Atleast, make them not armored. ._.
Patch 1.3 on PTR - Page 176
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Noocta
France12578 Posts
Atleast, make them not armored. ._. | ||
navy
Canada197 Posts
now it is much more difficult for medivacs to outheal fungal. I think the missile idea was cool because it allowed for some guesswork as to if the terran would advance into a fungal, which could have been a plus or minus, but to be honest zerg already has enough apm and micromanagement to worry about, so im happy it was changed. Furthermore, now infestors can much more easily 2-shot workers in a mineral line with fungal because they can refungal after like 1.25 seconds instead of around 3, which gives enemies less time to react FUNGAL WILL NOW ONE SHOT ZEGRLINGS >>> (kind of big imo), plenty of overkill roach infestor hydra vs muta ling bling. It will be harder to kill mutas with hydra infestor, or with fungal + infested terrans. i think its a really nice buff to be honest. | ||
Creem
Sweden254 Posts
On March 11 2011 06:37 freetgy wrote: ok this now gets a huge buff for infestors who watched lalush vs. Sjow right now will see how great Infestor Muta will work together with the increased DPS on marines. no need for banelings 8D Banelings are largely useless vs marine/tank. This change is great cause zerg really needs a way to deal (reliable) splash dmg to marineballs since nothing they currently have is effective enough, and especially not when factoring in the costs. The current fungal growth is a joke and easily outhealed by medivacs. It is nice for the cc though, but it's simply not enough most of the times. | ||
tsuxiit
1305 Posts
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Psychlone
Canada90 Posts
On March 11 2011 06:05 Heraklitus wrote: Thank God!!! I think their goal originally was that Fungal would not counter Phoenixes and Mutas so badly. But then they found out it would become totally useless against them AND against other stuff (Hellions, Blink Stalkers etc.) Infestors might force some Templars and Ghosts to deal with them now. Nice. | ||
Cofo
United States1388 Posts
Not great for spectating, but probably better for balance. | ||
genius_man16
United States749 Posts
On March 11 2011 07:12 Cofo wrote: I'm pretty bummed that they reverted the Fungal missile. It made "nice fungals" actually mean something. Not great for spectating, but probably better for balance. Getting rid of the Fungal missile is a HUGE buff for zergs. If they kept it as a missile all terrans needed to do is make a raven and put down a PDD in front of your infestors and you can't use fungal anymore. Also, wtf is with them getting rid of the HP??? If you give them 90 HP you need to take away their "armoured" status. That's the most retarded thing ever. | ||
Jimmeh
United Kingdom908 Posts
On March 11 2011 07:16 genius_man16 wrote: Getting rid of the Fungal missile is a HUGE buff for zergs. If they kept it as a missile all terrans needed to do is make a raven and put down a PDD in front of your infestors and you can't use fungal anymore. Also, wtf is with them getting rid of the HP??? If you give them 90 HP you need to take away their "armoured" status. That's the most retarded thing ever. Except PDD doesn't stop spells and thus wouldn't stop fungal growth anyway. Stop making comments that are completely wrong. | ||
Psychlone
Canada90 Posts
Also, wtf is with them getting rid of the HP??? If you give them 90 HP you need to take away their "armoured" status. That's the most retarded thing ever. What "Armored" really means is fat and heavy. | ||
FeyFey
Germany10114 Posts
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Creem
Sweden254 Posts
On March 11 2011 07:12 Cofo wrote: I'm pretty bummed that they reverted the Fungal missile. It made "nice fungals" actually mean something. Not great for spectating, but probably better for balance. The missile version of fungal growth makes it too volatile vs terrans, just like banelings which are the biggest hit or miss units in the game. | ||
genius_man16
United States749 Posts
On March 11 2011 07:22 Jimmeh wrote: Except PDD doesn't stop spells and thus wouldn't stop fungal growth anyway. Stop making comments that are completely wrong. Well then it must have been a bug b/c I stopped a few fungals with PDD. | ||
thoradycus
Malaysia3262 Posts
On March 11 2011 06:55 Happy Frog wrote: This looks new # Ghost * EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged. nvm | ||
wankey
98 Posts
On March 11 2011 07:22 Psychlone wrote: What "Armored" really means is fat and heavy. They need to make marauder slow work only on armored units. | ||
Cofo
United States1388 Posts
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cocosoft
Sweden1068 Posts
On March 11 2011 07:32 genius_man16 wrote: Well then it must have been a bug b/c I stopped a few fungals with PDD. PDD has never worked on spells? | ||
CheeseGrater
United States290 Posts
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genius_man16
United States749 Posts
Well it worked on fungal in the PTR. I tested it out with a friend and it worked. So it just must have been a bug. I honestly never tried it on EMP so I never knew it didn't work on spells, which is why I never thought to report it. I guess that's maybe why they took out the change? | ||
MisterPuppy
161 Posts
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Hozer
United States18 Posts
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