Of course if I see the player isn't properly countering my muta's I'll just mass them up, but for the above mentioned reason and the HUGE map control they give you they are always my first tier 2 unit out of the gates
[Q] Hydra or muta for second tier? - Page 2
Forum Index > StarCraft 2 Strategy |
platonichate
Canada26 Posts
Of course if I see the player isn't properly countering my muta's I'll just mass them up, but for the above mentioned reason and the HUGE map control they give you they are always my first tier 2 unit out of the gates | ||
Ksyper
Bulgaria665 Posts
| ||
ConsummateK
United States98 Posts
On May 23 2010 21:17 platonichate wrote: Fast teching to muta's and then switching to hydra's has worked well for me. I rarely find a player, Z, T or P that is properly prepared for the initial muta harass, which is really the only thing I will use those muta's for. Taking 6-7 muta's into his base, decimating his drone line, putting him way behind economically AND forcing him to spend copious amounts of minerals on turrets will win me the game 9 times out of 10. Not actually wiping him out with the muta's but ensuring that for the rest of the game I can easily out macro him and then eventually steam roll him with whatever units are appropriate to what he is doing. Of course if I see the player isn't properly countering my muta's I'll just mass them up, but for the above mentioned reason and the HUGE map control they give you they are always my first tier 2 unit out of the gates This. At lower level play Mutas are just SO goddamn annoying that they can win you the game just by causing the player to lose focus and having him chase you around. You can really break a players will just by showing up and then disappearing after sniping something and then showing up 2 seconds later on the other side of his base or at an expo. What I have to work on is hotkeying while microing so that I always have rienforcements on way / continue to push the eco advantage. | ||
Mr.E
United States434 Posts
| ||
| ||