I was trying to use infestor one thing I hated and main reason why meta doesn’t use infestor.
Problem is once infestor runout of energy it’s useless for 45 secs.
This is huge problem since units they kill be recreated and attacking before infestor have energy to fight back.
It be one thing if infestor was cheap be one thing.
I feel fg at least be cheaper or gain energy be faster so it up ready for fight. I think its bad design is that only way to be ready is to make a new expensive unit.
Units are not “instantly replaced”. Replacing them costs time and resources.
Furthermore, you only need a few casters to ensure that you will always have energy to cast something, at least as long as you don’t get all of your casters killed or hit by EMP or Feedback.
i see what you mean. infestor are more for the late game ~180-200 sup, +you have a lot of resources.
mid game infestor are more hit or miss.
had a clown/ troll game where i played “op” mass queen + infestor the first 2 push i could hold well… then queen and infestor ran out of energy. 4-6 infestor useless and queen are popped because no more heal. and the bio stream has not stopped, then made tech switch. was also stressful because you are only spamming transfusion.
ghost is simply overloaded.
TvZ completely anti-RTS and more moba game.
the small nerf on PTR… all Terran go crazy, i suspect hidden change in PTR patch Terran main player +15 bias +10 salty. otherwise i can’t explain their reaction.
correct adjustment would be:
mobility reduced from 3.94 → 2.8
autoattack → removed or from 10 (+1) → 4 as with Ht
sup from 2 → 3
Contrast the infestor’s abilities to other spellcasters. Seriously. Do it. I hope you are joking. Fungal limits movement, storm straight up kills and EMP instantly wipes out energy and shields. Neural doesn’t kill a unit and gives lots of time for counter-play, snipe just melts everything. Feedback wipes out energy and does HP damage. Lmao. The infestor doesn’t hold a candle to other spellcasters.
Fungal has a significantly larger radius than Storm, and it always deals full damage. Many units can get out of Storm with less damage than Fungal, and fewer units would be afflicted anyway.
Fungal’s slowing effect also makes it much easier for Zerg to catch or avoid the afflicted enemies, or to repeatedly cast on them for more damage.
EMP only deals shield damage in one match-up. In all other cases it is a pure anti-caster ability that has to hit twice to prevent casting. Protoss shields are also usually low, or the units are exceptionally large, limiting the potential shield damage.
Neural Parasite certainly can lead to unit kills, whether that because the target is helpless or because the infested target kills other units. Neural and Abduct are each strong enough to force the opponent to avoid using high-value units without a lot of very long-range support.
Snipe is indeed powerful when it is not interrupted, but it can also be prevented completely with Fungal or a few other methods (Brood Lords, etc)
So? Feedback generally isn’t as strong as Fungal or Neural Parasite.
You can even force High Templar to Storm or feedback each-other with Neural Parasite.
If you were to rate casters, Infestors are definitely in the top 3 (after Vipers and Ghosts). Ghosts would be after Infestors if they didn’t double as a stealth combat unit.
That’s totally irrelevant. Because fungal doesn’t kill units, zerg units have to kill them. Because zerg units are melee, they have to die themselves to kill the units locked with fungal. No matter what you say, fungal will always be a weaker ability because of this.
EMP hard counters the super-scary infestors that you are crying about. With scan, terran will know exactly where to EMP.
But generally doesn’t. This is generally what happens. You cast NP. The terran sees it and scans. The infestor dies, and the terran gets his unit back. So what NP does is it kills infestors.
Do you know what percentage of snipes are interrupted? It’s absurdly small. How do I know this, you might ask. Well, it’s because the ghost has the highest trading efficiency of any unit in the game and is being heavily nerfed in the new patch. Now, if fungal is a reliable counter play then why isn’t it working to, you know, reduce the trading efficiency of ghosts?
You are joking, right? Feedback hard counters all enemy spellcasters and has 10 range. Neural has a range of 8. Fungal has a range of 10, but what is that supposed to accomplish? If you send units in to kill the templar while it is immobilized, you lose all those units. “Oh no, my templar is temporarily moving slower. Has this RUINED my win? I am going to lose now!” - said no protoss ever.
The ghost is currently at where the infestor was back in 2012. You know, back when mass infestor as a solo-unit could melt entire armies between the combination of infested terrans and fungal. You could kill anything for free and do it in an instant, without counter-play, while cloaked.
This is exactly where the ghost is right now. Mass snipe melts everything while cloaked for free and with zero counter play. Yet, people are bold enough to compare the current infestor to the current ghost. What on Earth.
They deleted the infested terran, removed the ability to fungal while cloaked, severely nerfed the infestor in a dozen other ways including the size / collision settings to make them bulky and hard to coordinate with your army, nerfed fungal in half a dozen ways including making it a projectile that can be dodged, etc. Infestors are so incredibly bad that Zergs never, ever, make these units except as an absolute last resort when trying to counter mass ghosts because fungal kinda has a small chance of killing some ghosts but in reality doesn’t work at all.
That is just factually incorrect. I don’t particularly like the snipe ability (every version had problems), but the current Snipe can be prevented rather consistently with Fungal or Brood Lords, and most other Zerg units can get in range of the Ghosts before a second cast goes off.
Like I said though, every version of snipe had problems. The main problem is that because Snipe deals instant damage (when it goes off), the spell can stack without penalty. Even if the damage was over-time, there could still be problems with massing Ghosts for snipe because it is single-target.
“Can be” is a hypothetical that isn’t true in the real world. EMP hard counters infestors. It has the same range as fungal, but the terran is advantaged due to having near perfect vision of the map with scan and sensor towers; not to mention the zoning capabilities of units like tanks and liberators. Liberators outrange infestors. Tanks outrange infestors. Zerg doesn’t have perfect vision. In fact the Zerg can usually see barely anything thanks to overseers being sniped and good luck spotting a single ghost in a fast paced game (it’s not going to happen).
I especially love the argument from Terran player: snip can be interrupted…
great idea engange in tank line.
or like ghost just run away with 3.94 speed…
also very nice is when ghost just fights with his aa and trades efficiently.
What are you supposed to interrupt with? Everything dies in an instant to a litany of terran siege units. Broods themselves included thanks to the thor or snipe.
If Snipe can hit Brood Lords or burrowed Lurkers, either unit can also reach the Ghost. Fungal is also a potential tool for it.
Ghosts can’t run while trying to use Snipe, and most of your Hive tech units (Vipers and Brood Lords especially) are fairly hard counters to Siege Tanks.