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Welllll... I'm rated 2500, and all I do is the Sicilian Defense, 1. e4 c5.
Wait, what game were we talking about again?
Seriously though, maybe the ultra high-level plat players lose with hydras versus mutaling, but lower level players just don't have the APM/execution to pull it off. I play against muta/ling often, and hydras never fail to seal the deal in my favor. I am not saying muta/ling is weaker than hydra, just that in the hands of a weaker player, it doesn't work well.
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On May 14 2010 22:37 shiftY803 wrote: Seriously though, maybe the ultra high-level plat players lose with hydras versus mutaling, but lower level players just don't have the APM/execution to pull it off. I play against muta/ling often, and hydras never fail to seal the deal in my favor. I am not saying muta/ling is weaker than hydra, just that in the hands of a weaker player, it doesn't work well. reading the strategy forums for bw or sc2 you have to realize that half of the advice doesn't really pertain to lower level players due to mechanics i'd say. sorta suxx for copper kids
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On May 14 2010 22:33 denzelz wrote:Show nested quote +On May 14 2010 22:21 e.soul[gm] wrote:On May 14 2010 20:32 onmach wrote: Maybe I'm just not very good, but I constantly lose to muta builds when I try to counter with hydra. They just are not mobile enough to defend two expansions on say, scrap station, even with creep and if you split them up one group will end up getting mobbed eventually. Meanwhile you're losing drones bit by bit all game and doing no damage whatsoever in response. I build spores, but eventually there's going to be more mutas than a couple spores can handle and he's going to smash 10 drones in a few seconds. I've been trying to use infestors, but it's difficult to keep them alive and get them to fire on target. honestly, if hes spending THAT much gas on mutas, you'll be able to outproduce him on hydra. few spores at each min line, few hydras with them pretty much nullifies that. then you can just a move him with your massive amount of hydras ^^ this is assuming you have good macro too, this too happens to me quite a bit That's what I've tried to do too but when you move out with the hydras, the sheer amount of speedlings plus the mutas that they bring back owns hydras. Maybe this is an issue of macro but when the opp. has taken a third along with complete map control, it's really hard to play in this position and try to macro up on 2 bases.
Or more importantly banelings will just tear through your entire hydra army pretty fast if you move off creep (and even possibly on creep, but you can micro better there). You'll probably want some roaches in your army to tank the banelings, speedlings, and mutas. They're just 2 pop now, it's not like they're completely useless.
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You could go hydra-baneling. Hydras to take care of the mutas, and banelings to take care of the speedlings and banelings. Banelings are the best counter to banelings
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im only gold, but i win the majority of my matches with muta ling. dont have a real build order for it though...
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At 1500 Zerg I rarely see Ling > Muta, so easily countered by 1 base Roaches even in this patch. After 2 larva spews of roaches or even 3 larva spews so you have 10-15 roaches then move out its usually lights out unless he has made like a million spine crawlers which you should have scouted anyway. If he does that just expand and throw down a few spore crawlers then go hydras or use the extra gas from your expand to out Muta him.
I had problems beating Ling > Muta before in other patches but once you get that critical number of what seems to be around 10 roaches lings really seem very ineffective.
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On May 14 2010 22:47 e.soul[gm] wrote:Show nested quote +On May 14 2010 22:37 shiftY803 wrote: Seriously though, maybe the ultra high-level plat players lose with hydras versus mutaling, but lower level players just don't have the APM/execution to pull it off. I play against muta/ling often, and hydras never fail to seal the deal in my favor. I am not saying muta/ling is weaker than hydra, just that in the hands of a weaker player, it doesn't work well. reading the strategy forums for bw or sc2 you have to realize that half of the advice doesn't really pertain to lower level players due to mechanics i'd say. sorta suxx for copper kids
most mid-high level platinum players also have very poor mechanics/multitasking ability. What he says applies to people far above copper
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When I notice someone is trying to mutaling I go straight from speedlings -> banelings and simply kill them before their lair is done.
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On May 17 2010 17:22 Necrosjef wrote: At 1500 Zerg I rarely see Ling > Muta, so easily countered by 1 base Roaches even in this patch. After 2 larva spews of roaches or even 3 larva spews so you have 10-15 roaches then move out its usually lights out unless he has made like a million spine crawlers which you should have scouted anyway. If he does that just expand and throw down a few spore crawlers then go hydras or use the extra gas from your expand to out Muta him.
I had problems beating Ling > Muta before in other patches but once you get that critical number of what seems to be around 10 roaches lings really seem very ineffective.
Ovie scouts + control a watch tower or two. Move 20+ speedlings off to side of map, out of sight. Wait for roaches to leave enemy base Run speedlings in and kill everything before roaches can move anywhere to do anything
roaches are crap until lair upgrades, far too immobile unless you want to camp inside your base and give up map control
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i think its muta ling baneling
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there are a couple things about beating muta as a roach user. First, you have to grab your 2nd base before mutas get out, and get a few spores up. From there, you've got to match his muta numbers with hydras and not overproduce, while producing drones and roaches. Then you have to get infestors. You will be on 2 bases and he will be on 3, but once you have this army he will not be able to beat it. Banelings/lings will die to your infestors like crazy. You can kill like 20 at a time with a fungal growth. Banelings should not hit your hydras.. fungal growth the banelings. From there you have to make sure you have enough hydra to kill the mutas and it's GG. So the army looks like... about 5 infestors, enough roaches to block a choke and maybe a little extra, and then a ton of hydras
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I think the problem is most people are talking end unit comp. I've found this too, as if somebody goes speedling and times it before hydra den or spire finishes you will win. Thats just with the 8 extra lings, plus, the all in speed nature of the build means you might have 12 more lings. Ofc, if they build spines, that changes things.
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I usually build 1 spine crawler in ZvZ. It's probably not the best investment, but I feel like it really helps dealing with lings/banelings in your base. Then again I'm usually the one trying to invest as little as I can so I can hit up mutas and win that way. Well unless my opponent FEs then it's speedling/baneling to try and crush his eco.
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On May 18 2010 05:56 baconbits wrote:Show nested quote +On May 17 2010 17:22 Necrosjef wrote: At 1500 Zerg I rarely see Ling > Muta, so easily countered by 1 base Roaches even in this patch. After 2 larva spews of roaches or even 3 larva spews so you have 10-15 roaches then move out its usually lights out unless he has made like a million spine crawlers which you should have scouted anyway. If he does that just expand and throw down a few spore crawlers then go hydras or use the extra gas from your expand to out Muta him.
I had problems beating Ling > Muta before in other patches but once you get that critical number of what seems to be around 10 roaches lings really seem very ineffective. Ovie scouts + control a watch tower or two. Move 20+ speedlings off to side of map, out of sight. Wait for roaches to leave enemy base Run speedlings in and kill everything before roaches can move anywhere to do anything roaches are crap until lair upgrades, far too immobile unless you want to camp inside your base and give up map control
Pretty much. You don't have to win the vs. roach in battle if you kill his base before he kills yours. Speedlings are preferred at higher levels because of mobility. 20+ speedlings as stated here can easily surround and kill a few reinforcement roaches, go after the queen, the drones, etc. and clean out the enemy's base before sprinting back to defend your own. Even if they can't, the base trade usually ends with the roaching player losing because the speedling player has such map control and can avoid battle while he seeks out your hidden hatcheries, etc., whereas you can't do the same to his.
And if you don't attack with your roaches, you'll get rolled by mutas. It's as simple as that.
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I find personally that mutaling dies to Roach/Hydra/Infestor quite easily (actually can't recall a single game I've lost ot it yet), simply because one stray infestor fungal can capture the mutas. And if they go speedlings and I went roaches, my econ is usually a ton better. Miles ahead.
You never move out with Roaches before lair tech and ovie speed, you spend all your time defending speedlings. You build absolutely minimal Roaches while drone whoring. ZvZ *was* my best matchup as a result before the latest patch. If you sim citied correctly, you could beat 12 speedlings with 3 roaches and a queen in your mineral line (hatchery + pool + warren forms a wall) and an evo chamber would block at the natural (where you had more roaches anyways).
P.S. This was my experience before the Roach supply nerf, which when going this strat after, I was annihilated by speedlings simply because I couldn't produce enough roaches due to new larvae constraints from additional ovies and the extra cost.
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On May 18 2010 06:58 FabledIntegral wrote: I find personally that mutaling dies to Roach/Hydra/Infestor quite easily (actually can't recall a single game I've lost ot it yet), simply because one stray infestor fungal can capture the mutas. And if they go speedlings and I went roaches, my econ is usually a ton better. Miles ahead.
P.S. This was my experience before the Roach supply nerf, which when going this strat after, I was annihilated by speedlings simply because I couldn't produce enough roaches due to new larvae constraints from additional ovies and the extra cost.
The problem is surviving until infestors + hydras. Infestors + hydras require you to lair early and a speedling player will typically lair earlier than a roaching player, meaning his mutas might be out before your infestors + hydras reach critical mass, in which case it's an uphill battle.
Having said that, I have seen hydra builds work against mutaling so it's not a lost cause. It's just not a counter, either.
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ZvZ is all about map control, denying enemy expansions and being able to outproduce. Lings do that well early game. While roaching up may protect you, a speedling opponent takes the map and 3 mins later will be putting out double the army production. Hydra infestor will beat muta hands down, but unless you are playing too defensively, speedlings will overrun hydras if you don't let them get a lot of them. just watch out for infestors and fungal growth (or end it before they can get em)
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On May 18 2010 07:00 Azarkon wrote:Show nested quote +On May 18 2010 06:58 FabledIntegral wrote: I find personally that mutaling dies to Roach/Hydra/Infestor quite easily (actually can't recall a single game I've lost ot it yet), simply because one stray infestor fungal can capture the mutas. And if they go speedlings and I went roaches, my econ is usually a ton better. Miles ahead.
P.S. This was my experience before the Roach supply nerf, which when going this strat after, I was annihilated by speedlings simply because I couldn't produce enough roaches due to new larvae constraints from additional ovies and the extra cost. The problem is surviving until infestors + hydras. Infestors + hydras require you to lair early and a speedling player will typically lair earlier than a roaching player, meaning his mutas might be out before your infestors + hydras reach critical mass, in which case it's an uphill battle. Having said that, I have seen hydra builds work against mutaling so it's not a lost cause. It's just not a counter, either.
No not at all, I would always 14 hatch as my staple build. Surviving was quite easy, and you could tell what he was doing by putting an ovie at his natural and your other ovies on the routes where he was running (put all your ovies near his base essentially) to get ocmplete map awareness on what's happening (he has no anti-air except in his main so...). On maps like Desert Oasis you could even scout what he was doing easily with a slow ovie and not lose it, and react accordingly. If he stayed on one base speedling - he's all in and you need more roaches and less drone whoring (and your econ is nearly double his). If old reps work I'll try to find some and show how goddamn effective it was, at least around ~1750 Platinum.
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On May 14 2010 22:33 denzelz wrote:Show nested quote +On May 14 2010 22:21 e.soul[gm] wrote:On May 14 2010 20:32 onmach wrote: Maybe I'm just not very good, but I constantly lose to muta builds when I try to counter with hydra. They just are not mobile enough to defend two expansions on say, scrap station, even with creep and if you split them up one group will end up getting mobbed eventually. Meanwhile you're losing drones bit by bit all game and doing no damage whatsoever in response. I build spores, but eventually there's going to be more mutas than a couple spores can handle and he's going to smash 10 drones in a few seconds. I've been trying to use infestors, but it's difficult to keep them alive and get them to fire on target. honestly, if hes spending THAT much gas on mutas, you'll be able to outproduce him on hydra. few spores at each min line, few hydras with them pretty much nullifies that. then you can just a move him with your massive amount of hydras ^^ this is assuming you have good macro too, this too happens to me quite a bit That's what I've tried to do too but when you move out with the hydras, the sheer amount of speedlings plus the mutas that they bring back owns hydras. Maybe this is an issue of macro but when the opp. has taken a third along with complete map control, it's really hard to play in this position and try to macro up on 2 bases.
This is the one thing in the thread I've seen that tries honestly to refute hydra > mutaling. Everyone else is just talking about magic or is so far beyond my level of play that my head would spin.
But I'd say that with proper scouting and good Zergling positioning, 5-6 hydras behind Zerglings on a ramp (even a large-ish "ramp" like the one in Scrap Station or just a large choke) can kill an unbelievable amount of Speedlings.
If a mutaling player is able to outmacro a hydraling player, you are doing something wrong. A fast speedling build will gain map control - very true. Your response should be to tech up to Lair while plopping down a Baneling nest at a good time (the timing is difficult to work out on some maps, but try to do your best with overlord positioning). The banelings should be out in time for you to safely take your expansion (i.e. there's no possible way it could get killed off/you will die).
Make just a tiny handful of Banelings for defense as you build up Hydraling numbers. If the other player goes for Muta, you will be well ahead because he won't be able to afford gas for Banelings.
Here are a few things that will utterly destroy Zergling attacks:
a) One baneling on a ramp. Another baneling a bit behind that baneling. This can wipe out ~20 speedlings if they try to run up. This applies to small chokes as well.
b) Two banelings in the mineral line. One at each end of the "semi-circle". Zerglings will not dare attack this if they are smart.
Just a handful of banelings can insure that you will not instantly lose the game to speedlings. With this defense setup, your hydra numbers (backed up by defensively positioned speedlings) should slowly build until you have enough to basically win the game.
When you move out, just make sure you carefully position your speedlings in front of hydras. You will decimate any army composition that can exist in ZvZ except speedling/hydra. If you carry one or two banelings with your roving army (this is equal to 1 hydralisk in gas), you can win battles against ridiculous numbers.
It's important to have a large enough hydralisk force before you move out. You need enough so that if you run into mass banelings, you can run your speedlings away and your hydras will crush the banelings before they get into range to do damage. This number seems to be around 10-12 but you can wait for 15 or so to be safe. The micro is difficult, but you will crush their army if you do it right.
I just don't see how mutas are even relevant in ZvZ.
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On May 18 2010 07:23 DefMatrixUltra wrote:Show nested quote +On May 14 2010 22:33 denzelz wrote:On May 14 2010 22:21 e.soul[gm] wrote:On May 14 2010 20:32 onmach wrote: Maybe I'm just not very good, but I constantly lose to muta builds when I try to counter with hydra. They just are not mobile enough to defend two expansions on say, scrap station, even with creep and if you split them up one group will end up getting mobbed eventually. Meanwhile you're losing drones bit by bit all game and doing no damage whatsoever in response. I build spores, but eventually there's going to be more mutas than a couple spores can handle and he's going to smash 10 drones in a few seconds. I've been trying to use infestors, but it's difficult to keep them alive and get them to fire on target. honestly, if hes spending THAT much gas on mutas, you'll be able to outproduce him on hydra. few spores at each min line, few hydras with them pretty much nullifies that. then you can just a move him with your massive amount of hydras ^^ this is assuming you have good macro too, this too happens to me quite a bit That's what I've tried to do too but when you move out with the hydras, the sheer amount of speedlings plus the mutas that they bring back owns hydras. Maybe this is an issue of macro but when the opp. has taken a third along with complete map control, it's really hard to play in this position and try to macro up on 2 bases. This is the one thing in the thread I've seen that tries honestly to refute hydra > mutaling. Everyone else is just talking about magic or is so far beyond my level of play that my head would spin. But I'd say that with proper scouting and good Zergling positioning, 5-6 hydras behind Zerglings on a ramp (even a large-ish "ramp" like the one in Scrap Station or just a large choke) can kill an unbelievable amount of Speedlings. If a mutaling player is able to outmacro a hydraling player, you are doing something wrong. A fast speedling build will gain map control - very true. Your response should be to tech up to Lair while plopping down a Baneling nest at a good time (the timing is difficult to work out on some maps, but try to do your best with overlord positioning). The banelings should be out in time for you to safely take your expansion (i.e. there's no possible way it could get killed off/you will die). Make just a tiny handful of Banelings for defense as you build up Hydraling numbers. If the other player goes for Muta, you will be well ahead because he won't be able to afford gas for Banelings. Here are a few things that will utterly destroy Zergling attacks: a) One baneling on a ramp. Another baneling a bit behind that baneling. This can wipe out ~20 speedlings if they try to run up. This applies to small chokes as well. b) Two banelings in the mineral line. One at each end of the "semi-circle". Zerglings will not dare attack this if they are smart. Just a handful of banelings can insure that you will not instantly lose the game to speedlings. With this defense setup, your hydra numbers (backed up by defensively positioned speedlings) should slowly build until you have enough to basically win the game. When you move out, just make sure you carefully position your speedlings in front of hydras. You will decimate any army composition that can exist in ZvZ except speedling/hydra. If you carry one or two banelings with your roving army (this is equal to 1 hydralisk in gas), you can win battles against ridiculous numbers. It's important to have a large enough hydralisk force before you move out. You need enough so that if you run into mass banelings, you can run your speedlings away and your hydras will crush the banelings before they get into range to do damage. This number seems to be around 10-12 but you can wait for 15 or so to be safe. The micro is difficult, but you will crush their army if you do it right. I just don't see how mutas are even relevant in ZvZ.
In this banelings opening into hydras that you are talking about, when do you research speed for your lings? I always find that there's an awkward period of time between when my opp. gets speed because he was planning for it and when I get speed because it's reactionary for me. Do you use first 100 gas for speed and the next 50 for banelings nest, then Lair?
I'm not dismissing your points, I think I could definitely use more banelings against Z but I was wondering the exact build and timing.
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