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Why are pro-gamers so hesitant to attack turrets? - Page 2

Forum Index > StarCraft 2 Strategy
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Slago
Profile Joined August 2010
Canada726 Posts
October 18 2010 00:25 GMT
#21
I agree with this, but its more to do with, Idra wants too find the holes, so he doesn't have to engage the turret, cause it will give time to get your stim marines under the mutaas
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
teamsolid
Profile Joined October 2007
Canada3668 Posts
October 18 2010 00:26 GMT
#22
Killing one turret barely sets back the Terran at all... picking off a tech lab or reactor or supply depot is much more significant. They could get supply blocked, reactors cost 50/50 and take forever to build, and the tech lab could be researching something.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
October 18 2010 00:34 GMT
#23
Also: there's something to be said for letting your opponent believe his defences are adequate. If you could kill the turret, but know you won't be able to hang around afterwards doing more damage (because of incoming marines/thors), why bring it to your opponent's attention that he's going to need more turrets to keep you off him when he moves out of his base?
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
AviatE
Profile Joined September 2010
Australia2 Posts
October 18 2010 00:38 GMT
#24
I often wonder the same thing.

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.
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
October 18 2010 00:41 GMT
#25
Well i'm not sure which exact game you are talking about but there are several factors that I consider when attacking a turret with mutalisks

#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.
P00RKID
Profile Joined December 2009
United States424 Posts
October 18 2010 03:45 GMT
#26
I'm no pro, and I am hesitant to attack turrets as well. Bunching mutas up anywhere when thors are about is just asking for trouble. Also, never chase a thor with mutas.
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
dave333
Profile Joined August 2010
United States915 Posts
October 18 2010 05:13 GMT
#27
Good terrans can have stimmed rines running towards you reallyyy damn fast, and taking the time to kill that turret can easily lose a muta.
Eknoid4
Profile Joined October 2010
United States902 Posts
October 18 2010 08:35 GMT
#28
I have a feeling this thread is a case of assuming you are smarter than the best players in the world. I mean you get points for asking their reasoning instead of just barking stupid at them like some people would do, but you are still assuming you know something they don't while simultaneously asking what they know.

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.
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
Lobotomist
Profile Joined May 2010
United States1541 Posts
October 18 2010 08:38 GMT
#29
Because that turret is a trap.[image loading]
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
Teching to hive too quickly isn't just a risk: it's an ultrarisk
SeeDLiNg
Profile Joined January 2010
United States690 Posts
October 18 2010 09:00 GMT
#30
Imo, the real reason behind this is the "engagement" factor. Mutas have what... 3 range? That means that to kill something that shoots up, you have to GIVE them free shots. If you engage, get one volley off and see the stimmed marines incoming, you either a) let the turret live and take a few more free shots from it, or b) you kill the turret and lose X mutas because of the marines.
Its the mutas short range that really makes us have to be VERY careful what we want to engage.
SiNoCiDe
Profile Joined September 2010
Turkey67 Posts
October 18 2010 09:14 GMT
#31
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 +

[image loading]



Genius, that was ridiculously funny. Actually had me laughing with the Goldblum pic.
FLASH | MVP | MMA | KAS | TAEJA | BYUN | MKP | POLT | BOMBER | THORZAIN
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
October 18 2010 09:22 GMT
#32
Incomplete information + Turrest are fucking powerful + does it matter? + get the muta flock up.

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.
ProgamerAustralian alcohol user follow @iaguzSC2
Pandoma
Profile Joined June 2010
United States19 Posts
October 18 2010 09:39 GMT
#33
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 +

[image loading]


This made my day, sir. hahaha
Tropical Bob
Profile Joined August 2010
United States127 Posts
October 18 2010 10:07 GMT
#34
One Turret or Thor, even in the face of 8-12 Mutalisks, can, as others mentioned, do hilarious damage to the Mutalisks and delay them long enough for reinforcements.
Noxie
Profile Blog Joined April 2010
United States2227 Posts
October 18 2010 12:21 GMT
#35
The way it has been explained to me is that in the time you are trying to take out that turret you could have been dealing damage elsewhere.. for instance killing techlabs... picking off scv's that are building.

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.
dan1mal
Profile Joined August 2010
Netherlands86 Posts
October 18 2010 12:34 GMT
#36
because the top players that idra and stuff play against, aalways will repair said missle turrets.. which means u need way more than 9 mutas to kill it
'Its a retard magnet!' - Destiny
DamageInq
Profile Joined April 2010
United States283 Posts
Last Edited: 2010-10-18 12:46:20
October 18 2010 12:44 GMT
#37
To sum everything up:
-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.
"Scissors are OP. Rock is fine." -Paper
ishboh
Profile Joined October 2010
United States954 Posts
October 18 2010 14:26 GMT
#38
from what I have seen, mutas are more often to keep an opponent in his base than they are to actually kill stuff sometimes.

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
Gryffes
Profile Blog Joined March 2010
United Kingdom763 Posts
October 18 2010 14:43 GMT
#39
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?
www.youtube.com/gryffes - Random Gaming Videos.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
October 18 2010 14:49 GMT
#40
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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