Quote (dwalk1989 @ Nov 8 2012 06:09pm)
you all should stop trying to simplify things by labeling each race as X and each situation requiring reaction Y
the truth is every game is unique and every player can make a different decision in any game based off of earlier decisions by either player and because of this we can see unique perspectives for nearly any situation in this game
thats one of the perks for real time strategy games being played by human beings that aren't perfect
it's no necessarily labeling, just an acknowledgement from unbiased players that infestors are too cost effective in the hands of a player that has proper mechanics and half-decent control. even if zerg trades an engagement but keeps the infestors alive, the energy will regenerate and it's not uncommong to see 15+ infestors wandering the map in a zvt, 10+ in zvz, and the late game zvp is entirely infestors/corruptor/broods, just because of how effective they are (when compared to roaches).
i feel like instead of removing pathogen glands, a better fix would be to reduce the rate that infestors recovery energy, which would hinder their cost-effectiveness post-engagement, and create an actual decision when it comes to picking infestor numbers and when to toss out fungals willy-nilly.
This post was edited by nerobellum on Nov 8 2012 08:17pm