infested terran rush

Discussion in 'StarCraft 2 Strategy Discussion' started by toochaos, May 19, 2010.

infested terran rush

  1. toochaos

    toochaos New Member

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    so i tried this no idea if it would work didnt seem to but i think it need refinement, as i didnt have enough gas im thinking in combo with some sunken crawlers it might work with a queen or two for more creep as they really are slow on creep. what do you guys think ( only doing it in custom 1v1 cause its stupid and hella funny)
     
  2. toochaos

    toochaos New Member

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    i dont think it works alone but may be used with other units
     
  3. KHaYMaN

    KHaYMaN New Member

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    No. Infestors are too expensive (gas wise) and too easy to kill. Infested terrans have too short a duration and move too slow (and is it my imagination or was their speed recently NERFED in the last 2-3 weeks?).

    I've toyed with the following two ideas, and actually used the latter non-ladder matches (leaving behind infestors after dropping units in the opponent's base). The problem with all of these is the fragility of what you're attempting with a rather expensive and slow unit. But anyway:

    What I could potentially see working, although not likely, is using Infestors to launch a late attack on the resource line by catapulting a small army of infested terrans up someone's cliff. What you would want to do is get Ovie speed and have them drop creep to let the infestors run a bit faster to the resource line.

    Maybe follow that up by sneaking a couple of dropped infestors into their base to fungal growth their workers using burrow hit and run tactics (note: it takes 2 fungal growths to kill a worker).

    ADDENDUM:

    Played around a bit with them tonight. They definitely seem to have a movement speed nerf...I'm thinking maybe they took away their creep movement bonus....cause if they ever had one (I might just be crazy) they definitely don't anymore.

    Since the infested terrans are pretty much stuck where they land shooting them up a cliff doesn't work too well. I had one guy get owned that way, but that's because he tried attacking the infested terrans...sort of like planetary fortressing someone, he just responded badly from lack of experience. If he had stayed away they would have died doing minimal damage.

    They also seem to gas intensive to do a proper tech "rush". Assuming the choke is blocked, you need 200 gas to research transport, 100 for burrow, and then 150 per infestor, with 3 being about optimal. That is a lot of gas.

    One thing I do like doing right now though is treating them like I would a lost temple siege tank drop on the cliffs by someone's natural. Lobbing a bunch of infested terrans down on the expo is a lot of fun :)
     
    Last edited: May 19, 2010
  4. cautionmike_190

    cautionmike_190 New Member

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    i don`t actually believe it would work, did you try that concept already?
     
  5. Archangel

    Archangel New Member

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    On another note, did anyone in at least silver league win a battle because of using infested terrans?
    I do not mean infested terrans won by themselves but made enough of a difference that you didn't later wish you casted fungal or mind control.

    What I would find cool is to make fungal growth more powerful if cast on units that are on creep, or even those that fly above it. Maybe fungaling flying units over creep makes them vulnerable to melee attacks. Some little tricks like this one would be cool. Also some similar things like this inside Pylon range (or inside the area toss shuttles create) in addition to warping units there.
    For terran maybe in the area you cast scan you get some bonus to something, maybe raven abilities work better or something.
     
    Last edited: May 19, 2010
  6. Dodo

    Dodo New Member

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    Perhaps this strategy gets more interessting with the new patch 13.

    10-12 overseers which can easily enter a base from everywhere. but the point is, they also cost mins / gas. :D

    But we will see if there are perhaps some replays, where this kind of stuff was played.
     
  7. Arc

    Arc New Member

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    lol 10 to 12, dropping 1 infested terran each, very risky, if they all die, your pop will dwindle like ****
     
  8. asdf

    asdf New Member

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    lol, i want to see some people play on one of those "fastest" maps, teching straight for overseers and just morphing an unlimited number of them. probably have a dozen hatcheries and queens to pump them out continuously.

    endgame = 36 battlecruisers vs 1000 overseers spawning 1000 infested terrans at a time.
     
  9. KHaYMaN

    KHaYMaN New Member

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    I really hope they modify infested terrans. They're pretty crappy right now. Costs too much energy and on too expensive a non-combit unit to build.

    And those 36 battlecruisers would win, seeing as they would just have to move away from the drop point. Infested terrans don't last that long and move like molasses in the antarctic. Not only that, but since the overseers can't shoot them they're even harder to land anywhere useful. Just a minor annoying toy to drop on unprotected workers now. So crappy. They need to cost a lot less energy (go back to 25 or 50 energy imo) or something else needs to be done with them.
     
  10. Ragels

    Ragels New Member

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    Since they put them with the Overseer they are nice to harass with, but they will never really do any damage with just one Overseer.

    If they lowered the energy to spawn them, and maybe made them walk faster, it would be worth making more Overseers to drop them into the mineral line. I don't know how many you can get out of one Overseer right now, but I think if each Overseer could drop three with max energy it could be a effective harass tactic.
     
  11. KHaYMaN

    KHaYMaN New Member

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    You can get one. 125 energy to spawn and the overseers only carry 200 energy. Pretty ridiculous, since overseer isn't a unit that cost wise you can really be affording to make too many of.

    It really needs something right now. Under the current model I'm not even sure I'd say its good for resource line harass. I mean, I've used it like that to use it like that, but I'm having trouble seeing it as a serious application in most games. I'd almost always rather spend my energy on the other abilities, unless I have an overseer who just happens to come across the start of a new expansion and can snipe a worker.

    I actually really miss it on the infestors. They (Blizzard) claimed it wasn't seeing enough use, but it was actually pretty good imo on them. Actually cost me my 1 loss in my ladder 2v2 placement games today by not having it.
     
  12. Dodo

    Dodo New Member

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    ^ 125 of 200 energy, that's the point. I prefer to produce some extra mutas instead of those overseers. They can harass, too. And you don't have to wait for energy. ;)