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Active: 1272 users

infestor is a buff, nice changes

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 3 4 5 24 25 26 Next All
m00se
Profile Joined December 2010
United States41 Posts
February 26 2011 03:12 GMT
#1
YES I TESTED ALL THIS IN PTR!

1)You can actually time your fungal growths now, shoot and run mmm will run straight into it.

When it was instant cast your infestor had to be in range the instant it hit, which made it more vulnerable.

2) 36 damage in 4 seconds is a huge buff, u can actually place one fungal, and then another 2 seconds later and kill a bunch of marines

3) medivac can no longer outheal FG damage <---- HUGE

4) scv +rine + thor balls will die very quick to infestors, just 2 FG's and not only have you damaged the thor, but all the scvs are dead within 5-6 seconds

5) the faster damage by the infestor, means the less likely they are to use their stim (even with medivacs)

6) I tested fungal growth vs protoss and its actually quite nice. The damage is quick and you can spam FG all over their deathballs.

7) Health upgrade obviously helps the infestor in combat, but it also does something else.... its much easier for it to survive feedback now.



Conclusion: I tested this out, and I am happy with it. In fact, I think its a little OP, but its ok because zerg needs that little thing thats a little op. Just like terrans have rines and mules, toss has collo and void ray....


Couple of questions:

Do range or melee upgrades increase fungal growth damage?

If my lings are +1 armor, does the +30% armor damage apply? Or is it only to units that START armored without upgrades? <--- if this is the case this could be very deadly for terrans who get +1 armor upgrade, as it will make them more vulnerable

Can Point Defence Drones kill FG?
Fruscainte
Profile Blog Joined December 2009
4596 Posts
Last Edited: 2011-02-26 03:14:56
February 26 2011 03:14 GMT
#2
On February 26 2011 12:12 m00se wrote:
YES I TESTED ALL THIS IN PTR!

2) 36 damage in 4 seconds is a huge buff, u can actually place one fungal, and then another 2 seconds later and kill a bunch of marines


This is something a lot of people are missing in the thread. The immense amount of DPS that happens so fast with the new FG is retarded. You burst through over half of a Marines health, even with Combat Shield, in 4 seconds. I'm taking this as a buff strictly. Especially the +30% armored.
shaby23
Profile Joined February 2011
Canada72 Posts
Last Edited: 2011-02-26 03:21:57
February 26 2011 03:21 GMT
#3
Does that means that Vs Terran infestor will be a must???
Zerg for life baby
awwnuts07
Profile Blog Joined February 2011
United States621 Posts
February 26 2011 03:24 GMT
#4
On February 26 2011 12:21 shaby23 wrote:
Does that means that Vs Terran infestor will be a must???


It will probably be a must for all match-ups now. Be prepared to go toe to toe with ghosts trying to EMP your Infestors.
I'm a noob
Mattsville
Profile Joined February 2011
Australia19 Posts
Last Edited: 2011-02-26 03:31:01
February 26 2011 03:26 GMT
#5
All I can say is: HOLY COW!

Nice man, just awesome. I've recently been using Infestors again after trying out Mr. Bitters vs Terran build and I'd forgotten how awesome they could be.

If these changes make it through PTR that's awesome.

Only pity is the decrease from 8 seconds to 4 seconds for the stun. Was nice to be able to hold off a much larger army for 30 seconds until you could morph more units in...

But still, I'm a big fan of the changes.

EDIT: Link to PTR notes available here if anyone is interested in checking the proposed changes out http://us.battle.net/sc2/en/blog/2356436#blog
kaisr
Profile Joined October 2007
Canada715 Posts
February 26 2011 03:27 GMT
#6
good, the zergs needed something badly. Maybe I won't be 90% in PvZ anymore.
obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2011-02-26 03:33:42
February 26 2011 03:31 GMT
#7
WOW, some crazy ass changed, and I do agree this is a buff for FG (already one of the best spells in the game), although its not as good vr mutas/hellions/phoenix anymore as the lower mobility reduction which was the really good thing against those fast units.

I think infesters are now the counter to the protoss stalker/colsi doom ball. AND the marine/marauder/medivac doom ball AND the roach/hydra doom balls. This is a wonderful change to the match up, because now we will be seeing a lot more ghost/emp and HT/feedback play, making all the zerg match ups MUCH more intresting and micro intensive (no more doom balls a+moving to victory)!

Maybe even muta will become the counter to just infesters (no hydra)? As the lower stun time, means muta might be able to snipe out those infesters.
Pwnographics
Profile Joined January 2011
New Zealand1097 Posts
February 26 2011 03:32 GMT
#8
No more QQ Zergs.
Rhombus
Profile Joined June 2010
United States187 Posts
Last Edited: 2011-02-26 03:35:04
February 26 2011 03:34 GMT
#9
On February 26 2011 12:12 m00se wrote:
If my lings are +1 armor, does the +30% armor damage apply? Or is it only to units that START armored without upgrades? <--- if this is the case this could be very deadly for terrans who get +1 armor upgrade, as it will make them more vulnerable


Armored is a classification, not a statement that a unit has armored. It means it'll do bonus damage to marauders, tanks, thors, etc... Any unit that has "Armored" as its armor type.

http://wiki.teamliquid.net/starcraft2/Armored
i am a logical person.
KonohaFlash
Profile Joined July 2010
Canada1590 Posts
February 26 2011 03:34 GMT
#10
On February 26 2011 12:32 Pwnographics wrote:
No more QQ Zergs.


This buff will play out waaay better in late-game. The fact that you can basically leave an infestor at each base burrowed, and then fungal growth a marine drop makes this buff great for zerg.
Cyanocyst
Profile Joined October 2010
2222 Posts
Last Edited: 2011-02-26 03:39:31
February 26 2011 03:35 GMT
#11
Im actually surprised its making that sort of the difference.

With the delayed cast time i felt it was in between a buff and a nerf. Similar to what they did with the Void ray a patch or 2 ago.
|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
Keifru
Profile Joined November 2010
United States179 Posts
Last Edited: 2011-02-26 03:37:57
February 26 2011 03:35 GMT
#12
You mean a role change.

The infestor is now a damage spell caster rather than a support spell caster- 8 second duration helped you create a better flanking position and bring your slower units to bear. It also allowed ample time to roll your banelings into the bio-ball. Now, they can see you using the Fungal (since its now a projectile) and stim + run. You'll catch less units with it, and they can finish running away with minimal banelings connecting.

The bonus health is nice, but they are still a fairly big unit that is not partuclarly mobile and armored-with-no-armor. Once armies start getting pretty big, you can find your infestors trapped in the back of your army, or stuck in the back when pulling back.

All-in-all, I preferred it as a support caster rather than a combat caster, so I'm going to reserve judgement.

Some numbers

36 damage to Light
46.8 damage to Armored

Marauder: 125 health - 3 consistant fungals
Roach: 145 health - 4 consistant fungals
Stalker: 160 health - 5 consistant fungals

Edit:
On February 26 2011 12:12 m00se wrote:

Couple of questions:

Do range or melee upgrades increase fungal growth damage?

If my lings are +1 armor, does the +30% armor damage apply? Or is it only to units that START armored without upgrades? <--- if this is the case this could be very deadly for terrans who get +1 armor upgrade, as it will make them more vulnerable

Can Point Defence Drones kill FG?


PDD does nothign to FG
Attack/Defense upgrades do nothing for fungal...
Fungal ignores armor
Conflict is the gadfly of thought. It stirs us to observation and memory. It instigates us to invention. It shocks us out of sheeplike passivity, and sets us at noting and contriving. - John Dewey
TALegion
Profile Joined October 2010
United States1187 Posts
February 26 2011 03:37 GMT
#13
I kinda liked the extended time, as I used it more for the movement impairing effect. But if the sheer DPS is that good, maybe I'll stop crying...
A person willing to die for a cause is a hero. A person willing to kill for a cause is a madman
BuzzCraftTV
Profile Joined November 2010
United States42 Posts
February 26 2011 03:37 GMT
#14
this is good news for me, Iv been working infesters into 2 of 3 matchups already, now to find a safe way to work them in vs the standard zvp hmmm
obsid
Profile Joined November 2008
United States389 Posts
February 26 2011 03:41 GMT
#15
It actualy does 47 damage to armored fromy my tests (from the damage shown at least, maybe invisible fractions).
Keifru
Profile Joined November 2010
United States179 Posts
February 26 2011 03:42 GMT
#16
On February 26 2011 12:41 obsid wrote:
It actualy does 47 damage to armored fromy my tests (from the damage shown at least, maybe invisible fractions).

I was wondering if it rounded up or down, actually. That answers that, it seems.
Conflict is the gadfly of thought. It stirs us to observation and memory. It instigates us to invention. It shocks us out of sheeplike passivity, and sets us at noting and contriving. - John Dewey
Mattsville
Profile Joined February 2011
Australia19 Posts
February 26 2011 03:46 GMT
#17
Just out of curiosity how fast/slow is the FG projectile now? As in if it is as fast as a Maurader rocket, that's not too bad... But if it is as slow as a Raven HSM... Well, that's a different story...
Setev
Profile Blog Joined April 2010
Malaysia390 Posts
Last Edited: 2011-02-26 03:55:23
February 26 2011 03:49 GMT
#18
On February 26 2011 12:26 Mattsville wrote:
All I can say is: HOLY COW!

Nice man, just awesome. I've recently been using Infestors again after trying out Mr. Bitters vs Terran build and I'd forgotten how awesome they could be.

If these changes make it through PTR that's awesome.

Only pity is the decrease from 8 seconds to 4 seconds for the stun. Was nice to be able to hold off a much larger army for 30 seconds until you could morph more units in...

But still, I'm a big fan of the changes.

EDIT: Link to PTR notes available here if anyone is interested in checking the proposed changes out http://us.battle.net/sc2/en/blog/2356436#blog


Doesn't that mean increased DPS for the fungal growth? Infestors will be total bitches now against mobility plays. Just speculating ...
I'm the King Of Nerds
obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2011-02-26 03:52:47
February 26 2011 03:52 GMT
#19
The projectile is fairly fast, I was able to easily hit groups without that much problem. I guess its possible though to avoid the FG if you stim and run around or something, but that is good! means more micro wars!

I would stay its slightly slower then a marauder shot.
Mattsville
Profile Joined February 2011
Australia19 Posts
February 26 2011 03:53 GMT
#20
On February 26 2011 12:49 Setev wrote:
Doesn't that mean increased DPS for the fungal growth? Infestors will be total bitches now against mobility plays.


Personally I see it a liitle like:

Double the DPS (72 damage over 8 seconds now), but double the cast cost to get the 8 seconds (as it now takes 2 FG's to snare for 8 seconds).

I haven't seen the change yet, I may really hate it. But at least to me, on paper I like it.

Time will tell, though. It may not even make it through PTR. The 1.1 PTR I believe had a propsed change that FG couldn't snare air units...

Man I'm glad THAT one didn't make it through!

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