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[G/D] Skipping Mutas for Infestors in ZvT - Page 5

Forum Index > StarCraft 2 Strategy
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Lobotomist
Profile Joined May 2010
United States1541 Posts
February 15 2011 01:02 GMT
#81
Great thread! I've been looking to try an infestor style for a long time now. I'm still skeptical about how you're engaging a slowpushed marine tank force. If you can't catch them unsieged, can you fight head on? Do you need to get roaches first?
Teching to hive too quickly isn't just a risk: it's an ultrarisk
r888888888
Profile Joined January 2011
United States9 Posts
February 15 2011 01:18 GMT
#82
Another benefit: ling/infestor into ultra/bane has better upgrade synergy. If you go muta, you either upgrade ground, or air, or both. Whichever you pick it'll be that much harder to get a large 3/3 army. With ling/infestor you focus entirely on ground upgrades. If your opponent is going tank/marine/thor, you will probably have an upgrade advantage.
Zalias
Profile Joined June 2010
Lithuania79 Posts
February 15 2011 01:21 GMT
#83
Tryed in two games. Liked in both, but.... Vs Mech i roflstomped terran in meta, even after i let him get gold as third. BUt in other game, one terran went or ghost the same sec he saw infestors. Medivac drops a ghost, EMP, enage with marines/tanks = u are dead.
MrBadMan
Profile Joined February 2011
93 Posts
February 15 2011 01:23 GMT
#84
Just add some spines at your minerals and his drops wont do all that much. You will have plenty extra minerals with this build.
Zalias
Profile Joined June 2010
Lithuania79 Posts
Last Edited: 2011-02-15 01:29:21
February 15 2011 01:28 GMT
#85
It's not a typical harass drop, he drops at front a suicidal ghost and emps infestors and engages asap after that. I strongly recommend to start spreading infestors and starting normal baneling production as soon as you see ghost.
Mafs
Profile Joined January 2011
Canada458 Posts
February 15 2011 01:28 GMT
#86
What happens if they push out with a couple seige tanks and marines before your infestors can come out for fungal? Ive tried infestors before but they are just not good enough. Map control and scouting is far too important for the zerg compared to having a stronger army. Maybe once you have 10-15 mutalisks you can start getting infestors once you have established map control can snipe seige tanks and force the terran to make a thor/missile turrets. But this usally allows you to get a forth base and more units. Infestors are underused but they are also really bad spell casters. Only 2 abilites and both are only good if you can do some damage with them. If you are having success with this build keep doing it. Its just terran dont scout and blindly assume you will go mutalisk(most the time). The big potential I see here is if terran lets you get to T3 and allows for broodlord/infestor you can win the game alot of the time. Attack with broodlords, fungal the bio army and watch as they die. Get 2-3 fugnals off and throw the rest as infester terrains to tank some damage whileing running in with zerglings/banelings and ultras if you have those and watch as the terran army almost evaporates. Then reinforcing with Roach hydra maybe since those units build quick, easy to max out again with and do relativly decent against terran. Better then reinforcing with pure ling.
jrdn
Profile Joined September 2010
United States132 Posts
February 15 2011 01:30 GMT
#87
I've been experimenting sans mutas for the last few months and agree with many of the strengths you've pointed out. A few of my preferences:

- Roach base instead of ling base (I still get both but focus fast upgrades on roaches - burrow, claws, +2 attack). I find this composition to be more robust and gives you more options during a tank push (its amazing how fast his army disappears when you swarm, FG and at the same time half your roaches unburrow under his tanks or even infantry). It is also more resistant to ghost plays as even if your 6-11 infestors are incapacitated you still have viable options.

- I have found that a spire before hive can do wonders for offense and defense. If the T is insisting on drop / banshee play I normally get ~6 corruptors and am set for most of the game if I'm smart with them(I'll get +1 carapace if he's going heavy medivac / marine). Other T's have started going heavy marauder / tank in response to this build...a large round of mutas can really tip the scale.

Have you tried using a heavier roach base? Do you have any thoughts on the benefits of lings over roaches (besides faster upgrades for ultras)? Personally I have felt the ling base to be a bit squishy.
“The sole purpose of an opening is to achieve a playable midgame”
MrBadMan
Profile Joined February 2011
93 Posts
February 15 2011 01:32 GMT
#88
Hide your infestation pit and burrow your infestors. He wont see whats coming until its too late. After the first big battle I usually tech switch to ultras.
Zalias
Profile Joined June 2010
Lithuania79 Posts
February 15 2011 01:32 GMT
#89
You were investing all game into melee upgrades, have cracklings and you want to build roach/hidra? :DD DUde 3/3 cracklings RAPE marines/tanks and even hellions if u micro normaly.
Zalias
Profile Joined June 2010
Lithuania79 Posts
Last Edited: 2011-02-15 01:33:30
February 15 2011 01:33 GMT
#90
You can't rely on stuff such as "i hope he dont see it".
Mega Soz for double post.
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
February 15 2011 01:35 GMT
#91
Zerglings are so fast that any reasonable player should be able to deal with harass, especially with good overlord coverage.

As a 2900 player terran player, I have the same opinion. I would WAY rather deal with mutas (see thors) than try to deal with infestors, particularily when they have more than 3-4 and speedlings/banelings. If the terran player starts going banshees, infestors can counter pretty well. And theres nothing stopping you from putting up 5-6 mutas just to deny banshees/drops.
"losers always whine about their best, Winners go home and fuck the prom queen"
j3cht
Profile Blog Joined July 2010
United States86 Posts
February 15 2011 01:37 GMT
#92
I am looking forward to trying this out in my ZvT though I do enjoy the mobility and harassment offered by mutalisks.

One of the reasons this excites me is because I feel like playing with this unit composition of infestor/ling/ baneling may allow for drop and/or nydus play to be more effective (and this is something I am trying to incorporate into my style of play).

One question I have is if it is worth getting the + range attack for the infested Terran, this would also help if we decided to suddenly switch into roaches for drops/tech switches and such. Any thoughts?
Grant me the serenity to accept the things I cannot change; courage to change the things I can; and wisdom to know the difference.
TNine
Profile Joined January 2011
United States46 Posts
February 15 2011 01:45 GMT
#93
How strong are IT bombs? They take two tank shots to kill, which instagibs Marine balls and two will take down a tank.
"In that case they would be...lultralisks."
sixghost
Profile Blog Joined November 2007
United States2096 Posts
Last Edited: 2011-02-15 01:52:03
February 15 2011 01:50 GMT
#94
I was trying to figure out how to play this style before the T "nerf" of 1.2. It's pretty great if T doesn't adjust, but as people have pointed out, it's a fucking nightmare if the Terran has played against it before, and plays defensively while constantly harassing with 2-3 dropships as he goes 2fact tank. Also, I found it very hard to effectively use my infestors in big fights once the tank numbers get up there. The infestors are such high priority that you usually end up losing quite a few to tanks before they even get a fungal off.

A fun trick with this build though: on maps like Metal, you can abuse the shit out of the cliffs in the empty mains/gold bases to get 2-3 fungals off before T even sees the infestors.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
Zalias
Profile Joined June 2010
Lithuania79 Posts
Last Edited: 2011-02-15 01:54:59
February 15 2011 01:53 GMT
#95
it's not only the damage from friendly fire. You put IT and terran might start unsieging more tanks than needed, you attack at same sec and win
By the time he gets that many tanks shouldn't you have Bl or ultra at that point with this build?
hypnobean
Profile Joined October 2010
89 Posts
February 15 2011 01:55 GMT
#96
IT bombs don't seem very strong. If you drop one in the middle of a marine group near some sieged tanks the tanks will probably not even fire. Even if you drop a ton of them near a bunch of sieged tanks I had it where no tanks died despite 8 infestors with full energy dropping all their ITs (unit tester).
crms
Profile Joined February 2010
United States11933 Posts
February 15 2011 02:02 GMT
#97
I will try this out for sure when I get off work.

I'm scared that with my control I could lose my entire army to blue flame hellions but such is life. I need to get better.
http://i.imgur.com/fAUOr2c.png | Fighting games are great
Splitintwo
Profile Blog Joined January 2011
35 Posts
February 15 2011 02:25 GMT
#98
I don't think this was answered but how do you counter a slow pushing terran? Big tank lines, marines and medvacs for drops and expanding towards your base. Would you transition into muta's and force him to build turrets and bunch up while you mass bases and pick off stuff on the outskirts or is there a way to counter it with the straight up build? Well the unit mix described anyway.
FortyOzs
Profile Joined February 2011
189 Posts
February 15 2011 02:28 GMT
#99
Awesome thread, will definitely give this build a shot considering my hate for mutas =p.
iamke55
Profile Blog Joined April 2004
United States2806 Posts
February 15 2011 02:29 GMT
#100
This is an absolutely flabulous guide!
During practice session, I discovered very good build against zerg. -Bisu[Shield]
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