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[D] The State of Mutalisks in ZvT - Page 9

Forum Index > StarCraft 2 Strategy
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gillon
Profile Blog Joined April 2010
Sweden1578 Posts
March 27 2012 09:11 GMT
#161
The problem isn't mutalisk play being weak or unviable. It's infestor/ling being amazingly strong. It counter everything, so it vastly reduces the need for scouting, and you can just rush to hive tech and win. Requires less multitask and skill in general for a higher win percentage, so a lot more players do it.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
HyperionDreamer
Profile Blog Joined June 2011
Canada1528 Posts
March 27 2012 15:53 GMT
#162
On March 27 2012 17:45 Belial88 wrote:
I don't completely agree. Zerg doesn't need to be ahead of bases in Terran as desperately as they do in ZvP - they can survive with even bases, they just have to get their next base quicker than the opponent (or saturate it quicker, in case of fast third T). But banes are so cost efficient, and mutas are quite good at dealing damage, it's very easy for zerg to completely roll a T army, especially if they aren't perfectly sieged up or focus fire banes in time. Zerg can just outproduce terran so quickly.

I have lots of games as lingbanemuta where I just completely stomp terran armies, simply by going lings instead of that extra 10 drones.

I don't agree at all with your assessment of "bases" in ZvT. Mules change absolutely everything, which is why you need n+10 drones mining minerals where n is the terran's number of scv's. However, minerals aren't as important is the gas income - the zerg army requires so much more gas than the terran army to be cost effective when you're going muta ling bane. Infestor ling is more sustainable on even numbers of geysers because lings don't actually cost anything. What I don't understand about the current trend of ZvT is why more zerg's dont play fast third while opening a few roaches to completely shut down hellion harassment and early marine timings. (If you've never tried this, roaches are ridiculously good against marines before they get reasonable numbers of medivacs out.) I've been doing this lately and it just feels so incredibly smooth instead of that time where you're on 2 bases and just sitting there staring at your spire waiting for it to finish so you can go take a third base.

I completely disagree. When playing muta style, upgrades aren't that important at all for lings. Getting +1 carapace before Terran gets +1 vehicles is very important (not as important as baneling speed, but close), but otherwise, upgrades on lings throughout the course of the game are not that important. Until you reach 4 bases or 200/200, you are better off spending that gas on more mutas or banelings. Banelings and mutas are the huge damage dealers, not lings. There are no critical hit numbers after 0/1 - +1 tanks or thors kill lings in same number of shots no matter what armor they are after +1 vehicle is on. As for marines, +1 attack or carapace is just an extra hit, for both marines and lings, against the other.

Lings rape marines 1 v 1, in the open, pretty hard, but it gets to be a numbers game for the most part, but if you have a bunch of lings, you will win even with upgrade disadvantage (not saying 40 lings vs 20 marines, but just having enough lings, in the open). Now what really changes everything, is siege tanks, which basically ignore armor after +1, and medivacs, which 3/3 adrenal won't cut through marine+medivac 0/0. But with muta or baneling support, it will.

Once you get 4 bases or 200/200, yea, definitely go double evo, it really helps out broodlings. I'm not saying don't get upgrades. I just disagree with the idea that upgrades are 'extremely important' due to siege tanks, medivacs, and banelings and mutas.


Yeah, you definitely can't support double evo when going mutas, that's just silly. Lings just exist to eat damage so you can get your banes into melee range when playing this style, and if you're lucky you can keep the marines clumped to increase bane effectiveness by over 9000. Just get one evo that upgrades continuously throughout your process of making mutas and add a second when you get hive.


They melt with upgrades too. That's not how you should be engaging with mutas. Mutas should not really be hit, or choosing when they engage against small groups of defending marines.

I did a bunch of testing with upgrades on mutas in:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=312419

Double spire isn't necessary, basically.

With ling/bane support, mutas do fine. And upgrades aren't the problem.


The reason double spire is so beast is that 3/3 mutas basically give you impunity to turrets unless he legit masses 6 turrets at each entry path to their base, and that's just a waste of money. It forces thors which means less tanks which means its easier to crush the terran army when it moves out.

You just have to use banelings more efficiently (read: burrow) to do the double spire opening since you want to spend as little gas on banes as possible and just mass your muta ball. Leenock did this so well in the code s finals 2 seasons ago it blew me away.


2 FG to kill marines, same as before. You just need to be more careful about clipping, and micro your FG better.

What is clipping?


Yea, thors have never been a problem for me as Zerg. Whenever I see them, and I always go mutas, I am happy because it's less tanks, and less marines, and less medivacs. The thor is just so useless against the real meat of my army, the ling/bane. I just magic box over the thor, snipe it quickly, then focus the tanks down while the thors did nothing to stop the mass of ling/bane.

The terrans I have trouble with most, are the ones that stay just on marine/tank/medivac, macro well, and just continually send waves of marine/tank/medivac to my further and further apart bases while I have to dedicate my entire army to each half of their's they send, to which one will kill a hatch unimpeded.

I'm actually super shit at engaging terran armies with thors in it. If you click on tanks then two thors kill every muta in two hits, and if you attempt to magic box then terran stims and kills all your mutas anyway.
BW4life! Jaedong ~ Savior ~ Shine ; "drowning sorrows in late night infomercials" - bnYsooch
fatguyallen
Profile Joined March 2009
Romania75 Posts
Last Edited: 2012-03-27 16:11:17
March 27 2012 16:10 GMT
#163
Clipping a FG is when you apply a new FG before the previous one finished. I am assuming that clipping FGs is good in this case.

DoTs clipping from wow hehe
Belial88
Profile Blog Joined November 2010
United States5217 Posts
March 27 2012 16:14 GMT
#164
I don't agree at all with your assessment of "bases" in ZvT. Mules change absolutely everything, which is why you need n+10 drones mining minerals where n is the terran's number of scv's. However, minerals aren't as important is the gas income - the zerg army requires so much more gas than the terran army to be cost effective when you're going muta ling bane. Infestor ling is more sustainable on even numbers of geysers because lings don't actually cost anything. What I don't understand about the current trend of ZvT is why more zerg's dont play fast third while opening a few roaches to completely shut down hellion harassment and early marine timings. (If you've never tried this, roaches are ridiculously good against marines before they get reasonable numbers of medivacs out.) I've been doing this lately and it just feels so incredibly smooth instead of that time where you're on 2 bases and just sitting there staring at your spire waiting for it to finish so you can go take a third base.


I'm not going to say you're wrong man, sure.

I just don't see it as pressing of an issue as in ZvP. I mean, what do you do if T goes reactor hellion double cc? do you automatically lose because it's impossible to take third vs hellions? No. You just eventually secure 3rd after droning up 2 bases, and then after making enough speedling and 2 base lair, you just completely saturate 3rd.

My problem with going roaches to get third, is that it just hurts your econ so much I feel. And then you get a third around 40 supply, and then your lair is just sooo impossible late. But whatever, it's been shown to be viable recently.

I don't wait for spire to grab third in ZvT. I drone up 2 bases, get lair and macro hatch, and while they are making, make lings after saturating 2 base to shoo away hellions. You take third, no matter how fast T takes third. How much you drone it up though, is decided upon how fast T takes his third.

What is clipping?


When your spell, like storm or FG, overlaps. That's why someoen who spams storm or FG is so silly. You see toss do it, I'm sure you have on ladder. It's a waste. Yes, the marines live to shoot 2 more shots off I supose, but it still same number of FG to kill. Because spells don't stack.

I'm actually super shit at engaging terran armies with thors in it. If you click on tanks then two thors kill every muta in two hits, and if you attempt to magic box then terran stims and kills all your mutas anyway.


He's not going to stim and kill all your mutas. As long as your mutas don't run way ahead of your army, your ling/bane will force the marines to run away while your lings eat the apart the tanks at close range that have no marine support, or they rip apart the marines because he has a smaller marine/tank/medivac army, and then once thor is gone you just ttrash through everything. Whenever I see thors, I just notice T army is just soooo much smaller and I rip it apart so easily as long as I magic box. A lot of times a lot of stuff is under the thor too, so while you kill thor you are hurting tanks or whatever too. It doesn't take long for 25 mutas to rip apart a thor.
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Niteblade_
Profile Joined March 2011
Canada292 Posts
March 27 2012 16:24 GMT
#165
In my opinion (I watch as much as i can of the scene and try to keep tabs on the metagame and such), I think its just a metagame shift (more bio heavy terran play), as well as a change in the maps. If you look at most of the newer maps (metropolis, entombed valley, antiga) Muta harass has become much harder because it is almost impossible to jump between bases without running through the entire base (and thus the AA that you are running from as well). And if you look at bio play (eg the final game at this weekends MLG between MKP and DRG on metalopolis), the aggressive tempo of this playstyle and the ridiculous micro at top level basically requires infesters to beat since you won't be landing many good bane hits and get spread/kited all day. As well, you can't pin a bio player in his base with muta (the way you can snipe tanks when they are used) because it is such a mobile force and will just run you over. Also the macro steam roll style taht is similar to the bio heavy style is becoming more popular, and you need infesters to break the tempo in order to be able to get BLs (which have so much synergy with infesters as opposed to muta's).

That might be a bit of a rambling post, but essentially i just think its a metagame/map pool change. Muta's are still used (DRG vs MKP game on shakuras, DRG crushed MKP's marine tank push with muta/ling/bane), they just aren't the core strategy anymore, that is shifting more towards infester/ling.

For casual play, its just simply easier to use infesters.
"As Dendi and xboct were walking off stage, I hope Dendi was saying 'Man I can't believe we won that game that way, we are such a bunch of assholes"- James "2GD" Harding on Na'vi vs Tongfu
Niteblade_
Profile Joined March 2011
Canada292 Posts
March 27 2012 16:28 GMT
#166
On March 28 2012 01:14 Belial88 wrote:
Show nested quote +
I don't agree at all with your assessment of "bases" in ZvT. Mules change absolutely everything, which is why you need n+10 drones mining minerals where n is the terran's number of scv's. However, minerals aren't as important is the gas income - the zerg army requires so much more gas than the terran army to be cost effective when you're going muta ling bane. Infestor ling is more sustainable on even numbers of geysers because lings don't actually cost anything. What I don't understand about the current trend of ZvT is why more zerg's dont play fast third while opening a few roaches to completely shut down hellion harassment and early marine timings. (If you've never tried this, roaches are ridiculously good against marines before they get reasonable numbers of medivacs out.) I've been doing this lately and it just feels so incredibly smooth instead of that time where you're on 2 bases and just sitting there staring at your spire waiting for it to finish so you can go take a third base.


I'm not going to say you're wrong man, sure.

I just don't see it as pressing of an issue as in ZvP. I mean, what do you do if T goes reactor hellion double cc? do you automatically lose because it's impossible to take third vs hellions? No. You just eventually secure 3rd after droning up 2 bases, and then after making enough speedling and 2 base lair, you just completely saturate 3rd.

My problem with going roaches to get third, is that it just hurts your econ so much I feel. And then you get a third around 40 supply, and then your lair is just sooo impossible late. But whatever, it's been shown to be viable recently.

I don't wait for spire to grab third in ZvT. I drone up 2 bases, get lair and macro hatch, and while they are making, make lings after saturating 2 base to shoo away hellions. You take third, no matter how fast T takes third. How much you drone it up though, is decided upon how fast T takes his third.

Show nested quote +
What is clipping?


When your spell, like storm or FG, overlaps. That's why someoen who spams storm or FG is so silly. You see toss do it, I'm sure you have on ladder. It's a waste. Yes, the marines live to shoot 2 more shots off I supose, but it still same number of FG to kill. Because spells don't stack.

Show nested quote +
I'm actually super shit at engaging terran armies with thors in it. If you click on tanks then two thors kill every muta in two hits, and if you attempt to magic box then terran stims and kills all your mutas anyway.


He's not going to stim and kill all your mutas. As long as your mutas don't run way ahead of your army, your ling/bane will force the marines to run away while your lings eat the apart the tanks at close range that have no marine support, or they rip apart the marines because he has a smaller marine/tank/medivac army, and then once thor is gone you just ttrash through everything. Whenever I see thors, I just notice T army is just soooo much smaller and I rip it apart so easily as long as I magic box. A lot of times a lot of stuff is under the thor too, so while you kill thor you are hurting tanks or whatever too. It doesn't take long for 25 mutas to rip apart a thor.


Double post i know, but I thought i would include an example of the quick double CC from terran and what you can do. I realise that Leenock eventually lost this game, but i think it is a great example (albeit 4 months old) of the potential of muta/ling/bnane to punish a greedy terran. Leenock crushes MVP's army and then kills the 3rdm while saturating a 3rd of his own (which was actually later than the Terran's third).

http://www.gomtv.net/2011gslsponsors7/vod/66507
"As Dendi and xboct were walking off stage, I hope Dendi was saying 'Man I can't believe we won that game that way, we are such a bunch of assholes"- James "2GD" Harding on Na'vi vs Tongfu
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
March 27 2012 20:31 GMT
#167
2:15 Idra talks about muta and infestor a bit. "Mutas don't really work anymore ZvT"

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.
Fealthas
Profile Joined May 2011
607 Posts
March 27 2012 20:49 GMT
#168
When I am playing tvz and I see mutas I feel relieved on the inside. Mutas are just totally trash units. I will build 10 missile turrets and take another base. I don't think I have taken any significant damage from mutas in my past 10 games. Infestors are much more scary.
Also I don't see why you would get mutas vs terran anymore. Most terrans like me want to get a quick 3rd. They effectively pin themselves to their base for a while, isnt this the purpose of mutas?
mapleleafs791
Profile Joined September 2010
United States225 Posts
Last Edited: 2012-03-27 20:57:39
March 27 2012 20:54 GMT
#169
On March 28 2012 05:49 Fealthas wrote:
When I am playing tvz and I see mutas I feel relieved on the inside. Mutas are just totally trash units. I will build 10 missile turrets and take another base. I don't think I have taken any significant damage from mutas in my past 10 games. Infestors are much more scary.
Also I don't see why you would get mutas vs terran anymore. Most terrans like me want to get a quick 3rd. They effectively pin themselves to their base for a while, isnt this the purpose of mutas?


If you outskill you opponent and are confident mutas are still a great choice to end games earlier and more in your control. See DRG vs heart in the recent mlg and violet in recent tourneys (violet went mutas vs lesser foreign T's and ling infestor vs the better korean terrans).

As you would expect, as pros get better at defending mutas and developing counter muta builds causals like us will watch pros enough to copy the same builds and unintentionally the benefits vs mutas follow. Couple this with a decreasing amount of airspace (cloud kingdom antiga vs shakuras and maps with very close air) and mutas naturally become harder to use.

Also ling infestor is soooo much easier to manage i just started switching a couple days ago and its so nice to not have to micro mutas all day so i can focus on creep and macroing.

They still work on maps that age open (shakuras and korhal) but they are much much harder to use not that maps like cloud kingdom and entombed exist than past ladder maps. So if you arnt sure you can out-multitask your opponent dont go mutas.

TLDR: In this stage of the map pool/pro player imitation mutas are alot harder to use than ling infestor so a change in popularity will occur. You can still make them work but you better be damn good with them. "Im ok with them " just doesnt cut it now
Spor.534 Master Zerg NA
IMoperator
Profile Joined October 2011
4476 Posts
March 27 2012 22:38 GMT
#170
Ling infestor is easier for the zerg and they can focus on just macroing for the most part since you don't have to constantly babysit the mutas. Out of all the recent TvZ's I've played I think 9/10 players are going ling/infestor now. Drops are slightly better, but lings are so fast that you can react pretty quickly
ScaSully
Profile Joined April 2011
United States488 Posts
March 27 2012 22:52 GMT
#171
imo mutas are a unit to pick away at terran while you get up in base and gas count. im usually not very behind in ups because im on 8 gas and hes on 2 or 3 min bases. when you are able to kill medivacs and tanks that you couldnt with infestors you will realize WOW mutas are a lot more effective as an overall mid-late game build.
¯\_(ツ)_/¯
zmansman17
Profile Joined March 2011
United States2567 Posts
Last Edited: 2012-03-27 23:03:39
March 27 2012 23:02 GMT
#172
On March 16 2012 08:51 FairForever wrote:
Show nested quote +
On March 16 2012 08:26 jrkirby wrote:
If people split their banelings, they might be more effective. Not even in the GSL (as far as I've seen) has anyone ever split their banelings to avoid splash from tanks and collosus. I think if they did that, they could do the same damage with less banelings, and use the extra gas to get mutas.


If people individually fired banelings with tanks, then you'd need less tanks, and could use extra gas to get more medivacs.

Possible, but highly unrealistic seeing as it is so difficult to split banelings while micro'ing ten other things, similar to how you would never individually target separate lings or banelings with each tank.


I always shift attack click my tanks on banelings in these engagements in addition to microing back stimmed marines. This is not to say that "[i would] need less tanks." Even if Terrans commit and execute near perfect micro on even supply engagements, the outcome is generally that both sides trade evenly with Zerg being at least 1 base ahead. If Terran fails their micro, that engagement very likely costs the game.
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
zmansman17
Profile Joined March 2011
United States2567 Posts
Last Edited: 2012-03-27 23:07:42
March 27 2012 23:06 GMT
#173
I think we are seeing less muta because Zergs are realizing that there are a lot of other good options. Only making a few mutas forces Terran to play more defensively, commit more resources to static anti air, and allocate more army to marines. All of this slows down the Terran's expansions and forces more lower tier units, which are hard countered by other late game units.

This grants zergs to go into ultra/infestor/ling/bane play or even fast Broodlords. I think Zergs started using other units and realized that although mutas are fantastic, they have many different ways to win. When I offrace as zerg, I think the ultra/infestor comp. v Terran is insanely strong. I think even the top Terrans like DeMuslim are still unsure how to play against it. But that's not the only zerg composition that professional Terrans are having trouble with right now.
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
duct_TAPE
Profile Joined May 2011
492 Posts
March 28 2012 01:47 GMT
#174
On March 16 2012 08:56 romelako wrote:
Mutalisks are definitely going out of style and I think it's just because of the relative "ease" of using infestors, since you can fight the terran army head on and you don't have to constantly be harassing/defending drops with mutalisks. On the other hand, I feel that going infestors means you have less of a grasp on the pace of the game, and you kind of play passively until you can get units that you can actually attack siege lines with.

All in all, I still stick to mutas just because I'm more comfortable using them and can micro pretty well. Although, on certain maps, ling/infestor is the way to go and I really ought to develop that style.


You don't have to play passively with ling/infestor at all, I research overlord drops in ZvT and make multi ling drops when T move out, very fun style I find.
"WHAT!? but I thought there was only one way in Canada!" "Yeah, and y'all went the wrong direction on it"
HyperionDreamer
Profile Blog Joined June 2011
Canada1528 Posts
March 28 2012 02:56 GMT
#175
On March 28 2012 01:14 Belial88 wrote:
I'm not going to say you're wrong man, sure.

I just don't see it as pressing of an issue as in ZvP. I mean, what do you do if T goes reactor hellion double cc? do you automatically lose because it's impossible to take third vs hellions? No. You just eventually secure 3rd after droning up 2 bases, and then after making enough speedling and 2 base lair, you just completely saturate 3rd.

My problem with going roaches to get third, is that it just hurts your econ so much I feel. And then you get a third around 40 supply, and then your lair is just sooo impossible late. But whatever, it's been shown to be viable recently.

I don't wait for spire to grab third in ZvT. I drone up 2 bases, get lair and macro hatch, and while they are making, make lings after saturating 2 base to shoo away hellions. You take third, no matter how fast T takes third. How much you drone it up though, is decided upon how fast T takes his third.

sorry I didn't mean to be like "you're wrong" as much as I sounded. I just completely hate that feeling where you're in your base behind lings and queens droning up 2 bases where the terran has complete impunity to do whatever he wants with the map. I've been messing around with roaches so much lately in zvt and I think they have a really good place in the early/mid game before terrans get a sufficient number of medivacs, plus its not like you have to go pure roach infestor in the midgame... I just get 5-6 roaches to retake map control and secure my third hatchery fast, and then play completely normally from there.


When your spell, like storm or FG, overlaps. That's why someoen who spams storm or FG is so silly. You see toss do it, I'm sure you have on ladder. It's a waste. Yes, the marines live to shoot 2 more shots off I supose, but it still same number of FG to kill. Because spells don't stack.

Oh, that. Yeah it's really stupid i just didn't know what you meant.

BW4life! Jaedong ~ Savior ~ Shine ; "drowning sorrows in late night infomercials" - bnYsooch
Amaterasu1234
Profile Joined November 2010
United States317 Posts
March 28 2012 03:25 GMT
#176
My main problem with mutas in zvt was that upgraded marines literally became invincible, able to kill whole ling armies with some medivacs and a handful of marines. Banelings were extremely inefficient because Terrans learned how to split marines like MKP.

When Stephano showed everyone infestors in zvt, we were all "O.o...lolwut? no way...how do you defend vs drops?" Now, drops are extremely easy to defend, if not easier. I even keep a little pack of zerglings around with enough to kill double medivac drops.

Not to mention, staying ahead of the T in upgrades is incredibly helpful. Marines actually die, even when accompanied by medivacs...and in addition to fungal...lol...marines don't stand a chance.

This is why I enjoy infestor/ling over mutas in zvt.

Of course...now early stim/hellion timings are becoming a problem...but...I think blings are the answer to that...or roaches...
vthree
Profile Joined November 2011
Hong Kong8039 Posts
March 28 2012 03:25 GMT
#177
Actually, I think the popularity of the ling infestor style might also be an effect of the ghost nerf.

1) Terrans have to make vikings vs BLs so less ghosts which means infestors will have less chance of EMPs

2) More importantly, the meta game for zergs now seems to be playing defensive with ling/infestor and tech to BLs. Previously, they had to keep the terran on lower econ because if the terran got to that critical mass of 12-15 ghosts, they became almost impossible to break. So zergs would have to use mutas to harass to keep the econ low. This opened up a timing for terrans to hit before BLs. Now, without really having to harass as much, zergs can produce ling/infestor and be fairly safe vs the big marine/tank pushes. Although without mutas, zergs are slight more suspectible to drop play. So you see zergs with a good zergling split up and playing more defensive.
TortoiseCa
Profile Joined June 2011
Canada104 Posts
March 28 2012 03:41 GMT
#178
I've always felt that mutas were very situational. I don't think that they're obsolete - but I find the SC2 community is very trendy with strategies "oh, this is how you play zvt huh, so every game I'm going to throw up turrets at the x minute mark because everybody makes mutas at this point"

It's like you're not actually trying to beat your opponent , you're just trying to re-enact a play and then you wonder why a fragile unit that relies on some element of surprise stops being effective.
Oboeman
Profile Joined January 2011
Canada3980 Posts
March 28 2012 03:53 GMT
#179
On March 28 2012 10:47 duct_TAPE wrote:
Show nested quote +
On March 16 2012 08:56 romelako wrote:
Mutalisks are definitely going out of style and I think it's just because of the relative "ease" of using infestors, since you can fight the terran army head on and you don't have to constantly be harassing/defending drops with mutalisks. On the other hand, I feel that going infestors means you have less of a grasp on the pace of the game, and you kind of play passively until you can get units that you can actually attack siege lines with.

All in all, I still stick to mutas just because I'm more comfortable using them and can micro pretty well. Although, on certain maps, ling/infestor is the way to go and I really ought to develop that style.


You don't have to play passively with ling/infestor at all, I research overlord drops in ZvT and make multi ling drops when T move out, very fun style I find.


I do this as well, and it is a very powerful tool. I basically do cliff-walking zergling runbys, assisted by overlords.
nick00bot
Profile Joined November 2010
326 Posts
March 28 2012 04:56 GMT
#180
On March 28 2012 12:25 vthree wrote:
Actually, I think the popularity of the ling infestor style might also be an effect of the ghost nerf.

1) Terrans have to make vikings vs BLs so less ghosts which means infestors will have less chance of EMPs

2) More importantly, the meta game for zergs now seems to be playing defensive with ling/infestor and tech to BLs. Previously, they had to keep the terran on lower econ because if the terran got to that critical mass of 12-15 ghosts, they became almost impossible to break. So zergs would have to use mutas to harass to keep the econ low. This opened up a timing for terrans to hit before BLs. Now, without really having to harass as much, zergs can produce ling/infestor and be fairly safe vs the big marine/tank pushes. Although without mutas, zergs are slight more suspectible to drop play. So you see zergs with a good zergling split up and playing more defensive.


while both of those things are true, its important to note that the ghost nerf actually buffed snipes vs infestors, making it take 2 instead of 3 becuase of the armored bonus. So now instead of emping infestors people just snipe them. ]

as for the implication that has for the metagame, I think the only way muta tech can become viable again is double spire builds. while players still need to work out defense timings for such a heavy air investment, I think after a while people will come up with solid DS builds that transition easily into upgraded broodlords
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