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why are people so adamant on nerfing the infestor? only problem with the actual unit is it's kinda easier to use than to play against.
I'm much more worried about the fact that I get 'all-ined' at 8:00 then 2 minutes earlier zerg is 4 bases with 80 drones, much more worried that if I want to be equal in economy there's creep spread in my mineral line.
My problem is how easy/fast it is to get a SHITTON of infestors, NOT that I have to split/scan vs it Oo
How about instead of infestor nerfing they chill on the queen buffs, on the ferrari overlords and so on?
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On November 08 2012 20:36 Roko wrote: I personally think that the Infestor doesn't need a nerf/buff w/e but I do think that other races need something that does properly counter them like the Oracles phase shield f.ex. (although it was removed ._.)
Changes need to be made pre HotS
For terran it could be either - A) EMPs radius is bigger, allowing it to hit 4-6 infestors, instead of 1-3 B) Make infestors smaller so EMPs are more effective.
The problems with ghosts for terrans is they would only be there to EMP, they suck versus broodlord/ultralisk and are just a waste of supply, the difference between ghosts meant to counter HT vs protoss is that even without the EMP, the ghost is really good versus zealots.
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On November 08 2012 20:39 n0ise wrote: why are people so adamant on nerfing the infestor? only problem with the actual unit is it's kinda easier to use than to play against.
I'm much more worried about the fact that I get 'all-ined' at 8:00 then 2 minutes earlier zerg is 4 bases with 80 drones, much more worried that if I want to be equal in economy there's creep spread in my mineral line.
My problem is how easy/fast it is to get a SHITTON of infestors, NOT that I have to split/scan vs it Oo
How about instead of infestor nerfing they chill on the queen buffs, on the ferrari overlords and so on? 1. As you say it's much easier to use than defend against. 2. It prevents micro during a battle (yes this is not the only ability that does this, but the worst of them all. 3. It's NEVER a bad idea to get infestors. The more infestors you have the better off you are. Always. No other race works like that with any unit. 4. Fungal is not exciting to watch. Infested terrans are better but also way too good.
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On November 08 2012 20:37 Jimbo77 wrote: 1. FG must not affect Air (indisputable) 2. FG must only slow units by 100% 75% 50% 25% every next second. 3. FG must affect friendly units (storm like) 4. NP must not affect Air (indisputable) 5. IT must cost 50 energy 6. IT can not be spawned while burrowed. 7. Burrowed move must be researched.
1. FG need to affect air if we dont want to see only muta vs muta games in ZvZ. 2. Slow is necessary because root is boring. Dunno the numbers. 3. FG no, definetally not. Zergs is a melee oriented race. Fungling is own units would be retarded. 4. And how could zerg NP ravens ? 5. Only 4 IT / infestors ? Are you serious ? 6. How can infestors harass now ? 7. Maybe. Why not.
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1) Make Neural Parasite researched by default. Require Zerg to research Spawn Infested Terran and/or Fungal Growth.
2) Disallow Neural Parasite on massive units.
3) Cheapen Neural Parasite to 75 or 50 mana. Give it 9 range again, and/or allow it to be used from underground. (If the latter, disallow spawning infested terrans from underground.)
4) Consider weakening the worst abuses -- chain fungals, and dumping of your entire mana pool on eggs. I want an Infestor to be able to spawn more than one egg at a time, but not eight. Perhaps increase the mana cost to 40, or set a cooldown that triggers after the third IT you throw. (For Fungal, allow fungal'd units to spread out, or perhaps have fungal force units to spread. Suppose it's a projectile that explodes at the target, pushing units away from the blast in addition to its normal effect.)
Really, I wanna see more mind control tentacles and less chain-fungals/egg swarms.
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On November 08 2012 20:42 Valikyr wrote:Show nested quote +On November 08 2012 20:39 n0ise wrote: why are people so adamant on nerfing the infestor? only problem with the actual unit is it's kinda easier to use than to play against.
I'm much more worried about the fact that I get 'all-ined' at 8:00 then 2 minutes earlier zerg is 4 bases with 80 drones, much more worried that if I want to be equal in economy there's creep spread in my mineral line.
My problem is how easy/fast it is to get a SHITTON of infestors, NOT that I have to split/scan vs it Oo
How about instead of infestor nerfing they chill on the queen buffs, on the ferrari overlords and so on? 3. It's NEVER a bad idea to get infestors. The more infestors you have the better off you are. Always. No other race works like that with any unit. .
In which case is it a bad idea to build marines ? In which case is it a bad idea to build high templars ?
So biased...
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On November 08 2012 20:42 Valikyr wrote:Show nested quote +On November 08 2012 20:39 n0ise wrote: why are people so adamant on nerfing the infestor? only problem with the actual unit is it's kinda easier to use than to play against.
I'm much more worried about the fact that I get 'all-ined' at 8:00 then 2 minutes earlier zerg is 4 bases with 80 drones, much more worried that if I want to be equal in economy there's creep spread in my mineral line.
My problem is how easy/fast it is to get a SHITTON of infestors, NOT that I have to split/scan vs it Oo
How about instead of infestor nerfing they chill on the queen buffs, on the ferrari overlords and so on? 1. As you say it's much easier to use than defend against. 2. It prevents micro during a battle (yes this is not the only ability that does this, but the worst of them all. 3. It's NEVER a bad idea to get infestors. The more infestors you have the better off you are. Always. No other race works like that with any unit. 4. Fungal is not exciting to watch. Infested terrans are better but also way too good.
You're P so I can't really disagree with your pov. I have tanks + splits to kinda even it out vs infestors. About you're 3rd point, my original post was related to that... I don't think they're a problem per se, but rather they shouldn't be able to get that many infestors, so easily.
About 4, it could be changed, say give it a projectile (and +radius to balance it?) - it'd be tougher to use, more fun to watch etc.
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On November 08 2012 20:47 Insoleet wrote:
In which case is it a bad idea to build high templars ?
So biased...
Really? You ever tried HT against mass roach with burrow or mech? This question is pathetic ...
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On November 08 2012 20:47 Insoleet wrote:Show nested quote +On November 08 2012 20:42 Valikyr wrote:On November 08 2012 20:39 n0ise wrote: why are people so adamant on nerfing the infestor? only problem with the actual unit is it's kinda easier to use than to play against.
I'm much more worried about the fact that I get 'all-ined' at 8:00 then 2 minutes earlier zerg is 4 bases with 80 drones, much more worried that if I want to be equal in economy there's creep spread in my mineral line.
My problem is how easy/fast it is to get a SHITTON of infestors, NOT that I have to split/scan vs it Oo
How about instead of infestor nerfing they chill on the queen buffs, on the ferrari overlords and so on? 3. It's NEVER a bad idea to get infestors. The more infestors you have the better off you are. Always. No other race works like that with any unit. . In which case is it a bad idea to build marines ? In which case is it a bad idea to build high templars ? So biased... Additional Psi storm or Feedback carries diminishing returns. Infested Terrans and Fungal synergize nicely, by creating a nigh-on unbeatable army and forcing your opponent to engage instead of run.
Marine are usually very strong, but weak at high supply.
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On November 08 2012 20:47 Insoleet wrote:Show nested quote +On November 08 2012 20:42 Valikyr wrote:On November 08 2012 20:39 n0ise wrote: why are people so adamant on nerfing the infestor? only problem with the actual unit is it's kinda easier to use than to play against.
I'm much more worried about the fact that I get 'all-ined' at 8:00 then 2 minutes earlier zerg is 4 bases with 80 drones, much more worried that if I want to be equal in economy there's creep spread in my mineral line.
My problem is how easy/fast it is to get a SHITTON of infestors, NOT that I have to split/scan vs it Oo
How about instead of infestor nerfing they chill on the queen buffs, on the ferrari overlords and so on? 3. It's NEVER a bad idea to get infestors. The more infestors you have the better off you are. Always. No other race works like that with any unit. . In which case is it a bad idea to build marines ? In which case is it a bad idea to build high templars ? So biased...
It's not a good idea to go for mostly marines in a looooot of scenarios. Also, it's really not fair to compare the stereotypic terran unit with a spellcaster. For templars, again, there's a ton of situations where basing your army off of mostly templars is a really bad idea (the entire PvP matchup, really the entire PvZ matchup (templars really don't do too well in terms of cost efficiency against any armored zerg unit), terran mech and terran bio armies that consist of mostly marauder/ghost). I can not think of a zerg or terran unit combination that would make me want to have more than, say, 10 templars. Can you say the same about infestors? I don't think so.
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On November 08 2012 20:47 Insoleet wrote:Show nested quote +On November 08 2012 20:42 Valikyr wrote:On November 08 2012 20:39 n0ise wrote: why are people so adamant on nerfing the infestor? only problem with the actual unit is it's kinda easier to use than to play against.
I'm much more worried about the fact that I get 'all-ined' at 8:00 then 2 minutes earlier zerg is 4 bases with 80 drones, much more worried that if I want to be equal in economy there's creep spread in my mineral line.
My problem is how easy/fast it is to get a SHITTON of infestors, NOT that I have to split/scan vs it Oo
How about instead of infestor nerfing they chill on the queen buffs, on the ferrari overlords and so on? 3. It's NEVER a bad idea to get infestors. The more infestors you have the better off you are. Always. No other race works like that with any unit. . In which case is it a bad idea to build marines ? In which case is it a bad idea to build high templars ? So biased...
Not really the same at all in the case of marines. Not only are there situations where you dont want marines, but most importantly marines are a core unit. Infestors are a SUPPORT unit thats being build 20+ off in the majority of games.
So stupid...
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Id like to add one suggestion..
Make it so that the infested terran eggs are not a priority target until they are hatched. edit: and make the time to hatch slightly longer
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I voted, I feel our decisions will successful nerf the shit out of the infestor so we can focus on the next imbalanced unit.
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How about that it takes longer for the infested terrans to spawn from the eggs? Then they could mostly be used in a defensive position and you have to plan more ahead when to throw them instead of just adding a ton of dps in a big fight
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On November 08 2012 21:09 LOLingBuddha wrote: Id like to add one suggestion..
Make it so that the infested terran eggs are not a priority target until they are hatched. edit: and make the time to hatch slightly longer Definitely this. Unless you are going mass 3/3 thors, you don't have a chance of destroying the eggs, and all the shots on them are wasted. It is too much damage reduction for zero micro, and if the other player wants to avoid they have to do a lot of focus firing which might reduce their army's overall DPS.
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If you nerf Infestor then nerf Blinkstalkers, Marines & tanks too
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On November 08 2012 20:47 Insoleet wrote:Show nested quote +On November 08 2012 20:42 Valikyr wrote:On November 08 2012 20:39 n0ise wrote: why are people so adamant on nerfing the infestor? only problem with the actual unit is it's kinda easier to use than to play against.
I'm much more worried about the fact that I get 'all-ined' at 8:00 then 2 minutes earlier zerg is 4 bases with 80 drones, much more worried that if I want to be equal in economy there's creep spread in my mineral line.
My problem is how easy/fast it is to get a SHITTON of infestors, NOT that I have to split/scan vs it Oo
How about instead of infestor nerfing they chill on the queen buffs, on the ferrari overlords and so on? 3. It's NEVER a bad idea to get infestors. The more infestors you have the better off you are. Always. No other race works like that with any unit. . In which case is it a bad idea to build marines ? In which case is it a bad idea to build high templars ? So biased...
marines vs. colosssi. or versus high templars. high templar versus roaches.
And these are just quick examples.
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On November 08 2012 20:47 Insoleet wrote:Show nested quote +On November 08 2012 20:42 Valikyr wrote:On November 08 2012 20:39 n0ise wrote: why are people so adamant on nerfing the infestor? only problem with the actual unit is it's kinda easier to use than to play against.
I'm much more worried about the fact that I get 'all-ined' at 8:00 then 2 minutes earlier zerg is 4 bases with 80 drones, much more worried that if I want to be equal in economy there's creep spread in my mineral line.
My problem is how easy/fast it is to get a SHITTON of infestors, NOT that I have to split/scan vs it Oo
How about instead of infestor nerfing they chill on the queen buffs, on the ferrari overlords and so on? 3. It's NEVER a bad idea to get infestors. The more infestors you have the better off you are. Always. No other race works like that with any unit. . In which case is it a bad idea to build marines ? In which case is it a bad idea to build high templars ? So biased...
Try making a mass marine army vs a collossus heavy protoss army, or even better don't go 3 fac tank vs a 3 fac tank player in TvT lategame and see how well your marines do vs 20 tanks...
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A projectile that can be avoided and slow down instead of imobilizing is a cool idea imo .
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Norway10161 Posts
On November 08 2012 20:41 Hiea wrote:Show nested quote +On November 08 2012 20:36 Roko wrote: I personally think that the Infestor doesn't need a nerf/buff w/e but I do think that other races need something that does properly counter them like the Oracles phase shield f.ex. (although it was removed ._.) Changes need to be made pre HotS For terran it could be either - A) EMPs radius is bigger, allowing it to hit 4-6 infestors, instead of 1-3 B) Make infestors smaller so EMPs are more effective. The problems with ghosts for terrans is they would only be there to EMP, they suck versus broodlord/ultralisk and are just a waste of supply, the difference between ghosts meant to counter HT vs protoss is that even without the EMP, the ghost is really good versus zealots.
Ah but if you make EMP radius bigger then TvP is kinda screwed.
I personally believe a change in fungal vs vikings/flying is good for TvZ, and in general perhaps remove the energy upgrade for infestors so they don't pop out ready to fight. A small change but it did a lot to ht.
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