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Take IdrA for example. Harassing the terran player with about 9 mutalisks, stumbles upon one missile turret ...and backs off. I takes exactly 30hp off one of your mutas if you attack a turret with 9 mutas, yet that's apparently enough to scare him away?
This seems to be the trend in a lot of replays I see of pro-gamers. For some reason people on ladder are dumber/smarter and actually destroy the turret and continue to harass the fuck out of your workers anyway (and force your army to defend).
Don't get me wrong though, I would love to be able to defend my bases with just one turret, but on ladder, zerg just aren't buying it. :|
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Because losing a muta if he stims some marines in to maybe take out a turret isn't that good a deal when you can find a spot with no turret.
Mutalisks are real sensitive. It's very easy to make them mad. And if a flock of mutalisks gets mad, they'll all fly into the enemies marines and thors
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If you have 9 mutas and attack a turret in the mineral line all your mutas will be dead due to repair. You need an absurd number of mutas to kill a turret that can be surrounded for repairs. You'll probably be better off picking off a supply depot than hoping you have enough time to take down the turret AND focus SCVs before his marines appear.
If you haven't noticed no one gives a rats arse about two cannons in the mineral line, Z users generally just kill them. They still do quite a bit of damage (not as much as turrets of course), but as they can't be repaired they're easy pickings. So yeah, the reason is summed up in the word "repair".
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Turrets in sc2 are operated by clones of chuck norris
srsly it takes 9 mutas to make attacking a turret cost effective
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turrets are ridiculously strong in sc2. I think like 3 hits kill an observer and they shoot pretty damn fast
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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.
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The longer the zerg spends trying to take out the turret, the longer the terran has to get units over there and wreck his shit. Also, the turret can be repaired, which makes it last even longer and do more damage to the mutas.
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I don't think the OP was referring specifically to Turrets in the mineral line. In the MLG finals, IdrA prevented a turret from going up by a fraction of a second (it actually looked finished) and backed off when the army came. Later on, he came across it again...undefended. He certainly could have killed it and then become even more annoying than he already was.
It's like iEchoic said, Zergs seem to run away from single, vulnerable things that shoot up.
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I pick off lone turrets, but seriously 3 turrets near the mineral line takes so many mutalisks to mkae it a good trade it isnt worth it. Turrets in SC2 are so much more powerful than sc1, your much better off backing off.
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If you have enough mutas to effectively kill a turret then you have enough mutas to effectively kill the SCVs trying to repair it and then flee. The turret will still be there but they handed you what you came for by piling their SCVs around it.
Multiple turrets are a different story. The main thing is you don't want to lose mutas to turrets while just giving them enough time to walk their army up and chase you away without achieving anything but killing a turret. In the example cited in the OP there was nothing nearby that would die in a hurry and the turret was fairly close to a ramp. At best IdrA would have killed the turret and flown off before getting anything else done.
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I feel the biggest issues there are thors. Turrets and Thors require entirely different micro approaches, against turrets you want your mutas to be as stacked as possible to make them all attack at the same time, against Thors Mutas need to be spread out otherwise all your Mutas crumble instantly.
Now consider that Thors have a range of 10 against air. That is huge. What happens now when you attack a Turret that might even get repaired with all your mutas stacked and you don't see the Thor coming (or maybe a Thor just pops from a factory nearby) -> maybe 7 of your 9 mutas are instantly into yellow hp, which is far from economic for one measily turret.
That doesn't mean that you shouldn't just take down turrets when you have enough Mutas. But be damn sure that the Thors he almost certainly has are somewhere else, or you'll regret it. Rather look for another hole in the T's defense that can't shoot back if you're not completely sure.
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IdrA just plays safe, he's confident enough in his macro that he doesn't feel he needs to push his luck by forcing muta's down the Terrans throat. Muta's are extremely effective at keeping the Terran at bay and forcing turrets, thors and marines whilst Zerg has map-control and defense against banshees and medivac drops.
Muta's do their job by just being there, any damage on the Terran's economy is an added benefit.
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T.O.P.
Hong Kong4685 Posts
Killing a turret takes screen time, sometimes you're better of using that screentime to macro and lay creep tumors. If you attack a turret and not watch it die, there's a risk that all the scvs come repair which will result in dead mutalisk and a surviving turret.
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Risk and incomplete information sometimes and just timidness at other.
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Risk/reward applies here. Turrets cost 100 mins and take 25 seconds to rebuild, a tiny investment. If you succeed in killing the turret, unless it's the only defense in the area and you can proceed to kill everything else, you have obtained a very small reward. If you fail in killing the turret or their army appears and does heavy damage to your Mutas, then you take a really hard hit. There's a huge risk there for very little reward, unless there's nothing around to defend with, in which case you go for the throat.
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IdrA had the lead in that game on Xel'Naga Caverns where his mutas ran from that lonely turret. Not worth the small risk in his mind, 1 Turret = 100 mins, stim marines snipe 1 Muta = 100 gas. He is one guy who will definatly sit on an advantage, macro up even further ahead, then steam roll you.
As for me, I always rape their turrets if I have a critical mass of mutas! Although most of my opponents run scvs away and don't repair. I have sniped the repairing scvs and then finished the turret in some games, losing far too many mutas than I should but hey that was half of Terrans bases right.
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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 +
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I always figured it was because in the time it takes your mutas to take out the turret, the terran could stim his marines over and be in position to rape the rest of your mutas as they do the "woohoo we killed something" dance.
and while your mutas are taking out one structure, they're not being annoying somewhere else. Like picking off that tank at the end of my line....bastards
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Because there is always a thor waiting just out of sight range for your muta's to circle around the turret.
Edit: pilsken got it
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Awesome, I always wanted to know but was shy to ask =X
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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
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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.
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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?
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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.
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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.
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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.
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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.
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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.
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Because that turret is a trap.![[image loading]](http://imagemacros.files.wordpress.com/2009/06/its_a_trap.jpg) 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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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.
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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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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.
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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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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.
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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.
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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
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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.
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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
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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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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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They're not Jaedong. And Idra is the type of player who really plays it safe way too much compared to top Korean zergs from both BW and SC2.
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A Zerg intruding into a Terran base usually doesn't have comprehensive knowledge of Terran positions, so even if he spots what appears to be an isolated defense, that may not be the case. If his Mutalisks stack whence attacking a turret, he may be met by a Thor's barrage or similar untoward happenings.
I feel like Mutalisk aggression in BW was much more persistent simply because no viable splash mechanisms could ambush the stack during its 1-3 swoops required to kill a defensive structure.
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You have to magic box the turret or risk getting 3 shot by some thor halfway across the base you would never have been able to see, and if you magic box a turret that turret is going to get swarmed by SCV's and you won't be able to kill it fast enough.
Over agressive zerg will find their flappy mutas dead dead dead against a conservative terran player.
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you need a reason to destroy a turret...
if you don't fly over the turret then it's 100% useless and there's no point in wasting time.
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I am not sure if any1 suggested one of the most imposrtant reasons. If you focus down a turret, and you get shot by 2 thors (only once), ALL your mutas will end up orange/red.
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Valhalla18444 Posts
a turret that does not kill any mutas is wasted resources, especially if you can do damage in spite of them
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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 9 mutas from one lone, misplaced thor. As you said, they do the same with turrets. Thors can be repaired too, and although 4 mutas with micro can kill an unrepaired thor, to be cost effective you need quite a few more. Each muta is 100 gas, which is invaluable to a Zerg. It's really easy to lose a fuckton of gas really fast with mutas. They're pretty fragile so it's understandable to be really protective of them.
Also with the crazy thor range, you'll lose a muta or two during a retreat so you have to be sure that you can take the thor down. The thor can be hitting you long before you can see what's around it. So yeah usually if thor hits your muta you just run.
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It's all about minimizing damage received while maximizing damage dealt.
There are always holes/weaknesses in the anti-air coverage of a base, so why intentionally take damage when you can keep poking around to find another hole that is less defended and will allow damage to be dealt.
As day9 would say, go for guaranteed small damage with a low risk of defense, instead of the big damage with a high risk of defense.
Taking out a few tech labs, reactors, or supply depots is an equally successful attack as killing a handful of workers, and if you didn't have one of your mutas damaged in the process, that's even sexier. Some players get very caught up in the idea that every harass should be on the harvesters -- don't forget the rest of the base is just as good of a target.
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Once his muta count rises, turrets quickly becomes much less effective. Up untill 15+ mutas on two bases, turrets handle it fine. From there you need a stationed thor at each expo + lots of turrets.
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The problem is that a lot of zerg players never played sc1 and have never seen jaedong micro mutas. Without that image burned into your skull, muta micro will never make sense.
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