• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:14
CEST 02:14
KST 09:14
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall12HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed6Weekly Cups (July 7-13): Classic continues to roll2Team TLMC #5 - Submission extension2Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
Who will win EWC 2025? Esports World Cup 2025 - Brackets Revealed Team TLMC #5 - Submission extension The GOAT ranking of GOAT rankings Esports World Cup 2025 - Final Player Roster
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
BW General Discussion Flash Announces (and Retracts) Hiatus From ASL Starcraft in widescreen BGH Auto Balance -> http://bghmmr.eu/ A cwal.gg Extension - Easily keep track of anyone
Tourneys
Cosmonarchy Pro Showmatches [Megathread] Daily Proleagues CSL Xiamen International Invitational [BSL20] Non-Korean Championship 4x BSL + 4x China
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Summer Games Done Quick 2025! Things Aren’t Peaceful in Palestine Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 2024 - 2025 Football Thread NBA General Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 498 users

Balance Infested Terrans - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 All
Fleetfeet
Profile Blog Joined May 2014
Canada2548 Posts
May 19 2024 20:58 GMT
#21
On May 20 2024 04:42 Vindicare605 wrote:
Show nested quote +
On May 20 2024 03:54 Fleetfeet wrote:
The big design question you'll want to answer first is "What do we want Infested Terran to do?"

Changing egg sizes and adding mini cooldowns are all well and good, but if you don't have an established goal for the changes then what are you doing?


And I think that's why Blizz just ended up removing the spell. If they can't find a way to balance it the way they intended it to be used (they clearly did intend swarms of Infested Terrans to be a thing) then what's the point of even having the spell in the game.

If they changed it to a cooldown what purpose would infested terrans even have? Wouldn't they basically become shitty auto turrets at that point?

Gotta remember that Infested Terrans weren't the first spell in Starcraft 2 that got removed, Hunter Killer (later Seeker missile) was. They couldn't find a way to make that spell work either, so they got rid of it in place of something else.


Exactly, nevermind entire units that got removed (Warhound? thank god) or concepts snipped in the very early phases (Original widow mines). I don't lament the loss of infested terran - I think the combination of burrowed movement on infestors made the spell difficult to balance, and then the overlap with swarm host and brood lord puts it in a space where I don't mind it being removed at all.

If we're talking about bringing it back, I'm not opposed to it. The problem is the question "Why bring it back? What does that do?" needs to have a decent answer first. Honestly, the answer "Nothing, let's make it too shitty to be competitive-viable, let's just bring it back for flavour" suits me just fine, and I don't care how that's implemented. Make each cast cost 20 minerals, make the IT rooted to the ground and not move, whatever. I don't mind shitty flavour units in RTS, and in the case of Infested Terran it being a shitty flavour unit is BW accurate.
Vindicare605
Profile Blog Joined August 2011
United States16056 Posts
Last Edited: 2024-05-19 21:16:11
May 19 2024 21:11 GMT
#22
I think the question we should be asking is "how can we make Microbrial Shroud not such a shitty spell so that we actually feel like Infested Terrans were replaced with something rather than just removed with nothing replacing them like it feels now?"

I think that's the bigger question here. No one seems to care that Seeker Missile is gone for Terran since anti-armor missile and Interference Matrix has more than made up for it being gone. The Raven is a much more interesting unit than it used to be.

The Infestor basically feels like it only has 2 spells now that Infested Terran is gone. THAT is the issue. Microbrial Shroud is so fucking niche in its usefulness that most people forget it even exists, but the problem is that Zerg is such a powerhouse of a race in pro play, that there doesn't seem to be any pressing need to give them a brand new spell that's actually useful when they already win everything every year.

So what do we do? Well nothing, like we've been doing. That's why nothing has happened. The minute Zerg starts actually losing again, especially in later game situations (which they are currently dominant in) is the minute we can look to the Infestor and giving that third spell the love it desperately needs.

The other problem is that anything we give to the Infestor, has to be designed in such a way so that it works around the other spellcasters in Zerg's arsenal, the Queen and the Viper. The Raven and Ghost or the High Templar and Sentry have almost no synergy with each other based on when they come out in the game and what kinds of situations they are useful in.

But the Infestor and Viper are a different story entirely. The Viper made, Infested Terrans 10x as good as they already were because you could blind units you are dropping Infested Terrans on, or Abduct carriers into Infested Terrans to be picked off.

Any new spell the Infestor gets will have to be designed in such a way that the Viper doesn't make it that much stronger, which is another problem the unit has.
aka: KTVindicare the Geeky Bartender
jack_less
Profile Joined May 2022
77 Posts
May 21 2024 08:12 GMT
#23
But you have to be careful, look what they've done with Broodling.
They bring Infested Terrans back into the game, and then they get a round of Broodling nerf. So then you have no difference between Microbrial Shroud or IT.
KingzTig
Profile Joined February 2024
155 Posts
May 21 2024 10:21 GMT
#24
Free unit isn't an issue. I absolutely disagree with some here that goes "oh but energy is infinite energy".

With the exception of viper, energy is an extremely scarce resource, hence the regen rate and energy cap.

I personally think ghost is the most broken unit, and precisely because how cost efficient with their snipe and relatively safe to cast.

So I don't think infested terran is that OP after the health nerf. I think nerfing the cast range would be more than enough.
swarminfestor
Profile Joined September 2017
Malaysia2449 Posts
Last Edited: 2024-05-21 12:52:46
May 21 2024 12:39 GMT
#25
I just love infested terrans, should make them available again.

My take
-Remove swarm host. (I always think that broodlings are just enough as the Zerg free units, why need locusts then?).
-Change infestor's microbial shrouds ability to overseer. Infestors retained three different spells as before. Overseer now has three different spells instead of two before. But the microbial shrouds could be real buff for the spawned infested terran. That's why changing to overseer I think will need the user to multitask a bit.
-Increase the supply of infestors to 3, instead of 2. (Similar with the supply of swarm host).
-Increase the mana needed for casting infested terran, make it the same when ravens casting auto turrets for harassing.
-Let the infested terrans behave like locusts. When spawning, they can fly over the cliff and drop down whenever they see the enemy's units.
- Similar with roaches, user needs to upgrade "Tunneling Claws" on Infestation Pits so that their Infestors can move when burrowing.

Rogue & Maru fan boy. ^^
swarminfestor
Profile Joined September 2017
Malaysia2449 Posts
Last Edited: 2024-05-21 13:39:32
May 21 2024 13:03 GMT
#26
On May 21 2024 21:39 swarminfestor wrote:
I just love infested terrans, should make them available again.

My take
-Remove swarm host. (I always think that broodlings are just enough as the Zerg free units, why need locusts then?).
-Change infestor's microbial shrouds ability to overseer. Infestors retained three different spells as before. Overseer now has three different spells instead of two before. But the microbial shrouds could be real buff for the spawned infested terran. That's why changing to overseer I think will need the user to multitask a bit.
-Increase the supply of infestors to 3, instead of 2. (Similar with the supply of swarm host).
-Increase the mana needed for casting infested terran, make it the same when ravens casting auto turrets for harassing.
-Let the infested terrans behave like locusts. When spawning, they can fly over the cliff and drop down whenever they see the enemy's units.
- Similar with roaches, user needs to upgrade "Tunneling Claws" on Infestation Pits so that their Infestors can move when burrowing.



I never saw someone use infestors for harrasing the drones, probes and SCV before as much as ravens and oracles. With combo of infested terrans and fungal, the user can use droplord to bring the infestors closer to resource location. Then, infestors will cast the infested terrans. The eggs will need some time to break. The fungal ability will slow down the miners to evacuate while waiting for the infested terrans to hatch.
Rogue & Maru fan boy. ^^
Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2024-05-21 13:06:34
May 21 2024 13:03 GMT
#27
On May 20 2024 06:11 Vindicare605 wrote:
I think the question we should be asking is "how can we make Microbrial Shroud not such a shitty spell so that we actually feel like Infested Terrans were replaced with something rather than just removed with nothing replacing them like it feels now?"

I think that's the bigger question here. No one seems to care that Seeker Missile is gone for Terran since anti-armor missile and Interference Matrix has more than made up for it being gone. The Raven is a much more interesting unit than it used to be.

The Infestor basically feels like it only has 2 spells now that Infested Terran is gone. THAT is the issue. Microbrial Shroud is so fucking niche in its usefulness that most people forget it even exists, but the problem is that Zerg is such a powerhouse of a race in pro play, that there doesn't seem to be any pressing need to give them a brand new spell that's actually useful when they already win everything every year.

So what do we do? Well nothing, like we've been doing. That's why nothing has happened. The minute Zerg starts actually losing again, especially in later game situations (which they are currently dominant in) is the minute we can look to the Infestor and giving that third spell the love it desperately needs.

The other problem is that anything we give to the Infestor, has to be designed in such a way so that it works around the other spellcasters in Zerg's arsenal, the Queen and the Viper. The Raven and Ghost or the High Templar and Sentry have almost no synergy with each other based on when they come out in the game and what kinds of situations they are useful in.

But the Infestor and Viper are a different story entirely. The Viper made, Infested Terrans 10x as good as they already were because you could blind units you are dropping Infested Terrans on, or Abduct carriers into Infested Terrans to be picked off.

Any new spell the Infestor gets will have to be designed in such a way that the Viper doesn't make it that much stronger, which is another problem the unit has.


Ok. So if IT then Abduct spell has to be nerfed against massive units (note in the community brain)
Thanks
swarminfestor
Profile Joined September 2017
Malaysia2449 Posts
May 21 2024 13:06 GMT
#28
On May 21 2024 22:03 Vision_ wrote:
Show nested quote +
On May 20 2024 06:11 Vindicare605 wrote:
I think the question we should be asking is "how can we make Microbrial Shroud not such a shitty spell so that we actually feel like Infested Terrans were replaced with something rather than just removed with nothing replacing them like it feels now?"

I think that's the bigger question here. No one seems to care that Seeker Missile is gone for Terran since anti-armor missile and Interference Matrix has more than made up for it being gone. The Raven is a much more interesting unit than it used to be.

The Infestor basically feels like it only has 2 spells now that Infested Terran is gone. THAT is the issue. Microbrial Shroud is so fucking niche in its usefulness that most people forget it even exists, but the problem is that Zerg is such a powerhouse of a race in pro play, that there doesn't seem to be any pressing need to give them a brand new spell that's actually useful when they already win everything every year.

So what do we do? Well nothing, like we've been doing. That's why nothing has happened. The minute Zerg starts actually losing again, especially in later game situations (which they are currently dominant in) is the minute we can look to the Infestor and giving that third spell the love it desperately needs.

The other problem is that anything we give to the Infestor, has to be designed in such a way so that it works around the other spellcasters in Zerg's arsenal, the Queen and the Viper. The Raven and Ghost or the High Templar and Sentry have almost no synergy with each other based on when they come out in the game and what kinds of situations they are useful in.

But the Infestor and Viper are a different story entirely. The Viper made, Infested Terrans 10x as good as they already were because you could blind units you are dropping Infested Terrans on, or Abduct carriers into Infested Terrans to be picked off.

Any new spell the Infestor gets will have to be designed in such a way that the Viper doesn't make it that much stronger, which is another problem the unit has.


Ok. So if IT then Abduct spell has to be nerfed against massive units (note in the community brain)


Abduct shouldn't be allowed against Mothership. Because you can only make one Mothership at one time.
Rogue & Maru fan boy. ^^
Vision_
Profile Joined September 2018
861 Posts
May 21 2024 13:07 GMT
#29
Are you able to hold a zerg push ? because if so, you can chronoboost your mothership unit
Snakestyle1
Profile Joined May 2017
43 Posts
May 21 2024 15:59 GMT
#30
On May 21 2024 22:06 swarminfestor wrote:


Abduct shouldn't be allowed against Mothership. Because you can only make one Mothership at one time.


But then again, should mothership really be viable? Other races dont have hero units. Protoss already has 2 capital ships (carrier, tempest), while other races only have one.

The fact that they have a THIRD capitalship, and the only race with a hero unit, opening a SECOND recall, is just a bit overboard and feels pretty unfair.

Sometimes, between all the extra stuff protoss has in battery, recalls/overcharge at nexus, warp-in instantly at any base, mothership recall, 2 capital ships, 3 solid splash options.. it just feels like protoss has had one more expansion pack over the other races sometimes. It feels like they just have more stuff.
WombaT
Profile Blog Joined May 2010
Northern Ireland25078 Posts
May 21 2024 17:28 GMT
#31
On May 21 2024 22:03 swarminfestor wrote:
Show nested quote +
On May 21 2024 21:39 swarminfestor wrote:
I just love infested terrans, should make them available again.

My take
-Remove swarm host. (I always think that broodlings are just enough as the Zerg free units, why need locusts then?).
-Change infestor's microbial shrouds ability to overseer. Infestors retained three different spells as before. Overseer now has three different spells instead of two before. But the microbial shrouds could be real buff for the spawned infested terran. That's why changing to overseer I think will need the user to multitask a bit.
-Increase the supply of infestors to 3, instead of 2. (Similar with the supply of swarm host).
-Increase the mana needed for casting infested terran, make it the same when ravens casting auto turrets for harassing.
-Let the infested terrans behave like locusts. When spawning, they can fly over the cliff and drop down whenever they see the enemy's units.
- Similar with roaches, user needs to upgrade "Tunneling Claws" on Infestation Pits so that their Infestors can move when burrowing.



I never saw someone use infestors for harrasing the drones, probes and SCV before as much as ravens and oracles. With combo of infested terrans and fungal, the user can use droplord to bring the infestors closer to resource location. Then, infestors will cast the infested terrans. The eggs will need some time to break. The fungal ability will slow down the miners to evacuate while waiting for the infested terrans to hatch.

It used to be really, really potent, especially on outlying bases.

Like auto-turret harass on crack, although a little less easy to get into position for
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
WombaT
Profile Blog Joined May 2010
Northern Ireland25078 Posts
May 21 2024 17:35 GMT
#32
On May 20 2024 05:58 Fleetfeet wrote:
Show nested quote +
On May 20 2024 04:42 Vindicare605 wrote:
On May 20 2024 03:54 Fleetfeet wrote:
The big design question you'll want to answer first is "What do we want Infested Terran to do?"

Changing egg sizes and adding mini cooldowns are all well and good, but if you don't have an established goal for the changes then what are you doing?


And I think that's why Blizz just ended up removing the spell. If they can't find a way to balance it the way they intended it to be used (they clearly did intend swarms of Infested Terrans to be a thing) then what's the point of even having the spell in the game.

If they changed it to a cooldown what purpose would infested terrans even have? Wouldn't they basically become shitty auto turrets at that point?

Gotta remember that Infested Terrans weren't the first spell in Starcraft 2 that got removed, Hunter Killer (later Seeker missile) was. They couldn't find a way to make that spell work either, so they got rid of it in place of something else.


Exactly, nevermind entire units that got removed (Warhound? thank god) or concepts snipped in the very early phases (Original widow mines). I don't lament the loss of infested terran - I think the combination of burrowed movement on infestors made the spell difficult to balance, and then the overlap with swarm host and brood lord puts it in a space where I don't mind it being removed at all.

If we're talking about bringing it back, I'm not opposed to it. The problem is the question "Why bring it back? What does that do?" needs to have a decent answer first. Honestly, the answer "Nothing, let's make it too shitty to be competitive-viable, let's just bring it back for flavour" suits me just fine, and I don't care how that's implemented. Make each cast cost 20 minerals, make the IT rooted to the ground and not move, whatever. I don't mind shitty flavour units in RTS, and in the case of Infested Terran it being a shitty flavour unit is BW accurate.

I think it’d have pretty fun uses more in BW than in SC2 come to think of it. Tanking siege tank hits/triggering friendly fire, or even just throwing obstacles to block enemy units a bit.

Zergs already have the viper, which may as well be renamed ‘anti-tank caster’ because SC2 isn’t BW and the more cute ways of dealing with tank lines stop being viable past a certain supply. Likewise SC2 units are very ‘slippery’ so tactically blocking stuff off is less of an option too.

I agree that SC2 is quite lacking in very niche/borderline useless abilities.

We need SC2’s scout equivalent dagnabbit!
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
SEL Masters #4 - Day 2
CranKy Ducklings55
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 143
Nathanias 139
Livibee 123
StarCraft: Brood War
Artosis 683
Larva 234
Dota 2
monkeys_forever487
NeuroSwarm108
League of Legends
Grubby4295
JimRising 335
Trikslyr82
Counter-Strike
Fnx 1002
Foxcn252
taco 252
Super Smash Bros
hungrybox525
Liquid`Ken44
Other Games
summit1g13419
shahzam1244
C9.Mang0183
Maynarde124
JuggernautJason57
Mew2King41
RuFF_SC210
Organizations
Other Games
gamesdonequick2822
BasetradeTV41
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• davetesta34
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 34
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22812
League of Legends
• Doublelift5405
Counter-Strike
• Shiphtur700
Upcoming Events
Replay Cast
9h 46m
WardiTV European League
15h 46m
ShoWTimE vs sebesdes
Percival vs NightPhoenix
Shameless vs Nicoract
Krystianer vs Scarlett
ByuN vs uThermal
Harstem vs HeRoMaRinE
PiGosaur Monday
23h 46m
uThermal 2v2 Circuit
1d 15h
Replay Cast
1d 23h
The PondCast
2 days
Replay Cast
2 days
Epic.LAN
3 days
CranKy Ducklings
4 days
Epic.LAN
4 days
[ Show More ]
BSL20 Non-Korean Champi…
4 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
5 days
Online Event
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Liquipedia Results

Completed

2025 ACS Season 2: Qualifier
RSL Revival: Season 1
Murky Cup #2

Ongoing

JPL Season 2
BSL 2v2 Season 3
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.