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ZvZ Degenerate into Muta/Ling - Page 3

Forum Index > StarCraft 2 Strategy
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Diks
Profile Joined January 2010
Belgium1880 Posts
May 18 2010 01:06 GMT
#41
Muta ling baneling = map control = more expands = better macro = profit
DefMatrixUltra
Profile Blog Joined June 2009
Canada1992 Posts
May 18 2010 01:39 GMT
#42
On May 18 2010 09:28 denzelz wrote:
Show nested quote +
On May 18 2010 07:23 DefMatrixUltra wrote:
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.


You should get ling speed at your first 100 gas in every ZvZ (this is my opinion). In fact, you should have your opener based around getting gas -> Pool. So if you usually do 14 Pool in ZvZ, you should do 14 gas -> 13 or 14 Pool (though that's a bit late for some close maps, but you get the idea). If there is a significant time gap between you getting speed and your opponent getting speed, the first one to get speed should be able to win the game instantly if they are scouting aggressively.

Speedlings allow you to

a) Scout incredibly well. For (at most) 25 minerals, you can scout any point on the map whenever you like, in seconds.

b) Threaten instant wins.

If your opponent went lair -> ling speed, you should just build up a speedling force and kill him. If he built spinecrawlers, just expand and tech to lair with your second 100 gas as you normally would. If he is going muta, you will have hydra out in plenty of time to defend. If he is going hydra, you have nothing to fear and are potentially 2 full geysers ahead of him.

c) Gain early map control. This is crucial for expanding at a good time. The only threat to this is if your opponent blindly teched to early banelings and you didn't scout it, but you should not run into this if you are playing good players.

-------------------------

As for exact timing, it is extremely map dependent and position dependent. You should use your speedlings/initial ovies to scout the opponent as best you can. You should time your banelings so that they can be used for defense of your expansion or your ramp. So like on Lost Temple, I usually do Speed -> Lair -> Banelings (if the other guy also went speedlings and not Roaches or something strange).

The banelings come up in time to get my expansion up (at this point I have a medium-ish speedling army out on the map, poking into my opponent's base for scouting/distraction). All it really takes is 2 banelings to defend any one thing. 2 banelings around a hatchery will defend it perfectly from any kind of attack. Similarly for ramps/chokes. Maybe 3 banelings on the Scrap Station ramp, but you can just as easily defend your mineral line with 2 banelings so I usually try to do that.

Note that this is all "early on". If your opponent builds up a 40-50 speedling army, you will obviously require more banelings. If you're not sure if you have enough, just make 1 extra. Keep in mind that every 2 banelings you build sets you back 1 hydralisk (depending on your drone count, that is).

Try to keep the banelings a) minimal and b) defensive. If you try to attack with banelings, there is a great deal of uncertainty, especially if the opponent has banelings. So put your banelings in a defensive spot where the engine AI assures they'll do maximum damage. Even when you attack with banelings behind your army, they should be defensive. So you run your army away (your army and banelings are on different hotkeys obviously) and leave your banelings there. They will auto-attack whatever you ran from, just be sure they stay in a good position.

-------------------

Sorry I can't give really specific numbers. For every other matchup, I can give you a list of numbers and timings and junk, but ZvZ has become extremely dynamic with the Zergling/Baneling balancing early on. So giving you strict numbers would just be lying/misinforming. Basically, just go in the game with the idea that you want to do Speed -> Lair -> Banelings and use your speedlings to scout and determine whether or not it's gonna be reasonable.

Also good to note: speedlings destroy any other opener, including roaches. If your opponent goes roaches, and you went gas -> Pool -> Speed, you can demolish him with your first or second larva inject or you can choose to safely expand if you're not confident in your ling push. To figure out how many lings you need against roaches, someone told me this awesome rule: imagine roaches are dragoons in BW.
BlueApex
Profile Joined May 2010
63 Posts
May 18 2010 01:58 GMT
#43
ummmmmmmm

marines medivacs



that is all.
The very best, I want to be
DefMatrixUltra
Profile Blog Joined June 2009
Canada1992 Posts
May 18 2010 02:15 GMT
#44
On May 18 2010 10:58 BlueApex wrote:
ummmmmmmm

marines medivacs



that is all.


Yes, brilliant ZvZ build...
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-05-21 01:16:59
May 21 2010 01:12 GMT
#45
Without banelings early on (100g speed -> 50g blingnest), you will die to the guy who does have banelings. Forget the sunken, you need baneling for D even if you're trying to tech. It's impossible otherwise because you have to dodge his baneling all day while his speedlings are free to rape your base. Even if you have 2 spine crawlers, all you need is 4 banelings, 2 on each side of the mineral line sandwiching in on the drones. Don't forget blings STILL do their damage EVEN if they get killed.

You might insist your micro is compitent, but a compitent zerg will keep control of his blings and NEVER A move and NEVER detonate them unless 1. he managed to get in your drone line without you drilling away, or 2. if your ling mass momentarily grazes within range of the baneling (even if you mean to retreat and simply got too close on accident). You essentially have 0 defense against speedling while banelings are out. Sure you can send 2-3 ling at one baneling to try to kill it, but even if you do, that baneling can still make it pretty far with ling on its tail or better yet, just have the bling's ling brethren come deal with few lings attempting to snipe it.

Since I'm currently 11-0 against zerg in top10 plat, I feel that this is a bit under-used. The only guy who stood a chance also went bling while trying to lair up but a momentary mis-micro cost him his ling mass.

Whatever "safe" build you think you have going, it doesn't work against baneling openings if you don't have blings yourself. No, roaches won't come in time and get owned by plain speedling before their numbers get high enough.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-05-21 01:15:17
May 21 2010 01:14 GMT
#46
OOPS double post
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
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