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[D] ZvZ - Hydra vs Mutalisk - Page 2

Forum Index > StarCraft 2 Strategy
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dave333
Profile Joined August 2010
United States915 Posts
September 12 2010 17:48 GMT
#21
Mutas are generlaly a lot better. With speelings/blings, mutas are extremely effective against a moving hydra army. The main thing of course, is the power of muta harass. Until you get a critical mass of hydras, your hydra army simply can't keep running around defending expos, buildings, ovies, etc. You end up spending a ton of money on more hydras/queens/spores and can't drone up/tech and do all that sort of stuff.
sooch
Profile Joined April 2010
Canada299 Posts
September 12 2010 18:00 GMT
#22
On September 13 2010 02:48 Barrin wrote:
I always aim for infestor/hydra/roach/a few lings.

hydra > muta

infestors + hydra >>> lots of muta

infestor > baneling & zergling & mutas.

but

roach > hydra

roach > baneling

So basically what it comes down to is

roach > hydra

hydra > muta

muta > roach

and when i can take care of the mutas easily with a few infestors hydra+roach makes a lot of sense.

I may get contained but my army will destroy yours.

I guess it can eventually become

brood lords > hydra/roach/infestor

but then

corruptor > brood lord


I have been thinking recently about how infested terrans could be used in a straight up fight when im going hydra/infestor and they're countering it with roaches. Maybe hydra + infested terrans > roaches but I'm not sure yet.


I never find roaches to be worth it...I've always found that any money I spent on roaches would be better spent on other things like upgrades, expansions, or more hydras. How do you make them work against an opponent that uses infestors on your roaches to a) prevent them from getting in range and b) form an immobilized roach wall that stops your hydras from maneuvering as well as they would like?
Gimpb
Profile Joined August 2010
293 Posts
September 12 2010 18:17 GMT
#23
Mutas only seem real strong if they're not using infestors. If they are, it's very easy to loose a large amount of mutas just because you happened to pass near a couple infestors. That is, of course, assuming conventional ground->air doesn't shut you down.

The roach/infestor idea above sounds very interesting... going to have to try that. You can add a few hydras to be well-rounded, do burrow shenanigans, or just go straight to ultras.
sensenmann
Profile Joined July 2010
United States172 Posts
September 12 2010 18:51 GMT
#24
I prefer hydra. I have lost too many times with muta, they are just so fragile. Unless you have a large amount of ling to go with your muta, his hydras will just attack your base and you are forced to come defend, or base trade (he will generally have higher DPS) Plus if you stick with ling muta all he needs is a few banes to kill your lings, and then your muta are toast.

I generally go ling bane, into hydra to stop the harass. Then I get a few spines to defend my mineral lines, and I push. I do it around the time when we both just started to get out mutas for him, and hydra for me. With my banes I can crush his ling army, and then roll over his mutas that are trying to defend. If we started on uneven footing then this can be different, as in if he kills a ton of my workers early on or something.

Creep is a big must for this setup, you want to be able to hit his base fast once the hydra are out.
flowandebb
Profile Joined September 2010
Canada158 Posts
September 12 2010 18:57 GMT
#25
Mutas are just so fantastic at harassment. And you can keep pumping out lings if youre short on gas.
oddeye
Profile Joined March 2005
Canada716 Posts
September 12 2010 18:59 GMT
#26
I've played a lot of ZvZ and I think it's probably my most solid match up. From my understanding going roach into infestor into hydra is the best choice. In general I will push if they go muta and just put up a massive amount of defense before leaving. If I can't push I exp and usually split my army in about half.

Roach Hydra Infestor is the best middle game combination, they do lose to late game such as ultra or broodlords, but both can still be beaten because you will usually take a good advantage middle game.
Your soul shall suffer!
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
September 12 2010 19:10 GMT
#27
Going muta gives you a few huge advantages. Don't count on the fast win because zergling scouting is so easy in ZvZ that you are not going to be able to hide lair tech, and lair always implies spire. Instead, you get a few big advantages:

1) You force them to invest minerals in spore crawler and queens
2) You force them to respond with either hydras or infestors and keep them in his base
3) You completely prevent their ability to expand

Mass mutas isn't really scared by any army unless it has infestors. A big ball of hydras is kinda scary, but you need to keep your muta count large enough that you force him to go back to his base. Plus ling/bling wrecks hydras.

Your army is a lot more versatile too. If you have muta/ling and 200 gas and you see he went heavy heavy hydra, morph some banelings. If he is getting lots of roaches or lings, then spend that gas on mutas instead.

The biggest thing is to just not go for the win right away. Containing them for 5 minutes while you are ahead on expansions will probably lead right to a win. Keep your army close to keep them from mass droning, but if they're on one base and you're on two victory will find itself.
aka Siyko
Honch
Profile Joined August 2010
United States14 Posts
Last Edited: 2010-09-12 19:45:31
September 12 2010 19:19 GMT
#28
Hydra.
A few spores at your mineral lines will completely halt a muta harass unless he has a large group - which by then you should have stalled enough to have a good counter with hydras or if you managed in time infestors. You stall the harass the value of the muta goes down, as your force gets stronger overall.
Its not very hard to spread creep in a ZvZ for your hydra's and OLs make it even easier, its very simple to make a highway with just OLs and then use a queen to pop a few tumors in distant areas while the starting one at you base connects to them in a very short time, OL doodoo allowing you to skip waiting for the spread and pop the moment its off CD.
Now you have map awareness, easier transitions to expos, and faster movement.
this should apply to all match ups anyways. - off topic but in a long game with transport you can drop a queen at distant expos and use a tumor to slow down T/P enemies from expanding.

I also bring 2 overseers to watch for Bling traps.

roaches tank blings and lings. infestors destroy muta mobility - destroys blings/lings. While hydra's do terrible,terrible damage. Lings are insanely fast and can reinforce your army very quickly.

edit: burrow never hurt any drones ^^!
edit2: evo upgrades apply to all ground units while to get on the same upgrade speed as 2 evo's you'd need 2 spires.
L3giT
Profile Joined August 2010
Norway1 Post
September 12 2010 21:18 GMT
#29
Hey there.

here's a link for a Z vs Z i played recently, my opponent played random so u might say that he didnt know how to play zerg, but still its kind of a funny replay and might be something to try against a real zerg player if you're having any problems against mutas in Z vs Z

http://sc2.replayers.com/replays/view/3570
xtcz
Profile Joined August 2010
United States16 Posts
September 13 2010 03:26 GMT
#30
While I agree with Hydra/Roach/Infestor, I'm more concerned about the harassment that Mutas cause. IMHO, the harassment and mobility they have pose for more issues to me than a land-based army. Granted, FG the Mutas, and it's a field day, butttt....
Smurfz
Profile Joined May 2008
United States327 Posts
September 13 2010 03:31 GMT
#31
Speedling/Hydra/Infestor all the way. ZvZ is my best matchup, and I generally work towards this composition each game.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2010-09-13 07:09:01
September 13 2010 07:01 GMT
#32
I don't open with banelings or zerglings, and don't get mutas either.
In fact I'll add something to that statement:
In my entire history of playing ZvZ in SC2 I've almost never gone banelings or mutalisks or zerglings.
Had an 80% win rate in beta, and 70% now, and both of those are only that low because of mistakes I made and/or enemy cheese rushes.

I find a cautionary and reactionary tech to roaches and burrow-and/or-ranged -attack works well. At that point, you can go roach-hydra, which is good for an early offensive attack, but very risky, or sit in the base and expand with queens and infestors.

Anyway, my point is that infestors kill all/most mutalisks and banelings on sight.
All one needs to do is simcity and/or ramp block in the early game to protect from zerglings and banelings.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Najda
Profile Joined June 2010
United States3765 Posts
Last Edited: 2010-09-13 07:49:41
September 13 2010 07:48 GMT
#33
When I go mustalisks I have tons of minerals left over for zerglings, and I mix a few banelings in there which will tear apart the hydralisks. I've never had a problem vs hydras in ZvZ, infestors are a much bigger threat.

I remember reading that infestor's fungal growth outranges everything the Z has except broodlords, so you can control where EVERY fight happens if your on top of your game.
Zips
Profile Joined August 2010
United States146 Posts
September 13 2010 07:50 GMT
#34
On smaller maps, I prefer roach/hydra. Very versatile, beats pure roach, beats muta, banelings aren't a problem, etc.

Use a nydus on larger maps to fix the hydra mobility problem.
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
September 13 2010 07:53 GMT
#35
hydra-roach loses so badly vs ling-bling-muta it's not even funny... with early and well used infestors hydra-roach is strong, but only then
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
s4m222
Profile Joined March 2010
United States272 Posts
September 13 2010 09:47 GMT
#36
if the rush distance is long, mutas probably better as you can harass, you have time to set up spines etc if he decides to push.

Mutas can fly around, delay, harass, kill expos... while hydras are more of to defend until you feel you have enough where it will force your opponent to pull mutas to defend himself. Either way it sounds like well used mutas should be the better way.
Mearis
Profile Joined August 2010
Italy76 Posts
September 13 2010 10:00 GMT
#37
Mutas are very strong against hydra/roach, but very weak against hydra/roach infestor, since one good fungal growth and you have lost your entire muta army.
KaMaji
Profile Joined September 2010
37 Posts
September 13 2010 11:41 GMT
#38
This is interesting. The majority of the poll goes to Muta play but the comments suggest that Hydra Infestor is really strong. Going to have to try Hydra/Infestor/Roach 'cos I HATE sling/bling + fast muta games.
teh_longinator
Profile Joined March 2010
Canada725 Posts
September 13 2010 12:15 GMT
#39
I want to say Mutalisks, just because they always are the first to pop, but I find that I always end up switching my tech over to Hydralisks.
pksens
Profile Joined July 2010
United Kingdom156 Posts
September 13 2010 12:34 GMT
#40
I'd say both are good, but I would lean on muta/ling.
If you open Roach/Hydra, you will have a time before you regain map control with infestors. So the Muta/Ling person can get an extra expansion and better economy to tech and/or get the large ling/bane army quicker. Just seems better for the macro play.

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