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[G/D] Skipping Mutas for Infestors in ZvT - Page 10

Forum Index > StarCraft 2 Strategy
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philipov
Profile Joined October 2010
United States81 Posts
February 17 2011 17:52 GMT
#181
MrBitters, one thing you don't mention in your OP and I haven't heard anyone discuss here is the Pathogen Glands upgrade. An important part I remember from PrinceXizor's infestor build is getting that immediately when infestation pit finishes and starting your first infestors >30 seconds into the upgrade time, so your infestors pop right after the upgrade finishes and you can immediately fungal with them. This results in a net decrease in the time you wait to have fungal growth to be available.

Are you taking this for granted, or do you think that you don't need fungal that fast and the 150 gas could be better spent elsewhere?
Any hive cluster that would trade a little economy to gain a little security deserves neither and will lose both
MrBitter
Profile Joined January 2008
United States2940 Posts
February 17 2011 18:01 GMT
#182
To quote myself:

- +1/+1 should be started immediately
- And as soon as lair finishes, your infestation pit needs to go down, with the energy upgrade following right behind it


philipov
Profile Joined October 2010
United States81 Posts
February 17 2011 18:02 GMT
#183
On February 18 2011 03:01 MrBitter wrote:
To quote myself:

Show nested quote +
- +1/+1 should be started immediately
- And as soon as lair finishes, your infestation pit needs to go down, with the energy upgrade following right behind it




Ah, my bad. Don't know how I missed that Thanks.
Any hive cluster that would trade a little economy to gain a little security deserves neither and will lose both
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
February 17 2011 18:13 GMT
#184
The multi-tasking required to stop multiple drops with infestor/ling seems pretty intensive. If you take that multi-tasking and put it into microing mutas, then you're the one doing the economic damage instead of receiving it. Either way, neither style is forgiving to play that's for sure.

That was also the bane of lategame ultra/ling for me as well, defending drops when you're on like 5 bases and so spread out.
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
Deadeight
Profile Blog Joined September 2010
United Kingdom1629 Posts
February 17 2011 18:20 GMT
#185
Thanks very much for this thread. Low leaguer here, but still keen to give it a try.
Crushgroove
Profile Joined July 2010
United States793 Posts
February 17 2011 18:47 GMT
#186
Well articulated and reasoned OP. Wondering if there've been any succinct conclusions as to modifications of the build originally outlined since it was posted?
[In Korea on Vaca] "Why would I go to the park and climb a mountain? There are video games on f*cking TV!" - Kazuke
MrBitter
Profile Joined January 2008
United States2940 Posts
February 17 2011 18:54 GMT
#187
On February 18 2011 03:47 Crushgroove wrote:
Well articulated and reasoned OP. Wondering if there've been any succinct conclusions as to modifications of the build originally outlined since it was posted?


Honestly, nothing has really changed so far...

We went through it with IdrA last night on stream, and he said he liked it.

If he continues to fiddle with the style, I'm sure he'll come up with something more stream lined. If not, then any changes you want to make to it are subject to your own interpretation.
RoKetha
Profile Joined July 2010
United States211 Posts
February 17 2011 18:54 GMT
#188
I like the midgame quite a bit but I've been trying to work in a spire just for enough air units to kill medivacs. Defensive infestors are extremely tricky to play with since the medivac can still unload and kill your infestor if it has ground beneath, plus actually getting a kill on the dropship itself takes up a lot of energy. Once you saturate your third seems to be a good time to get the spire, but the trick is not letting it cut into your lategame army--I'd been favoring corruptors just because they do the job better in smaller numbers. I haven't found anything I'd call refined or a solid improvement yet.
Gak2
Profile Joined September 2010
Canada418 Posts
Last Edited: 2011-02-17 19:15:47
February 17 2011 19:15 GMT
#189
I honestly think this will be the dominant strategy. the common thing I see terrans do is attack with siege tanks and run marines behind them when banelings come. with infestors, even if they run and you fail to FG you can still NP the tanks and destroy their marines with their own tanks! I think this will become the dominant strategy and will remain until terrans learn to utilize ghosts to counter.

Mutas are so easy to stop with how strong marines, turrets, and thors are... they can hardly contain and harassing with them does little damage compared to their cost.

Harbinger631
Profile Joined September 2010
United States376 Posts
February 17 2011 19:20 GMT
#190
One thing Destiny mentioned to defend drops that I haven't tried yet is to burrow 4 or so banelings at each mineral line. Might at well throw up 4 or so spines, Zerg always seems to have extra mineral.
philipov
Profile Joined October 2010
United States81 Posts
Last Edited: 2011-02-17 20:08:40
February 17 2011 19:56 GMT
#191
On February 18 2011 04:20 Harbinger631 wrote:
Might at well throw up 4 or so spines, Zerg always seems to have extra mineral.


My own preference would be to dump extra minerals into constant queen production and mix this mid-game together with the mass-queen late-game philosophy. Queens play amazingly well with either ultras or broodlords, and integrate better than pure zergling into a strong/low-mobility army strategy.

EDIT: Additionally, queens are great at forcing tank lines, which has been stated as a weakness of this build.
Any hive cluster that would trade a little economy to gain a little security deserves neither and will lose both
pedalpusher
Profile Joined December 2010
United Kingdom56 Posts
February 17 2011 20:17 GMT
#192
Hi MrBitter, first off I like to thank you for producing this guide it has really opened my eyes to the use of infestors. Having watched all the replays I have a question for you regarding static defenses, particularly in the use of spore crawlers to discourage the use of drops and banshee harass.

Subsequent to securing a 3rd as zerg and having infestors out on the field, it seems like placing spore crawlers in vunerable areas as standard could be a cost effective strategy, effectively compensating for the lack of infestor mobility. The risk to terran of moving inside the range of a spore crawler and getting FG'ed ought to be sufficient to shutdown harass in the places where they are deployed and by the time you have your third their cost would only be minor.

Terran always get missle turrets to fend off mutas and normally to great effect, so why not use spores for fend off banshee/drops!?
We make a living with the things we are given, we make a life by what we give ~ Winston Churchill
Xeken
Profile Joined May 2010
United States77 Posts
February 17 2011 20:24 GMT
#193
Because unlike muta, which has short range, banshee can pick their spot to attack. Likewise with drop, just go where the spore crawler isn't. You will need way too many spore to completely defend against air play.

That said, it is still a good idea to put a spore behind your mineral line to discourage a drop in compact space (harder for you to defend), but do not do this early. Any early/mid game drops can be dealt with just queen/infestor/lings easily (converge other queens and infestors to the location if it's a bigger drop). Only add static defense late game when you want to use all your units for offense.
HighQuality
Profile Joined October 2010
United States56 Posts
February 17 2011 20:30 GMT
#194
THis build actually gives me more trouble than the muta/ling build, probably since by now the muta harass is something I expect and can prepare for quite well. It would be really interesting to see infestors used more i this matchup though, and I'd welcome the change.

I've played against this build a couple of times with a friend and I've noticed that even though the zerg sacrifices map control, it's not a complete sacrifice, as upgraded speedlings are still extremely effective at siphoning off parts of the map from the Terran. The zerg's infestor control also has to be quite good, as they're vulnerable to a lot of different things; EMPing multiple infestors, which I usually try, is an extremely satisfying task. Once you're EMPed 3 infestors at once, I immediately feel like I've won the game.
dapierow
Profile Blog Joined April 2010
Serbia1316 Posts
February 17 2011 20:30 GMT
#195
One of the things I love about going infestor instead of muta is the time it takes for Terran to attack my base... Im in 2900 masters at the moment and when terran usually pushes out my banelings are not morphed or I have spent all my larva on Drones... If i have a good creep spread on map and have a few zerglings out to scout I can usually delay the Terran push to finish morhping my banelings or even getting 3 hatch's worth of zerglings out ... and it feels a lot safer than trying to haras the tanks with mutas
Eat.Sleep.Starcraft 2
philipov
Profile Joined October 2010
United States81 Posts
Last Edited: 2011-02-17 20:32:15
February 17 2011 20:31 GMT
#196
I see spore crawlers mostly used for providing detection against cloaked banshees without having to spend gas on overseers. The range on detection is actually quite a bit larger than its firing range, and I think maybe large enough so a single spore can cover all the tech structures and the entire mineral line.You detect with the spore and attack with your hatch-queen. If the banshee tries to kill the queen, kite it to the spore crawler.
Any hive cluster that would trade a little economy to gain a little security deserves neither and will lose both
Rec73
Profile Joined October 2010
7 Posts
February 17 2011 20:42 GMT
#197
Hey Mr. Bitter, I watched your stream last night with idra and was super excited when he decided to try your build out with lzgamer. Though clearly his build during the game were very significant in him taking a much earlier lair and taking his ups a little fast as a result, meaning less drones, this problem seems to still come up in your build. I love the double early ups and would agree with you about NP. However it really seems like early- mid pushes right when you throw down your pit hurts so much. Sometimes you have the 1/1 and sometimes you don't. The difference is quite huge IMO between 1/1 and 0/0 lings against early game bio pressure.
Do you have a different style of the build that works upgrade timings earlier rather than beelining towards infestors so hard? The end game comp is amazing, the early mid pre infestors feels a little flimsy. Also it is amazingly important that your infestors stick outside your opponent's base. Buying as much time as possible for essentially free rather than letting your opponent just siege on your third is huge in this build.
Logo
Profile Blog Joined April 2010
United States7542 Posts
February 17 2011 20:47 GMT
#198
On February 18 2011 05:42 Rec73 wrote:
Hey Mr. Bitter, I watched your stream last night with idra and was super excited when he decided to try your build out with lzgamer. Though clearly his build during the game were very significant in him taking a much earlier lair and taking his ups a little fast as a result, meaning less drones, this problem seems to still come up in your build. I love the double early ups and would agree with you about NP. However it really seems like early- mid pushes right when you throw down your pit hurts so much. Sometimes you have the 1/1 and sometimes you don't. The difference is quite huge IMO between 1/1 and 0/0 lings against early game bio pressure.
Do you have a different style of the build that works upgrade timings earlier rather than beelining towards infestors so hard? The end game comp is amazing, the early mid pre infestors feels a little flimsy. Also it is amazingly important that your infestors stick outside your opponent's base. Buying as much time as possible for essentially free rather than letting your opponent just siege on your third is huge in this build.


This exact style of push/harass (when your pit goes down and/or when you have 1-3 infestors with only ~75 energy each) is why I eventually abandoned my infestor play when I used to do it. I've been watching this thread closely, and still hope to try this style of play again sometime, but it is what drove me away in the first place. I just feel like there have been so many ZvTs I've won due to that first batch of mutalisks coming out at a clutch timing to stop something.

It does make me curious about how something like 5 mutas directly into infestors (start the pit as spire builds maybe) would work.
Logo
AnAngryDingo
Profile Joined August 2010
United States223 Posts
February 17 2011 20:50 GMT
#199
I think this build has some potential, dunno if it will end up being "better" than muta play though.

I also think in most situations, you don't need to rush to infestors quite so fast, you can focus on getting your economy up, and get a baneling nest earlier. Maybe cut out the early double upgrades and instead get just 1 evo chamber and a baneling nest. Than you can add the other evo chamber after you get infestors out once your econ is going strong.

Of course, how the build plays out is entirely dependent on what the Terran is doing in the particular game you are playing.
MrBitter
Profile Joined January 2008
United States2940 Posts
February 17 2011 20:52 GMT
#200
On February 18 2011 05:42 Rec73 wrote:
Hey Mr. Bitter, I watched your stream last night with idra and was super excited when he decided to try your build out with lzgamer. Though clearly his build during the game were very significant in him taking a much earlier lair and taking his ups a little fast as a result, meaning less drones, this problem seems to still come up in your build. I love the double early ups and would agree with you about NP. However it really seems like early- mid pushes right when you throw down your pit hurts so much. Sometimes you have the 1/1 and sometimes you don't. The difference is quite huge IMO between 1/1 and 0/0 lings against early game bio pressure.
Do you have a different style of the build that works upgrade timings earlier rather than beelining towards infestors so hard? The end game comp is amazing, the early mid pre infestors feels a little flimsy. Also it is amazingly important that your infestors stick outside your opponent's base. Buying as much time as possible for essentially free rather than letting your opponent just siege on your third is huge in this build.


You're right. That is a vulnerable time in the game. I don't have a great answer for you right now. I want to say that good scouting will allowing you to key in on what he's doing, and can prompt a reactive baneling nest.

The truth is I just don't know.

I know I'm an ok player, but I'm not at a level where I can make concrete statements about how the build plays out vs very precise timings... Not yet, at least.
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