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What makes a map good for 2 Hatch or 3 Hatch Muta - Page 2

Forum Index > Brood War Strategy
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JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2020-07-01 12:55:35
July 01 2020 12:44 GMT
#21
Thanks again for the comments everyone. I'll put those into practice

On June 30 2020 00:15 KwarK wrote:
Regarding what makes a map good for it, base layout and natural angle plays a role. If the opponent’s natural is angled towards the Zerg or towards a critical pathway on the map then that is favourable. Likewise if their main is open to attack from a lot of angles that helps a lot. Artosis complained a lot about 6 vs 3 on Horizon because the 6 main was open from muta harass from 180 degrees, was very close by air, and muta could also cover the counterattack path and the drop ship route from the same area.

In 2 hat muta the muta are expected to attack and defend simultaneously. A map is good for that when the pathing and base locations give them opportunities to exploit that. 8Z vs 12T on Sylphid is pretty similar, the Terran main is open from 180 degrees which makes it difficult to cover the gas at one side and the choke at the other. The rax often end up near the wall which makes them vulnerable. Meanwhile the Terran counterattack path is the other side of that same wall so Terran can’t force the muta to choose between attacking and defending.

Thanks, I recall watching some ASL ZvT games on Horizon where the zerg abused mutas exactly as you had described.
I have a followup question now that you have stated what map characteristics 2 hatch muta can exploit, what about 3 hatch muta then? Would 3 hatch muta be preferable if mutas can't harras the opponent efficiently? Do we rely more on getting quicker lurkers on a ramp to defend our later third or something like that?
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
July 01 2020 13:57 GMT
#22
If the main and nat has more surface area, 2 hatch is better. Maps like Fighting Spirit and Circuit Breaker have their main in the corners, reducing surface area to attack from. The problem with 3 hatch muta is defending the marine push once there are sufficient marines. Since less marines tend to be whittled down, they can just straight up walk into your third unless there is a sole ramp that you can lurker egg block or have the lurkers already there and ready. That is obviously a more difficult when the third choice has 2 ramps to be attacked from.

But every game is different. Sometimes you can defend when 3 hatch mutas with just mutas and zerglings, sometimes not. Likewise if you go 2 hatch muta, sometimes you can just kill the terran by going all in and sometimes not. Sometimes you can transition out and sometimes you straight up die when the terran moves out and into your nat. So, yes 3 hatch may be preferable on maps like those, but if you are confident about muta micro and multitasking, there's nothing wrong with going 2 hatch on those maps either. The end goal of securing a third and carrying from there would be the same.
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
Last Edited: 2020-07-03 12:05:10
July 03 2020 12:04 GMT
#23
Generally, Z is more or less forced to 2h muta if it's hard to take a third at a starting location (or any third), which 3h muta needs to advance properly into the late game. A lot of 2 player maps fall into this category, such as Overwatch.
Sylphid is a good example as well as there's no ramp leading into a starting location so it's hard to secure.
Ars longa, vita brevis, principia aeturna.
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
July 09 2020 16:20 GMT
#24
I see, thanks for your replies
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