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#Post#: 551--------------------------------------------------
Balance infestors
DIR By: Oayoo
Date: November 20, 2020, 12:04 pm
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With the new meta of the next patch, we can be sure that Terrans
will be obliged to do a marine push to win.
There will be no other way to win since Firebats are reworked
and Chem are removed.
Therefore i would like to talk about the infestors:
I recommend to add 2 second cooldown on the transfuse ability
and to remove auto transfuse.
that would be a good start !
There is obviously a world where players will mass infestors and
heal big spine forever until they can have enough tech to win^^
This could be an abuse, so we should already prepare for it.
Transfuse should really be cost based than energy based imo.
Either that or make infestor only transfuse and lower max
energy.
#Post#: 556--------------------------------------------------
Re: Balance infestors
DIR By: RickSanchez
Date: November 20, 2020, 12:26 pm
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It is great that you opened a thread about this upcoming issue.
To solve this I would rather do a different approach by adding
it into a new mechanic.
A Viper as new unit to replace the role of the transfuser in a
slightly different way.
Vipers need to eat extractor HP to gather transfuse stacks and
are a limited single unit to micro
so 2 Terran still can make superior timingpushes happen and
while zerg still can well defend spines they are naturally
limited to how much extractors they have.
Zerg will also save some money for earlier primals. That would
prevent the mass infestorabuse to stack infinite transfuse,
since there are various variables that can be adjusted.
-> how much stacks of transfuse is a single extractor worth? be
it 1 or 2
-> regenerationrate of extractors
-> how much stacks a viper can carry
also zerg profits in second way with having infestors as more of
a harassunit and get bigspawners earlier
On the other hand terrans will have a natural counterplay to
mass transfusing. if zerg defended many pushes of marines it
will leave all the extractors at low hp. i can see a well timed
reaperjump makes some zergs cry at that point. :)
#Post#: 557--------------------------------------------------
Re: Balance infestors
DIR By: Oayoo
Date: November 20, 2020, 12:30 pm
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Why not, but overcomplicated.
Let's fix the already existing units before creating new^^
#Post#: 558--------------------------------------------------
Re: Balance infestors
DIR By: Speed
Date: November 20, 2020, 12:35 pm
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No. No new unit. That's what trashed the game in the first
place. I never played those patches, but everoyne told me the
game was less fucked up when all these units weren't in the game
(firebat, italis, torra, infused, omega etc), I'm against adding
another new unit while not even the before mentioned are even
halfway fixed.
#Post#: 563--------------------------------------------------
Re: Balance infestors
DIR By: elon.schools@yahoo.com
Date: November 20, 2020, 12:55 pm
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So your saying you never played before the new units but you are
listening to everyone saying it was better and saying it was
better when you really just dont know? I think it was different
yes. but better? maybe.
#Post#: 565--------------------------------------------------
Re: Balance infestors
DIR By: Speed
Date: November 20, 2020, 12:59 pm
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Well, there is some arguements behind that would be too lengthy
to be posted here.
I played tons of this patch and it's obvious some of the units
are extremely stupid and not the way the map is supposed to work
(most prominently firebat & italis)
#Post#: 623--------------------------------------------------
Re: Balance infestors
DIR By: GrumpyKitten
Date: November 21, 2020, 5:58 am
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--- Quote from: Oayoo link ---
>
> With the new meta of the next patch, we can be sure that
Terrans will be obliged to do a marine push to win.
>
> There will be no other way to win since Firebats are reworked
and Chem are removed.
>
> Therefore i would like to talk about the infestors:
>
> I recommend to add 2 second cooldown on the transfuse ability
and to remove auto transfuse.
> that would be a good start !
>
> There is obviously a world where players will mass infestors
and heal big spine forever until they can have enough tech to
win^^
> This could be an abuse, so we should already prepare for it.
>
> Transfuse should really be cost based than energy based imo.
Either that or make infestor only transfuse and lower max
energy.
>
--- End Quote ---
I think for now it should not be touched.
And the reason for that, is what can be expected from the patch:
terran can only win if they cripple the zerg early game.
Even if zerg has good eco, you won't go armor 1 + infestors
before 11 min. Terrans to win early game, by that time should at
least threaten the outer nests.
After that they can go straight for big spines with 50 marines,
2 in front with social distancing and bubble kill spine around
13-15.
You just cannot have a lot of infestors by that time with high
energy.
AND as terran you SHOULD communicate with your team and say "hey
fagots, let's push together at 14:00 2 different big spines"
There is no way hozey that you have enough energy micro and sht
against this.
But this is obv an ideal scenario.
This patch will turn things upside down i think. Terran just
CANNOT wall in and stay in base. Buggo will be super important
too, if zerg destroys nest when terran gets pushy that is
crippling.
What i've aggree with is that we dont need more units. Fix what
we have and later we'll see. Meta will be morphing a lot for at
least 1 month.
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