• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:54
CEST 16:54
KST 23:54
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22 - The Finalists14[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21
Community News
2026 GSL Season 1 Qualifiers11Maestros of the Game 2 announced32026 GSL Tour plans announced11Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid21
StarCraft 2
General
MaNa leaves Team Liquid 2026 GSL Tour plans announced Team Liquid Map Contest #22 - The Finalists Weekly Cups (April 6-12): herO doubles, "Villains" prevail Oliveira Would Have Returned If EWC Continued
Tourneys
GSL CK: More events planned pending crowdfunding 2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) SEL Doubles (SC Evo Bimonthly)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
Pros React To: Tulbo in Ro.16 Group A ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Data needed RepMastered™: replay sharing and analyzer site
Tourneys
Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro16 Group A [ASL21] Ro16 Group B
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Reappraising The Situation T…
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1541 users

Muta harass in zvt

Forum Index > Brood War Strategy
Post a Reply
1 2 Next All
29 fps
Profile Blog Joined March 2008
United States5725 Posts
September 12 2024 01:17 GMT
#1
How can players (or viewers) tell whether their muta harass is effective or not? Sometimes I see zerg players destroying so many units and buildings for several minutes, only to still lose to a one base Terran later on.

In a recent game pro match, the zerg took out the terran's ebay, 1-2 barracks, tons of turrets, some scvs, and marines/medics. He pushed the Terran back to the main. He even took out the first valkyrie, I believe. And then somehow the Terran pushes back and the zerg loses.

So what I wanna know is, how do you know whether you've done enough when harassing with mutas?
4v4 is a battle of who has the better computer.
Abjurer
Profile Blog Joined April 2009
Sweden212 Posts
September 14 2024 07:57 GMT
#2
It depends on the zerg drone count. Sometimes when you see the zerg inflicting terrible terrible damage it is an all-in and the drone count is very low. If the terran can just survive its economy might be stronger than zergs.
bw<3 cj<3
mtcn77
Profile Joined September 2013
Turkey688 Posts
Last Edited: 2024-09-16 16:48:36
September 16 2024 16:47 GMT
#3
Can anybody explain what is there to stop the zerg from infesting Terran's natural expansion CC? 1 Queen and 1 Queen's nest is just 300 minerals and 200 Vespene gas. It is not very expensive. The Queen makes the mutalisk stack became artillery since upon 750 damage Terran loses a CC and you gain a building in the Terran base. Let me remind you zerg units are really low hp and suddenly you overturn that with the infested CC, they have to concentrate fire on a 1500hp building if left unchecked will make Infested terrans that can take out multiple SCVs in an instant.
May I remind you that is how terran loses when mutalisks and zerglings make a two pronged attack? You will be let off from the marine pressure. You just have to keep making infested terrans to keep the pressure high.
Turrican
Biff The Understudy
Profile Blog Joined February 2008
France8065 Posts
Last Edited: 2024-09-16 21:52:01
September 16 2024 21:50 GMT
#4
On September 12 2024 10:17 29 fps wrote:
How can players (or viewers) tell whether their muta harass is effective or not? Sometimes I see zerg players destroying so many units and buildings for several minutes, only to still lose to a one base Terran later on.

In a recent game pro match, the zerg took out the terran's ebay, 1-2 barracks, tons of turrets, some scvs, and marines/medics. He pushed the Terran back to the main. He even took out the first valkyrie, I believe. And then somehow the Terran pushes back and the zerg loses.

So what I wanna know is, how do you know whether you've done enough when harassing with mutas?

Zerg rely on larvas, which completely change the equation compared to other races. Whenever you make a military unit as zerg, you are not making a drone.

If Terran is losing a ton of units but slowly manages to tech up, there will be a point where zerg is hopelessly behind if all they have done is pump mutas.

On the current metagame, mutas are designed to keep terran in their base while you take a third, inflict economic damage by taking some scvs out and force expensive turrets and reduce marine count while zerg takes a third and techs towards lurker and defiler that alone will allow him to beat a teched-up terran push.

So the games you talk about are all ins from the zerg players. You can see that your harassment is very successful, ditch the traditional plan and just keep making mutas to end the game right there. But you are committed, and if Terran survives, you are dead. Because a 2 tank + vessel + mm is basically unstoppable if you don’t have the corresponding tech, namely lurkers and defilers.

I hope this answers that.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
Biff The Understudy
Profile Blog Joined February 2008
France8065 Posts
September 16 2024 21:54 GMT
#5
On September 17 2024 01:47 mtcn77 wrote:
Can anybody explain what is there to stop the zerg from infesting Terran's natural expansion CC? 1 Queen and 1 Queen's nest is just 300 minerals and 200 Vespene gas. It is not very expensive. The Queen makes the mutalisk stack became artillery since upon 750 damage Terran loses a CC and you gain a building in the Terran base. Let me remind you zerg units are really low hp and suddenly you overturn that with the infested CC, they have to concentrate fire on a 1500hp building if left unchecked will make Infested terrans that can take out multiple SCVs in an instant.
May I remind you that is how terran loses when mutalisks and zerglings make a two pronged attack? You will be let off from the marine pressure. You just have to keep making infested terrans to keep the pressure high.

Because at that point of the game, your mad will be absolutely murdered before you can inflict 750 damage to that cc, and that repairing a cc is extrelely quick and easy.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
mtcn77
Profile Joined September 2013
Turkey688 Posts
Last Edited: 2024-09-17 07:37:53
September 17 2024 06:40 GMT
#6
On September 17 2024 06:54 Biff The Understudy wrote:
Show nested quote +
On September 17 2024 01:47 mtcn77 wrote:
Can anybody explain what is there to stop the zerg from infesting Terran's natural expansion CC? 1 Queen and 1 Queen's nest is just 300 minerals and 200 Vespene gas. It is not very expensive. The Queen makes the mutalisk stack became artillery since upon 750 damage Terran loses a CC and you gain a building in the Terran base. Let me remind you zerg units are really low hp and suddenly you overturn that with the infested CC, they have to concentrate fire on a 1500hp building if left unchecked will make Infested terrans that can take out multiple SCVs in an instant.
May I remind you that is how terran loses when mutalisks and zerglings make a two pronged attack? You will be let off from the marine pressure. You just have to keep making infested terrans to keep the pressure high.

Because at that point of the game, your mad will be absolutely murdered before you can inflict 750 damage to that cc, and that repairing a cc is extrelely quick and easy.

I have seen games recently that terran just sits on ~600hp CC. Of course, it will pull aggro away from the mutalisks if Terran focuses on the repair because marines cannot maneuver near the CC. If you have watched it, they are quite pathetic around the CC. You get a huge advantage if you can force the marines near the CC.
I am just saying 300 minerals & 200 gas is just a drop in the bucket. I have never seen 9 mutalisks doing more than what 6 mutalisks haven't done already. Notice, July started the current 6 mutalisk rush meta. When he started the 6 muta rush, terrans didn't know what hit them - same as how Jaedong revolutionized ZvP.
I just wish there was a logical follow up to that plan because let us face it: zerg meta revolves around map control. Mutalisks and queens are the fastest units in the game. They can be anywhere so long as you point them. Even the 2nd game of the group E between JD vs Light, it came down to mutalisks being where they were supposed to be.
PS: all I wanted to say is there hasn't been any change to meta like July has done it.
Turrican
Expensive-Law-9830
Profile Joined April 2024
130 Posts
September 17 2024 11:15 GMT
#7
muta harass is not to deal damage, but to buy time to secure third/get defilers.
mtcn77
Profile Joined September 2013
Turkey688 Posts
September 17 2024 11:36 GMT
#8
I think that is how you buy time: by dealing damage. I'm not suggesting any less, in fact more. How long can 6 mutalisks bring a CC down to half hp? I calculate precisely 17.5 seconds.
Turrican
FlaShFTW
Profile Blog Joined February 2010
United States10367 Posts
September 17 2024 15:50 GMT
#9
On September 17 2024 20:36 mtcn77 wrote:
I think that is how you buy time: by dealing damage. I'm not suggesting any less, in fact more. How long can 6 mutalisks bring a CC down to half hp? I calculate precisely 17.5 seconds.

That assumes nothing shooting back at it lol.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
mtcn77
Profile Joined September 2013
Turkey688 Posts
Last Edited: 2024-09-17 21:12:31
September 17 2024 17:55 GMT
#10
On September 18 2024 00:50 FlaShFTW wrote:
Show nested quote +
On September 17 2024 20:36 mtcn77 wrote:
I think that is how you buy time: by dealing damage. I'm not suggesting any less, in fact more. How long can 6 mutalisks bring a CC down to half hp? I calculate precisely 17.5 seconds.

That assumes nothing shooting back at it lol.

Mutalisks are disposable. On the contrary, infesting a CC is not. That is what I want to extrapolate.
What happened to playing zerg with grit, holding nothing back, rushing without any recourse? Hero making the last zerglings versus JyJ? Imagine a rush with 6 mutas and 1 queen. It would be as glorious as Jaedong dispatching the first corsair.
PS: OK, I see what you mean. It takes 6 marines %75 the time to dispatch 6 mutalisks even without concentrating fire.
PS 2: Oh, I've found the perfect analogy. How many games have involved the zerg destroying 4 missile turrets? That is the time needed for the CC rush.
Turrican
Biff The Understudy
Profile Blog Joined February 2008
France8065 Posts
Last Edited: 2024-09-17 21:40:46
September 17 2024 21:33 GMT
#11
Your mutas will die in second if they stand still. I don’t know what you are getting at.

If your mutas can shoot at the cc while surviving turret and stimmed marines you have already won the game. Mutas are meant to poke, kill an scv, a turret or a few marines and run back because they get obliterated if they take a static engagement. 17,5 seconds ignoring stuff shooting back at them is 12 more seconds than it takes a group of marines to kill a control group of mutas.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
mtcn77
Profile Joined September 2013
Turkey688 Posts
Last Edited: 2024-09-18 13:50:41
September 18 2024 13:17 GMT
#12
On September 18 2024 06:33 Biff The Understudy wrote:
Your mutas will die in second if they stand still. I don’t know what you are getting at.

If your mutas can shoot at the cc while surviving turret and stimmed marines you have already won the game. Mutas are meant to poke, kill an scv, a turret or a few marines and run back because they get obliterated if they take a static engagement. 17,5 seconds ignoring stuff shooting back at them is 12 more seconds than it takes a group of marines to kill a control group of mutas.

6marines shoot back 6 mutalisks in 13.23 seconds, or 12m 12 muta. Even stim packed marines shoot back in 6.615 seconds. You quoted 5.5. That is between 6 marines 5 mutalisks.
Turrican
FlaShFTW
Profile Blog Joined February 2010
United States10367 Posts
September 18 2024 15:08 GMT
#13
On September 18 2024 02:55 mtcn77 wrote:
Show nested quote +
On September 18 2024 00:50 FlaShFTW wrote:
On September 17 2024 20:36 mtcn77 wrote:
I think that is how you buy time: by dealing damage. I'm not suggesting any less, in fact more. How long can 6 mutalisks bring a CC down to half hp? I calculate precisely 17.5 seconds.

That assumes nothing shooting back at it lol.

Mutalisks are disposable. On the contrary, infesting a CC is not. That is what I want to extrapolate.
What happened to playing zerg with grit, holding nothing back, rushing without any recourse? Hero making the last zerglings versus JyJ? Imagine a rush with 6 mutas and 1 queen. It would be as glorious as Jaedong dispatching the first corsair.
PS: OK, I see what you mean. It takes 6 marines %75 the time to dispatch 6 mutalisks even without concentrating fire.
PS 2: Oh, I've found the perfect analogy. How many games have involved the zerg destroying 4 missile turrets? That is the time needed for the CC rush.

Depending on the stage of the game lol. Mutas are not necessarily just disposable until you at minimum get a lot of damage with them or your lurkers have finished.

Also in this hypothetical CC rush, the Terran has totally lost control of their fingers and cannot order SCVs to repair the CC, for turrets to shoot and kill mutas, and for marines to reinforce and also deal with mutas. This is not consistent with reality.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
WombaT
Profile Blog Joined May 2010
Northern Ireland26614 Posts
September 19 2024 03:57 GMT
#14
On September 18 2024 02:55 mtcn77 wrote:
Show nested quote +
On September 18 2024 00:50 FlaShFTW wrote:
On September 17 2024 20:36 mtcn77 wrote:
I think that is how you buy time: by dealing damage. I'm not suggesting any less, in fact more. How long can 6 mutalisks bring a CC down to half hp? I calculate precisely 17.5 seconds.

That assumes nothing shooting back at it lol.

Mutalisks are disposable. On the contrary, infesting a CC is not. That is what I want to extrapolate.
What happened to playing zerg with grit, holding nothing back, rushing without any recourse? Hero making the last zerglings versus JyJ? Imagine a rush with 6 mutas and 1 queen. It would be as glorious as Jaedong dispatching the first corsair.
PS: OK, I see what you mean. It takes 6 marines %75 the time to dispatch 6 mutalisks even without concentrating fire.
PS 2: Oh, I've found the perfect analogy. How many games have involved the zerg destroying 4 missile turrets? That is the time needed for the CC rush.

Find some half decent players, streamline your build for this infest timing attack idea and let us know how you get on testing it out

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Biff The Understudy
Profile Blog Joined February 2008
France8065 Posts
September 19 2024 04:13 GMT
#15
Alternatively look at some pro games and try to imagine what happens if 6 mutas were too shoot at a CC non stop for 17 seconds.

You will notice the mutas avoid staying still. The biggest target they usually attack are turrets. They are extremely fragile.

Keep also in mind that by the time you get queen, terran will have ample defenses.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
iopq
Profile Blog Joined March 2009
United States1077 Posts
September 19 2024 13:47 GMT
#16
When you get ultras you should just get a queen with no upgrades, parasite the vessels and infest a command center. In a chaotic game CCs often get lifted late, below 750 hp. Sometimes I take 3-4 mutas from earlier and attack a slowly flying CC as well - even if it started with 1000 hp it can probably get down low enough when it's being defended primarily by irradiate
Ideas
Profile Blog Joined April 2008
United States8168 Posts
Last Edited: 2024-09-19 13:56:45
September 19 2024 13:55 GMT
#17
On September 17 2024 06:50 Biff The Understudy wrote:
Show nested quote +
On September 12 2024 10:17 29 fps wrote:
How can players (or viewers) tell whether their muta harass is effective or not? Sometimes I see zerg players destroying so many units and buildings for several minutes, only to still lose to a one base Terran later on.

In a recent game pro match, the zerg took out the terran's ebay, 1-2 barracks, tons of turrets, some scvs, and marines/medics. He pushed the Terran back to the main. He even took out the first valkyrie, I believe. And then somehow the Terran pushes back and the zerg loses.

So what I wanna know is, how do you know whether you've done enough when harassing with mutas?

Zerg rely on larvas, which completely change the equation compared to other races. Whenever you make a military unit as zerg, you are not making a drone.

If Terran is losing a ton of units but slowly manages to tech up, there will be a point where zerg is hopelessly behind if all they have done is pump mutas.

On the current metagame, mutas are designed to keep terran in their base while you take a third, inflict economic damage by taking some scvs out and force expensive turrets and reduce marine count while zerg takes a third and techs towards lurker and defiler that alone will allow him to beat a teched-up terran push.

So the games you talk about are all ins from the zerg players. You can see that your harassment is very successful, ditch the traditional plan and just keep making mutas to end the game right there. But you are committed, and if Terran survives, you are dead. Because a 2 tank + vessel + mm is basically unstoppable if you don’t have the corresponding tech, namely lurkers and defilers.

I hope this answers that.



This is a great answer.

Just keep in mind that mutas do not scale well at all into the late game once Terran has good upgrades and vessels out. The longer the game goes on, the less affective they will be. It's why I think the most vulnerable window for Zerg is that timing push Terrans will make right before defilers are out and zerg only has static D and mutas to rely on for defense.
Free Palestine
mtcn77
Profile Joined September 2013
Turkey688 Posts
September 20 2024 14:13 GMT
#18
On September 19 2024 00:08 FlaShFTW wrote:
Show nested quote +
On September 18 2024 02:55 mtcn77 wrote:
On September 18 2024 00:50 FlaShFTW wrote:
On September 17 2024 20:36 mtcn77 wrote:
I think that is how you buy time: by dealing damage. I'm not suggesting any less, in fact more. How long can 6 mutalisks bring a CC down to half hp? I calculate precisely 17.5 seconds.

That assumes nothing shooting back at it lol.

Mutalisks are disposable. On the contrary, infesting a CC is not. That is what I want to extrapolate.
What happened to playing zerg with grit, holding nothing back, rushing without any recourse? Hero making the last zerglings versus JyJ? Imagine a rush with 6 mutas and 1 queen. It would be as glorious as Jaedong dispatching the first corsair.
PS: OK, I see what you mean. It takes 6 marines %75 the time to dispatch 6 mutalisks even without concentrating fire.
PS 2: Oh, I've found the perfect analogy. How many games have involved the zerg destroying 4 missile turrets? That is the time needed for the CC rush.

Depending on the stage of the game lol. Mutas are not necessarily just disposable until you at minimum get a lot of damage with them or your lurkers have finished.

Also in this hypothetical CC rush, the Terran has totally lost control of their fingers and cannot order SCVs to repair the CC, for turrets to shoot and kill mutas, and for marines to reinforce and also deal with mutas. This is not consistent with reality.

I think you underestimate the reasoning. Considering the zerg game plan in three sections;
1. The early game when you don't have the economy,
2. The midgame when you have the economy, but not the hatcheries and larvae,
3. Lastly, the end game when you have both the economy and the larvae to make everything, mutalisks fit the midgame very well. Any good zerg pro avoids zergling rushes these days. If you make zerglings, you will be underproducing from your hatcheries in the early game and midgame when you don't have sufficient hatcheries. Mutalisks are quite efficient if you could avoid making zerglings altogether.
I get that at early game, none of these units are game winningly decisive. You can make zerglings work at late game not just because you have defilers and ultralisks to cover them, but also because "you have the hatcheries" to make them. More hatcheries without pushback from the Terran is pretty much instant win condition which should be discussed in my opinion and not taken for granted just like how you don't take my idea for granted.
It is evident zerg will have more minerals than larvae at early game when it is feasible to throw down another hatchery; however with present hatcheries in place and equal mineral:larvae flow you should get more out of mutalisks than zerglings that offer no map control past static defences. Mutalisks can choose to avoid incoming fire and spice things up. I'm just looking to find new ways for that. We already have late "midgame strategies" such as guardian rushes that fall flat spectacularly. I just think there are not the only midgame strategies that develop into late game. It is just a question of economy.
Turrican
FlaShFTW
Profile Blog Joined February 2010
United States10367 Posts
September 20 2024 16:38 GMT
#19
On September 20 2024 23:13 mtcn77 wrote:
Show nested quote +
On September 19 2024 00:08 FlaShFTW wrote:
On September 18 2024 02:55 mtcn77 wrote:
On September 18 2024 00:50 FlaShFTW wrote:
On September 17 2024 20:36 mtcn77 wrote:
I think that is how you buy time: by dealing damage. I'm not suggesting any less, in fact more. How long can 6 mutalisks bring a CC down to half hp? I calculate precisely 17.5 seconds.

That assumes nothing shooting back at it lol.

Mutalisks are disposable. On the contrary, infesting a CC is not. That is what I want to extrapolate.
What happened to playing zerg with grit, holding nothing back, rushing without any recourse? Hero making the last zerglings versus JyJ? Imagine a rush with 6 mutas and 1 queen. It would be as glorious as Jaedong dispatching the first corsair.
PS: OK, I see what you mean. It takes 6 marines %75 the time to dispatch 6 mutalisks even without concentrating fire.
PS 2: Oh, I've found the perfect analogy. How many games have involved the zerg destroying 4 missile turrets? That is the time needed for the CC rush.

Depending on the stage of the game lol. Mutas are not necessarily just disposable until you at minimum get a lot of damage with them or your lurkers have finished.

Also in this hypothetical CC rush, the Terran has totally lost control of their fingers and cannot order SCVs to repair the CC, for turrets to shoot and kill mutas, and for marines to reinforce and also deal with mutas. This is not consistent with reality.

I think you underestimate the reasoning. Considering the zerg game plan in three sections;
1. The early game when you don't have the economy,
2. The midgame when you have the economy, but not the hatcheries and larvae,
3. Lastly, the end game when you have both the economy and the larvae to make everything, mutalisks fit the midgame very well. Any good zerg pro avoids zergling rushes these days. If you make zerglings, you will be underproducing from your hatcheries in the early game and midgame when you don't have sufficient hatcheries. Mutalisks are quite efficient if you could avoid making zerglings altogether.
I get that at early game, none of these units are game winningly decisive. You can make zerglings work at late game not just because you have defilers and ultralisks to cover them, but also because "you have the hatcheries" to make them. More hatcheries without pushback from the Terran is pretty much instant win condition which should be discussed in my opinion and not taken for granted just like how you don't take my idea for granted.
It is evident zerg will have more minerals than larvae at early game when it is feasible to throw down another hatchery; however with present hatcheries in place and equal mineral:larvae flow you should get more out of mutalisks than zerglings that offer no map control past static defences. Mutalisks can choose to avoid incoming fire and spice things up. I'm just looking to find new ways for that. We already have late "midgame strategies" such as guardian rushes that fall flat spectacularly. I just think there are not the only midgame strategies that develop into late game. It is just a question of economy.

I'm not sure how anything you've just said is relevant at all to my comment.

Also, Guardian hydra builds are real builds and do not fall flat spectacularly. I'm not sure what level of games you watch or play at but there's a reason no one in this thread thinks any of your ideas are worth their merit.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Biff The Understudy
Profile Blog Joined February 2008
France8065 Posts
September 20 2024 18:57 GMT
#20
https://m.youtube.com/watch?v=8iD9Dn9d1rY

Mtcn, here is a game where a Guardian build almost takes out Flash.

Also please watch that game and find a moment where 6 mutas could have spent 15 seconds hitting at a CC without getting wiped out. It wouldn’t be 15 seconds since the scvs would repair but nevermind.

It seems to me that you are theorizing without all that much knowledge of the matchup and the meta. That’s fine, but you can trust someone like FlashFTW who really, really knows his stuff when he tells you something doesn’t make sense.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
1 2 Next All
Please log in or register to reply.
Live Events Refresh
SC Evo League
13:30
SEL Doubles #2
SteadfastSC75
BRAT_OK 71
LiquipediaDiscussion
WardiTV Map Contest Tou…
12:00
Group C
WardiTV1012
TKL 269
Rex113
3DClanTV 69
EnkiAlexander 35
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko536
uThermal 289
TKL 269
mouzHeroMarine 244
Hui .232
Rex 113
BRAT_OK 74
SteadfastSC 66
Railgan 59
Vindicta 58
StarCraft: Brood War
Britney 51721
Calm 7092
Horang2 1645
Mini 1094
EffOrt 654
firebathero 572
BeSt 532
actioN 459
ggaemo 199
Soulkey 190
[ Show more ]
Mind 189
Last 110
Pusan 100
Sexy 75
Nal_rA 68
Sharp 56
Sea.KH 55
Barracks 52
910 51
Aegong 50
Hyun 41
[sc1f]eonzerg 41
ToSsGirL 37
Backho 37
Rock 20
soO 16
Noble 14
GoRush 12
IntoTheRainbow 12
Terrorterran 10
Movie 8
Dota 2
Gorgc6578
qojqva969
LuMiX1
League of Legends
Reynor66
Counter-Strike
fl0m2321
olofmeister581
kRYSTAL_16
Heroes of the Storm
Khaldor466
Liquid`Hasu310
Other Games
singsing1991
FrodaN1428
B2W.Neo639
DeMusliM337
Mew2King103
QueenE41
Trikslyr38
Organizations
Dota 2
PGL Dota 2 - Main Stream10773
PGL Dota 2 - Secondary Stream2033
Other Games
BasetradeTV465
StarCraft: Brood War
lovetv 8
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• FirePhoenix10
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1023
League of Legends
• Jankos1662
• TFBlade1280
Upcoming Events
IPSL
1h 6m
WolFix vs nOmaD
dxtr13 vs Razz
BSL
4h 6m
UltrA vs KwarK
Gosudark vs cavapoo
dxtr13 vs HBO
Doodle vs Razz
Patches Events
7h 6m
CranKy Ducklings
9h 6m
Sparkling Tuna Cup
19h 6m
WardiTV Map Contest Tou…
20h 6m
Ladder Legends
1d
BSL
1d 4h
StRyKeR vs rasowy
Artosis vs Aether
JDConan vs OyAji
Hawk vs izu
IPSL
1d 4h
JDConan vs TBD
Aegong vs rasowy
Replay Cast
1d 18h
[ Show More ]
Wardi Open
1d 19h
Afreeca Starleague
1d 19h
Bisu vs Ample
Jaedong vs Flash
Monday Night Weeklies
2 days
RSL Revival
2 days
Afreeca Starleague
2 days
Barracks vs Leta
Royal vs Light
WardiTV Map Contest Tou…
2 days
RSL Revival
3 days
Replay Cast
4 days
The PondCast
4 days
KCM Race Survival
4 days
WardiTV Map Contest Tou…
4 days
Replay Cast
5 days
Escore
5 days
RSL Revival
6 days
WardiTV Map Contest Tou…
6 days
Liquipedia Results

Completed

Escore Tournament S2: W3
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.