And it is necessary to work on the other half of the massive units. I just don't get it why don't they make that you can't control Mothership, Archon, BC and Carrier, just like they made it with Ultralisks, those are or Ships with thousand people, or it is Archon, that is made of energy. I mean, it does make sense lore wise anyway, and would be good for balance. On the other hand Neural is completely needed for Colossi and Thors, it was primary made against them. Archons with MC immunity would be pretty good for countering Ling/Infestors.Maybe it wasnt a great change, but it was NESSISARY for half the massive units.
Yeah, Ravens and Banshees aren't even present in this match up at that stage of the game, HTs hardly can be MCed because they will snipe your Infestors even before you spot them. Neural Parasite and Feedback has the same range, one has flying time, one is instant, which one will win? Not even mentioning how hard it is to really pick up HT from the rest of Protoss army.but its not "rid of completely".. its still very useful, for example you can still take HTs and storm the protoss's own army.. take ghosts and EMP their own army. take voidrays, ravens, banshees, immortals, tanks (main use) and etc..
You can do with Ghosts what you have described, but the problem is same as HTs, you just can't click on them when you are fighting.
So, the only real use this ability has in match-up, when it will matter a lot, and where it isn't hard as fuck to do, will be vs. Siege Tanks and Immortals, where half of them will be sniped down before they even manage to come close to the Siege Tanks.
So, reduce the range of the Neural, so you can snipe them all. Like they aren't vulnerable enough, big sized, armored unit with only 90 hp. Everything that does bonus damage on armored kills it in 2-3 shots. Maybe Infested Terrans need nerf, Fungal is nerfed, and it is pretty ok now in my opinion.Hence my suggestion. Reduce the range of neural to make infestors more vulnerable. Reduce the time that the unit is under neural parasite's effect.
Other nerfs include nerfing infested terran. Making fungal a snare spell and maybe just do a small amount of damage like it did before. Compensate by making the infestor cheaper.
Damn fungal. I remember Tyler and iNcontroL talking about it in SotG that back in BW it was considered good to research a snare spell that didn't do damage because it was so useful for clumped up units. But here in SC2 you can get it quite fast and it snares and does pretty good damage.
Also, Tyler and INcontroL talking about Fungal from SC2 and comparing it to the Ensnare from SC1 is pretty ridiculous. Ensnare was good only in theory, nobody even bothered getting the Queens, I saw few Korean pros using Ensnare and one of them was Jaedong. The Ensnare itself wasn't useless, but it wasn't cost-effective at all because you could get a lot better stuff. Defiler is one of them, just to remind you, with Plague that did 300 damage and Dark Swarm, and not running out of mana at all because of Consume.
In the end, as I said, they should let you MC the Colossi and Thors, in my eyes, that it the only real use of Neural Parasite, where you get it to counter those units. It is situational in every other aspect.




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