But, with 3 infestors and an all out attack at 8-9 mins, using lings as main force...
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Fungal growth is an awsome ability with so many aplications. you can use it to reveil cloaked units and stop fast flyers. Banshees dont do the terran much good if they cant get away. Its also rediculously good in ZvZ and makes zealots practically useless. and the move while burrowd upgrade makes infestors pretty bad ass. I dont see alot of people getting it though.
im not sure if this works but i think the counter is burrowed banelings
i think you can make them explode underground, this turns them into massive mines
This is the exact problem I have. The larger problem that I have is that I'm seeing Terrans build their wall outside of their expand instead of their main. If they do this you are pretty much screwed. Yeah banelings help, but before you're able to even do anything they'll have another M&M ball ready. While you're fighting they go right to the banshees. Terran gets to call all the shots, and Zerg doesn't stand a chance when the pace is set against them like that.
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Yes they do. Just +1 damage mod, but even one melee attack upgrade is still a 20% improvement. They also get armor upgrades.Quote:
Dose anyone know if Infested terrans get bonuses to damage from the missle upgrade?
Why not throw up some Spore Crawlers? You did have an evo-chamber for an early +1, right? You're playing Terran; +1 attack or +1 armor are both very good. With your Banelings, you could have broken his front and killed him while your base was secure.Quote:
okay, so i went for zerglings and banelings this time, and this time they teched to banshees... it really sucks that when they turtle it's so hard to get any information
Not enough spore unfortunately. He had about 6 banshees and I had two spores. He got to them pretty quick too. I think I should have sacraficed an overlord to scout. I was just about to put a changeling in his base when the attack came. Woulda hit his front but he had siege and you know how zerglings are with siege. So... yea, owned.
I'll gladly take coaching from anyone... =)
stark.krn
its because of the new damage system. units do more damage to a target instead of less. in sc1 hydras didnt do full damage to marines but marines did full damage to hydras thats why marines where a counter now its the oposite because hydras do all of their damage. I think that they should switch it back to the old damage system that would solve alot of balance issues.
Um, what? There is really no difference between them, except that this system is much more flexible. They could make Hydralisks do 5+5 vs. Armored, which would be the effective equivalent of the SC1 style.Quote:
its because of the new damage system. units do more damage to a target instead of less. in sc1 hydras didnt do full damage to marines but marines did full damage to hydras thats why marines where a counter now its the oposite because hydras do all of their damage. I think that they should switch it back to the old damage system that would solve alot of balance issues.
The reason why SC2 Hydralisks kill Marines is because SC2 Hydralisks are Tier 2. They cost more; they better kill Marines by the dozens. They're not the same unit, so they shouldn't try to act like it.