Stetman nerfed again

  • Mecha Infestor Egonergy pool increased from 200 to 400.
  • Roaches Away! Egonergy cost increased from 125 to 250

Looks like infestors got nerfed again. The increased cost from 125 to 250 essentially means there will only be half as many roachs as before the patch if you are using Roaches away on cooldown.

On the other side, this should solve any problems with lag.

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Infestors are far from the only source of Stetlag™

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They listened :slight_smile:

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Once you hit critical mass of investors, it won’t matter. This just slows their ramp up time.

That said, its nice that they decided to do something about it. Now if only they’d touch up the Battle Carrier Lords. Less egonergy/no egonergy cost for basic broodling attack, and maybe let locustceptors attack flying like a real intercepter.

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Um… they did just do that actually. 5 cost instead of 15 for basic attacks.

Also that’s not much of a solution for the infesters in my opinion. Because there does exist Maximum Egonergy Pool mastery which with the max being so high now, will still allow them to shoot 2 if not 3 waves in full succession at the beginning of waves/fights.

I don’t like this personally (the patch) because now Stet’s will perma-camp their egonergy field instead of staying on speed or heals if they go infesters. - Not to mention that if people go for that mastery increase, they will in turn have to lower their stetellite bonuses. Which really falls to one question; would they sacrifice bonuses for more spam? I hate to think what the answer to that is in reality.

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Sorry, I missed that update to the Battle Carrier Lords. My bad.

Regarding the egonergy cost, That’s a good point. This does just encourage leaving the zones purple pn forever, since it will take even longer to regen the egonergy, and the mastery just exacerbates the problem. I think there goal was just to slow the rate of roach spam though, in an attemp to lower lag. I’m not sure they could really do anything to stop lazy players from sticking with purple, and spamming the easiest win strategy available. Once a strategy has been found by a player, and they like it, it’s pretty hard to get them to try anything else, unless it just completely stops working.

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Yeah, before it was 25-16 seconds in energy field to spawn roaches (depending on mastery)
Now its 50-32 seconds in energy field. [unless you use the recharge ability*]

It would have been better for Roaches to have a 30-50 second cooldown (so extra energy didn’t help)… and then maybe work on improving the ‘recharge’ ability. [possibly make it autocastable]

*I think this may be the purpose of the nerf… the recharge ability gives 200 energy for a cost of 75… so cast Roaches until you don’t have energy… then they Recharge each other with the remaining energy.

I like the MBCL buff. Can use them without permanent energy field.

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The title of this post could use some adjustment; Stetmann’s Roaches Away! ability was nerfed, but Stetmann’s units were overall buffed. The Mecha Battlecarrier Lord + Infestor combo is a lot stronger without staying on the J.U.I.C.E. config. The MBCL buff is statistically speaking a massive buff to its energy retention, which should help it feel much more responsive after using its other abilities in a battle (Stetmato Cannon can eat a lot of Egonergy).

Don’t get me wrong, I do see this as working out IN THE LONG RUN. The problem is the amount of hell we’ll have to endure getting there. I’m certain that players will slowly but surely adjust to this and see that the better option is your stetellite bonuses. As people play Stetmann more and more they will genuinely get used to the idea that he can be high APM’ed or at least that they can go for other builds while impacting their base and their allies as well.

This feels more like a long-run patch as opposed to an instant change. Because right now I feel as tho people will spam those egonergy fields and mecha infesters that much more in retaliation if anything. So we just have to wait it out I guess.

Yeah… buff to Stetmann but nerf to Mecha Infestor.

*Balanced as all things should be meme

Edit: Also, just tested Mecha Infestors, slightly nerfed but still overpowered. By mid game it snowballs into the same mass of army. Less endless but still overwhelms enemy, so really the same purpose served. Expect more nerfs… imbalanced by design lolz.

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Hmm, my Stetmann is lvl 10 so I may try lvl him more now. Not sure if I enjoy him much but I do like hydras with missiles a lot. Not sure if those are his best units per say but I find them effective against Sky Terran waves.

Roaches I don’t really like but Battlecarriers seem cool.

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They’re not necessarily his BEST comp but they’re very strong and easy once you get critical mass. I quite enjoy them personally. Sync well with either Ultras or Zerglings as frontline.

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The other source is your PC. I never get lag with Stetmann.

Funny enough I never lag while using him or spamming him yet when an ally does it we do. Which leads me to believe they spam even tho they know their system has trouble with it. Irony.

the egonenergy mastery will now affect the infestors more as they have more egonenergy to begin with. they got 60 more before but now, they get 120 more. it might matter before maximum mastery but not much after. what would really help is more egonenergy to the banelings, as they are a bit too weak.

Besides the massive buff for my old, old pc I also consider this a massive buff for infestors too because the healing tentacle and deconstruction ability are far, FAR superior anyway. The only time I get more than just 4 or so infestors is on dead of night and now it seems even that won’t be necessary anymore, which is great because gas is already scarce on that map and other units are simply much better than mass roach/ravager. For ground dps and instantly annihilating entire waves nothing comes close to Lurkers, and unlike ravagers the corruptor’s ability will actually hit their target somewhat reliably. It’s nice to have fodder units, but why not use lings? Especially with mastery they are incredibly resilient under a stettfield, and they even partially reinforce for free instantly and automatically with +160% movement speed if you want to. For every other commander except maybe zagara zerglings are fragile glass cannons that are too expensive to use in most situations or simply don’t last. (examples of exception involve things like timestop, kerri’s stun and dead of night during the day)

I’m still trying to work out what broodlords might have that lings don’t, and I probably won’t find out until some very specific mutation makes that clear for me.

Was expecting more BCL buffs tho

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let me start with:
First: I think Stetmann is very Powerful and he can absolutely be used with many different Unit compositions without letting me feel like my Teammate has to carry an unreasonable Load.

second: Mass Infestor still seems like the low APM sure win strategy especially if your Teammate is not doing enough.
even if Infestor only gets drowned you should never loose any Infestors -> you should have tons of Resources to build up one throwaway army to support the roaches. the Strategy is simple: never loose Infestors cause you overloaded yourself trying to micro the throwaway army, don’t have the Infestors dry up on egonergy cause you tried to be smart and heal the front -> you win.

now some critique that is hopefully not totally useless:

giving Stetmann even more macro & micro seems just plain bad to me.
Is using the UMI-C Ability on Infestors to speed up the recharge and get the similar numbers of Roach/Ravagers as he had before the most recent nerf macro or micro?
Either way, it’s an artificial APM increase purely detrimental to having fun and to playing well (you literally hit the UMI-C hotkey then hold shift and beat the live out of your left mouse button while sweeping it over your Infestors, sure that increases the APM -> makes it look more like the APM a mixed army has but that’s just rapid fire spamming the roaches away and UMI-C, using the abilities of ultras, lurkers, corruptors is way more difficult and those are AOE, Stetmato cannon for example requires way more precision, it’s just not worth the effort.

please, if Infestors are OP then limit the number of Infestors a Player can deploy (similar Han&Honer Galleons), try 10 or something then see where that leads, don’t try to make it harder to play a varied army by raising the number of single target manual activated abilities we have to constantly hit even more.

The energy cost nerf didn’t make infestor spam any weaker, it just made it worse, not worse as in harder to play, worse as in more annoying and less fun.
what I think it did make weaker is normal army as main fighting force + some infestors.

please give me some way to fix infestors in place or have them ignore a-move & patrol orders.
if I don’t go mass Infestor I’d still like to use them as support charging/healing stations and F2 A-move my ling-s, then micro my expensive combat Units without loosing some supporting Infestors that were supposed to stay safely offscreen, every time.

hope it doesn’t read to badly but it probably does

Turn Infestors back into support - give them Fungal , reduce duration of Ravager to 20 sec. + health 1/2 + damage 1/2. And buff Broodlord as the go to unit =)

We don’t need infestors to work better than Stukov o.o

how would Broodlords ever become the go to Unit? ground units simply die, you don’t have to work for It, Air is what might cause trouble.
BLs are just wasted gas, If you have the leftover gas, spend it on Corruptors & other stuff you then stick to your ally and forget about.
or bank it for bad times.
or if your massive Infestor Nerf goes trough, build three times more Infestors then you would right now and be back again right where we are today only with 3x the lag.