Need Help with Infestors

Discussion in 'Zerg' started by EonMaster, Nov 7, 2010.

Need Help with Infestors

Discussion in 'Zerg' started by EonMaster, Nov 7, 2010.

  1. EonMaster

    EonMaster Eeveelution Master

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    Like many zerg players, my favorite strat to use atm is roach/hydra. Been playing a lot in the past few days and finally got in gold 2v2(I don't like 1v1). Also play on random teams since I dont have anyone to team with.

    I'm trying to add infestors into my unit mix, but having issues getting them to be able to cast FG during battles. Either they get stuck behind my wall of hydras or when they get to the front to cast it, die right after they use it. I can't micro too well during battles due to my weak laptop, so how should I use infestors so they become more useful?

    What other units have good synergy with a roach/hydra army? Early zerg air in general seems to be more for harassment rather than in an army mix.

    If anyone wants to play some 2v2, or maybe verse me 1v1, my bnet name is EonMaster, code #541
     
  2. deimos

    deimos New Member

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    I don't know about incorporating infestors into a roach hydra army unless you research nueral parasite and only then for colossai, thors, or tanks. Instead i'd spend that extra gas on upgrades for your army. And as for zerglings they are a great unit through out the whole game if you use them right, positioning is key. When you go in for a big engagement always try to flank with speedlings, this way they cant kite you or retreat. But honestly infestors are in no way essential for a good army, i'm not saying to avoid them altogether but don't incorporate them into your build every time.

    Btw i'll do some 1s and 2s with you, username: Zero character code 2124.
     
  3. Elexin

    Elexin New Member

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    I suppose the easy solution would be to move your whole roach/hydra army closer to theirs before FG, that way your infestors can be in range from the back of your army rather than running around or skitzing out on the hydras butts.

    as for adding to your army, if your talking lair tech then a couple of corrupers never hurts (especially when vs'ing terran/toss ie. thors/collosus for corruption), + if they do surprise you with air you'll have hydra/corrupter which ownes most air imo.

    Late game you can always get greater spire and whatever corrupters you have from earlier /(assuming you keep them alive) you can go brood lords xD

    with the spire up as well it never hurts to have 5-8 muta's hanging around on a hotkey waiting for them to move out to harras. or just pick off the occasional lost unit :)
     
  4. Elexin

    Elexin New Member

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    I would say 90% of the time i find infestors crucial, even if its just for easy/quick entrapment. and to be honest nueral parasite is useless in nearly all plat/diamond games. basically a gigantic neon sign saying "focus fire me"
     
  5. deimos

    deimos New Member

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    Last edited by a moderator: Nov 8, 2010
  6. Elexin

    Elexin New Member

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    In that scenario he had what 6+ infestors out? being able to grab 3 thors pretty much at once is always going to make a game go in that favour, but if your talking about having a "main army" backed up by infestors I would think you'd only really have a couple for FG. the infestor MC has its place I'll admit but only in specific circumstances, and unless you know 100% that you can read that situation I would steer clear of it,
     
    Last edited by a moderator: Nov 8, 2010
  7. Zorgilon

    Zorgilon New Member

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    What other units have good synergy with a roach/hydra army? Early zerg air in general seems to be more for harassment rather than in an army mix.

    If anyone wants to play some 2v2, or maybe verse me 1v1, my bnet name is EonMaster, code #541[/QUOTE]

    If you are asking what other units except infestors work well with a roach/hydra army and supposed you have enough gas to support them , corruptors are crucial units. Very good anti-air and you can also counter collosus against protoss players
     
  8. Draco Spirit

    Draco Spirit New Member

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    Ultralist and zerglings work too. The zerglings are nice becuse there a good counter to maruders and tanks.
     
    Last edited by a moderator: Nov 8, 2010
  9. rofio

    rofio New Member

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    Hello,

    In terms of addition to your army have to agree zerglings are a must have. Key them to a seperate hotkey, engage and then bring them in to flank and surround ur opponents army. Prevents escape and increases your overall dps whislt being only mineral intensive. Depending what your opponent is going get corruptors (for collusi) or bannlings for marines, more zerglings for immortals.

    With regards to infestors I generally have at least 4 in my unit composition (again seperate hotkey) always research burrow and the energy upgrade (name escapes me) have them burrowed in ur main army and pop up cast FG then burrow again. This limits the amount of time they are able to be targetted. You cast with them indiviudally or as a group, just be conscious of smart casting.
    Not sure if you can use shift to queue actions (as FG isnt available while burrowed) but that would be sick.

    Oh and infested terrans, (which can be spawned while burrowed) are also sick for taking down siege tanks in siege mode, FG'd air units and for hitting mineral lines hard, just becareful on your escape to avoid detection.

    And finally since you've gone to the trouble of making an infestation pit, your 2 steps from ultras so get these bad boys out too. I use them as meat shield and turn roach/ infestor party into a raiding group once enough ultras are on the board.

    GL HF