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[G] TvZ Turrets - The best muta deterrence - Page 6

Forum Index > StarCraft 2 Strategy
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kofman
Profile Joined August 2011
Andorra698 Posts
October 20 2011 02:41 GMT
#101
In your guide, I see you are getting +1 range before your infantry upgrades... As much as you seem to love turrets, I think thats a little overkill...

Sorry, but this guide is pretty useless. Every terran knows that you need turrets against mutas, and I think everyone knew that as the muta clump gets bigger, you need more turrets...
FinestHour
Profile Joined August 2010
United States18466 Posts
October 20 2011 02:54 GMT
#102
On October 20 2011 09:54 Antisocialmunky wrote:
Show nested quote +
On October 20 2011 09:09 KawaiiRice wrote:
On October 20 2011 08:24 abSTRAkt wrote:
What league are you in Mr.Gold?

this is a really big question, but even if you were masters it doesn't matter @ OP
you can't get away with spending so much money on useless turrets like this vs good zergs. Money that you spend on turrets + the range upgrade slows down everything youre doing. It's apparent that you're winning games enough to feel comfortable enough to make a guide on TL. Maybe this will help players increase their winrate vs zergs as well, I don't know. But doing unrefined things like this will screw you over against a good player.

edit: my posting seems to always be terribly incoherent and goes around everywhere.. why did i even quote abstrakt lol


How would you counter mass muta strategies like Idra's?


He cant
thug life.                                                       MVP/ex-
Soulriser
Profile Joined July 2011
United States192 Posts
October 20 2011 03:26 GMT
#103
im not really sure i understand why there needed to be a guide for this.. from what i understand, youre just building more turrets, placing them better, and upgrading them.. so.. if the Zerg is going a really heavy mutalisk style, by the time that mutas can basically fly in, and 1-shot turrets, youre just going to be losing more and more money if youre making more and more turrets. i think that as a terran, if you scout spire tech, instead of investing into a ton of turrets, youd probably be better off investing into vikings because odds are, the zerg will transition into broodlord tech later on in the game, where viking numbers are crucial to have. thats just imo anyways. if im completely missing the point of 'build more turrets, upgrade turrets, dont place them like a moron' then fill me in, please.
Logick
Profile Joined October 2010
Singapore46 Posts
October 20 2011 03:27 GMT
#104
On October 20 2011 11:41 kofman wrote:
In your guide, I see you are getting +1 range before your infantry upgrades... As much as you seem to love turrets, I think thats a little overkill...

Sorry, but this guide is pretty useless. Every terran knows that you need turrets against mutas, and I think everyone knew that as the muta clump gets bigger, you need more turrets...


heh

i guess you didnt notice that i had 3-4 factories in nearly every picture.. guess that means i should have produced more marines from them..
shadymmj
Profile Joined June 2010
1906 Posts
October 20 2011 03:32 GMT
#105
what people have been trying to say is that even if you go mech now there is no reason, i repeat, no reason not to get marines unless you are trying to hit a specific timing, which I sense you are not. it's moderately easy to secure a gold third as mech on most maps that aren't obnoxious later on and really why spend so many minerals on turrets when you can stream 3/3 marines into their base with the excess minerals?

if they are going really muta heavy you don't need that many hellions as a mineral sink anyway. 3/3 marines + micro = the king.
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
Last Edited: 2011-10-20 03:38:20
October 20 2011 03:35 GMT
#106
On October 20 2011 11:54 FinestHour wrote:
Show nested quote +
On October 20 2011 09:54 Antisocialmunky wrote:
On October 20 2011 09:09 KawaiiRice wrote:
On October 20 2011 08:24 abSTRAkt wrote:
What league are you in Mr.Gold?

this is a really big question, but even if you were masters it doesn't matter @ OP
you can't get away with spending so much money on useless turrets like this vs good zergs. Money that you spend on turrets + the range upgrade slows down everything youre doing. It's apparent that you're winning games enough to feel comfortable enough to make a guide on TL. Maybe this will help players increase their winrate vs zergs as well, I don't know. But doing unrefined things like this will screw you over against a good player.

edit: my posting seems to always be terribly incoherent and goes around everywhere.. why did i even quote abstrakt lol


How would you counter mass muta strategies like Idra's?


He cant


Lol burn?

But seriously, I'd like to see a more professional take on the matter as it seems like Idra's magic bullet against Terran.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
kofman
Profile Joined August 2011
Andorra698 Posts
October 20 2011 03:36 GMT
#107
On October 20 2011 12:27 Logick wrote:
Show nested quote +
On October 20 2011 11:41 kofman wrote:
In your guide, I see you are getting +1 range before your infantry upgrades... As much as you seem to love turrets, I think thats a little overkill...

Sorry, but this guide is pretty useless. Every terran knows that you need turrets against mutas, and I think everyone knew that as the muta clump gets bigger, you need more turrets...


heh

i guess you didnt notice that i had 3-4 factories in nearly every picture.. guess that means i should have produced more marines from them..

Still doesn't change the fact that this guide is pretty much tells every terran what they already know
kofman
Profile Joined August 2011
Andorra698 Posts
October 20 2011 03:38 GMT
#108
On October 20 2011 11:54 FinestHour wrote:
Show nested quote +
On October 20 2011 09:54 Antisocialmunky wrote:
On October 20 2011 09:09 KawaiiRice wrote:
On October 20 2011 08:24 abSTRAkt wrote:
What league are you in Mr.Gold?

this is a really big question, but even if you were masters it doesn't matter @ OP
you can't get away with spending so much money on useless turrets like this vs good zergs. Money that you spend on turrets + the range upgrade slows down everything youre doing. It's apparent that you're winning games enough to feel comfortable enough to make a guide on TL. Maybe this will help players increase their winrate vs zergs as well, I don't know. But doing unrefined things like this will screw you over against a good player.

edit: my posting seems to always be terribly incoherent and goes around everywhere.. why did i even quote abstrakt lol


How would you counter mass muta strategies like Idra's?


He cant

Turrets are there to delay against mutas, not fight them off. WIth marines, they are mobile enough to defend against the mutas while your turrets delay them. Also, against mass mutalisks, what you need is more drops and aggresive play to force the zerg to defend with the mutalisks rather than harras, not turrets.
Tortious_Tortoise
Profile Blog Joined November 2010
United States944 Posts
October 20 2011 03:40 GMT
#109
This is a wonderful idea for people who are dying to mutas. I was one of those Terrans who would just die to mutas. I think the key point to remember is that you should only defend as much as the zerg attacks. What I mean by that is four turrets aren't going to do anything against 20+ Mutalisks-- but at that point, 80 food is in your base, and the Zerg is more straight-up attacking you than just harassing your base. On the other side, you don't want to have four turrets at each base if the Zerg only makes six Mutalisks. In that case, it's a massive waste. As Terran gets to higher levels of play, it becomes more important to save that money for other things. Four turrets is 2 and 2/3rds Barracks. Mutalisk defense at extremely high levels can boil down to the following: defend with as little as you can possibly get away with. That, in my opinion, is the most important point.
Treating eSports as a social science since 2011; Credo: "The system is never wrong"-- Day9 Daily #400 Part 3
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
October 20 2011 04:02 GMT
#110
On October 20 2011 12:38 kofman wrote:
Show nested quote +
On October 20 2011 11:54 FinestHour wrote:
On October 20 2011 09:54 Antisocialmunky wrote:
On October 20 2011 09:09 KawaiiRice wrote:
On October 20 2011 08:24 abSTRAkt wrote:
What league are you in Mr.Gold?

this is a really big question, but even if you were masters it doesn't matter @ OP
you can't get away with spending so much money on useless turrets like this vs good zergs. Money that you spend on turrets + the range upgrade slows down everything youre doing. It's apparent that you're winning games enough to feel comfortable enough to make a guide on TL. Maybe this will help players increase their winrate vs zergs as well, I don't know. But doing unrefined things like this will screw you over against a good player.

edit: my posting seems to always be terribly incoherent and goes around everywhere.. why did i even quote abstrakt lol


How would you counter mass muta strategies like Idra's?


He cant

Turrets are there to delay against mutas, not fight them off. WIth marines, they are mobile enough to defend against the mutas while your turrets delay them. Also, against mass mutalisks, what you need is more drops and aggresive play to force the zerg to defend with the mutalisks rather than harras, not turrets.


Well the issue is, Idra's go to strategy is to amass the ridiculous muta ball while pulling off textbook engages on the middle of the map when Terran has a window to push him. Otherwise, he harasses with the mutas and delays pushes with the muta so the mutas buy time and do econ damage.

Terran's only direct response to this is Thor + turret or mass Thor but this scales poorly since Thors cost so much food and turrets can only do so much DPS/area to defend the Thor. Even the Thor + turret becomes wholely ineffective are ridiculous muta numbers that Idra and pull off when he really goes for it.

Theory is Thors keep mutas from stacking to snipe the turrets and the turrets defend the Thor from being magic boxed but once you have so many muta that you can magic box the Thor and kill all the turrets, its a bad day unless you're push just arrived on his natural creep.

You can go mass Thor but mass Thor has a whole lot of problems against various things zerg does including an engage that kills most of your army followed by roach/infestor or ultra or brood lord remax...

So really, the answers are not so simple. My line has always been the broodwar line, get into Zerg's face and force him to have to defend with his mutas instead of harass you.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
CrAzEdMiKe
Profile Joined March 2011
Canada151 Posts
October 20 2011 04:13 GMT
#111
I've been skimming through the thread and read the entire guide and I pretty well agree with it, the only problem that I reasonably see when incorporating this into some kind of Marine/Tank strategy is the ever crucial Hi-Sec Autotracking upgrade... Not interrupting your upgrades can be a pretty big deal.

The only thing I can think of that seems reasonable is to build the second engineering bay sooner... From most Terrans that I've seen (on ladder as well as in casts/tourneys etc) the common trend is to get a single engineering bay, start +1 attack, then start +1 armor and then around the time the +1 armor is almost finished, get that second engineering bay up armory to begin churning out +2/+2 at about the same time.

My proposal for a marine/tank mix might be to get that second engineering bay a little sooner than usual, get the hi-sec autotracking out of the way before you start working on your armory. Yeah you'll be down some minerals and gas... But that upgrade truly does make turrets and even PFs much more effective.

Obviously in a mech build this is no problem at all as you won't be upgrading your two marines that you've got out on the field lol. This also gives me wacky ideas to actually try out marine/raven in TvZ (yes I've read the guide already... it's kinda what inspired me in the first place).
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
October 20 2011 04:14 GMT
#112
Yeah, but it's risky to go after the thor unless you know for sure there aren't marines nearby because the vision you get with mutas doesn't exactly surpass thor range. Doing a lot of drops could keep them at bay too, good offense leads to good defense, but you better be good at multitasking and not going past any overlords.

I seriously think it's much better to upgrade marines quickly against mass mutas over getting turret range. If they're putting all their gas into mutas it means they aren't teching fast into infestors or broodlords so heavily upgraded marines against zerglings/mutas that probably are behind in upgrades would do well if you can find a timing to attack.
akalarry
Profile Joined January 2011
United States1978 Posts
October 20 2011 04:24 GMT
#113
what pros do to successfully defend against pro muta play like dongreagu and idra is they make a few turrets to deter initial harass. when the muta count picks up, they'll add just enough turrets so that the mutas don't do any real damage before backup marines arrive. the pack of marines can usually defend a few places at once, for example placing them by the ramp can protect both the main and natural. if they know the muta count will keep growing, then they'll add in a thor or two to further minimize damage.
kofman
Profile Joined August 2011
Andorra698 Posts
October 20 2011 04:49 GMT
#114
On October 20 2011 13:02 Antisocialmunky wrote:
Show nested quote +
On October 20 2011 12:38 kofman wrote:
On October 20 2011 11:54 FinestHour wrote:
On October 20 2011 09:54 Antisocialmunky wrote:
On October 20 2011 09:09 KawaiiRice wrote:
On October 20 2011 08:24 abSTRAkt wrote:
What league are you in Mr.Gold?

this is a really big question, but even if you were masters it doesn't matter @ OP
you can't get away with spending so much money on useless turrets like this vs good zergs. Money that you spend on turrets + the range upgrade slows down everything youre doing. It's apparent that you're winning games enough to feel comfortable enough to make a guide on TL. Maybe this will help players increase their winrate vs zergs as well, I don't know. But doing unrefined things like this will screw you over against a good player.

edit: my posting seems to always be terribly incoherent and goes around everywhere.. why did i even quote abstrakt lol


How would you counter mass muta strategies like Idra's?


He cant

Turrets are there to delay against mutas, not fight them off. WIth marines, they are mobile enough to defend against the mutas while your turrets delay them. Also, against mass mutalisks, what you need is more drops and aggresive play to force the zerg to defend with the mutalisks rather than harras, not turrets.


Well the issue is, Idra's go to strategy is to amass the ridiculous muta ball while pulling off textbook engages on the middle of the map when Terran has a window to push him. Otherwise, he harasses with the mutas and delays pushes with the muta so the mutas buy time and do econ damage.

Terran's only direct response to this is Thor + turret or mass Thor but this scales poorly since Thors cost so much food and turrets can only do so much DPS/area to defend the Thor. Even the Thor + turret becomes wholely ineffective are ridiculous muta numbers that Idra and pull off when he really goes for it.

Theory is Thors keep mutas from stacking to snipe the turrets and the turrets defend the Thor from being magic boxed but once you have so many muta that you can magic box the Thor and kill all the turrets, its a bad day unless you're push just arrived on his natural creep.

You can go mass Thor but mass Thor has a whole lot of problems against various things zerg does including an engage that kills most of your army followed by roach/infestor or ultra or brood lord remax...

So really, the answers are not so simple. My line has always been the broodwar line, get into Zerg's face and force him to have to defend with his mutas instead of harass you.

So basically, you are agreeing with me... I think people over value thors against mutalisks, in fact marines are the better counter because they are expendable, faster, and can kill mutas a lot faster.
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
Last Edited: 2011-10-20 05:00:31
October 20 2011 04:54 GMT
#115
Thors can do more damage but rarely kill. I rather take 3 ghosts for mass snipe so you can actually reduce the muta count instead of just shoo away a bunch of yellow ones or 3 ravens for 6 pdd because you can block 120 muta shots so your turrets won't even get their paint scratched and you can straight push murder Zerg's ground army.

By the time you get on 3 base and mass muta becomes a problem, you can skew your production quite heavily in high gas/high min unit cops or unit comps with balanced gas/min cost. And those alternatives don't require upgrades to be useful at anti-muta.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Iselian
Profile Joined March 2011
United States56 Posts
October 20 2011 05:01 GMT
#116
One of the biggest things, I think, is what those turrets could have been, or the Hi-Sec. That could also be a +1 to infantry, which is crucial in dealing with the mutas outside of your base (aka, the mobile anti-muta). Depending on the timing, on how much you're digging your heels in, turrets can be the most obvious choice, or the most obvious mistake.

I do think they could make for a decent/good mineral dump, should macro be slipping. But, there's always the option to also drop another rax or two and pump more marines. The benefit to the marines again being their mobility.

With the aforementioned use of turrets as a mineral dump, I could easily see hi-sec being a good investment. Planetaries are likely, and that extra range isn't a bad idea.
Support and critique my amateur casting! youtube.com/IselianGaming
Logick
Profile Joined October 2010
Singapore46 Posts
October 20 2011 05:06 GMT
#117
On October 20 2011 12:36 kofman wrote:
Show nested quote +
On October 20 2011 12:27 Logick wrote:
On October 20 2011 11:41 kofman wrote:
In your guide, I see you are getting +1 range before your infantry upgrades... As much as you seem to love turrets, I think thats a little overkill...

Sorry, but this guide is pretty useless. Every terran knows that you need turrets against mutas, and I think everyone knew that as the muta clump gets bigger, you need more turrets...


heh

i guess you didnt notice that i had 3-4 factories in nearly every picture.. guess that means i should have produced more marines from them..

Still doesn't change the fact that this guide is pretty much tells every terran what they already know


if you dont like it, don't read it

this is just something i wrote up which i thought might help a few people (and apparently it does)

so if you skimmed through the thread and thought it was useless, you don't have to add useless comments either

I'm fine with people disagreeing but you are just being silly
kofman
Profile Joined August 2011
Andorra698 Posts
October 20 2011 05:14 GMT
#118
On October 20 2011 14:06 Logick wrote:
Show nested quote +
On October 20 2011 12:36 kofman wrote:
On October 20 2011 12:27 Logick wrote:
On October 20 2011 11:41 kofman wrote:
In your guide, I see you are getting +1 range before your infantry upgrades... As much as you seem to love turrets, I think thats a little overkill...

Sorry, but this guide is pretty useless. Every terran knows that you need turrets against mutas, and I think everyone knew that as the muta clump gets bigger, you need more turrets...


heh

i guess you didnt notice that i had 3-4 factories in nearly every picture.. guess that means i should have produced more marines from them..

Still doesn't change the fact that this guide is pretty much tells every terran what they already know


if you dont like it, don't read it

this is just something i wrote up which i thought might help a few people (and apparently it does)

so if you skimmed through the thread and thought it was useless, you don't have to add useless comments either

I'm fine with people disagreeing but you are just being silly

You are contradicting yourself. If you're fine with people disagreeing with you, why are you being so defensive? In my opinion, this guide is not very helpful because everybody knows this already. If you think otherwise, then fine.
Logick
Profile Joined October 2010
Singapore46 Posts
Last Edited: 2011-10-20 05:27:20
October 20 2011 05:25 GMT
#119
the fact is your statement comes off as dismissive and neither does it contribute to the discussion

rather you dont come off as disagreeing but rather pompous as if to say: "im too smart for this i win"

and rather if u read through the thread then you should know that some people find this information somewhat useful

so unless the word "everyone" has changed its meaning in the english language, you need to look up a dictionary

and rather than being defensive I'm trying keep the criticism constructive rather than your stupid 1 line statement

if youre a GM then good for you but not everyone who goes through the forum is a GM are they

edit: and if its your opinion that the thread is not useful then keep it to yourself unless you have something to bring to the table than a 1 liner
Kornholi0
Profile Joined November 2010
Canada634 Posts
October 20 2011 05:30 GMT
#120
I like the idea, but it is also a very stupid idea. It isn't that spending 400 minerals won't auto-save your buildings, but if you think about it only 4 turrets are protecting like a 7ish x 7ish radius of the base. Which means you have to spend 1200 minerals to protect your base, which cuts WAY into your army thats 24 marines you don't have... Which means you can't push any time soon or you lose your tanks.

A bunker full of marines is cheaper than this :|
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1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
TLPD

1. ByuN
2. TY
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9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
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