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#Post#: 1733--------------------------------------------------
Infestor Transfuse
By: deorai037 Date: January 25, 2021, 8:02 am
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Just want to open up discussion about the Infestor transfuse
changes. What do y'all think about it?
Overall I think they feel pretty good and definitely seem like a
big step in the right direction. Someone who hits the infestor
timing correctly will not die to a solo aggressive t1 player and
can often buy enough time to eco; rapid transfuses prevent t1
marines from hitting too early (as now the DPS requirement is
higher to kill spine without losing lots of marines). However,
something about them still feels a little off but I can't quite
pin what. Any ideas?
#Post#: 1750--------------------------------------------------
Re: Infestor Transfuse
By: Najdorf Date: February 1, 2021, 2:06 am
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Transfuse is currently the only attempt to survive T1 pushes.
Even if you are alone pushing you have options, stasis, brute
force 150+ marines and you just trade until they run out of
energy, or even hitting side big spines can be very painful for
the zerg. It would be nice if infestors had push priority over
their own units, have seen many times where wayward infestors
get pushed into the terran base by the endless spawns.
#Post#: 1751--------------------------------------------------
Re: Infestor Transfuse
By: Speed Date: February 1, 2021, 1:38 pm
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Infuse is... whatever.
I don't like it for the sole reason of all the momentum and
outcome depending on terran. There is no fixing / buffing for
this, transfuse has been ok before the buff and after that it's
more viable and the issues (mainly investing money at the "right
time) is exactly the same x)
It's funny, zerg just holds down a button, terran can make it
work by having the needed macro / micro and it's totally
irrelevant how much skill the zerg has^^. This has been said a
lot, but zerg hex is terrans' game to lose, and even though some
seem to disagree about this, transfuse literally doesn't change
anything about it.
I'd happily give up the entire transfuse stuff for something
that can:
-take the initiative, with transfuses you literally have to wait
for terran to take the initiative, no way around it.
-scale with micro / timing / some sort of combination with other
stuff to work more efficiently.
-only slightly time relevant, transfusing against a fast terran
(min 12/13) is way different to transfusing against a medium /
slow terran (15-25min), there should be some reward for terrans
who quickly manage to set up an assault, but with transfuse the
difference is way too big^^.
And I very much doubt anything like that will ever come around^^
when I play zerg I just auto-pilot and don't care, that's good
enough to win most premade zerg games easily. Terran gameplay is
nice though, I definetely play terran with a lot less auto-pilot
x)
#Post#: 1754--------------------------------------------------
Re: Infestor Transfuse
By: Oayoo Date: February 1, 2021, 8:55 pm
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It is always fun to see zergs player loose the game with 200 apm
because they spam f2 one guy all time while i win most of my
Zerg game only doing macro and waiting with low apm.
They just don't understand that Zergs macro is the most
important thing. You don't need to micro a lot x) and all in
against good players means death.
#Post#: 1756--------------------------------------------------
Re: Infestor Transfuse
By: BigNoob Date: February 2, 2021, 1:40 am
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Adding to naj's point, I think it would be nice if infestors
could have a "hold fire" option.
#Post#: 1757--------------------------------------------------
Re: Infestor Transfuse
By: Speed Date: February 2, 2021, 5:41 am
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They have a "hold position" option :D
#Post#: 1758--------------------------------------------------
Re: Infestor Transfuse
By: Adam Date: February 2, 2021, 6:31 am
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hold fire would be nice for rins when u turtle up ramp so u
dont need to run them back and forth from front to behind cc to
kill torras :D
also imagine the meme potential- u convince someone to share
control with u to "help him micro" and u put all his rins on
hold fire x)
#Post#: 1764--------------------------------------------------
Re: Infestor Transfuse
By: BigNoob Date: February 3, 2021, 7:00 pm
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[quote author=<heXnab>Speed link=topic=176.msg1757#msg1757
date=1612266105]
They have a "hold position" option :D
[/quote]
It's almost as if issuing a single transfuse overrides that and
resets them to "stop"
#Post#: 1769--------------------------------------------------
Re: Infestor Transfuse
By: Speed Date: February 4, 2021, 7:23 am
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[quote author=BigNoob link=topic=176.msg1764#msg1764
date=1612400445]
[quote author=<heXnab>Speed link=topic=176.msg1757#msg1757
date=1612266105]
They have a "hold position" option :D
[/quote]
It's almost as if issuing a single transfuse overrides that and
resets them to "stop"
[/quote]
And then a single "h" will put them on hold again. It appears
you guys literally want to eliminate the last bit of difficulty
in zerg gameplay lol. I've lost infestors, too, be it by them
not being on hold position and getting pushed in by my own units
/ trying to attack the marines attacking my buildings or simply
hitting 1 instead of ^ (my F2 hotkey, it's next to 1 on my
keyboard) and a-clicking them in. Sure, it sucks, but literally
all of that is my mistake, not the game's mistake, if I didn't
make a mistake it wouldn't have happened. You realize a hold
fire button would have to be pressed, too? Maybe less often than
a hold position button, but you still have to press it at least
once. And about pushing priority, I'm not so sure if infestors
wouldn't be pushed into the terrans by your units if they had
push priority, I feel like when they are on "stop" they might
still be moved by smaller units so if you are not paying
attention they might still die. If you hold position them they
will not be moved even without push priority, at least not by
the small stuff like lings and strikes and I'm not so sure if
you really want infestors to potentially get your brutalisk /
other big units stuck.
#Post#: 1776--------------------------------------------------
Re: Infestor Transfuse
By: BigNoob Date: February 5, 2021, 11:41 pm
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[quote author=<heXnab>Speed link=topic=176.msg1769#msg1769
date=1612445020]
[quote author=BigNoob link=topic=176.msg1764#msg1764
date=1612400445]
[quote author=<heXnab>Speed link=topic=176.msg1757#msg1757
date=1612266105]
They have a "hold position" option :D
[/quote]
It's almost as if issuing a single transfuse overrides that and
resets them to "stop"
[/quote]
And then a single "h" will put them on hold again. It appears
you guys literally want to eliminate the last bit of difficulty
in zerg gameplay lol. I've lost infestors, too, be it by them
not being on hold position and getting pushed in by my own units
/ trying to attack the marines attacking my buildings or simply
hitting 1 instead of ^ (my F2 hotkey, it's next to 1 on my
keyboard) and a-clicking them in. Sure, it sucks, but literally
all of that is my mistake, not the game's mistake, if I didn't
make a mistake it wouldn't have happened. You realize a hold
fire button would have to be pressed, too? Maybe less often than
a hold fire button, but you still have to press it at least
once. And about pushing priority, I'm not so sure if infestors
wouldn't be pushed into the terrans by your units if they had
push priority, I feel like when they are on "stop" they might
still be moved by smaller units so if you are not paying
attention they might still die. If you hold position them they
will not be moved even without push priority, at least not by
the small stuff like lings and strikes and I'm not so sure if
you really want infestors to potentially get your brutalisk /
other big units stuck.
[/quote]
Wow youve successfully convinced me that blizzard should remove
the hold fire ability from ghosts. The question isn't whether
it's necessary but whether it makes sense. The transition from
SC1 to SC2 didnt really require auto-mining straight out of
rally, but it was added. Stupid blizzard removing difficulty
from SC2; oh wait, it's still a complex game.
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