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[G/D] Skipping Mutas for Infestors in ZvT - Page 14

Forum Index > StarCraft 2 Strategy
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MrBitter
Profile Joined January 2008
United States2940 Posts
February 20 2011 20:51 GMT
#261
On February 19 2011 16:50 Frozenserpent wrote:
I was interested in this build after seeing the coaching lesson with Idra on ZvT. It seems the big question is really the timings of the build. That is definitely something that can needs finetuning. So I sat down and worked it out a preliminary possibility on a piece of paper. This is what I came up with.

I will count from the amount of time after you reintroduce drones into your extractor. I assume the opening will be similar to a FE, pool, extractor, mine 100 gas, pull drones out, research speedling upgrade, and then at some later point reintroduce drones.

0 sec. 0 gas. Put 3 drones into 1st extractor. Build 2nd extractor.

30 sec. 60 gas. 2nd extractor completes. Fill it with 3 drones.
Start 1st evolution chamber.

40 sec. 100->0 gas. Build lair as soon as you hit 100 gas.
Start 3rd extractor.

65 sec. 100->0 gas. 1st evolution chamber completes. Start +1 melee attack.
Start 2nd evolution chamber.
Start 4th extractor.

70 sec. 20 gas. 3rd extractor completes. Fill it with 3 drones.

95 sec. 170 gas. 4th extractor completes. Fill it with 3 drones.

100 sec. 210->60 gas. 2nd evolution chamber finishes. Start +1 ground carapace.

120 sec. 220->120 gas . Lair completes. Start infestation pit.

170 sec. 520->370 gas. Infestation pit completes. Start pathogen upgrade.

200 sec. ~610 gas. Start 4 infestors when you have 600 gas.

This is all assuming a gas mining rate of 2 gas/sec.
According to this thread, http://www.teamliquid.net/forum/viewmessage.php?topic_id=140055,
the gas collection rate is actually marginally less. Also, since you won't be able to time things perfectly, you'll probably be delayed for several seconds. That gives you a buffer for not starting the infestors too early. You start them at 200 sec in or later. Pathogen finishes at 250 sec. Infestors will pop shortly afterwards.

I went with a build that got +1 melee attack before +1 carapace instead of timing both or getting carapace first. I hope you guys might test it out yourself and come up with different possibilities.

I hope the timings aren't too complicated. I had it line up so there are cues. This way you don't have to memorize timings or memorize foods. So you can start mining gas early or late. It doesn't really matter, so long as you have the mineral gathering to support it.

The big points are:
1. start 2nd extractor once you start mining the 1st one.
2. When 2nd extractor completes, start 1st evolution chamber.
3. Start lair as soon as you have 100 gas. Start 3rd extractor at the same time.
4. When 1st evolution chamber completes, start +1 attack, start 2nd evolution chamber, Start 4th extractor. All of these need to be done at this time.
5. When 2nd evo chamber completes, start +1 defense.
6. When lair completes, start infestation pit.
7. When pit finishes, start pathogen gland.
8. When you have 600 gas, make 4 infestors at once.

After an extractor is completed, put 3 drones on it immediately.

You'll end up with 4 infestors with 75 energy each about 4 minutes after you start mining gas again.

I looked a bit ahead and you have enough gas to start +2 melee attack and +2 carapace as soon as they are completed. You also can spend 100 gas after your +2 melee attack for something like overlord speed, and you will barely have 225 gas in time for +2 carapace.

It's not super easy to remember, but I think with some practice it should be fairly simple to get these timings down. Best of all, it leaves you the option of deciding when to start mining from the 1st gas again. If you get thrown off early on, having to defend marine pressure or a bunker rush or something, and you get delayed in mining gas, it's no problem. As for getting pressured while you're building evo chambers, starting extractors, mining gas.... just need to remember to do it.

I hope with one set of timings we can test out how robust it is against early/mid game pressure. My impression is that it's possible to get those infestors out in time for a marine tank push, so long as you don't forget anything.


This is a great post. I'm going to play around with these timings, and post some updates later.
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
February 20 2011 21:17 GMT
#262
On February 19 2011 23:45 KiaL.Kiwi wrote:
Show nested quote +
On February 19 2011 10:29 Orome wrote:
On February 19 2011 10:06 KiaL.Kiwi wrote:
This build is fuckin awesome. I just beat Kas and Sjow with it, two players that have always wiped the floor with me if I was trying to play Muta/Ling/Bling against them. They may have had a bad day, they may not be familiar with the style yet, but still - they were even both far ahead in eco and army size, but those heavily upgraded Lings/Ultras just rape through anything that isnt heavily upgraded as well.

I really think most people overestimate the efficiency of drop-play against it. At least in the midgame your ling-upgrades are so far ahead that you are able to fight of drops with ridiculously low amounts of units.

The Lair and Evo Chamber timings definetly have to be refined a bit, but beside from builds and spawning positions that forces muta/ling/bling to deviate into other units as well I could see the build becoming a new kind of standard for ZvT.

Wow, what the hell, I just looked at the score screen for the game vs Sjow. He had a higher income (even with you building 140 drones, I guess drops were a bit of a problem after all? ) and much higher army value basically all game. Would you mind sharing that replay? :o

Actually I didn't lose many drones against him, the high number stems from me tending to overdrone if I'm nervous (bout 90 working drones at the end of the game, and a lot of oversaturated bases through the game) and 5 hatches, a full techtree and some spines everywhere

After rewatching the replay I think he just didn't know what he was playing against, since he was using a very strange unit mix (Thor/Marine/Marauder/Medivac/BlueFlame Hellions with only a few tanks) and upgrading very slowly, even with income from 4 bases at his disposal.

Here's the replay: http://www.file-upload.net/download-3227070/TvZ-Sjow-Xel-Naga-Caverns--2-.SC2Replay.html



Thanks!
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
euroboy
Profile Joined September 2010
Sweden536 Posts
February 20 2011 23:36 GMT
#263
Been skimming through this thread and watched all of bitters replays and the SjoW one. But I still have to see a game where terran matches your upgrades? Every replay I saw terran didn't even upgrade once except SjoW who got +1 atk for infantry and mech very late.

How does this fare against, say, fully upgraded mech?
ZasZ.
Profile Joined May 2010
United States2911 Posts
February 20 2011 23:49 GMT
#264
On February 21 2011 08:36 euroboy wrote:
Been skimming through this thread and watched all of bitters replays and the SjoW one. But I still have to see a game where terran matches your upgrades? Every replay I saw terran didn't even upgrade once except SjoW who got +1 atk for infantry and mech very late.

How does this fare against, say, fully upgraded mech?


Well for one, even if your T opponent is on top of his upgrades, they should still be considerably behind yours, that's just the nature of trying to do double Armory upgrades. Even so, by the time he has fully upgraded Mech, we're talking about a late-game scenario where you should have plenty of bases to support Ultra/Ling/Infestor, which annihilates Mech play, unless you fight near a bunch of Planetaries or something.

Today I played against a guy who completely denied OL/Ling scouting by keeping Marines on the outer edge of his base and not keeping anything near his wall except a couple Marines to shoot away my lings, then busted out with 12+ blue flame Hellions. What's the correct response to this? I eventually managed to take them down with a combination of crawlers/queens/ling surrounds, but he had killed so many Drones at that point and he followed it up with a one-base Thor/Marine/Hellion all-in and brought all his SCVs.

Frustrating to say the least.

Might post the replay later if anyone is interested, don't really want to do that in this thread though.
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
February 20 2011 23:53 GMT
#265
Awesome post mrbitter!
Do you really want chat rooms?
mouzSyck
Profile Joined September 2010
Germany29 Posts
February 21 2011 00:08 GMT
#266
Hey im mouzSyck, one of the 2 new mousesports players,
since my muta controll is pretty bad ive been struggling with my zvt alot until i found this build:D,
ive started to use it (with sucess) and i would like to add some replays(the one vs Sjow included which was already mentioned),
im new to this zvt style myself(started 3 days ago)so i still have to work on it myself but i hope it helps u alot,and je sry for my bad english ;p

vs Sjow
vs 3,6k Master T
vs 3,4k Master T
vs 3,5k Master T

ps. add more banes unlike me pls
I would rather do something I can't explain, then explaining things I cannot do.
euroboy
Profile Joined September 2010
Sweden536 Posts
February 21 2011 15:03 GMT
#267
On February 21 2011 08:49 ZasZ. wrote:
Show nested quote +
On February 21 2011 08:36 euroboy wrote:
Been skimming through this thread and watched all of bitters replays and the SjoW one. But I still have to see a game where terran matches your upgrades? Every replay I saw terran didn't even upgrade once except SjoW who got +1 atk for infantry and mech very late.

How does this fare against, say, fully upgraded mech?


Well for one, even if your T opponent is on top of his upgrades, they should still be considerably behind yours, that's just the nature of trying to do double Armory upgrades. Even so, by the time he has fully upgraded Mech, we're talking about a late-game scenario where you should have plenty of bases to support Ultra/Ling/Infestor, which annihilates Mech play, unless you fight near a bunch of Planetaries or something.


Well yea double upgrade probably isn't gonna happen, but they can get at least +3atk on mech or inf and that's a huge difference instead of 0/0 against 3/3 lings. I don't know the maths but my guess is that lings die much faster against a 3/0 tank than 0/0 even if they are 3/3
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
February 21 2011 17:01 GMT
#268
On February 21 2011 09:08 Syck wrote:
Hey im mouzSyck, one of the 2 new mousesports players,
since my muta controll is pretty bad ive been struggling with my zvt alot until i found this build:D,
ive started to use it (with sucess) and i would like to add some replays(the one vs Sjow included which was already mentioned),
im new to this zvt style myself(started 3 days ago)so i still have to work on it myself but i hope it helps u alot,and je sry for my bad english ;p

vs Sjow
vs 3,6k Master T
vs 3,4k Master T
vs 3,5k Master T

ps. add more banes unlike me pls


cool games. Your vs 3.6k Master T file is wrong though, the rep is a zvp.

And yes, more banes, especially vs MMM. I think if you had done ling/bane/infestor/broodlord vs SjoW you would have won.
next week on Everybody Loves HypnoToad:
hox
Profile Joined February 2010
United States59 Posts
February 21 2011 21:27 GMT
#269
Thanks for posting those replays!

I've found that using burrow harrass forces about as many turrets as my muta harrass normally does. Having a bit of trouble adapting to handling drops with infestors, but I figure I'll work it out in time.
The spice must flow.
atenthirtyone
Profile Joined May 2010
United States88 Posts
February 21 2011 21:35 GMT
#270
Relying on Infestors (along with evolution chamber upgrades) is definitely a good and fun alternative to Mutalisks when hitting Lair Tech. I done this a few things (I'm in badland Diamond), but I have one big concern.

What have you guys been doing to combat the growing number of Medivacs? I felt that as the number of Medivacs grow, they simply negate Fungal Growth's damage on marines. Now, I know that Fungal Growth also serves as a "snare" and time buyer, but I keep feeling that I need to get other techs besides Fungal Growth to combat Medivacs. In particular, I feel that I need to either get banelings to negate Medivacs' heal and abuse the Fungal Growth snare OR get Mutalisks to keep the Medivac count manageable. From a quick search on Liquidpedia, Medivacs' Heal more than easily out heals the DPS of Fungal Growth. Thoughts?
Yagulare
Profile Joined January 2011
Poland42 Posts
February 21 2011 21:45 GMT
#271
Maybe bunch of corruptors? You should have spire already thrown down and you 1)discourage banshees and overally air 2) have them rdy to morph into broods :D?
Being surrounded means more directions to attack...
Nemireck
Profile Joined October 2010
Canada1875 Posts
Last Edited: 2011-02-21 21:53:43
February 21 2011 21:53 GMT
#272
LZGamer, in his coaching session with Bitter states that "Medivacs are actually the counter to infestor play." So I don't think that there is any easy solution to that problem.

Banelings, I would imagine are the key to fighting medivacs. Use the fungal not to deal damage to the marines, but to hold them in place and then clean up with a group of banelings since the marines won't be capable of kiting.
Teamwork is awesome... As long as your team is doing all the work!
Ziktomini
Profile Joined October 2010
United Kingdom377 Posts
February 21 2011 22:42 GMT
#273
I love the infestor dominated play, both skipping mutas and only building a few, purely because it makes ZvT fun, which with muta ling bling I used to hate and find really boring.
Froadac
Profile Blog Joined July 2009
United States6733 Posts
February 22 2011 04:03 GMT
#274
On February 15 2011 06:05 PrinceXizor wrote:
MrBitter i've been doing a similar concept since beta, and drops and banshees become second nature to beat after enough practice. (for instance, i'm closing in on 10 months of practice with the build). the big issue is on small maps, being pushed by heavy tank numbers. HOWEVER on the GSL maps, and shakuras and stuff, you can also beat that push. Infestor play is just safe from everything in general


The variation i have is 14 hatch 14 gas 13 pool, with lair as soon as pool fininshes, pretty much i get infestors about 2-3 minutes game time faster, and get maybe 1-3 drones less by the same point in time(which means you catch up quickly once infestors come out) the strategy in the mid game is roughly the same. except you didn't emphasize the importance of overlord and creep spread during the mid game. you can actually creep up to the opponents base by the time they have enough tanks to leave their base without dying. meaning you have 100% map control.

Yeah. I remember watching his most excellent stream. it's actually quite a good build, and he was having good success with it, along with fast evo play.
pbecot01
Profile Joined October 2010
41 Posts
February 22 2011 05:13 GMT
#275
On February 22 2011 06:35 atenthirtyone wrote:
Relying on Infestors (along with evolution chamber upgrades) is definitely a good and fun alternative to Mutalisks when hitting Lair Tech. I done this a few things (I'm in badland Diamond), but I have one big concern.

What have you guys been doing to combat the growing number of Medivacs? I felt that as the number of Medivacs grow, they simply negate Fungal Growth's damage on marines. Now, I know that Fungal Growth also serves as a "snare" and time buyer, but I keep feeling that I need to get other techs besides Fungal Growth to combat Medivacs. In particular, I feel that I need to either get banelings to negate Medivacs' heal and abuse the Fungal Growth snare OR get Mutalisks to keep the Medivac count manageable. From a quick search on Liquidpedia, Medivacs' Heal more than easily out heals the DPS of Fungal Growth. Thoughts?



Fungal Growth can hit way more then one marine at a time, and medivacs have limited energy. If they try and push with bio without medivacs when you have a bunch of infestors, it's basically game over. If they do have medivacs it comes down to positioning and whatnot, although I still think the infestors give the advantage.
Lobotomist
Profile Joined May 2010
United States1541 Posts
February 22 2011 11:33 GMT
#276
Well, I have to say that I am totally in love with this build. It seems like a much, much better option than ling/bling/muta in close positions, especially if your opponent opens 2-rax, and will probably be including bio in his composition. Have not faced pure mech yet, but I think it'd be alright if you transition to roach/speedling rather quickly.

Big thanks Mr. Bitter (and also for the VoDs)!
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
February 22 2011 15:39 GMT
#277
Random question, what is the viability of this sort of melee upgrade play vs Protoss? Ultralisks used to be a really strong transition late game (see Plexa's Old Guide) but aren't as good because Toss can deal with late game ultras a bit better than they used to.

Would it be possible to do ling/bling/ultra/infestor using drop to keep the immobile protoss death ball in his base?
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
dehdar
Profile Joined January 2011
170 Posts
February 22 2011 15:40 GMT
#278
I think I've already replied to this thread, but I will do so again.

2.8k Master zerg. I've never learned more from one single thread than this one. Watching your replays has made me a much better player. So thank you
Yagulare
Profile Joined January 2011
Poland42 Posts
February 22 2011 15:53 GMT
#279
@Antisocialmunky
http://www.teamliquid.net/forum/viewmessage.php?topic_id=195058 maybe this xD?
Being surrounded means more directions to attack...
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
February 22 2011 16:00 GMT
#280
Thanks, I didn't see that. I wonder if DarkForce will be able to comment on it?
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
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