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[G/D] Skipping Mutas for Infestors in ZvT - Page 9

Forum Index > StarCraft 2 Strategy
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MrBitter
Profile Joined January 2008
United States2940 Posts
February 17 2011 09:42 GMT
#161
On February 17 2011 18:39 ThisIsSparta_ wrote:
does your build order ( especially the gas timing) change when terran is opening 2 rax?


IdrA opted for an earlier gas and faster speed. How you open is kinda open to interpretation. The mid-game is what's important.
Valckrie
Profile Joined August 2010
United Kingdom533 Posts
February 17 2011 11:01 GMT
#162
Since you don't have AA that early, what do you do vs a terran that sees that you aren't going muta so keeps making banshees and has cloak? On creep a fungal with queens could kill it but do you ever spawn infested terrans? And off creep, it will take a lot of fungals to kill banshees especially if they are spread out - although they will take a while to kill the lings/blings. Still feels if you don't get muta early his banshees will stop you doing any real damage to him
Fear is a 4 letter word. Why be afraid?
dc302
Profile Joined December 2010
Australia576 Posts
February 17 2011 11:03 GMT
#163
On February 17 2011 20:01 valckrie wrote:
Since you don't have AA that early, what do you do vs a terran that sees that you aren't going muta so keeps making banshees and has cloak? On creep a fungal with queens could kill it but do you ever spawn infested terrans? And off creep, it will take a lot of fungals to kill banshees especially if they are spread out - although they will take a while to kill the lings/blings. Still feels if you don't get muta early his banshees will stop you doing any real damage to him


hydras + infestors shut down banshees!
...
zylog
Profile Joined August 2010
Canada943 Posts
February 17 2011 11:23 GMT
#164
On February 17 2011 20:01 valckrie wrote:
Since you don't have AA that early, what do you do vs a terran that sees that you aren't going muta so keeps making banshees and has cloak? On creep a fungal with queens could kill it but do you ever spawn infested terrans? And off creep, it will take a lot of fungals to kill banshees especially if they are spread out - although they will take a while to kill the lings/blings. Still feels if you don't get muta early his banshees will stop you doing any real damage to him


I suppose that if you encounter heavy air play, you can always get a spire in reaction to that after fending off the early attacks. I would imagine that if a lot of resources are invested into banshees, then the later ground attack would be delayed, giving you some time to get some mutas.

It's good to have a build to provide a general gameplan, but that doesn't mean following it without reacting to what types of tech you scout.
ThisIsSparta_
Profile Joined December 2010
Austria39 Posts
February 17 2011 12:42 GMT
#165
On February 17 2011 18:42 MrBitter wrote:
Show nested quote +
On February 17 2011 18:39 ThisIsSparta_ wrote:
does your build order ( especially the gas timing) change when terran is opening 2 rax?


IdrA opted for an earlier gas and faster speed. How you open is kinda open to interpretation. The mid-game is what's important.



would you recommend to go 15 hatch vs terran or use the saver pool first build like IdrA did? Is the econ advantage when opening hatch first worth the risk of losing the game coz of 2 rax?

btw thanks for everything! your stream and your coaching sessions helped me out a lot!
thumbs up for MrBitter!
Spicy Pepper
Profile Joined December 2009
United States632 Posts
February 17 2011 15:09 GMT
#166
sweet build, saw TLO doing this sort of thing awhile ago
Super_bricklayer
Profile Joined May 2010
France104 Posts
February 17 2011 15:09 GMT
#167
What do you guys think ( and if you catch it r Bitter ) of a +1 armour before lair ?

I was wondering that since i read that OP, and now after watching the ZvT with Idra and Lz i feel it has to be a good way of having more solid defenses before infestor pop out.

I've some success with it, still i'm mid/high diamond so i wish i could read some high master & co on that specific point. Lz speaking also convince me here, i felt that his comment were very solid and make a lot of senses ( the Bw logic stuff, +1 armour etc... ) and don't forget that in a way, it's started with his session.

I would be gladly clic a dozen more time before watching your vods on blip sir bitter for your thought on that point. ^^
RaiZ
Profile Blog Joined April 2003
2813 Posts
February 17 2011 15:44 GMT
#168
On February 17 2011 06:45 sixghost wrote:
Show nested quote +
On February 15 2011 17:28 Whitewing wrote:
Zerg shouldn't have a lot of trouble with drops if you're playing well, spread those overlords out, and lots of creep. You should have vision everywhere as a zerg player, and should see drops coming a mile away.

I love theorycraft

It isn't. We have tons of way to scout it. The only downside is the beginning. We really really lack of scouting but when we get speed and pressure the terran, it's just impossible to not see a drop.
Most maps have towers that covers a good portion of the map. Not using it with a single gling is just asking for challenges.
Later on the game, you can always let an infestor stay in ur base since they deal with drop extremely well untill reinforcement comes. What's best ? spend 900 gas for mutas and snip them out or get an infestor + glings deal with dropping marines for only 150 gas and whatever minerals you have ?
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Yagulare
Profile Joined January 2011
Poland42 Posts
Last Edited: 2011-02-17 15:51:57
February 17 2011 15:50 GMT
#169
About that +1armor i think you can go for it just after starting lair, cause getting festors fast is crucial imo. With 4 gases running gettin 150 after lair isnt really a long delay . Just drop evos asap and start armor before pit. But i always felt i didnt need more than some lings and spines to def.
Being surrounded means more directions to attack...
Flyingpants
Profile Joined February 2011
79 Posts
February 17 2011 15:53 GMT
#170
Skip muta for extra ling bling and fast upgrades, you need muta to stop drop play though. Infestors, i dislike, killing drops after they land is not important, it's stopping it altogether. Which is what muta allows. with Muta, terren can make a couple vikings and a banshee and fly all over controlling map vision, and map vision is CRITICAL for zerg.
Yagulare
Profile Joined January 2011
Poland42 Posts
February 17 2011 16:06 GMT
#171
You can easily stop drop before landing just fungaling the medi when its away from your mineral line. Its all about watchin map. Also creep is good for map vision and so are speedlords which you can get rly fast. With mutas its extremely hard to engage T army when its set up on the field and this builds allows you to do it.
Being surrounded means more directions to attack...
CaptTerrible
Profile Joined July 2010
United States72 Posts
February 17 2011 16:19 GMT
#172
honestly I like this style a lot. I feel that Muta/Ling/Bling is such a control oriented style that a few mistakes can set you back really far. With this infestor oriented style of play I feel like I have much more solid control over the game, and for me it seems it's harder to make mistakes that set you back.

Personally I like to focus a lot more on the banelings as opposed to zerglings. I feel that since we arn't really using muta's that we can put that focus into setting up nice positioning for burrowed banelings and baneling drops. And with infestors you can really make it a pain for the terran to move around. Then late game rolls around and Ultra/Bane just owns everybody. Simply put i think this style feels very solid with the ability to do some exceptional harass or burrow shenanigans that can really make a terran player tilt.
Awesome
Xeken
Profile Joined May 2010
United States77 Posts
February 17 2011 16:40 GMT
#173
I've been playing ling>infestor for about 2-3 months now. From my experience, the most dangerous T composition against ling>infestor is MMMTB. Composition breakdown is ~3 medivacs (this will save about 8-10 marines from getting blown away by fungal), 3 tanks (only way to win war of attrition against infestors. 4 tanks or more is when I start to worry), and 1-2 banshee (move them around the map separately) to clear the path to Z's base to prevent getting ninja-ed by fungal. Rest is MM, no specific ratio of marine/marauder.

The addition of banshee is necessary because without some form of air pressure, ling spotter with infestors spread all over the map will make getting to Z's base without taking massive damage next to impossible (unless you are ok with tank hopping across the entire map).

I feel that the way to approach combating T with this approach is to go directly after his army (unless he is way out of position to defend his 3rd), and worry about taking down his expansion after you have softened him up. In close macro matches, I'd generally beat his first army at the 3rd, but would not be able to do economic damage. But that's not a big deal because you will remax with better unit composition than T does (there is no way T can support 5+ factory at this point in the game). I've had games where I had to trade armies 3-4 times, but eventually, I will break the opponent.

Also, I like to add 8 hydras inbetween lair/hive tech, and I also do not get banelings till I'm on at least 4 bases. But that's a personal preference.
MHT
Profile Joined August 2010
Sweden1026 Posts
February 17 2011 16:56 GMT
#174
For a month I've been praying a build like this wouldnt get in the spotlight. When i woke up today the first thing that came into my mind was how my entire TvZ would get destroyed if someone went straight to infestors. Needless to say i froze in terror when i saw the title. So now i just have to face my fears.

My question is how do you best counter this with a 1-1-1 if you scout him build an infestation pit? Normally i have 2 reactors and a techlab with it.
koveras
Profile Joined January 2011
163 Posts
February 17 2011 16:56 GMT
#175
On February 18 2011 01:40 Xeken wrote:
I've been playing ling>infestor for about 2-3 months now. From my experience, the most dangerous T composition against ling>infestor is MMMTB. Composition breakdown is ~3 medivacs (this will save about 8-10 marines from getting blown away by fungal), 3 tanks (only way to win war of attrition against infestors. 4 tanks or more is when I start to worry), and 1-2 banshee (move them around the map separately) to clear the path to Z's base to prevent getting ninja-ed by fungal. Rest is MM, no specific ratio of marine/marauder.

The addition of banshee is necessary because without some form of air pressure, ling spotter with infestors spread all over the map will make getting to Z's base without taking massive damage next to impossible (unless you are ok with tank hopping across the entire map).

I feel that the way to approach combating T with this approach is to go directly after his army (unless he is way out of position to defend his 3rd), and worry about taking down his expansion after you have softened him up. In close macro matches, I'd generally beat his first army at the 3rd, but would not be able to do economic damage. But that's not a big deal because you will remax with better unit composition than T does (there is no way T can support 5+ factory at this point in the game). I've had games where I had to trade armies 3-4 times, but eventually, I will break the opponent.

Also, I like to add 8 hydras inbetween lair/hive tech, and I also do not get banelings till I'm on at least 4 bases. But that's a personal preference.


Are you wood league or something -_-
“That’s amazing everyone ‘Likes’ my status but you, you’re my wife. You should be the first one to ‘Like’ my status.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
February 17 2011 17:00 GMT
#176
Only read the OP.

Imo, this is a lot less scary than muta ling bane. in general, no matter what opening I do, I get 3-4rax and tech medivac. As soon as you see infestors, just start dropping everywhere and taking a third. Go up to about 3 factories and make a lot of tanks. Its extremely hard to get map control vs a heavy dropping terran, and counterattacking is pretty impractical. Not having to defend from mutas and having excellent scv count will allow terran to also upgrade and take a third pretty quickly, at very little risk. They use the drops to keep your economy from going out of control (defending 3 places from drops + marine pressure is really hard for infestor z) while preparing an army composition to counter yours.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
koveras
Profile Joined January 2011
163 Posts
February 17 2011 17:09 GMT
#177
I think zerg needs to make an important choice to either get a spire or an infestation pit. Depending on what zerg whas able to scout in terms of army composition and buildings you make your decision. Id rather go for a group of 16 mutas for map control, scouting, intercepting drops than a couple of infestors who will make you more save but in most cases wont see allot of action until later in the game. Getting infestors later is perfect and in combination with ultralisk + NP you can break most sieges by terran. In fact, I havent lost a lategame against terran using this army and you can get about 6-7 ultras out at around 17-18min. (taking into account that you have been playing the game as usual and not rush to tier 3) . If you attack straight after that and NP the siege tanks while your ultras tank the shots it makes zerg look OP lol
“That’s amazing everyone ‘Likes’ my status but you, you’re my wife. You should be the first one to ‘Like’ my status.
SpaceYeti
Profile Joined June 2010
United States723 Posts
February 17 2011 17:17 GMT
#178
Couple of questions (I can't watch th replays just yet).:

When do you look to expand?
Macro hatches? How many? When?
Hellion or banshee openings?
Behavior is a function of its consequences.
IamZieK
Profile Joined August 2010
Canada162 Posts
February 17 2011 17:36 GMT
#179
Ya I watched you stream last night while you got coached. It seemed like you lacked a lot of simple mechanics and strategy errors which a weaker player like those you are giving advice to would probably fail with this. The main reason I don't think this would work for lower players is firstly your micro seemed incredibly bad. losing 20/30 lings at a time from not controlling them and letting them auto run into his army as it kept pushing. fungal on small groups is not that worth it(energy is important). They need a very good macro to make up for the time they are buying. Also general decision making, Also you were buying time for ultra? it was almost a full marine army. I don't understand your logic. I only watched the game you did vs LZ gamer on megalopolis. And from what I saw it was extremely 1 sided I understand he's good but if your 3400 like you stated it should have been an even game. I just don't see this strategy alone being to viable without some sort of fancyness involved to it. Just get coaching from catz he'll show you what I mean ^^ .
mothergoose729
Profile Joined December 2010
United States666 Posts
Last Edited: 2011-02-17 17:40:08
February 17 2011 17:37 GMT
#180
Played this a little bit on the ladder. My impression so far is that is it really strong on maps like xelnaga caverns, steppes, lost temple, and shakuras where your expansions are relatively close by ground and you can pop back and forth with infestors to deny drops. In a game I played on the ladder on metropolis though, my terran buddy was seesawing between my three bases and I found it really hard to keep up. I think that on maps like metropolis and blistering sands it is probably necessary to build up a force of mutas and then go infestors in the late game, otherwise drop harrass can be pretty difficult to deal with.

Another thing I am noticing is that there is a little less finishing power with the infestor build. You have the ability to very quickly punish your opponent with a flock of mutas by camping over their production facility or wiping out greedy expansions. With infestors you can kill an army out in the open but they are harder to use do to siteing issues and chokes when you move on Ts main.
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