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Overlord HUNT - Page 2

Forum Index > StarCraft 2 Strategy
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Zips
Profile Joined August 2010
United States146 Posts
September 07 2010 15:25 GMT
#21
Large numbers of mutas beat large numbers of Vikings because mutas deal splash damage.
XiGua
Profile Blog Joined April 2010
Sweden3085 Posts
September 07 2010 15:27 GMT
#22
Ok, I just literally tried 30 vikings against 30 mutalisks in a unit tester and my god does the vikings overkill! If I focus fire THEY ALL shoot at the same target which makes them exceptionally bad since so much is going to waste. But vikings are still viable in my opinion against ovies and harrass, because you can gain early map control with help of hellions too.
ლ(ಠ益ಠლ) APM, Why u make me spam?
PanzerKing
Profile Joined May 2010
United States483 Posts
September 07 2010 15:31 GMT
#23
On September 08 2010 00:27 XiGua wrote:
Ok, I just literally tried 30 vikings against 30 mutalisks in a unit tester and my god does the vikings overkill! If I focus fire THEY ALL shoot at the same target which makes them exceptionally bad since so much is going to waste. But vikings are still viable in my opinion against ovies and harrass, because you can gain early map control with help of hellions too.


That's true, but only because so many Zerg have a hard-on for turtling. Even a small roach push will completely topple a T who is rushing hellions+vikings, or at least deny him an expo, leaving Z free to save up for mutas.

And yes, Vikings overkill incredibly badly, because their attack is so slow. It makes them very difficult to use in large numbers.
http://tkrmx.blogspot.com/
threehundred
Profile Joined July 2009
Canada911 Posts
Last Edited: 2010-09-07 15:45:13
September 07 2010 15:44 GMT
#24
getting 4 vikings that early or at any stage of the game vs zerg is usually a bad thing because better zerg players won't worry about 200-300 minerals worth of overlords for over 600mins/300gas of vikings and the associated tech buildings required to make them
KimTaeyeon MEDIC MU fighting! ^^;;
JusticeUS
Profile Joined August 2010
36 Posts
September 07 2010 18:53 GMT
#25
I like Vikings as Terran in both TvZ and TvP. They are a good unit with solid uses against certain enemy compositions.

When going mech and facing Mutas, Vikings are a better compliment than Marines imo to go with your Thors. They actually have the ability to chase, and are invulnerable to a lot of ground units that you're likely to see out of that comp. And of course, Ovie harass and a bit of map control are possible with Vikings. A Zerg player will also hestiate to go for the clutch Broodlords when they see a few Vikings (though most Zerg are going Ultras nowadays anyway).

Against Protoss, Vikings shut down every air unit extremely well, and are an unbeatable counter to Colossi. These two points establish remedy two of bio's primary weaknesses, mobility and colossus. I often go reactor-starport in my bio builds for Vikings as well as Medievac potential.


But, that's far from saying that they're sufficient to be the backbone of an army, or are worthy of being "rushed" to. Mutas, on the other hand, can be a player's mainstay, and are good enough to spend resources on very early. Vikings are only good when you see a particular comp.

As for Ovie Harass, it's good if for some reason you know your opponent is producing a lot of units right then and you can supply block him. It's also good, of course, versus a player who does not exercice good control over his Ovies, is crowding you with creep or is generally just bad at responding mentally to harass.
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
September 07 2010 19:07 GMT
#26
On September 08 2010 00:12 Bair wrote:
In equal numbers I think that vikings actually beat mutalisks. The issue is that I make sure there are never even numbers.

I have seen more and more toss go for this, since I usually open with mutas if I scout a phoenix open I just make a 4 or so corruptors and lul at them being unable to harass me (protip, phoenixes do 6 damage per shot to corruptors instead of 20 to mutas XD).

My ovies are usually spread in my base + 1 at each expo, and even if they snipe a few, I can usually perform some harass right back at them to even things out. Killing 2 drones >>>>>> killing an ovie imo.


Even if you get corruptors out, if the P already has more phoenix, he should kill all your corrupters. Yeah they only do 6 dmg, but they do 6 dmg twice every time they fire, so its more like 12. Not to mention they are the fastest unit in the game, with shields, and the ability to move and shoot. I think the only great counter zerg has is hydras to be honest. At least thats the only thing that ever stops me from making more phoenix in this matchup, well and spore crawlers duhhhhh.
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
Senorcuidado
Profile Joined May 2010
United States700 Posts
September 07 2010 19:43 GMT
#27
I've been trying to experiment with a way to force zergs away from the mutas, lings, banelings, and infestors that every tvz becomes, but I'm having trouble making great use of Vikings. They're pretty slow and have a hard time getting in and out for harrassment. You need an early air dominance to discourage mutas before you get completely outproduced. Hopefully they go hydra and you have tanks and such ready to kill them.

Vikings do okay in a straight up dogfight against mutas (cost effectiveness is debatable at 150/75 each) but they're too slow to chase. The mutas can choose when and where to engage. Plus fungal growth makes babies cry...but i'm still not sure, more testing is required.
collective
Profile Joined February 2010
Canada138 Posts
Last Edited: 2010-09-07 19:58:28
September 07 2010 19:57 GMT
#28
i notice my protoss practice partner often overlord hunts only 1 or 2 overlords in a key area on the map. at the time, i think aww man i gotta retreat the other overlords, or rebuild the ones that I lost. but meanwhile, his overarching tactic is to exploit my lost map vision by sending a warp prism over to that location, and warp-in dts or zealots into my main or expansion.

it's actually pretty effective, because zerg players often forget to put overlords back to the same key areas where the overlords previously died.

the same thing happens with xel naga towers; often i'll see players kill off the zerglings at the watch towers, wait a few minutes, and if I forget to retake the watch tower, they can do a huge push or surprise.
TechDeft
Profile Joined August 2010
United States211 Posts
September 07 2010 20:02 GMT
#29
You guys are talking about mutas coming out, but you do realize if you kill 3-4 overlords, they aren't going to be building many mutas until the ovies are replaced. This means they will either come out one by one(4 vik > 1-2 mutas), or they are going to have to delay them till the ovies pop.(Your bio-ball is already there.)
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
September 07 2010 20:05 GMT
#30
Vikings have range 9 when mutas have range 3.

Just putting that out there....
Coaching for 1v1 and Team games at Gosucoaching.com
atenthirtyone
Profile Joined May 2010
United States88 Posts
September 07 2010 20:07 GMT
#31
Even the threat of killing overlords is quite a bit deal for Zerg. It forces them to at least have something to ward off vikings/phoenixes at their bases, but it also does something quite crucial - deny overlord scouting. As a Zerg player, it forces me to move my overlords away from places where I would really want them for scouting.
baconbits
Profile Joined April 2010
United States419 Posts
September 07 2010 20:19 GMT
#32
On September 08 2010 05:05 zomgtossrush wrote:
Vikings have range 9 when mutas have range 3.

Just putting that out there....


and move slower and fire slow as shit. Vikings are good don't get me wrong, but mutalisks beat them for cost
noD
Profile Blog Joined August 2010
2230 Posts
September 07 2010 20:20 GMT
#33
I like opening with very fast 2 cloaked banshee and doing reactor to factory then after 2 banshee goes out swap factory to starpot and do viking to hunt ovies (if my harass worked it will take sometime untill he can get hydras or mutas )
fenster
Profile Joined July 2010
United States73 Posts
September 07 2010 20:25 GMT
#34
Just throwing out there that overlord hunting is also viable in ZvZ. If you have early mutas out and they are playing defensively in their base, you can run around and almost always kill off 2 or 3 overlords. Which in fast-paced ZvZ, is huge.
warmGun
Profile Joined August 2010
United States57 Posts
September 07 2010 20:59 GMT
#35
Ive been opening hellion harrass into reactored vikings. Overlord hunting is probably the most satisfying thing in the world. Also, it takes 7 vikings to one shot an overlord. Kinda a useful thing to know
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
September 07 2010 21:13 GMT
#36
i love using viking openings against Z. as well as the overlord sniping, it forces the zerg to either go hydras or mutas. i can scout which with my vikings and make the appropriate response.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
Glacius0
Profile Joined July 2010
Netherlands66 Posts
September 07 2010 21:19 GMT
#37
I build one spore crawler in my minerals and park my overlords there. That at least protects me from overlords being sniped in my base. If they come in and try to kill your overlords anyway then you can usually kill a viking/phoenix or two, which makes it an equal trade if you lose some overlords.
XiGua
Profile Blog Joined April 2010
Sweden3085 Posts
September 08 2010 14:27 GMT
#38
What should the Zerg do to counter early vikings I would ask. Straight tech to lair? Or spore crawlers even though they might not build any vikings at all?
ლ(ಠ益ಠლ) APM, Why u make me spam?
Sanguinarius
Profile Joined January 2010
United States3427 Posts
September 08 2010 14:58 GMT
#39
Mutas are alot better then vikings en mass because of the bounce attack.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
nailertn
Profile Joined September 2010
48 Posts
September 08 2010 15:22 GMT
#40
On September 08 2010 00:22 PanzerKing wrote:
I literally just played a game where I tried a Viking opener. My opponent was a weaker Zerg, like ~550 Diamond, and I was able to expo pretty safely. When he eventually fielded ~18 mutas to my 20 vikings, I lost 18 vikings and killed 9 mutas, and I was microing them constantly. I won the game because he was a weak player and I had superior macro+better scouting, but the Viking/Muta battle was every bit as lopsided as I expected.


That is curious. Reading your post I ran 10 tests with each level of weapon and armor upgrade pitting 20 vikings against 20 mutas and the vikings prevailed every time. Even when I tried a-moving the vikings and microing the mutas. Sounds like you were behind on upgrades?
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