
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.
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?