Why zerg always builds mutalisks vs terran?
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SiarX
98 Posts
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HerbMon
United States460 Posts
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CHEONSOYUN
515 Posts
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Nirli
Bulgaria357 Posts
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avanhokie
50 Posts
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Soulforged
Latvia913 Posts
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IntoTheWow
is awesome32269 Posts
On April 13 2024 00:52 SiarX wrote: They are costly investments, and often do not deal that much damage to justify cost. I get that they are supposed to keep terran on his base, but would not building many lurkers instead succesfully protect zerg bases, too? If you watch some progames, you can see the amount of turrets terran need to make to hold different variations of muta openings. Sometimes they can do with 6 or so, sometimes they more and they also need to rebuild the ones destroyed by mutalisks. If terran needs to make around 10~12 turrets to hold in the end, that's 750~900 minerals alone (+eng bay), without taking into account the lost SCV mining time because of: building/rebuilding turrets and dead SCVs. As others have said, if you go lurker, Terran will sit behind a bunker and wait for a good timming. Lurkers don't work well in small numbers versus a Terran army. As a Zerg you will end up being the reactive one, burrowing/unburrowing and taking chip damage everywhere while they Terran manouvers around the map. The moment siege is up, you are on a timer to defend or lose your natural. You will also lose map control. Pro terrans are very good at skirmishing versus low population zerg armies. You could be dead by a single scan, runby or a drop. A muta opening not only keeps Terran blind and on the defensive, but forces the Terran to tech to move out, keeps their army small (it's hard to move out versus a good Muta user) and gives some breathing room to expand. | ||
XenOsky
Chile2215 Posts
with time muta control got A LOT better, so mutas became basically the only playable openning. same shit is happening with reavers in PvT... u can attack or defend with reavers while expanding or reduce the number of terran units while T is pushing... | ||
rusty23456
United States107 Posts
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zimp
Hungary951 Posts
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Liquid`Drone
Norway28591 Posts
In single games youll see lurker openings with quite some frequency though, especially in the ASL. And zergs that are B or below could do perfectly fine opening lurker every game. When I was semi-competitive at a low S rank level, zvt was my best mu and i opened muta at most 25% of the time, and i virtually never made more than 11. | ||
iFU.pauline
France1491 Posts
I was very attached back in the day with a lurker opening and had to force learning muta coze terran would go fact very early and be able to push you way before you had defiler. Also gameplay is pretty straightforward, I would say near boring because it's the same gameplan unless you want to go for fast drop and if you fail terran will just roll over you. | ||
Comodore
Brazil49 Posts
On April 27 2024 18:04 iFU.pauline wrote: There is a myriad of build-order variants for opening lurkers but it should remain hidden strat. Once I watched the finest lurker opening from EffOrt with a 3 hatch build putting spire and den at the same time but instead going for lurker upgrade, the timing was done so he would put 6 hydras dispersed among larva near hatcheries and morph them into lurkers which would be around the time terran would scan and believe muta are coming therefore staying in its base and building turrets. Terran (who was ex-PGM) understood at the very last time and went out of its base to delay lurker wall but failed to do so, with a 5 rax +1, terran never came out of his base for the rest of the game. There is a bit of gambling of course and it's EffOrt executing it when he was going freestyle gameplay. I was very attached back in the day with a lurker opening and had to force learning muta coze terran would go fact very early and be able to push you way before you had defiler. Also gameplay is pretty straightforward, I would say near boring because it's the same gameplan unless you want to go for fast drop and if you fail terran will just roll over you. Do you have a link or replay of this game? | ||
DeepElemBlues
United States5079 Posts
On April 13 2024 00:52 SiarX wrote: They are costly investments, and often do not deal that much damage to justify cost. I get that they are supposed to keep terran on his base, but would not building many lurkers instead succesfully protect zerg bases, too? if you go straight to lurker and try to contain, it is very hard to stop terran from busting your contain with siege tanks. then if the terran is aggressive and comes out it can be hard to stop them setting up siege tanks at your natural you can harass SCV line with mutalisks, which also keeps the terran army contained, running around from his natural to his main and back chasing your mutas. and if the terran comes out to attack you can effectively harass his army as it moves across the map with mutas, pick off marines/medics/tanks (if they go tanks. which they usually wont because you went muta first not lurker). yes lurkers are effective at defending, not so much at containing or attacking (not that they're ineffective, just less effective than muta) | ||
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