Can infestors attack
The Infestor has the furthest range of vision 10 among the Zerg ground units and retains it while burrowed. Neural Parasite is a channeled spell that takes control of an enemy unit.
This ability is best used against high-tier units and spellcasters. Enemy spellcasters controlled by a Neural Parasite cast their spells as if owned by the player who controls the Infestor, and will deplete their energy as normal. While active, the Infestor is helpless, and unable to move, cast spells, or burrow, but the Infestor can cancel the spell at any time. A long cord, visible to both players, tethers the victim to the Infestor. Neural Parasite can't target Heroic units.
Fungal Growth is very useful despite its relatively high energy cost. It is most effective against groups of clustered, weak units like Marines and Zerglings. Restricted movement prevents enemy units from fleeing, and can prevent melee units from reaching their targets.
However, affected units can still attack, and the ability does not stack. It can be used on Cloaked and Burrowed units and will reveal them for its duration. Affected units cannot enter a transport unit Medivac , Overlord , or Warp Prism. Tightly clustered air units are especially vulnerable, as there is no upper limit of potential targets. Infested Terran is a versatile spell that is excellent for harassment.
Since Infestors can use this spell while Burrowed , they can sneak behind enemy mineral lines and cast this spell to disrupt the enemy's economy especially when used with Fungal Growth , or destroy key buildings without sacrificing portions of their main army. Infested Terrans are disposable they cost nothing to create and automatically expire after twenty-one seconds and, as such, can be spawned as the front line to tank damage while the main army is behind, semi-protected by the Infested Terrans.
For example, spawning Infested Terrans on top of Siege Tanks is an excellent way to gain ground while causing the tanks to inflict friendly fire. They are also easy to replenish with numerous Infestors; an infestor gains 25 energy in approximately Coupled with an Overlord, an Infestor can spawn Infested Terrans across different levels of terrain for harassment.
By using the rapid fire method, Zerg users can choose to drop Infested Terrans one-by-one or in a single, massive clump. They deal significantly more damage to air units and can be combined with the lock down potential of Neural Parasite and Fungal Growth. Research of Pathogen Glands should start upon completion of the Infestation Pit.
The bonus energy permits the Infestor to cast Fungal Growth as soon as it spawns. This helps offset their long build time. Zerg players usually begin building Infestors once Pathogen Glands is just past 21 seconds out of 57 into research. Infestors take 36 game seconds to build; thus, the first batch of Infestors spawn when the research is completed. Neural Parasite is most often used as a counter to a maxed-out Protoss army in the late game, especially against carriers and archons.
They can also be used to break recall the Protoss uses when caught in a bad position, effectively making the targeted units free pickings as the rest of the Protoss army get recalled. Fungal Growth is a useful spell in ZvP in many situations. Against attacks without a large amount of Sentries, and in large battles, the Fungal Growth is mostly used to "lock" units in place and prevent Blink usage from Stalkers , so it is possible to get a surround on them with the low-range Zerg units such as the Zergling and the Roach.
Fungal Growth also reveals cloaked units such as the Observer and the Dark Templar as well as dealing damage to them. Void Rays , due to their tendency to clump and relatively slow speed, are often targets for Fungal Growth, and can be ensnared in preparation for a Hydralisk or Mutalisk attack.
Faster air units such as the Phoenix have an easier time dodging fungals due to their high speed, however. Microbial Shroud is rarely used. Hydralisks and queens are the only ground unit that shoot up so they could theoretically be very well supported with Microbial Shroud. However, they are both countered by storm, which does spell damage which is not reduced by Microbial Shroud. The ability could also be useful to cover spore forest against carriers. Neural Parasite should be used on any high damage or high cost units such as Battlecruisers , Siege Tanks and Thors.
Since Siege Tanks greatly outrange this ability, Roaches or Zerglings , are often used to draw fire to allow the Infestor to get in range to use Neural Parasite. It is used against Battlecruisers to force them to teleport away from a fight, or to teleport them in place so they cannot escape. Well, the carrier comes with 8 interceptors attached, and the Zerg gets control of those too. The problem is that while the game does tell the protoss army to not attack the carrier, it does not remember to tell the protoss army not to attack the interceptors.
This is especially bad for void rays, since interceptors are light. So what about the widow mine? Well, again, neural tells the allies of the controlled unit not to attack it. And so, as you may have already guessed, the widow mine will attack friendly units when those units are under the effect of neural parasite.
With all the massive friendly fire splash damage that comes with firing at a unit in the middle of the terran army. These two bugs are a pretty big deal. Start another round of Infestor production at about the halfway mark of research. This timing is to allow your second round of Infestors to start with 75 energy instead of Any Infestors you started at the beginning of Pathogen Glands research will have 70 energy.
Research Neural Parasite to counter Colossus Tech. Now that you have Speedlings and Infestors, you can control the open middle of the map. I will try to map out suggestions for what to do with your units soon. After you've established your lead, you can tech to some finishing Hive-Tech units. I am still quite underwhelmed with Ultralisks, but in the right situations, I'm sure they are a good thing to have. I prefer Broodlords, and think they might be necessary to break some Protoss static defensive positions.
The early game is different and possibly tougher than current standards. Zerglings require a lot of surface area to be effective on their own, making chokes and well placed force fields problematic for engagements. You need extra hatches. Injects are more important than with other current builds. Infestors have only 90 hp, no armor, and take longer to build than any other lair tech unit. Make more than you need. Infestors off creep are slower than fast roaches, but faster than hydras.
Sentries, Zealots, Colossi are slower but Stalkers can chase them down. Do not fall into one-hotkey syndrome. Your Infestors will charge into the Protoss units instead of making use of their superior range 9 spells. Use Zerglings to deal and take damage. Keep Infestors safe near the back of your lings. Use fungals to take out their clustered sentries or high-templar.
Use neural parasite to add colossi to your forces. Experts-only: walk your colossi closer towards your army before letting them engage, not only to dispel any forcefields but if you should lose your NP'ing infestors somehow, your fungals will keep the colossi in the open where your lings can attack them. Use fungals when their army is clumped and infested terrans when they are not. I don't usually do this but I suppose it makes sense: after all their units are dead and only your colossi remain, instead of letting your zerglings finish them off, NP them again and have them attack each other.
Do not try this in the battle because the splash damage no longer affects the other protoss units. Did you do your best to flank their units with Speedlings while casting your spells from afar? Did the battle end with Infestors not expending all of their energy on spells? If they blocked your Zerglings with force fields, did you have to continue the engagement or could you back away and wait for the force fields to disappear 15 seconds?
So far, I haven't had to transition away from Zergling-Infestor, maybe because my opponents are used to rolling zergs using Colossi-centered strategies and have been slow to adapt.
Very impressive. I'd like to see this build done in the hands of a more skilled player. However your protoss opponents aren't as good as they could be. For one, their FFs are not very good. The only opponent I saw who wasn't afraid of using FF was LeafBlower on shakuras, but even then he wasn't able to actually wall off with FF, he just spammed FF to reduce surface area.
Secondly, you never actually fought against a proper maxed deathball. This is the scariest deathball protoss can make. Fungal the HT and drop the banes on them. In fact, any ZvP strategy that uses banelings should also use baneling drops. How many Infestors to reach Diminishing Returns?
But no really infesters are a pretty baller unit and i am really happy you made this thread. I've been playing a style similar to this lately, and have had pretty good success with it. Knowing when and where to engage is probably the hardest part of it. However, you can't rely on pure lings imo. Baneling dropping on p is highly underrated. The drop tech also opens up room for baneling drops on mineral lines later in game.
Once you hit melee upgrades, you can get hive to get adrenal, , and ultralisks. It's really effective on maps like xelnaga where there are open centers and multiple routes for lings to run around for counters and whatnot.
Also, you definitely need macro hatches when doing this build, as minerals will shoot up. I usually get a third hatch at nat before taking my 3rd. The only weaknesses to this build that I've encountered so far is if P opens with some type of stargate play, or uses a predominately heavy air army. Then record it and edit this post. On April 19 allowicious wrote: I've been playing a style similar to this lately, and have had pretty good success with it.
I can't help but feel like against a decent protoss they will shut this attack down in two ways: 1 Much better forcefields before the lings arrive greatly reducing surface area 2 Focusing down the infestor that has the colossi NPed. Since it seems this composition relies heavily on neural parasite, perhaps you could patrol a large clump of overlords over your infestors to increase their survivability.
On April 19 HelloThere wrote: I can't help but feel like against a decent protoss they will shut this attack down in two ways: 1 Much better forcefields before the lings arrive greatly reducing surface area 2 Focusing down the infestor that has the colossi NPed.
Thank you finally someone did it :D. Btw use different control groups is pains me sometimes to see Infestors just run past the fight cause you a moved with them to see them picked off. Just keep moving them back so they don't get picked off. And as the guy above said the clump of overlords sound good.
Also big thanks for the videos was nice to see :D. And I don't see anything wrong with the Bane clip you adapted to the situation and it was late game hence Ultras. Its good to show the build can progress and adapt as the game goes on rather than being some Mid Game one punch build. Just from actual experience, I see two problems though its obviously worth further testing.
Is this why you argue for the spanishiwa style? Are you going mass spine crawler? Maybe you can fungal enough of the sentries that they can't, but that seems unreasonable.
Cool idea. I will try it, but those are two problems I see from experimenting with ling, bling and ling, bling, infestor. On April 19 Beef Noodles wrote: Just from actual experience, I see two problems though its obviously worth further testing. Its great to see this new style being used more and more. What I'd like to see though is a zerg composition that will fare well against that toss army with a few void rays thrown in.
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