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[G] Mass Mutalisk ZvP for 2013 - Page 2

Forum Index > StarCraft 2 Strategy
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Prev 1 2 3 4 5 9 10 11 Next All
Cyro
Profile Blog Joined June 2011
United Kingdom20343 Posts
January 20 2013 09:23 GMT
#21
Could you post some replays vs immortal all in (and PM me) if you have any where the toss plays well? Im curious to see games where toss hits good timings (~8 sentry 3 immortal at ~8:50, hitting zerg by ~9:50, delayed 15-60 sec perhaps by aggressive engages mid map)

I know muta styles can be extremely strong against more delayed pressure (or such all in's executed by people who are not on PartinG's level, or having practiced them dozens of times being aware of benchmarks), but the strongest immortal all in's will play very zealot heavy (see PartinG) in order to make the initial engages as safely and quickly as possible, and also abuse the warp prism to avoid losing any immortals ever, and safe the lives of most sentries etc in any engage before reaching the zerg base. If you can provide reps of beating such play they would be an amazing asset to zerg and protoss players alike, but i have reasonable expectations i think of straight ling into muta working great vs an average protoss player, while falling apart once all of the timings come down tightly and mistakes are ironed out
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Natalya
Profile Joined December 2011
Belgium287 Posts
January 20 2013 11:37 GMT
#22
On January 20 2013 05:52 Iksf wrote:
I was surprised at how unsuccessful most of these mutalisk attempts were or I disagreed with how the zerg executed it so I decided to write this.


So you are basically saying you're better than the pros. My guess is that they are facing problems you did not discover yet with your build because of your lower level of play. Saying you know better than the pros can never be right in my opinion.
Iksf
Profile Joined March 2011
United Kingdom444 Posts
Last Edited: 2013-01-20 13:34:27
January 20 2013 13:34 GMT
#23
On January 20 2013 17:46 Keilkan wrote:
Show nested quote +
On January 20 2013 06:13 shlood wrote:
People think they have to transition and it always screws them over. The only thing I do different is against 1 stargate I generally mix in ~4 corruptors to counter phoenixes and then switch to only mutas (keep making corruptors if he keeps making phoenixes). This shuts down the phoenixes so hard (as long as you keep your mutas and corruptors together)


I want to pull this here out and discuss a bit, since I almost only play Mutalisks in ZvP and nothing else.

Lets address the transitioning bit first. If you've been smart, you've already got upgrades on your melee. Your opponent will want to counter you with heavy anti-air, such as Archon/Storm/Stalker stuff. If you intuitively add a group of Infestor/Ultralisk in the later stages of the game. My army generally ends up looking like this: 40+ Mutalisks, 6 or so Ultras, 6 or so infestors and 20ish banelings.
There is another transition available, which you can go for if you change your pace early. Say you're playing against someone who's turtling up on two bases. In those scenarios, I'll halt Mutalisk production, produce a ton of lings, and transition towards the regular Broodlord/Infestor deathball. Transition is possible, but you've got to be smart about it. Else you risk losing a lot of games where you were miles ahead.

The second bit is the Corruptor Dynamic. If you add the corruptors to a different hotkey, and always keep them between the Mutalisks and the Phoenix, there's absolutely nothing he can do. Versus double stargate, spire play is absolutely reasonable, don't come and act as if its a hardcounter! Simply going Corruptor/Ling roflstomps someone investing heavily into air.


You cant afford to get upgrades on your melee early or you dont keep the control you need on the protoss thus you dont have upgrades thus transitioning is really hard and definitely inferior.

Corruptors vs single stargate I really dont agree with, if you control your mutas properly you dont need them.

2x stargate is an all in not really a macro build, the problem is that protoss is going to chrono out a good 3-5 rays and kill your third. Your spire is normally not in time for that, hydra is definitely the safe bet vs this, its ridiculously all in anyway so survival = victory.

On January 20 2013 05:52 Iksf wrote:
I was surprised at how unsuccessful most of these mutalisk attempts were or I disagreed with how the zerg executed it so I decided to write this.


So you are basically saying you're better than the pros. My guess is that they are facing problems you did not discover yet with your build because of your lower level of play. Saying you know better than the pros can never be right in my opinion.


I don't think this is the cause, i think it is more that people have been doing fine with infestor broodlord for the past year, most peoples mutalisk experience in ZvP is a good year out of date.
Iksf
Profile Joined March 2011
United Kingdom444 Posts
January 20 2013 13:54 GMT
#24
On January 20 2013 18:23 Cyro wrote:
Could you post some replays vs immortal all in (and PM me) if you have any where the toss plays well? Im curious to see games where toss hits good timings (~8 sentry 3 immortal at ~8:50, hitting zerg by ~9:50, delayed 15-60 sec perhaps by aggressive engages mid map)

I know muta styles can be extremely strong against more delayed pressure (or such all in's executed by people who are not on PartinG's level, or having practiced them dozens of times being aware of benchmarks), but the strongest immortal all in's will play very zealot heavy (see PartinG) in order to make the initial engages as safely and quickly as possible, and also abuse the warp prism to avoid losing any immortals ever, and safe the lives of most sentries etc in any engage before reaching the zerg base. If you can provide reps of beating such play they would be an amazing asset to zerg and protoss players alike, but i have reasonable expectations i think of straight ling into muta working great vs an average protoss player, while falling apart once all of the timings come down tightly and mistakes are ironed out


As i mentioned in the OP I have only a couple of days ladder of replays on my computer having recently formatted and losing a good 8k replays like a moron. But lets talk this through.

The lair starts before 7 for zerg and takes 80 seconds, the spire starts before 8:20 and takes 100 seconds and mutalisks take 33 seconds thus its utterly reasonable to have 15 mutalisks out by 10:30

The sentry immortal push leaves at around 9 with good execution. This also includes near 0 harassment allowing only 2 lings to be built from zerg. So zerg should have been on 3 base saturation before 8 minutes pretty easily, a good bit before. This means that between about 7:50 to about 9:40 the zerg should only be making lings off 3 hatcheries.

That is actually quite a lot of zerglings if you think about it, easily over 60, closer to 100.

The first push out is just basically exclusively immortals and sentries, zealots will be added when the protoss realizes he needs a good 8 or so too push across the map so there is a delay while he adds those. Then as he moves across the map he repeatedly must engage a huge wall of speedlings doing anything they can to burn forcefields, more , on the protoss side of the map there is a serious risk to the protoss of their push actually just dying to this speedling pump so they actually have to burn quite a lot of forcefields.

Eventually ofc the immortal sentry ball becomes to ridiculous to engage and lings do nothing anymore, at this point the zerglings move around to counter at the protoss base. If the protoss is good there should be a full wall and at least 2 cannons and he will probably warp in a sentry or 2. By this point you should have mutas out and spines up. If he goes for the third you win easily, just sacrifice the hatch and abandon third with drones. If he goes for the natural it can be a bit harder but still normally fine.
Moonrisesc
Profile Joined July 2011
Netherlands38 Posts
January 20 2013 14:15 GMT
#25
I've been using this style for a good couple of months now. At 1.4k masters I have a near 100% winrate with it against any non stargate style coming from the toss.
schwza
Profile Joined September 2011
67 Posts
January 20 2013 14:21 GMT
#26


Stacking mutalisks with an overlord helps massively for sniping pylons etc.,



Can you explain this?

Also, when toss pushes out on 3 bases, do you usually fight or base trade?
Iksf
Profile Joined March 2011
United Kingdom444 Posts
January 20 2013 14:32 GMT
#27
On January 20 2013 23:21 schwza wrote:
Show nested quote +


Stacking mutalisks with an overlord helps massively for sniping pylons etc.,



Can you explain this?

Also, when toss pushes out on 3 bases, do you usually fight or base trade?


If you add an overlord into the control group of your mutalisks they stack better, obviously annoying having an overlord follow them around but totally worth it imo.

Depends how large and early the push is, some protoss do some weird like 2.5 base immortal pushes which you can just roll very hard. For normal 3 base timing sized pushes, baserace almost always
abefroman
Profile Joined December 2010
70 Posts
January 20 2013 14:51 GMT
#28
I may have missed it...but do you always get a roach warren with this build for defense. Or just if you scout gates going down?
Iksf
Profile Joined March 2011
United Kingdom444 Posts
January 20 2013 15:04 GMT
#29
On January 20 2013 23:51 abefroman wrote:
I may have missed it...but do you always get a roach warren with this build for defense. Or just if you scout gates going down?

Personally just if i scout gates but im kind of torn on it, because it makes 7g prism much easier to hold.
Lobotomist
Profile Joined May 2010
United States1541 Posts
January 20 2013 19:47 GMT
#30
awesome! definitely upload some more replays, a immortal timing one would be good
Teching to hive too quickly isn't just a risk: it's an ultrarisk
llIH
Profile Joined June 2011
Norway2147 Posts
January 20 2013 20:03 GMT
#31
On January 20 2013 23:15 Moonrisesc wrote:
I've been using this style for a good couple of months now. At 1.4k masters I have a near 100% winrate with it against any non stargate style coming from the toss.


That is pretty damn good.
shlood
Profile Joined March 2011
United States12 Posts
January 20 2013 22:03 GMT
#32
On January 20 2013 22:34 Iksf wrote:
Corruptors vs single stargate I really dont agree with, if you control your mutas properly you dont need them.


This is true, but I find just adding a few in just makes it so much easier and does not really cost you much.
InfCereal
Profile Joined December 2011
Canada1759 Posts
January 20 2013 22:24 GMT
#33
What should my upgrade order be on the spire?

I've been going to +2 attack, then starting carapace.
Cereal
Iksf
Profile Joined March 2011
United Kingdom444 Posts
January 20 2013 22:46 GMT
#34
definitely +2 attack before carapace. Depends if i get a hive for +3 first or carapace or just neither
Iksf
Profile Joined March 2011
United Kingdom444 Posts
Last Edited: 2013-01-20 22:55:27
January 20 2013 22:54 GMT
#35
On January 21 2013 04:47 Lobotomist wrote:
awesome! definitely upload some more replays, a immortal timing one would be good


The only immortal timing one i have was a weird game. Was a GM tos and I won pretty easily but it was 4g pressure into it and i screwed a lot of stuff up.

I will add reps of any good games myself or moonrise play from now on.
Cyro
Profile Blog Joined June 2011
United Kingdom20343 Posts
January 20 2013 23:06 GMT
#36
^Your description was pretty solid, but PartinG doesnt really lose to muta. With replays the game or either player can be picked apart, and lots can be gained in terms of defending or executing
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
HaVoK12
Profile Joined January 2013
United States9 Posts
January 20 2013 23:49 GMT
#37
Great guide, thanks!! Do you suggest to either get a blind roach warren or a blind evo for lower league players (high plat here)? At my level about 95% of my games are some sort of 2 base allin (imm sentry, dts or 2x stargate).
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-01-21 00:39:23
January 21 2013 00:38 GMT
#38
I hate all of you who go mass muta. It's disgusting, you should all be ashamed. T_T

+ Show Spoiler +
but seriously that's a great op. but seriously I hate playing against mutas.
Comprehensive strategic intention: DNE
InfCereal
Profile Joined December 2011
Canada1759 Posts
January 21 2013 03:31 GMT
#39
Finally played a nice long game. Had 80 mutas at the end.

It's incredibly hard to maintain your drone count while doing this. Ended up mining off of 12 gasses, and only 2 base mineral.
Cereal
MysteryMeat1
Profile Blog Joined June 2011
United States3292 Posts
January 21 2013 03:55 GMT
#40
I hate playing against mutas. Its impossible to take a 4th base.
"Cause ya know, Style before victory." -The greatest mafia player alive
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