• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 15:42
CET 21:42
KST 05:42
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Dark completes military service, returns to SC211[BSL23] RO16 Group Stage19Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
Dark completes military service, returns to SC2 Greetings.. No more SC2 streamers on team liquid? Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) Dark returns! GSL CK #7 4v4 Team Battle (Nov 19) soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
Mutation # 552 Secret Storm The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift
Brood War
General
Korean players' earnings Hit New All-Time High! BW General Discussion List of top players active on ShieldBattery SOOP Hosts SC1 & SC2 Event Tournament: Kevin Scrim BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[BSL23] Ro16 Group C - Sunday 21:00 CET [$1250] International ShieldBattery League [Megathread] Daily Proleagues [BSL23] Ro16 Group A - Saturday 21:00 CET
Strategy
Pluto's TvP 5Marine 2Medic Push Simple Questions, Simple Answers Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Free Space RTS Game, optimised f. Phone/Tablet etc List of Game Threads The PlayStation 5
Dota 2
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread Trading/Investing Thread European Politico-economics QA Mega-thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12462 users

[G] TvZ Turrets - The best muta deterrence - Page 3

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 7 8 9 Next All
Logick
Profile Joined October 2010
Singapore46 Posts
October 19 2011 15:39 GMT
#41
@coffee

normally with 2 turrets and no range upgrade, this would be a problem

however, with 4 turrets + ranged upgrade, not only are you taking fire earlier (because of the range increase) you're also taking more fire from more turrets

also as mentioned, by the time you take out 2 turrets, you would taken so much dmg maybe even losing a muta or 2, but also reinforcements would have arrived by then, and since i tend to favor mech heavy builds, my thor would probably have shot of a volley if i see you attempting to enter the base

what im trying to say is, by the time you even try to get into my base, you would have taken so much dmg that it would be cost-ineffective to have even attempted it in the first place

losing a muta that costs a 100 minerals as well as a 100 gas to take out a 100 mineral turret only is in no way a good trade
itsMAHVELbaybee
Profile Joined October 2008
292 Posts
October 19 2011 15:58 GMT
#42
100/100 for hi-sec tracking and only takes 80s to complete.

150/150 for building armor but takes 140s.

Infantry weapons/armor upgrades take 160s for +1, 190s for +2, 220s for +3.

Hi-sec seems like a more solid choice as you would only delay one of your upgrades for 80s. If you do your base setup right, you could have all your facilities covered by at least one turret. Also, if you put your facilities in a line rather than going for a simcity style box, you'll have less sides to worry about covering.
I am boss. -Minami-ke
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
October 19 2011 16:25 GMT
#43
so... I've read through everything twice and am I correct in saying that the only thing this guide says is to build more than 1 turret and get range upgrade? Lol o_O; uhmmm... o_O;;
@KawaiiRiceLighT
Thebbeuttiffulland
Profile Joined October 2011
Brazil288 Posts
October 19 2011 16:30 GMT
#44
i would rather upgrade my bio without pause i just leave like 10 marines and 1 medivac in main + 2-3 turrets and its fine
truth is out there
Devlawl
Profile Joined February 2011
Australia122 Posts
October 19 2011 16:34 GMT
#45
I agree with scaling your turret numbers as you expand more and relative to their muta commitment and also sure get the hi-sec early if your going mech.

However I noticed that your gases are typically only partially covered in your pictures. Particularly when going mech you would want to have an emphasis on protecting your gases so maybe you should shift your turrets towards your gases. I have seen a fair number of korean terrans putting one or two turrets close to their gases, particularly when the gases are next to each other.
Life is cruel and then you die.
ALPINA
Profile Joined May 2010
3791 Posts
October 19 2011 16:38 GMT
#46
On October 20 2011 01:25 KawaiiRice wrote:
so... I've read through everything twice and am I correct in saying that the only thing this guide says is to build more than 1 turret and get range upgrade? Lol o_O; uhmmm... o_O;;


Yes, you maybe not noticed but like 90% of terrans are building just few turrets and always losing their stuff over and over again.

You should never underestimate the predictability of stupidity
Thebbeuttiffulland
Profile Joined October 2011
Brazil288 Posts
October 19 2011 16:46 GMT
#47
On October 20 2011 01:38 Alpina wrote:
Show nested quote +
On October 20 2011 01:25 KawaiiRice wrote:
so... I've read through everything twice and am I correct in saying that the only thing this guide says is to build more than 1 turret and get range upgrade? Lol o_O; uhmmm... o_O;;


Yes, you maybe not noticed but like 90% of terrans are building just few turrets and always losing their stuff over and over again.


and its a good exchange for terran because zerg losing some muta
truth is out there
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
October 19 2011 16:51 GMT
#48
There are quite a few fallacies in OP post:

1) The real cost of building 4 turrets instead of 2, is not 200. Its much higher, because of the oppurtunity cost of the turrets + opp cost of scv not mining.

2) Also that turret range upgrade is pretty terrible unless you go into late game as you need them for infantry, unless you want to build 3 ebays which just delays everything a lot. If you go mech and you know that the zerg will go muta heavy, sure getting that upgrade might be benefical.

3) So 2 turrets ´can hold back, like 7 mutas, but not 10+. But why sohuld you exactly build 4? Then you just loses if the zerg has 15+ mutas? THen you prob need. 6. But then you loses if the zerg has 20+... And we can continue this. Bottom line is that you as a terran cant predict how many mutas the zerg will have at time x, and investing too much in immobile infastructure means that you cant move out, as your army is too small. Yes, some times 4 will be the magical number, but other times it wont.

4) OP doesn't understand the main use behind the use of turrets: They are not meant to absolutely deny any amount of mutalisk. They are just meant to win your time untill your marin army gets back into position. I assume next your next question will be: how you move out of your base as a terran player, and this is the reason why MMA has been so succesfull with his drop play, because this forces the mutas to get oop, allowing the terran player to attack with tank marine.

Micket
Profile Joined April 2011
United Kingdom2163 Posts
October 19 2011 16:57 GMT
#49
Watch MVP vs Zerg. His muta defense is the best.

Pro Terrans certainly make thte right number of turrets. It's only problematic when someone like Idra gets 30 mutas and you can't beat that with turrets and reinforcing marines. I.e he still has map control
Logick
Profile Joined October 2010
Singapore46 Posts
October 19 2011 17:03 GMT
#50
On October 20 2011 01:25 KawaiiRice wrote:
so... I've read through everything twice and am I correct in saying that the only thing this guide says is to build more than 1 turret and get range upgrade? Lol o_O; uhmmm... o_O;;


its more than just that, it discusses why you should safely do so and talks about the pros and cons

I guess you could say that the overall gist is as what you mentioned but then again if i had just posted "get more turrets = win" that wouldnt really get my point across

@hlder

as for you good sir, Im pretty sure you did not read everything through but rather just skimmed through and looked for stuff to disagree upon

1. the opportunity cost for an ONE SCV mining is really such a big deal to you? if that is the case i assume that you dont scout at all during the early game because your worker wouldnt be mining?

3. this is why i assume you didnt read at all, because if u did read carefully you and some of the previous posts, you would know that 4 turrets vs 15 mutas, even if all the turrets fall, the amount of dead mutas as opposed to destroyed turrets that cost no guess is not even a good trade at all for the zerg player

not to mention that you should have some reinforcements to come assist the and deal with the mutas, so essentially the zerg player has lost mutas, taken heavy dmg and only killed 4 turrets ( assuming hes stupid enough to send 15 mutas into 4 turrets

4. i guess you disagree with my guide which is fine, but do not try to make the point that i do not understand the use of turrets, but rather you lack the understanding of the my guide

what i can say is this, try reading a few posts next time and actually read through the whole guide thoroughly before you go into criticize mode ( which i predicted too that someone would)
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
October 19 2011 17:06 GMT
#51
Yes yes, clearly if they're ravaging your base it means you should have built more turrets. It doesn't mean you should make a ton regardless. If you're not going to move out, you should attempt to minimize turrets and use marines to defend. Also, when you're pushing, you try to push with so expediency so that the mutas can't ravage your base because they are needed for defense.
avilo
Profile Blog Joined November 2007
United States4100 Posts
October 19 2011 17:15 GMT
#52
I do this all the time...it's very good...more T players should do it but the key thing is only do this after three orbitals. Well, that is the rule of thumb i made - only start a turret ring like this in TvZ when getting on three orbitals.

And mid-late game yeah...if you are scanning/scouting that they are continuing mass muta ball play...making a fuck ton of missile turrets can win you so many games, otherwise you will be backstabbed till you die...

I dunno about writing a guide on "building turrets though." And from the pics, you can set up turret rings much more nearly and efficiently than in the pics i saw.
Sup
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
October 19 2011 17:18 GMT
#53
On October 20 2011 01:25 KawaiiRice wrote:
so... I've read through everything twice and am I correct in saying that the only thing this guide says is to build more than 1 turret and get range upgrade? Lol o_O; uhmmm... o_O;;


I could not tell you.

I thought it was something about get +1 range and instead of spamming CCs, you spam turrets.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Cycle
Profile Blog Joined March 2011
United States300 Posts
October 19 2011 17:24 GMT
#54
Obviously just upgrade missile turret splash.

I've been doing this a ton recently whenever Z goes for heavy heavy muta counts. I think this guide is useful though for players who are too afraid to build "too much static defense", and then are crushed by it. 20 mutas can take out a single turret pretty quickly, especially if the T player doesn't react and mass repair it.

This guide is more like a "when you know your opponent is making a ton of mutas, it's OK to build more turrets so you don't just lose all your production".
| chKCycle.551 | NA | Master League Random | Checkmate Gaming |
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
October 19 2011 17:27 GMT
#55
On October 20 2011 02:24 Cycle wrote:
Obviously just upgrade missile turret splash.

I've been doing this a ton recently whenever Z goes for heavy heavy muta counts. I think this guide is useful though for players who are too afraid to build "too much static defense", and then are crushed by it. 20 mutas can take out a single turret pretty quickly, especially if the T player doesn't react and mass repair it.

This guide is more like a "when you know your opponent is making a ton of mutas, it's OK to build more turrets so you don't just lose all your production".

wat
Creator of sc2unmasked.com
Soulish
Profile Joined April 2010
Canada1403 Posts
October 19 2011 17:30 GMT
#56
On October 20 2011 02:24 Cycle wrote:
Obviously just upgrade missile turret splash.

I've been doing this a ton recently whenever Z goes for heavy heavy muta counts. I think this guide is useful though for players who are too afraid to build "too much static defense", and then are crushed by it. 20 mutas can take out a single turret pretty quickly, especially if the T player doesn't react and mass repair it.

This guide is more like a "when you know your opponent is making a ton of mutas, it's OK to build more turrets so you don't just lose all your production".

turrets have a splash upgrade? man thats hipster
me all in, he drone drone drone, me win
LazyScientist
Profile Joined May 2011
United States6 Posts
October 19 2011 17:36 GMT
#57
On October 20 2011 01:25 KawaiiRice wrote:
so... I've read through everything twice and am I correct in saying that the only thing this guide says is to build more than 1 turret and get range upgrade? Lol o_O; uhmmm... o_O;;


Not only that, but he's also negating getting upgrades. We all know how strong 3/3 marines are, but if you're using your engineering bay to crank out more, better turrets, the zerg is going to get ahead on upgrades which is going to cause problems much later in the game. There's just no cost analysis going on in this "guide".
Take everything in moderation... even moderation - Ben Franklin
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
October 19 2011 17:36 GMT
#58
On October 20 2011 02:30 Soulish wrote:
Show nested quote +
On October 20 2011 02:24 Cycle wrote:
Obviously just upgrade missile turret splash.

I've been doing this a ton recently whenever Z goes for heavy heavy muta counts. I think this guide is useful though for players who are too afraid to build "too much static defense", and then are crushed by it. 20 mutas can take out a single turret pretty quickly, especially if the T player doesn't react and mass repair it.

This guide is more like a "when you know your opponent is making a ton of mutas, it's OK to build more turrets so you don't just lose all your production".

turrets have a splash upgrade? man thats hipster


Must be referring to the campaign upgrade?
As for dealing with Mutas, the turrets are static, the amount you need to defend everything equally with the power of 2+ turrets will reduce the marine count too much.
I'd rather be aggressive and force Zerg to the use the Mutas where I'm pushing or doing a drop.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
October 19 2011 17:59 GMT
#59
It was the same problem back in BW when Z went 2 hatch muta, sure a lot of turrets hold them back for a while but the best defense is to be aggressive and not let the mutas roam around in your base no? FlaSh "invented" his marinepush to make minimal amounts of turrets and keep the mutas out on the map instead of his base. Maybe something like that will happen in sc2?
Thebbeuttiffulland
Profile Joined October 2011
Brazil288 Posts
October 19 2011 18:05 GMT
#60
On October 20 2011 02:59 Pulimuli wrote:
It was the same problem back in BW when Z went 2 hatch muta, sure a lot of turrets hold them back for a while but the best defense is to be aggressive and not let the mutas roam around in your base no? FlaSh "invented" his marinepush to make minimal amounts of turrets and keep the mutas out on the map instead of his base. Maybe something like that will happen in sc2?

i think bomber already did this vs idra on metalopolis 8 rax reactor marines rally to the middle and muta had to fight while bomber took 3rd 4th bases
truth is out there
Prev 1 2 3 4 5 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
BSL
05:00
S23 - Ro16 Group C
Artosis vs Dewalt
Ret vs Tech
ZZZero.O494
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SpeCial 109
EmSc Tv 26
StarCraft: Brood War
Rain 1346
ZZZero.O 494
firebathero 103
Dota 2
Gorgc5275
Counter-Strike
pashabiceps2185
zeus678
allub409
gobbtv241
Super Smash Bros
Mew2King41
Heroes of the Storm
Khaldor379
Other Games
Grubby3149
Liquid`RaSZi2206
syndereN194
UpATreeSC36
Railgan15
Organizations
Other Games
gamesdonequick2634
StarCraft 2
EmSc Tv 26
EmSc2Tv 26
[ Show 12 non-featured ]
StarCraft 2
• Hinosc 22
• Reevou 11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie1430
• Shiphtur512
Upcoming Events
SOOP
13h 18m
soO vs FanTaSy
WardiTV Weekly
15h 18m
Replay Cast
1d 2h
Monday Night Weeklies
1d 20h
PiGosaur Cup
2 days
The PondCast
2 days
GSL
3 days
Replay Cast
4 days
KCM Race Survival
4 days
RSL Revival
5 days
[ Show More ]
BSL
5 days
eOnzErG vs StRyKeR
Cross vs JDConan
RSL Revival
6 days
BSL
6 days
Bonyth vs Doodle
Kyrie vs Jimin
Liquipedia Results

Completed

Proleague 2026-11-14
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
Underdog Cup 2026 Div 2-3
BLAST Rivals Fall 2026
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
IEM Kraków 2027
PGL Bucharest 2027
BLAST Bounty Winter 2027
PGL Major Singapore 2026
Stake Ranked Episode 6
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.