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[D] TvZ Turrets = The Future?

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titan55
Profile Joined July 2009
United States227 Posts
April 04 2011 09:04 GMT
#1
Hey guys,

First off, I am a master/diamond Terran who has been playing since beta, so I think my experience has to count for something in this matchup.

Recently playing multiple TvZ, I found that the matchup to continue to get more and more difficult. From the cries of TvZ imba during retail to now, Zerg has definitely made this matchup much much harder than what it was a couple months ago.

Now the current trend has established as Marine Tank. This army composition makes a lot of sense, to deal with mass units, tank's splash + bonus attack to roaches is a must. Anti air? Picking between marines/thors, marines will always win the debate. The combo of these two anti-ground and anti-air is undeniably the optimum way a Terran can go against a air/land heavy zerg army (Muta Roach Bling, or Muta Ling Baneling)

As zerg gets better and better, their army control gets better: this is also an undeniable fact. Mutalisk control and army positioning of zerg players have truly exponentiated in the past month and the ability to harass with muta and speedlings really punishes Terran's immobility with the Tank.

However, i believe the problem of the current terran is that with the MUCH bigger maps, tank push in mid/late game is WAY too slow to be effective. Terran has to mind 3 things,
1. slow siege hopping from where the zerg's creep starts to prevent baneling destroying ur army with unsieged tanks
2. Keeping ur marines around ur tanks at all times to prevent mutas from getting free kills
3. Watch for counter attack.

The fact that Tanks are so immobile, and when u push ur marines HAVE to stay with them, ur base is basically bare to muta harass while u push. Also, marines are pretty slow unless stimmed to run around ur base to defend the harass. I find that many Terran's judgement on how many turrets they need is incredibly underestimated. Mutas running around the map can make a terran go crazy, and once zerg hits around 20-30 mutas, 1-5 turrets dont even matter, a thor doesnt even really make the trick anymore. Terran will probably be so confused on where to send their marines, their push will get demolished anyways. The fact of the matter is, Marines are NOT the answers for base defending and tank defending in mid/late game TvZ

I believe that Terran must understand the uniqueness of this match up of TvZ and accept the fact that we can't push any faster than the speed "slow" and should fully dive in to "slow pushing" I believe if terran construct a lot more turrets around bases AND the push can make their time a lot easier. Although marines are one of the strongest units in the game, the mobility limited by protecting siege tank AND bases really exposes their weakness. Stims cost health and micro, spending that 100 minerals on a turret to me sounds like a better deal.

What do you guys think? should terran start constructing 20+ turrets per game from here on out? i think by making turret lines around ur tanks (as seen sometimes when pushing thorugh scrap station) will truly make the matchup a lot easier for terran.

And yes, i do know terran can make thors, but the fact of the matter is. Thors = factory build time = less tanks. I dont think thor is a solution to this problem because they are terrible against all zerg units except un-magicboxxed mutas and the cost of having 1.5 less siegetanks per thor is too great.
Came Norrection
Profile Joined March 2011
Canada168 Posts
April 04 2011 09:13 GMT
#2
thors are actually good against everything zerg except for lings and broodlords having 1 or 2 really forces zerg to magicbox and creates micro for the zerg and punishes hard if he does not do it well. thors are also great single target dps against everything.

as for the turrets I think you definately need more turrets as muta numbers go up but relying on turrets will allow zerg to expand more because you spend so much on SD, on larger maps it could really be hard to stop zerg from taking the map especially since tanks are so immobile.

I think getting mass turret is one way of dealing with mutas but getting better on marine control is needed either way.

"The lie is just a great story ruined by the truth."
Aldehyde
Profile Blog Joined March 2010
Sweden939 Posts
Last Edited: 2011-04-04 09:15:42
April 04 2011 09:14 GMT
#3
If you have that big of a problem with muta harass while pushing, yes, build turrets. I thought this was known since the game came out.

Thors are not terrible against all zerg units. They are not ONLY good at stacked mutas. They keep the mutas away from your tanks since it has much more range than they do. And if they decide to magic box your thor, you have marines there. Mid to late game, if they have too many mutas, thors are really great, almost a must, I'd say.

I don't know what you're bringing up that is new.
blackbrrd
Profile Joined September 2010
Norway477 Posts
April 04 2011 09:24 GMT
#4
A lot can be done with Turret placement as well.

A turret has 6 range, while a Mutalisk has 3 range. If you build two turrets, they shouldn't be built with more than 3 range between them, so if one turret is attacked, the other one will fire as well.

Protoss have the same problem. If they see the opponent going banshee - build the friggin' Photon cannon. It's cheaper than 10+ probes and zero map presence because your stalkers are behind your mineral lines.
FudgeMunkey
Profile Joined March 2011
Australia59 Posts
April 04 2011 09:26 GMT
#5
Thors are really good against mutas and once you have 5-6 it doesn't even matter if they magic box.

I also think that getting 20+ turrets is a lot of recourses that could be put to better use, instead it might be better getting only a few turrets with the upgrade from the engineering bay!
I feel like this upgrade is Greatly underused, it increases the armor on ALL building by 2. This makes mutas less effective because they rely on splash damage to defeat the turrets because they only do 6ish damage so reducing that down to 4 can make a BIG difference.
This upgrade can also make the PF stronger and your wall offs against the Z much stronger as well.

Hope that helps and good luck in further TvZs!
"Those who brag are the real losers" :D
sadyque
Profile Joined April 2010
Romania251 Posts
April 04 2011 09:30 GMT
#6
I tried that it didnt work for me. I can defend my mining bases with 1 thor and 5-6 well placed turrets (sometimes even upgraded). The problem is my slow push becomes even slower cuz i spend resources on static defense wich i might even not need (how the hell am i supposed to know if the zerg uses the larva for 10 more mutas or for 10 roaches? --no relation to the zerg QQ "We cant scout meeeeehhh!!!).
By the time you get to the zergs base he has a 200/200 upgraded army with broodlords or shitloads of infestors (lately). Yeah your main/nat is safe from muta harrass but you didnt get a third up cuz if you tried and the zerg is not stupid he either muta wtfpwned it or if you defended with marines he went and wtfpwned your slow push.
Idra used to say that on metalopolis if you get close spawns tvz the matchup is heavy T favored and if you get cross positions its heavy Z favored. Now 90% of maps are 'metalopolis cross positions'...
60 bucks? But it has Kerrigans Boobs in three god damn dimensions. Do you know how long i have waited for this?
Sethronu
Profile Blog Joined June 2010
United Kingdom450 Posts
April 04 2011 09:33 GMT
#7
Thors are incredibly underrated in TvZ. While I agree that a few extra turrets in your base (and building armor, definitely - that upgrade rocks!) are needed as the game progresses, assuming the Z goes muta heavy, trying to guard your tank push with turrets isn't nearly as good as bringing 1-2 Thors. Thors have incredible range, they make sure Zerg can't use stacked Muta ball to snipe tanks, and they make great meatshields against ling/bling. While I can understand not making Thors early, as you get your 3rd up, there's no reason not to.
andy186
Profile Joined September 2010
Australia1058 Posts
April 04 2011 09:34 GMT
#8
Can we get a replay of this being effective or ineffecive?

Personally I would prefer 40 marines over 20 turrets but i am a zerg not a terran.

Spend 2000 minerals on turrets means you have a solid defense and sure if you have enough time you can likely still max but terran max armies aren't like the protoss deathball and can be destroyed by a zerg max army much easier.
Cibron
Profile Joined March 2010
Sweden253 Posts
April 04 2011 09:45 GMT
#9
I agree with OP - tank marine doesn't cut it on large maps.

Another way to formulate it: A well placed tank marine combo with good spread and sieged tanks hard counter ling/bling/muta. Tanks and marines on the move get hard countered by the same composition (especially on creep).

The bigger maps mean we must slow-push longer distances which in turn give mutas free time to destroy the economy.

A few thors are good since their long range protects tanks well but you can't mass them vs Z or you loose to ling/bling.

We need a counter build vs ling/bling/muta on large maps (get to work iEchoic).

ZOMGY (¬O_o)¬ || BeastyQQ FTW!! ||
sadyque
Profile Joined April 2010
Romania251 Posts
April 04 2011 09:52 GMT
#10
On April 04 2011 18:34 andy186 wrote:
Can we get a replay of this being effective or ineffecive?

Personally I would prefer 40 marines over 20 turrets but i am a zerg not a terran.

Spend 2000 minerals on turrets means you have a solid defense and sure if you have enough time you can likely still max but terran max armies aren't like the protoss deathball and can be destroyed by a zerg max army much easier.


40 marines in your base or in your tank line for the slow push. Cant have both .
I dont know . Since season 2 i lost every damn TvZ. I even lost to a baneling bust through 3rax wall with bunker and siege tank behind.... Before the big ass maps if the zerg failed 1-2 baneling busts he would be screwed (as it should be). Now by the time you get to his base he already has 50 zerglings and 30 banelings...
Maybe i just suck or need to try more 1 base cheeses or something ...
60 bucks? But it has Kerrigans Boobs in three god damn dimensions. Do you know how long i have waited for this?
NDsOdapOp
Profile Joined April 2011
United Kingdom60 Posts
April 04 2011 09:59 GMT
#11
the way i see it is even if you are going marine tank army comp you should always include 2-3 Thor's at the back of your army for support. as a Zerg what i find the hardest to deal with and to be most efficient for the Terran is if they patrol the map with their marine tank army and push on the Zerg's expansions at leave one Thor at each of their bases, then when the Terran feels they are in a good position they pull the Thor's from the expansion and push with their entire army. this way the Zerg can't afford to harass with Muta's while the Terran is pushing at his from door, and you cannot Muta harass if a Thor is there defending.
imba, imba world
curtis
Profile Joined September 2010
Iran21 Posts
April 04 2011 10:03 GMT
#12
well , solution is simple , make Vikings just "a little" more than rubbish vs Mutalisks , i tried it long time ago , cause even with marines , still Muta harras is winner . u loose lots of HP cause of stim and yet mutalisks just kite you into un-grounded spaces , and even with higher upgrades , you loose in battle of vikings vs mutas , simply they can out number you anyways and there is no aoe on vikings while Muta has AOE attacks wich is the key to win.so add some buff to vikings , something GOOD on air like Valkyrie would be awesome.
PinkSoviet
Profile Joined March 2011
France45 Posts
April 04 2011 10:04 GMT
#13
I dont know if it is wise to spend so much minerals in turrets, but it may be the only way to keep units on the front line and not make thors. However, too few or too spread away turrets will just get picked off by mutas.

The sure thing is that making just a few turrets can only buy you time to get your shit sorted out (push to death, get vickings or thors, I dont know your game plan).
6poolin' my way to master 4v4
spbelky
Profile Blog Joined October 2010
United States623 Posts
Last Edited: 2011-04-04 10:11:11
April 04 2011 10:05 GMT
#14
On April 04 2011 18:59 NDsOdapOp wrote:
the way i see it is even if you are going marine tank army comp you should always include 2-3 Thor's at the back of your army for support. as a Zerg what i find the hardest to deal with and to be most efficient for the Terran is if they patrol the map with their marine tank army and push on the Zerg's expansions at leave one Thor at each of their bases, then when the Terran feels they are in a good position they pull the Thor's from the expansion and push with their entire army. this way the Zerg can't afford to harass with Muta's while the Terran is pushing at his from door, and you cannot Muta harass if a Thor is there defending.


You have turrets to support the thor right? else its just a free thor kill + scvs for a magic box of mutas.
Big J
Profile Joined March 2011
Austria16289 Posts
April 04 2011 10:13 GMT
#15
I really think, that once you hit the lategame as terran, you should be either extremly aggressive with your Marines, or you should switch to more thors, as massed, they are just way better AA than marines.
freestalker
Profile Joined March 2010
469 Posts
April 04 2011 10:19 GMT
#16
I play zerg, but honestly I think you get the marine/tank composition purpose wrong. imho marines are one of best units in the game in terms of price for power. What you said that tanks are a must vs roaches is imho wrong, since 2 marines with stim already get more price effective than one roach and this effect gets bigger as the marine ball gets bigger meaning roaches stop to 'counter' roaches pretty quickly and you have to apply banelings. Banelings as you know are armored low hp units that tend to clump up. that's where tanks come to play since they have long range and splash and bonus against armor and can snipe them really well, with a bit of micro. On top of that tanks are also good against anything on ground zerg has. And then zerg is forced to bring something that doesn't get killed so easily with tanks, so a flyer - mutalisk and snipe your tanks before you get too many of those as well.

While keeping his opponents tanks amount low zerg is trying to get higher number of mutas so he can effectively harass, since with higher number (20-30) of mutas you can pretty quickly snipe turrets and buildings without losing much. That's where thor comes to play - one mismicro can easily lead to loss of a LOT of mutas.

anyway, concerning turrets, I think few turrets per base (2-3) can help against early harass. Later you need something better because with high muta count those turrets just won't help much at all.
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
April 04 2011 10:20 GMT
#17
hellion and raven is good combo, drones can setup a tempoary hard point/zone the map into the marine ball
Live Fast Die Young :D
Cibron
Profile Joined March 2010
Sweden253 Posts
April 04 2011 10:23 GMT
#18
On April 04 2011 19:13 Big J wrote:
I really think, that once you hit the lategame as terran, you should be either extremly aggressive with your Marines, or you should switch to more thors, as massed, they are just way better AA than marines.


Yes, but they are way slower, suck vs lings and can't kite/spread vs banelings.
ZOMGY (¬O_o)¬ || BeastyQQ FTW!! ||
CatNzHat
Profile Blog Joined February 2011
United States1599 Posts
April 04 2011 10:26 GMT
#19
I think that turrets + turret upgrades are *essential* in any TvZ where mutas are involved.
I have started getting faster e-bay since if your turrets are up late and mutas get in your base, you're basically dead (or at least you have to have some extremely good marine micro (assuming your on 2 base) and you will lose SCVs/mining time no matter how good your micro is.
I've found that upgrading turret range + armor is extremely effective against mutas, and most zergs are not used to microing around that extra +1 range on those turrets, so they take a lot of extra hits.
Once you hit 3 bases, you can't just have your army defending one and turrets stacked at the other, you need a single thor at each base where your army is not (so if you're pushing, 3 thors at home) + around 10-15 turrets per base. I place the turrets very close together in a line perpendicular to the line of attack from the mutas (e.g. close air spawns on LT/Shattered Temple place them parallel to the air edge of your base. Turrets with range deal a crap ton of damage to mutas, and if you're like me and don't stop SCV production and instead use them in your army, they can be quite and unkillable defense mechanism. 10 SCVs +5 turrets with range and armor can kill off A LOT of mutas before they die, and if a thor is there, they're forced to micro their mutas, and this can distract them from spreading banelings against the tanks, and sometimes even force them to just turn around and give up
Cibron
Profile Joined March 2010
Sweden253 Posts
April 04 2011 10:28 GMT
#20
On April 04 2011 19:20 TibblesEvilCat wrote:
hellion and raven is good combo, drones can setup a tempoary hard point/zone the map into the marine ball


What do you mean? PDD help against muta for a while, but won't last against 20+ mutas? Do you mean as an addition to marine&tank?
ZOMGY (¬O_o)¬ || BeastyQQ FTW!! ||
StainNZ
Profile Joined February 2011
New Zealand2 Posts
April 04 2011 10:31 GMT
#21
I am only low level diamond. I do however, think that mutas have their cake and eat it to. they have this magic box they can use to reduce the effectiveness of thors by a lot AND if you try to repair anything their glaives hit the scvs as well as the primary target. It is my opinion that thors air attack is pretty much designed with mutas in mind, so why should there be a relatively simple "micro" trick that reduces the thors effectiveness so greatly. i play against some friends who are silver and gold zergs and even they can magic box so its not exactly an extremely micro intensive task, one simply has to remember it. i also cant help but agree with
Idra used to say that on metalopolis if you get close spawns tvz the matchup is heavy T favored and if you get cross positions its heavy Z favored. Now 90% of maps are 'metalopolis cross positions'...

it feels like this very much. i LOVE to play a macro style but i feel like unless you pull off some amazing timings to constantly keep pressure on the zerg (limiting your expanding potential by draining resources in to attacking), taking extra bases becomes way too hard. sure, holding off 10 mutas is no issue but double that number and turrets getting 2 shot by a swarm just starts to get a little old. TL;DR i sink a lot of income in to turrets because this doesnt use supply and feel like taking more than your first 2 bases is extremely awkward if you havent managed to kill a chunk of his muta flock early in the piece
Never for lack of trying
NDsOdapOp
Profile Joined April 2011
United Kingdom60 Posts
April 04 2011 10:39 GMT
#22
On April 04 2011 19:05 spbelky wrote:
Show nested quote +
On April 04 2011 18:59 NDsOdapOp wrote:
the way i see it is even if you are going marine tank army comp you should always include 2-3 Thor's at the back of your army for support. as a Zerg what i find the hardest to deal with and to be most efficient for the Terran is if they patrol the map with their marine tank army and push on the Zerg's expansions at leave one Thor at each of their bases, then when the Terran feels they are in a good position they pull the Thor's from the expansion and push with their entire army. this way the Zerg can't afford to harass with Muta's while the Terran is pushing at his from door, and you cannot Muta harass if a Thor is there defending.


You have turrets to support the thor right? else its just a free thor kill + scvs for a magic box of mutas.

yes but you only have maybe 2 turrets there with your Thor's, as there is no need for more, because at that point if the Zerg commits to killing the Thor and the turrets then they are sacrificing a lot of mutas and you have enough time to pull marines back to help defend if really necessary.
imba, imba world
asmo.0
Profile Joined August 2010
Norway318 Posts
April 04 2011 10:47 GMT
#23
I think it totally depends on how the zerg plays it, but at times you should be making a lot of turrets yes. But with good placement, you don't really need that many.

I cant actually believe you said that Thors are bad against all zerg units... Thors destroy cost efficiently any zerg unit except for lings and bloodlords. But most importantly, it makes the zergs life 10 times harder. 1 thor parked with your siege tanks will make it nigh impossible to snipe tanks if your marines are remotely awake. Not to mention that if zerg makes 1 mistake and doesnt pay attention to his mutas 100% for about 1sek, you kill every single muta and win the game.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
April 04 2011 10:50 GMT
#24
I don't see that as a sound plan. Relying on marines that are supposed to be guarding siege in the middle map or at your opponents door to stim RTB and kill mutas...

Marines would take too long
Tanks would be completely vulnerable if Z split his mutas in 2.


Does this sound crazy or does building armor upgrade, a thor, 1-5 turrets and A BUNKER with 4/6 marines inside sound like a defense that would work?
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Dragar
Profile Joined October 2010
United Kingdom971 Posts
April 04 2011 12:14 GMT
#25
On April 04 2011 19:23 Cibron wrote:
Show nested quote +
On April 04 2011 19:13 Big J wrote:
I really think, that once you hit the lategame as terran, you should be either extremly aggressive with your Marines, or you should switch to more thors, as massed, they are just way better AA than marines.


Yes, but they are way slower, suck vs lings and can't kite/spread vs banelings.


Ah yes, the great flaw of the mass Thor build is its inability to spread against mass baneling.
Pigzyf5
Profile Joined November 2009
Australia131 Posts
April 04 2011 12:39 GMT
#26
I play most TvZ in a slightly differnt way. I start off all bio, this helps put pressure on the zerg kills of creep (which hlpes more than most people think) but perhaps most importantly give you map controll. If you are already at the zergs choke with mass marine and no creep spred and then you add in tanks you dont have to worry about a slow push you just run ur tanks right up there. If zerg trys to intercept you can counter drop a base, or defend the tanks with marines. I tend to lay down 3 facts after i get my third, or 2 facts after i have been on 2 fore a while (I always FE).
You dont have to worry aobut turrets so much this way, but once you get the third up feel free to go crazy on them as you will likely have a minerals to sprear if you are going 3 fact tanks.
No this is not unbeatable, and no its not easy, you need good marine controll. Its just another way to play the game, and i find it works very well for me.

Get E-bay upgrades!!! the range and armour, they are damn good.

Morbidius
Profile Joined November 2010
Brazil3449 Posts
April 04 2011 12:41 GMT
#27
Terran has no reliable and effective way to deal with muta harass without getting behind, getting more than 2 bases with a cloud of mutas flying around is a nightmare.
TvZ is becoming a bunch of calculated timing attacks by terran along with map abuse because the only way to beat the mass mutas is not letting it happen.A reasonable buff to turrets/thors or a valkyrish unit could do the trick. Also building armor and turret range really help you against mass mutas but you have to sacrifice too much to get it. It kinda looks like BW TvZ...
Has foreign StarCraft hit rock bottom?
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
Last Edited: 2011-04-04 13:08:00
April 04 2011 12:58 GMT
#28
On April 04 2011 19:03 curtis wrote:
well , solution is simple , make Vikings just "a little" more than rubbish vs Mutalisks , i tried it long time ago , cause even with marines , still Muta harras is winner . u loose lots of HP cause of stim and yet mutalisks just kite you into un-grounded spaces , and even with higher upgrades , you loose in battle of vikings vs mutas , simply they can out number you anyways and there is no aoe on vikings while Muta has AOE attacks wich is the key to win.so add some buff to vikings , something GOOD on air like Valkyrie would be awesome.

1) Muta is supposed to counter vikings

2) Viking is already the most cost effecient air unit in the game. No reason to buff it even more.

3) And muta doesnt have aoe. 2nd and 3rd attack is mediocre. It should be considered as a bonus to the primary attack which doesnt work when there are 1-2 targets (what rarely happens). So if you have troubles estimating the damage of mutas just consider they have a primary attack of 12 and nothing else.

4) You should play less campaign with imba upgrades.
0mar
Profile Joined February 2010
United States567 Posts
April 04 2011 13:13 GMT
#29
On April 04 2011 21:58 Cheerio wrote:
Show nested quote +
On April 04 2011 19:03 curtis wrote:
well , solution is simple , make Vikings just "a little" more than rubbish vs Mutalisks , i tried it long time ago , cause even with marines , still Muta harras is winner . u loose lots of HP cause of stim and yet mutalisks just kite you into un-grounded spaces , and even with higher upgrades , you loose in battle of vikings vs mutas , simply they can out number you anyways and there is no aoe on vikings while Muta has AOE attacks wich is the key to win.so add some buff to vikings , something GOOD on air like Valkyrie would be awesome.

1) Muta is supposed to counter vikings

2) Viking is already the most cost effecient air unit in the game. No reason to buff it even more.

3) And muta doesnt have aoe. 2nd and 3rd attack is mediocre. It should be considered as a bonus to the primary attack which doesnt work when there are 1-2 targets (what rarely happens). So if you have troubles estimating the damage of mutas just consider they have a primary attack of 12 and nothing else.

4) You should play less campaign with imba upgrades.


Vikings suck against mutas man. You need to bet at least 1.5:1 with the mutas to come out even, but mutas build faster, are more mobile and benefit from upgrades a lot more. Vikings aren't a check on mutas at all. You need to have double starport reactor to keep up with Zerg, since he'll pop 10-12 right away. Finally, if you have a bunch of vikings and he has no mutas, what the hell can you do with them? Your marines are super vulnerable to blings because you sunk all your gas into vikings. Vikings suck against most Zerg units.

It's not a winning strategy.
Cibron
Profile Joined March 2010
Sweden253 Posts
April 04 2011 13:22 GMT
#30
On April 04 2011 21:14 Dragar wrote:
Show nested quote +
On April 04 2011 19:23 Cibron wrote:
On April 04 2011 19:13 Big J wrote:
I really think, that once you hit the lategame as terran, you should be either extremly aggressive with your Marines, or you should switch to more thors, as massed, they are just way better AA than marines.


Yes, but they are way slower, suck vs lings and can't kite/spread vs banelings.


Ah yes, the great flaw of the mass Thor build is its inability to spread against mass baneling.


haha - didn't think that through before posting.

Still the banelings tend to damage terran deathballs well enough for the lings and mutas to finish teh rest up.
ZOMGY (¬O_o)¬ || BeastyQQ FTW!! ||
Morbidius
Profile Joined November 2010
Brazil3449 Posts
April 04 2011 13:32 GMT
#31
On April 04 2011 22:13 0mar wrote:
Show nested quote +
On April 04 2011 21:58 Cheerio wrote:
On April 04 2011 19:03 curtis wrote:
well , solution is simple , make Vikings just "a little" more than rubbish vs Mutalisks , i tried it long time ago , cause even with marines , still Muta harras is winner . u loose lots of HP cause of stim and yet mutalisks just kite you into un-grounded spaces , and even with higher upgrades , you loose in battle of vikings vs mutas , simply they can out number you anyways and there is no aoe on vikings while Muta has AOE attacks wich is the key to win.so add some buff to vikings , something GOOD on air like Valkyrie would be awesome.

1) Muta is supposed to counter vikings

2) Viking is already the most cost effecient air unit in the game. No reason to buff it even more.

3) And muta doesnt have aoe. 2nd and 3rd attack is mediocre. It should be considered as a bonus to the primary attack which doesnt work when there are 1-2 targets (what rarely happens). So if you have troubles estimating the damage of mutas just consider they have a primary attack of 12 and nothing else.

4) You should play less campaign with imba upgrades.


Vikings suck against mutas man. You need to bet at least 1.5:1 with the mutas to come out even, but mutas build faster, are more mobile and benefit from upgrades a lot more. Vikings aren't a check on mutas at all. You need to have double starport reactor to keep up with Zerg, since he'll pop 10-12 right away. Finally, if you have a bunch of vikings and he has no mutas, what the hell can you do with them? Your marines are super vulnerable to blings because you sunk all your gas into vikings. Vikings suck against most Zerg units.

It's not a winning strategy.

The problem with the matchup is that it is balanced towards mutas, if terran could just tell mutas to go away with vikings the way toss does with phoenix tvz would be so ridiculous for the zerg it would not be even funny.
Has foreign StarCraft hit rock bottom?
odE
Profile Joined December 2010
Finland177 Posts
April 04 2011 13:48 GMT
#32
Thors are really good in TvZ, if u manage get high numbers with upgrades. Imba. Also, they are good protection against banelings when you put them infront of your marines.

happyft
Profile Blog Joined December 2010
United States470 Posts
Last Edited: 2011-04-04 14:05:30
April 04 2011 13:58 GMT
#33
I think the number of turrets you put down and the speed of your push varies greatly with the map. But yes, I agree with the OP -- building turrets around your tanks and doubling up turret count where the zerg is likely to counter mutas into are crucial in getting better TvZ. A few things I've found:

1 - Taking your third in the direction of your slow tank push is so key. A mistake I used to see a lot of top N.A. terrans do is attempting to do a 2-base timing attack while taking a third. Unless the rush distance is really short and the zerg doesn't scout your third, I feel like this will never work -- you have to commit to either a third or a timing attack. And the best way to taking a third is by establishing map control with tanks, bunkers and turrets at your third while walling off flanks to your nat with bunkers and a tank or two. From there, having a 3 base economy allows you so much flexibility it's amazing, it feels so good.

I think this concept of establishing map control to take bases is something that catapulted my TvZ from 3.2k masters to 3.5k+. Walling off flanking lanes with bunkers, planetaries, turrets, and taking expos along my tank push lane has elevated my play so much.

Edit: it's for this reason that I believe Scrap Station is heavily T favored in TvZ, because your third and his third are so freaking close, that once you wall off the center path rocks, firmly turret up your main, and establish tank/turret in at the xel naga station, you will always win because Z will never be able to take a third. Also, this is why I believe Typhoon is very balanced TvZ, because even though the rush distances are long and there are many flanking paths, the paths themselves are very narrow. So your tank push is very strong, but it's slow due to distance and you having to spend extra resources to wall off and prevent flanks, buying Z time to choose his appropriate hive-tech and maintain expo advantage by taking distant expos.

2 - I like to double up my turret count wherever the zerg player hits with his mutas first. So very often I've found that zergs will hit only one part of your base with his mutas, and will continue to revisit it until you make it impossible for him to do so. Very rarely will I see a zerg take his time to poke around with mutas like a terran does with a banshee -- I believe it's for fear of getting nailed by thor and marines -- so he will simply attack one spot over and over again. So only put up a bare minimum of turrets, and be efficient by concentrating them in key areas.

3 - I have to constantly scan for broodlord tech. Infestor pit = 1min, Lair = 1.5min, Greater Spire = 1.5min, Broodlord = 0.5min for a total of 4.5min before I need vikings. If I don't have vikings when they come out, it's usually gg.
branflakes14
Profile Joined July 2010
2082 Posts
April 04 2011 14:07 GMT
#34
Mutalisk range is 3, when Seeker Missiles get within 2 range they become undodgable. Ravens might make make pretty good Viking guard dogs tried using them to guard your bases from Mutalisks. Just Viking flower them all up and wait for the Mutalisks to get close.
CustomKal
Profile Blog Joined November 2010
Canada749 Posts
April 04 2011 14:10 GMT
#35
On April 04 2011 22:13 0mar wrote:
Show nested quote +
On April 04 2011 21:58 Cheerio wrote:
On April 04 2011 19:03 curtis wrote:
well , solution is simple , make Vikings just "a little" more than rubbish vs Mutalisks , i tried it long time ago , cause even with marines , still Muta harras is winner . u loose lots of HP cause of stim and yet mutalisks just kite you into un-grounded spaces , and even with higher upgrades , you loose in battle of vikings vs mutas , simply they can out number you anyways and there is no aoe on vikings while Muta has AOE attacks wich is the key to win.so add some buff to vikings , something GOOD on air like Valkyrie would be awesome.

1) Muta is supposed to counter vikings

2) Viking is already the most cost effecient air unit in the game. No reason to buff it even more.

3) And muta doesnt have aoe. 2nd and 3rd attack is mediocre. It should be considered as a bonus to the primary attack which doesnt work when there are 1-2 targets (what rarely happens). So if you have troubles estimating the damage of mutas just consider they have a primary attack of 12 and nothing else.

4) You should play less campaign with imba upgrades.


Vikings suck against mutas man. You need to bet at least 1.5:1 with the mutas to come out even, but mutas build faster, are more mobile and benefit from upgrades a lot more. Vikings aren't a check on mutas at all. You need to have double starport reactor to keep up with Zerg, since he'll pop 10-12 right away. Finally, if you have a bunch of vikings and he has no mutas, what the hell can you do with them? Your marines are super vulnerable to blings because you sunk all your gas into vikings. Vikings suck against most Zerg units.

It's not a winning strategy.


You have obviously never seen the thread that has the whole math set out. If your vikings get 1-2 armor upgrades, in a straight up no micro fight (which vikings don't give a shit about micro cause their range is way longer) they win.

You need to remember the bounce damage from mutas relies on low armor on the enemy, or it does absolute shit damage.
Sporadic44
Profile Blog Joined January 2011
United States533 Posts
April 04 2011 14:11 GMT
#36
i can offer some insight from a zergs perspective here.
among the obvious (get thors) there are a few subtle things i see a good terran when i go mutas.
when you go to push you need to be aware of the situation outside of the immediate "oh crap there are mutas in my base and i need turrets"
you need to realize that the zerg isnt trying to kill you with only mutas. but is most likely simply using them for map control/setup an easy third. so dont go overboard on defending against them. although if he is trying to win with only muta/ling/bling you should be able to win with a well timed base trade. so as your +1 vehicle weapons finish/good production cycle/other timings hit make an attempt at distracting your opponent. drop his third, and take the xel naga towers. the last thing you want to do is ball up your army and march past the xel naga while one ling gets a free peek at your entire composition. this will trigger the mass baneling ling production. you want your zerg adversary to feel he's safe or at the least uncertain about if your pushing. this is a good time to expo as he will be focused on repelling the attack. have a scouting marine go a bit ahead of your army so you dont get caught unsieged and secure some good positioning.
i'm getting long winded here but the main idea is this. dont setup excess turrets while idling in your base and building your forces, wait until you push out. keep the zerg active; send the occasional group of suicide marines to stop creep spread. and expand when you attack. best of luck
"Opportunities multiply as they are seized."
Octavion
Profile Joined April 2011
8 Posts
April 04 2011 14:19 GMT
#37
First of all 20+ turrets seems like a huge overkill and screams foreverbronze to me. There needs to be some balance between stationary defence and marines (I play zerg, marines are really good ).

Also make sure that you actually scout that the zerg is going muta before you build any turrets. Infestor/ling is becoming more and more popular, you will feel pretty silly after you build 20 turrets and he just walks into your base and fungals your army. A lot of terrans just assume ling/bling/muta and blindly start constructing turrets.

Anyway I dont think there is anything new here, definitely mass turrets is NOT the future of TvZ though.
Techno
Profile Joined June 2010
1900 Posts
Last Edited: 2011-04-04 14:29:06
April 04 2011 14:22 GMT
#38
Making a million (~20 on three bases) turrets is definitely pretty standard on a map like Xel Naga Caverns.

I suggest spreading your tanks out to cover all the important areas. Then you want to be perpetually splitting your marines and trying to corner the mutas.

Finally, ~6-10 vikings with your 200/200 ball. That is the future.



On Vikings,
Vikings are actually a fantastic compliment to Marine/Thor in regards to dealing with Mutas. Vikings are fast and have a long range, meaning you can catch the mutas as they run away or as they try to run into your base. You will get some good shots off, and then the mutas will have to decide whether or not to engage. If they try to engage your Vikings you start kiting back to the Marines/Thors. You can get another 2 vikings volleys in for sure, and he can't kill vikings which are overtop of Marines.
Hell, its awesome to LOSE to nukes!
Elean
Profile Joined October 2010
689 Posts
Last Edited: 2011-04-04 15:14:51
April 04 2011 15:14 GMT
#39
On April 04 2011 18:04 titan55 wrote:
Mutas running around the map can make a terran go crazy, and once zerg hits around 20-30 mutas, 1-5 turrets dont even matter, a thor doesnt even really make the trick anymore. Terran will probably be so confused on where to send their marines, their push will get demolished anyways. The fact of the matter is, Marines are NOT the answers for base defending and tank defending in mid/late game TvZ

How is this a fact ?

Looks to me you are just loosing games against better macro players, and that when the zerg has 20-30 muta you are already behind.
20-30 mutas is a huge amount, if the zerg has so many mutas you should also have a huge amount of stuff.
If you have only 10 marines to defend 3 bases, sure you are in trouble. But if you leave 10 marines in each bases , with a couple of turrets, you should be fine even against 20-30 mutas, add 1 or 2 bunker/medivac if necessary.
If the problem is the supply limit, on biggers maps it's worth having more OC and less SCV.
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