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[R] mass vikings against zerg seems viable? - Page 4

Forum Index > StarCraft 2 Strategy
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specter
Profile Joined July 2006
United States2 Posts
November 17 2010 21:25 GMT
#61
Minor point, but at 1/1 upgrades for both, I think that viking damage to mutas should be no different from at 0/0 upgrades.

0/0: 10x2 = 20 damage per shot
1/1: (11 damage - 1 for armor) x 2 = 20 damage per shot.

The huge advantage for vikings at 1/1 comes from the fact that mutalisk bounce damage is crippled by the viking armor.
Zombo Joe
Profile Joined May 2010
Canada850 Posts
November 17 2010 21:36 GMT
#62
Vikings with Marine support makes for some very dead mutas. You guys gotta remember that making Vikings to counter Muta harass is very viable. And when the Viking ball outpowers the muta ball, Terran can transition into Banshees and Ravens (possibly BCs). I'm not saying only make Vikings and win Foxer style (although that can work). I'm saying that making Vikings is a legitimate strategy versus Mutalisk harassment. Its not an all-in because you can transition out of it. Whether it be an expansion or a different unit composition, it doesn't matter because Vikings are good for the entire game. So long as Zerg has Overlords, Vikings have a use.


Now that I'm thinking about it, Couldn't Reactored Vikings transition well into Mass Marine Battlecruiser? You already have the Starport and the Barracks and during the time you could make Reactors with the Factory in preparation for it.
I am Terranfying.
DuneBug
Profile Joined April 2010
United States668 Posts
November 17 2010 21:41 GMT
#63
On November 18 2010 06:20 Dominator1370 wrote:
Honestly, this is the problem with the whole "what unit counter X" mentality that Day9 is always talking about: the best counter to a bunch of stuff is even more stuff, which is exactly what Zerg is going to get while you're figuring out how to get 24 Vikings. It doesn't matter what happens at 24 3/3 Vikings against 24 3/3 Mutalisks if that's not a realistic game scenario.


good post.

zerg doesn't really want to build 24 mutas anyway, especially against terran. they just want to build about 10 or so to help them harass and transition to tier3.

I guess terran could go ahead and build 10-15 vikings and get +1 armor +1 weapons but as a zerg player i'd be okay with that. I'd probably make a few extra queens in response, and make sure my overlords were either out on the fringes or clustered in my base with 5 queens under them. Late game zerg usually has a lot of extra minerals.

If it's just a question of what unit do I mass in a 4v4 then yeah get vikings and MMM.
TIME TO SAY GOODNIGHT BRO!
Elean
Profile Joined October 2010
689 Posts
Last Edited: 2010-11-17 22:01:21
November 17 2010 22:00 GMT
#64
From my point of view, vikings are not cost effective against muta.

I don't compare the cost of vikings with the cost of muta. I compare the cost of vikings with the cost of anything else in the terran army that can shoot air.

So if we look only at cost effectiveness, vikings might be the worst choice.

The real question is probably why do you want to make vikings to begin with ?
And once you have found an answer to this, you should ask yourself if it is worth it in comparaison with the advantages of the other anti-air solution terrans have.






Keilah
Profile Joined May 2010
731 Posts
November 17 2010 22:01 GMT
#65
It drives me insane to see so many people who think that zerg can build/rebuild faster. Does zerg get some magical influx of minerals and gas that I never knew about? Does zerg always have a 2:1 advantage in bases?

Granted zerg can build any one specific unit in great numbers better than the other races. But does that make the supporting tanks/marines/ravens/marauders/whatever useless? No.
Elean
Profile Joined October 2010
689 Posts
Last Edited: 2010-11-17 22:09:00
November 17 2010 22:07 GMT
#66
On November 18 2010 07:01 Keilah wrote:

Granted zerg can build any one specific unit in great numbers better than the other races. But does that make the supporting tanks/marines/ravens/marauders/whatever useless? No.

If vikings need the support of other units, they loose the advantage of the mobility... And it becomes really hard to find a reason to make more than a couple viking... until broodlords come into play
SCdinner
Profile Blog Joined September 2010
Canada516 Posts
November 17 2010 22:08 GMT
#67
On November 18 2010 07:01 Keilah wrote:
It drives me insane to see so many people who think that zerg can build/rebuild faster. Does zerg get some magical influx of minerals and gas that I never knew about? Does zerg always have a 2:1 advantage in bases?

Granted zerg can build any one specific unit in great numbers better than the other races. But does that make the supporting tanks/marines/ravens/marauders/whatever useless? No.


Zerg doesn't get magic minerals and units. But they can save up money and larva and then build an entire army at once to counter their oppenents. No other race can do that reasonably. Sure they could build 30 gateways, 20 stargates and 15 robotics facilities or 30 barrack, 20 factories and 15 starports and then build their counter army within 45 seconds like zerg can but that is just unpractical.
My other car is a battlecruiser.
ltortoise
Profile Joined August 2010
633 Posts
November 17 2010 22:09 GMT
#68
On November 18 2010 07:00 Elean wrote:
The real question is probably why do you want to make vikings to begin with ?


Honestly, to supply block the living daylights out of the Zerg. If you manage to supply block the Zerg just once, the Vikings have pretty much already paid for themselves. If you can do it continuously or a few times in a row, it's HUUUUUGE damage. Huge. It might even require additional hatcheries and/or queens just to spend their mineral/gas pileup from the supply blocking.

Also, air dominance allows for the possibility of Battlecruisers which are a good all-around unit.
Keilah
Profile Joined May 2010
731 Posts
November 17 2010 22:19 GMT
#69
"But they can save up money and larva "

I think you mean, 'the Terran player might fuck up and allow the zerg to get away with saving up money and larva"
SCdinner
Profile Blog Joined September 2010
Canada516 Posts
November 17 2010 22:25 GMT
#70
On November 18 2010 07:19 Keilah wrote:
"But they can save up money and larva "

I think you mean, 'the Terran player might fuck up and allow the zerg to get away with saving up money and larva"

If a terran does a good job of harrassing/putting on pressure then it is very hard for a zerg to save up to do it. All because its stoppable doesn't mean it doesn't exist.
The point they're trying to make is if you're building up a certian unit instead of putting on pressure its easier for zergs to come up with a bunch of counter units quickly than it is for protoss or terran.
My other car is a battlecruiser.
Malminos
Profile Joined July 2010
United States321 Posts
November 17 2010 23:17 GMT
#71
I've seen terrans try and do this against me as zerg. This is one of the scenarios where roach/hydralisk actually works really well.
"To dream of because become happiness "
P00RKID
Profile Joined December 2009
United States424 Posts
November 17 2010 23:18 GMT
#72
I havn't played in a while, but I remember losing a bunch of mutalisks to upgraded vikings + battlecruiser with repair.

If a terran was going for BC and they were going to get ship upgrades, it would allow them to also add in vikings to counter muta, but that is more of a very wierd and lategame thing, and still very vulnerable to hydra + infestor. How often do we see ship upgrades or BC in TvZ (besides the rare few times with a BC timing attack)
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
TheHumanSensation
Profile Joined September 2010
Canada1210 Posts
November 18 2010 00:03 GMT
#73
On November 18 2010 05:16 Griffith` wrote:
Show nested quote +
On November 17 2010 16:52 Azzur wrote:
Yes, it's true that vikings are cost effective against mutas. It is even more pronouned with the +1 armor upgrades (because the +1 armor negates more than the +1 muta attack).

The issue with vikings vs mutas are as follows:
1. Vikings come out of starports while mutas from larvae. That means the zerg can outproduce you.
2. Vikings can't hit ground.

If they have more mutas than you (esp when you don't have your upgrades yet), how would you snipe overlords?

However, I do believe that vikings are viable once the terran establishes a solid 3rd base with PF/turrets. This allows them to fall back if needed.

I talked about a thor/banshee/marine (add vikings late-game) macro-defensive build:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=169447


I should point out that, its not so much the +1 armor that makes the difference, rather vikings effectively get +2 attack per attack upgrade, where as mutas only get +1. The +1 armor on vikings even out with the mutas +1 attack. I will do more testing on 1/1 and 2/2 .

Also I'm doing mass/clump tests because 0/0 vikings actually beat 0/0 mutas for small numbers (I think for numbers <10). Mutas only tend to overwhelm mass, unupgraded vikings.


I'd like to point out that this isn't correct, as a viking's +1 is also reduced twice by the muta's armour (Assuming equally distributed upgrades, of course). However, the +1 armour for the vikings reduces the net damage from mutas by 3 (Bounce damage being 9/3/1). The armours don't all scale this well because of interesting bounce damage scaling, but I'll post up some numbers a bit later.

Also, first post.
Lockindal
Profile Joined October 2010
United States73 Posts
November 18 2010 00:14 GMT
#74
I would be interested to see how 3/3 vikings would do against most zerg units, and HOW badly they would lose. They would probably lose, but i'm curious as to how bad. think they might be better on ground than most people think.
FakeDouble
Profile Blog Joined September 2010
Australia676 Posts
November 18 2010 00:26 GMT
#75
What makes mass vikings seem effective is that once you have 7+ (or 6 if at least +1/+0), they will one-shot one of the mutas before the mutas even get a chance to attack. Thus 7 vs 7 becomes 7 vs 6 before the vikings even start to take damage.

Like the thor, they have a slow attack speed though, so a few accompanying marines do wonders, especially since they will reduce the hits to kill by unupgraded vikings (6 viking hits, 1 marine hit = dead muta).

Landed vikings are pretty good at tanking baneling hits in a pinch, more so if you land them in front of your bioball. Their model is slightly bigger than a marauder, and they can eat 1-2 more banelings, since they didn't lose 20 hp to stim. Also, I don't think any units are allowed under the vikings once they've begun their landing animation (screws baneling pathing).
Formerly known as carbonaceous
pwadoc
Profile Joined August 2010
271 Posts
November 18 2010 02:21 GMT
#76
Whenever I've been in a air race with terran and they go viking, I always end up engaging with bigger numbers. Unless the terran is devoting a huge chunk of production to vikings, (in which case even a small force of roaches and lings is deadly), the zerg is always going to be able to field more mutas faster than the terran can build vikings. Even when I lose air battles against vikings, I just show up a minute later with 12 more mutas.
DreamSailor
Profile Joined June 2010
Canada433 Posts
November 18 2010 02:37 GMT
#77
I think this thread is definitely something to think about.

Vikings -can- land, and I think a lot of people forget that, if you open reactor starport on Scrap Station for instance you can get your vikings out before he gets his mutalisks. Move down, land, kill some drones and maybe a queen, take off and kill some overlords.

Vikings also do 10+4 armored, not a whole lot of a bonus, but it hits twice. Will always get a shot off before the Mutalisks can get their shot off and if the Mutalisks retreat they also get a free shot.

Maybe I'm just wanting to try and experiment with air more lately, but I've been using a lot of Phoenixes and its been working out quite well. Maybe next time I roll terran I'll try for mass vikings.
Where ever you go, there you are.
SubPointOA
Profile Joined November 2010
United States183 Posts
November 18 2010 02:50 GMT
#78
Vikings attack 2 times right? probably why upgrades favor them, but it's easier to macro mutalisks than vikings. Mutalisks are more versatile.
Just stick with the flow to rock the whole globe
ibreakurface
Profile Joined June 2010
United States664 Posts
November 18 2010 02:54 GMT
#79
IDK about mass vikings, since that would take a toll on the terrans ground force, but even if the zerg gives up air control, just a small group of vikings can be fucking annoying due to overlords and flying.

Try making a few and force the zerg to micro queens/make spore crawlers possibly.

And maybe a banshee or two with the vikings=deadly?
:) I play zerg. FOX AND KT ROLSTER COASTER FAN! Because I love everyone. Except bisu.
IzieBoy
Profile Blog Joined November 2010
United States865 Posts
Last Edited: 2010-11-18 03:52:45
November 18 2010 03:43 GMT
#80
Lol... I like the test by the OP, but realistically vikings are outmatched by mutalisks in terms of speed. They deny overlord vision, but that can be done by a MMM force.
Let's Do This! Leeeeeeeeeeeeeroy Jenkins!
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