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[G] PvZ Dealing with Muta

Forum Index > StarCraft 2 Strategy
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rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-11-22 07:20:13
November 21 2011 16:00 GMT
#1
So this is more of a guide rather than a discussion, but since it lacks length and detail I decided it wasn't worthy of a [G] tag. Also I'm sure others may have slightly differing opinions of some things so feel free to discuss :D

I've noticed that there's been a increase in popularity of muta play in PvZ recently, and not surprisingly, an increase in the number of [H] PvZ muta threads as well. Instead of replying to each of those threads with the same things, I decided to just start this topic and share my thoughts here on how best to play against mutas in PvZ.

Also, this discussion is more oriented towards playing out the long macro game against mutas. Going 2 base all-in and trying to kill the zerg before he gets mutas or right after he gets mutas is certainly a viable option, but I’m not really going talk about that in this thread. The reason is that either the 2 base all-in is pre-mediated (so you were planning to all-in regardless of the zerg going mutas or not), or you weren't planning to 2 base all-in but upon scouting the spire you decided to attack, and in that case you either succeed and win or fail and lose. Either way there's not much to discuss.


1. Builds

Two things I want to mention here. First, obviously you want blink stalkers to fight against mutas. Throwing up stargates for phoenix after you scout mutas is not a good response (more on that later). It doesn't actually matter what build you already started doing, but as soon as you scout the mutas, you need to change your build accordingly. If you went robo and planned to go colossus and already have a robo bay, that's fine. Just don't make/cancel colossus, add a twilight, and research blink asap. If you went stargate, it's fine to continue making phoenix to help counter mutas, but you still want blink regardless so get that council asap. Basically, whatever build you started with, as soon as you see spire/mutas your immediate goal is to have at least blink with 6-8 gateways off of 2 bases.

Second, and this goes beyond anti-muta play, but builds that blindly mass sentries at the beginning are bad. Getting to 8-12 sentries early game seems to very common in PvZ but IMO it's just not a good idea unless you are committed to doing an early 2 base all-in. I know that guardian shield is great against the bounce attack of mutas, but what's going to end up happening is that your sentries are going to get sniped and it'll just be a huge waste of gas that could have gone to additional stalkers and HT. Sentries are also a huge waste against infestor/ling play, baneling play (with drops), and any more than a moderate amount (like 4-6) will be a waste against early 2 base hydra play. Basically I only start with 2-4 sentries (note this is off a FFE, so if you're gate expanding you could use a few more), and only if I scout roaches do I add more sentries.


2. Unit composition

You want blink stalker + zealot + HT to fight against muta/ling. I personally like to keep about 3-4 HTs with my army, while leaving 1 HT in each of my bases as well. As the game progresses and more mutas come into play then you can increase the HT count, but the rest of your gas should be spent on stalkers. No pre-emptive archons (make archons after you storm, but don’t pre-make any archons). It may be tempting once you have some HT already to make some archons as well, but you will always be better off with more HT and/or stalkers instead. You can add in a couple sentries if you want but I don’t bother since they are easily sniped. The zealots are really important not just as a mineral dump but to fight against lings. You never want to move out with pure stalkers because that will get overrun by lings. Also with enough zealots then you won’t need to use precious storm on lings and can save them all for muta.

As for phoenix, although they are great against mutas in low numbers, trying to transition into phoenix if you don’t already have a stargate is too late since you will never be able to match his production. By the time you get out a decent number of phoenix he will have 20+ muta and while theoretically you can kite him forever every slight mismicro you commit will result in you losing a phoenix or 2. If you already have a stargate though from a stargate opener then it’s ok to make some phoenix to help deal with the initial harass. I would still eventually stop making phoenix if he commits to mass muta though. If you’ve opened dual stargate and he goes muta... well that should be an auto win for you (unless you blindly go mass voids and don’t scout the muta. In that case you should switch to phoenix).


3. Establishing your 3rd

This is a common frustration I've heard - I can't seem to secure my 3rd base with mutas and lings harassing everywhere! The seemingly contradictory answer to this is to try to set up that 3rd earlier. The later you try to expand to your 3rd, the bigger the muta ball is, and the harder it will be for you to safely get your 3rd up. When there’s only 12 mutas in the muta ball, it takes awhile for the mutas to actually kill a nexus warping in, and thus you have some time to get your stalkers there to defend. But when the muta ball gets to 20 or 30 mutas, they can do an insane amount of damage in the seconds it may take your stalkers to get into position to defend.

By the time you’ve scouted the zerg going mutas, if you’re not going to 2 base all-in the zerg, and you’ve started blink research (yes that’s right you can and should start trying to expand even before blink finishes), have a few cannons in your mineral lines, and have some stalkers out to chase away mutas, you need to start trying to take your own 3rd. Notice that I say “start trying” to expand, meaning that it’s ok if you start the nexus and pylon but then mutas and/or lings come and force a cancel. It’s basically just a low risk/high reward tactic, if he forces a cancel you only lose some minerals and that’s no big deal since it’s your gas that’s what’s really valuable.

Another thing to remember about battling muta/ling is that muta/ling is weak in a straight up fight. Against standard roach play if you try to expand to your 3rd too early then the zerg can just attack and kill you, but when the zerg goes mutas his army isn’t actually that strong and he can’t just attack and kill you.


4. HT vs archon

After you get some blink stalkers out on the field, and as the muta flock grows bigger, you need a templar archives to continue battling mutas. Lots of people say archons are great against muta/ling, but I completely disagree. Archons suck against mutas. They also suck against zerglings. Ok fine, they don’t actually suck, I’m just comparing them to archons vs mutas and lings from BW :p But the reason why I don’t like archons against muta/ling is not because they’re bad, it’s because storm is so much better, in every situation. Archon splash is just pitiful and can be combated via magic box, also their cooldown is not that great so when the muta flock gets really big archons can be picked off while getting in only 2-3 shots. Meanwhile storm has a much larger radius, a much larger range (9 vs 3, especially important when defending against harass) and storm keeps working even after the HT dies (and the HT will die, mutas will of course pick them off but hopefully not before you get off the storm and deal 20-60 damage to a big portion of the flock). Also against zerglings, you have zealots to counter those. You shouldn’t be relying on stalker/ht/archon to fight against zerglings.

There are 3 situations when you want to make archons. 1) After you’ve stormed. Mutas usually target HT as their first priority so it’s rare for a HT to live long enough to gather energy for another storm. 2) You have 2 or more HT near each other, mutas have spotted them, but you don’t have energy to storm. Spam that c key lol. 3) For some reason you have a ton of gas and not a lot of minerals. If you have a ton of gas AND minerals then your macro sucks and you should just make more stalkers. But it’s not uncommon for the mutas to have done enough economic damage that you end up starved for minerals but with a lot of banked gas. In that case having like 10 HT in your army for storm is overkill and it’s ok to make some archons.


5. Defending multiple bases against harass

This is probably my best piece of advice in this entire thread. Observers. Make 4-5+ of them. I know they cost quite a bit of gas, but it’s well worth it. Also you won’t be using your robo for immortals or colossus anyway so that’s not an issue (which normally is a huge issue against other builds). Spread the observers around the map so that you can detect where the muta ball is at all times and then you’ll have a lot of advance warning where the mutas will strike next, giving you time to move your stalkers in position to defend. It can also be helpful to split your stalkers into 2 separate groups and keep them in separate bases. However if you get your observer network set up then this isn’t even really necessary.

You’ll need a few cannons in each mineral line early on, which will mainly serve to buy you time for your stalkers to get there. I usually get 2 cannons per mineral line, but anywhere from 1-3 should be fine. As the muta ball gets bigger you will need to leave a HT in each mining base, and stop relying on cannons. You can add more cannons as the muta ball increases in size, but I don’t find that it’s worth it and I’d rather spend extra minerals on more zealots. Speaking of extra cannons and zealots, it is a good idea to have extra cannons and to leave some zealots in your 3rd, since a really common maneuver for the zerg is to send mutas into your main while streaming in lings into your 3rd.

Note: while I personally prefer having more zealots and less cannons to defend each base, it's not a bad idea (and safer too) to mineral dump on more cannons instead of zealots as the game goes on. Having 6 or more cannons in each base late game can help to buy you even more time against bigger muta balls.


6. Harassing and attacking

The strength of muta play is the ability for the zerg to expand everywhere and keep the protoss in his base. Most of the time you’ll have to rely on harass via DTs and/or zealots to try to kill expansions since if you move out with your main army mutas will just counter into your base as soon as you leave. DTs are a bit of a gamble since they cost a lot of gas but can be really effective at taking out expansions. If you use zealots, I highly suggest harassing with them only when there’s a battle going on or mutas are in your base. Also, avoid watchtowers or use a warp prism. The zerg will generally have map control and there’s no point in trying to harass with zealots with mutas flying around in the middle of the map picking them off.

As for actually moving out (which you’ll have to do eventually), in most cases you shouldn’t move out until you are maxed. Until then, don't panic and stay calm, don't feel the need to move out prematurely. It's ok if the zerg takes the entire map and a billion expansions, he can't kill you. So when should you finally attack? When you army is big enough so that you can attack with the majority of your army while still leaving some at home to defend the counter. Usually this is when you're maxed. The important piece is having a lot of HTs, spread out amongst both your army and all your bases. If you had great success defending against muta harass (little to no damage done, you took your 3rd decently early, and you’ve killed some mutas), then sometimes you can move out before you’re maxed. Just make sure that you have enough HTs both in your main army as well as back at home when you do so. Storm is the key.


7. Zerg transitions

There’s not much to say here, except for the fact that you should pay attention to possible zerg transitions and not let them catch you off guard. This generally means having an observer either at his rally point or in his main base to check his tech. The most common transition is to roach, in which case you should add immortals into your army. Blink stalker/zealot/HT is already a fairly versatile composition, and you don’t really need to change your composition if he adds/transitions banelings, infestors, and/or hydras. As for hive tech transitions, ultras can be extremely dangerous if you don’t scout them in time. Obviously if you scout ultra then you need to add immortals. Against brood lords, there’s really nothing special you have to do since brood lord/muta don’t synergize well and mutas are terribly supply inefficient in a straight up fight.

As for your own tech, if you get to 4-5+ bases, I highly recommend teching to mothership. Both vortex and mass recall are insanely useful for obvious reasons against muta.


8. Other tips

Upgrades are extremely important, including armor. Make sure to get both attack and armor upgrades against muta/ling. Although I’ve only used 1 forge, going dual forge may not be a bad idea.

Keep expanding! There’s no reason to be satisfied with 3 bases. When your 3rd base is secure, start looking to expand to your 4th. Then your 5th. Don’t stop expanding, expanding doesn’t cost gas.

When engaging mutas with blink stalkers, don’t blink into them. Walk up to them, and then you’ll be able to blink to chase as they run away.

Keep important tech buildings away from the edges of your base. Watch out for artosis pylons. There’s no need to put pylons around the edges of your base against mutas.

Never base race against mutas. Sometimes the mutas may get into a mineral line and cause some damage, and you may be tempted to just say screw it and go all-in, but resist the urge. Stay calm and focus on defending.

Cannon placement: keep cannons close to each other so that mutas cannot pick them off 1 at a time. Also, build them on the side of your minerals that face the direction mutas will likely come from. For example, if you are at 9 o'clock on shattered and the zerg is at 6, you should place the cannons near the bottom of the mineral patches. (thanks monk!)

As you're getting close to being maxed, it's a good idea to add some immortals into your army even if you didn't scout roach or ultra transitions. Immortals are extremely helpful against the inevitable spine crawler walls you'll have to break down. (thanks aa.spoon!)

A note on storming: make sure you're targeting underneath the mutas (their shadow). Turn flyer helper on in settings.

9. TL;DR

The most important things when fighting muta in PvZ:
Mass blink stalker + zealot +HT. Phoenix and archons are bad.
Put observers around the map to track muta movements.
Expand early and often.


10. Replays

I was planning on uploading more replays, but I decided to go for quality instead of quantity. Here are 6 recent replays from ladder, practice, and tournament games. First 2 replays are the best ^^

http://drop.sc/59600
http://drop.sc/58218
http://drop.sc/62246
http://drop.sc/62247
http://drop.sc/62248
http://drop.sc/62249
mizU
Profile Blog Joined April 2010
United States12125 Posts
November 21 2011 16:13 GMT
#2
Great guide~

How would you recommend dealing with a zerg going pure mass muta and turtling?
if happy ever afters did exist <3 @watamizu_
Geiko
Profile Blog Joined June 2010
France1939 Posts
Last Edited: 2011-11-21 16:15:11
November 21 2011 16:14 GMT
#3
rsvp replays against annoying mutas <3

Wanted to post this quickly like the fanboy I am. I'm sure I'll have constructive things to say once I read it ^
geiko.813 (EU)
Sphen5117
Profile Joined September 2011
United States413 Posts
November 21 2011 16:17 GMT
#4
Wow. this is ridiculously helpful. Totally watching the replays after work. Thank you very much, good sir. And goodluck in any matches.
BlehBleh
Profile Joined March 2011
United States28 Posts
November 21 2011 16:19 GMT
#5
^ I imagine it would be dealt with in the same way, HTs should take out a giant muta ball just as easily as a small muta ball

Thanks a lot for the guide rsvp. I have more trouble with muta ling than any other strategy but I've never seriously tried HTs. Usually I go straight to blink stalker archon and it isn't enough.
buscettn
Profile Joined April 2009
Austria129 Posts
November 21 2011 16:23 GMT
#6
really good read and advice.
thanks! muta/ling can be so frustrating at times...
Harstem
Profile Joined January 2011
Netherlands262 Posts
November 21 2011 16:30 GMT
#7
Hi,
Archons aren't really bad, they can be great in battle especially if they go muta/bling/ling they can tank so much bling damage. Another thing I would like to add is if they get like 30 crawlers it wouldnt hurt to get like 1/2 colossus. Colossus also help if they switch into roaches.
Progamer
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2011-11-21 16:32:55
November 21 2011 16:31 GMT
#8
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

This should probably be addressed in your OP somewhere. I haven't lost to Muta/Ling in a long time because every single time I see it coming, I do a timing attack just as they are morphing from Larva, or am playing as to prevent any from being made until later in the game.

On November 22 2011 01:30 Harstem wrote:
Hi,
Archons aren't really bad, they can be great in battle especially if they go muta/bling/ling they can tank so much bling damage. Another thing I would like to add is if they get like 30 crawlers it wouldnt hurt to get like 1/2 colossus. Colossus also help if they switch into roaches.

Yeah, they are bad. Against a Muta/Ling ball your Archons will be immobile shooting at lings, while the mutas magic box everything. Plus they are stupidly expensive.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 21 2011 16:38 GMT
#9
On November 22 2011 01:30 Harstem wrote:
Hi,
Archons aren't really bad, they can be great in battle especially if they go muta/bling/ling they can tank so much bling damage. Another thing I would like to add is if they get like 30 crawlers it wouldnt hurt to get like 1/2 colossus. Colossus also help if they switch into roaches.


You know what's better than tanking so much bling damage? Storming the blings so they do 0 damage. Watch the rep on metal against goswser. And if you read carefully you'll note that I clarify that archons aren't objectively bad, it's just that storm is so much better.

While it's ok to get colossus once you get 4+ bases, prior to that your gas is always going to be much better spent on more stalkers and HT. So getting colossus is irrelevant because usually you shouldn't be attacking prior to getting 4 bases, and even when attacking into spine crawlers you can't afford to wait the 10 years it takes for 2 colossus to take down 30 spines.
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
November 21 2011 16:58 GMT
#10
--- Nuked ---
AA.spoon
Profile Joined January 2011
Belgium331 Posts
November 21 2011 17:00 GMT
#11
I am gm on eu and will just briefly give some general toughts on the OP:

I highly recommend this thread.

-) Overall: Only learned a few things but the reps are always nice. ZvP mass muta is definately very strong and very popular nowadays. Thanks for the reps! I will check them out.
-) "but builds that blindly mass sentries at the beginning are bad". <- So true. This is one of the reasons why FFE is stronger imo then gateway expand builds, unless you really like hallucination. Protoss is so gas dependant in PvZ; you better think twice before making sentries.
-) I have tried alot of things out the last two months with phoenix but never had satisfying results. Zergs can add 2-3 infestors or a couple of corruptors and he will be fine. Even of two stargates, you won't be able to keep up with the zerg production. Better rely on gateway unit.
-) I kinda came to the same conclusion with archons: they aren't as good as ht. They have small splash, short range, low attack speed.
-) Take your third as fast as possible! You will need the gas. I would say around 9-10 min is good, 11 min okish, 12 min somewhat late.
-) "This is probably my best piece of advice in this entire thread. Observers. Make 4-5+ of them". I strongly disagree with this. On europe they fly there mutas around with an overseer, leting you waste a ton of gas. (Only half of the zerg do this, but the other half should do this and will do this in the future). You can't rely on zerg not making an overseer with his mutas.
-) place your cannons close together, so that the mutas can't engage them one by one.
-) try to find their hidden expoes. It is not uncommon for zergs (with mutas) to take a base where protoss fourth/fifth base should be. Harass them with zealots from pylons or prisms. If they need to pull back their mutas to clean the zelots, its even better cause they won't be harassing in the mean time. dt's are a bit cheesy imo, but if your observers don't spot spores it can be worth it.
-) An advice I didn't found in the OP: make immortals. Immortals counter mutas (yeah I am gm). What I mean is that once you are nearly maxed, adding 4-6 immos is nice because they can clean up 20+ spines easily.
-) zerg transitions: most common seen are : 3 base roach into mutaling, mutaling into roach, mutaling mass spine into infestorbroodlord, mutaling into bling (Koreans do this I observed. haven't seen it on eu but I guess I will see a lot of that in the future.).
-) I think once the mutaball gets big 30+: You need 5 cannons +2 ht at frontier expansions. Storm doesn't do that much damage vs mutas because good players will always dodge and fly out of storms. You must be lucky to get a 80 damage storm vs harassing mutas. A more realistic number is 20-40 per storm if you cast it well.

marvellosity
Profile Joined January 2011
United Kingdom36160 Posts
November 21 2011 17:06 GMT
#12
Nice to see the observer tip. I've been doing this in my games and it just makes infinity difference.
[15:15] <Palmar> and yes marv, you're a total hottie
decaf
Profile Joined October 2010
Austria1797 Posts
November 21 2011 17:10 GMT
#13
Alright, here's my thoughts as a zerg player: this generally is really good advice. The one thing I don't agree with is stating that archons aren't that good. Sure, if you separate them from your army they suck, but the main point is that they force the mutas to box, and magic boxed mutas suck vs stalkers. But you will have archons anyways when it's important (like moving out) so it shouldn't matter anyways, I just think you kinda overstated it.
The one thing that I dislike about this phoenix-less solution is that you lose mapcontrol entirely. Zerg will mine out 4 bases while you're trying to mine out your third so the zerg is free to throw tons of units at you so you will never be able to max out in the first place - even if you mined the last avaible mineral patch.
Something that's also really important is the timing window before storm is ready. If you lose your templar archives before storm is ready you can consider the game lost.
If phoenixes weren't so bad in the early to mid game I think the best solution would be to open stargate every game. The style you're describing certainly is very good on some maps, but should be harder to pull off on large maps with far away third expansions. I hope this gives many people an idea of how to play vs mutas, though.

Out of curiosity, why not getting a mothership for defense? Move out with your entire army, do severe damage and if he's going for a basetrade recall your whole army. I can imagine it's really hard to get a mothership out in that circumstance, but why not if you can afford it.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 21 2011 17:10 GMT
#14
On November 22 2011 02:00 AA.spoon wrote:
I am gm on eu and will just briefly give some general toughts on the OP:

I highly recommend this thread.

-) Overall: Only learned a few things but the reps are always nice. ZvP mass muta is definately very strong and very popular nowadays. Thanks for the reps! I will check them out.
-) "but builds that blindly mass sentries at the beginning are bad". <- So true. This is one of the reasons why FFE is stronger imo then gateway expand builds, unless you really like hallucination. Protoss is so gas dependant in PvZ; you better think twice before making sentries.
-) I have tried alot of things out the last two months with phoenix but never had satisfying results. Zergs can add 2-3 infestors or a couple of corruptors and he will be fine. Even of two stargates, you won't be able to keep up with the zerg production. Better rely on gateway unit.
-) I kinda came to the same conclusion with archons: they aren't as good as ht. They have small splash, short range, low attack speed.
-) Take your third as fast as possible! You will need the gas. I would say around 9-10 min is good, 11 min okish, 12 min somewhat late.
-) "This is probably my best piece of advice in this entire thread. Observers. Make 4-5+ of them". I strongly disagree with this. On europe they fly there mutas around with an overseer, leting you waste a ton of gas. (Only half of the zerg do this, but the other half should do this and will do this in the future). You can't rely on zerg not making an overseer with his mutas.
-) place your cannons close together, so that the mutas can't engage them one by one.
-) try to find their hidden expoes. It is not uncommon for zergs (with mutas) to take a base where protoss fourth/fifth base should be. Harass them with zealots from pylons or prisms. If they need to pull back their mutas to clean the zelots, its even better cause they won't be harassing in the mean time. dt's are a bit cheesy imo, but if your observers don't spot spores it can be worth it.
-) An advice I didn't found in the OP: make immortals. Immortals counter mutas (yeah I am gm). What I mean is that once you are nearly maxed, adding 4-6 immos is nice because they can clean up 20+ spines easily.
-) zerg transitions: most common seen are : 3 base roach into mutaling, mutaling into roach, mutaling mass spine into infestorbroodlord, mutaling into bling (Koreans do this I observed. haven't seen it on eu but I guess I will see a lot of that in the future.).
-) I think once the mutaball gets big 30+: You need 5 cannons +2 ht at frontier expansions. Storm doesn't do that much damage vs mutas because good players will always dodge and fly out of storms. You must be lucky to get a 80 damage storm vs harassing mutas. A more realistic number is 20-40 per storm if you cast it well.



I have also come across zergs grouping overseers with their mutas, but I still think it's worth it. First of all overseers are much slower than mutas so it's not always a guaranteed kill on observer, also even if observer dies I'd gladly pay 25/75 for a 5-10 second warning of where the mutas will strike next.

I agree with you about the immortals, I'll add that thanks.

I think the rest of your comments are you agreeing with me ^^
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 21 2011 17:17 GMT
#15
On November 22 2011 02:10 decaf wrote:
Alright, here's my thoughts as a zerg player: this generally is really good advice. The one thing I don't agree with is stating that archons aren't that good. Sure, if you separate them from your army they suck, but the main point is that they force the mutas to box, and magic boxed mutas suck vs stalkers. But you will have archons anyways when it's important (like moving out) so it shouldn't matter anyways, I just think you kinda overstated it.
The one thing that I dislike about this phoenix-less solution is that you lose mapcontrol entirely. Zerg will mine out 4 bases while you're trying to mine out your third so the zerg is free to throw tons of units at you so you will never be able to max out in the first place - even if you mined the last avaible mineral patch.
Something that's also really important is the timing window before storm is ready. If you lose your templar archives before storm is ready you can consider the game lost.
If phoenixes weren't so bad in the early to mid game I think the best solution would be to open stargate every game. The style you're describing certainly is very good on some maps, but should be harder to pull off on large maps with far away third expansions. I hope this gives many people an idea of how to play vs mutas, though.

Out of curiosity, why not getting a mothership for defense? Move out with your entire army, do severe damage and if he's going for a basetrade recall your whole army. I can imagine it's really hard to get a mothership out in that circumstance, but why not if you can afford it.


My point about archons is that it's always better to have storm than archons if you had to choose 1 or the other.

Even if you go phoenix you will not have map control. The zerg will have way too many muta. Not sure why you're talking about mining out bases, 1 of the key things I talk about is to keep expanding, zerg will be on more than 4 bases but you should also end up on more than 3 bases.

Losing your templar archives is a huge loss indeed but it's not something that you can't recover from. The reason is that blink stalkers will always beat mutas in a straight up fight. Storm just allows you to defend multiple places at once, with smaller armies.

There are no maps in the map pool with a far away 3rd.

I mention getting a mothership already. It's generally too expensive to tech to too early though.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 21 2011 17:20 GMT
#16
On November 22 2011 01:58 JimmiC wrote:
I havn't had time to check this, but do archons with shields upgraded do much better vs mutas? (just thinking with the new cheaper upgrade) and is it more worth while to get those upgrades now?


Check out this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=284868

Shields may be worth it, but getting them don't make archons significantly better.
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2011-11-21 17:24:12
November 21 2011 17:22 GMT
#17
Just change the tag. This is pretty much a guide anyways <.<

Anyways I have just a few comments/things to add.
  • You should add something about hugging the cannons so that they cover each other.
  • It's also really useful to place your initial cannons so that they face the direction mutas will be coming from.
  • One thing I disagree with you about is spending your minerals into zealots. I much rather prefer spending them into cannons. In the late game, I'll have around an average of 6 cannons per base and sometimes more in my far off expansions. First, I find this lets you have more time for your ht to get into position and aim a storm. In addition, I'd rather be way more safe than sorry. Most of my muta loses come from losing control of a base for a second and then losing a few stalkers and then it eventually snowballs. I also rely more on storm instead of zealots to take care of lings.
  • You should add something about 3 base muta transitions. For example, If I scout a spire on 3 base when I've already committed to 1 or 2 colossi, I'm always going to pressure as the spire finishes. That way, either the zerg is forced not to make mutas or he makes mutas and dies to my push or he makes corruptors in which case I forcefield off the zerg and retreat back to my base. If you don't do this, you'll find yourself in a situation where you have 2-3 colossi with a gateway army without blink and 12 mutas attacking your probes, which I find is a very hard situation to come out of.


PS. I was gonna do something like this but you beat me to it.
PPS. I already linked this thread from the recommended threads thread.
Moderator
decaf
Profile Joined October 2010
Austria1797 Posts
November 21 2011 17:30 GMT
#18
Oh right, I didn't read point 7, because I never transition out of mutas~~
I think TD for instance has a pretty far away third, the distance from your main to your third is actually huge. Also I don't think getting a 4th is a realistic point of view. I have played dozens of ZvPs with this style and beat several GMs easily and I don't think anyone has ever been able to get a 4th up when I play my muta style. That's why I'm talking about mining out bases, a 4th just spreads you too thin in my opinion.
Well, about the part with the stalkers winning over mutas, it's just too much theorycrafting since stalkers should never be able to catch mutas unless they're flying away or clearly too many to handle.

Blink stalker HT is the best unit comp vs it, though. Have you seen the crazymoving vs hero game? I think it displays it very well. Hero defends perfectly almost thoughout the game and still has a hard time holding onto the game.

I especially like the part where you mention the excessive use of observers, best piece of advice in there
Geiko
Profile Blog Joined June 2010
France1939 Posts
Last Edited: 2011-11-21 17:44:21
November 21 2011 17:30 GMT
#19
Everytime I read something written by Anihc I think to myself "wow, this guy has the same ideas I have !". Then I realize that my ideas are generally what I've copied off of him because he always gives such good advice <3.


There are a couple of things in your guide that you haven't talked about and that I'd love clarification on though.

-) This Guide seems to be on how to react to mutas once you discover that Z has them as they fly in your base. You've hinted that there are other things viable if you scout the spore being morphed etc... (like double stargate phoenix if you start phoenix production before them). Are there any other ways to react ? Cecil suggested a timing attack before the mutas pop out, how viable do you think this is, and what type of timing would you recommend ?

(edit : ok diregard this first point, missed the first paragraph :S)

-) Upgrades. You say 1 or 2 forge, attack and armor, but do we get attack first to kill off mutas faster, or armor to not die to lings and glaives so fast ? And, especially with the new patch should shield upgrades come into play ?

-) I had the same concern as spoon with good zergs flying overseers around your base with the mutas. I've started getting a stargate anyway (gonna need one anyway for my late game mothership) and getting a couple of phoenixes to scout around my base. How viable do you think it is compared to observers if you have the apm to babysit them ?


geiko.813 (EU)
guruPanda
Profile Joined July 2011
Germany32 Posts
Last Edited: 2011-11-21 17:34:56
November 21 2011 17:33 GMT
#20
Wow. I just came out of laddering, super frustrated about mutas. This post made my friggin day!
Edit: Would it be a good idea to use those "mass"-observers always when your opponent has mapcontrol?
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 21 2011 17:41 GMT
#21
On November 22 2011 02:22 NrGmonk wrote:
Just change the tag. This is pretty much a guide anyways <.<

Anyways I have just a few comments/things to add.
  • You should add something about hugging the cannons so that they cover each other.
  • It's also really useful to place your initial cannons so that they face the direction mutas will be coming from.
  • One thing I disagree with you about is spending your minerals into zealots. I much rather prefer spending them into cannons. In the late game, I'll have around an average of 6 cannons per base and sometimes more in my far off expansions. First, I find this lets you have more time for your ht to get into position and aim a storm. In addition, I'd rather be way more safe than sorry. Most of my muta loses come from losing control of a base for a second and then losing a few stalkers and then it eventually snowballs. I also rely more on storm instead of zealots to take care of lings.
  • You should add something about 3 base muta transitions. For example, If I scout a spire on 3 base when I've already committed to 1 or 2 colossi, I'm always going to pressure as the spire finishes. That way, either the zerg is forced not to make mutas or he makes mutas and dies to my push or he makes corruptors in which case I forcefield off the zerg and retreat back to my base. If you don't do this, you'll find yourself in a situation where you have 2-3 colossi with a gateway army without blink and 12 mutas attacking your probes, which I find is a very hard situation to come out of.


PS. I was gonna do something like this but you beat me to it.
PPS. I already linked this thread from the recommended threads thread.


I added some comments about cannon placement. Thanks.

Regarding cannons, if there's one thing I'm known for in PvZ, it's mass cannons :p My default in standard PvZ is to never make zealot and always mass cannon everywhere, but against mutas I've found it helpful to get some zealots instead of the extra cannons. I guess it just comes down to preference though, I certainly recognize the power of cannons.

I don't have too much experience with attacking 3 base transitions, my usual style is to respond with my own quick 3rd so I'm not going to be in any position to attack or pressure. I suppose if you go 2 base colo you should pressure... but that's a pretty all-in build anyway and I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
November 21 2011 17:44 GMT
#22
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.
heroofcanton
Profile Blog Joined August 2011
United States167 Posts
November 21 2011 17:46 GMT
#23
There are a lot of really good pushed you can do vs z if he is quick teching to mutas that can punish the crap out of him. I know that if I try and rush mutas there is inevitable like a 6gate push or something and I'm boned.
The hero of Canton, the man they call me.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 21 2011 17:51 GMT
#24
On November 22 2011 02:44 CecilSunkure wrote:
Show nested quote +
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.

eteran
Profile Joined December 2010
Germany83 Posts
November 21 2011 17:51 GMT
#25
With the uprising number of "How to deal with Mutas" threads and my own frustration with those mobile little bastards, I highly welcome this thread. Thanks! And I think its well worth the [G] tag.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 21 2011 17:53 GMT
#26
On November 22 2011 02:46 heroofcanton wrote:
There are a lot of really good pushed you can do vs z if he is quick teching to mutas that can punish the crap out of him. I know that if I try and rush mutas there is inevitable like a 6gate push or something and I'm boned.


The thing with 2 base all ins against mutas (such as 6 gate) is that they are usually pre-planned and is something the protoss would execute even if the zerg didn't end up going for mutas. So yes it's extremely effective against muta builds but there's not much to discuss.
monk
Profile Blog Joined May 2009
United States8476 Posts
November 21 2011 17:55 GMT
#27
On November 22 2011 02:41 coL.rsvp wrote:
Show nested quote +
On November 22 2011 02:22 NrGmonk wrote:
Just change the tag. This is pretty much a guide anyways <.<

Anyways I have just a few comments/things to add.
  • You should add something about hugging the cannons so that they cover each other.
  • It's also really useful to place your initial cannons so that they face the direction mutas will be coming from.
  • One thing I disagree with you about is spending your minerals into zealots. I much rather prefer spending them into cannons. In the late game, I'll have around an average of 6 cannons per base and sometimes more in my far off expansions. First, I find this lets you have more time for your ht to get into position and aim a storm. In addition, I'd rather be way more safe than sorry. Most of my muta loses come from losing control of a base for a second and then losing a few stalkers and then it eventually snowballs. I also rely more on storm instead of zealots to take care of lings.
  • You should add something about 3 base muta transitions. For example, If I scout a spire on 3 base when I've already committed to 1 or 2 colossi, I'm always going to pressure as the spire finishes. That way, either the zerg is forced not to make mutas or he makes mutas and dies to my push or he makes corruptors in which case I forcefield off the zerg and retreat back to my base. If you don't do this, you'll find yourself in a situation where you have 2-3 colossi with a gateway army without blink and 12 mutas attacking your probes, which I find is a very hard situation to come out of.


PS. I was gonna do something like this but you beat me to it.
PPS. I already linked this thread from the recommended threads thread.


I added some comments about cannon placement. Thanks.

Regarding cannons, if there's one thing I'm known for in PvZ, it's mass cannons :p My default in standard PvZ is to never make zealot and always mass cannon everywhere, but against mutas I've found it helpful to get some zealots instead of the extra cannons. I guess it just comes down to preference though, I certainly recognize the power of cannons.

I don't have too much experience with attacking 3 base transitions, my usual style is to respond with my own quick 3rd so I'm not going to be in any position to attack or pressure. I suppose if you go 2 base colo you should pressure... but that's a pretty all-in build anyway and I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.


Probably don't want to discuss it here but 2 base colossi builds don't always have to be allin. I used to think the same thing, but recently I've adopted a solid, reaction-based Mana/JYP style that involves fast robo, warp prism harass, and generally a 12-13 minute expand.
Moderator
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
November 21 2011 17:59 GMT
#28
On November 22 2011 02:51 coL.rsvp wrote:
Show nested quote +
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 21 2011 18:01 GMT
#29
On November 22 2011 02:30 decaf wrote:
Oh right, I didn't read point 7, because I never transition out of mutas~~
I think TD for instance has a pretty far away third, the distance from your main to your third is actually huge. Also I don't think getting a 4th is a realistic point of view. I have played dozens of ZvPs with this style and beat several GMs easily and I don't think anyone has ever been able to get a 4th up when I play my muta style. That's why I'm talking about mining out bases, a 4th just spreads you too thin in my opinion.
Well, about the part with the stalkers winning over mutas, it's just too much theorycrafting since stalkers should never be able to catch mutas unless they're flying away or clearly too many to handle.

Blink stalker HT is the best unit comp vs it, though. Have you seen the crazymoving vs hero game? I think it displays it very well. Hero defends perfectly almost thoughout the game and still has a hard time holding onto the game.

I especially like the part where you mention the excessive use of observers, best piece of advice in there


Getting a 4th and 5th is certainly possible against mutas as my replays demonstrate. 2 of my replays are against players who have been Code S.

I guess TD does have one of the more far away 3rds, especially since the removal of the bridge. It's also a great map for mutas since it's so big. But I think 3 of my replays are on TD, so my comments about expanding a lot are definitely still applicable on that map.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 21 2011 18:03 GMT
#30
On November 22 2011 02:55 NrGmonk wrote:
Show nested quote +
On November 22 2011 02:41 coL.rsvp wrote:
On November 22 2011 02:22 NrGmonk wrote:
Just change the tag. This is pretty much a guide anyways <.<

Anyways I have just a few comments/things to add.
  • You should add something about hugging the cannons so that they cover each other.
  • It's also really useful to place your initial cannons so that they face the direction mutas will be coming from.
  • One thing I disagree with you about is spending your minerals into zealots. I much rather prefer spending them into cannons. In the late game, I'll have around an average of 6 cannons per base and sometimes more in my far off expansions. First, I find this lets you have more time for your ht to get into position and aim a storm. In addition, I'd rather be way more safe than sorry. Most of my muta loses come from losing control of a base for a second and then losing a few stalkers and then it eventually snowballs. I also rely more on storm instead of zealots to take care of lings.
  • You should add something about 3 base muta transitions. For example, If I scout a spire on 3 base when I've already committed to 1 or 2 colossi, I'm always going to pressure as the spire finishes. That way, either the zerg is forced not to make mutas or he makes mutas and dies to my push or he makes corruptors in which case I forcefield off the zerg and retreat back to my base. If you don't do this, you'll find yourself in a situation where you have 2-3 colossi with a gateway army without blink and 12 mutas attacking your probes, which I find is a very hard situation to come out of.


PS. I was gonna do something like this but you beat me to it.
PPS. I already linked this thread from the recommended threads thread.


I added some comments about cannon placement. Thanks.

Regarding cannons, if there's one thing I'm known for in PvZ, it's mass cannons :p My default in standard PvZ is to never make zealot and always mass cannon everywhere, but against mutas I've found it helpful to get some zealots instead of the extra cannons. I guess it just comes down to preference though, I certainly recognize the power of cannons.

I don't have too much experience with attacking 3 base transitions, my usual style is to respond with my own quick 3rd so I'm not going to be in any position to attack or pressure. I suppose if you go 2 base colo you should pressure... but that's a pretty all-in build anyway and I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.


Probably don't want to discuss it here but 2 base colossi builds don't always have to be allin. I used to think the same thing, but recently I've adopted a solid, reaction-based Mana/JYP style that involves fast robo, warp prism harass, and generally a 12-13 minute expand.


Sounds interesting. I believe you I just don't have much experience with them myself to talk about it in the OP.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 21 2011 18:08 GMT
#31
On November 22 2011 02:30 Geiko wrote:
Everytime I read something written by Anihc I think to myself "wow, this guy has the same ideas I have !". Then I realize that my ideas are generally what I've copied off of him because he always gives such good advice <3.


There are a couple of things in your guide that you haven't talked about and that I'd love clarification on though.

-) This Guide seems to be on how to react to mutas once you discover that Z has them as they fly in your base. You've hinted that there are other things viable if you scout the spore being morphed etc... (like double stargate phoenix if you start phoenix production before them). Are there any other ways to react ? Cecil suggested a timing attack before the mutas pop out, how viable do you think this is, and what type of timing would you recommend ?

(edit : ok diregard this first point, missed the first paragraph :S)

-) Upgrades. You say 1 or 2 forge, attack and armor, but do we get attack first to kill off mutas faster, or armor to not die to lings and glaives so fast ? And, especially with the new patch should shield upgrades come into play ?

-) I had the same concern as spoon with good zergs flying overseers around your base with the mutas. I've started getting a stargate anyway (gonna need one anyway for my late game mothership) and getting a couple of phoenixes to scout around my base. How viable do you think it is compared to observers if you have the apm to babysit them ?




I always get pretty fast upgrades and my attack upgrade is always started way before I scout what tech the zerg goes. I think this is just a general piece of good PvZ advice. So the difference is that against say roaches I might go +2 attack after +1 attack, against mutas you should definitely go +1 armor after +1 attack. After you get to 1/1 it's up to you, I've seen people suggest +2 armor asap afterwards but personally I still go for +2 and +3 attack before additional armor/shield upgrades. I haven't tried shields too much but it's definitely something worth playing around with. Check out this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=284868

I dunno about the phoenix around the map, that's a bit too theorycrafty for me :p You should try it!
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-11-21 18:10:53
November 21 2011 18:10 GMT
#32
On November 22 2011 02:59 CecilSunkure wrote:
Show nested quote +
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
Show nested quote +
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?
decaf
Profile Joined October 2010
Austria1797 Posts
November 21 2011 18:12 GMT
#33
On November 22 2011 03:01 coL.rsvp wrote:
Show nested quote +
On November 22 2011 02:30 decaf wrote:
Oh right, I didn't read point 7, because I never transition out of mutas~~
I think TD for instance has a pretty far away third, the distance from your main to your third is actually huge. Also I don't think getting a 4th is a realistic point of view. I have played dozens of ZvPs with this style and beat several GMs easily and I don't think anyone has ever been able to get a 4th up when I play my muta style. That's why I'm talking about mining out bases, a 4th just spreads you too thin in my opinion.
Well, about the part with the stalkers winning over mutas, it's just too much theorycrafting since stalkers should never be able to catch mutas unless they're flying away or clearly too many to handle.

Blink stalker HT is the best unit comp vs it, though. Have you seen the crazymoving vs hero game? I think it displays it very well. Hero defends perfectly almost thoughout the game and still has a hard time holding onto the game.

I especially like the part where you mention the excessive use of observers, best piece of advice in there


Getting a 4th and 5th is certainly possible against mutas as my replays demonstrate. 2 of my replays are against players who have been Code S.

I guess TD does have one of the more far away 3rds, especially since the removal of the bridge. It's also a great map for mutas since it's so big. But I think 3 of my replays are on TD, so my comments about expanding a lot are definitely still applicable on that map.

Then it's my opponents being bad, I revoke it.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2011-11-21 18:19:10
November 21 2011 18:18 GMT
#34
On November 22 2011 03:10 coL.rsvp wrote:
Show nested quote +
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.
SoKHo
Profile Joined April 2011
Korea (South)1081 Posts
November 21 2011 18:33 GMT
#35
I'm only in high masters, but I found that speed warp prisms with HT in them are extremely useful for harassing + defending mutas. If the mutas spot the warp prism and tries to snipe the warp prism, I can drop a ht or 2 and storm them. Also, storming mineral lines and getting +20 drone kills helps a lot when your stuck in your base defending mutas.
"If you don't understand my silence, you won't understand my words"|| Big Nal_rA fan boy!! Nal_rA, Bisu, Huk, MC, Hero fighting! SKT1---->
Harstem
Profile Joined January 2011
Netherlands262 Posts
November 21 2011 18:35 GMT
#36
I got a good tip for them protoss players out there. Instead of getting 4-5 observers get hallucination and use phoenix hallucination, they are quicker and free!
Progamer
asdads
Profile Joined January 2007
Australia78 Posts
November 21 2011 18:40 GMT
#37
This is an awesome thread rsvp very helpful thanks.
Some say the glass is half empty, others say it is half full... i say, are you gonna drink that?
Geiko
Profile Blog Joined June 2010
France1939 Posts
Last Edited: 2011-11-21 18:48:14
November 21 2011 18:47 GMT
#38
On November 22 2011 03:08 coL.rsvp wrote:

I dunno about the phoenix around the map, that's a bit too theorycrafty for me :p You should try it!



I have. They just get killed when I'm not paying attention

Wondering if it could work with someone more careful then I am.

I think I'll try Harstem's idea rather. Hallucinated phoenix sound less risky.
geiko.813 (EU)
kcdc
Profile Blog Joined April 2010
United States2311 Posts
November 21 2011 18:49 GMT
#39
Great OP. Thanks for posting.
mizU
Profile Blog Joined April 2010
United States12125 Posts
November 21 2011 18:52 GMT
#40
Don't you want to not have cannons touching to reduce splash?
if happy ever afters did exist <3 @watamizu_
Joseph123
Profile Joined October 2010
Bulgaria1144 Posts
November 21 2011 18:54 GMT
#41
This guide gives me some hope, I'll definitely watch the replays and take advantage of the advices.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 21 2011 18:55 GMT
#42
On November 22 2011 03:47 Geiko wrote:
Show nested quote +
On November 22 2011 03:08 coL.rsvp wrote:

I dunno about the phoenix around the map, that's a bit too theorycrafty for me :p You should try it!



I have. They just get killed when I'm not paying attention

Wondering if it could work with someone more careful then I am.

I think I'll try Harstem's idea rather. Hallucinated phoenix sound less risky.


You can try it, but I don't like it because it still sounds like a drain on apm (at least more so than observers), and also I discourage sentries against mutas so if you already have sentries saved up then sure but I would not suggest remaking several sentries just for hallucination.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-11-21 18:56:45
November 21 2011 18:56 GMT
#43
On November 22 2011 03:52 mizU wrote:
Don't you want to not have cannons touching to reduce splash?


Mutas don't have a "splash" attack. They have a bounce attack, which means each shot will hit 3 targets regardless (as long as there is a unit near the initial target).
ant-1
Profile Blog Joined November 2010
Canada149 Posts
November 21 2011 19:06 GMT
#44
Thanks for this thread, rsvp. Mutas make a comeback and we need help from you the pros/GMs.

At my level (plat), they are present half of the games. The other half are all-ins trying to break the FFEs

Regarding what Cecil said about student having the issue of not being agressive enough and so letting the zerg play mutas, I must say that the most successful muta play I encounter is roach into muta. They make a respectable number of roaches, which leads me to sit back and tech to robo, then when my first obs scouts the spire, it's roba bay cancel time and exactly what rsvp says. But they already have 10 incoming mutas ready to shit glaives all over my expos, too late for the 2 base all-in.

Also I'm not good enough to have perfect storms or react fast enough for the parked HTs to no be sniped by the incoming mutas I'll try the spread obs and see if it helps. What I do usually is get a shitton of cannons (well, 5-6 per expo).

Again, at my level, archons are good I found, because the zergs cannot magicbox properly. But yes, storm is so good against muta/ling it makes me cry.
The Days Run Away Like Wild Horses Over the Hills
K3Nyy
Profile Joined February 2010
United States1961 Posts
November 21 2011 19:09 GMT
#45
On November 22 2011 03:18 CecilSunkure wrote:
Show nested quote +
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


I was just wondering how would you let Zerg not drone and expand freely once he gets his mutas?
JoeAWESOME
Profile Joined February 2011
Sweden1080 Posts
November 21 2011 19:12 GMT
#46
Awesome "guide"(?).

Some of the protoss players I know is whining about mass muta being impossible to deal with but hopefully this will help them
Simply Awesome! - Liquid'Ret - NSHoSeo_Seal - coLMVP_DRG - EG_Idra - Fnatic.NightEnd
matrius
Profile Joined February 2011
100 Posts
November 21 2011 19:14 GMT
#47
Thanks alot for the post, definitely some stuff in there that will help me out!

Few comments:
1) Whenever I play against this, I always feel like I'm scrambling, which kinda messes up my game. But, hopefully I can play better next time with your advice
2) I find zergling runby's to be extremely difficult - in your first replay you had 5 cannons at your 3rd, and they just took them out easily, while killing the HT before you could react, and destroying your third which is a great deal for the zerg (all minerals, and now protoss can't get gas). I'm wondering if there is something more we could do in this area of defending expansions. Better sim city? Perhaps doing an almost complete wallin with a HT inside? Then blocking the last remaining space with probes so they can get in when attacking? If there was only one space through which to get probes, the zerglings would die off pretty quick as the ran single file in...
3) Along with some zealots, I'm wondering if a couple of colossi would be helpful to take care of zerglings/broodlings? No need for the range upgrade. You didn't seem to need immortals for the spine crawlers, and I think micro'd blink stalkers work well vs the spine crawlers anyway.
4) Have you ever made like 8 DT and then just took out an expansion and then run home to change into archons?

As well, I think you are right and should perhaps emphasize - its more import to get your 3rd as protoss than for the zerg to lose one of his expansions.

Sigh, it really seems like protoss have to work harder to defend this style than any other really...

Cheers!
SethDrone
Profile Joined September 2010
United States51 Posts
November 21 2011 19:15 GMT
#48
[/QUOTE]

I was just wondering how would you let Zerg not drone and expand freely once he gets his mutas?
[/QUOTE]

Agreed on this, assuming a standard FFE or early gate expo, some advice here would be nice. Say we send some early zealots in and see nothing but lings or do scout the spire, what kind of followup would you recommend?

The post is great though, gonna watch the replays now as mutas are a nightmare. Also didn't realize rsvp was Anihc, always has great posts <3.
Nemireck
Profile Joined October 2010
Canada1875 Posts
November 21 2011 19:16 GMT
#49
On November 22 2011 04:09 K3Nyy wrote:
Show nested quote +
On November 22 2011 03:18 CecilSunkure wrote:
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


I was just wondering how would you let Zerg not drone and expand freely once he gets his mutas?


He means before mutas.

The low-risk tactic of sending out a small force of units towards a Z base at around 4-6 minutes to force the Z to make some units instead of drones is the first thing to come to mind. Even Naniwa's 2 zealot "push" forces a Z to make at least 6 lings early in the game when they want to be droning as hard as possible. Most Z players will only have their initial 2-4 lings right up to 6 minutes, forcing a few units cuts heavily into their early drone production. And you don't even need to deal damage with your army. Turn them around once you think you've convinced the Z player to respond.

The more early drones you can deny in the game, the longer it will take before the Z hits critical mass to start their endless macro cycle.
Teamwork is awesome... As long as your team is doing all the work!
skatbone
Profile Joined August 2010
United States1005 Posts
November 21 2011 19:19 GMT
#50
Thanks RSVP. I look to your posts and your authority because you are a good player and you are always gracious on these forums. I have struggled with multi/ling in PvZ and the threads that have developed contain so much contradictory information. You suggestions of a (relatively) fast 3rd, a bunch of obs, and storm seems solid. I believe in this advice, but I feel that high templar are always such a gamble to the extent that they are easily picked off. However, with the obs to spot the muta, that should help me micro templar in my base to storm before they get picked off.
Mercurial#1193
kcdc
Profile Blog Joined April 2010
United States2311 Posts
November 21 2011 19:24 GMT
#51
On November 22 2011 03:18 CecilSunkure wrote:
Show nested quote +
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


I dunno man. In my experience and in a lot of pro games that I've seen, Z can safely get a lot of mutas out even if P plays well. P can slow it down with pressure, and if P's build is designed for pressure at the right times, that's even better. But it seems to me that Zergs have largely learned how to deal with 2-base pressure (usually defending with roaches and switching to mutas once they're safe), and that preventing muta balls from ever being built is no longer a reliable option. Good all-ins can work, but a good Protoss player also needs to know how to play macro vs muta.
ZeromuS
Profile Blog Joined October 2010
Canada13386 Posts
November 21 2011 20:24 GMT
#52
On November 22 2011 04:24 kcdc wrote:
Show nested quote +
On November 22 2011 03:18 CecilSunkure wrote:
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


I dunno man. In my experience and in a lot of pro games that I've seen, Z can safely get a lot of mutas out even if P plays well. P can slow it down with pressure, and if P's build is designed for pressure at the right times, that's even better. But it seems to me that Zergs have largely learned how to deal with 2-base pressure (usually defending with roaches and switching to mutas once they're safe), and that preventing muta balls from ever being built is no longer a reliable option. Good all-ins can work, but a good Protoss player also needs to know how to play macro vs muta.


Yeah I agree. I rarely see Pros win against Muta play and if I do its with some sort of all in before the muta ball gets completely unmanageable.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
FlukyS
Profile Blog Joined August 2011
Ireland485 Posts
November 21 2011 20:36 GMT
#53
Im a zerg player and as soon as I see archons I just stop making muta because the splash kills them so fast so I transition out of them.

Personally I dont use muta so much in ZvP and ive actually switched over to ling hydra corruptor and it seems to be doing interesting things for the matchup for me. Its a fairly fragile unit composition but it seems to be working in most cases since either the ling hydra attack is timed perfect and kills the other player or if they get out colossus I have the corruptor to kill them off. Then after that if I see storm I switch out but most of the time the game is over before they can tech switch again.
Skyro
Profile Joined May 2010
United States1823 Posts
November 21 2011 20:38 GMT
#54
Perhaps you should add a screenshot of how to actually storm mutas/air units? Some people may not realize you actually have to storm at the dots below the mutas. I also think it's worth mentioning that you aren't advocating a purely passive game, and that putting pressure on the zerg can often force the zerg to make defenses (especially roaches) which delays mutas.

I think most people who have issues with mutas either are too passive initially so zerg can get mutas out super fast, and/or they incorrectly assess when they can push out. For me personally, when I feel forced to push out it's less of a "mutas harass is too hard to deal with" and more of a "he's powering his economy to a level where I must end this now" type of mentality.

Also what do you think about DT play instead of HT? I've had some mixed success by using DTs to deny mass expansions long enough to mass an army to push out. Then you can morph DTs into archons to strengthen your push.
DoctaD
Profile Joined December 2010
35 Posts
November 21 2011 20:48 GMT
#55
in my opinion getting sheilds is a lot better than armour because when using blink on your stalkers, you blink when your lose all your sheilds and take very minimal hull damage. sheilds also benefits cannons a lot against the muta glaive wyum.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2011-11-21 21:11:44
November 21 2011 20:58 GMT
#56
On November 22 2011 04:24 kcdc wrote:
Show nested quote +
On November 22 2011 03:18 CecilSunkure wrote:
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


I dunno man. In my experience and in a lot of pro games that I've seen, Z can safely get a lot of mutas out even if P plays well. P can slow it down with pressure, and if P's build is designed for pressure at the right times, that's even better. But it seems to me that Zergs have largely learned how to deal with 2-base pressure (usually defending with roaches and switching to mutas once they're safe), and that preventing muta balls from ever being built is no longer a reliable option. Good all-ins can work, but a good Protoss player also needs to know how to play macro vs muta.

I'm not talking about Macro Muta... -.-

On November 22 2011 05:24 ZeromuS wrote:
Show nested quote +
On November 22 2011 04:24 kcdc wrote:
On November 22 2011 03:18 CecilSunkure wrote:
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


I dunno man. In my experience and in a lot of pro games that I've seen, Z can safely get a lot of mutas out even if P plays well. P can slow it down with pressure, and if P's build is designed for pressure at the right times, that's even better. But it seems to me that Zergs have largely learned how to deal with 2-base pressure (usually defending with roaches and switching to mutas once they're safe), and that preventing muta balls from ever being built is no longer a reliable option. Good all-ins can work, but a good Protoss player also needs to know how to play macro vs muta.


Yeah I agree. I rarely see Pros win against Muta play and if I do its with some sort of all in before the muta ball gets completely unmanageable.


Sort of feel like nobody is really listening to what I'm saying.

CecilSunkure said:
Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.

CecilSunkure said:
Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.


I'm clearly not talking about pro players or pro games, I'm addressing a problem that I see. This is coming from empathy of how low level players play, think, and come onto the forums and think. This means if someone new to the forums or SC2 comes in here and reads the thread, they'll probably get a bunch of great advice that they simply can't apply -and they won't even know it unless they read my posts.

Sorry if it sounds like I'm making a big deal out of all this, but I just feel really terrible knowing people are going to get confused or miss important info when the solution to the problem is really as simple as pointing out: Muta numbers should always be manageable if you don't let a Zerg opponent run free for 13 minutes. If you let a decent Zerg run free for too long, it doesn't matter what tactics or strategies you use, as there will simply be too big of an income disparity from improper play to make a difference.
Narc
Profile Joined February 2011
United States1 Post
November 21 2011 21:14 GMT
#57
This is a very very excellent read and I felt that very recently PvZ had pretty much just ended up revolving around surprising the Protoss with a whole bunch of mutas. This is perfect as this thread was made just as I was looking for ways to deal with mutas as I usually feel it's quite impossible to outproduce in phoenix etc.

Concerning using HT to guard your mineral line, let's pretend you didn't notice the mutas on the minimap and they're already in your mineral line, is it worth it to storm everything in your mineral line? Actually now I think about it, it make more sense to pull probes but by that point your HT might be dead. I guess I would simply need more map awareness?
vaderseven
Profile Joined September 2008
United States2556 Posts
November 21 2011 21:17 GMT
#58
Just add a simple statement stating this guide, while the ideas apply vs muta play in general, is specificly about 3 base macro muta styles where the toss and zerg enter the early mid game with neither side having a large lead.
haegN
Profile Joined July 2009
Norway532 Posts
November 21 2011 21:20 GMT
#59
RSVP You are the man! Thaaaaaaaaaaaaaaaaaaanks
None can give you skills, ubermicro, wins or anything. If you are man - you take it!
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
November 21 2011 21:23 GMT
#60
Great post. Love your stream too
Valor is a poor substitute for numbers.
samthesaluki
Profile Joined November 2010
914 Posts
November 21 2011 21:44 GMT
#61
so what if the zerg has a lots of spines up at his bases how do you pressure enough to stop muta ball because usually when i ffe vs zerg they have mutas by tiime my 2nd base gets fully going.
vaderseven
Profile Joined September 2008
United States2556 Posts
Last Edited: 2011-11-21 21:53:44
November 21 2011 21:52 GMT
#62
On November 22 2011 06:44 samthesaluki wrote:
so what if the zerg has a lots of spines up at his bases how do you pressure enough to stop muta ball because usually when i ffe vs zerg they have mutas by tiime my 2nd base gets fully going.


Then you should post a replay because that shouldn't happen like that. A ffe has your 2nd base up way before almost any sane mutant build would hit and should be very solid vs ultra risky and rare styles like gas before pool 1 base muta.

Post your replay and we can help.
Xequecal
Profile Joined October 2010
United States473 Posts
November 21 2011 22:02 GMT
#63
On November 22 2011 06:52 vaderseven wrote:
Show nested quote +
On November 22 2011 06:44 samthesaluki wrote:
so what if the zerg has a lots of spines up at his bases how do you pressure enough to stop muta ball because usually when i ffe vs zerg they have mutas by tiime my 2nd base gets fully going.


Then you should post a replay because that shouldn't happen like that. A ffe has your 2nd base up way before almost any sane mutant build would hit and should be very solid vs ultra risky and rare styles like gas before pool 1 base muta.

Post your replay and we can help.


Some Zerg will not take the third, and muta off two bases to try and catch you without units, and/or hope you can't micro against them without blink.
vaderseven
Profile Joined September 2008
United States2556 Posts
Last Edited: 2011-11-21 22:08:19
November 21 2011 22:05 GMT
#64
On November 22 2011 07:02 Xequecal wrote:
Show nested quote +
On November 22 2011 06:52 vaderseven wrote:
On November 22 2011 06:44 samthesaluki wrote:
so what if the zerg has a lots of spines up at his bases how do you pressure enough to stop muta ball because usually when i ffe vs zerg they have mutas by tiime my 2nd base gets fully going.


Then you should post a replay because that shouldn't happen like that. A ffe has your 2nd base up way before almost any sane mutant build would hit and should be very solid vs ultra risky and rare styles like gas before pool 1 base muta.

Post your replay and we can help.


Some Zerg will not take the third, and muta off two bases to try and catch you without units, and/or hope you can't micro against them without blink.


I know.

What I don't know is if this is what that poster was talking about or not. A replay would allow us to say this is why you lost instead having to blind theory craft counter every muta build possible.
Xequecal
Profile Joined October 2010
United States473 Posts
Last Edited: 2011-11-21 22:12:58
November 21 2011 22:07 GMT
#65
The real key against a muta build is to take the third base as fast as possible. The faster you take it, the better your chances. Of course the earlier you take it the more you risk getting run over by mass burrow-move roaches, so it's a tradeoff. If you make 4 sentries while WG is researching then warp in 4 stalkers on completion and then start the third immediately, you will absolutely crush any form of muta play. A three-base army can be very gas intensive, leaving you plenty of minerals to spam cannons and replace killed probes. The mutalisks can't really stop your gas mining very effectively so eventually you just get an unstoppable 200/200 army and can roll them.

Personally I think defensive storm is a big mistake as you're just playing right into their strategy, they want you to trade off gas because they have so much more of it. If you force them to trade gas for minerals (cannons) eventually you will crush them no matter how many bases they have. If they have 40 mutas out and you have a 200/200 army with a mothership you can kill all their stuff and whatever they remax on after you kill it. If they make 100 spine crawlers just go where those aren't. If they have forests at their expos just go kill the main, they can have infinite resources and it won't matter because when you kill the main they can't build units.
vaderseven
Profile Joined September 2008
United States2556 Posts
Last Edited: 2011-11-21 22:16:55
November 21 2011 22:14 GMT
#66
I don't know how long the zergs you face take to get a muta count that forces you to have splash but I promise you that he can hit that critical number well before you have 200 food. An early 3rd is amazing and I was glad to see someone like rsvp say so as well but HT and storm is amazingly good and so is blink so the obviously synergy in the tech is a huge boost.
scorch-
Profile Joined January 2011
United States816 Posts
November 21 2011 22:30 GMT
#67
On November 22 2011 07:07 Xequecal wrote:Personally I think defensive storm is a big mistake as you're just playing right into their strategy, they want you to trade off gas because they have so much more of it. If you force them to trade gas for minerals (cannons) eventually you will crush them no matter how many bases they have. If they have 40 mutas out and you have a 200/200 army with a mothership you can kill all their stuff and whatever they remax on after you kill it. If they make 100 spine crawlers just go where those aren't. If they have forests at their expos just go kill the main, they can have infinite resources and it won't matter because when you kill the main they can't build units.


Storm costs time not gas unless you need to replace the HT that casted it. Place your HT in such a way that mutas will have to commit to absorbing 4-5 volleys to snipe your HT and if they try to kill cannons then you can safely storm them to do a lot of damage to large numbers of mutas. One tick of storm on 9 mutas is ~150 gas which would be about break-even if you lost the HT, not counting the gate cooldown cost. If they have 20+ mutas (the point at which you're transitioning from blink stalkers to storm for defense) you're being insanely cost-efficient using an HT and getting the better end of the trade unless they have like 3x your bases mining gas in which case you've already lost or you're playing a map larger than any one I've seen or both.

Also, if a maxed zerg has infinite resources and anticipates to base trade you, they should have multiple hives and multiple tech structures spread around the map so they can continue production if you kill one of their bases. The fact that they do not is a mistake on their part, not a result of the game structure. A zerg can have more than one hive, one spawning pool, and one spire.
WaSa
Profile Joined October 2011
Sweden749 Posts
Last Edited: 2011-11-21 22:39:40
November 21 2011 22:36 GMT
#68
Very nice thread and helpful for my platinum 'toss ^_^
I'm bad with protoss and especially vs mutas. But...

With my master zerg I kill most protoss by a +2 roach timing push while feigning mutas. I just overseer my base and look out for sentries all the time and deny protoss any scouting and rally the roaches into my main. They will have no idea what's coming as their build & gameplan is fucked as soon as they see some few mutas; most protoss I face 2 base colossi and when they switch to blink stalkers, they won't have enough gas to properly counter the roaches. Going for a fast third is cementing their own doom (ofc).
What I'm saying is, zerg doesn't really have to commit to mutas (and lings) and if you don't see the 2/3 mass roach push coming you're dead. I have far more success with this than going critical mass mutas+lings (that will often allow the 'toss to grab a third).

It's the tech(switching) vs gateway+immortal (needed vs roach, sentries may be useless with burrow) that kills protoss. You really can't do both *and* get a fast third. You could possible skip robo tech (and rely on hallucniate for scouting) but that'll leave you even more vulnerable without immortals (templars on 2 base = too few of them, low energy, gas starved => gets eaten by ling reinforcements).

Just my thoughts on this. I do actually beat zergs going mutas with my toss but they don't really execute their build correctly or are too sloppy with their macro.
On my zerg I genuinely enjoy stomping 'toss with "mutas"
Belha
Profile Joined December 2010
Italy2850 Posts
November 21 2011 22:42 GMT
#69
Amazing guide as usual rsvp, perfect meta timming ^^

Thx a lot man, you keep pushing the non-pro serious P comunity foward
Chicken gank op
Kingqway
Profile Blog Joined December 2010
United States155 Posts
Last Edited: 2011-11-21 22:55:01
November 21 2011 22:53 GMT
#70
On November 22 2011 05:58 CecilSunkure wrote:
Sorry if it sounds like I'm making a big deal out of all this, but I just feel really terrible knowing people are going to get confused or miss important info when the solution to the problem is really as simple as pointing out: Muta numbers should always be manageable if you don't let a Zerg opponent run free for 13 minutes. If you let a decent Zerg run free for too long, it doesn't matter what tactics or strategies you use, as there will simply be too big of an income disparity from improper play to make a difference.


Not to enter into this argument or anything, but isn't that the case with most lower leveled players? Personally, from my experience with my friends who are in lower divisions, they usually blame balance or some other aspect of the game/mentality, or specific strategy, and wonder similar questions about a multitude of builds. Those players should be directed towards becoming better gamers overall anyways, and so this thread shouldn't really have to address that.

EDIT: Wow, forgot to talk about the topic at hand. Great OP... lol. It gives me some insight on how to improve my muta play now.
ddong
monk
Profile Blog Joined May 2009
United States8476 Posts
November 21 2011 22:55 GMT
#71
On November 22 2011 05:58 CecilSunkure wrote:
Show nested quote +
On November 22 2011 04:24 kcdc wrote:
On November 22 2011 03:18 CecilSunkure wrote:
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


I dunno man. In my experience and in a lot of pro games that I've seen, Z can safely get a lot of mutas out even if P plays well. P can slow it down with pressure, and if P's build is designed for pressure at the right times, that's even better. But it seems to me that Zergs have largely learned how to deal with 2-base pressure (usually defending with roaches and switching to mutas once they're safe), and that preventing muta balls from ever being built is no longer a reliable option. Good all-ins can work, but a good Protoss player also needs to know how to play macro vs muta.

I'm not talking about Macro Muta... -.-

Show nested quote +
On November 22 2011 05:24 ZeromuS wrote:
On November 22 2011 04:24 kcdc wrote:
On November 22 2011 03:18 CecilSunkure wrote:
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


I dunno man. In my experience and in a lot of pro games that I've seen, Z can safely get a lot of mutas out even if P plays well. P can slow it down with pressure, and if P's build is designed for pressure at the right times, that's even better. But it seems to me that Zergs have largely learned how to deal with 2-base pressure (usually defending with roaches and switching to mutas once they're safe), and that preventing muta balls from ever being built is no longer a reliable option. Good all-ins can work, but a good Protoss player also needs to know how to play macro vs muta.


Yeah I agree. I rarely see Pros win against Muta play and if I do its with some sort of all in before the muta ball gets completely unmanageable.


Sort of feel like nobody is really listening to what I'm saying.

Show nested quote +
CecilSunkure said:
Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.

Show nested quote +
CecilSunkure said:
Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.


I'm clearly not talking about pro players or pro games, I'm addressing a problem that I see. This is coming from empathy of how low level players play, think, and come onto the forums and think. This means if someone new to the forums or SC2 comes in here and reads the thread, they'll probably get a bunch of great advice that they simply can't apply -and they won't even know it unless they read my posts.

Sorry if it sounds like I'm making a big deal out of all this, but I just feel really terrible knowing people are going to get confused or miss important info when the solution to the problem is really as simple as pointing out: Muta numbers should always be manageable if you don't let a Zerg opponent run free for 13 minutes. If you let a decent Zerg run free for too long, it doesn't matter what tactics or strategies you use, as there will simply be too big of an income disparity from improper play to make a difference.

Why don't you write a section regarding what you mean and then rsvp can decide if he wants to add it to his guide.
Moderator
Belha
Profile Joined December 2010
Italy2850 Posts
November 21 2011 22:59 GMT
#72
On November 22 2011 03:18 CecilSunkure wrote:
Show nested quote +
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


Agree with rsvp. I'm a mid master player, and i suck as shit in PvZ, well, i suck as a player, but my PvZ is prolly my worst match up because of the zero initial map control + multitak required to not lose your army to a cheap run by or surround and so; and i think this happens to a LOT of P players. So if you add to those problems, bad decisions, yes, you're fked hard, and yes, the problem are not the mutas, is you as a player.
And btw, Cecilsunkure, even the very top P players cannot punish the top Z's enough to prevent them banking +1200 min/gas into muta switch when you only have 2 bases.
Chicken gank op
JLew
Profile Joined February 2011
Canada353 Posts
Last Edited: 2011-11-21 23:21:43
November 21 2011 23:19 GMT
#73
On November 22 2011 07:59 Belha wrote:
Show nested quote +
On November 22 2011 03:18 CecilSunkure wrote:
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


Agree with rsvp. I'm a mid master player, and i suck as shit in PvZ, well, i suck as a player, but my PvZ is prolly my worst match up because of the zero initial map control + multitak required to not lose your army to a cheap run by or surround and so; and i think this happens to a LOT of P players. So if you add to those problems, bad decisions, yes, you're fked hard, and yes, the problem are not the mutas, is you as a player.
And btw, Cecilsunkure, even the very top P players cannot punish the top Z's enough to prevent them banking +1200 min/gas into muta switch when you only have 2 bases.


Would like to start off by saying this is a great thread, I personally have been trouble with Mutas in PvZ the last few weeks and know that a lot of other Protoss I have talked to (from Plat all the way to GM) are saying the same, this thread will definitely help. All Cecil is saying is that a lot of players will look at this guide and say ''Oh now I can deal with Mutas and not lose every PvZ'' when in fact they are just losing because they're getting flat out outplayed. Everyone has tons of ladder games they blame on ''stupid strategies'' or ''imbalanced units'' or ''poor map spawns'', but we all know in the back of our minds that we just go outplayed.

@Triumph_eSports . www.Triumph-eSports.com
bankai
Profile Joined November 2010
362 Posts
November 21 2011 23:19 GMT
#74
On November 22 2011 07:59 Belha wrote:
Show nested quote +
On November 22 2011 03:18 CecilSunkure wrote:
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


Agree with rsvp. I'm a mid master player, and i suck as shit in PvZ, well, i suck as a player, but my PvZ is prolly my worst match up because of the zero initial map control + multitak required to not lose your army to a cheap run by or surround and so; and i think this happens to a LOT of P players. So if you add to those problems, bad decisions, yes, you're fked hard, and yes, the problem are not the mutas, is you as a player.
And btw, Cecilsunkure, even the very top P players cannot punish the top Z's enough to prevent them banking +1200 min/gas into muta switch when you only have 2 bases.


I think for argument sake, I would say both RSVP and Cecil are right

RSVP is giving advice on mutas mid/late game assuming they are out (as opposed to more preventative measures that others do like 6gate all-in before it happens). Cecil is simply saying that for many players, the muta problem is caused by poor early game play (either macro or over-passiveness). So many people get caught up thinking about how to defend mutas (like with storm/blink etc.) and probably still struggle because they simply let zerg macro up un-manageable amounts of mutas.

So I would say the muta problem comes from 2 sources:
1) You let zerg macro-up and mass ridculous amounts of mutas (Cecil's view)
2) You play competently, and zerg doesn't get riduculous amounts, but mutas are still darn annoying (which is where RSVP's advice comes in).

Feel free to correct me if I have interpreted either of u wrong Cecil & RSVP

Otherwise, great guide and much needed help!!!!!!
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
November 22 2011 00:27 GMT
#75
On November 22 2011 07:55 NrGmonk wrote:
Show nested quote +
On November 22 2011 05:58 CecilSunkure wrote:
On November 22 2011 04:24 kcdc wrote:
On November 22 2011 03:18 CecilSunkure wrote:
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


I dunno man. In my experience and in a lot of pro games that I've seen, Z can safely get a lot of mutas out even if P plays well. P can slow it down with pressure, and if P's build is designed for pressure at the right times, that's even better. But it seems to me that Zergs have largely learned how to deal with 2-base pressure (usually defending with roaches and switching to mutas once they're safe), and that preventing muta balls from ever being built is no longer a reliable option. Good all-ins can work, but a good Protoss player also needs to know how to play macro vs muta.

I'm not talking about Macro Muta... -.-

On November 22 2011 05:24 ZeromuS wrote:
On November 22 2011 04:24 kcdc wrote:
On November 22 2011 03:18 CecilSunkure wrote:
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


I dunno man. In my experience and in a lot of pro games that I've seen, Z can safely get a lot of mutas out even if P plays well. P can slow it down with pressure, and if P's build is designed for pressure at the right times, that's even better. But it seems to me that Zergs have largely learned how to deal with 2-base pressure (usually defending with roaches and switching to mutas once they're safe), and that preventing muta balls from ever being built is no longer a reliable option. Good all-ins can work, but a good Protoss player also needs to know how to play macro vs muta.


Yeah I agree. I rarely see Pros win against Muta play and if I do its with some sort of all in before the muta ball gets completely unmanageable.


Sort of feel like nobody is really listening to what I'm saying.

CecilSunkure said:
Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.

CecilSunkure said:
Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.


I'm clearly not talking about pro players or pro games, I'm addressing a problem that I see. This is coming from empathy of how low level players play, think, and come onto the forums and think. This means if someone new to the forums or SC2 comes in here and reads the thread, they'll probably get a bunch of great advice that they simply can't apply -and they won't even know it unless they read my posts.

Sorry if it sounds like I'm making a big deal out of all this, but I just feel really terrible knowing people are going to get confused or miss important info when the solution to the problem is really as simple as pointing out: Muta numbers should always be manageable if you don't let a Zerg opponent run free for 13 minutes. If you let a decent Zerg run free for too long, it doesn't matter what tactics or strategies you use, as there will simply be too big of an income disparity from improper play to make a difference.

Why don't you write a section regarding what you mean and then rsvp can decide if he wants to add it to his guide.

Okay:

Before you read this guide, try and and make sure you don't have large macro or passivity problems, or both at once. No matter what sort of tactics you use, if you let a Zerg player get too many more workers than you too fast, they'll have a ball of Muta/Ling that just isn't manageable no matter what you do. Play actively, keep from being too passive, and ensure that you have at least equal macro to your opponents when applying the guidance suggested in this thread.
Mordanis
Profile Blog Joined January 2011
United States893 Posts
November 22 2011 01:15 GMT
#76
What about a 2 base 2 stargate early attack? I did this in a game earlier today, focusing more on establishing a third at about 9:00 than doing much damage. With a couple of leftover phoenix I had great scouting info and so I saw his spire very early. I found that double phoenix production with a couple of stalkers for support was amazing against mutas. A few notes about this game though, Z made about 12 lings very early and did no damage and I got my 3rd before he did. He also engaged pretty badly, allowing me to fight with stalkers and phoenixes under a guardian shield. I am only in platinum (my opponent was diamond though), so is this a strong opening or not?
I love the smell of napalm in the morning... it smells like... victory. -_^ Favorite SC2 match ->Liquid`HerO vs. SlayerS CranK g.1 @MLG Summer Championship
onmach
Profile Blog Joined March 2009
United States1241 Posts
November 22 2011 01:32 GMT
#77
This is about the first protoss thread I've seen that has a real answer to mutas. That observer cloud thing is a super good idea. I'll have to start looking for too competent stalker movement and make an overseer if this becomes common.

I personally don't really fear storm. When I see it coming I transition into roaches, as for the mutas, they rarely take more than 20 damage per storm, and the templar themselves are super vulnerable. But maybe at the high level it is more effective.

Still, a good guide, you complainers should be listening to this guy. The only thing he doesn't seem to deal with is spine crawler walls that I put up so that my last engagements will be beneficial. I always make sure I have big walls in the middle of the map to retreat to, and to delay the stalkers so that I can put the final nail in the coffin of his economy before I engage.
Believersoul
Profile Joined May 2011
34 Posts
November 22 2011 02:09 GMT
#78
Watching MLG, i NEVER saw LiquidHerO not open stargate in PvZ.. It seems that he opens stargate because of the current metagame being mass mutas/ people opening hydras then transitioning into collosus to hard counter it. Transitioning into collosus is fine personally i think if you have only about 3.. Also say i 1 gate expo and i don't open stargate i will put down a Twilight+Robo then 3 gates while i am getting an observer.. I think opening this way gives you alot of leverage because you can either not get a robo bay and get blink and expand while putting warpprisim pressure on. At the same time because having blink+ collosus Once i see Mutas i Set the Stalkers i already have to Hotkey 1 and the rest of my army on hotkey 2, and more stlakers i make i usually add them to hotkey 2 because i need them to defend collosus n stuff. I found blink stalker+Phionex (if your already going phionex) is really good to defend. Your explanation on how to counter mutas was really good added some knowledge for me on how to be better! Thanks ^^
It is not the Right now that is important , but the next thing - Day9
hooktits
Profile Blog Joined February 2008
United States972 Posts
November 22 2011 02:34 GMT
#79
Extremely well written thread about dealing with mutas, a lot of people complain about it, and a lot of people respond very poorly to it. This thread is an absolute must read if you are having trouble with mutas and/or don't know what unit composition to use.
Hooktits of Tits gaming @hooktits twit
Xaeldaren
Profile Joined June 2010
Ireland588 Posts
November 22 2011 02:36 GMT
#80
Could you address using Stargate play to pre-empt Mutalisks? I open Stargate in my PvZ as a form of early game harassment, to force Hydralisks and to ward my opponent away from Mutalisks because of my early Phoenix count. Is this viable way to play?

(Apologies if this is unrelated as this thread is about dealing with the Mutalisks when they're actually out).

(Disclaimer: I'm a Platinum Protoss so I know I'm terrible.)
MysteryMeat1
Profile Blog Joined June 2011
United States3291 Posts
November 22 2011 02:36 GMT
#81
Thanks rsvp. I was so fed up with muta/ling i made a mothership and floated it to the middle of the map when it had 200 energy. The zerg saw it ran an overseer saw nothing was cloaked. He then takes all of his mutas and i vortex them. then recall 5 archons and toiled those suckers. (Diamond top 8)

As this is not a very viable strategy. I am glad to read your post.
"Cause ya know, Style before victory." -The greatest mafia player alive
vaderseven
Profile Joined September 2008
United States2556 Posts
November 22 2011 03:35 GMT
#82
On November 22 2011 05:58 CecilSunkure wrote:
Show nested quote +
On November 22 2011 04:24 kcdc wrote:
On November 22 2011 03:18 CecilSunkure wrote:
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


I dunno man. In my experience and in a lot of pro games that I've seen, Z can safely get a lot of mutas out even if P plays well. P can slow it down with pressure, and if P's build is designed for pressure at the right times, that's even better. But it seems to me that Zergs have largely learned how to deal with 2-base pressure (usually defending with roaches and switching to mutas once they're safe), and that preventing muta balls from ever being built is no longer a reliable option. Good all-ins can work, but a good Protoss player also needs to know how to play macro vs muta.

I'm not talking about Macro Muta... -.-

Show nested quote +
On November 22 2011 05:24 ZeromuS wrote:
On November 22 2011 04:24 kcdc wrote:
On November 22 2011 03:18 CecilSunkure wrote:
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


I dunno man. In my experience and in a lot of pro games that I've seen, Z can safely get a lot of mutas out even if P plays well. P can slow it down with pressure, and if P's build is designed for pressure at the right times, that's even better. But it seems to me that Zergs have largely learned how to deal with 2-base pressure (usually defending with roaches and switching to mutas once they're safe), and that preventing muta balls from ever being built is no longer a reliable option. Good all-ins can work, but a good Protoss player also needs to know how to play macro vs muta.


Yeah I agree. I rarely see Pros win against Muta play and if I do its with some sort of all in before the muta ball gets completely unmanageable.


Sort of feel like nobody is really listening to what I'm saying.

Show nested quote +
CecilSunkure said:
Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.

Show nested quote +
CecilSunkure said:
Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.


I'm clearly not talking about pro players or pro games, I'm addressing a problem that I see. This is coming from empathy of how low level players play, think, and come onto the forums and think. This means if someone new to the forums or SC2 comes in here and reads the thread, they'll probably get a bunch of great advice that they simply can't apply -and they won't even know it unless they read my posts.

Sorry if it sounds like I'm making a big deal out of all this, but I just feel really terrible knowing people are going to get confused or miss important info when the solution to the problem is really as simple as pointing out: Muta numbers should always be manageable if you don't let a Zerg opponent run free for 13 minutes. If you let a decent Zerg run free for too long, it doesn't matter what tactics or strategies you use, as there will simply be too big of an income disparity from improper play to make a difference.


You are talking about something that is true at all timings in every XvZ matchup. Its this idea of threat that many players dont grasp that it feel impossible to out macro a zerg.

I did a write up in TvZ guide that would apply to XvZ. Click the spoiler that says the idea of threat: http://www.teamliquid.net/forum/viewmessage.php?topic_id=222366
Jonas :)
Profile Blog Joined September 2010
United States511 Posts
November 22 2011 04:14 GMT
#83
Awesome OP, thanks for writing that up, rsvp.

Question: since muta/ling can basically go anywhere they want, you will not be able to defend all of your bases at once when your army moves out (I have a hard enough time defending all of my bases when my army is in my base, lol). So in what order should you try to save your bases when the zerg does inevitably go for a base trade? Is saving your tech tree more important than saving your mining bases? Should I preemptively build key tech structures at my expansion? if so when?
Purupururin
Profile Joined October 2011
United States14 Posts
Last Edited: 2011-11-22 05:46:05
November 22 2011 04:51 GMT
#84
My current build vs Zerg is to go FFE --> Stargate 1 voidray (to defend any 2 base all ins) and the rest phoenix. I spend constant chrono on the stargate trying to keep this as active as possible while I tech to storm, blink, and expand.

The early phoenixes help buy time vs early mutas or even force the zerg away from muta ling. However, if he contnues to commit, I find that I'll have the templar quickly to defend. I'll stop phoenix production either when I get templar, or when I scout that he isn't doing any muta-age. The phoenix are helpful to me always to look around the map and the voidray I like to patrol around all the towers, so I get a lot of use out of these units,

I like this because it is safe versus anything a zerg can do to you, although 2 base roach hydra all ins can be difficult, but the storms will damage the units enough that you should be able to swiftly clean it up.

Although you say 1 templar per base, I use two. I feel safer, and if one dies, my base is still well defended. After a 1 or 2 storms the mutas are way to fragile.

Also, although you say warp prism, I have a problem using something slower than mutas, while he has so much air control. In fact, I have a problem harassing with anything vs mutas because of the mobility. Would you be okay with loosing a prism and zealots (although they are only minerals) every time you harass? I guess the speed upgrade would be critical if he continues to muta late game although I personally think someone should never go "mass muta."

Also, to continue on with the build above, after I get my third, I like to add 2 robos, for immortals, and an Immortal Stalker templar compisition, but also I like to produce some warp prisms, but with this I could go mass observers. I think what makes more sense is to go 1 robo after the 3rd and keep it super active depending on what he is making. If he continues muta, more observers and warp prisms. If not, you can get a warp prism or two but mostly immortals.

Also, I find a 3rd to be easy to defend while you make it vs any amount of mutas as long as you have defensive HT there. Pretty much wherever your defensive HT are, you are safe vs muta so use this.

Also, why are mass mutas good? Do you really see mass muta in your scene? The fragility of mutas in my opinion make them really weak late game units vs toss. Yeah, you can use late game mutas to counter attack late game just like lings, but if you are going mass muta, then you don't have an army that you can engage with. Defensive HT and the protoss core army is too good.

The phoenixes, is important I think to stop producing after storm. (Well at least this is true for what I do).

What do you think?
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 22 2011 07:12 GMT
#85
On November 22 2011 03:33 SoKHo wrote:
I'm only in high masters, but I found that speed warp prisms with HT in them are extremely useful for harassing + defending mutas. If the mutas spot the warp prism and tries to snipe the warp prism, I can drop a ht or 2 and storm them. Also, storming mineral lines and getting +20 drone kills helps a lot when your stuck in your base defending mutas.

Sounds very micro/apm intensive, but could be worth it. Share some reps if you have them


On November 22 2011 04:14 matrius wrote:
Thanks alot for the post, definitely some stuff in there that will help me out!

Few comments:
1) Whenever I play against this, I always feel like I'm scrambling, which kinda messes up my game. But, hopefully I can play better next time with your advice
2) I find zergling runby's to be extremely difficult - in your first replay you had 5 cannons at your 3rd, and they just took them out easily, while killing the HT before you could react, and destroying your third which is a great deal for the zerg (all minerals, and now protoss can't get gas). I'm wondering if there is something more we could do in this area of defending expansions. Better sim city? Perhaps doing an almost complete wallin with a HT inside? Then blocking the last remaining space with probes so they can get in when attacking? If there was only one space through which to get probes, the zerglings would die off pretty quick as the ran single file in...
3) Along with some zealots, I'm wondering if a couple of colossi would be helpful to take care of zerglings/broodlings? No need for the range upgrade. You didn't seem to need immortals for the spine crawlers, and I think micro'd blink stalkers work well vs the spine crawlers anyway.
4) Have you ever made like 8 DT and then just took out an expansion and then run home to change into archons?

As well, I think you are right and should perhaps emphasize - its more import to get your 3rd as protoss than for the zerg to lose one of his expansions.

Sigh, it really seems like protoss have to work harder to defend this style than any other really...

Cheers!

1) Defending is much more difficult than harassing. Hopefully having observers all over the map will give you extra time so you don't have to panic. Keep practicing!
2) Yea I can always use better sim city, many other players simply just advise getting a lot more cannons which will work as well.
3) Colossus is ok as a late game tech after you get 4+ bases. Prior to that, your gas is better spent on stalkers + HT. I don't really think its all too necessary against lings though, since zealots + storm already do a great job against them
4) 8 DTs sound like a really big and risky investment. It's definitely a good idea to try DT harass and then run home and turn them into archons after they get detection though.


On November 22 2011 05:38 Skyro wrote:
Perhaps you should add a screenshot of how to actually storm mutas/air units? Some people may not realize you actually have to storm at the dots below the mutas. I also think it's worth mentioning that you aren't advocating a purely passive game, and that putting pressure on the zerg can often force the zerg to make defenses (especially roaches) which delays mutas.

I think most people who have issues with mutas either are too passive initially so zerg can get mutas out super fast, and/or they incorrectly assess when they can push out. For me personally, when I feel forced to push out it's less of a "mutas harass is too hard to deal with" and more of a "he's powering his economy to a level where I must end this now" type of mentality.

Also what do you think about DT play instead of HT? I've had some mixed success by using DTs to deny mass expansions long enough to mass an army to push out. Then you can morph DTs into archons to strengthen your push.

Good idea, I'll update the OP to include tips on storming.

I personally don't think playing super passively is a problem as long as you expand fast and keep expanding. Protoss has the stronger 200/200 deathball, so as long as protoss can get to that point it doesn't matter how many bases or what units the zerg has.

DTs are always a gamble. It may or may not pay off. HTs are the safe route.


On November 22 2011 11:36 Xaeldaren wrote:
Could you address using Stargate play to pre-empt Mutalisks? I open Stargate in my PvZ as a form of early game harassment, to force Hydralisks and to ward my opponent away from Mutalisks because of my early Phoenix count. Is this viable way to play?

(Apologies if this is unrelated as this thread is about dealing with the Mutalisks when they're actually out).

(Disclaimer: I'm a Platinum Protoss so I know I'm terrible.)

I don't really know if stargate really deters muta play. When I talk about muta play, I'm not only discussing 2 base straight into mutas. The transition from roach or some other opener to muta is still very common, and a zerg can go 3 base roach and then still safely switch to muta if you open stargate.


On November 22 2011 13:14 Jonas wrote:
Awesome OP, thanks for writing that up, rsvp.

Question: since muta/ling can basically go anywhere they want, you will not be able to defend all of your bases at once when your army moves out (I have a hard enough time defending all of my bases when my army is in my base, lol). So in what order should you try to save your bases when the zerg does inevitably go for a base trade? Is saving your tech tree more important than saving your mining bases? Should I preemptively build key tech structures at my expansion? if so when?

Not necessarily. I think the goal is to have a big enough army with enough storm such that you can both attack and defend at the same time. I never try to go for a base trade against a zerg going mutas.


On November 22 2011 13:51 Purupururin wrote:
My current build vs Zerg is to go FFE --> Stargate 1 voidray (to defend any 2 base all ins) and the rest phoenix. I spend constant chrono on the stargate trying to keep this as active as possible while I tech to storm, blink, and expand.

The early phoenixes help buy time vs early mutas or even force the zerg away from muta ling. However, if he contnues to commit, I find that I'll have the templar quickly to defend. I'll stop phoenix production either when I get templar, or when I scout that he isn't doing any muta-age. The phoenix are helpful to me always to look around the map and the voidray I like to patrol around all the towers, so I get a lot of use out of these units,

I like this because it is safe versus anything a zerg can do to you, although 2 base roach hydra all ins can be difficult, but the storms will damage the units enough that you should be able to swiftly clean it up.

Although you say 1 templar per base, I use two. I feel safer, and if one dies, my base is still well defended. After a 1 or 2 storms the mutas are way to fragile.

Also, although you say warp prism, I have a problem using something slower than mutas, while he has so much air control. In fact, I have a problem harassing with anything vs mutas because of the mobility. Would you be okay with loosing a prism and zealots (although they are only minerals) every time you harass? I guess the speed upgrade would be critical if he continues to muta late game although I personally think someone should never go "mass muta."

Also, to continue on with the build above, after I get my third, I like to add 2 robos, for immortals, and an Immortal Stalker templar compisition, but also I like to produce some warp prisms, but with this I could go mass observers. I think what makes more sense is to go 1 robo after the 3rd and keep it super active depending on what he is making. If he continues muta, more observers and warp prisms. If not, you can get a warp prism or two but mostly immortals.

Also, I find a 3rd to be easy to defend while you make it vs any amount of mutas as long as you have defensive HT there. Pretty much wherever your defensive HT are, you are safe vs muta so use this.

Also, why are mass mutas good? Do you really see mass muta in your scene? The fragility of mutas in my opinion make them really weak late game units vs toss. Yeah, you can use late game mutas to counter attack late game just like lings, but if you are going mass muta, then you don't have an army that you can engage with. Defensive HT and the protoss core army is too good.

The phoenixes, is important I think to stop producing after storm. (Well at least this is true for what I do).

What do you think?

Stargate opener is fine. Some phoenix is fine as long as you continue teching to blink and storm.

The purpose of warp prism is to get to an expansion without the zerg noticing. Usually the zerg has map control so if you just walk zealots to an expansion then they will get spotted by watchtowers. Since warp prisms don't cost gas it's not a big deal if you lose it.

It seems like you really haven't dealt with mass muta so that's why you've been transitioning to immortals after your 3rd, expecting a roach switch. But mass muta is certainly a real/viable threat, and you can't transition to immortals too early or else you'll just lose to pure muta.
Xaeldaren
Profile Joined June 2010
Ireland588 Posts
November 22 2011 08:52 GMT
#86
You're right. One of the biggest problems I've had with zergs is when they transition into mutas from roach or hydralisk openings because I almost always immediately transition into colossi once I see my opponent has committed to hydralisks/roaches. It feels awful to see a cloud of mutas heading my way once I've invested so much into colossi and don't have the infrastructure to fight mutas. I'll definitely be reading and rereading your guide thoroughly Thanks!
AmericanUmlaut
Profile Blog Joined November 2010
Germany2576 Posts
November 22 2011 09:32 GMT
#87
This is a great guide, thanks!

One thing I would add is a discussion of Stalker grouping and positioning. Moving Stalkers into your main to respond to Mutas arriving is very slow, because they have to walk through the wall-off that you'll have from the early game, so it's really useful, at least until you get Storm, to keep a group of Stalkers in your main that is large enough to pick at the Mutas until you can drive them off with your main force.

Obviously your idea of having a large squad of Observers to keep tabs on the Muta flock's position will help with getting your Stalkers in the right spot quickly enough. It also occurs to me that it might be worth 150 mins to destroy one of the buildings in your choke so that Stalkers don't have to walk into your base single file.
The frumious Bandersnatch
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-11-22 10:00:02
November 22 2011 09:48 GMT
#88
Cool write-up, just found time to read all that.

What I wanted to comment on is double stargate - some people have mentioned it, but I think it deserves a closer look. If you open double stargate, you normally plan on going for few voidrays and a lot of phoenixes to press a roach-player into hydras. If your opponent has opened spire (with or without roach warren depending on his greed), I am convinced that you do not have to transition into blink immediately, you just have to continue to produce phoenixes. It is a very common misconception that mutas "counter" phoenixes once the numbers grow larger. That is most definitely not the case, I've done extensive testing in the unit-tester on that. Even if you do NOT micro your phoenixes, phoenixes beat mutas cost-efficiently regardless of the supply. The only way the zerg player will be able to overwhelm you is if you let him outmacro you. And now that's the funny thing, if you have opened double stargate, you have COMPLETE MAP CONTROL (!) vs a muta-opener. You can take your third extremely early and wall it off with cannons vs the inevitable mass-llings. Or you can use +1 zealots to bust into their third.

Intelligent zerg players will halt muta-production immediately, because there's no way you should ever get outplayed by mutas with double stargate phoenixes. What they will do is to try to (re-)take aircontrol with corruptors, who happen to counter phoenixes hard...and THEN procede with mutas. Now corruptors are slower than phoenixes and pose no threat to your ground army whatsoever. This - again - means you can take a safe fast 3rd or apply more pressure. Pretty much both can work in this situation depending on your preference and the spawning position.

My overall point: while I completely agree with rsvp on basicly every single build he has mentioned, double stargate indeed is the one build that doesn't require an immediate blink/storm transition.
"You see....YOU SEE..." © 2010 Sen
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
November 22 2011 10:29 GMT
#89
Nice guide!

I'm glad you talked a little about how to engage mutalisks. It pains me to see players blink their stalkers right on top of the muta ball and a move in their direction..

I advise everyone to watch liquidhero and tslkiller stream. The way they engage mutalisks and micro against them is insane. They will scoot'n'shoot instead of blink at first, and only use blink defensively. And they ALWAYS focus fire a single one, NO MATTER WHAT. They always manage to pick off one or 2 mutas even if the mutas are running away; it's very common for less of a god to almost kill 2-4 of them but not manage to pick off a single one because of not focus firing.

It's funny because in korea you will see zergs retreat with their mutas very quickly against units because they expect this caliber of micro. on US/EU, for the most part players are more greedy with their mutalisk raids simply because they players they face don't fight against mutalisks correctly.
get rich or die mining
TL+ Member
SeriouR
Profile Joined November 2010
Spain622 Posts
November 22 2011 11:51 GMT
#90
Such a a good guide an such an inspiring play on the replays! :D thank you very much! <3
Trance music makes the fairys dance
SchfiftyFive
Profile Joined September 2010
United States131 Posts
November 22 2011 12:31 GMT
#91
Good guide and points from the OP and other players, but I will say this being high diamond (scrub) obviously Im not a good player. I feel like even if you follow this guide explicitly unless you have the control necessary to properly defend..like Alejandrisha says youre not going to defend it anyways. My point is this guide is only going to help Master level players and above because the guide suggest using tactics that a lower level player find hard to execute. If youre able to defend mass muta and win with these points, you would have been able to do it on your own regardless because of the amount of micro/skill necessary. I hope people understand the point im trying to make...I have a replay where I do exactly this ^^ but my control is obv that of diamond level and I still lose as he transitions to brood lords. If I had the control and mechanics of a High Masters I would be able to hold off the mutas with or without this guide as a huge amount of it is common sense relative to the game. <3
My IQ? // "Unprotected sex is like fast expanding in close positions. Its risky, but feels great when it works out" Cim9
Asmodeusz
Profile Joined August 2011
193 Posts
November 22 2011 12:50 GMT
#92
You forgot to mention that carriers can deal at the same time with mutas and lings VERY well. If you can defend your 3 bases and max out then give carriers a try.
1. You'll deal with lings or mutas or both of them at the same time without worrying about balancing your anti air and anti ground units.
2. You'll feel like a total boss playing carrier/archon/storm composition.
sol_
Profile Joined November 2011
United Kingdom5 Posts
November 22 2011 13:42 GMT
#93
This is so helpful, thanks a lot. Always, always struggled with this matchup.

My Zerg-friend will not be pleased!
Victory is sweetest when you've known defeat.
dre2k
Profile Joined October 2010
Netherlands215 Posts
November 22 2011 14:34 GMT
#94
The discussion between a few of these really good players here is very beneficial too btw!
marvellosity
Profile Joined January 2011
United Kingdom36160 Posts
Last Edited: 2011-11-22 14:38:27
November 22 2011 14:37 GMT
#95
This really is an awesome thread, and it's come at about the time that I've started to come to terms with mutas a little too. Just to repeat a couple of things / suggest a couple:

1) lots of observers bloomin' rules. So helpful. If they're carrying an overseer around with them, you've already partway succeeded...
2) aggressively get that third. If you're still on 2 base at 14 mins you're in big trouble
3) having 2 or 3 immortals in your "I'm moving out to kill him" army is amazing. Helps vs surprising ultra switch, or much much more likely, helps a butt-ton vs roaches that Zerg WILL remax on as they're losing their army.

As to moving out to go kill him,
4) I like to spam cannons in my main and leave a couple of templar. 8 cannons and a couple of templar protecting your production facilities rather helps your cause if/when they try to backstab you.

5) I discovered this one by accident, but it may actually be practical: when you've decided you're gonna move out, use a warp prism + a big warp-in of zealots to harrass the furthest away expansion you can. You might get a bunch of drones and even the expansion, but more importantly you draw away the mutas to that base (else you kill it for free) which gives you SO much time to actually move out with your main army.
[15:15] <Palmar> and yes marv, you're a total hottie
getdeadplz
Profile Blog Joined April 2011
United States116 Posts
November 22 2011 14:48 GMT
#96
VERY NICE guide here rsvp thanks a lot hope this clears up confusion and lowers the number of threads on the TL about it. almost sticky worthy at the moment because you know there isnt a search feature *sigh* or no one uses it.
lolz
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2011-11-22 15:05:37
November 22 2011 15:03 GMT
#97
The only thing I disagree with is your understatement of archons. Yeah, it's not Archons vs Mutas from BW - but they do serve a useful purpose. The biggest problem people have with mutas is that they don't kill them. They hurt them but they (generally) don't die - either they escape without damage or cycle out hurt ones. 2-3 Archons, I find, are really useful in inflicting damage (esp. with +2) and forcing mutas to stay away to heal. You can argue that a storm would do the same job, and you are right, but templar aren't mobile and stray templar can be picked off (i.e. leaving one at a base).

With that said, I'm not advocating that you go pure archon vs muta/ling, but I really like mixing in 2 archons before getting templars for storm while storm is still researching to help deal with the muta ball. The combination of (sentries)/2 Archons/Blink stalker and storm really lays the pain on muta/ling and the archons help a lot against bane transitions as well.
On November 22 2011 19:29 Alejandrisha wrote:
Nice guide!

I'm glad you talked a little about how to engage mutalisks. It pains me to see players blink their stalkers right on top of the muta ball and a move in their direction..

I advise everyone to watch liquidhero and tslkiller stream. The way they engage mutalisks and micro against them is insane. They will scoot'n'shoot instead of blink at first, and only use blink defensively. And they ALWAYS focus fire a single one, NO MATTER WHAT. They always manage to pick off one or 2 mutas even if the mutas are running away; it's very common for less of a god to almost kill 2-4 of them but not manage to pick off a single one because of not focus firing.

It's funny because in korea you will see zergs retreat with their mutas very quickly against units because they expect this caliber of micro. on US/EU, for the most part players are more greedy with their mutalisk raids simply because they players they face don't fight against mutalisks correctly.

Mmm I find that offensive blinking is generally better that shoot and scoot. I find that players will often run away if you try to shoot and scoot to the mutas, whereas a blink underneath the mutas and focus fire with shoot and scoot will kill 1-3 mutas (or more) before they're able to get away.
Administrator~ Spirit will set you free ~
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 22 2011 16:30 GMT
#98
On November 22 2011 18:48 sleepingdog wrote:
Cool write-up, just found time to read all that.

What I wanted to comment on is double stargate - some people have mentioned it, but I think it deserves a closer look. If you open double stargate, you normally plan on going for few voidrays and a lot of phoenixes to press a roach-player into hydras. If your opponent has opened spire (with or without roach warren depending on his greed), I am convinced that you do not have to transition into blink immediately, you just have to continue to produce phoenixes. It is a very common misconception that mutas "counter" phoenixes once the numbers grow larger. That is most definitely not the case, I've done extensive testing in the unit-tester on that. Even if you do NOT micro your phoenixes, phoenixes beat mutas cost-efficiently regardless of the supply. The only way the zerg player will be able to overwhelm you is if you let him outmacro you. And now that's the funny thing, if you have opened double stargate, you have COMPLETE MAP CONTROL (!) vs a muta-opener. You can take your third extremely early and wall it off with cannons vs the inevitable mass-llings. Or you can use +1 zealots to bust into their third.

Intelligent zerg players will halt muta-production immediately, because there's no way you should ever get outplayed by mutas with double stargate phoenixes. What they will do is to try to (re-)take aircontrol with corruptors, who happen to counter phoenixes hard...and THEN procede with mutas. Now corruptors are slower than phoenixes and pose no threat to your ground army whatsoever. This - again - means you can take a safe fast 3rd or apply more pressure. Pretty much both can work in this situation depending on your preference and the spawning position.

My overall point: while I completely agree with rsvp on basicly every single build he has mentioned, double stargate indeed is the one build that doesn't require an immediate blink/storm transition.


Haha sorry for the lack of organization in the OP, but I'm sure I mention somewhere that if you had opened double stargate it's almost like an auto-win against mutas because then you just make phoenixes and some gateway units and win. So we agree 100%
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
November 22 2011 16:51 GMT
#99
On November 23 2011 01:30 coL.rsvp wrote:
Show nested quote +
On November 22 2011 18:48 sleepingdog wrote:
Cool write-up, just found time to read all that.

What I wanted to comment on is double stargate - some people have mentioned it, but I think it deserves a closer look. If you open double stargate, you normally plan on going for few voidrays and a lot of phoenixes to press a roach-player into hydras. If your opponent has opened spire (with or without roach warren depending on his greed), I am convinced that you do not have to transition into blink immediately, you just have to continue to produce phoenixes. It is a very common misconception that mutas "counter" phoenixes once the numbers grow larger. That is most definitely not the case, I've done extensive testing in the unit-tester on that. Even if you do NOT micro your phoenixes, phoenixes beat mutas cost-efficiently regardless of the supply. The only way the zerg player will be able to overwhelm you is if you let him outmacro you. And now that's the funny thing, if you have opened double stargate, you have COMPLETE MAP CONTROL (!) vs a muta-opener. You can take your third extremely early and wall it off with cannons vs the inevitable mass-llings. Or you can use +1 zealots to bust into their third.

Intelligent zerg players will halt muta-production immediately, because there's no way you should ever get outplayed by mutas with double stargate phoenixes. What they will do is to try to (re-)take aircontrol with corruptors, who happen to counter phoenixes hard...and THEN procede with mutas. Now corruptors are slower than phoenixes and pose no threat to your ground army whatsoever. This - again - means you can take a safe fast 3rd or apply more pressure. Pretty much both can work in this situation depending on your preference and the spawning position.

My overall point: while I completely agree with rsvp on basicly every single build he has mentioned, double stargate indeed is the one build that doesn't require an immediate blink/storm transition.


Haha sorry for the lack of organization in the OP, but I'm sure I mention somewhere that if you had opened double stargate it's almost like an auto-win against mutas because then you just make phoenixes and some gateway units and win. So we agree 100%


Do you feel like you have to open double stargate, or you are fine if you open single stargate and add a second if you scout a spire (and you aren't making colossus)?
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
tentoff
Profile Joined March 2011
United States19 Posts
November 22 2011 16:54 GMT
#100
wow, thank you so much for making this thread, and i cannot emphasize enough how impressed I am at the consise but extremely helpful and useful info in this guide. This is the best strategy thread OP i have ever read. I dont post very often, but I just had to say that.

As a mid/high masters toss, I have been experimenting and trying to figure out how to deal with mutas on my own as usually strategy threads are not helpful. From what I have experienced and tried, I agree with everything you said, but I also learned a lot of new tips and great tactics. Thanks so much. I hope to see more great guides like this in the future.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 22 2011 17:05 GMT
#101
On November 23 2011 01:51 Teoita wrote:
Show nested quote +
On November 23 2011 01:30 coL.rsvp wrote:
On November 22 2011 18:48 sleepingdog wrote:
Cool write-up, just found time to read all that.

What I wanted to comment on is double stargate - some people have mentioned it, but I think it deserves a closer look. If you open double stargate, you normally plan on going for few voidrays and a lot of phoenixes to press a roach-player into hydras. If your opponent has opened spire (with or without roach warren depending on his greed), I am convinced that you do not have to transition into blink immediately, you just have to continue to produce phoenixes. It is a very common misconception that mutas "counter" phoenixes once the numbers grow larger. That is most definitely not the case, I've done extensive testing in the unit-tester on that. Even if you do NOT micro your phoenixes, phoenixes beat mutas cost-efficiently regardless of the supply. The only way the zerg player will be able to overwhelm you is if you let him outmacro you. And now that's the funny thing, if you have opened double stargate, you have COMPLETE MAP CONTROL (!) vs a muta-opener. You can take your third extremely early and wall it off with cannons vs the inevitable mass-llings. Or you can use +1 zealots to bust into their third.

Intelligent zerg players will halt muta-production immediately, because there's no way you should ever get outplayed by mutas with double stargate phoenixes. What they will do is to try to (re-)take aircontrol with corruptors, who happen to counter phoenixes hard...and THEN procede with mutas. Now corruptors are slower than phoenixes and pose no threat to your ground army whatsoever. This - again - means you can take a safe fast 3rd or apply more pressure. Pretty much both can work in this situation depending on your preference and the spawning position.

My overall point: while I completely agree with rsvp on basicly every single build he has mentioned, double stargate indeed is the one build that doesn't require an immediate blink/storm transition.


Haha sorry for the lack of organization in the OP, but I'm sure I mention somewhere that if you had opened double stargate it's almost like an auto-win against mutas because then you just make phoenixes and some gateway units and win. So we agree 100%


Do you feel like you have to open double stargate, or you are fine if you open single stargate and add a second if you scout a spire (and you aren't making colossus)?


Hmm I may have caused some confusion. If you opened double stargate and your opponent goes mutas, you should just be able to win off 2 base with a phoenix/gateway attack. You should not be making 2 gate phoenix and then transitioning into the defensive style that I outline in the OP.

If you open single stargate and your opponent goes mutas, you can continue making 1 gate phoenix and then transition into this guide. However, in my experience, if you wanted to do a 2 base phoenix/gateway attack after you've opened 1 stargate, the 2nd stargate isn't necessary and IMO it's better just to have more gateway units for the attack instead of extra phoenix.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2011-11-22 17:29:33
November 22 2011 17:28 GMT
#102
On November 23 2011 02:05 coL.rsvp wrote:
Show nested quote +
On November 23 2011 01:51 Teoita wrote:
On November 23 2011 01:30 coL.rsvp wrote:
On November 22 2011 18:48 sleepingdog wrote:
Cool write-up, just found time to read all that.

What I wanted to comment on is double stargate - some people have mentioned it, but I think it deserves a closer look. If you open double stargate, you normally plan on going for few voidrays and a lot of phoenixes to press a roach-player into hydras. If your opponent has opened spire (with or without roach warren depending on his greed), I am convinced that you do not have to transition into blink immediately, you just have to continue to produce phoenixes. It is a very common misconception that mutas "counter" phoenixes once the numbers grow larger. That is most definitely not the case, I've done extensive testing in the unit-tester on that. Even if you do NOT micro your phoenixes, phoenixes beat mutas cost-efficiently regardless of the supply. The only way the zerg player will be able to overwhelm you is if you let him outmacro you. And now that's the funny thing, if you have opened double stargate, you have COMPLETE MAP CONTROL (!) vs a muta-opener. You can take your third extremely early and wall it off with cannons vs the inevitable mass-llings. Or you can use +1 zealots to bust into their third.

Intelligent zerg players will halt muta-production immediately, because there's no way you should ever get outplayed by mutas with double stargate phoenixes. What they will do is to try to (re-)take aircontrol with corruptors, who happen to counter phoenixes hard...and THEN procede with mutas. Now corruptors are slower than phoenixes and pose no threat to your ground army whatsoever. This - again - means you can take a safe fast 3rd or apply more pressure. Pretty much both can work in this situation depending on your preference and the spawning position.

My overall point: while I completely agree with rsvp on basicly every single build he has mentioned, double stargate indeed is the one build that doesn't require an immediate blink/storm transition.


Haha sorry for the lack of organization in the OP, but I'm sure I mention somewhere that if you had opened double stargate it's almost like an auto-win against mutas because then you just make phoenixes and some gateway units and win. So we agree 100%


Do you feel like you have to open double stargate, or you are fine if you open single stargate and add a second if you scout a spire (and you aren't making colossus)?


Hmm I may have caused some confusion. If you opened double stargate and your opponent goes mutas, you should just be able to win off 2 base with a phoenix/gateway attack. You should not be making 2 gate phoenix and then transitioning into the defensive style that I outline in the OP.

If you open single stargate and your opponent goes mutas, you can continue making 1 gate phoenix and then transition into this guide. However, in my experience, if you wanted to do a 2 base phoenix/gateway attack after you've opened 1 stargate, the 2nd stargate isn't necessary and IMO it's better just to have more gateway units for the attack instead of extra phoenix.


I see. My (possibly silly) idea was that if you open single stargate and scout mutas, you could add a second stargate and get 10-12 ish phoenixes; at that point, you can shoo away his mutas and push out with a gateway army while you force his mutas back by harassing with the phoenixes. Essentially you use your gateway army to attack, and your phoenix to fight the mutas wherever they are. This is however theorycrafting, i just wanted to hear the opinion of a better player
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
SoulWager
Profile Joined August 2010
United States464 Posts
Last Edited: 2011-11-22 18:37:39
November 22 2011 18:23 GMT
#103
I think blink w/ +attack into storm is the best way to deal with mutas directly, but once you get your third secured and have 6-8ish HT plus enough stalkers to not die immediately, you should get a few DTs to pressure his expos. Secure your additional expos with stalker+HT+cannon while pressuring his expos with zeal/DT mix whenever you're pushing or he's attacking. Storm+Feedback+blink+DT is good against a wide variety of compositions too.

http://drop.sc/62504
Not sure if this is a good demonstration replay or not, I did make several mistakes, as did my opponent.
SoulWager
Profile Joined August 2010
United States464 Posts
Last Edited: 2011-11-22 18:41:37
November 22 2011 18:35 GMT
#104
On November 23 2011 02:28 Teoita wrote:
Show nested quote +
On November 23 2011 02:05 coL.rsvp wrote:
On November 23 2011 01:51 Teoita wrote:
On November 23 2011 01:30 coL.rsvp wrote:
On November 22 2011 18:48 sleepingdog wrote:
Cool write-up, just found time to read all that.

What I wanted to comment on is double stargate - some people have mentioned it, but I think it deserves a closer look. If you open double stargate, you normally plan on going for few voidrays and a lot of phoenixes to press a roach-player into hydras. If your opponent has opened spire (with or without roach warren depending on his greed), I am convinced that you do not have to transition into blink immediately, you just have to continue to produce phoenixes. It is a very common misconception that mutas "counter" phoenixes once the numbers grow larger. That is most definitely not the case, I've done extensive testing in the unit-tester on that. Even if you do NOT micro your phoenixes, phoenixes beat mutas cost-efficiently regardless of the supply. The only way the zerg player will be able to overwhelm you is if you let him outmacro you. And now that's the funny thing, if you have opened double stargate, you have COMPLETE MAP CONTROL (!) vs a muta-opener. You can take your third extremely early and wall it off with cannons vs the inevitable mass-llings. Or you can use +1 zealots to bust into their third.

Intelligent zerg players will halt muta-production immediately, because there's no way you should ever get outplayed by mutas with double stargate phoenixes. What they will do is to try to (re-)take aircontrol with corruptors, who happen to counter phoenixes hard...and THEN procede with mutas. Now corruptors are slower than phoenixes and pose no threat to your ground army whatsoever. This - again - means you can take a safe fast 3rd or apply more pressure. Pretty much both can work in this situation depending on your preference and the spawning position.

My overall point: while I completely agree with rsvp on basicly every single build he has mentioned, double stargate indeed is the one build that doesn't require an immediate blink/storm transition.


Haha sorry for the lack of organization in the OP, but I'm sure I mention somewhere that if you had opened double stargate it's almost like an auto-win against mutas because then you just make phoenixes and some gateway units and win. So we agree 100%


Do you feel like you have to open double stargate, or you are fine if you open single stargate and add a second if you scout a spire (and you aren't making colossus)?


Hmm I may have caused some confusion. If you opened double stargate and your opponent goes mutas, you should just be able to win off 2 base with a phoenix/gateway attack. You should not be making 2 gate phoenix and then transitioning into the defensive style that I outline in the OP.

If you open single stargate and your opponent goes mutas, you can continue making 1 gate phoenix and then transition into this guide. However, in my experience, if you wanted to do a 2 base phoenix/gateway attack after you've opened 1 stargate, the 2nd stargate isn't necessary and IMO it's better just to have more gateway units for the attack instead of extra phoenix.


I see. My (possibly silly) idea was that if you open single stargate and scout mutas, you could add a second stargate and get 10-12 ish phoenixes; at that point, you can shoo away his mutas and push out with a gateway army while you force his mutas back by harassing with the phoenixes. Essentially you use your gateway army to attack, and your phoenix to fight the mutas wherever they are. This is however theorycrafting, i just wanted to hear the opinion of a better player
lots of Phoenix is a fine opening against z, but it's not a very good response, it takes a LOT of phoenix to be useful in the midgame, and you're screwed if he gets 1 fungal off plus anything else that shoots up. Corruptor also is an issue, as it encourages HT play and you've sunk a lot more gas into stargate.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-11-22 18:38:30
November 22 2011 18:36 GMT
#105
On November 23 2011 02:28 Teoita wrote:
Show nested quote +
On November 23 2011 02:05 coL.rsvp wrote:
On November 23 2011 01:51 Teoita wrote:
On November 23 2011 01:30 coL.rsvp wrote:
On November 22 2011 18:48 sleepingdog wrote:
Cool write-up, just found time to read all that.

What I wanted to comment on is double stargate - some people have mentioned it, but I think it deserves a closer look. If you open double stargate, you normally plan on going for few voidrays and a lot of phoenixes to press a roach-player into hydras. If your opponent has opened spire (with or without roach warren depending on his greed), I am convinced that you do not have to transition into blink immediately, you just have to continue to produce phoenixes. It is a very common misconception that mutas "counter" phoenixes once the numbers grow larger. That is most definitely not the case, I've done extensive testing in the unit-tester on that. Even if you do NOT micro your phoenixes, phoenixes beat mutas cost-efficiently regardless of the supply. The only way the zerg player will be able to overwhelm you is if you let him outmacro you. And now that's the funny thing, if you have opened double stargate, you have COMPLETE MAP CONTROL (!) vs a muta-opener. You can take your third extremely early and wall it off with cannons vs the inevitable mass-llings. Or you can use +1 zealots to bust into their third.

Intelligent zerg players will halt muta-production immediately, because there's no way you should ever get outplayed by mutas with double stargate phoenixes. What they will do is to try to (re-)take aircontrol with corruptors, who happen to counter phoenixes hard...and THEN procede with mutas. Now corruptors are slower than phoenixes and pose no threat to your ground army whatsoever. This - again - means you can take a safe fast 3rd or apply more pressure. Pretty much both can work in this situation depending on your preference and the spawning position.

My overall point: while I completely agree with rsvp on basicly every single build he has mentioned, double stargate indeed is the one build that doesn't require an immediate blink/storm transition.


Haha sorry for the lack of organization in the OP, but I'm sure I mention somewhere that if you had opened double stargate it's almost like an auto-win against mutas because then you just make phoenixes and some gateway units and win. So we agree 100%


Do you feel like you have to open double stargate, or you are fine if you open single stargate and add a second if you scout a spire (and you aren't making colossus)?


Hmm I may have caused some confusion. If you opened double stargate and your opponent goes mutas, you should just be able to win off 2 base with a phoenix/gateway attack. You should not be making 2 gate phoenix and then transitioning into the defensive style that I outline in the OP.

If you open single stargate and your opponent goes mutas, you can continue making 1 gate phoenix and then transition into this guide. However, in my experience, if you wanted to do a 2 base phoenix/gateway attack after you've opened 1 stargate, the 2nd stargate isn't necessary and IMO it's better just to have more gateway units for the attack instead of extra phoenix.


I see. My (possibly silly) idea was that if you open single stargate and scout mutas, you could add a second stargate and get 10-12 ish phoenixes; at that point, you can shoo away his mutas and push out with a gateway army while you force his mutas back by harassing with the phoenixes. Essentially you use your gateway army to attack, and your phoenix to fight the mutas wherever they are. This is however theorycrafting, i just wanted to hear the opinion of a better player


The problem lies within the way zerg production works. Meaning, once you scout the spire and throw up the 2nd stargate, the zerg player can produce his first "bunch" of mutas before you are able to go heavy on phoenixes from the 2nd stargate. The zerg has a small window where his mutas will dominate your one stargate air-force...this small window is sufficient for skilled zergs to contain you on 2 base while they establish their 3rd.

And THEN you are in a world of kaka because a saturated 3 base zerg can outproduce you, 2 stargate or not. He'll use one round of larvae for corruptors and continue the contain. 6 gas vs 4 gas is a huge deal at that point into the game. Better to just take a fast 3rd yourself, use stalkers for early defense and screw the single stargate.
"You see....YOU SEE..." © 2010 Sen
cmen15
Profile Blog Joined December 2010
United States1519 Posts
November 22 2011 19:55 GMT
#106
Thank you very much rsvp you really have outdone your self this time. This is a amazing guide that i think any skill level can learn from. I have a history of making a bit to many archons which i try and not do anymore. Also i have never made more then 2 observers before, so i will try making a few more if i scout mutas. Thanks again look forward to seeing more guides.
Greed leads to just about all losses.
city42
Profile Joined October 2007
1656 Posts
November 22 2011 19:55 GMT
#107
I think you did a great job with this guide. Most especially, the part about taking a second expansion early vs. spire is very wise advice. Mutas are a pain in the ass no matter what you do, but playing patiently and defensively with blink + storm gives you a good chance.

If you don't mind, I have a slightly off-topic question: why do you only use a single scout pvz TDA? In the replay against Swing, you seemingly would have been in quite a situation if he were at top right instead of bottom right.
Hidden_MotiveS
Profile Blog Joined February 2010
Canada2562 Posts
November 22 2011 20:20 GMT
#108
bookmarked
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 22 2011 20:22 GMT
#109
On November 23 2011 04:55 city42 wrote:
I think you did a great job with this guide. Most especially, the part about taking a second expansion early vs. spire is very wise advice. Mutas are a pain in the ass no matter what you do, but playing patiently and defensively with blink + storm gives you a good chance.

If you don't mind, I have a slightly off-topic question: why do you only use a single scout pvz TDA? In the replay against Swing, you seemingly would have been in quite a situation if he were at top right instead of bottom right.


I sometimes do use a 2nd probe scout on TDA. But even had he been top right I still would have been fine, I'll just have to micro for maybe 5-10 more seconds and I'll probably lose a few probes but not enough to put me behind.
Vapaach
Profile Joined February 2011
Finland994 Posts
Last Edited: 2011-11-22 20:51:55
November 22 2011 20:45 GMT
#110
I agree with most points, but I think that phoenix is the ONLY proper way to deal with mutas as protoss, even if you scout the spire as it is already finished. I will now explain why:

To play against muta with no phoenixes, you need to either:

A) Build a ton of cannons, which will eventually still not be enough if the mutaball grows too high (and you won't be able to take a 3rd)
B) Build lots of blink stalkers, which will not allow you to take a 3rd easily if at all
C) Just go 8-gate all-in or something, which is very likely be countered with mass spine + muta ling basetrade + mass hatch everywhere from z, forcing at least a draw if not a win

I will now answer some questions which might explain why phoenix are completely essential against muta:

Why is it hard/impossible to expand without phoenix?

A: Even with great unit and cannon positioning, you still won't be able to immediately have full defenses wherever the muta/ling attack comes. (obs can get shut down with muta + overseer, which most good zergs do nowadays) Archons and templar are efficient against mutas, but inefficient, and stalkers rarely have enough dps to do anything else than do some damage to the agile mutas. You will be able to bring your army wherever you need to eventually, but not before taking damage in your army and/or economy. There simply is no way to defend against muta/ling optimally without phoenix, even with AMAZING (Naniwa, HuK, etc have lost with ridiculously good positioning vs mutas with no phoenix and really no major mistakes made) positioning and awareness. Even if you manage to expand, the Z can just keep expanding freely and massing mutalisks with the map control the z has, and eventually basetrade you whenever you move out. Obviously you will take some damage from the muta harass, which will make you be even more behind in an already bad position.

Why can't you really win with an all-in attack vs muta?

A: The answer is quite simple = basetrade. Muta/ling is an terrific composition to basetrade with due to it's mobility and high dps. Even if you have a significantly superior army, you will eventually be pinned down to a single pylon/nexus/whatever, and have really no hope of attacking. As long as the zerg was smart enough to bring even 1 drone to mine, you have basically lost. Also, splitting your forces is generally a bad idea and could only work if you have over 2x stronger army than your opponent, and the ability to build a durable proxy structure. Even if you bring probes with you, it is almost inconceivable to end in a situatuon where you have a economy that can rival your opponent's, and even if you somehow do, you will just end up in the same situation as before, but in worse shape than the first time.

Why are cannons a bad idea? Turrets are the way to defend against muta harass as terran..

Besides the obvious points mentioned before, there is also an additional problem with cannons, and that is the fact that they don't benefit from upgrades very much at all. They get no additional damage or armor, which is very problematic as the game goes on. As the muta upgrades start to stack, you will find yourself in a situation where you have to either split your army (causing you to take damage) or spend a TON of minerals to cannons (causing you to have a weaker army).

Personally, I never forge FE and always use hallucination to scout and react with double stargate phoenixes with +1 air and +1 shields upgrading. I think having to blindly go stargate with forge FE vs zerg is quite a terrible setback having to deal with.
If you never try you never know. Sase - Mana - TLO - WhiteRa - Naniwa - Sheth - HuK
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
November 22 2011 20:48 GMT
#111
I would like to add for review, if possible, a few things, since at my level I try to handle muta/ling more than roach stuff since roaches are solved by the ever present sentry count...
- +1 attack, full cb off of FFE. Do the forgeFE opener, then when things settle you: have 250 when 1st gate finishes, get a zeal and place 2nd gate, then another zeal, then when 2nd gate is done, get zeal/zeal and when they are out, go pressure 3rd. While you are doing this, you should have used your first 100 gas for ground attack upgrade, and have 2 probes on the map for scouting 3rd. If no third (scouting 4th and 5th and ninja locations), respond accordingly of course, but if everything goes well, you will attack their 3rd and see what they have to respond with. If it is pure ling, you know to take your 3rd and continue with TC and with the advice on this thread, don't need robo, don't need hallu (do need sentries). Also, you get cyber core when zeals are building and u have constant probe creation, get warpgate, more gates, etc. This is purely personal preference but it works for me.

- Conditions: 1) If you find yourself against muta and 2) you are following the advice in this thread and 3) you want to upgrade past 1/1, then get armor. This is because if you satisfy these conditions, the bulk of your damage comes from storm and stalkers, and +2 ground doesn't help storm at all and has a debatable value as an investment for stalkers. Point is, it doesn't help your comp as much as +2 armor. +2 armor helps health heavy zealot (your core is Z-S-HT), and armored stalkers (getting that critical 6/.5/.5 dmg on stalker health) fight muta ling, and allow them to last longer vs muta. General reasoning is: ground doesn't help storm, helps zeals only against ling, and helps stalkers at varying degrees against muta, depending on who they shoot first (ling or muta). Armor also doesn't help storm, but helps both zeals and stalkers against either lings, or muta, or both.

Knowing is half the battle... the other half is lasers.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-11-22 20:51:30
November 22 2011 20:50 GMT
#112
On November 23 2011 05:45 Vapaach wrote:
I agree with most points, but I think that phoenix is the ONLY proper way to deal with mutas as protoss, even if you scout the spire as it is already finished. I will now explain why:

To play against muta with no phoenixes, you need to either:

A) Build a ton of cannons, which will eventually still not be enough if the mutaball grows too high (and you won't be able to take a 3rd)
B) Build lots of blink stalkers, which will not allow you to take a 3rd easily if at all
C) Just go 8-gate all-in or something, which is very likely be countered with mass spine + muta ling basetrade + mass hatch everywhere from z, forcing at least a draw if not a win

I will now answer some questions which might explain why phoenix are completely essential against muta:

Why is it hard/impossible to expand without phoenix?

A: Even with great unit and cannon positioning, you still won't be able to immediately have full defenses wherever the muta/ling attack comes. (obs can get shut down with muta + overseer, which most good zergs do nowadays) You will be able to bring your army wherever you need to eventually, but not before taking damage in your army and/or economy. There simply is no way to defend against muta/ling optimally without phoenix, even with AMAZING positioning and awareness. Even if you manage to expand, the Z can just keep expanding freely and massing mutalisks with the map control the z has, and eventually basetrade you whenever you move out. Obviously you will take some damage from the muta harass, which will make you be even more behind in an already bad position.

Why can't you really win with an all-in attack vs muta?

A: The answer is quite simple = basetrade. Muta/ling is an terrific composition to basetrade with due to it's mobility and high dps. Even if you have a significantly superior army, you will eventually be pinned down to a single pylon/nexus/whatever, and have really no hope of attacking. As long as the zerg was smart enough to bring even 1 drone to mine, you have basically lost. Also, splitting your forces is generally a bad idea and could only work if you have over 2x stronger army than your opponent, and the ability to build a durable proxy structure. Even if you bring probes with you, it is almost inconceivable to end in a situatuon where you have a economy that can rival your opponent's, and even if you somehow do, you will just end up in the same situation as before, but in worse shape than the first time.

Why are cannons a bad idea? Turrets are the way to defend against muta harass as terran..

Besides the obvious points mentioned before, there is also an additional problem with cannons, and that is the fact that they don't benefit from upgrades very much at all. They get no additional damage or armor, which is very problematic as the game goes on. As the muta upgrades start to stack, you will find yourself in a situation where you have to either split your army (causing you to take damage) or spend a TON of minerals to cannons (causing you to have a weaker army).

Personally, I never forge FE and always use hallucination to scout and react with double stargate phoenixes with +1 air and +1 shields upgrading. I think having to blindly go stargate with forge FE vs zerg is quite a terrible setback having to deal with.

The fact that zerg can outproduce you nullifies this whole argument. Theory is different than practice here. If I played Zerg, had muta, I can see your base right? 1 Stargate means more muta. 2 Stargate means more muta, or more bases, or more bases and roach, or a lot more roach, or pure ling/bling, more bases and ling/bling, more muta with some corruptors and more bases, etc. See how thats a bad deal for protoss?

You might win at your level with your particular reaction, but to someone who commits properly after seeing what you're doing you will fail pretty bad. I predict a paradigm shift for you in the next 2 months.
Knowing is half the battle... the other half is lasers.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 22 2011 20:54 GMT
#113
On November 23 2011 05:45 Vapaach wrote:
I agree with most points, but I think that phoenix is the ONLY proper way to deal with mutas as protoss, even if you scout the spire as it is already finished. I will now explain why:

To play against muta with no phoenixes, you need to either:

A) Build a ton of cannons, which will eventually still not be enough if the mutaball grows too high (and you won't be able to take a 3rd)
B) Build lots of blink stalkers, which will not allow you to take a 3rd easily if at all
C) Just go 8-gate all-in or something, which is very likely be countered with mass spine + muta ling basetrade + mass hatch everywhere from z, forcing at least a draw if not a win

I will now answer some questions which might explain why phoenix are completely essential against muta:

Why is it hard/impossible to expand without phoenix?

A: Even with great unit and cannon positioning, you still won't be able to immediately have full defenses wherever the muta/ling attack comes. (obs can get shut down with muta + overseer, which most good zergs do nowadays) You will be able to bring your army wherever you need to eventually, but not before taking damage in your army and/or economy. There simply is no way to defend against muta/ling optimally without phoenix, even with AMAZING positioning and awareness. Even if you manage to expand, the Z can just keep expanding freely and massing mutalisks with the map control the z has, and eventually basetrade you whenever you move out. Obviously you will take some damage from the muta harass, which will make you be even more behind in an already bad position.

Why can't you really win with an all-in attack vs muta?

A: The answer is quite simple = basetrade. Muta/ling is an terrific composition to basetrade with due to it's mobility and high dps. Even if you have a significantly superior army, you will eventually be pinned down to a single pylon/nexus/whatever, and have really no hope of attacking. As long as the zerg was smart enough to bring even 1 drone to mine, you have basically lost. Also, splitting your forces is generally a bad idea and could only work if you have over 2x stronger army than your opponent, and the ability to build a durable proxy structure. Even if you bring probes with you, it is almost inconceivable to end in a situatuon where you have a economy that can rival your opponent's, and even if you somehow do, you will just end up in the same situation as before, but in worse shape than the first time.

Why are cannons a bad idea? Turrets are the way to defend against muta harass as terran..

Besides the obvious points mentioned before, there is also an additional problem with cannons, and that is the fact that they don't benefit from upgrades very much at all. They get no additional damage or armor, which is very problematic as the game goes on. As the muta upgrades start to stack, you will find yourself in a situation where you have to either split your army (causing you to take damage) or spend a TON of minerals to cannons (causing you to have a weaker army).

Personally, I never forge FE and always use hallucination to scout and react with double stargate phoenixes with +1 air and +1 shields upgrading. I think having to blindly go stargate with forge FE vs zerg is quite a terrible setback having to deal with.


So in other words, you completely disagree with me lol. Which is fine. If phoenix works for you, keep doing it. There are many solutions to the same problem and I don't claim to have found the most optimal solution. But please don't say that I'm wrong (i.e. can't expand without pheonix, cannons are bad), or that phoenix is the ONLY way to deal with muta. I think I have explained in detail why my solution works and supported my claims with multiple replays against world class players.
Vapaach
Profile Joined February 2011
Finland994 Posts
Last Edited: 2011-11-22 21:10:36
November 22 2011 20:57 GMT
#114
On November 23 2011 05:50 tehemperorer wrote:
Show nested quote +
On November 23 2011 05:45 Vapaach wrote:
I agree with most points, but I think that phoenix is the ONLY proper way to deal with mutas as protoss, even if you scout the spire as it is already finished. I will now explain why:

To play against muta with no phoenixes, you need to either:

A) Build a ton of cannons, which will eventually still not be enough if the mutaball grows too high (and you won't be able to take a 3rd)
B) Build lots of blink stalkers, which will not allow you to take a 3rd easily if at all
C) Just go 8-gate all-in or something, which is very likely be countered with mass spine + muta ling basetrade + mass hatch everywhere from z, forcing at least a draw if not a win

I will now answer some questions which might explain why phoenix are completely essential against muta:

Why is it hard/impossible to expand without phoenix?

A: Even with great unit and cannon positioning, you still won't be able to immediately have full defenses wherever the muta/ling attack comes. (obs can get shut down with muta + overseer, which most good zergs do nowadays) You will be able to bring your army wherever you need to eventually, but not before taking damage in your army and/or economy. There simply is no way to defend against muta/ling optimally without phoenix, even with AMAZING positioning and awareness. Even if you manage to expand, the Z can just keep expanding freely and massing mutalisks with the map control the z has, and eventually basetrade you whenever you move out. Obviously you will take some damage from the muta harass, which will make you be even more behind in an already bad position.

Why can't you really win with an all-in attack vs muta?

A: The answer is quite simple = basetrade. Muta/ling is an terrific composition to basetrade with due to it's mobility and high dps. Even if you have a significantly superior army, you will eventually be pinned down to a single pylon/nexus/whatever, and have really no hope of attacking. As long as the zerg was smart enough to bring even 1 drone to mine, you have basically lost. Also, splitting your forces is generally a bad idea and could only work if you have over 2x stronger army than your opponent, and the ability to build a durable proxy structure. Even if you bring probes with you, it is almost inconceivable to end in a situatuon where you have a economy that can rival your opponent's, and even if you somehow do, you will just end up in the same situation as before, but in worse shape than the first time.

Why are cannons a bad idea? Turrets are the way to defend against muta harass as terran..

Besides the obvious points mentioned before, there is also an additional problem with cannons, and that is the fact that they don't benefit from upgrades very much at all. They get no additional damage or armor, which is very problematic as the game goes on. As the muta upgrades start to stack, you will find yourself in a situation where you have to either split your army (causing you to take damage) or spend a TON of minerals to cannons (causing you to have a weaker army).

Personally, I never forge FE and always use hallucination to scout and react with double stargate phoenixes with +1 air and +1 shields upgrading. I think having to blindly go stargate with forge FE vs zerg is quite a terrible setback having to deal with.

The fact that zerg can outproduce you nullifies this whole argument. Theory is different than practice here. If I played Zerg, had muta, I can see your base right? 1 Stargate means more muta. 2 Stargate means more muta, or more bases, or more bases and roach, or a lot more roach, or pure ling/bling, more bases and ling/bling, more muta with some corruptors and more bases, etc. See how thats a bad deal for protoss?

You might win at your level with your particular reaction, but to someone who commits properly after seeing what you're doing you will fail pretty bad. I predict a paradigm shift for you in the next 2 months.


Obviously the tech switch IS possible, but I should be able to scout it in time and react accordingly. Also, I am a high masters player (currently rank 7 with 800 points) who has beaten 10+ EU gms as well if that makes my point any more valid ^^. If you stop making mutas, I can harass drones, overlords and queens with the phoenix (and force spores/additional queens), allowing me to get an economical advanage. If you switch to pure roach, I can just make a few voids. In the case of infestors, phoenixes are great. If you make hydras, I should be able to kill some with the phoenixes and have enough time to make colossi/templar/enough gateway units. Obviously there are situations where you can win a game due to circumstances unrelated to army composition, but in a normal situation these rules should apply.
On November 23 2011 05:54 coL.rsvp wrote:

So in other words, you completely disagree with me lol. Which is fine. If phoenix works for you, keep doing it. There are many solutions to the same problem and I don't claim to have found the most optimal solution. But please don't say that I'm wrong (i.e. can't expand without pheonix, cannons are bad), or that phoenix is the ONLY way to deal with muta. I think I have explained in detail why my solution works and supported my claims with multiple replays against world class players.


I think you have great points with the suppositions you make, but there is one flaw in the whole concept of non-phoenix muta defense: you rely heavily on observers. I used to use the observer + gateway unit strategy a lot, and it actually worked very well. At some point in my games some zergs started smartly killing the observers with overseers, and it is quite risky to rely on something that can be denied regardless of your actions (or can you disagree?). Not only do I end up being vulnerable but I also lose a ton of gas for nothing. It is definitely possible to win without phoenix, but I think the phoenix way of dealing with it is more consistent.

I would be very interested to hear your thoughts about how to keep observers alive, or how to deal with muta/ling without them.
If you never try you never know. Sase - Mana - TLO - WhiteRa - Naniwa - Sheth - HuK
Romitelli
Profile Blog Joined August 2011
Brunei Darussalam566 Posts
November 22 2011 21:07 GMT
#115
I have a question: what do you do if Zerg flies his mutas directly over your army, should you still storm (maybe blinking the stalkers away)? I mean, if not, you would only be able to get 1 storm off until the mutas are over your doods.
Zed's dead, baby, Zed's dead.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-11-22 21:18:37
November 22 2011 21:18 GMT
#116
On November 23 2011 06:07 Romitelli wrote:
I have a question: what do you do if Zerg flies his mutas directly over your army, should you still storm (maybe blinking the stalkers away)? I mean, if not, you would only be able to get 1 storm off until the mutas are over your doods.


Yes. You will hit more mutas than your own units, and plus your own units have more health than mutas so they die first anyway. I'd even storm my own probes if there was a huge muta ball over my mineral line.
Romitelli
Profile Blog Joined August 2011
Brunei Darussalam566 Posts
November 22 2011 21:36 GMT
#117
On November 23 2011 06:18 coL.rsvp wrote:
Show nested quote +
On November 23 2011 06:07 Romitelli wrote:
I have a question: what do you do if Zerg flies his mutas directly over your army, should you still storm (maybe blinking the stalkers away)? I mean, if not, you would only be able to get 1 storm off until the mutas are over your doods.


Yes. You will hit more mutas than your own units, and plus your own units have more health than mutas so they die first anyway. I'd even storm my own probes if there was a huge muta ball over my mineral line.


Thank you for the prompt answer! PvZ has been so difficult lately that I have even considered switching.
Zed's dead, baby, Zed's dead.
Deezl
Profile Blog Joined November 2010
United States355 Posts
November 22 2011 22:46 GMT
#118
On November 22 2011 13:14 Jonas wrote:
Awesome OP, thanks for writing that up, rsvp.

Question: since muta/ling can basically go anywhere they want, you will not be able to defend all of your bases at once when your army moves out (I have a hard enough time defending all of my bases when my army is in my base, lol). So in what order should you try to save your bases when the zerg does inevitably go for a base trade? Is saving your tech tree more important than saving your mining bases? Should I preemptively build key tech structures at my expansion? if so when?


2 ht at each base, make cannons, observer spot the mutas, and you can cost effectively defend as you roll their front.
Three hundred lives of men I have walked this world, and now I have no time.
Exoticidea
Profile Joined September 2011
4 Posts
November 22 2011 23:40 GMT
#119
I think the best way to deal with muta, use ht and blink stalkers, strom with blinking back weaking stalkers will make the fight so much better
Zerg isnt broken....much
Zeetee
Profile Joined December 2010
United States153 Posts
November 23 2011 01:37 GMT
#120
2nd replay was an aweeeeeeeesome game against violet, grats
Purupururin
Profile Joined October 2011
United States14 Posts
November 23 2011 03:52 GMT
#121
If you did not get your third up fast enough, I have one tip to help players secure it.

While building, you should have a 4 zealots and 2 HT at that spot. Surround the HT with the zealots and nexus and put zealots on hold position so lings can't hit HT. If he attacks with mutas, you have defensive storms, but same thing against lings. If they try to attack the nexus, you can storm them and if they try to attack the zealots, you can also storm them. Lings nor mutas cannot commit to killing your 3rd, because they can be stormed, and templar cannot be focus fired by lings. (I have found it annoying defending these 3rds building in the past, when they see my templar so they send 1/2 lings to target fire them, but this prevents ANY target fire)

Also, I feel that defensive templar are too underused. I disagree with 1 per base, since mass muta / ling cannot beat stalker zealot templar in a fight straight up so they HAVE TO counter attack. Why not go more hardcore on defense then at this point (with perhaps 3 templar to each base) when you already know you will have won on offense? This is the main reason why I don't think mass muta is viable after awhile since the protoss can secure a very strong defense as well as offense.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2576 Posts
November 23 2011 08:18 GMT
#122
On November 23 2011 12:52 Purupururin wrote:
If you did not get your third up fast enough, I have one tip to help players secure it.

While building, you should have a 4 zealots and 2 HT at that spot. Surround the HT with the zealots and nexus and put zealots on hold position so lings can't hit HT. If he attacks with mutas, you have defensive storms, but same thing against lings. If they try to attack the nexus, you can storm them and if they try to attack the zealots, you can also storm them. Lings nor mutas cannot commit to killing your 3rd, because they can be stormed, and templar cannot be focus fired by lings. (I have found it annoying defending these 3rds building in the past, when they see my templar so they send 1/2 lings to target fire them, but this prevents ANY target fire)

What's stopping the Zerg player from moving their Mutalisks on top of this little ball and then running away when you storm yourself?
The frumious Bandersnatch
Darkomicron
Profile Joined November 2010
Netherlands216 Posts
November 23 2011 11:01 GMT
#123
On November 23 2011 17:18 AmericanUmlaut wrote:
Show nested quote +
On November 23 2011 12:52 Purupururin wrote:
If you did not get your third up fast enough, I have one tip to help players secure it.

While building, you should have a 4 zealots and 2 HT at that spot. Surround the HT with the zealots and nexus and put zealots on hold position so lings can't hit HT. If he attacks with mutas, you have defensive storms, but same thing against lings. If they try to attack the nexus, you can storm them and if they try to attack the zealots, you can also storm them. Lings nor mutas cannot commit to killing your 3rd, because they can be stormed, and templar cannot be focus fired by lings. (I have found it annoying defending these 3rds building in the past, when they see my templar so they send 1/2 lings to target fire them, but this prevents ANY target fire)

What's stopping the Zerg player from moving their Mutalisks on top of this little ball and then running away when you storm yourself?


It's not worth it to get that much damage on his muta ball to kill a HT and a few zealots. However, storming lings would be a waste in my opinion.
"Night will fall, and so will you"
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
November 23 2011 11:52 GMT
#124
Good guide. I still find that on many of the big air favored maps zerg has a huge advantage though with muta against a ground based protoss. Something like tal darim for example is insanely hard to defend with muta and it just takes so long to set up an attack or find all bases that I feel it just won't work.
One problem with waiting till maxing imo is that they can also just get the ultra tech out and then they are suddenly not as weak to storm anymore. A lategame roach switch is also quite undoable for zerg. One of those can help zerg fight the P army head on later on. The thread states that muta's are supply ineffective but that is simply not true, they take the same population as a stalker and are roughly equal to them in big fights imo.

I think the general advice of going air OR going with an aggresive opening is still very solid. There are plenty of aggresive options that don't fall under the blind all-in category, for example 4 gate + warp prism pressure. If they go roach you can simply expand + tech, if they go quick 3rd you can attack it, if they go some 2 base play you can scout and adapt.
Ofcourse this is a great guide for what to do when you basically didn't prepare too well. If possible I still play phoenix against muta though by the way, going from 1 stargate opening into dual stargate tends to work well enough. The key to using phoenix against muta is often just that you shouldn't expect your phoenix to deal with the muta alone, they help really well in stopping harassing though by performing the same role cannons and observers do in your build: scouting where the flock is and delaying for the stalkers get in.
pezzaperry
Profile Joined May 2011
142 Posts
November 23 2011 13:15 GMT
#125
I watched your first replay, and WOW! You are so good, watched it from your POV. 6 observers out and TOTAL map vision man! LOVED it. I'm a mid-high masters player and I am no where NEAR your skill level. This is so inspirational I usually feel lost if mutas come out and i don't have phoenix. The key problem is scouting for me..

When he got broodlords and killed your force I thought it was over, but using DTs and Observers everywhere to keep the zerg down on bases really won it for you. Ok thanks again >=)
Lennon
Profile Joined February 2010
United Kingdom2275 Posts
November 23 2011 13:27 GMT
#126
Quality thread. Thanks.
eugalp
Profile Joined August 2011
United States203 Posts
November 23 2011 15:01 GMT
#127
On November 23 2011 20:52 Markwerf wrote:
Good guide. I still find that on many of the big air favored maps zerg has a huge advantage though with muta against a ground based protoss. Something like tal darim for example is insanely hard to defend with muta and it just takes so long to set up an attack or find all bases that I feel it just won't work.
One problem with waiting till maxing imo is that they can also just get the ultra tech out and then they are suddenly not as weak to storm anymore. A lategame roach switch is also quite undoable for zerg. One of those can help zerg fight the P army head on later on. The thread states that muta's are supply ineffective but that is simply not true, they take the same population as a stalker and are roughly equal to them in big fights imo.

I think the general advice of going air OR going with an aggresive opening is still very solid. There are plenty of aggresive options that don't fall under the blind all-in category, for example 4 gate + warp prism pressure. If they go roach you can simply expand + tech, if they go quick 3rd you can attack it, if they go some 2 base play you can scout and adapt.
Ofcourse this is a great guide for what to do when you basically didn't prepare too well. If possible I still play phoenix against muta though by the way, going from 1 stargate opening into dual stargate tends to work well enough. The key to using phoenix against muta is often just that you shouldn't expect your phoenix to deal with the muta alone, they help really well in stopping harassing though by performing the same role cannons and observers do in your build: scouting where the flock is and delaying for the stalkers get in.

Interesting. I almost always play aggressively if he is getting an early 3rd base. However if he teching off 2 base, I tend to play more carefully/defensively. Is that a mistake?

Mainly, I want to play safe because if he is teching, you don't really know what's coming until you scout him with an air unit. He could be doing almost anything, from infestors to some kind of lair tech all-in. I usually play reactively thus from a risk/reward perspective I tend to wait at least until I figure out what he is up to.

Another thing is that if he is going muta, the time window to be aggressive is not big. Your warpgate finishes at around 8 minutes (if you FFE), and his mutas will be building at around the 9-10 minute mark.

TL;DR: A lot of people are saying to play more aggressively however I don't think it is easy to do, at least at my level.
"More GG more skill" - White-Ra
Vaelom
Profile Blog Joined December 2010
Korea (South)154 Posts
November 23 2011 15:16 GMT
#128
PvZ skill increased! +20%
haha thanks for the guide yo!~
There is a reason why i keep score, winning is everything, losing isn't.
Belha
Profile Joined December 2010
Italy2850 Posts
November 23 2011 15:26 GMT
#129
On November 23 2011 05:45 Vapaach wrote:
I agree with most points, but I think that phoenix is the ONLY proper way to deal with mutas as protoss, even if you scout the spire as it is already finished. I will now explain why:

To play against muta with no phoenixes, you need to either:

A) Build a ton of cannons, which will eventually still not be enough if the mutaball grows too high (and you won't be able to take a 3rd)
B) Build lots of blink stalkers, which will not allow you to take a 3rd easily if at all
C) Just go 8-gate all-in or something, which is very likely be countered with mass spine + muta ling basetrade + mass hatch everywhere from z, forcing at least a draw if not a win

I will now answer some questions which might explain why phoenix are completely essential against muta:

Why is it hard/impossible to expand without phoenix?

A: Even with great unit and cannon positioning, you still won't be able to immediately have full defenses wherever the muta/ling attack comes. (obs can get shut down with muta + overseer, which most good zergs do nowadays) Archons and templar are efficient against mutas, but inefficient, and stalkers rarely have enough dps to do anything else than do some damage to the agile mutas. You will be able to bring your army wherever you need to eventually, but not before taking damage in your army and/or economy. There simply is no way to defend against muta/ling optimally without phoenix, even with AMAZING (Naniwa, HuK, etc have lost with ridiculously good positioning vs mutas with no phoenix and really no major mistakes made) positioning and awareness. Even if you manage to expand, the Z can just keep expanding freely and massing mutalisks with the map control the z has, and eventually basetrade you whenever you move out. Obviously you will take some damage from the muta harass, which will make you be even more behind in an already bad position.

Why can't you really win with an all-in attack vs muta?

A: The answer is quite simple = basetrade. Muta/ling is an terrific composition to basetrade with due to it's mobility and high dps. Even if you have a significantly superior army, you will eventually be pinned down to a single pylon/nexus/whatever, and have really no hope of attacking. As long as the zerg was smart enough to bring even 1 drone to mine, you have basically lost. Also, splitting your forces is generally a bad idea and could only work if you have over 2x stronger army than your opponent, and the ability to build a durable proxy structure. Even if you bring probes with you, it is almost inconceivable to end in a situatuon where you have a economy that can rival your opponent's, and even if you somehow do, you will just end up in the same situation as before, but in worse shape than the first time.

Why are cannons a bad idea? Turrets are the way to defend against muta harass as terran..

Besides the obvious points mentioned before, there is also an additional problem with cannons, and that is the fact that they don't benefit from upgrades very much at all. They get no additional damage or armor, which is very problematic as the game goes on. As the muta upgrades start to stack, you will find yourself in a situation where you have to either split your army (causing you to take damage) or spend a TON of minerals to cannons (causing you to have a weaker army).

Personally, I never forge FE and always use hallucination to scout and react with double stargate phoenixes with +1 air and +1 shields upgrading. I think having to blindly go stargate with forge FE vs zerg is quite a terrible setback having to deal with.


Post replays or is just trolling the thread imo, cose you're saying the opposite in many ways.
Chicken gank op
Purupururin
Profile Joined October 2011
United States14 Posts
November 23 2011 16:21 GMT
#130
On November 23 2011 17:18 AmericanUmlaut wrote:
Show nested quote +
On November 23 2011 12:52 Purupururin wrote:
If you did not get your third up fast enough, I have one tip to help players secure it.

While building, you should have a 4 zealots and 2 HT at that spot. Surround the HT with the zealots and nexus and put zealots on hold position so lings can't hit HT. If he attacks with mutas, you have defensive storms, but same thing against lings. If they try to attack the nexus, you can storm them and if they try to attack the zealots, you can also storm them. Lings nor mutas cannot commit to killing your 3rd, because they can be stormed, and templar cannot be focus fired by lings. (I have found it annoying defending these 3rds building in the past, when they see my templar so they send 1/2 lings to target fire them, but this prevents ANY target fire)

What's stopping the Zerg player from moving their Mutalisks on top of this little ball and then running away when you storm yourself?


Then you get to storm the mutas. Thats the thing about defensive templar. Mutas cant risk getting near them.

Although now I think about it, 1 muta would ruin your day.
RaKooNs
Profile Joined March 2011
United Kingdom397 Posts
November 23 2011 19:31 GMT
#131
Is it worth getting observer speed? or just keep observers stationary in key points around the map?
If you don't drop sweat today, you will drop tears tomorrow - SlayerS_MMA
K3Nyy
Profile Joined February 2010
United States1961 Posts
November 24 2011 01:42 GMT
#132
Hm.. I watched all your replays and I think 4/5 of them you were ahead. However, the Zerg made mutas and then pulled back to even or he even was ahead at some times.

Is there another way to maintain your advantage despite the Zerg going Mutas, or does your opponent going Mutas mean the game will always even out?

For example, the game vs gowser, he was fairly far behind after the bling bust and after his bling attack on your 3rd. I think it would've just been a better idea to allin him instead of playing out a drawn out game, no? Making it a passive game allows the Zerg to get back into the game so easily because they can mass drones and harass with Mutas.

Also, do you have some games where the Zerg transitions out of Mutas earlier?

Otherwise great games dude. Thanks for the reps!
Fairwell
Profile Joined July 2011
Austria195 Posts
November 24 2011 14:18 GMT
#133
On November 23 2011 05:45 Vapaach wrote:
Personally, I never forge FE and always use hallucination to scout and react with double stargate phoenixes with +1 air and +1 shields upgrading. I think having to blindly go stargate with forge FE vs zerg is quite a terrible setback having to deal with.


I've been trying to always counter muta-ling play by going double stargate phoenix, but have stopped doing it quite a while ago and now I do the more common blink stalker with some canons into ht defence (I don't use 4-5 obs like the op, but I usually have around 3 for that, maybe I should try getting more of them ... :-)).

There are basically 2 reasons why I stopped going double stargate phoenix (unless I blindly opened it after ffe already and got lucky to blindcounter his unit composition). The first reason has been mentioned in the OP as well as in some posts already (I think also from sleepingdog, too many posts I've read sry) is that if you reactively go double stargate most of the time what happens is that the initial flock of mutas can't be defended with those phoenix, because your first phoenix just finish and the zerg will usually be up one base by then (3 base to 2 base most commonly) and he can simply overrun you with way more mutas or add some corruptors into his ball (kinda hard to focus fire only mutas out if you have a lot of phoenix and he is bunching up his air units, they stack up and it's hard to click on the right ones) or they switch to mass roach (I faced some guys going for +2 ranged attack meanwhile, they stop muta production completely and you end up having to defend vs endless streams of roaches (and then you have no aoe, no blink etc since all gas went into stargates + phoenix and maybe even upgrades for them).

So far I've described one of my personal issues with the phoenix solution, but if you manage to scout it in time always (like you stated getting fast hallu every game and not going ffe for that reason) I don't see a reason to switch it up if that works for you consistently. My 2nd concern however is that many zergs don't just rush to mutas of 2 or 3 base which will often times outright die to blind 2 base timings of protoss or even reactive aggression (like you open robo with gates of 2base and see his spire being completed and just push and rape him before he can even use mutas to harass and gain map control). More often than not I've faced zergs lately going for a quick 3rd as a reaction to my standard ffe and going mass roach first and then they add a spire (often times hydra den + spire). If I started colossus production to go blinkstalker-sentry-colossus or similar and I scout this with my observer I can't tell if this guy just wants to add some corruptors to deal with my colossi and later make the absolute standard broodlord transition or intends to just purely go mass muta afterwards. Some make a hydra den just in case if they feel they need units quick for a push or to make you think they will go roach-hydra-muta so that you are less prepared. If you go double stargate and start phoenix production in such circumstances I think you have just made the absolute worst unit against his unit composition.

My question for you is now how do you reliably scout that he indeed is opting for mutas and not corruptors vs colossi play? A zerg on 3base and opting for a 4th base will alway take all gases with roach-hydra-corruptor and upgrades as well, I simply can't find any huge signs I should be checking/scouting to see that. While if I opt for blink + good upgrades and the moment he makes that muta switch I just stay defensive for a moment, get up the canons, warp in more units, get like 2 extra observers and then make a good push seems like a reliable way to handle it. I'd love to hear your insights/thoughts on this. If it weren't for zergs' race mechanics being able to switch that quickly phoenix production would always be my personal answer against muta play. :-)

Masters Protoss EU if you are wondering about my opponents' skilllevel and experience.
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
November 24 2011 19:16 GMT
#134
many thanks. just beat a diamond zerg doing mass muta as a platinum player just now :D

one question, do you have some kind of formula for how many stalkers to deal with muta harrass. as half the time i move my whole army to defend and get attacked elsewhere, other times i dont send enough stalkers and they jsut get wiped out.

e.g. if there's 6 mutas how many stalkers must i have to fend them off rather than moving my army. How many for 12ish etc?
Brood War Protoss, SC2 Terran/Protoss
unit
Profile Blog Joined March 2009
United States2621 Posts
November 24 2011 19:52 GMT
#135
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

This should probably be addressed in your OP somewhere. I haven't lost to Muta/Ling in a long time because every single time I see it coming, I do a timing attack just as they are morphing from Larva, or am playing as to prevent any from being made until later in the game.

Show nested quote +
On November 22 2011 01:30 Harstem wrote:
Hi,
Archons aren't really bad, they can be great in battle especially if they go muta/bling/ling they can tank so much bling damage. Another thing I would like to add is if they get like 30 crawlers it wouldnt hurt to get like 1/2 colossus. Colossus also help if they switch into roaches.

Yeah, they are bad. Against a Muta/Ling ball your Archons will be immobile shooting at lings, while the mutas magic box everything. Plus they are stupidly expensive.


i think that having 2-4 archons is good, but mass archon is bad due to the supply and cost, this forces the zerg to magic box because it creates another threat and they still do good damage vs mutaling, though the storms would do more...i'd rather have 4 archons and 6ht in my army than 7 archons or 14ht but thats just me

im pretty sure the key is really keeping the stalkers alive, i've played a lot of games w/my teammate (mgkamikiri) where i lose because a good chunk of my stalkers died and i no longer had the mobility to keep up w/the mutas T___T
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
November 25 2011 04:53 GMT
#136
Fantastic post RSVP. This should definitely be spotlighted, I have never seen a better explanation on how to handle mutas pvz.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
BlackBurn
Profile Joined September 2011
Italy19 Posts
November 30 2011 17:35 GMT
#137
Rsvp, I'd never seen u playing before, but now that i' ve seen those replays i think that you're an extremely talented player and i hope to see in some major tournament^^(and of course thanks for this awesome guide)
No one lives forever.
Copperhead
Profile Joined April 2010
Canada97 Posts
November 30 2011 19:29 GMT
#138
Very good tread...im like 10-15% win ratio when they make muta...they make me rage so bad...this tread will help me thanks!
and...I imagine if you were planning going collosus and you have robo bay yet... observer speed might worth it : / if you planning to make 4-5 obs ?
I speak french kthx
DangerWombat
Profile Joined December 2011
United States5 Posts
December 01 2011 20:34 GMT
#139
Thanks so much for this post. I am having a really hard time dealing with Mutas and this gives me hope. Also the inclusion of the mothership made me smile!
stokes17
Profile Joined January 2011
United States1411 Posts
December 01 2011 22:35 GMT
#140
Yo dood, Sick ass guide seriously, Your point about taking an early third totally busted my skull, very smart thinking sir. I also really like your explanation for why HT> Archon, completely agree. But i have one question:

Can you give any advice on how to aim your storms vs muta ? (yea obviously have flyer spotter assist thingy on) Do you try and just storm where they are, or do you try and lead them? Do you blanket the area to get the dmg out as fast as possible or do you storm slower but as precise as you can. I understand that this is kinda a detailed micro question( even GSL pros have a hard time making storms connect on muta), but I just feel like my storms are extremely bad and would like them to not be that, so any advice would be sick.

Thanks for being an awesome contributor to the community RSVP!!
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
Last Edited: 2011-12-02 00:06:13
December 01 2011 23:52 GMT
#141
What do you guys think about getting shield upgrades after +1 attack, instead of armor upgrades?

The reasoning I would argue for them is that when facing mutas you will be skirmishing against them quite a bit. The mutas will avoid a direct, drawn out battle. So wouldn't shield upgrades be more beneficial than armor, they heal so the benefit will be larger (the more you keep wounded units alive the greater the benifit), and when they poke cannons at your minerals then run from storms it will help more because the cannon will recharge. When blinking against ling surrounds it will help the stalkers that survive and heal their shields but have low health more than an armor upgrade. Lastly, when you do inevitably produce archons from spent HT's, the huge benefit they get is obvious. The cost decreases to shield upgrades in the last patch brought this to mind.

The only real case in which I think armor is of greater benefit is for zealots because they have a larger portion of their total life as health and not shields.

Another question I have is in regards to the bounce shot behavior of the muta attack. Correct me if I'm wrong here but isn't the attack bounce damage work like this 9/3/1? Now, I know that a normal attack cannot be reduced to 0 due to armor (for example an ultra with 5 armor takes a minimum of 1 dmg from an attack, even if it is a 5 dmg attack). Does this rule apply to muta's bounce attack?

For example if I have some stalkers and 1 sentry vs a muta flock. I use guardian shield and have +1 shield upgrades. Will the muta damage be 6/1/1 or 6/0/0?

:)
iLike
Profile Joined October 2011
Australia3 Posts
December 02 2011 01:06 GMT
#142
Thank you very much for that guide! I really appreciate your effort, clear communication and structure of this post Cheers buddy
TheTurk
Profile Joined January 2011
United States732 Posts
December 02 2011 01:17 GMT
#143
Awesome guide!
This has been a big concern for protoss for a while now.
Finally a concise, good response has been heard.
10/10
Starcraft is a lifestyle.
OxyFuel
Profile Joined August 2011
Canada195 Posts
December 02 2011 01:44 GMT
#144
Wow this is such a cool guide, I always thought pheonix were a decent counter to mutas. This will surely help a lot of people. Appreciated.
Flash | Boxer | qxc | KawaiiRice | LuckyFool | Avilo
unit
Profile Blog Joined March 2009
United States2621 Posts
December 02 2011 02:08 GMT
#145
On December 02 2011 08:52 Reborn8u wrote:
What do you guys think about getting shield upgrades after +1 attack, instead of armor upgrades?

The reasoning I would argue for them is that when facing mutas you will be skirmishing against them quite a bit. The mutas will avoid a direct, drawn out battle. So wouldn't shield upgrades be more beneficial than armor, they heal so the benefit will be larger (the more you keep wounded units alive the greater the benifit), and when they poke cannons at your minerals then run from storms it will help more because the cannon will recharge. When blinking against ling surrounds it will help the stalkers that survive and heal their shields but have low health more than an armor upgrade. Lastly, when you do inevitably produce archons from spent HT's, the huge benefit they get is obvious. The cost decreases to shield upgrades in the last patch brought this to mind.

The only real case in which I think armor is of greater benefit is for zealots because they have a larger portion of their total life as health and not shields.

Another question I have is in regards to the bounce shot behavior of the muta attack. Correct me if I'm wrong here but isn't the attack bounce damage work like this 9/3/1? Now, I know that a normal attack cannot be reduced to 0 due to armor (for example an ultra with 5 armor takes a minimum of 1 dmg from an attack, even if it is a 5 dmg attack). Does this rule apply to muta's bounce attack?

For example if I have some stalkers and 1 sentry vs a muta flock. I use guardian shield and have +1 shield upgrades. Will the muta damage be 6/1/1 or 6/0/0?


it would be 6/1/1 as 1 is the lowest it will go afaik, the general reason why shield upgrades werent done in the past was due to the enormous cost, but now its feasible, it might be worth trying out, ive been thinking of a 2/0/2 (2attack 2 shield) bink stalker timing recently that would be ridiculously strong with proper blink micro, and so far it seems like it is a very good investment for me
Bergys
Profile Joined September 2010
Sweden337 Posts
December 03 2011 01:59 GMT
#146
How do you deal with zergs that pick off all the observers with overseers? I find it extremely hard to defend against since you lose all kind of map control and have no idea where lings or mutas is coming from. You can't really wall off every base since it will take forever for your blink stalkers to go from base to base and putting down 6+ cannons to defend against lings isn't something you always can afford.
Skyro
Profile Joined May 2010
United States1823 Posts
December 03 2011 02:18 GMT
#147
On December 02 2011 08:52 Reborn8u wrote:
What do you guys think about getting shield upgrades after +1 attack, instead of armor upgrades?

The reasoning I would argue for them is that when facing mutas you will be skirmishing against them quite a bit. The mutas will avoid a direct, drawn out battle. So wouldn't shield upgrades be more beneficial than armor, they heal so the benefit will be larger (the more you keep wounded units alive the greater the benifit), and when they poke cannons at your minerals then run from storms it will help more because the cannon will recharge. When blinking against ling surrounds it will help the stalkers that survive and heal their shields but have low health more than an armor upgrade. Lastly, when you do inevitably produce archons from spent HT's, the huge benefit they get is obvious. The cost decreases to shield upgrades in the last patch brought this to mind.

The only real case in which I think armor is of greater benefit is for zealots because they have a larger portion of their total life as health and not shields.

Another question I have is in regards to the bounce shot behavior of the muta attack. Correct me if I'm wrong here but isn't the attack bounce damage work like this 9/3/1? Now, I know that a normal attack cannot be reduced to 0 due to armor (for example an ultra with 5 armor takes a minimum of 1 dmg from an attack, even if it is a 5 dmg attack). Does this rule apply to muta's bounce attack?

For example if I have some stalkers and 1 sentry vs a muta flock. I use guardian shield and have +1 shield upgrades. Will the muta damage be 6/1/1 or 6/0/0?



-Minimum damage is 0.5.
-The logic of shield upgrade being more helpful for units you keep alive only applies if they take hull damage, and in that case it depends on how much hull damage they took compared to shield damage, e.g. if they just took 10 points of shield damage and that unit regens to full it doesn't matter if they had armor or shield upgrade.
-I usually tend to go +1 weapons, +1 armor, +2 and +3 weapons, then +1 shield vs mutaling.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
December 03 2011 02:26 GMT
#148
On December 02 2011 07:35 stokes17 wrote:
Yo dood, Sick ass guide seriously, Your point about taking an early third totally busted my skull, very smart thinking sir. I also really like your explanation for why HT> Archon, completely agree. But i have one question:

Can you give any advice on how to aim your storms vs muta ? (yea obviously have flyer spotter assist thingy on) Do you try and just storm where they are, or do you try and lead them? Do you blanket the area to get the dmg out as fast as possible or do you storm slower but as precise as you can. I understand that this is kinda a detailed micro question( even GSL pros have a hard time making storms connect on muta), but I just feel like my storms are extremely bad and would like them to not be that, so any advice would be sick.

Thanks for being an awesome contributor to the community RSVP!!


I used to try to lead them, but sometimes the zerg player pulls back the mutas just in time and you miss completely. So now I always target where the mutas are, I'd rather have the guaranteed damage at the cost of an extra potential 20 damage if the zerg isn't paying attention.

In big engagements when you are storming everywhere I'd err in favor of blanketing the area to get the damage out as fast as possible, reason being that usually the mutas are targeting your HT anyway so you don't have too much time to get all your storms out.
NtsenG
Profile Joined November 2011
Canada35 Posts
December 03 2011 05:12 GMT
#149
im in midmasters and i usually go FFE---> 1 stargate harass with 2-3 void and very light amount to phoenix

when i see zergs try to counter by hiding spire and then bursting with 7-9 mutas at a time, even though it might catch me off guard some times (when i fail to scout), i find that i can still add on an extra stargate while pumping phoenix from the first and still keep up with the muta numbers even if they are commiting to massing mutas (but you do need VERY careful pheonix micro). Eventually i max out with blink stalkers phoenix and 4-5 collosus off 3 bases and just go kill him

i found this way of dealing with mutas to be fairly effective and easier than going HT, but ive never seen anyone mention this, what do you think? does this strat fail against higher level zergs?
Maxtor
Profile Blog Joined June 2011
United Kingdom273 Posts
December 03 2011 22:35 GMT
#150
Thank you very much for this guide, i was having such issues dealing with mutas and this has really made my day ;D
OxyFuel
Profile Joined August 2011
Canada195 Posts
December 03 2011 22:50 GMT
#151
On December 03 2011 14:12 NtsenG wrote:
im in midmasters and i usually go FFE---> 1 stargate harass with 2-3 void and very light amount to phoenix


I also do this, except I usually don't go voids I go for a few pheonix to pick off ovies and harass drones. It just reminds me of bw days, when toss would FFE into stargate corsair vs zerg.
Flash | Boxer | qxc | KawaiiRice | LuckyFool | Avilo
J.E.G.
Profile Joined May 2010
United States389 Posts
December 04 2011 05:26 GMT
#152
Oh man you have saved me from being demoted to plat. I was at about 10% winrate verse zergs - even the platinum ones - and now i am crushing nerd face again. THANKYOU!!!
Do or do not; there is no try.
Raggamuffinoo
Profile Joined August 2011
United Kingdom117 Posts
December 04 2011 05:33 GMT
#153
I'll add another thankyou for this post, I was suffering from some bad decision making versus a muta/linging player. Being able to recite this advice has helped me so so much.


dont quote me
stokes17
Profile Joined January 2011
United States1411 Posts
December 04 2011 05:47 GMT
#154
On December 03 2011 11:26 coL.rsvp wrote:
Show nested quote +
On December 02 2011 07:35 stokes17 wrote:
Yo dood, Sick ass guide seriously, Your point about taking an early third totally busted my skull, very smart thinking sir. I also really like your explanation for why HT> Archon, completely agree. But i have one question:

Can you give any advice on how to aim your storms vs muta ? (yea obviously have flyer spotter assist thingy on) Do you try and just storm where they are, or do you try and lead them? Do you blanket the area to get the dmg out as fast as possible or do you storm slower but as precise as you can. I understand that this is kinda a detailed micro question( even GSL pros have a hard time making storms connect on muta), but I just feel like my storms are extremely bad and would like them to not be that, so any advice would be sick.

Thanks for being an awesome contributor to the community RSVP!!


I used to try to lead them, but sometimes the zerg player pulls back the mutas just in time and you miss completely. So now I always target where the mutas are, I'd rather have the guaranteed damage at the cost of an extra potential 20 damage if the zerg isn't paying attention.

In big engagements when you are storming everywhere I'd err in favor of blanketing the area to get the damage out as fast as possible, reason being that usually the mutas are targeting your HT anyway so you don't have too much time to get all your storms out.


Ok, Thank you so much for answering!!
deanyo
Profile Joined December 2010
United Kingdom206 Posts
December 08 2011 06:39 GMT
#155
Love this thread. One thing to also think about is warp-prisming in 4 dt's if you scout the spire early and sniping it. They kill it faster than an overseer can morph and more often than not (in mid masters eu) zerg tend to build it behind the mineral line in their main. I never bother with this if i open 1stargate harass though, because there will allready be 3 spores at each base and i doubt it would work.
twitch.tv/deanyo
SchfiftyFive
Profile Joined September 2010
United States131 Posts
December 08 2011 08:11 GMT
#156
Id rather get 1-1-1'd all day by terrans than play 1 single shitty game against this style. Im seriously considering switching to terran because this style takes so much less skill from the zerg side to pull off compared to the protoss side.

This guide is great and has helped me, but what do you do if you have defended perfectly taken no probe damage no nothing...mutas literally do no damage at all. And they safely take every base on the map and load em up with 500 spines/spores....with stalker/ht/archon/chargelot and even a mothership i wasnt able to do shit. He had infestors and some roaches with brood lords in addition to his muta ball. Theres just no way to break soooo many spines/spores cant even warp prism elevator because each base has so many. Pretty ridiculous, I dont even fathom how people in masters and grandmasters can deal with the 800 freaking spines and spores :/ Do I have to try to hit a timing before a transition and just kill the main and hope they leave or?
My IQ? // "Unprotected sex is like fast expanding in close positions. Its risky, but feels great when it works out" Cim9
whistle
Profile Joined April 2010
United States141 Posts
December 09 2011 17:54 GMT
#157
thank you rsvp! I used to flounder helplessly against muta builds but I just played a pretty solid muta/ling + baneling player and won handily. throughout the entire game I imagined reading this guide in my mind, and it really helped me get a gameplan and keep my head where it needed to be.
Nuclease
Profile Joined August 2011
United States1049 Posts
December 09 2011 18:26 GMT
#158
I really like your analysis that you SHOULD NOT create Archons without using up the energy on them. Often, there is a bad tip on the loading screen from Blizzard. But that one is so true.

The thing about Phoenixes is something more people need to realize. It's unfortunate that so many people hear that Phoenixes are good against muta and then BOOM they just try to out-air-macro a zerg. It's very hard to do, even if you blow all your chrono on your stargates.

I've also always struggled with the third base. I like that you have this philosophy of getting it up BEFORE blink and BEFORE the muta ball gets too big.

I like the point on the observers. I've just never even thought of that for some reason, even though it's an obvious point. Pylons always get picked off and it never occurred to me to spend gas on observers because they are gas heavy. But, of course, once you get 2 bases it's not that bad (only 75 I believe). So yeah I endorse that.

Cannons are very underused, people! Cannons are not only an early game investment against a roach all-in! While that is what they are useful for a lot of the time, they can also be a great boon in the late game when it takes a long time to get from base to base. Always, always, always have some cannons at your expos late game. And not only in PvZ.

The point on immortals is nice too. I like that recommendation.

Finally, I just want to add that if you can use the speed-upgraded warp prisms in an effective way to snipe not only workers but important tech structures, you can set the zerg back in such a huge way. Sniping a spire that's got upgrades going is SO worth losing a few zealots. If it's too dangerous to send the WP in, don't sacrifice it, but killing some DTs or Zealots is SO good if you can stop an armor or attack upgrade. The only way to make mutas viable for direct confrontations is a huge upgrade army. Punish them for having a huge amount of mutas, because they suck in direct confrontations, and keep up on your upgrades ALWAYS. Just like your point on expos, upgrade early and often.

Thanks for the good guide, helps a lot.
Zealots, not zee-lots. | Never forget, KTViolet, Go)Space. | You will never be as good as By.Flash, and your drops will never be as sick as MMA.
xvbadkarma
Profile Joined November 2011
United States2 Posts
December 09 2011 18:37 GMT
#159
Awesome guide! Thank you!
More GG, More Skill
KangaRuthless
Profile Blog Joined August 2010
United States304 Posts
December 09 2011 19:15 GMT
#160
As a Zerg player, I approve of this thread.

Well-written and now I know how to exploit Protosses who don't heed this advice >:D
www.youtube.com/KangaRuthless
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
December 09 2011 19:34 GMT
#161
On November 22 2011 10:32 onmach wrote:
This is about the first protoss thread I've seen that has a real answer to mutas. That observer cloud thing is a super good idea. I'll have to start looking for too competent stalker movement and make an overseer if this becomes common.

I personally don't really fear storm. When I see it coming I transition into roaches, as for the mutas, they rarely take more than 20 damage per storm, and the templar themselves are super vulnerable. But maybe at the high level it is more effective.

Still, a good guide, you complainers should be listening to this guy. The only thing he doesn't seem to deal with is spine crawler walls that I put up so that my last engagements will be beneficial. I always make sure I have big walls in the middle of the map to retreat to, and to delay the stalkers so that I can put the final nail in the coffin of his economy before I engage.

Once you hit 12 mutas, make an overseer + ovie speed. It really useful and you kill a lot more pylon :D
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
DangerWombat
Profile Joined December 2011
United States5 Posts
December 12 2011 19:48 GMT
#162
Thanks so much for this post. Was having a really hard time with Mutas and this helped!
Mr. Black
Profile Blog Joined May 2011
United States470 Posts
December 12 2011 20:22 GMT
#163
I wish this information could have been suppressed for a little while longer. My ladder streak against P couldn't last forever
Make more anything.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
December 12 2011 20:51 GMT
#164
Has anyone tried keeping your main army home to deal with mutas while launching all of your mid-game attacks from warp prisms? The idea came to me today and I haven't had an opportunity to try it yet, but my theory is that it would let you get aggressive earlier and to circumvent the spine crawlers.

The general idea:

Take a quick third, get templar tech, 12 gates and warp prism speed. Load 4 templar in a speed prism and warp in 8 zealots and 2 archons at Z's base. 8 zealots and 2 archons should can handle a ton of lings in the choke between a mineral line and a hatchery, and when 30 mutas come over, you drop your 4 templar and storm the mutas down so the archons 1-shot 5 mutas at a time. It seems like with some practice with the control, you might be able to kill an entire army just off of 4 templar, a warp prism, and a couple rounds of warp-ins without ever leaving your base undefended.
MuATaran
Profile Joined January 2011
Canada231 Posts
December 12 2011 21:23 GMT
#165
This is really helpfull for me thanks, I dont know why but I seam to lose to muta ling nearly every PvZ I play, damn flavor of the month builds
"Our Banshees will blot out the Sun! ... Then we shall Stim in the Shade." - Doa
Mikelius
Profile Joined September 2010
Germany517 Posts
December 12 2011 21:55 GMT
#166
On December 13 2011 05:51 kcdc wrote:
Has anyone tried keeping your main army home to deal with mutas while launching all of your mid-game attacks from warp prisms? The idea came to me today and I haven't had an opportunity to try it yet, but my theory is that it would let you get aggressive earlier and to circumvent the spine crawlers.

The general idea:

Take a quick third, get templar tech, 12 gates and warp prism speed. Load 4 templar in a speed prism and warp in 8 zealots and 2 archons at Z's base. 8 zealots and 2 archons should can handle a ton of lings in the choke between a mineral line and a hatchery, and when 30 mutas come over, you drop your 4 templar and storm the mutas down so the archons 1-shot 5 mutas at a time. It seems like with some practice with the control, you might be able to kill an entire army just off of 4 templar, a warp prism, and a couple rounds of warp-ins without ever leaving your base undefended.


Excuse my ignorance, but aren't mutas still faster than a speedy warp prism? If so, it feels like a big gamble unless you know where the mutas are. How would you work around that?
Less QQ, more PewPew
toofaraway
Profile Joined March 2011
United States15 Posts
December 12 2011 22:03 GMT
#167
Awesome guide, thanks for the info. I always make a ton of observers to spot for drops against Terran, but for some reason it never occurred to me to make them against Mutalisks too. Really cool idea.
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
December 12 2011 22:15 GMT
#168
On December 13 2011 06:55 Mikelius wrote:
Show nested quote +
On December 13 2011 05:51 kcdc wrote:
Has anyone tried keeping your main army home to deal with mutas while launching all of your mid-game attacks from warp prisms? The idea came to me today and I haven't had an opportunity to try it yet, but my theory is that it would let you get aggressive earlier and to circumvent the spine crawlers.

The general idea:

Take a quick third, get templar tech, 12 gates and warp prism speed. Load 4 templar in a speed prism and warp in 8 zealots and 2 archons at Z's base. 8 zealots and 2 archons should can handle a ton of lings in the choke between a mineral line and a hatchery, and when 30 mutas come over, you drop your 4 templar and storm the mutas down so the archons 1-shot 5 mutas at a time. It seems like with some practice with the control, you might be able to kill an entire army just off of 4 templar, a warp prism, and a couple rounds of warp-ins without ever leaving your base undefended.


Excuse my ignorance, but aren't mutas still faster than a speedy warp prism? If so, it feels like a big gamble unless you know where the mutas are. How would you work around that?

I think mutas are the same speed or slower than a speed prism.
I love crazymoving
monk
Profile Blog Joined May 2009
United States8476 Posts
December 12 2011 22:24 GMT
#169
On December 13 2011 07:15 Flonomenalz wrote:
Show nested quote +
On December 13 2011 06:55 Mikelius wrote:
On December 13 2011 05:51 kcdc wrote:
Has anyone tried keeping your main army home to deal with mutas while launching all of your mid-game attacks from warp prisms? The idea came to me today and I haven't had an opportunity to try it yet, but my theory is that it would let you get aggressive earlier and to circumvent the spine crawlers.

The general idea:

Take a quick third, get templar tech, 12 gates and warp prism speed. Load 4 templar in a speed prism and warp in 8 zealots and 2 archons at Z's base. 8 zealots and 2 archons should can handle a ton of lings in the choke between a mineral line and a hatchery, and when 30 mutas come over, you drop your 4 templar and storm the mutas down so the archons 1-shot 5 mutas at a time. It seems like with some practice with the control, you might be able to kill an entire army just off of 4 templar, a warp prism, and a couple rounds of warp-ins without ever leaving your base undefended.


Excuse my ignorance, but aren't mutas still faster than a speedy warp prism? If so, it feels like a big gamble unless you know where the mutas are. How would you work around that?

I think mutas are the same speed or slower than a speed prism.

Mutas are slightly faster, by 0.05 iirc. That's why unless you can guarantee a safe trip with your prism via observer positioning or clearing out overlords, a speed prism with 4 templar just seems like way to big a risk.
Moderator
kcdc
Profile Blog Joined April 2010
United States2311 Posts
December 12 2011 22:36 GMT
#170
On December 13 2011 07:24 NrGmonk wrote:
Show nested quote +
On December 13 2011 07:15 Flonomenalz wrote:
On December 13 2011 06:55 Mikelius wrote:
On December 13 2011 05:51 kcdc wrote:
Has anyone tried keeping your main army home to deal with mutas while launching all of your mid-game attacks from warp prisms? The idea came to me today and I haven't had an opportunity to try it yet, but my theory is that it would let you get aggressive earlier and to circumvent the spine crawlers.

The general idea:

Take a quick third, get templar tech, 12 gates and warp prism speed. Load 4 templar in a speed prism and warp in 8 zealots and 2 archons at Z's base. 8 zealots and 2 archons should can handle a ton of lings in the choke between a mineral line and a hatchery, and when 30 mutas come over, you drop your 4 templar and storm the mutas down so the archons 1-shot 5 mutas at a time. It seems like with some practice with the control, you might be able to kill an entire army just off of 4 templar, a warp prism, and a couple rounds of warp-ins without ever leaving your base undefended.


Excuse my ignorance, but aren't mutas still faster than a speedy warp prism? If so, it feels like a big gamble unless you know where the mutas are. How would you work around that?

I think mutas are the same speed or slower than a speed prism.

Mutas are slightly faster, by 0.05 iirc. That's why unless you can guarantee a safe trip with your prism via observer positioning or clearing out overlords, a speed prism with 4 templar just seems like way to big a risk.


I've considered this, but it's pretty easy to just keep the prism in your base and send it out when you know where the mutas are. All you need is 5 seconds to drop your templar and warp in some stalkers and you can trade well against 20-50 mutas. If you ever were caught in transit, I suspect that with some micro practice, you could move drop your templar and storm the chasing mutas and even tho you probably wouldn't kill them, you'd bring the whole flock down to red health which seems like an okay trade.
Nyast
Profile Joined November 2010
Belgium554 Posts
Last Edited: 2011-12-12 22:45:35
December 12 2011 22:43 GMT
#171
I have a question. I played a game yesterday against a Zerg, I know the theory and everything, but still couldn't do a damn thing. Here's how it went: I took a very fast third, got some defenses up, quickly teched to blink stalkers and archons, and was able to take only minimal losses while snipping many mutas each time he tried to harass. Everything good so far.

I scout the map a bit later and realize the Zerg has taken half the map as expos, spread his creep almost up to my base.. and made 20-30 spines ( not an exageration ). He didn't have that many lings, but tons of upgraded mutas. I'm guessing he dumped his minerals excess into spines instead of mass lings.

Ultimately I pushed with my big army of stalkers + archons, avoiding his spines doomswall, and we base traded. He simply rebuilt his hatcheries in center of his spam wall, while killing off my bases. In the end there was simply too many spines for ANY kind of army to handle, excepting maybe colossi with range.. but colossi with range just don't do too well against mutas, as we all know

I could have pushed earlier instead of turtling, but in my experience when you push too soon, you lose too. I just don't really know how to handle that scenario. I had tons of obs to see his harass coming, but he simply contained me, I was good eco/upgrades/tech wise, but still lost..

Oh, and when he reached 200 ( ie. before than me ) he teched to Brood lords. That's another reason I avoided a direct confrontation when I arrived at 200 with my stalkers+archons ball, because BL behind a wall of spines is just impossible to handle.. and even with a MS, I don't think I would have won.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
December 12 2011 23:00 GMT
#172
On December 13 2011 07:43 Nyast wrote:
I have a question. I played a game yesterday against a Zerg, I know the theory and everything, but still couldn't do a damn thing. Here's how it went: I took a very fast third, got some defenses up, quickly teched to blink stalkers and archons, and was able to take only minimal losses while snipping many mutas each time he tried to harass. Everything good so far.

I scout the map a bit later and realize the Zerg has taken half the map as expos, spread his creep almost up to my base.. and made 20-30 spines ( not an exageration ). He didn't have that many lings, but tons of upgraded mutas. I'm guessing he dumped his minerals excess into spines instead of mass lings.

Ultimately I pushed with my big army of stalkers + archons, avoiding his spines doomswall, and we base traded. He simply rebuilt his hatcheries in center of his spam wall, while killing off my bases. In the end there was simply too many spines for ANY kind of army to handle, excepting maybe colossi with range.. but colossi with range just don't do too well against mutas, as we all know

I could have pushed earlier instead of turtling, but in my experience when you push too soon, you lose too. I just don't really know how to handle that scenario. I had tons of obs to see his harass coming, but he simply contained me, I was good eco/upgrades/tech wise, but still lost..

Oh, and when he reached 200 ( ie. before than me ) he teched to Brood lords. That's another reason I avoided a direct confrontation when I arrived at 200 with my stalkers+archons ball, because BL behind a wall of spines is just impossible to handle.. and even with a MS, I don't think I would have won.


If you base trade against muta, you lose. The only way to win is to attack with a strong enough force to kill his army while leaving at home a strong enough force to kill his army. In other words, you need to double his army strength. The way to do that is storms+blink+gosu multitasking. And you need to keep an obs on his lair so that you have enough time to transition to anti-broodlord when he goes hive.
whereismymind
Profile Blog Joined March 2011
United Kingdom717 Posts
December 12 2011 23:26 GMT
#173
I would put 40 cannons in my main base, similar to his spine crawler spam, and than he can come.
one day.. i'll lose my mind
Nyast
Profile Joined November 2010
Belgium554 Posts
December 13 2011 10:17 GMT
#174
On December 13 2011 08:00 kcdc wrote:
If you base trade against muta, you lose. The only way to win is to attack with a strong enough force to kill his army while leaving at home a strong enough force to kill his army. In other words, you need to double his army strength. The way to do that is storms+blink+gosu multitasking. And you need to keep an obs on his lair so that you have enough time to transition to anti-broodlord when he goes hive.


Sure, but that's still not really answering my problem: there are 20 spines in front of my base. He has a moderate lings ball ( like 50-60 ), a huge muta ball upgraded ( like 30 of them, 2/2 ). Would you advise that I push with my stalkers/archons/templars ball into that army plus 20 spines ?

I'm asking how to handle a Zerg who mass spines contain you..
Nyast
Profile Joined November 2010
Belgium554 Posts
December 13 2011 10:19 GMT
#175
On December 13 2011 08:26 whereismymind wrote:
I would put 40 cannons in my main base, similar to his spine crawler spam, and than he can come.


Yeah, the Brood lords will come.. and you will cry
kcdc
Profile Blog Joined April 2010
United States2311 Posts
December 13 2011 17:46 GMT
#176
On December 13 2011 19:17 Nyast wrote:
Show nested quote +
On December 13 2011 08:00 kcdc wrote:
If you base trade against muta, you lose. The only way to win is to attack with a strong enough force to kill his army while leaving at home a strong enough force to kill his army. In other words, you need to double his army strength. The way to do that is storms+blink+gosu multitasking. And you need to keep an obs on his lair so that you have enough time to transition to anti-broodlord when he goes hive.


Sure, but that's still not really answering my problem: there are 20 spines in front of my base. He has a moderate lings ball ( like 50-60 ), a huge muta ball upgraded ( like 30 of them, 2/2 ). Would you advise that I push with my stalkers/archons/templars ball into that army plus 20 spines ?

I'm asking how to handle a Zerg who mass spines contain you..


Zerg shouldn't be able to get a spine wall right in front of your base. Usually it should be in some central defensive location on their side of the map. If it does happen that Zerg gets creep all the way to your base and plants spines there, you might have already lost because that means he's probably also taken every base on the map, but here are some ideas.

Option 1: Kill the spines with immortals+stalker+zealot with storm support. Immortals don't shoot up, but spines don't die without them.

Option 2: Blink an attack force of stalkers around the spine crawlers and support your attack force with a warp prism of HT.

From the sounds of it, Z was able to get a million mutas to contain you, creep up to your base, a giant spine crawler wall, and enough economy and time to make a broodlord transition. If that's the case, you need to find a way to start applying pressure sooner. If you post a replay, we can take a look.
Nyast
Profile Joined November 2010
Belgium554 Posts
December 13 2011 19:56 GMT
#177
Thanks, I'll try to find the replay. It was a few days ago so now it's a bit blurry in my memory, but from what I recall it was on Nezarim Crypt, he was on the bottom right and I was on the top right.. and on this map, the distance between his natural to mine isn't exactly huge.

I guess the trick would have been to prevent creep spread, but remains the question: how do you apply pressure back when he's flying mutas left & right in your base ? It's not like he advanced his spines wall in one step either. Originally he started with 3-4 spines in defense in his natural, but instead of making lings he just kept on to adding spines. My first observers went on the surroundings of my base to see the mutas harass coming, so I didn't get the chance to scout what was going on around his natural until too late.. when there was already like 10-15 of them. At this point, there's no way I can pass that wall without heavy immortal or colossi support, and all my ressources went into blink stalkers and archons.

At some point he made a massive attack with 30-35 mutas into my main. I had to use all of my blink stalkers to survive. We basically traded armies at this point. I saved all my original sentries/zealots/archons, but he instantly repopped 20-25 mutas, and I still had no answer to the mass spines..
Jedclark
Profile Blog Joined February 2011
United Kingdom903 Posts
December 13 2011 23:17 GMT
#178
This is a good guide, but most of it seems like common sense
"They make it so scrubnubs can PM me. They make it so I can't ignore scrubnubs!" - "I'm gonna show you how great I am." MKP fan since GSL Open Season 2 #hipsternerd
whereismymind
Profile Blog Joined March 2011
United Kingdom717 Posts
December 26 2011 14:56 GMT
#179
Playing versus mass muta is just pain(well if we play macro game, they always go mass muta, otherwise cheese or somthn).

I have a question about positions.. I had 3 bases on tal'darim. Problem is third and main.. If I leave half army in natural and half in third isn't that suicide if mass muta comes? I can only imagine to have 2ht's per mineral with half stalkers, ... But HONESTLY mark my words... It is very very very hard to hit mutas with strom, so easy to dodge and come back and decimate my half stalker army...

I lost my nerves yesterday against zerg.. Did everything well, harrashed with DTs, until he just made spores + overseers in 5 seconds...

Than I couldn't do anything since his mutas were just holding me in my base.

I heard kcdc said some good things about HT harrash with prism.. Nice suggestion. But this is even more APM required versus muta play, and I am only poor diamond.

What say you guys?
one day.. i'll lose my mind
Pure656
Profile Joined August 2011
United States4 Posts
December 26 2011 22:18 GMT
#180
Today I was in a game of PvZ and he went Mutaling. I went for blink and HT like you said and got a third base, but he was still able to beat me. I had 4 cannons at my natural and a high templar. he was able to one shot the cannons and then avoid the storm, and then proceed to kill all of my probes. All of this happened before my blink stalkers could get there. What more is there one can do?
"My Wife for Hire"
iamke55
Profile Blog Joined April 2004
United States2806 Posts
December 26 2011 22:23 GMT
#181
Artosis seems to win vs mutas every time. He takes an early 3rd base and gets blink, but spends a lot of minerals on cannons. When the Zerg tries to go for a base trade, Artosis just spams cannons and gateways at one of his bases and leaves templars there, while giving up all of his other bases.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
December 26 2011 22:26 GMT
#182
On December 27 2011 07:18 Pure656 wrote:
Today I was in a game of PvZ and he went Mutaling. I went for blink and HT like you said and got a third base, but he was still able to beat me. I had 4 cannons at my natural and a high templar. he was able to one shot the cannons and then avoid the storm, and then proceed to kill all of my probes. All of this happened before my blink stalkers could get there. What more is there one can do?

Sounds like he was allowed to macro up while you were scrambling on defense. Maybe take a look at your opener? I know that I have 2 timing windows before 3base mutas come out that either win the game if he goes muta or significantly delay it while I get phoenixes and +1 air up. I believe ground vs muta can only go so far. Since your ground to air units don't stack on top of each other, there is logically a point where air units can beat ground no matter how good those ground units are against air.
Knowing is half the battle... the other half is lasers.
Skyro
Profile Joined May 2010
United States1823 Posts
December 26 2011 23:01 GMT
#183
On December 27 2011 07:18 Pure656 wrote:
Today I was in a game of PvZ and he went Mutaling. I went for blink and HT like you said and got a third base, but he was still able to beat me. I had 4 cannons at my natural and a high templar. he was able to one shot the cannons and then avoid the storm, and then proceed to kill all of my probes. All of this happened before my blink stalkers could get there. What more is there one can do?


I find it better to storm when mutas stop to shoot as when they shoot they stop and have to re-accelerate again and take more storm damage. If you try to predict which direction mutas are going and storm there it's a crapshoot. Most of the time if I get in the situation where I'm being contained on 3-base if I get 2 or 3 solid storms to put their muta clump in the red I feel comfortable pushing out before a max army as they will not want to engage your army with mutas in the red. Then just cannon up like mad for the eventual base race.
skatbone
Profile Joined August 2010
United States1005 Posts
December 29 2011 03:46 GMT
#184
Hey RSVP, will you discuss the situation you encountered on your stream tonight (Wed. the 28th of Dec.) against hellokitty on Xel'Naga.

He went lair on 2-base then dropped a spire and took a third. You said that you didn't play well so maybe it isn't worth discussing. However, I routinely see a similar build in diamond. The power of it comes from my inability to pin him on a fast spire as he could be going muta, infestor, hydra, or baneling. You scouted the spire with your obs and had to cancel the robo bay.

In games similar to this--where a zerg goes fast lair into spire into third base, I find that I tend to lose if I tech incorrectly or fail to take the fast third that this thread recommends. If he was going 2-base hydra or mass roach, I don't think I could hold a fast third. It's the uncertainty of 2-base-lair tech coupled with the lack of fast third when I FFE that gives me problems.

Do you advise dropping the 3rd as soon as you scout 2-base spire even if you haven't scouted a 3rd base yet? This just seems like such an insecure-mae-or-break timing for toss.

tl;dr Over the last few months I've seen a lot of blue posters argue that 2-base muta is crap. While it might theoretically be crap, I struggle with it at diamond level due to the ambiguity of a fast lair (I send probes and zels to their death in an effort to determine the tech)--if it is mutas and I've gone colossus, I struggle. If it is hydras and I've gone blink, I struggle. If I take a third against hydra or mass roach or ling/infestor, I struggle.
Mercurial#1193
snively
Profile Blog Joined August 2011
United States1159 Posts
December 30 2011 01:31 GMT
#185
where do i place my storms if the mutas are right over my army?

should i try to hit the mutas around the edges, or just blow the whole thing on my entire armmy?
My religion is Starcraft
polishedturd
Profile Joined October 2010
United States505 Posts
Last Edited: 2011-12-30 02:13:10
December 30 2011 02:09 GMT
#186
On December 30 2011 10:31 snively wrote:
where do i place my storms if the mutas are right over my army?

should i try to hit the mutas around the edges, or just blow the whole thing on my entire armmy?


turn on flyer helper in your options

edit/ misread your question sorry, please disregard


http://i.imgur.com/EbrnM.jpg
Feos
Profile Joined July 2010
Germany71 Posts
December 30 2011 07:13 GMT
#187
yes, if you see them go muta, build a 3rd... actually its easier to hold the 3rd the earlier you get it.

and to the other one:
if he has that many mutas that he can 1 shot cannons, obviously 4 cannons arent enough. if you have 3 bases and build nothing but HTs/blinkstalker, you will accumulate a big amount of minerals. just build a ridiculous amount of cannons.. np
if 1 HT isnt enough add another 1 or 2?
ofc they can dodge but they WILL take damage every time they try to engage. if your observers are in a good position you can even storm the mutas the moment they fly in to harass.

and place your storms over your army... who cares? ^^ shields regen quite fast
getting his mutas low is more important
Tazerenix
Profile Joined December 2010
Australia340 Posts
January 01 2012 10:12 GMT
#188
When you are at the point where the zerg takes an early third which you try and pressure (with a 6gate/stargate/zealot pressure) and you can't deal enough damage to kill the third, but not specifically putting you behind (eg not losing sentries or not losing void) and then move into a late game where the zerg manages to get anywhere up to 50 mutalisks whilst literally taking every single base on the map and building a good 60-70 spine crawlers, what the fuck do you do? This happened to me once today, where once I finally secured my third the zerg player was beginning to mass up mutas, and eventually reached the count of 51. He made about 50 spines and even after I went for a big colossus push (using the colossus to take out spines without taking damage) because he had every base and there was no way I could pressure him in any way before maxed (as he had 50 mutalisks) he remaxed once on ultralisks. Then again on ultralisk infestor, then again on lings, then again on mutalisks. I tried to be as cost efficient as possible but it at the point where your opponent has that much money and that many spines, even when on 3 mining bases I just can't see a way of winning. I can post a replay if needed.
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
January 01 2012 10:31 GMT
#189
On January 01 2012 19:12 Tazerenix wrote:
When you are at the point where the zerg takes an early third which you try and pressure (with a 6gate/stargate/zealot pressure) and you can't deal enough damage to kill the third, but not specifically putting you behind (eg not losing sentries or not losing void) and then move into a late game where the zerg manages to get anywhere up to 50 mutalisks whilst literally taking every single base on the map and building a good 60-70 spine crawlers, what the fuck do you do? This happened to me once today, where once I finally secured my third the zerg player was beginning to mass up mutas, and eventually reached the count of 51. He made about 50 spines and even after I went for a big colossus push (using the colossus to take out spines without taking damage) because he had every base and there was no way I could pressure him in any way before maxed (as he had 50 mutalisks) he remaxed once on ultralisks. Then again on ultralisk infestor, then again on lings, then again on mutalisks. I tried to be as cost efficient as possible but it at the point where your opponent has that much money and that many spines, even when on 3 mining bases I just can't see a way of winning. I can post a replay if needed.

No offense dude, really, but I've never seen a single game outside of bronze or silver league where a person makes 50 spines, or even above 20.

Post rep.
I love crazymoving
Feos
Profile Joined July 2010
Germany71 Posts
January 02 2012 17:24 GMT
#190
not even 20? then you missed a lot of tournaments
its pretty common for zerg to spam spines once they have gathered mass resources and need supply
Skyro
Profile Joined May 2010
United States1823 Posts
January 11 2012 19:44 GMT
#191
Some possible additions to the guide:

-Good rule of thumb is you need ~1:1 ratio of Stalkers to Mutas in a straight up Stalker vs. Muta engagement
-You mention upgrades and double forge as a possibility that you haven't fully explored. I feel grabbing double forges is very effective vs. zerg in general but in particular vs. muta/ling. Personally I go for very fast upgrades, going +1 weapons, +1 armor, then +2 and +3 weapons. I usually try to get my 2nd forge around when I grab my 3rd (since you need the extra gas income from a 3rd base to really afford double upgrades) and research +3 weapons and grab +1 shields from my 2nd forge, which should line-up around when +3 weapons finishes. Then I concurrently research 2/2 and 3/3 armor/shields together.
Ada
Profile Joined October 2004
Germany150 Posts
January 11 2012 23:21 GMT
#192
On December 27 2011 07:23 iamke55 wrote:
Artosis seems to win vs mutas every time. He takes an early 3rd base and gets blink, but spends a lot of minerals on cannons. When the Zerg tries to go for a base trade, Artosis just spams cannons and gateways at one of his bases and leaves templars there, while giving up all of his other bases.


I try this as well, that's pretty good imo.
AirbladeOrange
Profile Blog Joined June 2010
United States2572 Posts
January 12 2012 06:56 GMT
#193
I've been hitting zergs going mutas on tal darmin a good amount lately. I can do a decent job of securing 3 bases but it still seems like even by the time I do that the zerg has like 6 bases when I am able to move out. Then the zerg can just trade units efficiently and deny future expansions fairly easily with speedlings and mutas. Not to mention they cover the map with spine crawlers then tech switch to ultras and or something.

That definitely sounds like whining. When the zerg seems to be everywhere on the map how can I harass? And how can I make my maxed army worthwhile? The guide says to move out when maxed but I still find that my army will get slowed down by spines and picked apart by the zerg who is able to remake units so much faster.
Nyast
Profile Joined November 2010
Belgium554 Posts
Last Edited: 2012-01-12 10:12:41
January 12 2012 10:12 GMT
#194
On January 01 2012 19:31 Flonomenalz wrote:
No offense dude, really, but I've never seen a single game outside of bronze or silver league where a person makes 50 spines, or even above 20. Post rep.


Happens all the time at mid/high master's level.

In fact, I believe the metagame has shifted from "muta/lings" to "muta/spines". Zergs have finally understood that mid/end-game lings do little damage, especially when you already have storm, so they dump excess minerals into spines.

On some maps, all important Zerg expos can be defended by strategically placing spines at the right location on the map. For ex. on Shattered Temple, between the gold and the map center there are two pathways. 20 spines at each and good luck for passing with a ground army.

I've had moderate success with a mothership, recalling into Zerg's main, and protecting my expos with mass canons for the unavoidable base trade, but it's still damn hard
Josh_rakoons
Profile Joined December 2011
United Kingdom1158 Posts
January 14 2012 18:10 GMT
#195
What can i do vs like 30 spines (destiny style)? and the zerg just sits in the middle with lings and harassing with muta's? How can i harass at all?? It feels impossible to play against.
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
January 14 2012 18:30 GMT
#196
just from a zerg point of view : If the protoss knows you are going muta, which is scoutable with illusion / obs, then its not so scary anymore. As for basetrading scenarios : leaving a couple of templar at home rlly screws the zerg over.

I know a lot of tosses see it as very imba, but you have to understand, most zergs go heavy muta because roach / hydra /corruptor... Well lets say its just suck. Just like most protosses g ofor deathball like stuff, zergs go for something that deals with that deathball.

Toss ppl : look at it from a zerg point of view for once, a deathball is ShitScary, it is no surprise that zergs try everything they can to bypass / get into a different game. With what toss has, I feel like it still is pretty balanced.
RadioNights
Profile Joined October 2010
Australia5 Posts
January 16 2012 00:59 GMT
#197
Great guide rsvp. After reading this guide I seem to have just stopped losing to mutas, whereas before i literally lost every game... I'd see mutas and think "gg". Thanks!
Melonator
Profile Joined September 2011
Canada13 Posts
January 18 2012 15:03 GMT
#198
When you say that opening double stargate should be a BO win, does that still apply today? My standard PvZ opening is FFE -> double stargate for the exact purpose of deterring muta play, but lately I've still been getting hit by mass mutas (even chronoing 2 phoenix at a time just doesn't keep up as you said.) To make this a BO win, should I just do some kind of 4-5 gate, double star phoenix all-in or how do I move forward from here?

Thanks a lot for the guide!
Beijerinator
Profile Joined January 2012
Sweden7 Posts
January 18 2012 15:08 GMT
#199
Great guide man
Damn Mutaslisks
Skyro
Profile Joined May 2010
United States1823 Posts
January 18 2012 17:40 GMT
#200
On January 19 2012 00:03 Melonator wrote:
When you say that opening double stargate should be a BO win, does that still apply today? My standard PvZ opening is FFE -> double stargate for the exact purpose of deterring muta play, but lately I've still been getting hit by mass mutas (even chronoing 2 phoenix at a time just doesn't keep up as you said.) To make this a BO win, should I just do some kind of 4-5 gate, double star phoenix all-in or how do I move forward from here?

Thanks a lot for the guide!


Hard to say w/o seeing a replay. I assume it is probably because he was up on bases and was able to pump an overwhelming amount of mutas through his economy. Double Stargate is a build order win if you can wipe out the muta pack (cost effectively) with Phoenix, however a lot of Zergs will often hide their mutas in their base when they see Phoenix in an attempt to outmass any Phoenixes out on the field. Main thing is you just need good scouting of what they are doing, and know when you can engage. For example usually zerg expands (or even double expands) after his first pack of mutas are out because of the map control afforded to them by mutas (which phoenixes in equal numbers negate), so that would be an example of a good time to attack.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
January 18 2012 19:08 GMT
#201
As a general tip I think it's good to focus the cannons to be at your third and your extra bases especially. Position your sentries there while using the stalkers, a minimal number of cannons and possibly phoenix to defend the first and natural. When the time comes to move out you need at least 1 base you can defend with the cannons alone and maybe a ht or 2 so since your third and extra bases have the most minerals focus it to be them. In general always wall off the third near the nexus, with cannons hugging the nexus, that way you're pretty much ling proof and can use that base to rely on while your army goes killing them.

As for not making colossi, i'm not sure I agree. Colo are fantastic against lings and since you generally have a robo anyway I tend to make just a minimal number of colossi without range. Upgraded zealots do quite well against lings but if he gets hive tech and hive upgrades then 3/3 lings really roll over zealots regardless of their upgrades. Imo you need some colossi eventually as they are good when zerg tech switches and just deal with lings really well, better then storm does really. A few colossi also helps to take down spine walls which can be a hassle if you went too heavy on the zealot/ht.

ODKStevez
Profile Joined February 2011
Ireland1225 Posts
January 18 2012 19:14 GMT
#202
Thanks for this, I always have trouble against Mutas. Great guide, thank you.
Luppa <3
YaTa
Profile Joined January 2011
51 Posts
January 30 2012 15:34 GMT
#203
I want to share my opinion and my success vs muta play. Rsvp has right on dot points and tips. Honestly, the problem with muta as protoss is that you feel contained and can't go out because you would lose your probes to mutas instantly so it is the molibity issue and you might not make enough anti air units or lose to odd/unusual transition from muta to brood/infestor or mass roach etc. So my solution is NOT losing any probes in mid games as you may need to have stable income in order to produce fast 160-180 food supply. Whatever your opening is, you must fast expand vs quick muta (2 bases) and defend your third and main with stalkers and few cannons (don't invest too much because you need more mineral for gateways, upgrade, colo, make fast gas at third, and please mass pylon as much as possible being supply blocked sucks and muta will probably pick off some pylons). Keep in mind it is necessary to complete wall at natural or third hinting you would have to defend at all cost until you have a deathball (that can handle mass of mutas and have strong ground support as well) of colos from one robo (no range), a lot alot alot of blink stalkers, archon or storm, and zealot. Basically, head out when you have a deathball of food 170 ish and leave 1/3 of army at third and mass literally 15 cannons or more at third you can give up any other expo but not third or the new one due to trade base. This will keep you alive and be able to kill your opponent with no ease. In case of transition from muta into anything, you must alertly be awared of number of muta harassing you, is it getting bigger or same number of muta (10-15). If you feel he is keeping harassing with same count of muta consistently, don't invest too much in defense and harass as much as you can and this will tell you exactly what your opponent is making by looking at his army composition. Any sort of harassment would be prism (be smart with this when you see muta in main just send prism on the other side and use it to mass zealot to kill zerg's new expo), proxy pylon, make zealot, dt, blink stalker poke (leave some at home vs not so many mutas) and more. Like rsvp said, don't be afraid to make expo it is necessary and zerg would have a hard time vs 3-4 bases protoss. If you have a issue with defending, you can use mass observers like rsvp recommanded or just do what i do, have mass stalkers at home and complete wall so you would not lose to ling runby so just worry about muta. Thank you for reading I hope my insight helps if not,
kcdc
Profile Blog Joined April 2010
United States2311 Posts
January 30 2012 17:18 GMT
#204
Does anyone have good tips for build order responses to 2-base lair play? While this most often means mutas, it could also mean infestors (and quick hive) or a hydra bust. I don't feel like I have a good gameplan that performs well against all 3.

Against mutas, it seems like you'd want to take a third at about 8 minutes and just get a lot of gates, start blink, and build plenty of cannons, but while that should work well enough against infestors, it should die to hydras.

The zealot-void timing and hero-style +1 weapons 4-gate pressure are both pretty bad against 2-base muta.

If I go 2-base robo+twilight and reactively take my third after my obs scout, I do okay in terms of W-L, but I feel like I'm playing a bit too conservatively. Z winds up double-expanding and I take my third a little later than I want, so I feel like I'm playing slightly from behind.

Maybe quick third + quick templar archives (starting blink with option to cancel if not muta) would work well against all three quick lair tech paths? Suggestions?
marvellosity
Profile Joined January 2011
United Kingdom36160 Posts
January 30 2012 17:26 GMT
#205
On January 31 2012 02:18 kcdc wrote:
Does anyone have good tips for build order responses to 2-base lair play? While this most often means mutas, it could also mean infestors (and quick hive) or a hydra bust. I don't feel like I have a good gameplan that performs well against all 3.

Against mutas, it seems like you'd want to take a third at about 8 minutes and just get a lot of gates, start blink, and build plenty of cannons, but while that should work well enough against infestors, it should die to hydras.

The zealot-void timing and hero-style +1 weapons 4-gate pressure are both pretty bad against 2-base muta.

If I go 2-base robo+twilight and reactively take my third after my obs scout, I do okay in terms of W-L, but I feel like I'm playing a bit too conservatively. Z winds up double-expanding and I take my third a little later than I want, so I feel like I'm playing slightly from behind.

Maybe quick third + quick templar archives (starting blink with option to cancel if not muta) would work well against all three quick lair tech paths? Suggestions?


I'm not sure why you would cancel blink, it's pretty much good against everything

I would aim for twilight and get hallucination if you know he's 2-base. Hallu doesn't pin you into robo, and templar work well against everything (not quite as good as colo vs infestor/ling or hydra, but we know how colo does vs mutas).

Quick 3rd and templar archives sounds quite plausible though, cannons are pretty nice vs hydra and infestor/ling, so you have a moment where you're spending a fortune in minerals setting up your 3rd with some cannons, which is the perfect time to research storm and get some templar.
[15:15] <Palmar> and yes marv, you're a total hottie
Skyro
Profile Joined May 2010
United States1823 Posts
January 30 2012 17:46 GMT
#206
On January 31 2012 02:18 kcdc wrote:
Does anyone have good tips for build order responses to 2-base lair play? While this most often means mutas, it could also mean infestors (and quick hive) or a hydra bust. I don't feel like I have a good gameplan that performs well against all 3.

Against mutas, it seems like you'd want to take a third at about 8 minutes and just get a lot of gates, start blink, and build plenty of cannons, but while that should work well enough against infestors, it should die to hydras.

The zealot-void timing and hero-style +1 weapons 4-gate pressure are both pretty bad against 2-base muta.

If I go 2-base robo+twilight and reactively take my third after my obs scout, I do okay in terms of W-L, but I feel like I'm playing a bit too conservatively. Z winds up double-expanding and I take my third a little later than I want, so I feel like I'm playing slightly from behind.

Maybe quick third + quick templar archives (starting blink with option to cancel if not muta) would work well against all three quick lair tech paths? Suggestions?


Have you considered warp prism play? If your BO is tight you can hit a pre-muta/infestor timing (~9mins) with a warp prism which really punishes any zerg who skips roaches. You will have a small ~30sec window before mutas pop but you will do a ton of damage before mutas can clean up your zealots (usually snipe their lair and/or spire). I make my twilight right before I do my drop so that once I confirm mutas I can start researching blink and begin preparations to either grab my 3rd or all-in off 2-base depending on the situation.

Also IMO I wouldn't say you're in a terrible situation vs a 2-base muta player who goes into double expand if you can secure your 3rd relatively and 4th on time.
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
January 30 2012 17:53 GMT
#207
What's your opinion on the style Genius displayed against DRG on Bel'Shire beach in the GSL Ro32? He dealt with the mutas well, but it included going Stargate, I believe going so far as to get 1+ Air attack upgrades for his Phoenix.
VERY FRAGILE, LIKE A BABY PANDA EGG
samsonsrad
Profile Joined September 2010
Canada27 Posts
January 31 2012 01:18 GMT
#208
this is a great guide, pretty much everything you need to know about playing vs muta. thanks alot for that, i'll have to keep my eyes open for any other guides that you've written.
skatbone
Profile Joined August 2010
United States1005 Posts
January 31 2012 03:24 GMT
#209
On January 31 2012 02:18 kcdc wrote:
Does anyone have good tips for build order responses to 2-base lair play? While this most often means mutas, it could also mean infestors (and quick hive) or a hydra bust. I don't feel like I have a good gameplan that performs well against all 3.

Against mutas, it seems like you'd want to take a third at about 8 minutes and just get a lot of gates, start blink, and build plenty of cannons, but while that should work well enough against infestors, it should die to hydras.

The zealot-void timing and hero-style +1 weapons 4-gate pressure are both pretty bad against 2-base muta.

If I go 2-base robo+twilight and reactively take my third after my obs scout, I do okay in terms of W-L, but I feel like I'm playing a bit too conservatively. Z winds up double-expanding and I take my third a little later than I want, so I feel like I'm playing slightly from behind.

Maybe quick third + quick templar archives (starting blink with option to cancel if not muta) would work well against all three quick lair tech paths? Suggestions?


I'd like a BO to deal with this as well. Most of the time, it is 2-base muta but sometimes, as you note, its infestors or hydras. I've been struggling with this for awhile. I've tried both the warp prism timed to hit before the spire and the fast third, cannons, and templar archive. I don't have much success with any of these strats, but I'm only diamond. I lose to Zerg 2base tech into late third more than any other zerg style.
Mercurial#1193
chestnutcc
Profile Joined July 2011
India429 Posts
January 31 2012 03:30 GMT
#210
+ Show Spoiler +
On January 31 2012 02:18 kcdc wrote:
Does anyone have good tips for build order responses to 2-base lair play? While this most often means mutas, it could also mean infestors (and quick hive) or a hydra bust. I don't feel like I have a good gameplan that performs well against all 3.

Against mutas, it seems like you'd want to take a third at about 8 minutes and just get a lot of gates, start blink, and build plenty of cannons, but while that should work well enough against infestors, it should die to hydras.

The zealot-void timing and hero-style +1 weapons 4-gate pressure are both pretty bad against 2-base muta.

If I go 2-base robo+twilight and reactively take my third after my obs scout, I do okay in terms of W-L, but I feel like I'm playing a bit too conservatively. Z winds up double-expanding and I take my third a little later than I want, so I feel like I'm playing slightly from behind.

Maybe quick third + quick templar archives (starting blink with option to cancel if not muta) would work well against all three quick lair tech paths? Suggestions?



Seconded. There is a lot of ambiguity as to what tech path the zerg is going at this point. Personally I find upgraded speed roaches off 2 bases quite difficult to deal with.
Balgrog
Profile Blog Joined March 2011
United States1221 Posts
January 31 2012 04:09 GMT
#211
For the unit composition, please people don't forget to sprinkle in a few sentries, when you engage large numbers of mutas, popping a few guardian shield can help immensely, they are way under used and help alot
The only way to attack structure is with chaos.
ZeromuS
Profile Blog Joined October 2010
Canada13386 Posts
Last Edited: 2012-01-31 04:30:33
January 31 2012 04:22 GMT
#212
On January 31 2012 12:30 chestnutcc wrote:
+ Show Spoiler +
On January 31 2012 02:18 kcdc wrote:
Does anyone have good tips for build order responses to 2-base lair play? While this most often means mutas, it could also mean infestors (and quick hive) or a hydra bust. I don't feel like I have a good gameplan that performs well against all 3.

Against mutas, it seems like you'd want to take a third at about 8 minutes and just get a lot of gates, start blink, and build plenty of cannons, but while that should work well enough against infestors, it should die to hydras.

The zealot-void timing and hero-style +1 weapons 4-gate pressure are both pretty bad against 2-base muta.

If I go 2-base robo+twilight and reactively take my third after my obs scout, I do okay in terms of W-L, but I feel like I'm playing a bit too conservatively. Z winds up double-expanding and I take my third a little later than I want, so I feel like I'm playing slightly from behind.

Maybe quick third + quick templar archives (starting blink with option to cancel if not muta) would work well against all three quick lair tech paths? Suggestions?



Seconded. There is a lot of ambiguity as to what tech path the zerg is going at this point. Personally I find upgraded speed roaches off 2 bases quite difficult to deal with.


I like to open the void ray +1 zealot attack timing but I find if i send my first 2 zealots, see no 3rd and spines at the front of the zerg natural I decide to get hallucination and make only one void ray to control air space and deny a delayed third as well as kill overlords. I might be able to cancel the stargate if i do a probe scout or a one zealot scout but the problem here is that if the zerg goes for a not super fast third then you can't deny it. At least with the voidray it forces them to make more queens (if they don't want to miss injects) or wait till lair tech (hydras or mutas) to kick in before the third base can really go up for the zerg player.

Im not a high level player at all but I feel that this kind of response is what has put me much less behind and offers me the opportunity to scout vs following through on the 2 void ray +1 zealot 4 gate timing.

Take it for what its worth but I think its the best way to come out not super behind to 2 base muta play when opening with that void ray timing. I like getting hallucination since it lets me scout in to see the lair tech chosen. Though Im not sure how well this does compared to putting down a robo bay and getting an obs. I often place my Robo and twilight down together or closely timed as well and get blink pretty quick since without blink mutas are very hard to deal with.

As a note, having the void ray also helps to dissuade mass roach builds and if you scout them you can do the standard immortal sentry follow up to the void ray timing.

Just throwing out some suggestions as this is a discussion thread. I can see how you think the fast third into fast HT and blink is good Alej, but I would be really worried about heavy roach play since if they make only roaches it might just kill you or the third because of just having too many roaches and too few stalkers to really be cost effective. FF would help but on certain maps they won't be super good and when they run out its much harder to defend. Not to mention that with a lot of roaches the zerg can split his army and stalkers will again have a hard time, and templar won't be the most helpful thing at this time.

You can't really ignore the lair option of speed/burrow- burrow move roaches either. Though uncommon it could become a reactive play if they see what you are doing after all.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Azera
Profile Blog Joined December 2010
3800 Posts
January 31 2012 09:29 GMT
#213
Fuck yeah, this is so helpful.
Check out some great music made by TLers - http://bit.ly/QXYhdb , by intrigue. http://bit.ly/RTjpOR , by ohsea.toc.
bankai
Profile Joined November 2010
362 Posts
February 01 2012 05:37 GMT
#214
Could I just clarify a couple of things?

1) I use a FFE --> Robo --> 5 Gate build where I get my Robo down at 6:30min. This means I am obs scouting their base by around 8:30min. If I scout 2-base mutas, is it worth doing WP drop of zealots or just taking the third as soon as I see it?

2) In the OP it states to max army before moving out. Is this saying that I should not move out to take my fourth until I am maxed out, or should not move out to attack when Im maxed out?

3) How do you know when to try and take a fourth? Should I have a certain amount of army before thinking about taking the fourth? Or is it pretty much just a gamble since its only a mineral loss if it fails? Muta harass can come pretty frequently so often it gets denied.
Skyro
Profile Joined May 2010
United States1823 Posts
February 01 2012 07:26 GMT
#215
On February 01 2012 14:37 bankai wrote:
Could I just clarify a couple of things?

1) I use a FFE --> Robo --> 5 Gate build where I get my Robo down at 6:30min. This means I am obs scouting their base by around 8:30min. If I scout 2-base mutas, is it worth doing WP drop of zealots or just taking the third as soon as I see it?

2) In the OP it states to max army before moving out. Is this saying that I should not move out to take my fourth until I am maxed out, or should not move out to attack when Im maxed out?

3) How do you know when to try and take a fourth? Should I have a certain amount of army before thinking about taking the fourth? Or is it pretty much just a gamble since its only a mineral loss if it fails? Muta harass can come pretty frequently so often it gets denied.


I'm not the OP but here are my thoughts:

1) If you get a robo that early, there is no reason not to make a warp prism first instead of obs. There's really nothing a zerg can do to stop a warp prism from scouting his entire base due to the warp prism's speed and hp. I back this up with 6 gates and 1/1 finishing and it is devastatingly effective if they are not well positioned w/ roaches. And even if they are you can just pick up your zealots and fly away.

2) OP states to continue to expo as much as possible, not turtle to max on 3 base. Extra bases make it so that you are less all-in when you do push out and makes any base trade scenario much easier for you.

3) Judgement call, but you probably want enough HT to guard each base and for your army.
bankai
Profile Joined November 2010
362 Posts
February 02 2012 01:19 GMT
#216
On February 01 2012 16:26 Skyro wrote:
Show nested quote +
On February 01 2012 14:37 bankai wrote:
Could I just clarify a couple of things?

1) I use a FFE --> Robo --> 5 Gate build where I get my Robo down at 6:30min. This means I am obs scouting their base by around 8:30min. If I scout 2-base mutas, is it worth doing WP drop of zealots or just taking the third as soon as I see it?

2) In the OP it states to max army before moving out. Is this saying that I should not move out to take my fourth until I am maxed out, or should not move out to attack when Im maxed out?

3) How do you know when to try and take a fourth? Should I have a certain amount of army before thinking about taking the fourth? Or is it pretty much just a gamble since its only a mineral loss if it fails? Muta harass can come pretty frequently so often it gets denied.


I'm not the OP but here are my thoughts:

1) If you get a robo that early, there is no reason not to make a warp prism first instead of obs. There's really nothing a zerg can do to stop a warp prism from scouting his entire base due to the warp prism's speed and hp. I back this up with 6 gates and 1/1 finishing and it is devastatingly effective if they are not well positioned w/ roaches. And even if they are you can just pick up your zealots and fly away.

2) OP states to continue to expo as much as possible, not turtle to max on 3 base. Extra bases make it so that you are less all-in when you do push out and makes any base trade scenario much easier for you.

3) Judgement call, but you probably want enough HT to guard each base and for your army.


Thanks Skyro, sounds like solid advice!
skatbone
Profile Joined August 2010
United States1005 Posts
February 02 2012 02:13 GMT
#217
On February 01 2012 16:26 Skyro wrote:
Show nested quote +
On February 01 2012 14:37 bankai wrote:
Could I just clarify a couple of things?

1) I use a FFE --> Robo --> 5 Gate build where I get my Robo down at 6:30min. This means I am obs scouting their base by around 8:30min. If I scout 2-base mutas, is it worth doing WP drop of zealots or just taking the third as soon as I see it?

2) In the OP it states to max army before moving out. Is this saying that I should not move out to take my fourth until I am maxed out, or should not move out to attack when Im maxed out?

3) How do you know when to try and take a fourth? Should I have a certain amount of army before thinking about taking the fourth? Or is it pretty much just a gamble since its only a mineral loss if it fails? Muta harass can come pretty frequently so often it gets denied.


I'm not the OP but here are my thoughts:

1) If you get a robo that early, there is no reason not to make a warp prism first instead of obs. There's really nothing a zerg can do to stop a warp prism from scouting his entire base due to the warp prism's speed and hp. I back this up with 6 gates and 1/1 finishing and it is devastatingly effective if they are not well positioned w/ roaches. And even if they are you can just pick up your zealots and fly away.

2) OP states to continue to expo as much as possible, not turtle to max on 3 base. Extra bases make it so that you are less all-in when you do push out and makes any base trade scenario much easier for you.

3) Judgement call, but you probably want enough HT to guard each base and for your army.


As far as taking a fourth, I am only diamond, but lately, against mutas, I find that the fourth comes as I am pooling minerals after having defended a couple of muta passes and, usually, a ling or ling/roach attack on my third. In other words, I usually have to defend a bit and then I take it. If my macro is really off, I sometimes drops a 4th and 5th at the same time (on Metal, for instance).

I'd also suggest taking the 4th as you are harassing with a warp prism or proxy-pylon-zealot pressure so the Zerg is distracted long enough for you to cannon up the expo. During this time, be smart about army positioning. I usually have a control group of stalkers in my main and me main army with a few templar positioned at my 3rd or between the 3rd and 4th.

Defending muta harass and reading his forthcoming unit comp as he harasses is making me better at this game...but I often feel as though I am a robot running through someone else's programming when I play against this style. I feel the only way I can take control of the game is deny the harass while getting a better economy. That way, when I finally push out, as a lowly diamond player, I am dictating rather than reacting.

tl;dr Take the 4th after you've defended his harass and, potentially, the attack of his main army. Harass with prism or zealots as you take your fourth. Drop cannons at the fourth. Have a portion of your army close to your 4th if possible (not so possible on Tal'Darim).
Mercurial#1193
AfricanPsycho
Profile Joined December 2011
South Africa158 Posts
February 02 2012 05:23 GMT
#218
Way back in season 1 everyone used to say the reponse to muta was to "kill them before they get those damn rascles in the air". The general consensus was that if you lose to muta ur bad cus you didnt kill him for going muta.

Now I don't know whether its a change in the meta-game or if zerg have just found out a way to hold gateway timings with muta, but I never see this kind of advice anymore.. Do gateways timing not work vs muta nowadays, eg is a 6gate +1 still a BO win vs muta, or is it more complex nowadays??
gg no re
Klumpmeister
Profile Joined November 2011
United States31 Posts
February 02 2012 05:57 GMT
#219
Why are mutas such a big problem with toss? I am zerg and I like to learn how they exploit toss.
Frogblast The Ventcore!
ETisME
Profile Blog Joined April 2011
12328 Posts
February 02 2012 06:01 GMT
#220
On February 02 2012 14:23 AfricanPsycho wrote:
Way back in season 1 everyone used to say the reponse to muta was to "kill them before they get those damn rascles in the air". The general consensus was that if you lose to muta ur bad cus you didnt kill him for going muta.

Now I don't know whether its a change in the meta-game or if zerg have just found out a way to hold gateway timings with muta, but I never see this kind of advice anymore.. Do gateways timing not work vs muta nowadays, eg is a 6gate +1 still a BO win vs muta, or is it more complex nowadays??

they still kill zerg right at the spot. But there are more builds that are designed to deal with these x gate all-in and then transition to 3 bases muta along
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Nerdrage293
Profile Joined January 2012
Canada12 Posts
Last Edited: 2012-02-02 06:40:09
February 02 2012 06:17 GMT
#221
Ok, so I came here right after I saw this game:
http://blip.tv/day9tv/ahgl-microsoft-vs-ea-game-1-week-1-starcraft-2-5904725

What could the protoss player could have done better other than getting a third faster? Would getting a third faster greatly increase his chances of winning the game? I mean, he had blink, Templar Archives got sniped along with everything else, it just feels so helpless because stalkers seem so slow vs muta :\

Edit: Maybe faster scout with halluc and early aggression might have won him the game?
AfricanPsycho
Profile Joined December 2011
South Africa158 Posts
February 02 2012 06:36 GMT
#222
On February 02 2012 15:01 ETisME wrote:
Show nested quote +
On February 02 2012 14:23 AfricanPsycho wrote:
Way back in season 1 everyone used to say the reponse to muta was to "kill them before they get those damn rascles in the air". The general consensus was that if you lose to muta ur bad cus you didnt kill him for going muta.

Now I don't know whether its a change in the meta-game or if zerg have just found out a way to hold gateway timings with muta, but I never see this kind of advice anymore.. Do gateways timing not work vs muta nowadays, eg is a 6gate +1 still a BO win vs muta, or is it more complex nowadays??

they still kill zerg right at the spot. But there are more builds that are designed to deal with these x gate all-in and then transition to 3 bases muta along


So its not a consistant option in ur opinion then? Would you reccommend I steer away from the "just go fucking kill him" solution? I really don't wanna be allining if I know I beak him 50% I need more like 95% to justify it.
gg no re
Skyro
Profile Joined May 2010
United States1823 Posts
February 02 2012 15:46 GMT
#223
On February 02 2012 14:23 AfricanPsycho wrote:
Way back in season 1 everyone used to say the reponse to muta was to "kill them before they get those damn rascles in the air". The general consensus was that if you lose to muta ur bad cus you didnt kill him for going muta.

Now I don't know whether its a change in the meta-game or if zerg have just found out a way to hold gateway timings with muta, but I never see this kind of advice anymore.. Do gateways timing not work vs muta nowadays, eg is a 6gate +1 still a BO win vs muta, or is it more complex nowadays??


The reason it isn't said much nowadays is because back in S1 zerg players teched straight to mutas and a 6 or 7 gate push could just roll them unless it was a map with an easily defendable natural and they made a ton of spines. Nowadays the vast majority of zergs go for a fast 3rd into roaches and then tech to mutas when they feel they can get away with it. There is always a soft timing where zerg is pooling up resources while the spire is building to make his first batch of mutas which you can exploit if you scout it and have the army/production to punish it, but the fact zergs rarely straight tech to mutas and get roaches let's them better hide when this soft timing is.
skatbone
Profile Joined August 2010
United States1005 Posts
February 02 2012 16:04 GMT
#224
On February 02 2012 15:17 Nerdrage293 wrote:
Ok, so I came here right after I saw this game:
http://blip.tv/day9tv/ahgl-microsoft-vs-ea-game-1-week-1-starcraft-2-5904725

What could the protoss player could have done better other than getting a third faster? Would getting a third faster greatly increase his chances of winning the game? I mean, he had blink, Templar Archives got sniped along with everything else, it just feels so helpless because stalkers seem so slow vs muta :\

Edit: Maybe faster scout with halluc and early aggression might have won him the game?


Yea, RSVP's guide was written primarily to help deal with 3 base muta. This game is 2 base muta and a number of us, including KCDC most recently, have been inquiring about an approach to 2base lair builds in general. The difficulty isn't necessarily the mutas. Rather, it's scouting muta vs hydra vs infestor in time to respond correctly. I have seen VileYong get hallucination when he does not see a fast 3rd and then to attack of 4gates while throwing down 2 more (a 6 gate) when he scouts the spire.
Mercurial#1193
BlazeTSR
Profile Joined November 2011
United States218 Posts
February 02 2012 16:36 GMT
#225
Nice guide, hope less people complain about muta harassment now.
Fan of ........... Protoss: Hero, iNcontroL, Nony Zerg: CatZ and Sheth Terran: Demuslim
Wren
Profile Blog Joined February 2011
United States745 Posts
Last Edited: 2012-02-06 04:45:43
February 05 2012 02:05 GMT
#226
Really impressed by this thread! Thanks to everyone whose contributions have fleshed out the key points of this strategy, it's extremely helpful.

I'd like to replicate it on Liquipedia. RSVP, is that alright with you?

(All, I've started the formatting and formalization process here: http://wiki.teamliquid.net/starcraft2/User:Wren/sandbox please feel free to comment/edit any bit of it.)

edit: http://wiki.teamliquid.net/starcraft2/Anti-Muta_Play_(PvZ) Edit whatever needs it!
We're here! We're queer! We don't want any more bears!
ZeromuS
Profile Blog Joined October 2010
Canada13386 Posts
February 05 2012 03:11 GMT
#227
On February 03 2012 01:04 skatbone wrote:
Show nested quote +
On February 02 2012 15:17 Nerdrage293 wrote:
Ok, so I came here right after I saw this game:
http://blip.tv/day9tv/ahgl-microsoft-vs-ea-game-1-week-1-starcraft-2-5904725

What could the protoss player could have done better other than getting a third faster? Would getting a third faster greatly increase his chances of winning the game? I mean, he had blink, Templar Archives got sniped along with everything else, it just feels so helpless because stalkers seem so slow vs muta :\

Edit: Maybe faster scout with halluc and early aggression might have won him the game?


Yea, RSVP's guide was written primarily to help deal with 3 base muta. This game is 2 base muta and a number of us, including KCDC most recently, have been inquiring about an approach to 2base lair builds in general. The difficulty isn't necessarily the mutas. Rather, it's scouting muta vs hydra vs infestor in time to respond correctly. I have seen VileYong get hallucination when he does not see a fast 3rd and then to attack of 4gates while throwing down 2 more (a 6 gate) when he scouts the spire.

see, I have problems with this response. While yes, dealing with 2 base lair tech generally means an early third is hard to hold vs anything not 2 base muta I feel if you scout a spire you should expand and prepare for mutas.

Simple as that. versus mutas you need 6 gas and its easier to take that nexus earlier than later.

2 base muta and 3 base muta is the same IMO if you want a macro game. Now this being said if you see super fast muta without a roach warren and few spine crawlers then a 6 gate makes sense. sadly this is rarely the case nowadays
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
skatbone
Profile Joined August 2010
United States1005 Posts
February 05 2012 06:26 GMT
#228
On February 05 2012 12:11 ZeromuS wrote:
Show nested quote +
On February 03 2012 01:04 skatbone wrote:
On February 02 2012 15:17 Nerdrage293 wrote:
Ok, so I came here right after I saw this game:
http://blip.tv/day9tv/ahgl-microsoft-vs-ea-game-1-week-1-starcraft-2-5904725

What could the protoss player could have done better other than getting a third faster? Would getting a third faster greatly increase his chances of winning the game? I mean, he had blink, Templar Archives got sniped along with everything else, it just feels so helpless because stalkers seem so slow vs muta :\

Edit: Maybe faster scout with halluc and early aggression might have won him the game?


Yea, RSVP's guide was written primarily to help deal with 3 base muta. This game is 2 base muta and a number of us, including KCDC most recently, have been inquiring about an approach to 2base lair builds in general. The difficulty isn't necessarily the mutas. Rather, it's scouting muta vs hydra vs infestor in time to respond correctly. I have seen VileYong get hallucination when he does not see a fast 3rd and then to attack of 4gates while throwing down 2 more (a 6 gate) when he scouts the spire.

see, I have problems with this response. While yes, dealing with 2 base lair tech generally means an early third is hard to hold vs anything not 2 base muta I feel if you scout a spire you should expand and prepare for mutas.

Simple as that. versus mutas you need 6 gas and its easier to take that nexus earlier than later.

2 base muta and 3 base muta is the same IMO if you want a macro game. Now this being said if you see super fast muta without a roach warren and few spine crawlers then a 6 gate makes sense. sadly this is rarely the case nowadays


I advocate the fast third as well. But I wish this was a little bit less of a roll of the dice. I've designed my build around this very awkwardness--the scout of his tech often comes the right at the time that the tech yields units. I've been scouting with a warp prism ASAP. What I find difficult is that it sometimes takes me (with prism or obs) a minute to find his tech and on other occasions, spores deny the scout.

In other words, the decision to take a third, in my experience, often has to happen before you are secure on what the tech is. So for now, I'm just trying to get better at scouting and at hammering out my build while taking any early third and suffering the consequences if he breaks my third. I'd rather have a fast third in ZvP anyhow. But yes, I agree with you. I can't beat muta builds without 6 gas.
Mercurial#1193
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2012-02-10 20:29:53
February 10 2012 19:28 GMT
#229
Anyone have thoughts on how a phoenix range 6 upgrade on fleet beacon might be useful vs mutas? I'm personally having some trouble picturing how it would be used.

Random thoughts:

- a handful of range-upgraded phoenixes won't save you from 50 mutas, so you need to start phoenix production reasonably early to make it work
- pre-beacon phoenixes (except in the case of double stargate opening) will still die to mutas, so the fleet beacon needs to come as a quick response to spire
- phoenix vs muta kiting will be more effective (read: possible), but it will still require 100% of the player's focus for long periods, preventing the player from macroing
- stargate + fleet beacon + range upgrade + half dozen phoenixes is a huge investment in anti-air, especially considering that it can be a challenge to defend a third base even with a committed anti-roach composition

So what would a build that relies on range-upgraded phoenixes as a response to mutas look like?

- FFE -> zealot void pressure at Z's third with follow-up phoenix(es) for scouting
- take third and produce immortals (later colossi) and a round of sentries; if spire, continue phoenix production, add fleet beacon and at least 1 cannon at each base
- upgrade phoenix range and chase down mutas taking care to avoid infestors
- get a 4th base and a mothership

Would that work? Does that die to roaches? Does it die to mutas? Is it any better than getting cannons, blink and storm and letting Z double you in bases?
Skyro
Profile Joined May 2010
United States1823 Posts
Last Edited: 2012-02-10 21:01:53
February 10 2012 21:00 GMT
#230
On February 11 2012 04:28 kcdc wrote:
Anyone have thoughts on how a phoenix range 6 upgrade on fleet beacon might be useful vs mutas? I'm personally having some trouble picturing how it would be used.

Random thoughts:

- a handful of range-upgraded phoenixes won't save you from 50 mutas, so you need to start phoenix production reasonably early to make it work
- pre-beacon phoenixes (except in the case of double stargate opening) will still die to mutas, so the fleet beacon needs to come as a quick response to spire
- phoenix vs muta kiting will be more effective (read: possible), but it will still require 100% of the player's focus for long periods, preventing the player from macroing
- stargate + fleet beacon + range upgrade + half dozen phoenixes is a huge investment in anti-air, especially considering that it can be a challenge to defend a third base even with a committed anti-roach composition

So what would a build that relies on range-upgraded phoenixes as a response to mutas look like?

- FFE -> zealot void pressure at Z's third with follow-up phoenix(es) for scouting
- take third and produce immortals (later colossi) and a round of sentries; if spire, continue phoenix production, add fleet beacon and at least 1 cannon at each base
- upgrade phoenix range and chase down mutas taking care to avoid infestors
- get a 4th base and a mothership

Would that work? Does that die to roaches? Does it die to mutas? Is it any better than getting cannons, blink and storm and letting Z double you in bases?


Well theoretically, I believe the Phoenix range upgrade would only be for builds that already incorporate the early stargate, like the +1 void ray timing you mention. I think the greatest benefit would be dervied on maps where it is hard to utilize blink stalkers to defend your bases due to map layout, such as TDA where it is very easy to harass b/w the 3rd and main. This is because you should have already secured your 3rd before this upgrade would even complete. On maps like TDA where you have to split your stalkers up to defend 3 bases, there is a tipping point where the muta pack gets too large to handle with split up stalkers, and it may be possible to supplement split stalkers with upgraded phoenix to deal with this but that remains to be seen. To me it seems you would have to continually whittle down their muta pack every time they harass for this to be viable.

Also I think its secondary benefit would be that once you get the upgrade the Protoss would now have a much higher probability of winning any base race scenario as you could whittle down a muta flock eventually with good micro.

Practically however I remain skeptical. The Fleet Beacon is friggin' expensive. It costs as much as a Colossus, and who knows how much the upgrade will cost and the time it will take to research. I really wish they also took a look at the Carrier in this patch, it could definitely use some tweaking, particularly the build time (2 mins to build? Are you kidding me?). If the Carrier was tweaked a bit, going Phoenix into Carrier could become a viable strat vs Mutas into Broodlords.
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2012-02-10 21:08:48
February 10 2012 21:04 GMT
#231
Phoenixes already beat muta with "decent micro", though I think this will help quite significantly.

But I feel like having the range upgrade on the cyber core would make it a lot more useful. Fleet beacon is so expensive and takes so long to build...

I think that coupling a good amount of Phoenix with carriers might make for a pretty good midgame composition though. If you're going for airplay, theoretically you start making phoenix before Zerg makes mutas or hydras. If you can amass a decent amount of phoenix, a phoenix/ carrier/chargelot composition will probably beat anything Zerg can throw at you. Someone is going to have to figure out a BO though.
(╯°□°)╯︵ ┻━┻
chestnutcc
Profile Joined July 2011
India429 Posts
February 10 2012 21:19 GMT
#232
imo the range upgrade will help the most with the base trade scenario, where 10-15 phoenix can hack away at a muta force long before it kills your bases.
Berailfor
Profile Joined January 2012
441 Posts
February 10 2012 21:22 GMT
#233
Wonder if there will be an update for the guide after the newest patch. Although maybe not seeing as most of the time mutas are a problem I didn't open stargate
Tazerenix
Profile Joined December 2010
Australia340 Posts
February 10 2012 21:39 GMT
#234
I think it will make the transition into Mothership to defend mutalisks a lot cleaner. If feel like if you scout the spire as it goes down (or short there after) you will be able to go reactionary phoenix to fend off the mutas along with cannons and stalkers, but not go and fight them. You can tech to fleet beacon gradually and then once you get the range upgrade, even with a smaller amount of phoenix you will actually be able to take on the mutaball, unlike before.
Treehead
Profile Blog Joined November 2010
999 Posts
February 17 2012 17:52 GMT
#235
On February 11 2012 04:28 kcdc wrote:
Anyone have thoughts on how a phoenix range 6 upgrade on fleet beacon might be useful vs mutas? I'm personally having some trouble picturing how it would be used.

Random thoughts:

- a handful of range-upgraded phoenixes won't save you from 50 mutas, so you need to start phoenix production reasonably early to make it work
- pre-beacon phoenixes (except in the case of double stargate opening) will still die to mutas, so the fleet beacon needs to come as a quick response to spire
- phoenix vs muta kiting will be more effective (read: possible), but it will still require 100% of the player's focus for long periods, preventing the player from macroing
- stargate + fleet beacon + range upgrade + half dozen phoenixes is a huge investment in anti-air, especially considering that it can be a challenge to defend a third base even with a committed anti-roach composition

So what would a build that relies on range-upgraded phoenixes as a response to mutas look like?

- FFE -> zealot void pressure at Z's third with follow-up phoenix(es) for scouting
- take third and produce immortals (later colossi) and a round of sentries; if spire, continue phoenix production, add fleet beacon and at least 1 cannon at each base
- upgrade phoenix range and chase down mutas taking care to avoid infestors
- get a 4th base and a mothership

Would that work? Does that die to roaches? Does it die to mutas? Is it any better than getting cannons, blink and storm and letting Z double you in bases?


I wonder how viable it is to wait that long on the mothership. Spire costs money sure - but pre-emptively getting a fleet beacon, and CBing out the range upgrade so your phoenixes are useful against the mutas in response is a much bigger investment. Would be pretty horrendous if zergs made a practice of going 2-base spire but keeping the infrastructure for roaches and just swarming with roaches. Investing a ton into anti-air would be a complete waste then. On the other hand, if you invest a ton into anti air and then more or less requiring them to have mobile detection to push....

And if it works reasonably well, Mothership + range upgrade with phoenixes (and immortal/gateway?) isn't THAT much more expensive than blink + storm in the early game gaswise. All theorycraft, we don't even know how much the upgrade costs... but just sayin.
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
Last Edited: 2012-02-18 21:18:06
February 18 2012 21:13 GMT
#236
I've concluded that the best way to deal with mutalisks is to build 7 gateways with accompanying tech of choice (stargate, robo, blink, or no tech and extra sentries), and attack before the 11 minute mark with 2 bases.


Seriously though. Most of us are not GM level and don't have the mechanics and sense of timing to make 3 base storm+blink turtle work really. Even a lot of the Korean pros are just saying "fuck it, mutas are too hard to deal with, I'm just going to 2 base allin all day every day". It's not that gimmicky and there are a lot of pushes that are still strong even when scouted.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
weikor
Profile Blog Joined March 2011
Austria580 Posts
Last Edited: 2012-02-18 21:34:57
February 18 2012 21:28 GMT
#237
On February 11 2012 04:28 kcdc wrote:
Anyone have thoughts on how a phoenix range 6 upgrade on fleet beacon might be useful vs mutas? I'm personally having some trouble picturing how it would be used.

Random thoughts:

- a handful of range-upgraded phoenixes won't save you from 50 mutas, so you need to start phoenix production reasonably early to make it work
- pre-beacon phoenixes (except in the case of double stargate opening) will still die to mutas, so the fleet beacon needs to come as a quick response to spire
- phoenix vs muta kiting will be more effective (read: possible), but it will still require 100% of the player's focus for long periods, preventing the player from macroing
- stargate + fleet beacon + range upgrade + half dozen phoenixes is a huge investment in anti-air, especially considering that it can be a challenge to defend a third base even with a committed anti-roach composition

So what would a build that relies on range-upgraded phoenixes as a response to mutas look like?

- FFE -> zealot void pressure at Z's third with follow-up phoenix(es) for scouting
- take third and produce immortals (later colossi) and a round of sentries; if spire, continue phoenix production, add fleet beacon and at least 1 cannon at each base
- upgrade phoenix range and chase down mutas taking care to avoid infestors
- get a 4th base and a mothership

Would that work? Does that die to roaches? Does it die to mutas? Is it any better than getting cannons, blink and storm and letting Z double you in bases?


Im at around 1200 masters EU, im not sure if zergs above that do something drastically different and it stops working.

I mainly think the fleet beacon upgrade is good for 3 base + type scenarios where the zerg is essentially trying to basetrade and harass you with a lot of muta.

The upgrade will deny most of the mutalisk harass if you have it, players underestimate how corruptors DONT fit in with mutas at all - theyre slow and dont do anything vs ground. If you have observers to see where hes attacking, and 2-3 cannons and archons at your outer bases muta harass will basically do no damage with good phoenix numbers (works now, should work even better later on as well)

People also forget that phoenix are useful in pvz anyway. If he changes from mutas and you have 8 phoenix, its not terrible either. You can trade your phoenix for some infestors, you can force spores, kill overlords and harass his economy while scouting him.

The fleet beacon is also a key component to pvz lategame, getting a mothership earlier wont hurt either - and carriers are just insane. Its by no means wasted minerals.


Ive been experimenting with a quick observer / halluc, to see his tech if hes two basing, and then reactively throwing down 2 stargates if i scout a spire - 4 phoenix, the sentries you made and some stalker will basically kill all the 2 base mutas if you handle it correctly and that will put you in a great position. This might be a little too slow however, ive not had many people try 2 base mutas on me lately

Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
February 18 2012 21:43 GMT
#238
Tbh i think the phoenix buff needs to be cyber core. I dont see how it will ever work now, because you cant just tech fleet beacon and be safe against a techswitch from the zerg imo.
Valor is a poor substitute for numbers.
skatbone
Profile Joined August 2010
United States1005 Posts
February 18 2012 23:55 GMT
#239
On February 19 2012 06:13 Drowsy wrote:
I've concluded that the best way to deal with mutalisks is to build 7 gateways with accompanying tech of choice (stargate, robo, blink, or no tech and extra sentries), and attack before the 11 minute mark with 2 bases.


Seriously though. Most of us are not GM level and don't have the mechanics and sense of timing to make 3 base storm+blink turtle work really. Even a lot of the Korean pros are just saying "fuck it, mutas are too hard to deal with, I'm just going to 2 base allin all day every day". It's not that gimmicky and there are a lot of pushes that are still strong even when scouted.


Having practiced these techniques for 2 months now, I find RSVP's style to work for me at diamond level. Of course it is diamond level mechanics vs diamond level. But it works. I have nice macro games vs mutas constantly now. And my templar control has improved.
Mercurial#1193
eugalp
Profile Joined August 2011
United States203 Posts
February 19 2012 05:50 GMT
#240
Ok I'll QQ.
My problem with defending against muta is that the margin for error is just so low. For the zerg player, even if he losers 2-3 mutas too many, or if they get hurt too much, it's not the end of the world. He can just stop harassing for a little while as his mutas heal up and he gets a bigger ball. For the protoss player, if your stalkers are out of position or your attention slips even for moment, you can be in world of hurt - probes killed, HTs picked off, etc. If you misjudge the size of his muta flock and engage with a group of stalkers too small, you will take unacceptable losses and it will snowball downhill from there. You can spam cannons to be somewhat safe but then he just builds his own great wall of spines crawlers and techs go BL. I think I'll try going all-in from now on. That's what Huk seems to do fairly often these days.
"More GG more skill" - White-Ra
Nyast
Profile Joined November 2010
Belgium554 Posts
March 01 2012 09:31 GMT
#241
How do you deal with mutas on Cloud Kingdom ?

I'm asking specifically about this map because of the natural... it's incredibly abusable due to the low amount of room behind the minerals, and the fact that there's a big cliff cutting vision.

As the muta ball grows it becomes very difficult to defend this position. Mutas can stand above the cliff and be in the mineral line instantly, and retreat as fast. Putting an obs there is mandatory, but even then, mutas can still stand near the cliff edge and attack the mineral line.. and you don't have room to put a ton of cannons for defense, nor blink enough stalkers once the muta ball has reached a critical size..

I can usually handle mutas pretty well on most maps, but on this particular map on this particular location, I'm having a lot of trouble. Am I the only one ?
-Exalt-
Profile Blog Joined November 2010
United States972 Posts
Last Edited: 2012-03-01 09:47:24
March 01 2012 09:43 GMT
#242
@nyast I would assume just keep more templars with storm than u normally would at the natural.

On a different note, I think the only situation Phoenix w/ range upgrades could work would be with a build such as MvPGenius's, where he gets 6-7 phoenix after void ray and a quick third. That's a head start on the mutas, and since you got a quick 6 gas you can afford the range upgrade. From here it's just constant chrono on one stargate and maybe +1 air. This way you aren't commiting to 2 stargates, you have a fleet beacon you can use later on (mothership), and you can still tech towards mass stalker / storm or whatever you want because won't have to make THAT many phoenix to deal with the mutas.

FYI I'm referring to Genius's game on Bel'Shir beach in the code s ro32 this season vs DRG. The build is pretty much safe vs.. everything.

I think this could work. The advantage over the standard way to deal with muta, is that you obviously keep air dominance so you can move out on the map with your army and if they commit to a counter with the mutas, you get to kill half of them with your phoenix.

thoughts?
chestnutcc
Profile Joined July 2011
India429 Posts
Last Edited: 2012-03-01 11:46:42
March 01 2012 11:44 GMT
#243
My two cents: I think the mutas would be trapped if they stayed in that position, if you moved some of your stuff to the low ground behind the cliff near the expansion there, and left mainly templar dotting your natural and ramp. If you initiate a counter attack elsewhere, the mutas would have to fly over at least one of your forces, leaving them vulnerable to storm.

PS: Maybe stuff zealots in between the cannons to soak up the glaive bounce?
SteadySC
Profile Joined October 2011
United States6 Posts
March 01 2012 23:58 GMT
#244
Storm... owns... all... !! Thanks for the help!
1.21 gigawatts!!
-MoOsE-
Profile Joined March 2011
United States236 Posts
March 02 2012 00:06 GMT
#245
On March 01 2012 18:43 AegiS_ wrote:
@nyast I would assume just keep more templars with storm than u normally would at the natural.

On a different note, I think the only situation Phoenix w/ range upgrades could work would be with a build such as MvPGenius's, where he gets 6-7 phoenix after void ray and a quick third. That's a head start on the mutas, and since you got a quick 6 gas you can afford the range upgrade. From here it's just constant chrono on one stargate and maybe +1 air. This way you aren't commiting to 2 stargates, you have a fleet beacon you can use later on (mothership), and you can still tech towards mass stalker / storm or whatever you want because won't have to make THAT many phoenix to deal with the mutas.

FYI I'm referring to Genius's game on Bel'Shir beach in the code s ro32 this season vs DRG. The build is pretty much safe vs.. everything.

I think this could work. The advantage over the standard way to deal with muta, is that you obviously keep air dominance so you can move out on the map with your army and if they commit to a counter with the mutas, you get to kill half of them with your phoenix.

thoughts?


What was the general outline of his build?
The King in the North Fighting
Daimai
Profile Blog Joined July 2010
Sweden762 Posts
May 23 2012 19:54 GMT
#246
Sorry for bumping this thread, but I am still having problems with muta. What should I strive for in lategame? If I defend all the muta harass and get quck 3 bases up and running, what do I strive towards in the lategame, what comp would I get so I can kill him. Or will we just end up in an eternal "if I move out I die but if I say at home he cant do shit"?
To pray is to accept defeat.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
May 23 2012 20:16 GMT
#247
I have the same problem, I feel like the only option is playing an hourlong game by mass turtling. Even if you have 3bases you can't attack because basetrades will own you, and if you don't attack they just get more expoes and spines while transitioning to a broodlord/infestor deathball. Without stargate opener into phoenix range I don't get how I can beat the backstabbing mutaling style consistently.
Valor is a poor substitute for numbers.
NoMicroWin
Profile Blog Joined August 2010
United States688 Posts
May 23 2012 20:23 GMT
#248
I have had moderate success going up to 4 bases and cannon spamming hardcore one of my bases and leaving an archon and a few high temps so that he can't kill you with a base trade. Even if he does decide to go for the base trade, as long as your army is more cost efficient than his in killing his spines (storm will help with defending) then it should be pretty straightforward.
If she pulls out her stalkers, you pull out your mauraders and concussive all over her tits
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2012-05-23 20:27:24
May 23 2012 20:26 GMT
#249
Standard is 3 base blink stalker -> templar -> mothership. There's something in the works to update/expand on this guide atm so look forward to that for further explanation.
Moderator
chestnutcc
Profile Joined July 2011
India429 Posts
Last Edited: 2012-05-23 22:09:03
May 23 2012 22:07 GMT
#250
On May 24 2012 05:23 NoMicroWin wrote:
I have had moderate success going up to 4 bases and cannon spamming hardcore one of my bases and leaving an archon and a few high temps so that he can't kill you with a base trade. Even if he does decide to go for the base trade, as long as your army is more cost efficient than his in killing his spines (storm will help with defending) then it should be pretty straightforward.


This imo works well. You must have enough archons in your main force to negate lings since you don't want to be v zealot heavy. Mass cannons, pylons and templar at one base while your main blink stalker archon sentry HT army walks down his front. You can hit the same timing as the 3 colossus push, which should be before there are way too many muta or spines, and he will be behind on upgrades. Once you are sure he is committing to a base trade you can actually send your blink stalkers back to defend your third while sending the zealot archon to kill off his base. Ignore peripheral expansions and head for his main.

EDIT: Korean tosses opening stargate prefer to get out a fleet beacon for phoenix range, which with some micro, basically negate any base trade tendencies.
QuesterX
Profile Joined December 2010
Australia32 Posts
May 24 2012 01:49 GMT
#251
Zerg platinum player here - my fav match up is ZvP.

I don't always go Mass muta but i haven't lost when i have and here are just a few things I do (admitedly in Plat so take it with a grain of salt).

I deal damage as fast as poss with the mutas. Most people now do the HT transition incredibly well off two bases against me. I stick with mutas and expanding until the Ht's get just one good storm off on them. So this is usually about 4 base v 2 base (maybe 3 if the toss is good) and i have about 30 mutas on half health. During this time i have been pushjing teh toss to ignoring robo tech, hopefully actaully sniping the robo and forcing him toward archons. When my mutas are hurt and i know i have the larvae i basically do a suicide run with them, doing as much damage as i can to the toss ability to reinforce. They all die the toss feels safe to move out and i do a 300 food push with roaches.

Storm and Archons just don't do well against roaches, the blink stalkers do but if i have done my job right he has been neglecting his stalker count a little in favour of tech, and i have damaged his econ enough that he just can't get the job done no matter how good he micros. I shrug off the storms and just roll him.

Just saying be careful, when using storm, of a big teir 1.5 push because A you probably expect the transition to go UP the tech tree not down and B because it is super effective vs storm and cheap for the zerg to pull off.
When life gives you lemons, say f&^* the lemons and bail!
Belha
Profile Joined December 2010
Italy2850 Posts
May 24 2012 02:01 GMT
#252
Is nice to see this guide bumped. One of the best protoss guides i've seen (nice to see one talking about game analysis and not a simple bo). Kinda miss rsvp posts.

Looking foward for that update ^^
Chicken gank op
Whatson
Profile Blog Joined January 2012
United States5356 Posts
May 24 2012 02:05 GMT
#253
Does anybody know what happened to rsvp? I used to watch his stream a lot, but he stopped a few months ago.
¯\_(シ)_/¯
monk
Profile Blog Joined May 2009
United States8476 Posts
May 24 2012 02:10 GMT
#254
He's busy with rl, job, gf, etc...
Moderator
BronzeKnee
Profile Joined March 2011
United States5214 Posts
Last Edited: 2012-05-24 03:31:03
May 24 2012 03:29 GMT
#255
This guide was written prior to the Phoenix range increase, and my question is if you open Stargate instead of switching rapidly into Templar tech, can you instead get a bunch of Phoenix (8+) and with the range upgrade kite the Mutalisks?
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2012-05-24 03:45:07
May 24 2012 03:43 GMT
#256
I completely disagree with the OP on archons, but not sure if he still feels the same anymore. Since storm damage can't stack, having more than 4-5 templar is completely useless imo unless you're trying to get off feedbacks. Archons are crazy good vs mutas and lings.

Although I'd assume RSVP would have ample practice against FireZerg who is in love with mass muta vP.

EDIT: 4-5 templar in your main army that is. If you want to leave a templar beyond I can understand in your main or something. But even early on vs mutas, I prefer to mix in archons before even getting those 3-4. Although I now instead go phoenix vs muta so I don't have enough relevant experience anymore.
AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
May 24 2012 03:48 GMT
#257
On May 24 2012 12:29 BronzeKnee wrote:
This guide was written prior to the Phoenix range increase, and my question is if you open Stargate instead of switching rapidly into Templar tech, can you instead get a bunch of Phoenix (8+) and with the range upgrade kite the Mutalisks?



Ive seen hero do this before, He gets phoenix range, gets some phoenix out and then transitions into colossus for a Phoenix Colossus push...

seems pretty strong
Thats "Grand-Master" SMURF to you.....
Kharnage
Profile Joined September 2011
Australia920 Posts
May 24 2012 03:56 GMT
#258
On May 24 2012 12:43 FabledIntegral wrote:
I completely disagree with the OP on archons, but not sure if he still feels the same anymore. Since storm damage can't stack, having more than 4-5 templar is completely useless imo unless you're trying to get off feedbacks. Archons are crazy good vs mutas and lings.

Although I'd assume RSVP would have ample practice against FireZerg who is in love with mass muta vP.

EDIT: 4-5 templar in your main army that is. If you want to leave a templar beyond I can understand in your main or something. But even early on vs mutas, I prefer to mix in archons before even getting those 3-4. Although I now instead go phoenix vs muta so I don't have enough relevant experience anymore.


Because I'm a low level player I think archons are awesome. When i'm maxing and defending an archon in every min line with a few cannons means if I'm too slow to spot a muta flock flying in the defense is automatic and mutas will die. If my skill level was higher I'd rather have a HT with storm, but whenever I try that I find the HT dies because my reactions are too slow.

Also when it's time for my maxed out push archons make the death-ball insanely hard to break.

But again, I'm aware that this is because I'm a low level player and it's easier to play with this style, where HT is more efficient.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 24 2012 03:59 GMT
#259
On May 24 2012 12:48 AGIANTSMURF wrote:
Show nested quote +
On May 24 2012 12:29 BronzeKnee wrote:
This guide was written prior to the Phoenix range increase, and my question is if you open Stargate instead of switching rapidly into Templar tech, can you instead get a bunch of Phoenix (8+) and with the range upgrade kite the Mutalisks?



Ive seen hero do this before, He gets phoenix range, gets some phoenix out and then transitions into colossus for a Phoenix Colossus push...

seems pretty strong


You can do it, eventually. But it's better to get blink in the meantime before that, etc. Hero defends quite well vs the muta and more so transitions into the phoenix upgrade. And he's done it before, but I'm not sure that's how he'll react to it regularly.

On May 24 2012 12:56 Kharnage wrote:
Show nested quote +
On May 24 2012 12:43 FabledIntegral wrote:
I completely disagree with the OP on archons, but not sure if he still feels the same anymore. Since storm damage can't stack, having more than 4-5 templar is completely useless imo unless you're trying to get off feedbacks. Archons are crazy good vs mutas and lings.

Although I'd assume RSVP would have ample practice against FireZerg who is in love with mass muta vP.

EDIT: 4-5 templar in your main army that is. If you want to leave a templar beyond I can understand in your main or something. But even early on vs mutas, I prefer to mix in archons before even getting those 3-4. Although I now instead go phoenix vs muta so I don't have enough relevant experience anymore.


Because I'm a low level player I think archons are awesome. When i'm maxing and defending an archon in every min line with a few cannons means if I'm too slow to spot a muta flock flying in the defense is automatic and mutas will die. If my skill level was higher I'd rather have a HT with storm, but whenever I try that I find the HT dies because my reactions are too slow.

Also when it's time for my maxed out push archons make the death-ball insanely hard to break.

But again, I'm aware that this is because I'm a low level player and it's easier to play with this style, where HT is more efficient.


Not sure how that's relevant to me though^^.
Tao367
Profile Joined June 2012
United Kingdom324 Posts
July 27 2012 15:29 GMT
#260
Why is +1 armour so important vs mutas? Is it to reduce the bounce attack?
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
August 28 2012 14:29 GMT
#261
Yes. Also, lings are a unit that hits very fast, and getting +1 armor reduces the damage of each attack significantly, lowering greatly their overall dps.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2012-09-07 17:08:37
September 07 2012 17:04 GMT
#262
When mutas appear I usually have only the twilight council with blink just started to research, stalkers seems like they are never enough, I need to split them in 3 bases and mutas can just engage and kill them. I always die before I can even get high templars.
Also I don't know, storms look so useless against muta, I mean they just move away getting almost no damage...?
SeraKuDA
Profile Joined November 2010
Canada343 Posts
Last Edited: 2012-09-07 17:19:43
September 07 2012 17:19 GMT
#263
On September 08 2012 02:04 KingAlphard wrote:
When mutas appear I usually have only the twilight council with blink just started to research, stalkers seems like they are never enough, I need to split them in 3 bases and mutas can just engage and kill them. I always die before I can even get high templars.
Also I don't know, storms look so useless against muta, I mean they just move away getting almost no damage...?


It's the combination of storm + blink stalkers, and make sure that you have the ability to cast at least 3 storms on the muta, so that everytime they try and move out they're moving into another storm.

Also, don't be afraid to put up 4-5 cannons at an expo that is a little more out of the way to protect, or even at all of your bases if you want.
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