All they really needed to do was speed up the missile so it wasn't so slow. But I guess removing it works too. I'm kinda sad about the health nerf again, they should remove the armored part from the infestor since 90hp isn't armored at all.
03-10-2011, 05:35 PM
#131
All they really needed to do was speed up the missile so it wasn't so slow. But I guess removing it works too. I'm kinda sad about the health nerf again, they should remove the armored part from the infestor since 90hp isn't armored at all.
03-10-2011, 07:31 PM
#132
Wow. That's quite a change.
I guess they decided that the missile was a bad idea, but since they were giving players a break there they should nerf infestors some other way.
Well. The last change I was expecting. The other 2... I honestly would not have guessed.
03-11-2011, 06:34 AM
#133
What pisses me off is that infestors are 100/150 they should be 50/150 like high templar are. Sometimes I have a bunch of gas saved and want to dump them into infestors... but not enough minerals.
03-11-2011, 07:04 AM
#134
You have Gas as Zerg, but not Minerals? WoW...
Well, they did make Fungal duration reduced to 4 sec. That is nerf, even if it has buff on armored.I guess they decided that the missile was a bad idea, but since they were giving players a break there they should nerf infestors some other way.
"Living for the Swarm!"
03-11-2011, 07:24 AM
#135
actually, now i am unsure if all fungal changes were revoked, or just the last one.
I am an enthusiast of good strategy games, sc2Esports and rollplay, although i dont really play anything atm.
I work an internship at a government agency this fall, and have a good time at it.
I'm being more social, active and honest lately. in all forums.
Hi.
03-11-2011, 09:04 AM
#136
03-12-2011, 10:18 AM
#137
They tried to italicize the revoked changes but the HTML failed for some reason so it has the tags around it like so "[I ]Fungal growth now shoots a missile[ /I] This change has been revoked"
I would rather be a superb meteor, every atom of me in magnificent glow, than a sleepy and permanent planet.
03-12-2011, 02:46 PM
#138
03-12-2011, 07:46 PM
#139
Which is a good thing. Medivacs shouldn't be outhealing offensive spell damage.
But being a 4 second 'stun' will force zerg to have more infestors or save up more energy to properly immobilize a group. One Fungal over a full duration isn't enough to kill marines; while standing in a psi storm would.
03-12-2011, 08:45 PM
#140
"Living for the Swarm!"