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On September 10 2011 04:35 RobCorso wrote: No matter what any idiot Protoss players say, yes, it is EASY to feedback infestors.
Infestors are not this magical unit that we can keep at the .5 range variable where we can fungal your units and not get hit back. They're big, slow, clunky, and there's often lots of them. They are easy to feedback.
, the only unit we can get against HTs without autolosing.
And I WISH I could combine two low-energy infestors into a massive, psionic tank that does heavy AOE damage versus biological (AKA Zerg) And now we can't even neural these Archons.
Then you can morph into archons or something, I dunno.
Point is, HTs are fine and infestors may be slightly overpowered, but they're the glue holding ZvP together for Zerg. We need them.
Hts are slower; they are not easy to feedback (unless ur in the bronze league, and can't micro). A competent zerg can fungal, np, or drop infested terrans. You can burrow, ghosts can cloak, hts can morph into archons. Pretty sure roaches, broodlords, ultras, mutas (if you spread), nydus play, etc counter hts.
You guys have burrow, we don't (compensation for morphing). Neural nerf was unnecessary, but ht drops are terrible because you have to wait to storm. Infestors have 3 abilities +burrow, hts have 3, one morphs into an archon.
And for cost, its not heavy damage, its 37 with a fairly slow attack rate. You shouldn't be throwing zerglings, a tier one unit, at tier 3.5 archons.
You forget zerg are a macro race and units are slightly less efficient. A storm drop can never be as effective as an infested terran drop, as hts cant target buildings. The last part is correct, you don't know. We also have the ability to morph into archons because hts are almost useless vs anything in equal cost before they get enough energy for storm. You can move out of a storm, and zerglings are pretty efficient if they rund around the storm. If you lose all your zerglings to few storms, it's your fault; I 2v2 with zerg buddies all the time. Just split them, its not hard. Don't 1a, grab a third, moveshift a, repeat *2. You say we can ht drop with ease, but you don't realize infestors can start with enough energy for fungal. You can make 4 immediately. To do a storm drop, you have to scout an unprepared opponent and then wait 44.4 seconds for the hts to get energy.
k bro
kkk bro
Just get HTs versus infestors. You probably are the type of protoss that moves their whole army in one control group, which leaves all your HTs in a clumped ball behind your main army, then infestors unburrow and fungal them.
Then HURP DURP HTS UNDERPOWERED
Never listen to a Protoss about balancing.
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I'll repeat myself
You say we can ht drop with ease, but you don't realize infestors can start with enough energy for fungal. You can make 4 immediately. To do a storm drop, you have to scout an unprepared opponent and then wait 44.4 seconds for the hts to get energy.
44.4s + 5s warp in time = 49.4s between starting to build an HT and having storm ready 50s - between starting to build an infestor and having fungal ready.
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On September 10 2011 04:39 Irishladdie wrote:Show nested quote +On September 10 2011 04:35 RobCorso wrote: No matter what any idiot Protoss players say, yes, it is EASY to feedback infestors.
Infestors are not this magical unit that we can keep at the .5 range variable where we can fungal your units and not get hit back. They're big, slow, clunky, and there's often lots of them. They are easy to feedback.
, the only unit we can get against HTs without autolosing.
And I WISH I could combine two low-energy infestors into a massive, psionic tank that does heavy AOE damage versus biological (AKA Zerg) And now we can't even neural these Archons.
Then you can morph into archons or something, I dunno.
Point is, HTs are fine and infestors may be slightly overpowered, but they're the glue holding ZvP together for Zerg. We need them. Show nested quote +Hts are slower; they are not easy to feedback (unless ur in the bronze league, and can't micro). A competent zerg can fungal, np, or drop infested terrans. You can burrow, ghosts can cloak, hts can morph into archons. Pretty sure roaches, broodlords, ultras, mutas (if you spread), nydus play, etc counter hts.
You guys have burrow, we don't (compensation for morphing). Neural nerf was unnecessary, but ht drops are terrible because you have to wait to storm. Infestors have 3 abilities +burrow, hts have 3, one morphs into an archon.
And for cost, its not heavy damage, its 37 with a fairly slow attack rate. You shouldn't be throwing zerglings, a tier one unit, at tier 3.5 archons.
You forget zerg are a macro race and units are slightly less efficient. A storm drop can never be as effective as an infested terran drop, as hts cant target buildings. The last part is correct, you don't know. We also have the ability to morph into archons because hts are almost useless vs anything in equal cost before they get enough energy for storm. You can move out of a storm, and zerglings are pretty efficient if they rund around the storm. If you lose all your zerglings to few storms, it's your fault; I 2v2 with zerg buddies all the time. Just split them, its not hard. Don't 1a, grab a third, moveshift a, repeat *2. You say we can ht drop with ease, but you don't realize infestors can start with enough energy for fungal. You can make 4 immediately. To do a storm drop, you have to scout an unprepared opponent and then wait 44.4 seconds for the hts to get energy. k bro kkk bro Just get HTs versus infestors. You probably are the type of protoss that moves their whole army in one control group, which leaves all your HTs in a clumped ball behind your main army, then infestors unburrow and fungal them. Then HURP DURP HTS UNDERPOWERED Never listen to a Protoss about balancing.
You can have like 6 infestors before the first HT hits the field. And of course if Protoss rushes to tech he's vulnerable to mass roach allins. Herp derp.
The racism against Protoss is so BW. Never take seriously oppinions on balance from some kid who hates a race.
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On September 10 2011 05:51 Salteador Neo wrote:
You can have like 6 infestors before the first HT hits the field. And of course if Protoss rushes to tech he's vulnerable to mass roach allins. Herp derp.
The racism against Protoss is so BW. Never take seriously oppinions on balance from some kid who hates a race.
Again, caster vs caster isn't exactly the right way to look at this. Sure, Zerg can have 6 infestors before Protoss has HT, but that's not the end of the game. Usually, when a toss finally gets around to HT (unless Zealot archon) it's a tier 3 tech switch after colossus (which are out with Infestors). Ie, HT in some progressions come out right when a Zerg could be transitioning to his tier 3 (and even then, it's usually before).
I don't look at Protoss and go, "Huh, you have a Colossus, where's my Ultra?" Same with Terran's Thors. The development towards each unit type (caster, tier 3 tank, etc.) is just vastly different for each race.
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On September 10 2011 02:14 TheTurk wrote: Infestors can't NP massive units??? Well hell, what other units would an infestor WANT to NP? Sure, maybe seige tank and void ray, but now what does Zerg do about Colossi, Archons, Thors??? Very questionable. We'll have to see how this plays out.
Um, roaches beat all of those units. Lol @ acting like the infestor is useless now that you can't neural parasite a colossus, except no one even used to do that until very recently and still won, and no one in Korea ZvP does it but zergs are dominating protoss. Nowadays you just watch Destiny's stream, watch him turtle on three base behind 20 spinecrawlers, mass infestors and broodlords and neural parasite any big hitter capable of taking on that army. Morrow does the same exact thing.
Fungal growth is great against the so-called "stalker/colossi deathball", as are baneling drops, and broodlord + infestor is insanely strong. Being able to take over every high tech unit of your opponent, leaving fungaled stalkers against roaches and/or lings which they are cost-inefficient against without blink---while your own heavy hitters are also killing the stalkers---is ridiculous. If broodlord/infestor is done properly it's almost impossible to break with anything from mass stalkers to carrier. High templar are ridiculously slow and you would have to be an idiot to keep your infestors in range of feedback without broodlords sniping the templar immediately. Last time I checked most good players don't leave their infestors in the middle of the map to be feedbacked, the same way I wouldn't leave my colossi alone. You protect them because they are strong while protected but fragile. Neural parasite also made mech 100% worthless versus zerg.
So many zergs just keep having this mentality that every single nerf will absolutely destroy their race and that they're barely scraping by, and any little change will set them over the edge. It's completely ridiculous and you would think zergs would never win games without neural parasite.
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The HSM is a buff for ravens against mutas. The whole point of HSM is to kills huge flocks of mutas when marines and thors weren't enough, just like irradiate in BW. It has the same range for a reason.
The infestor nerf makes no sense, since it doesn't kill anything any slower but massive units like VR and colossi and thors, which is stupid because it was buffed to deal with those kinds of deathballs in the first place. Stalker, gateway, bio, still dies in the same number of hits.
It may be because it takes one more hit to kill ghosts and vikings, but Terran with ghosts and vikings always owned Zerg Infestor/BL. It was only when Terran was caught by surprise or was behind more than 1 base would Infestor/BL actually win a game. Often times, Zerg only use it to close a game they've already won and gotten a 2 base advantage with.
I don't like the overseer change, i would have preferred overlord speed was lowered in cost instead.
So many zergs just keep having this mentality that every single nerf will absolutely destroy their race and that they're barely scraping by, and any little change will set them over the edge. It's completely ridiculous and you would think zergs would never win games without neural parasite.
They wouldn't... Most tournament ZvPs right now are dominated by Zerg's taking a super fast third and winning with mass hatch tech units after holding off P's 2 base timing. The few games Protoss survives, or doesn't do a FFE, and Zerg need NP and infestors or they die in late game against Protoss. We see it every time that Zerg either use infestors or baneling rain, or they don't, and lose.
Baneling rain is great, but is too susceptible to blink stalkers and VR (hm, exactly what deathballs consist of) and is prohibitively expensive (they are more gas heavy per supply than battlecruisers and ultralisks, and need infestor support).
It's annoying when so many Protoss say Zerg is OP or doing fine, but in reality the games right now in teh GSL and other tournaments are decided well before it's an issue. But when it does become an issue, it's very relevant.
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I would love to trade High templar + archons + carriers + mothership for this nerfed infestor, anyday.
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On September 10 2011 06:23 Belial88 wrote:The HSM is a buff for ravens against mutas. The whole point of HSM is to kills huge flocks of mutas when marines and thors weren't enough, just like irradiate in BW. It has the same range for a reason. The infestor nerf makes no sense, since it doesn't kill anything any slower but massive units like VR and colossi and thors, which is stupid because it was buffed to deal with those kinds of deathballs in the first place. Stalker, gateway, bio, still dies in the same number of hits. It may be because it takes one more hit to kill ghosts and vikings, but Terran with ghosts and vikings always owned Zerg Infestor/BL. It was only when Terran was caught by surprise or was behind more than 1 base would Infestor/BL actually win a game. Often times, Zerg only use it to close a game they've already won and gotten a 2 base advantage with. I don't like the overseer change, i would have preferred overlord speed was lowered in cost instead. Show nested quote +So many zergs just keep having this mentality that every single nerf will absolutely destroy their race and that they're barely scraping by, and any little change will set them over the edge. It's completely ridiculous and you would think zergs would never win games without neural parasite. They wouldn't... Most tournament ZvPs right now are dominated by Zerg's taking a super fast third and winning with mass hatch tech units after holding off P's 2 base timing. The few games Protoss survives, or doesn't do a FFE, and Zerg need NP and infestors or they die in late game against Protoss. We see it every time that Zerg either use infestors or baneling rain, or they don't, and lose. Baneling rain is great, but is too susceptible to blink stalkers and VR (hm, exactly what deathballs consist of) and is prohibitively expensive (they are more gas heavy per supply than battlecruisers and ultralisks, and need infestor support). It's annoying when so many Protoss say Zerg is OP or doing fine, but in reality the games right now in teh GSL and other tournaments are decided well before it's an issue. But when it does become an issue, it's very relevant.
I have literally never seen a single ZvP game ever in the GSL that was decided by neural parasite in the late game. No one masses voidray anymore, it's just not very good, neural parasite still affects voidrays, and fungal still locks stalkers in place for the same amount of time for baneling drops to hit an ddeal damage. Prohibitively expensive? Sorry, since when was zerg supposed to be cost-efficient when it's the race that can be up a base and 70 to 45 workers in the mid-game without anything happening? You want to be cost-efficient with a much better econ as well? Baneling drops + infestors are pretty cost-equal in big engagements, what else do you want?
Also, please show me the extreme period of time where zerg was supposedly doing horrible against protoss even before the infestor buff. The way you hear people talks it's as if protoss was almost unbeatable late game for a year, except the stats don't back this up at all.
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On September 10 2011 02:18 pure_protoss wrote:Show nested quote +On September 10 2011 01:42 Luftmensch wrote:On September 09 2011 23:43 pure_protoss wrote: also, I think they should remove the need for a twilight council to make a dark shrine.
Against zerg, zerg wouldnt really need to adapt since they are already getting 3-4 queens as a standard on bases and they always get evo chamber for spores. This way, it would also help protoss to prevent mass expanding from zerg. Now, people would complain about mobile detection. Well, zerg already got a huge buff on the cost of their overseers so they can't complain there Actually it will make a huge difference for zerg since on crossmap spawns on larger maps they will have to blindly make evo chambers and spores which will hinder droning, delay expanding and significantly hurt zerg economy. If you've watched pro matches you have probably seen how (even with the current state) every DT rush is just narrowly defended if it's defended at all. well this is exactly my point, right now I believe the problem of zerg is not the infestors and stuff... yes infestors are too strong however I believe this is only because zerg can bank so much ressources and then spend it on 20 infestors way too easily. The problem with zerg is that you can expand way too easily and defend it way too easily. Crippling the droning would also be a good thing since droning is way too easy and fast as it is right now. And even then, it would not be that crippled since you would need only what? let's say 5 drones to defend your bases (1 in evo (that is generally already made prior to the patch) and 4 in 4 spore crawlers (2 at each base)).
You're missing the big picture. The main problem is that since those DTs can come so fast you must build those defences very early. And since you must do that so early you must cut everywhere - from drones to units. So you basically have to make spines since zerglings get obliterated by DTs. So you must spend 5 drones really quickly for evo, 2 spores, 2 spines (one at each base + you mustn't even mine gas at all). Have you calculated how much that costs? And how far behind you are at that point if he doesn't go DTs? As I mentioned earlier if it's crossmap spawn you have to do that and if he goes anything else instead of DT rush (4gate for example) it would totally crush zerg because they would have neither units nor economy to deal with it. It would be a coinflip scenario, a blind guessing game, 50-50 decision, and that is not what SC2 is about.
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Neural Parasite is pretty damn weak late game. Phoenix nullifies it completely lategame. NP is good vs timing pushes of Colossus and Archons.
Fungal is a damage+utility spell anymore. It keeps its utility while reducing its damage. Baneling + Infestor is still good.
Hell Ultras are pretty good vs everything toss except immortals which you can fungal anyway. Lategame Zerg are not much weaker especially as ultra/ling switches are easier but mid game they are a lot weaker as you can no longer use infestors as a core unit.
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On September 10 2011 04:39 Irishladdie wrote:Show nested quote +On September 10 2011 04:35 RobCorso wrote: No matter what any idiot Protoss players say, yes, it is EASY to feedback infestors.
Infestors are not this magical unit that we can keep at the .5 range variable where we can fungal your units and not get hit back. They're big, slow, clunky, and there's often lots of them. They are easy to feedback.
, the only unit we can get against HTs without autolosing.
And I WISH I could combine two low-energy infestors into a massive, psionic tank that does heavy AOE damage versus biological (AKA Zerg) And now we can't even neural these Archons.
Then you can morph into archons or something, I dunno.
Point is, HTs are fine and infestors may be slightly overpowered, but they're the glue holding ZvP together for Zerg. We need them. Show nested quote +Hts are slower; they are not easy to feedback (unless ur in the bronze league, and can't micro). A competent zerg can fungal, np, or drop infested terrans. You can burrow, ghosts can cloak, hts can morph into archons. Pretty sure roaches, broodlords, ultras, mutas (if you spread), nydus play, etc counter hts.
You guys have burrow, we don't (compensation for morphing). Neural nerf was unnecessary, but ht drops are terrible because you have to wait to storm. Infestors have 3 abilities +burrow, hts have 3, one morphs into an archon.
And for cost, its not heavy damage, its 37 with a fairly slow attack rate. You shouldn't be throwing zerglings, a tier one unit, at tier 3.5 archons.
You forget zerg are a macro race and units are slightly less efficient. A storm drop can never be as effective as an infested terran drop, as hts cant target buildings. The last part is correct, you don't know. We also have the ability to morph into archons because hts are almost useless vs anything in equal cost before they get enough energy for storm. You can move out of a storm, and zerglings are pretty efficient if they rund around the storm. If you lose all your zerglings to few storms, it's your fault; I 2v2 with zerg buddies all the time. Just split them, its not hard. Don't 1a, grab a third, moveshift a, repeat *2. You say we can ht drop with ease, but you don't realize infestors can start with enough energy for fungal. You can make 4 immediately. To do a storm drop, you have to scout an unprepared opponent and then wait 44.4 seconds for the hts to get energy. k bro kkk bro Just get HTs versus infestors. You probably are the type of protoss that moves their whole army in one control group, which leaves all your HTs in a clumped ball behind your main army, then infestors unburrow and fungal them. Then HURP DURP HTS UNDERPOWERED Never listen to a Protoss about balancing. You're so incredibly bitter that you seem incapable of being objective. This isn't a Z v P thread, its not about GETTING THE OTHER RACE. Its about actually talking about the patch. Mellow out, please.
Have any pros commented on this change? I'm curious what the Koreans (or at least tip top foreigners) have to say.
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When all protoss was going deathball, and zergs had no answer, the infestor FUNGAL GROWTH buff is what took them out of the hole. What makes you think the NP nerf has anything to do with it. Additionally, if you NP a colossus, you basically put a gigantic red bullseye on your infestors, which were already high priority targets.
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It seems like whenever there is a small change to Zerg the maturity level of this board takes a shit. I don't know if it's because of IdrA's influence, or what, but you don't see the other races complaining nearly as much as Zergs do.
99% of the games you lose are because you were outplayed. Not because of imbalance.
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but you don't see the other races complaining nearly as much as Zergs do.
Made my day, really. We're not talking about imbalance, you are, if you can't understand people complaining about a single unit getting so many nerf in a single patch.. then just go away.
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On September 10 2011 04:42 Onos wrote:I'll repeat myself Show nested quote +You say we can ht drop with ease, but you don't realize infestors can start with enough energy for fungal. You can make 4 immediately. To do a storm drop, you have to scout an unprepared opponent and then wait 44.4 seconds for the hts to get energy. 44.4s + 5s warp in time = 49.4s between starting to build an HT and having storm ready 50s - between starting to build an infestor and having fungal ready. I'm sorry, what? You realize that warpgates have cooldown right?
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It seems like whenever there is a small change to Zerg the maturity level of this board takes a shit. I don't know if it's because of IdrA's influence, or what, but you don't see the other races complaining nearly as much as Zergs do.
99% of the games you lose are because you were outplayed. Not because of imbalance.
Small change. You know just those two words make me so angry. how can one be so ignorant? Neural Parasite was in the past 1-2 months the ONLY, and i repeat, THE ONLY way of dealing with huge colossi deathballs. 1year of whining blizzard finally changed something and ZvP became a whole new matchup. That counts for zvz and zvt aswell, but i want to concentrate mainly on the ZvP aspect.
ONE YEAR and blizzard came with a new idea an the matchup changed, finally those useless corrupters were replaced and the deathball wasnt too powerful to deal with anymore, but it wasnt to weak so they got roflstomped everytime.
This is is how ZvP will look like in the future. Early game the usual 3gate expand shit and what not and zerg defends. Then mid game Protss techs to Colossi + warpgate, only way of dealing with it is Roach+corrupter+infestor, maybe hydra as well. More colossi means less hydras, more corrupter means less infestor cause of gas. Less infestor means less fungals. Less fungals mean less DPS More Corrupter means huge supply -> less ground army.
and now we find ourselves back in the beta, except roaches have 2supply.
And now that zergs are again forced to go AA against COlossi, the upgrade mechanics will be fucked up again.
Ultra buff my ass. i have to upgrade range at least +1 cause i HAVE TO GO roach hydra. what then? +1 air? that would be good for corruptor against colossus ... and broodlord but broodlings do very little damage. Ultras have no upgrades in the beginning and no matter how short their production time is, they only appear in late game. So, i cannot fight with 0 2 (?) ultras against at least 2 2 protoss units. i cannont upgrade melee blindly because im not sure if toss techswitches or i survive the midgame or whatever. If i transition into ultra i wont need +1 air anymore so this is waisted.
In general: everything that zerg is doing is trying to survive the next period of the game. and in the end we're fucked anyways.
And something else. Zerg had to cry and whine and complain for almost 1 year and nothing happened so zerg had to change their style. Magic box, Banelingbombs, Hydradrops, Queennydus. and nothing worked effectivly. THEN FINALLY BLIZZARD HELPED US. they buffed the infestor Protoss were crying Fast Imba INfestor changed into Slow Imba Infestor Protoss were crying again Slow Imba Infestor changed into SLow useless infestor. Protoss happy :"zerg are whiny bitches, stop crying noobs"
how did your style changed? beta: colossus stalker 1year later: colossus stalker does not work to bad to use High templar -> zerg HAS TO BE NERFED COlossus stalker works again, no nead for hightemplar. Happyface
Is this what its going to be in the end everytime? is it impossible that zerg will one day be on the same level as toss and terraN? Thx blizz for Blueflame Nerf, but 3 redflame hellions kill probes and drones anyway in oneshot, so fuck that techlab at the factory ... just no marine doublereactor factory and fuck that workesr. and hellions are still cheap as fuck so all the gas goes directly into cloaked banshee cause the only counter against hellions are roaches, and as far as i now roaches cant shoot air
GG WP BLIZZARD, gg wp PROTOSS im proud of you
And btw. I stop playing this game if i see another Masterleague Protoss trying to kill 30+ mutas with 2phoenix and a few archons and saying: Muta Op. SERIOUSLY WTF?!?!?!
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As a zerg player, I found the neural nerf quite interesting. It definetly will balance out ZvP a bit more, in the sense that it won't just be a mass infestor fiasco. Infestors will still be good in general however, for positioning but now that collosi cant be NP'ed an extremely large collosus deathball must be dealt with BL's and corruptors mainly (since fungal is outranged by collosi w/ thermal lance), this will definetly impact atleast the mid, if not late, game of ZvP, making early collosus a viable choice. Additionally, the implications in ZvT are even larger. Thor blue flame hellion, or just mass mech play will be extremely difficult to deal with. Roaches themselves don't really cut it against mass mech, as once the tanks are seiged it's very difficult to appraoch it. It should be interesting to see if the Ultra patch kicks in here, however, even with the time nerf, the pathing is still quite terrible, and BL's still may be the better option. Yet, now BL to ultra tech switches late game should be more viable, so we shall see what innovations come out of the zerg side once the patch comes out...
Just my two cents
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I think NP, after the nerf, will still be used in PvZ. After the patch we will see a lot more immortals, and NP is very good against immortals/stalkers compositions.
This nerf i think will help a lot Archons against ling/bling/infestors.
Btw i don't think these changes will make Protoss > Zerg, PvZ atm is more about being able to outmacro (for Z) or to slow-down (for P) the opponent. Zerg (as race) is not better than P for his units but for his ability to produce 8-10 drones at the same time in the early stage of the game. And this patch will not change Protoss early game general weakness.
Imho.
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As a toss i find this "Infestor’s Neural Parasite can no longer target Massive units" somehow interesting idea. I cant wait see what the zerg is gonna come up with. I belive this can be a nice change as zerg will not be able to relly fully on NP. Somehow i am tired of seeing NP in every ZvP. I feel that for zerg somehow have gotten used to using it against all forms of agression against toss. I look through all my recordings and i cant find any that has not implemented NP. Seems to me if you go air or ground they still go NP cos its that strong. I would say this is the reason for the change. Its like the old days when toss just went templar/archon (completlly neglecting colosi) against anything cos it was that strong until they nerf it.
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On September 10 2011 04:39 Irishladdie wrote:Show nested quote +On September 10 2011 04:35 RobCorso wrote: No matter what any idiot Protoss players say, yes, it is EASY to feedback infestors.
Infestors are not this magical unit that we can keep at the .5 range variable where we can fungal your units and not get hit back. They're big, slow, clunky, and there's often lots of them. They are easy to feedback.
, the only unit we can get against HTs without autolosing.
And I WISH I could combine two low-energy infestors into a massive, psionic tank that does heavy AOE damage versus biological (AKA Zerg) And now we can't even neural these Archons.
Then you can morph into archons or something, I dunno.
Point is, HTs are fine and infestors may be slightly overpowered, but they're the glue holding ZvP together for Zerg. We need them. Show nested quote +Hts are slower; they are not easy to feedback (unless ur in the bronze league, and can't micro). A competent zerg can fungal, np, or drop infested terrans. You can burrow, ghosts can cloak, hts can morph into archons. Pretty sure roaches, broodlords, ultras, mutas (if you spread), nydus play, etc counter hts.
You guys have burrow, we don't (compensation for morphing). Neural nerf was unnecessary, but ht drops are terrible because you have to wait to storm. Infestors have 3 abilities +burrow, hts have 3, one morphs into an archon.
And for cost, its not heavy damage, its 37 with a fairly slow attack rate. You shouldn't be throwing zerglings, a tier one unit, at tier 3.5 archons.
You forget zerg are a macro race and units are slightly less efficient. A storm drop can never be as effective as an infested terran drop, as hts cant target buildings. The last part is correct, you don't know. We also have the ability to morph into archons because hts are almost useless vs anything in equal cost before they get enough energy for storm. You can move out of a storm, and zerglings are pretty efficient if they rund around the storm. If you lose all your zerglings to few storms, it's your fault; I 2v2 with zerg buddies all the time. Just split them, its not hard. Don't 1a, grab a third, moveshift a, repeat *2. You say we can ht drop with ease, but you don't realize infestors can start with enough energy for fungal. You can make 4 immediately. To do a storm drop, you have to scout an unprepared opponent and then wait 44.4 seconds for the hts to get energy. k bro kkk bro Just get HTs versus infestors. You probably are the type of protoss that moves their whole army in one control group, which leaves all your HTs in a clumped ball behind your main army, then infestors unburrow and fungal them. Then HURP DURP HTS UNDERPOWERED Never listen to a Protoss about balancing. I know MC's not code S anymore, but i'd say hes pretty good. MC uses 1 control group, sometimes none. TLO uses no control groups unless he changed. Complicated control schemes are better for some players and worse for others.
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