Why are pro-gamers so hesitant to attack turrets? - Page 2
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Slago
Canada726 Posts
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teamsolid
Canada3668 Posts
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Umpteen
United Kingdom1570 Posts
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AviatE
Australia2 Posts
Idra's decision making on one of his MLG games on Xel'Naga caverns looked like this to me. It was mid game and Idra had ~ 10 mutas i think. While the Terran had a force of marines running around, it was more worth his time to take out vulnerable depots and addons as he could destroy these before the forces arrived and he had created some kind of advantage in the time it takes to rebuild it. He could probably have killed a mineral line turret before the marines got there, but then he would back off and the harass hasn't achieved anything. The turret would likely be rebuilt. The Terran force moved out to the middle, and was promptly pwned by Idra's blings and mutas, he then flew them immediately to the terran main and attacked a turret. Now that there was little left to kill the mutas it was worth gaining free access that that area of the base so that much pillaging could ensue. Of course, this was one specific game only. | ||
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RedTerror
New Zealand742 Posts
#1) are there marines or thors nearby? Going into a base to get at the turret makes you vulnerable to stimmed marines running up or thors that weren't in your vision 2) is the turret in the mineral line? SCVs mass repairing a turret is almost impossible to kill especially if he has the +2 building armour upgrade 3) are there more turrets further back? I may only see one turret when I'm flying around the edge of the base but if I swoop in and there are 2 or 3 additional turrets then I have to fly back out again while taking needless damage. You're mutas are to be kept alive at all costs, their whole point is to keep him in his base and to counter any harass units he has, they are not cost effective in combat and should not be exchanged in fights. | ||
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P00RKID
United States424 Posts
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dave333
United States915 Posts
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Eknoid4
United States902 Posts
There's gonna be a lot more than just "mutas kill a turret" to consider in whether or not it's worth it. If you have 9 mutas and he doesn't have an army in his base at all, killing the turret that's guarding the SCVs is probably worth it. If he has a thor or a pack of marines or any kind of defense coming at your mutas, it's not worth it. killing the turret will mean 1 dead mutalisk. that means you lost more than he did, so it's only worth it if you can kill a lot MORE once that turret is out of the way. | ||
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Lobotomist
United States1541 Posts
![]() You may be able to take the turret out, but if it's in the mineral line, he can simply run the scvs away. Or worse, stimmed marines (or even worse, a thor) could be there right when you look away. User was warned for this post | ||
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SeeDLiNg
United States690 Posts
Its the mutas short range that really makes us have to be VERY careful what we want to engage. | ||
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SiNoCiDe
Turkey67 Posts
On October 18 2010 09:10 blitzkrieger wrote: Zerg needs Mutalisks. Mutalisk needs gas. Gas is invisible.Turrets... turrets detect gas. Tur. Ets. Tourettes. A disease. Infestors have disease. Disease makes Terran sick. And they have to call in to work sick. They can't play starcraft. Conserve gas is the answer! + Show Spoiler + ![]() Genius, that was ridiculously funny. Actually had me laughing with the Goldblum pic. | ||
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BEARDiaguz
Australia2362 Posts
As others stated, mutas clump up to kill turrets (unless you magic box them, I suppose), which makse them vulnerable to thor shots, specifically that one that just finished, that one you couldn't see and that one that got trapped in between my poorly positioned buildings and cannot get out and I dno't have a medivac yet (I hate that last one. I feel so gosu for tight building placement and then OH FUCK ME!) Turrets are also really fucking strong. you need a LOT of mutas to safely clear a lot of Anti air, and there's not much point going for a turret anyway. It's a bit risky for not much rewards. Methinks Idra just wanted the SCV kill and felt content enough at that (hey, it all adds up right?) Also, idra is trying to ge ta big flock of mutas out. 25-30ish mutas. When you have that many and maybe an upgrade or three, mutas eat turrets up, but there's no point risking losing any until you have that flock up, so fuckit. | ||
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Pandoma
United States19 Posts
On October 18 2010 09:10 blitzkrieger wrote: Zerg needs Mutalisks. Mutalisk needs gas. Gas is invisible.Turrets... turrets detect gas. Tur. Ets. Tourettes. A disease. Infestors have disease. Disease makes Terran sick. And they have to call in to work sick. They can't play starcraft. Conserve gas is the answer! + Show Spoiler + ![]() This made my day, sir. hahaha | ||
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Tropical Bob
United States127 Posts
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Noxie
United States2227 Posts
That timeframe you do to take out the turret is not only damaging you but then terran is finding a way to cut off you're mutalisks with troops. | ||
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dan1mal
Netherlands86 Posts
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DamageInq
United States283 Posts
-Turrets can be repaired, causing your mutas to take unessicary damage or losses -Mutas always have to be on the move. If hit by a group of focused stimmed marines or blink stalkers you'll likely lose a muta. -Poking around the base even without doing damage is still very effective. It keeps the opponent in their base while allowing you to expand, extend creep and gain map control. And most importantly: -Mutas are 100/100 and very squishy. Turrets are cheap. If you attack the turret you're at a huge risk, the marines will come in and push you out, best case scenario you kill the turret with no loses and the terran rebuilds it. Worse case scenario is you lose some mutas and the terran gains back some of that map presence, feeling safe to move out. You can kill 2 turrets, if the terran kills 1 muta he is ahead. | ||
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ishboh
United States954 Posts
and as for "only having enough time to kill a turret and then flee when the stimmed marines show up": i personally would still take out the turret in case I wanted to come back after the marines left again. worst comes to worst he wastes more resources and time on building a turret | ||
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Gryffes
United Kingdom763 Posts
On October 18 2010 09:10 blitzkrieger wrote: Zerg needs Mutalisks. Mutalisk needs gas. Gas is invisible.Turrets... turrets detect gas. Tur. Ets. Tourettes. A disease. Infestors have disease. Disease makes Terran sick. And they have to call in to work sick. They can't play starcraft. Conserve gas is the answer! How does that tie in to Anaconda Malt Liquor? | ||
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Numy
South Africa35471 Posts
On October 18 2010 08:00 iEchoic wrote: I agree with you, and I've been saying this for a while. Zerg players have an irrational fear of anything that shoots air. I've played against high-level zerg players who will run 12 mutas from one lone, misplaced thor. As you said, they do the same with turrets. I think the issue is that if they bunch up by mistake. That one lone thor will bring all those 12 mutas down to red. Same thing as if they attack a turret and bunch up and a thor comes into range. That's all the muta gone. | ||
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