Definitely the coolest looking superweapon in the game though.., Warning I may have had some loud moments. Maybe. / lostdeadmanthree Join my discord! / discord Play BAR at www.beyondallr...
44:51 - Pretty sure the consequence of it being a shotgun is that it doesn't actually have the penetration power to break down massed shields which means shields are an absolute counter for them unlike the other two factions super weapons. Also believe it means that induvial shots don't do much damage comparatively to the absolute DPS and thus ricochets aren't going to be nearly as devastating for backline. Plus it needs its energy up front, which means you need actual eco to fire it rather than just needing enough rate to sustain the ROF. Its also absolutely worthless for even briskly moving single targets. Meaning its weirdly vulnerable to fast moving ground units.
I think infestors are really interesting. Instead of going for frontal engagements, they seem much stronger when you use them as spiders, then replicate a bunch behind enemy lines. The first one comes up in 30s, then the next is 15s, then 10s, etc., etc., accelerating to create a fairly sizeable army after 2 minutes. If you spend a bit of APM, after like 6 are up you can split them to create 2+ at a time. Seems much better on wider maps where you can get a sneaky one or two behind enemy lines, then suddenly hit 2-3 bases at once.
Yeah I watched a game recently where they snuck an infestor into the enemy backline and started replicating back there. It was honestly impressive to watch. Very interesting unit.
tbh i foresee them being used better as mobile build power, they're basically better combat engineers except with a limited build list they can't build anything but infestors themselves but they can follow cons and contribute some pretty gross levels of BP buy a t2 air con and run around throwing up pulsars and shit in seconds. they're all terrain so it's easy to throw that shit up on cliffs too infestors have 1-2 BP-metal ratio, that's almost as good as twitchers, except they can replicate themselves in the field, have twice as much HP, have stealthy, and can defend themselves AND they're more BP-dense, 150 BP on one model, which is important for land based constructors, since they often crowd eachother AND they have a much further build radius, meaning even when spammed, more can contribute than land based cons could otherwise assist with building literal only downsides is slightly less BP efficient than combat engineers, slower, and a limited build list. but if you have them following around a t2 con throwing up defenses everywhere, who cares? now you have units that can protect what you build *and* contribute to its construction
Would you mind installing this new top bar that shows the usage of your build power? I think it helps a lot while specing. Brightworks uses it and I love it.