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Nov 8 2012 12:33pm
Quote (LegendaryIcicle @ Nov 8 2012 11:30am)
I really want to see #1 being incorporated (whole interceptors and massive units fiasco) and higher energy cost for infested terrans
Pretty much my only concern regarding infestors right now.


higher IT energy cost = impossible to do Starcraft Master!!!!!!!
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Nov 8 2012 12:49pm
Quote (BardOfXiix @ Nov 8 2012 02:33pm)
higher IT energy cost = impossible to do Starcraft Master!!!!!!!


Didn't snipe damage change affect starcraft master as well?
can't 1shot banelings anymore

lategame pvz when zerg has fungal locked your army in place and trapped with broodlings they just spam 200 infested space marines to kill all
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Nov 8 2012 01:13pm
Quote (LegendaryIcicle @ Nov 8 2012 11:49am)
Didn't snipe damage change affect starcraft master as well?
can't 1shot banelings anymore

lategame pvz when zerg has fungal locked your army in place and trapped with broodlings they just spam 200 infested space marines to kill all


Oh, maybe.
The snipe change should really be reworked to deal the original damage to most units but reduced damage to massive units...after all the change was to stop ghosts from being abusive vs broods and ultras.
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Nov 8 2012 01:16pm
These are all good ways to fix fungle.
what about we go back to pre infestor buff ?
locked units but gave 20 damage over 6 sec or how long it was
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Nov 8 2012 01:18pm
Quote (Floooopy @ Nov 8 2012 02:09pm)
I still feel like none of this is changing the fact that fungal >>> blink in zvp. How do they address that?


originally fungal didn't prevent stalkers from blinking ... they intentionally patched FG to allow infestor play to counter blink stalkers



....... so it was intentional :P

I dont think that blink specifically is a big problem though

Quote (crazysmoker92 @ Nov 8 2012 03:16pm)
These are all good ways to fix fungle.
what about we go back to pre infestor buff ?
locked units but gave 20 damage over 6 sec or how long it was


was 40 over 8 secs I think

This post was edited by eyewuvd2 on Nov 8 2012 01:20pm
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Nov 8 2012 01:41pm
Quote (eyewuvd2 @ Nov 8 2012 07:18pm)
originally fungal didn't prevent stalkers from blinking ... they intentionally patched FG to allow infestor play to counter blink stalkers



....... so it was intentional :P

I dont think that blink specifically is a big problem though



was 40 over 8 secs I think


BUM;game balanced
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Nov 8 2012 01:53pm
Two of my favorite infestor change suggestion have been

Diminishing Returns on The root of fungal(100% / 5%0 / 0%)
Fungal only rooting on/nearby creep.
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Nov 8 2012 02:06pm
Quote (BardOfXiix @ Nov 8 2012 03:13pm)
Oh, maybe.
The snipe change should really be reworked to deal the original damage to most units but reduced damage to massive units...after all the change was to stop ghosts from being abusive vs broods and ultras.


Agree
theres fun tv* openers with ghosts that were removed with the nerf
just makes terran openings so narrow
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Nov 8 2012 02:25pm
Quote (LegendaryIcicle @ Nov 8 2012 01:06pm)
Agree
theres fun tv* openers with ghosts that were removed with the nerf
just makes terran openings so narrow


You *can* still open ghosts TvP. Just nobody bothers to hammer out any timings for it :P EMP still good ability, especially against those heavy sentry count openers. Ghost + Raven 2 most underused units in SC2. #3 Reaper, #4 overseer. Gack 'em up.
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Nov 8 2012 02:28pm
Quote (BardOfXiix @ Nov 8 2012 08:25pm)
You *can* still open ghosts TvP.  Just nobody bothers to hammer out any timings for it :P  EMP still good ability, especially against those heavy sentry count openers.  Ghost + Raven 2 most underused units in SC2.  #3 Reaper, #4 overseer.  Gack 'em up.


have you ever played vs a zerg that didn't make an overseer?.. seriujsly what are you bronze?
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