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I'm definitely not taking credits for most things I'm listing here, just to make everything clear. The goal with this thread is to list the best uses for the infestor and its abilities. Of course, that requires YOU to contribute. 
So why the infestor, you might ask.First of all, it's both fun to use and fun to watch. I've been experimenting with it and watched how other people use it and I've found a few interesting things that I'll list here.
Facts: -You can Frenzy an infestor but it won't deal more damage (Is this really intended?) -You can not mind control a High Templar and merge it with another to create an Archon -Mind controlling a drone and trying to build something does not work. However, it works very well with both Probes and SCVs, even though I don't really see a good way to use it in a real game, even though you could potentially get access to the full terran/protoss tech tree. -You can burrow the units you mind control if your opponent has burrow researched. -Do not frenzy a unit that you are mind controlling, as it will cancel the MC.
Useful stuff:
-You can mind control a point defense drone and get all its benefits. Or better yet, mind control a raven and throw one out yourself.
-Mind controlling an overlord morphing into an overseer and then cancelling it will cause your opponent to lose the resources he spent on it.
-Send two infestors with 150 energy each in an overlord to one of your opponent's mineral lines. You can easily wipe out his entire mineral line in -practically- 2-3 seconds using fungal growth. It is ridiculously strong if you think about it. Provided your opponent doesn't have other units close, it actually requires "a lot" of static defense to stop this. As Protoss, you'll need 3 photon cannons to save your workers (and even then, they will be left with 9 hp) . 2 Photon cannons will stop the infestors from getting out alive and 1 photon cannon will do nothing more than to damage the infestors and the overlord.
With that said, this is pretty far down the tech tree and the upgrades do take a while to get. BUT if you're using a build that already involves infestors, there's no reason not do this if you're decent at multitasking.
-One of the more common ways to use an infestor is to Fungal growth air units that try to hit and run. If you have a few hydras, your opponent can say goodbye to those units.
So, have you guys found any interesting ways to use the infestor? Is there any reason to use frenzy? Other than massive units, what unit would you cast mind control on and why?
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best thing i've done is MCing medivacs when MMM was all the rage. sudenly roach hydra got like, twice as baddass.
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On June 15 2010 01:54 Nightbiscuit wrote:
-Mind controlling a drone and trying to build something does not work. However, it works very well with both Probes and SCVs, even though I don't really see a good way to use it in a real game, even though you could potentially get access to the full terran/protoss tech tree.
In my experiments, I found I can build a Nexus, then use the Chrono Boost on my Hatchery which causes Spawn Larva to complete faster. The natural larva production of the Hatchery was unaffected.
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Mind controlling an overlord morphing into an overseer and then cancelling it will cause your opponent to lose the resources he spent on it.
Can you explain this one a bit more? It might jsut be me but it doesnt make much sense to me..
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On June 15 2010 04:32 arb wrote: Mind controlling an overlord morphing into an overseer and then cancelling it will cause your opponent to lose the resources he spent on it.
Can you explain this one a bit more? It might jsut be me but it doesnt make much sense to me..
I think he means that if you use NP on an overlord while it is morphing into an overseer and cancel the morph before it finishes, your opponent does not get a refund like he would if he had canceled it himself.
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Czech Republic11293 Posts
Ultralisk outrange zealots just a touch, which can be useful if you fungal growth them.
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You don't need to drop the infesters you can just burrow move them in and burrow move out for your worker harass.
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For the whole drop thing, you can also use burrowed movement to get behind mineral lines and Fungal Growth. EDIT: Just got beat to it. XD.
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Infestors are pretty awesome at pwning mech when you use them to support ultra/ling. I love them to death for owning harassment. Fungal>hellion NP>banshee/thor/Medivac
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"-You can mind control a point defense drone and get all its benefits. "
This I did not know. That can definately turn a game for me; but they are often very hard to spot.
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i know this has been brought up here before but you can kill larva with FG so if you're opponent is building up a lot of larva at a hatch you can kill of of them.
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Yeah, with the overseer thing, I meant WHILE it's morphing.
And for burrow for harassing, it's definitely easier to do from an APM-perspective but you need to rely on that your opponent doesn't have any detectors on the way to the mineral line. It also reduces the chance for your infestors to make it out alive. With that said, if your opponent has a lot of air units, you're probably better off using burrow as it becomes a lot less risky.
What's so good about the overlord drop, however, is that you can get to all his mineral lines and there's very little your enemy can do about it unless he literally knows an infestor drop is coming, or happens to have some anti-air units where the overlord happens to be flying.
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On June 15 2010 07:44 s031720 wrote: "-You can mind control a point defense drone and get all its benefits. "
This I did not know. That can definately turn a game for me; but they are often very hard to spot.
same, this will change my terran vs zerg slightly.
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On June 15 2010 01:54 Nightbiscuit wrote: -Do not frenzy a unit that you are mind controlling, as it will cancel the MC.
Does frenzy always cancel NP or only if you first NP it and then frenzy it with the same infestor?
Because in the (unlikely?) event that one of your opponents in a ZvZ NP's one of your units, it would be awesome if you could just frenzy the unit to cancel it. Cheaper counter 
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Frenzied ultralisks has the highest DPS against armored in the game.. and thats SPLASH damage
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On June 15 2010 18:43 Brokengamer wrote: Frenzied ultralisks has the highest DPS against armored in the game.. fact?
cost wise stimmed maurader does more damage to armored SINGLE targets.
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I didn't know you could NP PDD either, though against mech I don't see any benefit except maybe v Vikings. Still, most likely your infestor will be sniped by siege.
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In ZvZ: 1. Defensively mind control enemy infestors, like a wave - 1, from him next, etc. The enemy can free them with frenzies, but the NP energy of his infestors will be wasted after a couple of such waves, while you only waste 1 NP per wave. 2. Offensively mind control enemy infestors, like dominoes again - to extend the range of your NP and reach his backing strong units, such as brood lords. 3. NP larva, and morph it into unit which only the enemy can produce - eg: ultralisk. You need to keep the NP during the whole morphing though, but after the morph's finished, the new unit is yours and free to go without NP. 4. NP overseer, make infested terrans, free the overseer, and they'll kill it. Even if you free the overseer while the i.terrans are morphing, they remain yours.
On June 15 2010 04:28 codewarrior wrote:
build a Nexus, then use the Chrono Boost on my Hatchery which causes Spawn Larva to complete faster. The natural larva production of the Hatchery was unaffected. This. Also capture SCV, build CC, rax, OC and then use MULEs to mine for your Hatcheries (+ the scans etc).
Multiracial army shares the same 200/200 food cap - pylons/depots/ovies count towards the same food; not 3x max out armies. Workers of any race can mine for any racial base; from any racial gas buildings. Multiracial units load into multiracial dropships (medivac, wp, ovie), but not bunkers and cc. Medivacs can heal flying bio, not just ground, which means they can be combined well with mutas (perhaps load some scvs and queens for additional heal/repair support). Nydus networks (and mothership recalls) can transport multiracial units across the map.
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Medvacs should not be healable. The are not biological.
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On June 15 2010 21:14 onmach wrote: Medvacs should not be healable. The are not biological. Just corrected that, you are right. Mutas + medvacs are good though, so perhaps SCV-ships + mutas, so that each unit has heal/repair in the composition. Queenships are better with ovies; or mix 2 queens and 4 scvs per medivac.
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