considering that ability was permanent and nobody was complaining about Dark Archon removing the viability of higher-tier units. The effect of reducing high-powered units means that ZvX games should have a lot of small units running around on both sides. When SC2 was released, I didn't see a problem with Zerg lacking a high-powered unit of their own because they could always just borrow their opponents units as needed. Since NP has been removed from viable use in standard ways, we have seen Zerg turn into this super turtle race because they are left without a way to engage the mid-late tier high-powered, costly units the other races have available to them (specifically thinking Protoss here). Zerg rushes for units that make free units and never engages with regular units because... well... they suck... TLDR: I would much rather see an Infestor with a strong NP ability and a weak fungal ability than the current strong fungal, weak NP variant. I think that would be much more interesting to watch and play. How can you even compare the Infestor to Dark Archons? The question SHOULD be: Do you really like Colossus-based PvZ so much that you are willing to keep the current iteration of the MU? Personally, I don't like the Infestor, but it's my only option as a Zerg player. I can't fucking make anything else work because it's all worthless once Colossi hit the field. Give me an infestor that has nice harass through IT, is mildly useful in combat through a lesser fungal, and discourages Colossi, which (IMO) currently ruin the MU, and I would be a very happy man. No one likes Colossi, why do you even ask? Yet forgive me, but stating that Infestors are your only option is laughable. I see many pro games in which Zergs win ZvP with Lair agression (Zerglings/Roaches multi-pronged attacks, Roaches drops, Mutalisks, etc.). it's interesting that suggesting Zerg players try difficult, micro-intensive styles that require lots of refinement and precise timing (you know, the same thing nearly every Terran and Protoss style revolve around) is always instantly decried as impossible. It's almost like using infestors for too long reduces your ability to play Starcraft.
Thanks for the vote of confidence, but your strawman argument isn't going to work on me.
Let me give you some realistic, personal background: ZvP has historically been my worst MU. When I dominate Zerg and Terran alike, I will lose upwards of 70% or more of my ZvP games... that is... until I stopped being stubborn and started playing more with the infestor.
Here are some of my common problems when I use non-infestor based armies (trying to keep it as short as possible):
Zerg has no unit that really COUNTERS the Stalker. Roaches lose in equal supply, Lings are good if they can get adequate surface area, but Protoss has enough tools to mitigate ling surrounds, Brood Lords, Mutas, Ultralisks, none of these win cost-effectively vs Stalkers in a straight-up fight. The best part is that Stalkers are about 80% as mobile as Mutalisks, which Blizzard has already shown up they think are too powerful in the ZvP MU, but still... Zerg doesn't get a unit like the Phoenix is to the Mutalisk or the Immortal is to the Roach. So we lock Stalkers down with Fungal and watch die slowly, from a nice, safe distance.
Zerg doesn't really have anything that COUNTERS the Colossus. Same story, different problem. Colossus have 9 range (compared to the Roach's 4 or the Zergling's 0), any decent Protoss will have plenty of ground units to keep Roaches/Lings at a harmless distance while the Colossus pounds out 150+ collective damage per shot to the Zerg army. The go-to argument every Protoss player presents is "CORRUPTORS, NOOB!!!" but really... let me go back to my age old argument. Corruptors do less DPS-per-supply to Colossi than Stalkers. Remember all that talk Protoss players like to throw around about how bad of a unit the Stalker is? Well, imagine if they cost 2x as much gas, didn't have blink, and couldn't target ground units... yeah... that's what you're suggesting is my counter to the Colossus.
****Note - If you played SC2 right after the fungal change, Infestor/Ling armies were found to be incredibly effective in mid-game ZvP due to the lockdown from Fungal and NP on colossi. It was nice, shit, it was OP. Zerg could lock down the entire Protoss army and trade away Minerals for high-gas-cost units. Why weren't Zergs doing this before the fungal change? Simple: Infestors weren't viable until that point for the same reason that corruptors suck. Spending 1k gas to counter 1 Colossus and then immediately losing to the 40 Stalkers accompanying that Colossus is not a winning strategy.
Zerg DOES have counters to Force Field, but they're not really good vs anything else. Baneling drops and burrow roaches come to mind immediately. Unfortunately, neither one of those are really useful vs Blinking Stalker armies that are available by the same point in the game. If Protoss is smart enough to bring an observer for the roaches or simply spread out for the bling drops, they just won't be useful (this is why we don't see either one of these used regularly).
Mutalisks suck. When I use them and win, I feel like a badass. Unfortunately, Stalkers trade well enough vs Mutalisks and have the mobility to hold off almost all harassment if they have blink. I didn't have a problem with this, it was still my go-to strategy until the Phoenix buff. Then I played a few games vs blind phoenix and realized that mutas are generally a bad tech choice in mid-game ZvP. With their new-found +2 range, a handful of phoenix really can lock down a muta flock 2-3x their size with impunity. And it's not like they're worthless otherwise, the phoenix is probably the best harassment unit Protoss has in SC2. Without viable Mutalisks, I am forced back into trying to fight the Protoss triangle of bullshit. Colossus on top of Stalkers behind force fields.
Ultralisks are a fucking waste of money.
Hydralisks are the fastest way to throw ANY ZvP regardless of Protoss' unit composition.
Fail, fail, fail.
Sure, I could play well and win some, but then the next game I would play equally well and get absolutely crushed by good force fields or proper unit control.
Then I gave up and started using Infestors (rather recently too, only about 1 month ago). It's a completely different world. Engagements happen on MY terms, not my opponents. I can defend against mid-game timing pushes. I am not depending on my opponent just being fucking terrible at this game. I get to micro instead of click and pray. And best of all, my infestors immediately lend themselves to my Brood Lord army when I get to that point in the game. It just feels better all around.
So talk shit about me being a bad player and all. Have fun with that, hopefully it gets you somewhere. But I fucking tried... I tried for over a year to make non-infestors work. It doesn't. Non-infestor is only as good as your opponent is bad, and that is no way to play (or design) any RTS game.
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On November 10 2012 04:05 Cloak wrote:Show nested quote +On November 10 2012 02:04 Jermstuddog wrote:On November 10 2012 01:52 Cloak wrote: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. I personally don't have a problem with NP dissuading the use of high-powered single units. Mind Control was far worse in BW considering that ability was permanent and nobody was complaining about Dark Archon removing the viability of higher-tier units. The effect of reducing high-powered units means that ZvX games should have a lot of small units running around on both sides. When SC2 was released, I didn't see a problem with Zerg lacking a high-powered unit of their own because they could always just borrow their opponents units as needed. Since NP has been removed from viable use in standard ways, we have seen Zerg turn into this super turtle race because they are left without a way to engage the mid-late tier high-powered, costly units the other races have available to them (specifically thinking Protoss here). Zerg rushes for units that make free units and never engages with regular units because... well... they suck... TLDR: I would much rather see an Infestor with a strong NP ability and a weak fungal ability than the current strong fungal, weak NP variant. I think that would be much more interesting to watch and play. (Really, I don't get why anybody is talking about anything but fungal, is everyone so blinded by their hate that they can't see the clearly broken function of that spell?) Most people are getting concerned about ITs because there's no upperbound to the usefulness of Infestors, at least Fungals have DRs in a given battle, seeing as the DPS can't be stacked, and the battle duration is usually less than 2-3 Fungal cycles. But, 100hp eggs that an Infestor can theoretically spawn 8 of each is useful even in the height of a ball vs. ball clash. Even 200 supply armies have a hard time with cost effectively trading with energy. This can be shown in the recent MLG tournaments, where your entire army can just be energy at this point. ITs are too energy efficient when you're forced to engage them, which is always, because that's precisely what Fungal does. With the coming HotS Viper, I see a conflation of roles between Abduct and NP, seeing as they're both designed to eliminate single target threats. I personally think the Infestor with its AoE snare, and army spawning, should be enough utility on one unit, so I'd keep Abduct. If it's more because you want that single target eliminator on a ground unit, then you can swap Fungal or ITs with the Viper, but then they're a lot more vulnerable to the threats they're supposed to eliminate.
I talked about this about 10 pages back.
The problem with IT has nothing to do with the IT ability itself and everything to do with the fact that strong fungal allows for 20-30 infestors to dominate the map.
Reduce fungal power, and you reduce the amount of infestors on the field, thereby reducing the maximum possible number of IT eggs in any given scenario.
I have offered up the thought experiment of facing a modern Zerg army where the Infestor can't cast Fungal Growth. What would happen? Protoss would 1A their way through infinity IT eggs and blink into BL packs all they wanted because those moves would no longer immediately forfeit that army.
The problem is Fungal, not IT, not NP, not burrow-move, not anything else.
Reduce fungal effectiveness and every other infestor-related problem will magically disappear.
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On November 10 2012 04:35 Jermstuddog wrote:Show nested quote +On November 10 2012 02:50 forsooth wrote:On November 10 2012 02:40 TheDwf wrote:On November 10 2012 02:32 Jermstuddog wrote:On November 10 2012 02:08 TheDwf wrote:On November 10 2012 02:04 Jermstuddog wrote:On November 10 2012 01:52 Cloak wrote: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. I personally don't have a problem with NP dissuading the use of high-powered single units. Mind Control was far worse in BW considering that ability was permanent and nobody was complaining about Dark Archon removing the viability of higher-tier units. The effect of reducing high-powered units means that ZvX games should have a lot of small units running around on both sides. When SC2 was released, I didn't see a problem with Zerg lacking a high-powered unit of their own because they could always just borrow their opponents units as needed. Since NP has been removed from viable use in standard ways, we have seen Zerg turn into this super turtle race because they are left without a way to engage the mid-late tier high-powered, costly units the other races have available to them (specifically thinking Protoss here). Zerg rushes for units that make free units and never engages with regular units because... well... they suck... TLDR: I would much rather see an Infestor with a strong NP ability and a weak fungal ability than the current strong fungal, weak NP variant. I think that would be much more interesting to watch and play. How can you even compare the Infestor to Dark Archons? The question SHOULD be: Do you really like Colossus-based PvZ so much that you are willing to keep the current iteration of the MU? Personally, I don't like the Infestor, but it's my only option as a Zerg player. I can't fucking make anything else work because it's all worthless once Colossi hit the field. Give me an infestor that has nice harass through IT, is mildly useful in combat through a lesser fungal, and discourages Colossi, which (IMO) currently ruin the MU, and I would be a very happy man. No one likes Colossi, why do you even ask? Yet forgive me, but stating that Infestors are your only option is laughable. I see many pro games in which Zergs win ZvP with Lair agression (Zerglings/Roaches multi-pronged attacks, Roaches drops, Mutalisks, etc.). it's interesting that suggesting Zerg players try difficult, micro-intensive styles that require lots of refinement and precise timing (you know, the same thing nearly every Terran and Protoss style revolve around) is always instantly decried as impossible. It's almost like using infestors for too long reduces your ability to play Starcraft. Thanks for the vote of confidence, but your strawman argument isn't going to work on me. Let me give you some realistic, personal background: ZvP has historically been my worst MU. When I dominate Zerg and Terran alike, I will lose upwards of 70% or more of my ZvP games... that is... until I stopped being stubborn and started playing more with the infestor. Here are some of my common problems when I use non-infestor based armies (trying to keep it as short as possible): Zerg has no unit that really COUNTERS the Stalker. Roaches lose in equal supply, Lings are good if they can get adequate surface area, but Protoss has enough tools to mitigate ling surrounds, Brood Lords, Mutas, Ultralisks, none of these win cost-effectively vs Stalkers in a straight-up fight. The best part is that Stalkers are about 80% as mobile as Mutalisks, which Blizzard has already shown up they think are too powerful in the ZvP MU, but still... Zerg doesn't get a unit like the Phoenix is to the Mutalisk or the Immortal is to the Roach. So we lock Stalkers down with Fungal and watch die slowly, from a nice, safe distance. Zerg doesn't really have anything that COUNTERS the Colossus. Same story, different problem. Colossus have 9 range (compared to the Roach's 4 or the Zergling's 0), any decent Protoss will have plenty of ground units to keep Roaches/Lings at a harmless distance while the Colossus pounds out 150+ collective damage per shot to the Zerg army. The go-to argument every Protoss player presents is "CORRUPTORS, NOOB!!!" but really... let me go back to my age old argument. Corruptors do less DPS-per-supply to Colossi than Stalkers. Remember all that talk Protoss players like to throw around about how bad of a unit the Stalker is? Well, imagine if they cost 2x as much gas, didn't have blink, and couldn't target ground units... yeah... that's what you're suggesting is my counter to the Colossus. ****Note - If you played SC2 right after the fungal change, Infestor/Ling armies were found to be incredibly effective in mid-game ZvP due to the lockdown from Fungal and NP on colossi. It was nice, shit, it was OP. Zerg could lock down the entire Protoss army and trade away Minerals for high-gas-cost units. Why weren't Zergs doing this before the fungal change? Simple: Infestors weren't viable until that point for the same reason that corruptors suck. Spending 1k gas to counter 1 Colossus and then immediately losing to the 40 Stalkers accompanying that Colossus is not a winning strategy. Zerg DOES have counters to Force Field, but they're not really good vs anything else. Baneling drops and burrow roaches come to mind immediately. Unfortunately, neither one of those are really useful vs Blinking Stalker armies that are available by the same point in the game. If Protoss is smart enough to bring an observer for the roaches or simply spread out for the bling drops, they just won't be useful (this is why we don't see either one of these used regularly). Mutalisks suck. When I use them and win, I feel like a badass. Unfortunately, Stalkers trade well enough vs Mutalisks and have the mobility to hold off almost all harassment if they have blink. I didn't have a problem with this, it was still my go-to strategy until the Phoenix buff. Then I played a few games vs blind phoenix and realized that mutas are generally a bad tech choice in mid-game ZvP. With their new-found +2 range, a handful of phoenix really can lock down a muta flock 2-3x their size with impunity. And it's not like they're worthless otherwise, the phoenix is probably the best harassment unit Protoss has in SC2. Without viable Mutalisks, I am forced back into trying to fight the Protoss triangle of bullshit. Colossus on top of Stalkers behind force fields. Ultralisks are a fucking waste of money. Hydralisks are the fastest way to throw ANY ZvP regardless of Protoss' unit composition. Fail, fail, fail. Sure, I could play well and win some, but then the next game I would play equally well and get absolutely crushed by good force fields or proper unit control. Then I gave up and started using Infestors (rather recently too, only about 1 month ago). It's a completely different world. Engagements happen on MY terms, not my opponents. I can defend against mid-game timing pushes. I am not depending on my opponent just being fucking terrible at this game. I get to micro instead of click and pray. And best of all, my infestors immediately lend themselves to my Brood Lord army when I get to that point in the game. It just feels better all around. So talk shit about me being a bad player and all. Have fun with that, hopefully it gets you somewhere. But I fucking tried... I tried for over a year to make non-infestors work. It doesn't. Non-infestor is only as good as your opponent is bad, and that is no way to play (or design) any RTS game. So you're essentially telling us that Zergs can only play Infestors in ZvP because you can't manage to pull off with non-Infestors strategies?
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Remember what % of players are even in masters? I do, and it helps me to endure these polls.
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On November 10 2012 04:43 TheDwf wrote:Show nested quote +On November 10 2012 04:35 Jermstuddog wrote:On November 10 2012 02:50 forsooth wrote:On November 10 2012 02:40 TheDwf wrote:On November 10 2012 02:32 Jermstuddog wrote:On November 10 2012 02:08 TheDwf wrote:On November 10 2012 02:04 Jermstuddog wrote:On November 10 2012 01:52 Cloak wrote: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. I personally don't have a problem with NP dissuading the use of high-powered single units. Mind Control was far worse in BW considering that ability was permanent and nobody was complaining about Dark Archon removing the viability of higher-tier units. The effect of reducing high-powered units means that ZvX games should have a lot of small units running around on both sides. When SC2 was released, I didn't see a problem with Zerg lacking a high-powered unit of their own because they could always just borrow their opponents units as needed. Since NP has been removed from viable use in standard ways, we have seen Zerg turn into this super turtle race because they are left without a way to engage the mid-late tier high-powered, costly units the other races have available to them (specifically thinking Protoss here). Zerg rushes for units that make free units and never engages with regular units because... well... they suck... TLDR: I would much rather see an Infestor with a strong NP ability and a weak fungal ability than the current strong fungal, weak NP variant. I think that would be much more interesting to watch and play. How can you even compare the Infestor to Dark Archons? The question SHOULD be: Do you really like Colossus-based PvZ so much that you are willing to keep the current iteration of the MU? Personally, I don't like the Infestor, but it's my only option as a Zerg player. I can't fucking make anything else work because it's all worthless once Colossi hit the field. Give me an infestor that has nice harass through IT, is mildly useful in combat through a lesser fungal, and discourages Colossi, which (IMO) currently ruin the MU, and I would be a very happy man. No one likes Colossi, why do you even ask? Yet forgive me, but stating that Infestors are your only option is laughable. I see many pro games in which Zergs win ZvP with Lair agression (Zerglings/Roaches multi-pronged attacks, Roaches drops, Mutalisks, etc.). it's interesting that suggesting Zerg players try difficult, micro-intensive styles that require lots of refinement and precise timing (you know, the same thing nearly every Terran and Protoss style revolve around) is always instantly decried as impossible. It's almost like using infestors for too long reduces your ability to play Starcraft. Thanks for the vote of confidence, but your strawman argument isn't going to work on me. Let me give you some realistic, personal background: ZvP has historically been my worst MU. When I dominate Zerg and Terran alike, I will lose upwards of 70% or more of my ZvP games... that is... until I stopped being stubborn and started playing more with the infestor. Here are some of my common problems when I use non-infestor based armies (trying to keep it as short as possible): Zerg has no unit that really COUNTERS the Stalker. Roaches lose in equal supply, Lings are good if they can get adequate surface area, but Protoss has enough tools to mitigate ling surrounds, Brood Lords, Mutas, Ultralisks, none of these win cost-effectively vs Stalkers in a straight-up fight. The best part is that Stalkers are about 80% as mobile as Mutalisks, which Blizzard has already shown up they think are too powerful in the ZvP MU, but still... Zerg doesn't get a unit like the Phoenix is to the Mutalisk or the Immortal is to the Roach. So we lock Stalkers down with Fungal and watch die slowly, from a nice, safe distance. Zerg doesn't really have anything that COUNTERS the Colossus. Same story, different problem. Colossus have 9 range (compared to the Roach's 4 or the Zergling's 0), any decent Protoss will have plenty of ground units to keep Roaches/Lings at a harmless distance while the Colossus pounds out 150+ collective damage per shot to the Zerg army. The go-to argument every Protoss player presents is "CORRUPTORS, NOOB!!!" but really... let me go back to my age old argument. Corruptors do less DPS-per-supply to Colossi than Stalkers. Remember all that talk Protoss players like to throw around about how bad of a unit the Stalker is? Well, imagine if they cost 2x as much gas, didn't have blink, and couldn't target ground units... yeah... that's what you're suggesting is my counter to the Colossus. ****Note - If you played SC2 right after the fungal change, Infestor/Ling armies were found to be incredibly effective in mid-game ZvP due to the lockdown from Fungal and NP on colossi. It was nice, shit, it was OP. Zerg could lock down the entire Protoss army and trade away Minerals for high-gas-cost units. Why weren't Zergs doing this before the fungal change? Simple: Infestors weren't viable until that point for the same reason that corruptors suck. Spending 1k gas to counter 1 Colossus and then immediately losing to the 40 Stalkers accompanying that Colossus is not a winning strategy. Zerg DOES have counters to Force Field, but they're not really good vs anything else. Baneling drops and burrow roaches come to mind immediately. Unfortunately, neither one of those are really useful vs Blinking Stalker armies that are available by the same point in the game. If Protoss is smart enough to bring an observer for the roaches or simply spread out for the bling drops, they just won't be useful (this is why we don't see either one of these used regularly). Mutalisks suck. When I use them and win, I feel like a badass. Unfortunately, Stalkers trade well enough vs Mutalisks and have the mobility to hold off almost all harassment if they have blink. I didn't have a problem with this, it was still my go-to strategy until the Phoenix buff. Then I played a few games vs blind phoenix and realized that mutas are generally a bad tech choice in mid-game ZvP. With their new-found +2 range, a handful of phoenix really can lock down a muta flock 2-3x their size with impunity. And it's not like they're worthless otherwise, the phoenix is probably the best harassment unit Protoss has in SC2. Without viable Mutalisks, I am forced back into trying to fight the Protoss triangle of bullshit. Colossus on top of Stalkers behind force fields. Ultralisks are a fucking waste of money. Hydralisks are the fastest way to throw ANY ZvP regardless of Protoss' unit composition. Fail, fail, fail. Sure, I could play well and win some, but then the next game I would play equally well and get absolutely crushed by good force fields or proper unit control. Then I gave up and started using Infestors (rather recently too, only about 1 month ago). It's a completely different world. Engagements happen on MY terms, not my opponents. I can defend against mid-game timing pushes. I am not depending on my opponent just being fucking terrible at this game. I get to micro instead of click and pray. And best of all, my infestors immediately lend themselves to my Brood Lord army when I get to that point in the game. It just feels better all around. So talk shit about me being a bad player and all. Have fun with that, hopefully it gets you somewhere. But I fucking tried... I tried for over a year to make non-infestors work. It doesn't. Non-infestor is only as good as your opponent is bad, and that is no way to play (or design) any RTS game. So you're essentially telling us that Zergs can only play Infestors in ZvP because you can't manage to pull off with non-Infestors strategies?
Being at the top of Master league, if I can't do it, 99.9% of other SC2 players can't either. So, sure, I guess I'm ok with saying that.
But on a more personal level, it's the WAY i lose.
When I lose ZvZ or ZvT, I know where I fucked up and can make a small adjustment in my mechanics to fix that problem. There is a clear path before me on how to get better results. When I lose ZvP without using large amounts of infestors, it's a giant question-mark. In order to consistently beat THAT THING that just killed me (mind you, there are lots of these things in ZvP, we're just talking about whatever that last game was), I would have to do EVERYTHING several notches better. Tighter macro, better multi-tasking, better positioning, etc etc etc. Not that I'm not working on all these things when I play, but in ZvP, it's no contest. I don't barely lose fights and the game topples down from there, I don't point back at a stupid engagement where I gave away too many X and that cost me the game. It's 1 fight and Protoss ended it with more supply than he started. How the fuck do I fight against that?
With infestors...
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On November 10 2012 05:01 Jermstuddog wrote:Show nested quote +On November 10 2012 04:43 TheDwf wrote:On November 10 2012 04:35 Jermstuddog wrote:On November 10 2012 02:50 forsooth wrote:On November 10 2012 02:40 TheDwf wrote:On November 10 2012 02:32 Jermstuddog wrote:On November 10 2012 02:08 TheDwf wrote:On November 10 2012 02:04 Jermstuddog wrote:On November 10 2012 01:52 Cloak wrote: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. I personally don't have a problem with NP dissuading the use of high-powered single units. Mind Control was far worse in BW considering that ability was permanent and nobody was complaining about Dark Archon removing the viability of higher-tier units. The effect of reducing high-powered units means that ZvX games should have a lot of small units running around on both sides. When SC2 was released, I didn't see a problem with Zerg lacking a high-powered unit of their own because they could always just borrow their opponents units as needed. Since NP has been removed from viable use in standard ways, we have seen Zerg turn into this super turtle race because they are left without a way to engage the mid-late tier high-powered, costly units the other races have available to them (specifically thinking Protoss here). Zerg rushes for units that make free units and never engages with regular units because... well... they suck... TLDR: I would much rather see an Infestor with a strong NP ability and a weak fungal ability than the current strong fungal, weak NP variant. I think that would be much more interesting to watch and play. How can you even compare the Infestor to Dark Archons? The question SHOULD be: Do you really like Colossus-based PvZ so much that you are willing to keep the current iteration of the MU? Personally, I don't like the Infestor, but it's my only option as a Zerg player. I can't fucking make anything else work because it's all worthless once Colossi hit the field. Give me an infestor that has nice harass through IT, is mildly useful in combat through a lesser fungal, and discourages Colossi, which (IMO) currently ruin the MU, and I would be a very happy man. No one likes Colossi, why do you even ask? Yet forgive me, but stating that Infestors are your only option is laughable. I see many pro games in which Zergs win ZvP with Lair agression (Zerglings/Roaches multi-pronged attacks, Roaches drops, Mutalisks, etc.). it's interesting that suggesting Zerg players try difficult, micro-intensive styles that require lots of refinement and precise timing (you know, the same thing nearly every Terran and Protoss style revolve around) is always instantly decried as impossible. It's almost like using infestors for too long reduces your ability to play Starcraft. Thanks for the vote of confidence, but your strawman argument isn't going to work on me. Let me give you some realistic, personal background: ZvP has historically been my worst MU. When I dominate Zerg and Terran alike, I will lose upwards of 70% or more of my ZvP games... that is... until I stopped being stubborn and started playing more with the infestor. Here are some of my common problems when I use non-infestor based armies (trying to keep it as short as possible): Zerg has no unit that really COUNTERS the Stalker. Roaches lose in equal supply, Lings are good if they can get adequate surface area, but Protoss has enough tools to mitigate ling surrounds, Brood Lords, Mutas, Ultralisks, none of these win cost-effectively vs Stalkers in a straight-up fight. The best part is that Stalkers are about 80% as mobile as Mutalisks, which Blizzard has already shown up they think are too powerful in the ZvP MU, but still... Zerg doesn't get a unit like the Phoenix is to the Mutalisk or the Immortal is to the Roach. So we lock Stalkers down with Fungal and watch die slowly, from a nice, safe distance. Zerg doesn't really have anything that COUNTERS the Colossus. Same story, different problem. Colossus have 9 range (compared to the Roach's 4 or the Zergling's 0), any decent Protoss will have plenty of ground units to keep Roaches/Lings at a harmless distance while the Colossus pounds out 150+ collective damage per shot to the Zerg army. The go-to argument every Protoss player presents is "CORRUPTORS, NOOB!!!" but really... let me go back to my age old argument. Corruptors do less DPS-per-supply to Colossi than Stalkers. Remember all that talk Protoss players like to throw around about how bad of a unit the Stalker is? Well, imagine if they cost 2x as much gas, didn't have blink, and couldn't target ground units... yeah... that's what you're suggesting is my counter to the Colossus. ****Note - If you played SC2 right after the fungal change, Infestor/Ling armies were found to be incredibly effective in mid-game ZvP due to the lockdown from Fungal and NP on colossi. It was nice, shit, it was OP. Zerg could lock down the entire Protoss army and trade away Minerals for high-gas-cost units. Why weren't Zergs doing this before the fungal change? Simple: Infestors weren't viable until that point for the same reason that corruptors suck. Spending 1k gas to counter 1 Colossus and then immediately losing to the 40 Stalkers accompanying that Colossus is not a winning strategy. Zerg DOES have counters to Force Field, but they're not really good vs anything else. Baneling drops and burrow roaches come to mind immediately. Unfortunately, neither one of those are really useful vs Blinking Stalker armies that are available by the same point in the game. If Protoss is smart enough to bring an observer for the roaches or simply spread out for the bling drops, they just won't be useful (this is why we don't see either one of these used regularly). Mutalisks suck. When I use them and win, I feel like a badass. Unfortunately, Stalkers trade well enough vs Mutalisks and have the mobility to hold off almost all harassment if they have blink. I didn't have a problem with this, it was still my go-to strategy until the Phoenix buff. Then I played a few games vs blind phoenix and realized that mutas are generally a bad tech choice in mid-game ZvP. With their new-found +2 range, a handful of phoenix really can lock down a muta flock 2-3x their size with impunity. And it's not like they're worthless otherwise, the phoenix is probably the best harassment unit Protoss has in SC2. Without viable Mutalisks, I am forced back into trying to fight the Protoss triangle of bullshit. Colossus on top of Stalkers behind force fields. Ultralisks are a fucking waste of money. Hydralisks are the fastest way to throw ANY ZvP regardless of Protoss' unit composition. Fail, fail, fail. Sure, I could play well and win some, but then the next game I would play equally well and get absolutely crushed by good force fields or proper unit control. Then I gave up and started using Infestors (rather recently too, only about 1 month ago). It's a completely different world. Engagements happen on MY terms, not my opponents. I can defend against mid-game timing pushes. I am not depending on my opponent just being fucking terrible at this game. I get to micro instead of click and pray. And best of all, my infestors immediately lend themselves to my Brood Lord army when I get to that point in the game. It just feels better all around. So talk shit about me being a bad player and all. Have fun with that, hopefully it gets you somewhere. But I fucking tried... I tried for over a year to make non-infestors work. It doesn't. Non-infestor is only as good as your opponent is bad, and that is no way to play (or design) any RTS game. So you're essentially telling us that Zergs can only play Infestors in ZvP because you can't manage to pull off with non-Infestors strategies? Being at the top of Master league, if I can't do it, 99.9% of other SC2 players can't either. So, sure, I guess I'm ok with saying that. Nice logic then. I'm mid-GM and I'm awful with mech in TvT, so since I'm better than 99,9999% of the other Terrans they should not play mech in TvT because I can't pull it off. Makes any sense?
Besides, the point of Lair agression in ZvP is precisely to harass/trade so the Protoss can't easily reach his Sentry/Stalker/Colossi (or Storm if Mutas) max army, but whatever. The sure thing is you have absolutely no right to peremptorily assert that “only Infestors are viable in ZvP” because you fail when playing something else.
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On November 10 2012 03:31 Henk wrote:Show nested quote +On November 10 2012 03:28 thehepp wrote:On November 10 2012 03:21 Henk wrote:On November 10 2012 02:59 TheDwf wrote:On November 10 2012 02:53 Henk wrote:On November 10 2012 01:58 TheDwf wrote:On November 10 2012 01:03 Henk wrote: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.. You have to realize that neither Terrans nor Protoss particularly care about that. I couldn't care less if a weakened Infestor led to Mutalisks wars in ZvZ. Yeah, good thing nobody listens to you then. Just because you don't play the matchup doesn't mean it can go to hell. Please, think rationally before you post. And exactly why would Mutalisk wars in ZvZ mean the ruin of the match-up? Is it currently more exciting to wonder at each battle which eggs are yours? Are Roaches wars that much more fascinating? I'm sorry but the ZvZ argument is quite derisory. It's like when you talk about reverting the Queen range buff and some Zerg comes and solemny says “but that would ruin ZvZ early game”. Yeah, OK... Because right now you can do stuff like ling-inf-ultra, roach/hydra-inf, or ling muta. After the nerf of fungal only mutas would be viable, because these compositions don't have any anti-air other than the infestor. Hydras won't work vs mutas because they're just way, way too slow. It's just idiotic. If fungal wouldn't hit air, storm shouldn't hit air either. Bring on ZvP mass muta  After all, ruining one matchup isn't really a problem, right? Why the hell shouldn't storm hit air if fungal can't? That's like saying since zealots can't hit air marines shouldn't be able to hit air. Thor's can hit air, why can't my colossus hit air???? Storms not hitting air is idiotic; just like fungal not hitting air. That was kind of my point, yes. nvm misunderstood your post haha
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