What do you feel is the solution to the muta problem and do you feel like mutas is the way to go now?
[H/D] ZvZ Mutas
Forum Index > StarCraft 2 Strategy |
xDuckyx
United States28 Posts
What do you feel is the solution to the muta problem and do you feel like mutas is the way to go now? | ||
Soluhwin
United States1287 Posts
| ||
listal
United States228 Posts
On December 14 2011 09:46 Soluhwin wrote: Unless you have the lead early game, there is no way to hold off mutas and not be even more behind without your own. This is a bit of a catch-22, seeing as if you are behind, you have less mutas and lose anyways, but it's impossible to know what specifically you're doing wrong without a replay file. Read the strategy forum guidelines. since this is also a discussion thread, i figured i'd chime in on this response before analysis of the OP's to-be-uploaded replay starts. in that first sentence, are you saying that if you choose not to use mutas in zvz, you are behind against an opponent that does choose to go mutas? if that's the case, i'm very interested in your reasoning, because i think that's far from true. i'll defer to your response though. | ||
Soluhwin
United States1287 Posts
On December 14 2011 09:53 listal wrote: since this is also a discussion thread, i figured i'd chime in on this response before analysis of the OP's to-be-uploaded replay starts. in that first sentence, are you saying that if you choose not to use mutas in zvz, you are behind against an opponent that does choose to go mutas? if that's the case, i'm very interested in your reasoning, because i think that's far from true. i'll defer to your response though. Allow me to clarify: I don't think mutas are the absolute best thing to do in any circumstance ZvZ, but it is the absolute best if you're coming out of an early game lead for one reason or another. This is because of the absolute pace control that something as mobile as mutalisks provides, allowing you to turn the few drone lead into an expansion lead, into a double expansion lead, etc. Basically, if you know you can not-die to an opponent's pre-lair attack and not be behind in economy, go mutalisks. Because ZvZ is so aggressive, this is nearly impossible if the players are of even skill level. The point that I was trying to get across in my initial post was this: The OP is probably losing to mutalisks because of bad early game for one reason or another, the mutalisks are just how the opponent is turning a lead into a bigger lead into a win. | ||
listal
United States228 Posts
On December 14 2011 09:59 Soluhwin wrote: Allow me to clarify: I don't think mutas are the absolute best thing to do in any circumstance ZvZ, but it is the absolute best if you're coming out of an early game lead for one reason or another. This is because of the absolute pace control that something as mobile as mutalisks provides, allowing you to turn the few drone lead into an expansion lead, into a double expansion lead, etc. Basically, if you know you can not-die to an opponent's pre-lair attack and not be behind in economy, go mutalisks. Because ZvZ is so aggressive, this is nearly impossible if the players are of even skill level. The point that I was trying to get across in my initial post was this: The OP is probably losing to mutalisks because of bad early game for one reason or another, the mutalisks are just how the opponent is turning a lead into a bigger lead into a win. ah, that's much more clear, and i agree with that. they're definitely a great way to capitalize on a lead in quite a few different ways ![]() | ||
Vivax
21972 Posts
This also allows for sick creepspread, leaving the option for later hydras when you can afford the gas. | ||
Isomer
United States186 Posts
If you can get a 3rd base and get this roach-hydra-infestor mixture up and defend the harassment you will be good. | ||
terr13
United States298 Posts
| ||
xDuckyx
United States28 Posts
On December 14 2011 10:22 terr13 wrote: Have you tried a Roach/Queen push on close positions? If you can hit them before they get a big flock of mutas, it's pretty easy to just take the game right away. Wouldnt mass spines be an issue? | ||
FBH_Kreator
Canada30 Posts
| ||
terr13
United States298 Posts
| ||
TheNessman
United States4158 Posts
On December 14 2011 10:22 terr13 wrote: Have you tried a Roach/Queen push on close positions? If you can hit them before they get a big flock of mutas, it's pretty easy to just take the game right away. this it would take like 2 full minutes for their first 7 mutas to kill 7 roaches. just bring a queen! | ||
Mannered
United States5 Posts
if you were going for a roach timing then do it right away, if not try and take a third and stay alive. if you sense muta and you have a lead then go muta yourself. otherwise extra couple queens and a spore over gas and minerals. you don't really need 2/2, better to get roach infestor and then add hydras. he shouldn't have a lot of upgrades because of the gas cost for muta. you should take third with infestors and ol creep for spores. try and harass his third and force banelings. you should focus on a critical mass of roaches w/ ~6 infestor. you should prioritize fungaling banelings and lings. if he doesn't take a third then you can mass up a lot of stuff. if he takes a third then he shouldn't have mass spines. maybe keep an infestor or 2 back in-case of counters. these are more general tips not a specific strategy. the other posts are right, your problem could be something to do with your early game do you have a replay? | ||
xDuckyx
United States28 Posts
On December 14 2011 11:42 Mannered wrote: the way you view the issue is false. going muta shouldn't be default. biggest mistake against mutas is thinking you need to move out before the ball gets big enough. if you were going for a roach timing then do it right away, if not try and take a third and stay alive. if you sense muta and you have a lead then go muta yourself. otherwise extra couple queens and a spore over gas and minerals. you don't really need 2/2, better to get roach infestor and then add hydras. he shouldn't have a lot of upgrades because of the gas cost for muta. you should take third with infestors and ol creep for spores. try and harass his third and force banelings. you should focus on a critical mass of roaches w/ ~6 infestor. you should prioritize fungaling banelings and lings. if he doesn't take a third then you can mass up a lot of stuff. if he takes a third then he shouldn't have mass spines. maybe keep an infestor or 2 back in-case of counters. these are more general tips not a specific strategy. the other posts are right, your problem could be something to do with your early game do you have a replay? how would you harass his 3rd, with lings or roaches? Im wondering about that | ||
Fallians
Canada242 Posts
| ||
Turbogangsta
Australia319 Posts
i go 14 hatch 14 pool 14 gas (probably not optimal but its working. note also depends on map and no i dont send out a scouting drone. on close positions by air i always delay my pool for until after they drop their pool) first 50 gas on bane nest next 100 gas on speed (or banes if im against all in) get a spine crawler at my natural and 1 queen. build a few defensiv banes and try to get drones in once first queens done i get another queen. next spare 100 gas will go on lair. grab all my gases when oponent does or when i think im safe to survive. now i start spire and try to figur out how their tech is looking. i drop a spine every minute or so and make sure i have enough minerals to spend all my gas when spire finishes. l also get 16 drones on each bases minerals if i can. once mutas start production i drop my 3rd. heres where it gets interesting if he responds with hydras i imidiately get baneling speed and from here i can get more mutas and crush his push by a-moving lings and mutas and making the banes conect with the hydras. if he responds with infestors i try split the mutas up into groups and keep his infestor count low if he responds with mutas i respond with more mutas and try to utilise ling run bys and get my next 2 gases faster then him to be ableto produce more mutas. if the zerg manages to get both infestors and hydras (which means ive done something wrong) i will get my own infestor tech and get ultras asap. the advantage this build has over roach builds is the amount of spare gas which means you can always stay ahead of the tech. another strat ive seen but its really rare is hydra infestor (no roach) which does work well but i know that u have to be really gosu with splitting and fungling everywhere while i run in from flanks with ling bling muta. i hope i havnt missed any of the main advantages of mutas in ZvZ also another tip for muta play is to have alot of spines and alot of zerglings if the enemy goes for roach. you then set up half your lings somewhere outside your spinecrawlers line and the other half inside. this way you can trap all the roaches with the lings on top of the spines. edit: it also forces your oponent to wait until they have both hydras and infestors to take their 3rd by which time i will be taking my 4th and getting my own infestors and hive | ||
Sm3agol
United States2055 Posts
if the zerg manages to get both infestors and hydras (which means ive done something wrong) i will get my own infestor tech and get ultras asap. Stuff like this though.....really? How do you just stop a zerg from getting 3 infestors and 6 hydras, catching half your mutas due to burrow/randomness, and just wiping half your army off the field for free? Mutas vs zerg are not THAT amazingly effective due soley to infestors, and going banelings vs infestors is just lol-worthy. | ||
Servius_Fulvius
United States947 Posts
On December 14 2011 11:51 Turbogangsta wrote: if he responds with hydras i imidiately get baneling speed and from here i can get more mutas and crush his push by a-moving lings and mutas and making the banes conect with the hydras. if he responds with infestors i try split the mutas up into groups and keep his infestor count low if he responds with mutas i respond with more mutas and try to utilise ling run bys and get my next 2 gases faster then him to be ableto produce more mutas. if the zerg manages to get both infestors and hydras (which means ive done something wrong) i will get my own infestor tech and get ultras asap. You're right, there ARE a lot of advantages to playing this style right now. Perhaps the best advantage is that it's relatively new. The pros haven't fleshed out a catch-all counter, so in the lower leagues zvz victories are skewed towards mutalisk users. The decision then falls on the defender to either practice a newer strategy or switch over. Most will switch because they'd rather not put in the losses to find out. To those who aren't switching, there are several interesting strategies I've seen on pro streams: -Ret has a nice hydra timing into a huge roach/hydra attack. -Spanishiwa takes the gasses like a muta player, but puts down an infestation pit instead of a spire for a lot of infestors when muta arrive. -Destiny gets roach hydra as well, takes a late third, and attacks at a nice window. There are several factors that are a must: -Spread creep to your third to allow for easier hydra access. -Don't overdo spore crawlers - each of them is a lost drone -Keep up on upgrades - should be even or ahead of muta player -Know your timings -Get burrow -Pull back overlords once you sniff out the strategy Since muta are a map control and harassment tool your opponent shouldn't make too many. Titan argued that 6 was ideal, but I've seen other pros go a lot more. If your opponent overcommits on muta then max on hydra/roach/infestor as fast as you can. Each muta represents two supply, which is two supply not spent on a roach, hydra, or infestor. Your opponent's army will be a lot less beefy. Should they engage fungal the mutas, plop down infested terrans, and micro/macro reinforcements. In the very least this will force a ton of units and static defense allowing you to drone up or expand to a fourth. This was all assuming they went muta into roach/infestor. If they went muta into ling/bling then you need to base your hydra numbers off their baneling numbers. Banelings and muta cost a LOT of gas, so they'll have a lot of one or fewer of both. Transitions from the muta style lead into heavy roach/infestor/BL, ling/bling/BL, or ling/bling/ultra. If the late-game units come out then you didn't do enough damage or waited too long. Essentially when choosing a ground composition versus an air composition you need to start defensive and then become aggressive. Helpful upgrades include burrow (great for infestors versus muta and healing roaches), tunneling claws, drop, or nydus. Mutas vs zerg are not THAT amazingly effective due soley to infestors, and going banelings vs infestors is just lol-worthy. This is correct, but in lower leagues and even through mid-high masters it's winning a lot. | ||
Turbogangsta
Australia319 Posts
On December 14 2011 13:32 Servius_Fulvius wrote: You're right, there ARE a lot of advantages to playing this style right now. Perhaps the best advantage is that it's relatively new. The pros haven't fleshed out a catch-all counter, so in the lower leagues zvz victories are skewed towards mutalisk users. The decision then falls on the defender to either practice a newer strategy or switch over. Most will switch because they'd rather not put in the losses to find out. To those who aren't switching, there are several interesting strategies I've seen on pro streams: -Ret has a nice hydra timing into a huge roach/hydra attack. -Spanishiwa takes the gasses like a muta player, but puts down an infestation pit instead of a spire for a lot of infestors when muta arrive. -Destiny gets roach hydra as well, takes a late third, and attacks at a nice window. There are several factors that are a must: -Spread creep to your third to allow for easier hydra access. -Don't overdo spore crawlers - each of them is a lost drone -Keep up on upgrades - should be even or ahead of muta player -Know your timings -Get burrow -Pull back overlords once you sniff out the strategy Since muta are a map control and harassment tool your opponent shouldn't make too many. Titan argued that 6 was ideal, but I've seen other pros go a lot more. If your opponent overcommits on muta then max on hydra/roach/infestor as fast as you can. Each muta represents two supply, which is two supply not spent on a roach, hydra, or infestor. Your opponent's army will be a lot less beefy. Should they engage fungal the mutas, plop down infested terrans, and micro/macro reinforcements. In the very least this will force a ton of units and static defense allowing you to drone up or expand to a fourth. This was all assuming they went muta into roach/infestor. If they went muta into ling/bling then you need to base your hydra numbers off their baneling numbers. Banelings and muta cost a LOT of gas, so they'll have a lot of one or fewer of both. Transitions from the muta style lead into heavy roach/infestor/BL, ling/bling/BL, or ling/bling/ultra. If the late-game units come out then you didn't do enough damage or waited too long. Essentially when choosing a ground composition versus an air composition you need to start defensive and then become aggressive. Helpful upgrades include burrow (great for infestors versus muta and healing roaches), tunneling claws, drop, or nydus. This is correct, but in lower leagues and even through mid-high masters it's winning a lot. how does ret have a hydra timing that wont be thwarted by ling baneling? does spanishiwas strat skip roaches? i can see this being viable because mutalisks take 133 seconds to pop from spire being dropped and infestors take 130 seconds from pit being dropped and upgrade researched. seems viable but he would have to skip roaches and have a very good read on oponent also against evenly skilled players i dont think destinies strat is that viable because lings baneling will kill all the hydras and some roaches and the mutas clean up the rest. also i wanted to note that sometimes i will only get around 8 mutas if i see they have both hydra and infestor pit and i go straight to ultra infestor. perhaps this leaves me vunerable but flanking with ling baneling and a couple of infestors at my spine crawler wall works for me | ||
NeonFox
2373 Posts
I don't see how commiting to melee upgrades, hive and ultras is better, it costs a lot and leaves a timing window where you can just die if they attack. | ||
Micket
United Kingdom2163 Posts
On December 14 2011 09:46 Soluhwin wrote: Unless you have the lead early game, there is no way to hold off mutas and not be even more behind without your own. This is a bit of a catch-22, seeing as if you are behind, you have less mutas and lose anyways, but it's impossible to know what specifically you're doing wrong without a replay file. Read the strategy forum guidelines. Slush had a huge lead over Nestea in both gas and muta count. Nestea won anyways going muta. Upgrades and good ling usage makes the muta vs muta wars much less than a math problem than you think. | ||
solidbebe
Netherlands4921 Posts
On December 14 2011 21:24 Micket wrote: Slush had a huge lead over Nestea in both gas and muta count. Nestea won anyways going muta. Upgrades and good ling usage makes the muta vs muta wars much less than a math problem than you think. On top of that you can always get some corruptors and go more for a more defensive, slower but stronger muta flock. | ||
Chaosvuistje
Netherlands2581 Posts
You have an advantage immediately against people that slowly trickle in more and more drones because they won't be able to do a meaningful counter attack. And you can basically deny a third, while you can insta-saturate yours with a macro hatchery and enough injects to just go bonkers defensive right after. I feel that going for 2 base mutalisk into quick 3rd base will be the future of ZvZ, slowly transitioning into infestors and trying to catch as many of the opponents mutalisks as possible. The only reason to not go for Mutalisks is that you have a ton of amazing 2 base timing attacks that straight up kill mutalisk plays, but any reactive player should be able to react to that and win. Counter attacks and harassment are one of the strongest traits of a Mutalisk player over any Roach player that simply does not have those after muta's are out. You controll the pace of the game and it is really great against certain play because it simply gives you such a huge drone lead. So I would say on some maps its definitely advized to go for 2 base Mutalisk into 3 base because you will be able to defend and snipe out overlords nicely. I'm writing a guide about this kind of play just now, so anyone that wants to know the ins and outs of this kind of style from me will have to wait just a bit. But yes, I feel that going Mutalisk is a very viable and perhaps futuristic standard of ZvZ. | ||
vudulp
Brazil45 Posts
I think replays teach more than any guide, so, I decided to submit some zvz against muta bling I played yesterday. ![]() ![]() and an epic one ![]() hope you enjoy... | ||
ThomasHobbes
United States197 Posts
On December 14 2011 21:17 NeonFox wrote: Do people really stay on ling bling muta until ultras? If he doesnt go mutas himself, scout, if you see hydras get baneling speed, if you see infestors get a roach warren down. If you play mutas you should always have a better economy then your opponent, most of the time you can just roll him over when you transition back into roaches and later hydras. I don't see how commiting to melee upgrades, hive and ultras is better, it costs a lot and leaves a timing window where you can just die if they attack. I agree here. Ling / Bling / Muta is a very strong mid-game composition in ZvZ, but it declines in effectiveness the longer the game goes in play. Rising Infestor counts essentially negate mutalisk play, and the player must switch into ling / roach / muta or some other roach-dependent play. | ||
agahamsorr0w
Netherlands359 Posts
1. It's damn gas expensive 2. No map vision 3. Slow off creep 4. Hard to defend bases If you're behind, muta ling is the easiest way to get even again. All depends on harrassment with mutas and lings. So there is really no reason not to go mutaling. Blade555 already wrote a guide on mutalingbling in zvz. Basically it's the same as zvt but with more chance of dying early game. | ||
Servius_Fulvius
United States947 Posts
On December 14 2011 20:46 Turbogangsta wrote: how does ret have a hydra timing that wont be thwarted by ling baneling? I think it was MLG orlando where slush went mutas into roach/infestor and ret went balls to the wall roach/hydra. I've been trying to catch his stream to see other transitions, particularly when the opponent goes ling/bling, but his stream crashes every time I find him online. does spanishiwas strat skip roaches? i can see this being viable because mutalisks take 133 seconds to pop from spire being dropped and infestors take 130 seconds from pit being dropped and upgrade researched. seems viable but he would have to skip roaches and have a very good read on oponent In the game I watched he was going muta himself until he scouted his opponent going muta. I don't remember offhand if he skipped roach warren. I think he had it, but he didn't have many roaches. As for reading the opponent, scouting a muta build is way easier than say, an all-in. This is especially true in lower leagues. Even if they don't make a bunch of zerglings a spine crawler wall or lack of roaches at 9-10 minutes is usually a dead giveaway. [quote[also against evenly skilled players i dont think destinies strat is that viable because lings baneling will kill all the hydras and some roaches and the mutas clean up the rest.[/quote] I suppose this would depend on positioning. I saw Destiny get a number of infestors. Those stop zerglings and banelings in their tracks. Positioning hydra inside a roach ball would also prevent the annihilation by banelings. When it comes down to it, it takes far less skill to pull off a muta strategy than it is to defend, so I expect a majority of lower leaguers to switch as well as a lot of pros who can work it to perfection. As for me, the only thing keeping my butt is platinum is zvz macro (muta strategy or not). I'll probably switch strategies eventually, but for now adapting to the meta game shift has become a good build-refining exercise. I imagine protoss players feel the same way with mutas invading zvz. Now that I think about it, what zerg matchups aren't primarily a mutalisk midgame? | ||
decaf
Austria1797 Posts
If you play a ground based style I recommend doing roach queen hydra. The way I'm doing it at the moment is to get +2 +2 and then push across the map (for god's sake bring at least 1 overseer, you don't wanna lose all your hydras to baneling landmines). The ultimate goal would be to get 3 bases up, but 2 can also be fine. The hard thing is to deal with the mutas when you just got your first hydras out, you can't really split em and you never know if he's getting only 12 or so mutas or like 25. The queen production is really necessary when you're only on 2 base, since you gas income will be so low and the mineral to gas ratio hydras got simply make you float a lot of minerals. I always get a macro hatchery and keep constantly producing queens outta all of em. In most scenarios you will be (close to being) maxed when your +2 +2 finishes. Push across the map with your roach hydra queen force and bring an overseer. Be ready to split your hydras vs banelings and don't hesitate to transfuse your queens (2-2 queens with transfuses wreck mutas and banelings if he mishits). Your army should be so beefy that there's no way for him to kill unless you mess up and get all your AA killed - don't let that happen and it's gg, reforce with roaches preferably and hydras if necessary. This style is not possible on very far spawn locations though. On maps like TD cross you HAVE to go mutas. | ||
Mannered
United States5 Posts
lings, roaches too slow. just wait for mutas to be poking you and watch out for banelings. also borrowed infestor or drop infestor can do worlds of damage, just don't commit a lot of infestors in case they get cought. using his actions also means he won't attack you or he makes mistakes with mutas. make him struggle to take bases. the longer the games go on, the weaker his mutas become unless he continues to do damage which should be minimal with infestors out. | ||
theBOOCH
United States832 Posts
| ||
WolfintheSheep
Canada14127 Posts
On December 14 2011 12:14 Sm3agol wrote: Take this with a grain of slat, but I've seen many Z's go muta vs Destiny after gaining an early lead(because Destiny's early ZvZ is horribad), and lose badly in the end. All Destiny does is drop an infestor pit and hydra den while getting as many queens as he can, building up to a 200/200 roach/hydra/infestor army that basically makes muta worthless. The infestors make banelings useless, plus make muta harass basically live on a knife's edge, due to how badly a couple of infestors + hydras can decimate a muta ball for no losses. Stuff like this though.....really? How do you just stop a zerg from getting 3 infestors and 6 hydras, catching half your mutas due to burrow/randomness, and just wiping half your army off the field for free? Mutas vs zerg are not THAT amazingly effective due soley to infestors, and going banelings vs infestors is just lol-worthy. Infestors are actually quite pathetic if you do some decent Muta splits. It takes 4 Fungals to kill a Mutalisk, and spreading them into groups of 2's or 3's makes Infestors extremely cost inefficient. | ||
Turbogangsta
Australia319 Posts
On December 16 2011 17:00 WolfintheSheep wrote: Infestors are actually quite pathetic if you do some decent Muta splits. It takes 4 Fungals to kill a Mutalisk, and spreading them into groups of 2's or 3's makes Infestors extremely cost inefficient. i think the main point of infestors is to significantly shut down the harassment otions of the mutalisks. having the mutalisks split up makes spores alot better and makes the damage per second of the mutas as a whole alot lower. when i use mutas the main reason is to gain an economic and tech lead unless they dont respond correctly | ||
magictank
Canada7 Posts
| ||
Belial88
United States5217 Posts
Slush had a huge lead over Nestea in both gas and muta count. Nestea won anyways going muta. Upgrades and good ling usage makes the muta vs muta wars much less than a math problem than you think. There were 3 reasons why Slush lost. 1. Nestea took his third wayyy before slush. While Slush did kill Nestea's third at one point, he didn't take the opportunity to expand himself, and so it really didn't matter that he killed Nestea's third if he didn't get one himself. 2. Nestea went lair later than Slush. This meant that Nestea's economy was much more robust. Generally, the person who goes lair has a much stronger econ. As long as you can defend - which is exactly what Nestea did - you will come out way ahead of the opponent when your mutas come out. 3. Slush went +1 weapons instead of +1 armor, while Nestea went +1 armor instead. This was a huuuuge mistake, and this alone probably cost Slush the game most dramatically. There's a huge difference between the two, and it was a completely blunder of Slush to go +1 weapons in muta vs muta. Slush should have won, but made a lot of huge blunders in that game. None the less, it was an amazingly played game, but basically Slush rushed mutas, had little econ to show for it, and when Nestea held it off, he was way ahead in the game. Think of it sort of as Nestea going hatch first against 10 pool, and then holding off all the aggression and naturally coming out ahead in the end. On top of that you can always get some corruptors and go more for a more defensive, slower but stronger muta flock. In small numbers corruptors do okay as defensively, but it's actually a huge waste of money to go for corruptors instead of mutas. Once you get about 10+ mutas, they just will roll over corruptors for cost, as corruptors don't do much damage but tank a lot, while mutas deal a lot. When you get a flock of mutas going, they sort of overcome the corruptor armor. Don't ever make corruptors instead of mutas! Only time to really make corruptors is maybe if you have a higher econ but the opponent went faster lair, and your spire pops but the opponents mutas are wrecking your base? I feel that going for 2 base mutalisk into quick 3rd base will be the future of ZvZ, slowly transitioning into infestors and trying to catch as many of the opponents mutalisks as possible. The only reason to not go for Mutalisks is that you have a ton of amazing 2 base timing attacks that straight up kill mutalisk plays, but any reactive player should be able to react to that and win. Chaos, I liked your write-up, but I disagree. I think that fast third before lair, will be the future of ZvZ. From there, the game can really go in 2 different directions. 1. Both players went quick third. Mutas. 2. One player displays aggression - either made some units before third, goes lair before third, or the early game just had a lot of roaches involved - so it will become roach/hydra vs roach/hydra. Infestors take wayyyy too long to come out, so it'll become roach/hydra vs roach/hydra, and you can't use spines to defend a third against roaches. So you must get hydras and roaches of your own. Ling / Bling / Muta is a very strong mid-game composition in ZvZ, but it declines in effectiveness the longer the game goes in play. Rising Infestor counts essentially negate mutalisk play, and the player must switch into ling / roach / muta or some other roach-dependent play. A muta player will reach 200/200 before someone turtling on 3 bases gets a decent infestor energy amount up. The thing with mutas is that it's actually a super strong composition, as opposed to muta play in the other match-ups. It's kind of micro intensive, so I don't expect diamond or lower to use mutas, but at the higher level of play, the muta player will just max out on 4+ bases against a 3 base turtle. If you go infestors, I will send a single mutalisk to harass your infestors and snipe them or force you to waste energy. If you don't make any hydras, I make 30+ mutas, and just roll in with split or magic boxed mutas with 200/200 ling/muta and just absolutely destroy your ~140 supply army. If you have hydras, I have speedbanes, not hard. Ling/Bane/Muta will just roll any infestor army for being wayyy too small, and any hydra army with banelings and for not having infestors. You will just straight up die. If you FG my mutas, my banelings will connect (or i will have too many mutas for you to FG). It's not exactly cost efficient to FG 4 mutas for an infestors life. It's not like T or P where you can rely on wall ins, siege tanks, forcefields, warp ins. There is nothing stopping a 200/200 maxed zerg army from rolling into your front door and killing everything. I'm only playing at the high-platinum-ish level right now, but I've gotten pretty comfy with ZvZ and everyone likes to go muta, especially when they think they're behind. I like to 14h 14p and get out a few roaches and then stick on roaches for a while, so people tend to feel happy going muta. I've had a lot of success getting a fast lair and evo anyway for roach speed, overlord speed, and +1 yea... what you are saying is only viable at platinum or diamond. Going early game roaches, using early game roaches, that's gg in higher level play. Fast lair? Kills your econ to go lair before third, much less 'fast lair'. Why are you rushing lair anyways? You realize rushing 5 hydras isn't going to do anything right? You would be way better off droning up. You are aware going lair cuts your drone count/supply by about 20 right? Good luck with your gaqmes, but I don't think what you are saying is viable past diamond. i think the main point of infestors is to significantly shut down the harassment otions of the mutalisks. having the mutalisks split up makes spores alot better and makes the damage per second of the mutas as a whole alot lower. If you go infestors against mutas, you aren't going to have any army at all, and zero map control. I will be on 4 bases to your 2, and just destroy you with 200/200 ling/muta repeatedly crashing into you. . I open with roaches, expand, get a lair up by 8-8:30 and get an infestation pit right away + an overseer scout. If I see a spire I throw down three spore crawlers in each base and get my 3rd up before the mutas pop. I find that if you have spore crawlers and spend most of your gas on infestors + upgrades you can drone like mad and there's not a lot they can do about it since their army composition is easily countered by infestors. After I get my 3rd up I'll get a hydra den and get some hydras to compliment the infestors then get a max army and push out and there's generally not a lot they can do. I don't know how much of this is good because I'm only diamond but it works well for me. I don't think this would work in masters. Opening with roaches really stunts your econ, no third base hurts your econ, infestation on 2 base means you won't have any army or map control, so I'll just be on 4 bases by the time your first infestor pops. You aren't going to be able to get lair, infestation pit, and third, no way before mutas can force you to cancel over and over. Anyways, if I saw someone going 2 base roach/infestor, I would likely just go 3 base mass roach, maybe roach/hydra, instead of mutas. | ||
eighteen8
105 Posts
mutas bring absolut map control, you are safe against another muta zerg (include some corruptor, u will need them anyway) and you are on the very best zerg tech (broodlords). if you dont go muta, u have to invest in spores = less larvae, less income, useless if the enemy air units only prevent any expansion and not attack. you possibly have to include an earlier evo chamber in your build than normal, you can build more queens = more "blocked" supply in the following battle, useless against ground units(midgame) you will lose most of your overlords on the map hyrdas are slow &light, banelings do extra dmg to light it 's way more expensive to "prevent" mutas on a casual level than go mutas on your own. i did around 40 zvz in the last months and everytime i tried the non-muta-way, i lost map control, was unable to move out & expand further, lost the game...even when i scouted a spire and was set with 2 spores and min. 2 queens at each base,my investment was so huge i was miles behind. i dont like mutas, but there is no choice...like the old 4gate for pvp | ||
Belial88
United States5217 Posts
At the lower levels, I think it's fine if you just make 8 mutas, then just go straight into roach/infestor. I guess at the lower levels taking a third before lair won't be possible due to supply blocks, not making workers, too many units, not good enough scouting... but you should. | ||
fallore
United States143 Posts
| ||
Erasme
Bahamas15899 Posts
On December 14 2011 10:11 Cattivik wrote: I've seen TLO just massing queens to deal with it, don't even bother going hydras since the banelings will pose a threat to them.After fending off the first attacks and having a sufficient amount of queens, roaches and maybe a few infestors, try to nydus close to his nat and attack. This also allows for sick creepspread, leaving the option for later hydras when you can afford the gas. You can hit a sick timing with 8queens, a lot of +1 roachs and outright kill him :D | ||
Belial88
United States5217 Posts
Thanks for the informative posts belial. I have been attempting to go muta for a while, but I've always kind of rushed muta, instead of getting a third and strong economy first. The trouble I always have is with roach timings, how do you deal with those? Your own roach force? Lings and spines? I really, really think 3 base is better than 2 base, and if you go 3 base, you can't really go mutas against 2 base lair roach because you can no longer go spines. Obviously, on non-ladder maps like calm before the storm or crevasse, sure, 3 base muta using spines is the way to go, but most maps don't have that free third. The first thing you need to do is confirm the opponent is making lair or not. You need to rule out hatch tech roach/ling all-ins. You can do this with speedling check-ups (you need to be sending a speedling into their base after about 30 supply every 10 supply, really!). - Is he taking more gas? Roach/ling all-ins only use 1 gas, so if he takes any other gas, either gas at his natural, or gas at his main, you can rule it out. You should always have an overlord by their natural to see their gas and drone count at it. - Drone count. By seeing a saturated natural, you can rule out a roach/ling all-in. If he has very few drones there, it's obviously a roach/ling all-in. - Sac an overlord around 50 supply. If he is morphing a lair or not, pretty straightforward. Obviously, you are sac'ing lings every 10 supply to check his natural and army count, so you'll know if he's making a lair or not there too. - Spines. If he makes any spines, obviously, it means he's being defensive and doesn't plan to make units. Obviously, a hatch first making a spine first thing is one thing, but if you're poking with lings and see he's adding spines then, then that means he's going to be droning up. - You should have an overlord by their third. I send my 4th overlord to the opponent's third, and eventually park a ling there too (i actually patrol the ling to make sure it's not a hidden 3rd). If he takes a third, then he's obviously not going 2 base hatch tech roach/ling all-in. - Zergling pokes. Every 10 supply, poke a zergling or three into his base, try to even run into his main. If you see a bunch of roach/ling coming out, pretty obvious! When you run the ling around, watch what pops out of the eggs. If it's anything but drones that's coming out before the 50-60 supply mark, then he's obviously doing something tricky! - Overlord nearby. Always have an overlord nearby their base, watching their gas, whatever. Just float it nearby and see what's popping out of the eggs. If it's a bunch of roaches, that's a tell. If he's doing a roach/ling all-in, just make 3-5 spines, and go 2 base lair. Hold, then you win the game basically. Don't go lair too fast or you'll die obviously, making a lair before 50 supply against a roach/ling all-in is basically asking to lose the game. Making a lair before 50 supply in general is a bad idea. Going lair before about 60 supply will actually cut your supply by about 20! And Zerg isn't protoss, we can't make 2 DT's or 2 void rays or 2 colossi to end the game. What are you going to do with fast lair - make 2 speedroaches? Make 2 mutas? Generally, whoever goes lair faster in ZvZ is going to be the one who loses, because they will be behind in econ. However, of course, if you go lair too late, you will lose, as you will simply be overrun by increasing muta or speedroach numbers. So now that you have confirmed he isn't roach/ling all-inning, there are 2 ways to play out the game. 1. 2 base muta vs 2 base lair. If you saw the opponent is on 2 bases, made a roach warren or any roaches, and you know he's going lair (saw more gas, more drones, saw lair, you poked up his ramp and so no mass ling/roach super early on) and not doing a roach/ling all-in on hatch tech, you just need to mass spines. The opponent is essentially roach all-inning you, so you can make 10 spines, hold his 2 base roach all-in, and then grab a third. However, I don't think this is the best idea, because the opponent can see your massing spines and obviously doing 2 base muta (no roach/roach warren, 4 gas, lair, etc), so he can just take a third and hold off on the roaches. Anyways, any competent 2 base muta goer will hold any mass speed roach by having enough spines, although on maps like XNC it takes a ridiculous amount of spines, probably enough to even be behind. Hence, why I would say 2 base muta is actually a bad way to play. 2. If the opponent is going 2 base lair, you take your third. Generally, zerg has 2 choices - go third, or go lair. If you see the opponent going 2 base lair, just grab your third, and get the lair about 10-20 supply later than he did. If he's doing 2 base roach (he made roaches, roach warren, etc, you'll even see with an overseer, or ling pokes, really), just go 3 base roach/hydra. You'll need to cut drone production once you've thrown down your third, and you may even be behind in drones, but if you make sure to saturate properly, your 12+12+12 economy will be even with his 25+25 economy, and allows you to get much further ahead quicker when you get the chance to drone up. Use slow roaches and hydras to defend against his 2 base lair roach. Once you've held, just either push back to deny his third, or get infestors on 3 base and win. You can't really go 3 base muta against 2 base mass roach. Generally, these sorts of games turn into roach/hydra vs roach/hydra. If you see the opponent go 2 base muta, just defend with spores on 3 base and then go mutas with a much, much stronger economy. Roach/Hydra on 3 base is questionable against 2 base muta, especially on larger maps, as you can't really move out until infestors, and roach/hydra/infestor takes a very long time, even against a 2 base muta player, so I wouldn't recommend roach/hydra/infestor on 3 base vs 2 base muta - however, 3 base is always better than 2 base, so whatever. Finally, rushing mutas is never a good idea. Getting a quick 40 supply 2 base lair is horrible, the opponent just takes a third and then can get his own mutas. Also, if you are rushing lair on 40 supply (or worse, even earlier) you won't have any economy, especially since you'll need to mass spines too, and so you'll pop, what, maybe 5 mutas. 5 mutas gets laughed by the 2 queens the opponent will have. Mutas are not a cheese, they are for macro play. Rushing mutas is a really really bad idea, rushing lair in general is bad. YOu should never really make lair before 50 supply, the only time I recommend getting a lair before 60 supply, is if you see the opponent rush lair, as if you make lair about 20 supply past the opponent, you can eventually get overrun by them. You should be making your lair around 50-80 supply, making it earlier is just suicide. Also, roach/ling all-ins pretty much kill anyone who makes lair before 60 supply, so keep a mind and make sure the opponent makes the lair first. Generally, you want to make the lair after the opponent, as it means you will have a stronger economy. Anyways, yea. Hatch tech roach/ling is an entirely separate issue, you shouldn't really have lair tech against it, and 2 base lair roach is dealt with by going 3 base later lair roach/hydra. Just can't defend a third with spines. Fast third roach/hydra > 2 base muta. | ||
Kasha_Not_Kesha
United States71 Posts
| ||
Letall
Sweden384 Posts
| ||
NubbleST
United States86 Posts
http://drop.sc/78373 The idea here is to mitigate the map control he has with mutas by abusing the fact that he should have nothing to match your roach count for a brief window (without spines), so send your roaches out to his third and take your third as soon as you feel that you have enough hydras to hold it. The map control mutas give means nothing if his mutas are forced to follow your roaches around. If nothing else, this will buy time for enough hydras to make his investment into muta tech not worth the cost. As a side note, you'll notice I threw down blind spores. This is because I can't scout or read, but the two things that a 2-base Zerg can do to really screw over another 2-base Zerg with a later lair are mutas and burrowed roaches, both of which require spores anyways. So if I'm unsure of what my opponent is doing, I'll throw down the 2 blind spores just in case. Better Zergs may be able to scout/read better and not have to put blind spores, though. Another replay with the same idea (although this game could've easily gone either way and probably should've been a loss for me, but not because of muta) http://drop.sc/78379 I don't have a replay vs mass muta, but the key idea is essentially the same: buy enough time with roaches to defend. You'll have to adjust your spores, hydra count, infestor timing, and roach play based on what you see, though. | ||
Asolmanx
Italy141 Posts
On December 23 2011 18:23 NubbleST wrote: The idea here is to mitigate the map control he has with mutas by abusing the fact that he should have nothing to match your roach count for a brief window (without spines), so send your roaches out to his third and take your third as soon as you feel that you have enough hydras to hold it. The map control mutas give means nothing if his mutas are forced to follow your roaches around. If nothing else, this will buy time for enough hydras to make his investment into muta tech not worth the cost. Idea is pretty good, but you didn't take into account that he can also have lings, and kill all of your bases if you move out with the roaches | ||
Belial88
United States5217 Posts
If you go mutas, you also won't have any lings for a while. You either get spines, or a third, but you can't get an army AND spines or army AND third or army and third, much less all 3. Best way to deal with 2 base muta is just grab your third asap, then spore it up. I would say 3 base muta is more 'solid' as a response as 2 base muta has map control and can take a third very quickly to not be behind someone who goes fast third roach/hydra and then ling/bane/muta army is better in straight up fight, but all in all 3 bases is better than 2. | ||
eu.exodus
South Africa1186 Posts
On December 14 2011 11:21 TheNessman wrote: this it would take like 2 full minutes for their first 7 mutas to kill 7 roaches. just bring a queen! what? this i have to see! do you have a replay? | ||
FlukyS
Ireland485 Posts
| ||
JoeAWESOME
Sweden1080 Posts
I'm not sure what's best atm as muta is very un-explored in ZvZ but if you do end up having a muta vs muta battle then think of the following: - If you think you are even on gas. Keep going muta. If you're constantly behind by 4-5 mutas then there's no real way to catch up as he will always have more mutas and therefor win when you finally engage! - Go for armor upgrade. It is proven that it is better to go for the armor upgrade as you ignore 1 damage from each glaive while upgrading + attack doesent add 1 damage to each individual glave bounce. - If you engage, dont clump up the mutas. Magic box as good as possible, Retreat with the injured mutas. - Make sure that he's not swapping to infestors are if he's doing that then you can die if he would catch all your mutas in a fungal. - When you engage muta vs muta. Take a pack of lings and place them under your mutas. Your lings will eat glaive bounces that would otherwise hit the mutas. (Your mutas take less damage as the lings are taking glaive bounces) If you however are in situation were you have RIH (Roach, infestor, hydra) then try to think of the following. - In the early game we all like to spread out overloards all over the map. If you see that he's going muta you know that you will lose ~5 overloards so make some in preperation for losing the overloards you have spread out all around the map. - You need good creep spread. You need to have good creep spread between your bases to have more mobile hydras and infestors. - Use a nydus! Most of the muta players will have a stacked defence at the front, keeping all their spinecrawlers, banelings, lings and/or roaches at the front. If you can sneak in a nydus at his third or main you will have an auto-win so it's a small risk for a high reward. - Spread out your infestors. If you have 2 infestors in your main, 2 infestors at the third you can more easily get a fungal on the muta pack. + If he attacks the third and see your army there he might not suspect that you have infestors in your main. - Get burrow. If you can burrow your infestors you can hide them and pop out and land the fungal that will win you the game. It's a cheap upgrade that can flat out win you the game. Also you can burrow your drones / queens if need be. - Get the upgrades going! As he's going muta you will and should be ahead in upgrades. If you keep upgrading well and fast you will and should have the better army (Depends if he's massing mutas or if he's just making ~7 to get map vision, either way. You should have the better army. - Be active with the scouting. Is he going mass muta or is he teching hard with a lot of spine crawlers. If he going staright for ultra? Is he going banelings to "counter" your hydras. Is he mass spining while teching to infestors? Depending on what he's doing you might be able to just go and kill him. If you can't kill him then it might be a good idea to tech go for a nydus. Again, it might win you the game right there... | ||
Belial88
United States5217 Posts
Try to make 8-10 Hydras for early Muta attacks, then stop Hydra production entirely and switch to Infestors. Infestors absolutely obliterate Mutas unless they are spread out unusually well. If you deal with a flock of his Mutas, push and reinforce your army with a few Hydras, Roaches, and Infestors and try to end the game; it'll almost always work out for you =D Infestors mean you give up map control, so it's bad to get infestors before 3 bases, or really, 4. Infestors also take a long time, meaning you are pretty vulnerable for a long time, or worse, you will be unable to apply any pressure since you can't really make roaches with them at the same time (1 infestor is 6 roaches, 5 infestors, 30 roaches wow, not to mention infestation pit and pathogen). As a muta goer, if you are going 2 base infestor, I just grab 4 bases, and then I have 20 mutas out when you finally get infestors out. My econ will be 4 bases against you just on 2, you finally grab your third, and before you can do anything with it, I'm maxed out. I think people don't realize Ling/Bane/Muta beats roach/hydra/infestor in a straight up fight. The only time roach/hydra/infestor works, is when infestors have finally pooled up enough energy and numbers - but by then, the muta player is maxed. Not to mention, the muta player could also just have his own infestors to counter your infestors, or even have ultralisks out. FG is just not that great against mutas practically, because of how mutas can spread, and how easy it is to snipe infestors and kill off energy with just 1-2 mutas. If you FG the mutas, then the banes get free reign to kill the hydras, and if you FG the banes, the mutas kill all the infestors, and then I remake the ling/bane. Straight up, infestors give up map control, and the muta player gets more bases while denying the roach player's bases. From there it's a simple math solution that the infestor player can never win - the muta player can simply switch to his own roach/infestor on 4 bases, vs your 2-3 bases, and win with sheer economy. I don't know what league you play at, but at the higher levels of play, a Zerg will at least be smart enough to stop harassing once infestors pop, or if they do, have the micro to make sure they don't get caught in a FG. Even better, they can use micro to send a single muta out to force you to waste a ton of energy just to get rid of a single muta, and in the process lose an infestor since they are very easy to snipe. At lower levels, macro isn't really utilized to it's full extent, but at the higher levels of play, a Muta player can simply just grab 2 more bases, deny your third, and then max out 200/200 with ling/bane/muta and steamroll the turtling player. You can't turtle as Zerg because there are no forcefields or siege tanks like T/P can do. Also, if you jsut make 8-10 hydras, I will overrun you by making more mutas. 20 mutas will kill al the hydras, and suddenly you have zero AA and you die. As soon as I see you make an infestation pit, which I will always see because mutas will see 100% of what you are doing in your base, I will make a ton of mutas, and ling/bane, and just push while you are waiting a good 4 minutes for the infestors. OR, I will take 2 more bases ahead of you, and simply go roach/infestor myself and do it better with more econ. | ||
Belial88
United States5217 Posts
If you engage, dont clump up the mutas. Magic box as good as possible, Retreat with the injured mutas. - Make sure that he's not swapping to infestors are if he's doing that then you can die if he would catch all your mutas in a fungal. - When you engage muta vs muta. Take a pack of lings and place them under your mutas. Your lings will eat glaive bounces that would otherwise hit the mutas. (Your mutas take less damage as the lings are taking glaive bounces) I think someone said that non-micro'd, a-move mutas is better than magic boxing or focus fire or trying to micro. I'm not sure of it, but someone else tested it and said this. You aren't supposed to micro the mutas, except in numbers of 5 v 5 where you may want to spread them. Magic box won't stop glaive wurm bounce. I believe the idea behind this is taking the time to micro or FF means your mutas are critically not doing a shot or two, which can lose you the game. "Stacking" vs non-stacked mutas, the non-stacked, non-micro'd mutas win. Secondly, and I know this for sure, putting lings under your mutas in a muta vs muta battle won't help at all. Glaive wurm bounce has an AI of it's own as well, and the bounce will target 'hostile' units first. In muta vs muta with lings, since lings can't hit the mutas, the glaive wurm bounce will only go towards the mutas first. it's like when you attack and there are mining/hold SCV's around - your units will attack hostile units in the area before attacking the SCV's. So. You know, you are wrong about that. Putting lings under mutas is not a good idea, as it won't do anything. The muta bounce will go for priority targets first. - Use a nydus! Most of the muta players will have a stacked defence at the front, keeping all their spinecrawlers, banelings, lings and/or roaches at the front. If you can sneak in a nydus at his third or main you will have an auto-win so it's a small risk for a high reward. Not necessarily disagree, I just wanted to comment on this. A really good cheese against someone going 2 base mutas by massing spines, is to go 2 base mass roach nydus. I always patrol a ling in my bases if I'm going mutas against someone going roaches because of how hard it counterfs it. I think just doing a nydus all-in is better than getting a nydus after hydras, as eventually the muta player will have the army strength to beat roach/hydra/infestor with their ling/bane/muta. | ||
JoeAWESOME
Sweden1080 Posts
On December 24 2011 09:32 Belial88 wrote: So. You know, you are wrong about that. Putting lings under mutas is not a good idea, as it won't do anything. The muta bounce will go for priority targets first. Well, I've only seen Vibe doing this and it made sense to me, haven't tested it or even done it myself as I recently saw it. I guess you find out fast if the lings take damage and therefore do something useful. As I said, only seen Vibe do this and I trust him untill I test it myself. And what I mean by muta vs muta is simply run in and hold pos around his muta, he you will have a concave if you can call it that and it feels like if you do it right. You will hold pos around his mutas and he will kill your mutas in the middle first and then the glaive wont bounce as well. Again, I dont encounter bit muta vs muta battles and I should do some testing but in theory it should be better. Another thing is that you are saying: Some guy have done some testing and as I've seen Vibe do it I trust him more so will believe that it works untill I've done some testing of my own | ||
ThomasHobbes
United States197 Posts
I like Mutas in ZvZ, but I feel it's stronger to remax with roaches behind it. Muta into Roach / Infestor is absurdly powerful, and still gives you the mid-game map control of a muta flock. | ||
Belial88
United States5217 Posts
As I said, only seen Vibe do this and I trust him untill I test it myself. Again, I dont encounter bit muta vs muta battles and I should do some testing but in theory it should be better. Sorry, I hope you are not under the impression that I'm ragging on you. Or maybe I am, but I didn't mean to be so harsh. I think maybe I was just remembering how you posted something recently that I strongly disagreed with. Either way, I apologize. What you said wasn't stupid, and pros often do things that are wrong, despite being overwhelmingly better players and generally being much more knowledgeable. I'm just pretty sure that there isn't really any micro you can do in muta vs muta battles. I guess there's probably something out there you can do... but I don't know, I just know that clumping up, or focus firing, or magic boxing, isn't a good idea. The battle is sort of too fast for that. You need to be doing damage, any time spent getting hit while not firing really hurts you in a muta vs muta battle, more so than in other sorts of fights. I also know for sure that putting lings under mutas doesn't work. That's why, for example, if you have a muta vs muta battle over someone's mineral line, none of the drones will take any damage until all the mutas are dead. But this declines in effectiveness the more infestors he has. He doesn't need to get too many fungals on your muta flock, the important thing to do is to fungal the banelings, let the roaches deal with the lings, and use your hydras against the mutas. Worse comes to worse, you have to throw down some infested terrans to deal with whats left. By the time you have enough infestors, the muta player will have 2+ bases, and they will either have their own infestors, or be 200/200 against your ~140. You can't really Fg the banes also if they patrol micro to spread them out, or use multiple control groups or flanks. FG no longer 1 shots banes, so it doesn't work well. Even if you win the battle, the muta player will remax instantly and win the next one. I like Mutas in ZvZ, but I feel it's stronger to remax with roaches behind it. Muta into Roach / Infestor is absurdly powerful, and still gives you the mid-game map control of a muta flock. Sure, I agree with this. If you get mutas against someone who doesn't have mutas, you suddenly gain a lead. From there you can do whatever you want. But ling/bane/muta can definitely take on infestor based armies. They just max out on high econ too fast. You can't have enough infestors on 2 base, even 3 base. Even if you have enough infestors, that means no hydras, to which the mutas can wreck havoc with by sending single mutas to torture the infestors and then roll in with maxed army against 140 supply. | ||
| ||