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Thread: Fungal Growth?

  1. #1

    Default Fungal Growth?

    What do you guys think of this ability? I been trying it to use against M&M balls and they don't seem to be helping all that much... also the fact that marines and marauders can still shoot while frozen is kinda... lame

    it keeps the units still for like... 5 seconds and does 36 dmg? i dunno anyone wanna show me how to use this ability correctly?

  2. #2

    Default Re: Fungal Growth?

    Well, trust me, it does help A LOT! Without it, M&M army would do hit&run all the day long, especially with stim. Also, if Marines don't have combat shield upgrade, and they stim up, they will die from one fungal growth since they will have 35 hp after one stim. So you can attack Marines and when they stim, you use Fungal Growth and retreat a little, wait until it finishes, and then attack, his army will be a lot weaker, depending on how many Marines did you immobilize.

    I don't know about you people but I find all 3 spells of infestor quite amazing. They are situational of course(except Fungal Growth that is always useful) but still are really great.
    "Living for the Swarm!"

  3. #3

    Default Re: Fungal Growth?

    It's like a mini-plague, but stuns(ish) and can kill.

  4. #4

    Default Re: Fungal Growth?

    Quote Originally Posted by moosh View Post
    it keeps the units still for like... 5 seconds and does 36 dmg? i dunno anyone wanna show me how to use this ability correctly?
    8 seconds...

  5. #5

    Default Re: Fungal Growth?

    i like doing hit/runs with fungal. but tat doesnt really work vs MMM since medivacs will heal em up between each casting, if you decimate the medivacs however, it will surely be a devastating tactic - even if you dont have energy to let Fungal finish the job but need to send in units.

    interestingly, Fungal can help in sniping those medivacs too ; Mobility is really significant for all kinds of air units since they can take cover OVER allied units if threatened;

    its not so farfetched to use fungal on a bunch of MMM (medivacs especially) and tehn get at tehm with corrupters(muta/hydra) from a good angle, corruptrs can easily flank being air and have a good range.


    i've only recently thought about this tactic, so i ahvnt really even tried to implrement it yet, especially not being as im playing mroe Terran than zerg lately.


    Overall, the ability is useful and intersecting; if it actually fully disabled units or even significantly reduced their efficiency, it would be too powerful for its current availability duration and cost: as is, its awesome vs all melee units(/shorter ranged units), all air units (even heavy ones if you have ample AA in decent position - preventing them from fleeing - or even otherwise, preventing them from taking a better offensive position - keep them out of the fight) ... finally its obviously good vs workers and generally helpful in amplifying your ability to take better position on your enemy: grow some fungal on the enmy and swarm it with lings or wahtever while it cant move.
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  6. #6

    Default Re: Fungal Growth?

    Friggin awesome spell. I wish the other infestor spells were on par! (many will disagree with that )

    About your hit-run techniques, I've never had a chance to do that stuff seriously, but even if the guy's got MnMnM, I think it would be cost-effective in terms of energy. It's not so hard to deplete the medivacs energy with AoE, and in my games as a terran player I always have to consider how much energy my medivacs have got. In a very dynamic game I'll need more than in a slow paced game (where I would try to get more raw firepower). This medivac stuff is off topic, but I'm just trying to say that IF you do some hit and run, you can give medivacs some energy trouble (just like plague was great at making medics useless in BW, unless the player M-clicked another unit). I don't hit and run fungal to be honest

  7. #7

    Default Re: Fungal Growth?

    fungal growth hits air? also, does it stack? can I just use fungal growth 3 times and it'll do 3x36 dmg to an MMM army? if so that's pretty neat.

  8. #8

    Default Re: Fungal Growth?

    No it doesn't stack, it just resets the timer as far as I know.
    It does hit air though.


    I'm sure 99% of the people reading this have already noticed, but here's an interesting note regarding AoE against air units:

    Many people make this mistake when using AoE against air, where they aim for the UNITS. Do NOT do this, this isn't SC:BW.
    You know how when you select an air unit, it's got a vertical line that goes down to the ground and makes a circle? Well that's what you have to aim for. I've seen so many plat protoss storm my muta or vikings and do almost zero damage because their storm was way to high. It would have done tons of damage had he aimed for the ground right underneath them, which might be counterintuitive.
    Last edited by Hammy; 04-14-2010 at 04:26 PM.

  9. #9

    Default Re: Fungal Growth?

    It's an awesome spell. It can buy you time if needed, and boom! An unstoppable wave of zerg for a quick counter-attack.

  10. #10

    Default Re: Fungal Growth?

    Quote Originally Posted by RamiZ View Post
    I don't know about you people but I find all 3 spells of infestor quite amazing.
    Amazing??????

    Infested terran is retarded, fungal groth is just a stun, while units are still able to attack. Stun is more awesome. Parasite was a already in Brood war with other name and other race, and it was way more amazing there.

    Its just a regular caster. Useful, and thats it. Nothing innovative.
    Waiting...

    The damned will return...

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