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[Poll] How Infestor could be changed? - Page 33

Forum Index > SC2 General
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kidcrash
Profile Joined September 2009
United States623 Posts
November 13 2012 04:33 GMT
#641
Change fungal to a slowing effect, somewhere around 60-75%. Then make it into a projectile so we can have more micro in the game.
Loxley
Profile Blog Joined April 2011
Netherlands2480 Posts
November 13 2012 04:37 GMT
#642
So while Fungal has been nerfed, it is only becoming a big big problem these last months. Well the whine-factor has been enormous the last months. Can't watch a LR thread without "infestors ofc, fungal op, infested terrans op" etc etc. The metagame can't change this? A different build/strategy? Different maps?

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.
월요 날 재미있
psychotics
Profile Joined July 2011
United States184 Posts
November 13 2012 04:44 GMT
#643
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?
Falling
Profile Blog Joined June 2009
Canada11583 Posts
November 13 2012 04:50 GMT
#644
I can't remember if I've posted in this thread. But what about getting rid of smart-casting? That would help with the issue of insta-root an army and chain-fungalling. It would also tone down FF's in the game amongst other things.
Moderator5000 of our finest Taliban warriors have been released! Rise up my brothers. Mashalla! al-Donald ibn-Frederick al-Masih allows it.
WombaT
Profile Blog Joined May 2010
Northern Ireland27207 Posts
November 13 2012 04:58 GMT
#645
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.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
lavos
Profile Joined March 2011
Norway7 Posts
November 13 2012 04:59 GMT
#646
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
Profile Blog Joined May 2010
Northern Ireland27207 Posts
November 13 2012 05:03 GMT
#647
On November 13 2012 13:59 lavos wrote:
Show nested quote +
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.

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.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
yeastiality
Profile Joined April 2011
Canada374 Posts
Last Edited: 2012-11-13 05:09:12
November 13 2012 05:07 GMT
#648
On November 13 2012 14:03 Wombat_NI wrote:
Show nested quote +
On November 13 2012 13:59 lavos wrote:
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.

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
Profile Joined January 2012
Israel543 Posts
November 13 2012 05:07 GMT
#649
Currently, the protoss are starting to figure some ways to fight the infestor in mid game. For example, I saw Crank (correct me if I'm wrong) use double forge in pvz for the armor upgrade making it so that zerglings and infested terrans wouldn't be able to do the same amount of damage they would usually do like that fixing the power of infested terran in mid game. The infestor is indeed strong however protoss are already trying to find a new way to beat the zerg.

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
Profile Blog Joined May 2010
Northern Ireland27207 Posts
November 13 2012 05:09 GMT
#650
On November 13 2012 14:07 yeastiality wrote:
Show nested quote +
On November 13 2012 14:03 Wombat_NI wrote:
On November 13 2012 13:59 lavos wrote:
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.

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.

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.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
bobdabillda
Profile Joined August 2010
Canada43 Posts
November 13 2012 05:34 GMT
#651
--- Nuked ---
Hemling
Profile Joined March 2010
Sweden93 Posts
Last Edited: 2012-11-13 05:52:37
November 13 2012 05:52 GMT
#652
[image loading]
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.
http://eu.battle.net/sc2/en/profile/246845/1/Hemligt/
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
November 13 2012 05:56 GMT
#653
On November 13 2012 14:52 Hemling wrote:
[image loading]
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...
Zerg - because Browders sons hate 'em
Sufinsil
Profile Joined January 2011
United States760 Posts
November 13 2012 06:12 GMT
#654
0.5 supply would be interesting to test.

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
Profile Joined June 2012
United States1 Post
November 13 2012 06:46 GMT
#655
I think if FG was made a projectile it be pretty useless, Toss can just blink away with stalkers and zealots with charge just charge past. Stim marines just stim away unless it was a really fast projectile. If blizzard is gonna nerf the infestor they need to buff some other zerg unit to take its place kinda. Maybe if hydras got a buff and infestors got nerfed that might be more balenced. But if infestors got nerfed and no other buffs were added zerg be taking a BIG hit IMO.

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
Profile Blog Joined December 2010
United States583 Posts
November 13 2012 08:20 GMT
#656
On November 13 2012 14:52 Hemling wrote:
[image loading]
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.


[image loading]
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.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
transcendent one
Profile Joined July 2012
251 Posts
November 13 2012 08:28 GMT
#657
On November 13 2012 17:20 ineversmile wrote:
Show nested quote +
On November 13 2012 14:52 Hemling wrote:
[image loading]
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.


[image loading]
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)
Profile Joined July 2010
United States1716 Posts
November 13 2012 08:29 GMT
#658
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 -.-
Suteki Da Ne 素敵だね Isn't it Wonderful
transcendent one
Profile Joined July 2012
251 Posts
November 13 2012 08:33 GMT
#659
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
Profile Blog Joined August 2011
Australia2117 Posts
November 13 2012 08:38 GMT
#660
I know, remove smart casting across all races :D
John 15:13
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