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Mutalisk Upgrade: Defense or Attack?

Forum Index > BW General
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tehAscender
Profile Joined April 2007
94 Posts
Last Edited: 2008-05-15 05:34:13
May 15 2008 03:21 GMT
#1
I'll try my best to define the question.

EDIT: PLEASE READ THE ORIGINAL POST CAREFULLY. SOME REPLIES HAVE BEEN DIRECTED TOWARDS ZVP, WHILST OTHERS ARE UNCERTAIN IF I AM REFERRING TO 'AGGRESSIVE MUTALISK' WHICH I IN FACT AM.

In the broadest sense, which air upgrade is better for Zerg versus Terran.

Of course, in order to answer the question more details must be given. Some basic assumptions include, good Mutalisk micro versus good opponent.

Aggressive Build
In most games a Zerg will not get flyer upgrades unless they are doing an aggressive build, as we have seen on Blue Storm. Some variations of said 'aggressive build' include mass Mutalisk, as well as Mutalisk into Guardians. I am assuming aggressive build with weak to no intent in a transfer into lurkers.

Mathematical Return
Until as of late, I have always assumed flyer carapace to be the ideal upgrade. Mathematically, a +1 to carapace is a significant reduction in the marines 6 damage (5/6) whereas a boost to attack yields a weaker return of +1 to a base of 9 damage (10/9).

Cost of Upgrade
I almost overlooked this. The cost of flyer attack is 100/100 gas/minerals, whereas the cost of flyer carapace is slightly more 150/150 gas/minerals.

Mutalisk Micro Method
To further complicate the matter and above, we need to question the method of Mutalisk Micro. On Battle.net, the most effective method for me personally was the attack ground or attack unit method. However, on LAN I realized that the hold position Mutalisk micro was more effective at killing (damage spread out more evenly, compared to Marine overkill), however was close to impossible over Battle.net

Turret Count & Mutalisk Targets

- # Turrets by Terran user (obviously unforeseeable, does this affect answer?)
- Mutalisk Target Style: Primary focus on SCVs or Marines *Note this particular issue is hard to define, on the basic note, I believe it is general consensus to target SCVs first, however in an aggressive style keeping the Marine Count low is also important.

Argument for Carapace
In the past, the argument based on Math convinced me, perhaps prematurely without considering all the variables.

Argument for Attack
Past the basics, we should consider that with the +1, 4 Mutalisks can 1-shot one Marine (assuming no upgrades). The validity of this is questionable, since we will assume our Mutalisk numbers keep replenishing, therefore should we sink down to 4 Mutalisk we are fucked anyway.

Additional Variables
The scenarios of most importance to me is:
-Terran fast expand, M&M
-Zerg 3 hatchery spire build versus 2 hatchery spire build. (Both)

Examples of other scenarios:
- Terran fast expand versus 1 base M&M
- Zerg 3 hatchery with 2 expansions (1 for gas only), versus only 1 expansion (the natural).
- ETC.

Disclaimer:
I tried search.
Constructive discussion/comments please.

I don't expect there to be a one universal answer to all scenarios and situations, but am aiming for a discussion as to the pros and cons to better my own understanding of flyer upgrades.

Feel free to discuss, and re-define the question to how you better see fit. I tried to best express my opinion and my personal debate, but it is of course difficult, given the many styles of play and various skill levels of players.

EDIT: OK shit I suck. This should be in strategy. And the closest thread I found was http://www.teamliquid.net/forum/viewmessage.php?topic_id=58620 which supported carapace only by Chill.

+ Show Spoiler +
Upgrades are a difficult part of Zerg play. First off, in Mutalisk versus Mutalisk battles, Carapace is always the best upgrade to get. If you can afford it, three carapace upgrades before any attack upgrades is preferred. When a Mutalisk fires, its damage is divided by 3 every bounce. This begins at 9,3,1. When you upgrade attack, this becomes 10, 3.33, 1.11, essentially an increase of 1.44 damage; however, when fighting an opponent who instead upgraded carapace, each of those hits gets reduced by 1, meaning it would become 9, 2.33, 0.11. The carapace-upgrade Mutalisks are taking 1.56 less damage per attack. If you don't understand, upgrade carapace. Additionally, Scourge benefit from the carapace upgrade, allowing them to avoid dying frmo bounce damage while closing in. It should be mentioned that because damage is counted as either an integer or a half, the numbers won't work out exactly as mentioned above, but it was just to give an example.

Upgrades' effectiveness increases as your number of units increases, so if you are getting a carapace upgrade, you are better off trying to defend and accumulate Mutalisks rather than playing a skirmish style of play. Similarly, if you suspect your opponent is stalling for his carapace upgrade to finish, you want to engage in skirmishes with Scourge and Mutalisks. If you are playing a map conducive to fast expansions and macro, you should begin the carapace upgrade as soon as your Spire finishes. If you are playing a more aggressive map, I would avoid the upgrade until you have at least expanded.

It is worth mentioning that some players have said that the cost differential between the second carapace and first attack upgrade make it more reasonable to upgrade attack rather than carapace as your second upgrade. While this may be true, if you are playing a game that is going long enough for you to consider a second upgrade, your Mutalisk numbers should be large enough that one less Mutalisk while you research the second carapace upgrade should not matter. If you are trying to punish your opponent while you have a carapace upgrade and he doesn't (much like Protoss does to Zerg while +1 weapons is finished before carapace), do not research a second upgrade. Time your attack to be maximized as soon as the upgrade completes.

As unlikely as it is, upgrade carapace against Hydralisks. Mutalisks are meant to take damage while Zerglings deal the damage. It should be noted that many players have said that they prefer getting Mutalisks attack, while helps in raiding, sniping stray Hydralisks and dealing with Spore Colonies. I disagree; I believe that carapace is necessary for allowing your army to live long enough to let Zerglings engage the Hydralisks and start dealing damage.

- - - - - - - - - - - - -
CURRENT THEORY:
Given the nature of Battle.net and the impracticality of hold position Mutalisk Micro (it's really hard with the slightest lag), carapace is ideal. However, given a LAN environment (possibly Chaos), upgrading attack and using hold position Mutalisk micro is ideal.

Hold position micro results in a more 'spread out' Mutalisk attack, killing sometimes 2-3 Marines at once. And the effectiveness of hold-position micro is vastly improved by attack upgrade. A targeting attack ground approach of Mutalisk micro reaps little benefit from a +1 attack, usually resulting in overkill of a single marine and the 'bounce' being 0.33 (Source: Chill) is negligible.
a1a2a3
Pressure
Profile Blog Joined October 2006
7326 Posts
May 15 2008 03:29 GMT
#2
i dont usually get upgrades in zerg vs terran.... :X are we supposed to? lol
dronebabo
Profile Blog Joined December 2003
10866 Posts
May 15 2008 03:34 GMT
#3
--- Nuked ---
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
May 15 2008 03:45 GMT
#4
On May 15 2008 12:29 Pressure wrote:
i dont usually get upgrades in zerg vs terran.... :X are we supposed to? lol


in a single word...yes. To go further with the difference between upgrading and not upgrading, we'll take the furthest example- in lategame zvt. With no upgrades, a zergling will take 5 damage from each marine shot, and will deal only 5 damage per second. With 3/3 grades vs an ungraded marine, the zergling will take 2 damage from each marine shot, and deal 8 damage per second. With cracklings, the damage number gets doubled
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Showtime!
Profile Joined November 2007
Canada2938 Posts
Last Edited: 2008-05-15 04:00:16
May 15 2008 03:59 GMT
#5
Attack if you play very aggressively and have good micro. In most cases attack, unless it is an island map then go armor because you need to get +2 quick if you are up against corsair reaver or any other terran air combo, which in that case you need to have good air support to go along with any army.
Mini skirt season is right around the corner. ☻
randombum
Profile Blog Joined April 2007
United States2378 Posts
May 15 2008 04:05 GMT
#6
On May 15 2008 12:45 waterdragon wrote:
Show nested quote +
On May 15 2008 12:29 Pressure wrote:
i dont usually get upgrades in zerg vs terran.... :X are we supposed to? lol


in a single word...yes. To go further with the difference between upgrading and not upgrading, we'll take the furthest example- in lategame zvt. With no upgrades, a zergling will take 5 damage from each marine shot, and will deal only 5 damage per second. With 3/3 grades vs an ungraded marine, the zergling will take 2 damage from each marine shot, and deal 8 damage per second. With cracklings, the damage number gets doubled


I believe he is referring to air upgrades. I'm pretty sure its general consensus that upgrades are important for ground troops.

As to your question pressure, you only get air upgrades when you are doing a mass mutalisk build. (IE Mutas/guards/(devs?) the whole game. This thread is about whether attack or carapace is better when you do decide to go mass mutas.


As for the OP, I think Carapace is the better choice, In zvt if there is constant production of mutas including rotation of mutas in/out the zerg player will always have 11mutas which kills anything the zerg wants as well as 11muts+1attack. Therefore, keeping them alive longer is more beficial than 1 extra attack with will only help kills turrets faster. (they die after 2 rounds instead of burning down from 2 life.) However, if going non-stop mutas, y not get 2 spires?

For ZvZ I think Chill has answered it.
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
May 15 2008 04:09 GMT
#7
for zvz its carapace

for the other mus, I dont see it upgraded all that often unless its going to guardians
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2008-05-15 04:10:18
May 15 2008 04:10 GMT
#8
Armor in ZvP if you're trying to go vs corsairs... also armor for zvz. But definitely attack ZvT in MOST scenarios. It allows 11 mutalisks to kill 3+ marines on each hold position shot much more often. You need 5 mutas to kill 1 marine in 1 shot, but only 4 mutas with a +1 attack. The yield for getting attack are higher in my opinion just because you'll be able to kill marines much faster which will be useful for both regular muta micro and muta ling attacks. Armor will decrease the DPS from marines but they deal so much and mutas only have 120 hp I don't think it's too useful ZvT.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
tehAscender
Profile Joined April 2007
94 Posts
May 15 2008 04:55 GMT
#9
Thanks for your input.

randombum:

With reference to double spire, I think I frown upon this, and I think if it's done at the pro level it must be rare. In my post I do agree with the same concept that what use is +1 if I am just overkilling the original marine.

According to Chill's analysis, the +1 upgrade increases the 'bounce' damage by 1.44, but in reality, the real damage dealt to other marines (beside the target which is obviously going to die anyway) is only 0.44 which supports carapace.

superiorwolf:

Now this is a point which I referred to originally as well. I did notice the hold position Mutalisk Micro method to be much more effective at killing more marines, as the Mutalisk fire is divided among a few marines, killing sometimes 2-3 at a time.

Which does open up the possibility that the attack upgrade is more ideal, and if my memory serves the last time I saw aggressive Mutalisks by Jaedong he upgraded attack.

So, my tentative theory for now will be as follows:

Given the nature of Battle.net and the impracticality of hold position Mutalisk Micro (it's really hard with the slightest lag), carapace is ideal. However, given a LAN environment (possibly Chaos), upgrading attack and using hold position Mutalisk micro is ideal.
a1a2a3
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17733 Posts
Last Edited: 2008-05-15 05:08:54
May 15 2008 05:07 GMT
#10
I was wondering the same question as op and from all the replays i've seen they all used atk instead of carapace. When i tried to muta micro i always prefered carapace because my main is terran so im not that good with micro. My mutas tend to live longer with carapace. But reading superiorwolf's post it makes sense. Multikills with hold and because if you practice enough your mutas arent supposed to get hit.
ils
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
tehAscender
Profile Joined April 2007
94 Posts
May 15 2008 05:30 GMT
#11
Ilikestarcraft:
~_~. I mentioned hold position mutalisk micro in my original post first ;_;.

Anyway, recently I've been focusing more on my ZvP, but... you bring up a good point.

If anybody has any replays that support the efficiency of either carapace or attack upgrades if they would share them it would be much appreciated.

I know this is extremely dependent on muta micro and terran marine micro, but even linking these would be beneficial as the majority of terran versus zerg are 3 hatch into lurkers anyway.

That being said, I know there are pro-league VODs available but sometimes I honestly can't tell with the resolution of youtube. For the most part, I do believe that on Old Blue Storm (non SE), attack was the favourite for a Mutalisk aggression.
a1a2a3
ZhenMiChan
Profile Blog Joined November 2007
Netherlands1181 Posts
May 15 2008 07:13 GMT
#12
Attack forsure!
Studying Chinese~
emucxg
Profile Blog Joined May 2007
Finland4559 Posts
May 15 2008 09:18 GMT
#13
defence FTW
Danger_Duck
Profile Blog Joined March 2008
Burkina Faso571 Posts
May 15 2008 11:47 GMT
#14
On May 15 2008 13:10 Superiorwolf wrote:
Armor in ZvP if you're trying to go vs corsairs... also armor for zvz. But definitely attack ZvT in MOST scenarios. It allows 11 mutalisks to kill 3+ marines on each hold position shot much more often. You need 5 mutas to kill 1 marine in 1 shot, but only 4 mutas with a +1 attack. The yield for getting attack are higher in my opinion just because you'll be able to kill marines much faster which will be useful for both regular muta micro and muta ling attacks. Armor will decrease the DPS from marines but they deal so much and mutas only have 120 hp I don't think it's too useful ZvT.


won't terran have +1 armor by the time you have +1 attack for your muta? It seems like everyone is assuming terran doesn't upgrade when they clearly do....
TBA
diehilde1
Profile Joined September 2006
Germany522 Posts
Last Edited: 2008-05-15 11:56:34
May 15 2008 11:55 GMT
#15
imo upgrading ur mutalisks in zvt is not worth it unless u plan to build more than the initial 9-11 for harass.
for aggressive, muta heavy builds, attack upgrade is the right choice..
armor upgrade is only useful against valks... and who goes valks to counter mutas?
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