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[D] The State of Mutalisks in ZvT - Page 2

Forum Index > StarCraft 2 Strategy
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oOOoOphidian
Profile Joined January 2011
United States1402 Posts
March 16 2012 00:25 GMT
#21
Mutas are only good against certain builds. Generally I agree they aren't very good, but if you focus on double upgrades and make smaller muta numbers, you can still get the small benefits (like picking off tanks and drops) while keeping up with the terran. In some cases you are really forced into mutas for map control (like against mech's blue flame hellions or banshees), but you don't want to make a lot.
Creator of sc2unmasked.com
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
March 16 2012 00:32 GMT
#22
On March 16 2012 08:39 danl9rm wrote:
I said it months ago and I'll say it now. If you go mutas in ZvT you have to douple-up them. That means 2 spires and get to 3/3. Mutas aren't going anywhere in ZvT. If the pros aren't using them now, it's because they aren't getting double upgrades. Quote me all day, I beg you.

If they die, they'll make a resurgence, and it'll come with 2 spires.

Those are so damn slow to get going that I could see it as a problem. By the time you get 1/1 upgrades going with 5 mutas out I could have gotten 6 pathogen gland infestors. The strength between those two is night and day when it comes to holding off midgame pushes.
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
TG Manny
Profile Blog Joined September 2011
United States325 Posts
March 16 2012 00:37 GMT
#23
I think muras are going to fill a more unseen role in ZvT, as it forces Terran to make a Thor or two and try and turret EVERYTHING if you use them right. You can threaten reactors, upgrades, and new bases as well as deny drops. It'll force Terran to slow down their pushes and expos.



You only need like 10 mutas without ups if you're careful with them and tuck them in areas where marines can't get you.
Singularity is at hand...
GoStu
Profile Joined January 2012
Canada60 Posts
March 16 2012 00:58 GMT
#24
On March 16 2012 08:39 danl9rm wrote:
I said it months ago and I'll say it now. If you go mutas in ZvT you have to douple-up them. That means 2 spires and get to 3/3. Mutas aren't going anywhere in ZvT. If the pros aren't using them now, it's because they aren't getting double upgrades. Quote me all day, I beg you.

If they die, they'll make a resurgence, and it'll come with 2 spires.


I feel like the issue with going double Spire to keep even in upgrades is the cost of the Spire: 200/200 for the building is a lot to double down on compared to the 150/0 cost of a Forge, 125/0 cost of an Engineering Bay, or 75+drone / 0 cost of an Evolution Chamber ... it also takes 100 seconds to morph a spire compared to 35 seconds for the Engineering Bay or 45 seconds of a Forge. Also, flyer carapace costs more than Infantry Armor / Ground Armor / Ground Weapons / Infantry weapons, etc.

I feel like you're investing a hell of a lot more into structures to just stay even on upgrades at best.
"Honi Soit Qui Mal Y Pense"
Ver
Profile Joined October 2008
United States2186 Posts
March 16 2012 01:01 GMT
#25
Please also remember in winter arena finals where DRG demolished MKP with mutas on Shakuras. Mutas are quite good but:
a) they are map dependent, as they are great on maps like Shakuras or Taldarim but trash on ones like Cloud Kingdom or entombed.
b) They are really hard to use compared to the alternatives.

Playing ling infestor is pretty braindead and doesn't require much skill. You don't have to make many hard judgments about unit allocation or tech timings, while the muta player has to know when he needs to stop adding mutas and tech to hive which is very easy to go wrong with. You don't have to worry about microing too much as infestors are pretty basic while the muta player has to manage their banelings and mutas constantly in fights. Most importantly, the muta player has to babysit their mutas constantly and play very aggressive with harass where if they misclick they can lose everything in seconds, while the infestor player can simply turtle and tech to hive. The only area where the muta player has an easier time is with handling drops, and even then, spare lings/spine precautions by the ling infestor player can make it pretty simple.

Perhaps most importantly post-patch, going muta increases the time you spend on lair tech and thus makes it tougher to survive until hive, when Zerg gains an overwhelming advantage. When you go infestor ling you'll be teching to hive much earlier and thus you really only need to survive one serious threat before you can get your monstrous hive army. On the other hand, the muta player might have to deal with 2-4 threatening moments in the midgame before they can get their hive tech.

Mutas are not objectively weaker and are in many cases a better choice on some maps. However, from a zerg's pov why would you do something exponentially more difficult to gain a minimum benefit in most cases?
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darkscream
Profile Blog Joined December 2010
Canada2310 Posts
March 16 2012 01:01 GMT
#26
double upgraded mutas is not the way to go lol. How will you kill marines if you're spending all your gas on 2 spires and 2 upgrades?

The reason infestors are so popular is because they function like siege tanks. They give you long ranged space control and punish unit clumping.

Mutalisks have a place in ZvT late game I think, just not early like we've seen in the past. Don't worry, they will find their way back in once Terrans learn that starport units are useful in the late game.
heyitskez
Profile Joined November 2010
Australia58 Posts
Last Edited: 2012-03-16 01:09:50
March 16 2012 01:02 GMT
#27
With mutas you have to be extremely active with them, you need a decent amount, and most importantly you need to be AGGRESIVELY taking bases with them. The problem with mutas these days arent that herp derp mutas are bad, its that the way people are going mutas is wrong. 2 base + macro hatch into muta is pretty bad these days given the maps and relative ease for terran to take 3 bases, but also its not that hard for zerg to take 3 bases if they open with a few roaches into fast 3rd and even 4th, then goin for mutas as a crutch into a relatively fast hive, 5th base perhaps and a lot of ups whilst defending terrans drops before he goes for his big 3 base death push.

At the moment I see a lot of zergs kinda going for fast-ish 3 bases droning a lil bit but then trying to put on pressure a lil bit and they get caught trying to do to many things at once, whilst not really committing to anything, which is a terrible idea vs a terran who is macroing hard of 3 bases with heavy ups. The benefit of mutas is terran _should_ be relatively scared to move out of his base so because of this you expand a shit tonne around the map and tech. (keeping in mind u should have taken a quick 4th so u will have gas for mutas + tech)

Mutas of course are still good vs 2 base play because terran doesnt have the gas for 2 engi bays, tanks, marines ups, medivacs and thors (if they wish to add in thors)

However with this in mind maps do make a difference in what strat I choose to go with and I am currently trying to perfect the ling infestor into quick ultra style that is pretty good, as it does give you a lot of benefits and generally is easier to play provided you can deal with drops well. To deal with drops the most effective way ive seen/done is to leave 1 infestor at your outskirt bases (Ie usually ur main/3rd/4th depending on what time in game) with some lings maybe 1 or 2 banes if you like to mix banes into your composition and then have 4-5 spines and 1-2 spores for defense as you can afford it as youre generally not trading as much with infestor ling and its not as expensive so you can afford the extra money to put into your defenses, and GET OVIE SPEED for the love of all that is holy when I see players going ling infestor and not get ovie speed to scout for drops, manage expansions and anything else it makes my soul die a lil inside.

*edit*
For you Terran players out there, Im gonna tell you how to deal with ling infestor style. MEDIVACS!!!! Terran think tanks are the way to go as they shoot infestors but this is a direct herp-derp-what-unit-counters-what-style. The indirect coutner to infestors is not only dropping the zerg everywhere, but also massing a lot of medivacs AND KEEPING THEM ALIVE. Your medivacs are as important to keep alive as the zergs infestors are. 7-8 Marines with 6-7 medivacs is actually impossible to kill with Fungal growth, and if you can split your shit apart fairly well you will be able to deal with a pretty decent amount of lings/infestors with minimal tank support- like 1 fact tank production.

Second, mix in a few marauders, these are great to stim and try snipe infestors as they melt them, but also takes a fair few fungals to kill, lings take a while to kill them so marines can dps better, and generally u might have some extra gas saved up so it can be good to get I find.

Lastly, dont be afraid to expand quite aggresively against ling infestor style either. Ling infestor into quick ultra is generally really good against terran in head on engagements but can lack if you are stretching them with drops while taking a quickish 4th base whilst macroing really hard on your 3 bases, the thing to watch out for is ling coutner attacks, but if you are pushing them aroudn 14 mins which is standard of 3 early 3 CC timing then they are predominately going to be relying on lings for the meat of their army, so ur 4th should be relatively safe

Hope this helps!
"The mark of a man if not how he treats his friends, but his enemies."
Grohg
Profile Joined March 2011
United States243 Posts
March 16 2012 01:13 GMT
#28
I've enjoyed playing with heavily upgraded lings with infestors instead of mutas for most of my time in SC2. Double spire really locks in your choice to go for air units and severely strains your ability to tech to hive until super late. Mutas can still work but the increasing level of play from Terrans is making them even more fragile than they were before. Infestors do not need separate upgrades and you get more functionality for the gas you spend. You also need fewer infestors to be a threat to the Terran army. With 4 infestors you spend 600 gas and gain the ability to halt most pushes while you reinforce. Regardless of ling or roach tech, you can double upgrade extremely easily unlike muta styles.

One of the greatest benefits of not using mutas is the ability to tech to Hive much faster and getting a spire only for broodlords in the late game. If you open with a muta style, broods will come later in the game and typically be much harder to use efffectively. If you tech to infestors straight away, you instantly have access to Hive, you get powerful spellcasters that will last for the rest of the game and you allow yourself to expand with the robust mineral heavy economy you build up from ling/roach based armies.

Mutas are a much harder transition to T3. The amount you must invest into a flock is incredibly high and at a certain point, they are simply supply that would be better spent elsewhere. Mutaslisk play is all about taking a lead from harrass early and keeping that lead for the remainder of the game. If your mutas slip into a pocket of marines once or clump up as a Thor pops, your one advantage is lost in a split second. Overall, they are still great units but I think infestors still make more sense on almost any newer map in the pool.
You can't spell slaughter without laughter.
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
March 16 2012 01:22 GMT
#29
On March 16 2012 10:01 Ver wrote:
Please also remember in winter arena finals where DRG demolished MKP with mutas on Shakuras. Mutas are quite good but:
a) they are map dependent, as they are great on maps like Shakuras or Taldarim but trash on ones like Cloud Kingdom or entombed.
b) They are really hard to use compared to the alternatives.

Playing ling infestor is pretty braindead and doesn't require much skill. You don't have to make many hard judgments about unit allocation or tech timings, while the muta player has to know when he needs to stop adding mutas and tech to hive which is very easy to go wrong with. You don't have to worry about microing too much as infestors are pretty basic while the muta player has to manage their banelings and mutas constantly in fights. Most importantly, the muta player has to babysit their mutas constantly and play very aggressive with harass where if they misclick they can lose everything in seconds, while the infestor player can simply turtle and tech to hive. The only area where the muta player has an easier time is with handling drops, and even then, spare lings/spine precautions by the ling infestor player can make it pretty simple.

Perhaps most importantly post-patch, going muta increases the time you spend on lair tech and thus makes it tougher to survive until hive, when Zerg gains an overwhelming advantage. When you go infestor ling you'll be teching to hive much earlier and thus you really only need to survive one serious threat before you can get your monstrous hive army. On the other hand, the muta player might have to deal with 2-4 threatening moments in the midgame before they can get their hive tech.

Mutas are not objectively weaker and are in many cases a better choice on some maps. However, from a zerg's pov why would you do something exponentially more difficult to gain a minimum benefit in most cases?

I don't disagree with a thing you said, but a little something about that DRG vs MKP game on Shakuras. MKP was in a ridiculously good position with 3 CC's while DRG got his third sniped and was stuck on 2 base. MKP then donates his whole army in a push then tries to move out his third CC with no army which gets killed. In that position the vast majority of the time the Terran is going to come out ahead. DRG kinda lucked out that game.
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
qwertyindeed
Profile Joined November 2010
151 Posts
March 16 2012 01:31 GMT
#30
Terrans are going fast 3rd inbase cc into a 3 base timing, its better to go infestors over all- to get to hive faster with better upgrades for melee for ultras/broods
you dont want to be adding on muta count when Terran have 3 bases and good turret placement and then get a late infestation pit with late 2nd evo.
+ zergs learned that you dont need mutas overall to deal with drops (in most cases) by splitting their lings and better ol spread. I keep atleast an infestor at the outer bases like toss keep hts (for the brave terrans that try doom drops)- otherwise a spine or 2 will buy enough time for your army to get back
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2012-03-16 01:40:54
March 16 2012 01:39 GMT
#31
@heyitskez,

The 'secret' of medivacs vs ling-infestor doesn't change the fact that it is inherently a better build than mutas.

I happily choose going ling infestor vs mass drops/mass medivacs any day as they are 1) not killing me, and 2) I can afford rushing ultras or broods to balance out the cost-effectiveness of mass-healed marines before they get out of hand.

The thing with ling infestor is not that it is some gimmicky build that Terrans have yet to figure out, its that it is hands-down better than mutas, end of discussion.

This is not to say that mutas are useless, but to point out that if either of those strategies is gimmicky, its the muta-based ones, not the infestors.
As it turns out, marines don't actually cost any money -Jinro
MajorityofOne
Profile Joined December 2010
Canada2506 Posts
March 16 2012 01:40 GMT
#32
Mutalisks will always have a role simply because they, like all forms of harass, can be potentially game-winning when successfully used. Terran has gotten so used to deflecting Mutas though, and unlike hellions and banshees using mutas means you are significantly weakening your midgame forces. Depending on the map and how terran opens they can still be a very good choice though, especially if the terran is going to be abusing drop play as many do.

We're going to see an evolution in how mutas are used in the next little while, I think. Rushing them off 2 bases is probably a thing of the past, but people will find ways to use them.

Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
March 16 2012 01:45 GMT
#33
On March 16 2012 08:11 darkscream wrote:
Mutalisks don't belong off 2base lair builds in ZvT. I actually think they have a use later in the game even if you've gone infestor - If you end up at ling/infestor/ultra, it's okay to go mutalisks.


But classical muta/ing/baneling is so hard countered by the most standard of terran play, A lot of high tier zergs just like it because of the micro potential but honestly, it relies on your opponent making mistakes which they should never make.


... Uh. Every time someone is dumb enough to try a lategame muta transition, I laugh at their shitty upgrades on mutas, inability to win a single battle vs a full fledged macro terran with any decent number of marine tank medivac thor, and smile when I realize that they're gonna have almost no infestors, broodlords, or ultras.

Seriously, I can't think of a single reason to transition to lategame mutas..
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Huggerz
Profile Joined May 2011
Great Britain919 Posts
March 16 2012 01:56 GMT
#34
Shouldn't really be surprising that Terrans have gotten progressively better at defending muta harass. Mutalisk play hasn't really evolved significantly compared to normal Terran TvZ builds which are leaning towards double upgrades and quick third orbital. AFAIK Leenock is the only one to ever do double spire in GSL. It's been obvious for eons how easy it is to kill mutalisks, which are usually not even upgraded past +1 or +2, when fielding a bunch of upgraded marines with medivacs.

Also, a strength long-associated with mutalisk play was that you could shut down drops - nowadays people realise if you just split up groups of zerglings with an infestor drops are really easy to deal with another way. This is just one of many reasons infestors are a lot more favoured than they have been in the past.
“It's like poker. You can play your best, but you've got to know when to fold your cards and take a rest, and know when to hold your cards, hold your breath and hope that nobody else is stacking the deck."
SeventhPride
Profile Joined February 2012
712 Posts
March 16 2012 02:06 GMT
#35
On March 16 2012 08:39 danl9rm wrote:
I said it months ago and I'll say it now. If you go mutas in ZvT you have to douple-up them. That means 2 spires and get to 3/3. Mutas aren't going anywhere in ZvT. If the pros aren't using them now, it's because they aren't getting double upgrades. Quote me all day, I beg you.

If they die, they'll make a resurgence, and it'll come with 2 spires.

Actually, nestea tried it out in z v p against genius where he went double spire. leenock tried double spire a few times against terran, but they both lost. I think its viable but just the meta game is not suited for mutalisk play currently since terrans have now brought along a few thors with them and know its fine to spam auto turrets around their base.
Phanekim
Profile Joined April 2003
United States777 Posts
March 16 2012 02:37 GMT
#36
On March 16 2012 09:01 Micket wrote:
It's all map dependent. The current trends of maps are very anti-muta, possibly for ZvP reasons, but mainly because of 2 base all in reasons. Hence, lots of chokes and easy 3 bases.

If Taldarim style maps return in force, you will see mutas... a lot. If maps like Antiga continue to roll out, I cant see mutas staying around. Terran macro builds are literally amazing on that map, and super safe too.


this.

User was warned for this post
i like cheese
Angel_
Profile Blog Joined December 2011
United States1617 Posts
March 16 2012 02:43 GMT
#37
I don't have a problem with the match-up changing and specific units and comps being used then not being used as things change.

However, to note, I think that downgrading to mutas at specific points in the game if you have the gas can be very very powerful.
heyitskez
Profile Joined November 2010
Australia58 Posts
March 16 2012 02:54 GMT
#38
@Jermstuddog
I wasn't implying that ling infestor is gimmicky i just know a lot of terrans are qqing about it and that definitely helps deal with the problem of wtf do I do agaisnt these infestors when fungal destroys my marines and then they launch infested terrans into my tanks with lings. And I said keeping the medivacs alive are the secret cauz i feel a lot of terrans just drop, set it and forget it and the medivac dies, but with a lil more multitasking (and yes the tactics i suggested for terran is very multi task dependent) by keeping the medivacs and a few of the units alive really stretches the zergs multi tasking and can be quite effective, coupled with keeping their medivacs alive in direct engagements can be extremely effective if done at the right time, IE when zerg is relying on lings + fungal
"The mark of a man if not how he treats his friends, but his enemies."
zGRavensfan
Profile Joined March 2012
1 Post
March 16 2012 02:57 GMT
#39
I would say that this is somewhat untrue. While terrans are learning how to respond to mutalisks, it is worth it to consider the effects that mutas have on the match as a whole. You can keep the enemy in their base, keep tabs on their build,and force missile towers. While mutas may be bad in big engagements, by having the total map control that is provided by having them, you can get a serious economic lead,so throwing away lings and banes is not too serious a problem, a good bane detonation means that mutas can come and clean up. The map control provided by mutas is certainly worth the lost of efficiency in engagements.
Oh good- he's pulling his SCV's that will help him defend the banelings. -IdrA
docvoc
Profile Blog Joined July 2011
United States5491 Posts
March 16 2012 03:11 GMT
#40
I think that muta is a good thing to have for later but not something that is a real killer anymore. The stephano style is much harder to hold, i play protoss but i see a lot of terrans falling for that ling festor ultra mix. What would be great to see is zergs getting 5 mutas to kill workers in one shot and to hold off drops and the rest is units.
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