[Poll] How Infestor could be changed? - Page 33
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kidcrash
United States620 Posts
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Loxley
Netherlands2480 Posts
Not to say that there shouldn't be a nerf somewhere.. But we're all out of options? We want blizzard to step in? I would like an option where fungals should be projectile and infested terrans could only be launched from a burrow position. This way you add more micro to the battles. Burrowing infestors pre launching. Getting them up for a fungal, and giving the opponent a chance to retract because of the projectile. More micro, more ooh and aah moments. | ||
psychotics
United States184 Posts
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Falling
Canada11268 Posts
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WombaT
Northern Ireland23783 Posts
On November 13 2012 13:44 psychotics wrote: Sorry if i sound out of it but im still unsure as to why infestors are even an issue, why is it that a unit that has a proper counter by both other races a problem when the other races arent using the units needed to counter it. im sorry but where are the ghost? we are slowly seeing templars used in zvp to feedback/storm infestors but honestly why no ghost am i missing something or is it just wierd that terran dont think they need to use an ANTI-CASTER unit to counter casters? You are kidding right? I have seen this addressed literally close to a hundred times over the last week, go read the threads man. | ||
lavos
Norway7 Posts
On November 13 2012 13:44 psychotics wrote: Sorry if i sound out of it but im still unsure as to why infestors are even an issue, why is it that a unit that has a proper counter by both other races a problem when the other races arent using the units needed to counter it. im sorry but where are the ghost? we are slowly seeing templars used in zvp to feedback/storm infestors but honestly why no ghost am i missing something or is it just wierd that terran dont think they need to use an ANTI-CASTER unit to counter casters? The ghost have pretty much no use other then pure anti caster. so once you have massed them to counter the mass infestor the terran will probably lose to a tech switch from the zerg. If they would revert back the snipe change, maybe tweak it a little vs massive, that would help alot as it would be more viable to make mass ghosts again. | ||
WombaT
Northern Ireland23783 Posts
On November 13 2012 13:59 lavos wrote: The ghost have pretty much no use other then pure anti caster. so once you have massed them to counter the mass infestor the terran will probably lose to a tech switch from the zerg. If they would revert back the snipe change, maybe tweak it a little vs massive, that would help alot as it would be more viable to make mass ghosts again. It's not even just that, they don't even counter infestors that are controlled semi-competently, especially if Broods are involved. Those bugs are just too big to carpet efficiently with EMPs, and to poke out and snipe them leaves your ghosts super vunerable to getting fungalled and surrounded, or zoned out by Broods etc. | ||
yeastiality
Canada374 Posts
On November 13 2012 14:03 Wombat_NI wrote: It's not even just that, they don't even counter infestors that are controlled semi-competently, especially if Broods are involved. Those bugs are just too big to carpet efficiently with EMPs, and to poke out and snipe them leaves your ghosts super vunerable to getting fungalled and surrounded, or zoned out by Broods etc. Please show me a code S level game where someone EMPs a group of bunched-up infestors from multiple angles using cloaked ghosts. Zergs and Protoss figured out how to use our braindead fisher price casters. Now you guys have to! | ||
Adonminus
Israel543 Posts
Although I don't want to go blindly to zerg's favor. I myself have lost many games due to infestor's strong spells. It is simply from the skill point of view pretty much makes the zerg easy to control and doesn't require great micro, positioning and decision making compared to a style like muta ling. The infestor could get a nerf, but we must remember that is shouldn't be too strong or zerg will become weak in early game and vulnerable to various pressures. | ||
WombaT
Northern Ireland23783 Posts
On November 13 2012 14:07 yeastiality wrote: Please show me a code S level game where someone EMPs a group of bunched-up infestors from multiple angles using cloaked ghosts. Gumiho vs, a Kespa player, can't remember who it was. I've seen it fail over and over though, and notwithstanding that, relying on Zerg not having detection to have a chance of winning a game is fucking terribly shaky play. It was the case when Inca hoped to DT every game against Nestea, it's the same nowadays. | ||
bobdabillda
Canada43 Posts
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Hemling
Sweden93 Posts
![]() Restoration "Removes Lockdown, Optic Flare, Irradiate, Plague, Ensnare, Parasite, and Maelstrom from targeted unit. (Cannot target units that are under the effect of Stasis Field and Defensive Matrix.) " brood war have the answer to most problems with sc2, including this. | ||
Turbo.Tactics
Germany675 Posts
On November 13 2012 14:52 Hemling wrote: ![]() Restoration "Removes Lockdown, Optic Flare, Irradiate, Plague, Ensnare, Parasite, and Maelstrom from targeted unit. (Cannot target units that are under the effect of Stasis Field and Defensive Matrix.) " brood war have the answer to most problems with sc2, including this. Sounds good, as long as it isnt autocast and has a smaller radius then fungal... otherwise infestors would be useless in lategame scenarios. Adds a nice mechanic to drops if the medivac gets this. You can get rid of fungals but your marines arent healed cuz medivacenergy would finally be a resource that runs out... | ||
Sufinsil
United States760 Posts
Less hp on the eggs would be nice, they act in a way like a forcefield that sprouts into a gun blazing, while your supply army sits in the back. Require a nearby overlord to control your infested. Otherwise you can not move them and/or they are berserk attacking random targets. Allow colo, tanks the ability to run over Infested Terran, squishing them beneath their tracks/feet. Road Rage passive ability on each. | ||
SomeAsianGuy
United States1 Post
Also anyone else notice people want infestors to be returned to the way they were on release. My suggestion is just make it slow instead of root. Also prevents the use of blink and stim if fungled. Also buff something else so zerg has a more viable alternative to the infestor. Youtube showing what it woulda been like(sorry if already posted) FG projectile I think yea it be more baleneced for the casual player but in pro play it be useless IMO, | ||
ineversmile
United States583 Posts
On November 13 2012 14:52 Hemling wrote: ![]() Restoration "Removes Lockdown, Optic Flare, Irradiate, Plague, Ensnare, Parasite, and Maelstrom from targeted unit. (Cannot target units that are under the effect of Stasis Field and Defensive Matrix.) " brood war have the answer to most problems with sc2, including this. ![]() Devour Magic Consumes all positive and negative buffs from all units in an area. Each unit that is devoured of magic gives back the Destroyer 50 hit points and 75 mana. Deals 180 damage to summoned units. Warcraft 3 has the answer to a lot of problems, too. They could keep the Infestor exactly the same if each race had access to some AoE dispel. Then there's still that awesome tension in fights where you have people casting spells rapidly and frantically trying to manage large complicated armies. You could, in theory, even design them to be able to dispel Forcefields. | ||
transcendent one
251 Posts
On November 13 2012 17:20 ineversmile wrote: ![]() Devour Magic Consumes all positive and negative buffs from all units in an area. Each unit that is devoured of magic gives back the Destroyer 50 hit points and 75 mana. Deals 180 damage to summoned units. Warcraft 3 has the answer to a lot of problems, too. They could keep the Infestor exactly the same if each race had access to some AoE dispel. Then there's still that awesome tension in fights where you have people casting spells rapidly and frantically trying to manage large complicated armies. You could, in theory, even design them to be able to dispel Forcefields. I hate the infestor, but a spell that kills infested terrans AND dispels fungal while has no effect on storm/feedback/snipe/emp would produce an unbelievable amount of zerg tears, it would basically render infestor a cloaked harass unit and nothing else what people want to see is make infestor into an unit that you get 4-5 and support your army with, like ghost/templar, not an unit that gets entirely nullified by one spell | ||
Shinta)
United States1716 Posts
Most other thought of changes would require either a zerg buff or more zerg units. Making a major change like that to the infestor would break the game -.- | ||
transcendent one
251 Posts
On November 13 2012 17:29 Shinta) wrote: I think this whole thread is ridiculous... Don't change infestors at all = the best case scenario (y) Most other thought of changes would require either a zerg buff or more zerg units. Making a major change like that to the infestor would break the game -.- the reason for this thread is that infestor breaks the game as it is now. also everyone knows that zerg would get a buff if infestor got nerfed hard. however if it got slight nerfs no buffs would be required, it's your time to accept that. | ||
AssyrianKing
Australia2111 Posts
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