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! [G] Mutalisk Guide - Page 2

Forum Index > Brood War Strategy
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Chill
Profile Blog Joined January 2005
Calgary25980 Posts
August 30 2007 20:34 GMT
#21
Thanks, updated Zerg Overlords and Zerg Upgrades section.
Moderator
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
Last Edited: 2007-08-30 20:39:54
August 30 2007 20:36 GMT
#22
On August 31 2007 05:05 Chill wrote:
Show nested quote +
On August 31 2007 04:55 LxRogue wrote:
On August 31 2007 04:41 Chill wrote:
It was made because watching you guys Muta micro was painful. j/k <3

On August 31 2007 04:23 LxRogue wrote:
Grouping also works well with a trapped zergling.



I didn't include little tricks like this beacuse they're not practical.


Sure it is. If you have a little group of lings, group the mutas with one in the center that can't escape.

So if you don't like having an ovie drifting around, or if you have ovie speed, this can work better.


This is your definition of practical? Putting 4 Lings in a corner and grouping with one of them?
No.
The majority of todays map allows you to trap a ling behind the minerals with the help of only one other ling. That's a total of 2 and imo far better than having the wierd overlord flying around.

11mutas can 2hit-kill a turret, the last 2hp will burn down before the third attack can be completed.
11mutas will one-hit a stimmed marine with their bounce (even if the first marine dies after 4attacks all 11 will bounce if they hit at the same time, bouncing with buildings works too).

A third method on how to kill scourges that are chasing you:
http://sc.gosugamers.net/thread/142563

Also, there's a zvz late game technique known as the scourge bomb. You order all your mutas to follow a scourge and then fly the scourge into your opponent.
Ideally the scourge should absorb the first wave of fire from your opponent and your mutas should come perfectly stacked up. Theoretically it sounds good (and looks cool!), whether is efficient in practice is arguable. Was long time since I last looked into it.
Even a broken clock is right twice a day
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
Last Edited: 2007-08-30 21:31:35
August 30 2007 20:54 GMT
#23
In ZvZ Muta vs. Hydra shouldn't you upgrade attack for mutas not armor? At least... I think I remember reading this from a reliable source. It makes sense hydras have 80 life so doing 10 damage is a big advantage to 9. And I don't see why 1 armor would be more helpful. I don't think i'm wrong but if I am enlighten me.

edit: Since hydras deal explosive dmg 1 armor doesn't make a significant difference to the amoutn of damage the muta can absorb and the +1 dmg to 10 makes it easier/more effective to pick off drones or hydras running in a straight line.
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
August 30 2007 21:02 GMT
#24
Jonoman92, you are wrong. you want your Mutas to absorb damage, and Zerglings to deal damage.

LegenD, Never heard of that Scourge bomb... I'll try it out later
Moderator
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
August 30 2007 21:03 GMT
#25
Armor only reduces hydralisk damage by 0.5, on the otherside he's likely to have more hydras than you have mutas. Twice as many? Dunno. Attack is also more efficient vs spores and it boosts the bounce slightly.
I'd go with attack, becouse it's cheaper.
Even a broken clock is right twice a day
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
August 30 2007 22:27 GMT
#26
Excellent thread! There's always been 2 things about muta micro that I've wanted to know about for a long time.

The first one was the way progamers seem to snipe scourges when the mutas are being chased. It's weird because the Chinese version is to circle and angle and attack, while the pros don't. Their mutas simply stop at the same time, turn, attack and move on, but this happens in extremely quick succession. I've wondered for a long time how this is done and no one was able to explain it (in other threads) but I believe the GG.net thread posted by ZerG~LegenD might be it. Although I wonder if it works on bnet.

The second one was the split damage. In ZvT, you will often see skilled muta users micro against marines, shoot at the marines about twice (each shot killing 1 rine) and then a 3rd shot that kills about 3~5 rines at once. There are two theories to this, one is that the marines simply accumulated bounce shots over the time and the 3rd bounce killed them... but if you watch closely, the mutalisks seem to attack at different targets. I'm guess it has to do with patrol. There's a chance the same method as explained in the GGnet thread is used again for this. I need to test this out.
SAY YES TO STIM KIDS!!! XD
Wizard
Profile Blog Joined May 2007
Poland5055 Posts
Last Edited: 2008-01-07 01:59:08
August 30 2007 22:36 GMT
#27
Nice!
sAviOr[gm] ~ want to watch good replays? read my blog: http://www.teamliquid.net/blog/wizard
OrderlyChaos
Profile Blog Joined June 2007
United States1115 Posts
August 30 2007 23:03 GMT
#28
Nice writeup! It's a great combo of how to use muta's in most situations people would come across. I've found it very informative. Thanks Chill

Definitely recommended :p
intrigue
Profile Blog Joined November 2005
Washington, D.C9933 Posts
August 30 2007 23:07 GMT
#29
nicely done
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
August 30 2007 23:24 GMT
#30
Attack is definitely the way to go versus hydras, they're getting armor anyway.
I live in perpetual fear of terrorists and studio gangsters
azndsh
Profile Blog Joined August 2006
United States4447 Posts
August 30 2007 23:35 GMT
#31
about the math

without upgrades:
9 + 3 + 1 = 13

with attack:
10 + 3.33 + 1.11 = 14.44

with armor
8 + 1.67 + 0.5 = 10.17

that's 1.44 to 2.83, almost double
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
August 30 2007 23:36 GMT
#32
On August 31 2007 04:41 Chill wrote:
It was made because watching you guys Muta micro was painful. j/k <3

Show nested quote +
On August 31 2007 04:23 LxRogue wrote:
Grouping also works well with a trapped zergling.



I didn't include little tricks like this beacuse they're not practical.


I just was watching the China WCG reps (you can dl them at GG.net) and MYM.F91 used this exact trick to micro his mutas. He trapped a ling using 2 lings in combination with his ramp on PA (he was at North position.) It's probably extra useful on a map like PA where it wouln't take long for your ovies to run into death... That game was vs TR_Shine ZvT

So yes, it can be practical.
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
Last Edited: 2007-08-30 23:38:35
August 30 2007 23:37 GMT
#33
On August 31 2007 06:02 Chill wrote:
Jonoman92, you are wrong.


No, you are wrong. About this and the attack upgrade vs hydras....
mahnini
Profile Blog Joined October 2005
United States6862 Posts
August 31 2007 00:28 GMT
#34
Nice thread. Thanks.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Purind
Profile Blog Joined April 2004
Canada3562 Posts
August 31 2007 00:32 GMT
#35
How about the following situations:

ZvT going mass mutas vs. gols - Which upgrade to get. Is it like what you said vs. hydras, where you go carapace to soak damage, melee attack on lings to deal damage?

ZvT going guardian rush - not a super strong strat, but I think it's major enough to include this. What to upgrade, attack or carapace? My intuition says weapon so that you kill marines faster.
Trucy Wright is hot
ArC_man
Profile Blog Joined August 2006
United States2798 Posts
Last Edited: 2007-08-31 01:14:52
August 31 2007 00:44 GMT
#36
On August 31 2007 07:27 Live2Win wrote:
The first one was the way progamers seem to snipe scourges when the mutas are being chased. It's weird because the Chinese version is to circle and angle and attack, while the pros don't. Their mutas simply stop at the same time, turn, attack and move on, but this happens in extremely quick succession. I've wondered for a long time how this is done and no one was able to explain it (in other threads) but I believe the GG.net thread posted by ZerG~LegenD might be it. Although I wonder if it works on bnet.

I wanted to address this point as well. I've actually been messing around with Muta vs Scourge for a bit and I've been able to pretty much get results like the pros (instead of mutas being around 2 muta length away from the scourge, I can get the muta to turn around and hit the scourge at around 3/4 muta length away and still be able to run away safely from the rest of the pack). I think the Chinese technique is the basis of what pros use but they are missing one little key that seem to make the muta attack faster, the position of the patrol click. When I was dicking around with the a muta vs scourge map, it seemed to me that the muta attack much faster if you patrol click close to them (close as in really close, almost right on the mutas). Try this on the muta vs scourge maps: once you do the 1st click (~90 degrees) to make the muta turn, immediately p+click just behind the mutas themselves and you'll find that the mutas almost instantly turn, attack and are free to move again instead of making a small loop. I actually found this out cause I tried to individually target each scourge (with patrol... I was being stupid -.-zz).

The GG.net technique doesn't seem to work for me cause the mutas take a lot more time to accelerate if you don't guide them by turning them. I think the key points really to the micro is turning (getting the muta to turn a bit first so they don't slow down), and positioning of the click so they attack as fast as possible.

Edit: About the part of muta vs hydra, the point of muta vs hydra isn't for mutas to kill the hydras cause straight up hydras will beat mutas. The point is for the mutas to take the damage while your ground ling army rapes his hydras. Mutaling isn't about mutas killing stuff, it's about lings owning stuff up cause they're so imbalanced and do too much damage.

I also made a little clip of muta vs scourge. It's basically the Chinese technique but applied for scourge at close distance. I tried to let the scourge get as close as possible so I could demonstrate it but I suck so I got hit a lot... hopefully it shows what I was trying to say
http://www.yousendit.com/transfer.php?action=download&ufid=7CFD2A5B265CED16
You'll see that patrol close up works a lot better on scourge that are closer to you but against scourge that are farther away your mutas will just turn around and act stupid (I do it in the video) so I think patrol closer to the mutas when the scourge are close and farther away when the scourge are farther should do the trick.
yubee
Profile Blog Joined May 2006
United States3826 Posts
August 31 2007 00:54 GMT
#37
On August 31 2007 09:32 Purind wrote:
How about the following situations:

ZvT going mass mutas vs. gols - Which upgrade to get. Is it like what you said vs. hydras, where you go carapace to soak damage, melee attack on lings to deal damage?

ZvT going guardian rush - not a super strong strat, but I think it's major enough to include this. What to upgrade, attack or carapace? My intuition says weapon so that you kill marines faster.
armor for sure against gols,

with guardian rush, do you even have time to upgrade? i mean you do have to get your greater spire asap. i dunno chill will know he's the definition of scrubby newb guard rusher
GongKyuckTerran
Profile Joined March 2006
Croatia1096 Posts
August 31 2007 02:50 GMT
#38
On August 31 2007 06:02 Chill wrote:
Jonoman92, you are wrong. you want your Mutas to absorb damage, and Zerglings to deal damage.


never never never upg muta carapace vs hydra except if u playing air map
but hydra on air maps are no thx
but again if happen u will go dual spire vs dual evo/spire
so it will end 3-3 mutal vs 3-3hydra ?-3 devourer

on ground maps:
letz take situation
a) playing 1base mutal vs 1base hydra = upg +1 attack mutal and if u want +1 attack ling ,hydra player will put carapace first or dual if he have good timing
b) playing ?? base mutal vs ?? base hydra = upg +1 mutal if u want go fast guardian / swarm
if u play map where u cant use guard or guard doing little dmg and cant afford you fast win
then i will skip mutal upg and make dual evo hydra upg cuz u will need good positioned lurkers to keep up with hydra player
if u can manage to take map control again then i will back to muta attack upg so u can control both ground and air




Ultras di Spalato, Etre et durer
GongKyuckTerran
Profile Joined March 2006
Croatia1096 Posts
August 31 2007 03:04 GMT
#39
On August 31 2007 09:54 yubee wrote:
Show nested quote +
On August 31 2007 09:32 Purind wrote:
How about the following situations:

ZvT going mass mutas vs. gols - Which upgrade to get. Is it like what you said vs. hydras, where you go carapace to soak damage, melee attack on lings to deal damage?

ZvT going guardian rush - not a super strong strat, but I think it's major enough to include this. What to upgrade, attack or carapace? My intuition says weapon so that you kill marines faster.
armor for sure against gols,

with guardian rush, do you even have time to upgrade? i mean you do have to get your greater spire asap. i dunno chill will know he's the definition of scrubby newb guard rusher


1hat and 2hat fast lurk build with mutal switching are good for +1attack timing guards
2 hat gas or 2 hat gas + hat are letz say 50/50 or less vs expirienced terrans
going +1 mutal attack with 3 hat no pressure/dmg to terran is just waste of gas and free kills for vessels
monty hall and 815 are only map nowdays where u can do 3 hat +1muta and keep up with terran





Ultras di Spalato, Etre et durer
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
August 31 2007 03:08 GMT
#40
I'm leaving for vacation, I'll update this guide when I return on the 10th.
Moderator
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