[G] Mass Mutalisk ZvP for 2013 - Page 4
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Iksf
United Kingdom444 Posts
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Iksf
United Kingdom444 Posts
On January 22 2013 13:00 Cyro wrote: Im sorry to say you would have lost this particular game if the toss executed better. His early game timings, macro and a lot of small details were wrong or bad (he's not trained for this like PartinG, it happens), he moved out 20 sec late with 5 sentries instead of 8, not having mined from the fourth gas and only having 100 gas in bank, his gateway timings were weird and then he hit a supply block for a minute or so at the worst possible time. He also wasted too many forcefields and hung around a lot when he shouldnt have - Your spines were too late to be up, he could have killed one if not two of your bases before the muta pop. It's questionable if you would outright die, but in this game in particular the protoss did not play anywhere near optimally, and i dont believe you could have survived if he did with the way you were playing. To expand on details a little, it took him 11:00 to reach your thirds creep. He could have done it in 10:00 with the amount of threat you was able to apply with your lings - regardless, he was able to kill the hatch. I know you are fine with sacking it, but if he hadnt had his warp prism horribly out of position he could have forced you to disengage with your mutalisks or killed all of them with the stalker warp in - Perhaps if he hadnt been supply blocked for over a minute, he wouldnt even need this warp in. You took a lead in the game here, but only because his early game was bad, he didnt have as much >stuff< as he was supposed to have, he didnt hit as >fast< as he was supposed to have done and he hit several supply blocks, one really badly. The direct consequence of this is him not being able to do nearly as much damage as he could have done. It is also him losing all of his sentries, the three immortals, the warp prism and quite a few zealots, which put you ahead when you shouldnt have been. Not only was he not aggressively setting up proxy pylons to use as a primary source of warping in units (with the prism as a backup, used as a micro, flexibility and security tool) he phased the prism between his army and your natural, was forced to back himself to a wall leaving it completely exposed. This is a massive massive no. I dont mean to arrogantly state something along the lines of "muta ling is not viable blablabla", but execution as you showed it here will not live. I hope this was informative some Obviously the guy has only done the style for a little while its not the most refined build. You seem a bit pessimistic about 7g robo, its pretty accepted that on maps like cloud and ohana a perfectly executed 7g robo is unbeatable with roach ling. Even on maps pretty good for roach ling, holds are pretty mistake reliant and much harder for zerg than protoss. This build can hold 7g robo at least as well as roach ling for any map and id say for maps like cloud in particular you will do a lot better with this than roach ling, as its pretty map neutral. On January 22 2013 10:55 InfCereal wrote: I think someone asked for a replay defending the immortal sentry all in. Just played one. Not sure how high level it is, as I'm on tilt, but masters none the less. I engaged outside of the spine crawlers because I got antsy. http://ggtracker.com/matches/1236750 Main points to mention from that replay Everything is basically fine for early game, little bit of money float but yea not biggest deal. Lair and speed go down at a pretty good time Minor note, that spires pretty exposed to warp prisms, consider putting it somewhere safer Big problem, no gas at 3rd, need to get gas taken before 8 mins. Gates half way complete at 7:30 isnt threatening. Generally underdrone a bit, just need more refined early game. If you had the extra 3/4 mutas from the gas from your third you would have crushed the push a good bit harder, hold still leaves you a good bit ahead though. Generally underexploit the timing window between when you hold the push and blink finishes, you have a long time to exploit the lack of blink and generally low stalker count. Never pull your mutalisks back to your half of the map if you can help it. You need to have your mutalisks aggressivly positioned to exploit protoss mistakes at any point. If he randomly moved out here you would have to find your way around his army to his base, makes it much easier for him. Good use of creep drop on third Good harass a bit later, stay on a bit of a low drone count though. Once again you pull your mutas back defensivly from a push, at around 16 mins, in this scenario you should bank around into the protoss 4th and behind his third to open a counter attack path for yourself. 17:40, your going for an attack that looks really successful, scouting protoss units in center you pull back, definitely wrong call imo. Pushing in there would have been a good way to open a baserace. Low drone count means you dont have as much mineral bank as you could have, would have made basetrade much more viable if you could throw down 20 more spines in your natural. After engagement at your 3rd the critical mass of mutas leave you in a near unlosable situation, this is why people who skip templar die pretty fast in longer games if they cant get lots of damage done. Put some effort into keeping control of the far tower, if hes pulling his stalkers back to defend his main that means any zealot or w/e at the tower is undefended letting you take it easily. Keeping strong map control stops you getting flanked by blink like you did at around 21 mins. Final fight your lings are all fighting zealots. Any damage they can do or take from stalkers is better, manually move them to be attacking stalkers whenever possible. Obviously that fight was really one sided so not necessary but in closer engages can help a lot. So yea TL;DR, Take gas at 3rd Drone a bit harder in early game and a lot harder after youv got map control. Keep mutas more aggressively positioned. Example of a similar game of mine vs a partial hold of a 7g robo. Screwed up the hold quite a bit, mostly because of my crap macro for first few games of a day. So became somewhat even. http://ggtracker.com/matches/1249773 | ||
Cyro
United Kingdom20274 Posts
Obviously the guy has only done the style for a little while its not the most refined build. You seem a bit pessimistic about 7g robo, its pretty accepted that on maps like cloud and ohana a perfectly executed 7g robo is unbeatable with roach ling. Even on maps pretty good for roach ling, holds are pretty mistake reliant and much harder for zerg than protoss. This build can hold 7g robo at least as well as roach ling for any map and id say for maps like cloud in particular you will do a lot better with this than roach ling, as its pretty map neutral. Im not being pessimistic, im being realistic. I think there are ways to force muta to work or at least take the game later without being too far behind, but making lings, engaging him 1-2 times on map with them and waiting for mutas to pop at 11:30 is simply not good enough. I guess you're playing at mid masters and because of the ladder system averaging MMR's between races (insane vs zerg WR not able to make me find better zerg opponents because of other shortcomings) i dont have much experience against zergs at quite that high level, but i have put easily 50 hours of my life into studying this all in. You cannot hold if you play the way you did in the first replay. Example of a similar game of mine vs a partial hold of a 7g robo. Screwed up the hold quite a bit, mostly because of my crap macro for first few games of a day. So became somewhat even. http://ggtracker.com/matches/1249773 I wanted to say here, too, protoss simply didnt execute what he was doing anywhere near as effectively as he should have/could have done. This chrono boost utilization and overlap is pretty disgusting for such a refined pressure<allin. The amount of things he does wrong or notably inefficiently go into the dozens, i wont list them here, but holding immortal all in's from this caliber of players tells you nothing of the way you are playing being viable at the highest level. I feel that you could hit somebody in a bo7 who has studied and practiced such an all in to near perfection and if that happened you would have no choice but to very significantly change your approach to defense, change styles completely or simply lose every game in the series - you probably wouldnt blindly do something like this every game, but you are relying on your opponent not having any kind of optimized play in the 5-10 minute window of the game in order to live and come out ahead ![]() | ||
InfCereal
Canada1759 Posts
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Iksf
United Kingdom444 Posts
On January 22 2013 23:22 Cyro wrote: Im not being pessimistic, im being realistic. I think there are ways to force muta to work or at least take the game later without being too far behind, but making lings, engaging him 1-2 times on map with them and waiting for mutas to pop at 11:30 is simply not good enough. I guess you're playing at mid masters and because of the ladder system averaging MMR's between races (insane vs zerg WR not able to make me find better zerg opponents because of other shortcomings) i dont have much experience against zergs at quite that high level, but i have put easily 50 hours of my life into studying this all in. You cannot hold if you play the way you did in the first replay. I wanted to say here, too, protoss simply didnt execute what he was doing anywhere near as effectively as he should have/could have done. This chrono boost utilization and overlap is pretty disgusting for such a refined pressure<allin. The amount of things he does wrong or notably inefficiently go into the dozens, i wont list them here, but holding immortal all in's from this caliber of players tells you nothing of the way you are playing being viable at the highest level. I feel that you could hit somebody in a bo7 who has studied and practiced such an all in to near perfection and if that happened you would have no choice but to very significantly change your approach to defense, change styles completely or simply lose every game in the series - you probably wouldnt blindly do something like this every game, but you are relying on your opponent not having any kind of optimized play in the 5-10 minute window of the game in order to live and come out ahead ![]() The protoss was rank 30 GM, just saying. I dont know what the hell you want from me, I cant just list a buildorder that will defeat parting 100% if you follow it and this concept can beat a parting level player if you execute it as like a DRG level player. You can beat any 7g robo iv ever played against with this, from plenty of GM and high master protoss. Thats all i care about. | ||
InfCereal
Canada1759 Posts
I feel it's also important to note that these guides aren't written for the top 10 people in the world, but rather the 99% below them. | ||
vali
Netherlands59 Posts
You can point out flaws in the play of every protoss player that is basically not a korean called Rain, Parting, Hero, Creator, you use numbers that are so called optimal while in the real world aka NA and EU GM and high masters just don't happen. Look at Elfi for example or any other "relevant" tosshe won a tournament, pretty sure you can point out some pretty big holes in some of his pvz games. Also, checkmate.... | ||
Cyro
United Kingdom20274 Posts
On January 22 2013 23:59 Iksf wrote: The protoss was rank 30 GM, just saying. I dont know what the hell you want from me, I cant just list a buildorder that will defeat parting 100% if you follow it and this concept can beat a parting level player if you execute it as like a DRG level player. You can beat any 7g robo iv ever played against with this, from plenty of GM and high master protoss. Thats all i care about. Just stating that this does not in its current form come close to working to anybody against anybody who has an idea what they are doing and puts 20 hours into practicing to get close to perfect execution. You only win because it's nowhere close to perfect (not even in the same ballpark) and i think its more useful to know that than to state that you can hold anything and he left wondering whats up when you get thrown to the trash by those occasional people who have actually practiced such an all in for any real period of time. You clearly dont want my help, so guess im leaving now | ||
Iksf
United Kingdom444 Posts
On January 23 2013 00:08 Cyro wrote: Just stating that this does not in its current form come close to working to anybody against anybody who has an idea what they are doing and puts 20 hours into practicing to get close to perfect execution. You only win because it's nowhere close to perfect (not even in the same ballpark) and i think its more useful to know that than to state that you can hold anything and he left wondering whats up when you get thrown to the trash by those occasional people who have actually practiced such an all in for any real period of time. You clearly dont want my help, so guess im leaving now If I can hold pushes executed in GM league I consider the build viable. Could i beat partings? probably not because parting is a korean pro gamer who practices like 10 hours a day, I have college and stuff to go to and have as much talent as a dead fish, nor could I hold it with roach ling for the same reasons. However if i was to hit parting in some playhem or something and he immortal sentried me id throw everything into this style without hesitation. The build has been basically unholdable with roach ling either and by people way better than me. If you want to call a build unviable because a korean progamers super refined basically imbalanced all in can kill it, then the entire ZvP metagame is unviable on half the map pool and we should all switch races. | ||
IamPryda
United States1186 Posts
Keyboard out the window in pvz | ||
llIH
Norway2142 Posts
On January 23 2013 01:51 IamPryda wrote: It's builds like this that make me want to throw my Keyboard out the window in pvz Haha. And that's why we love to go mutas. Make you stall so you either leave or get behind. The worst thing is when my mutas get hunted down and I see the T starting to move out. This is when I know I am playing against a master +. | ||
opisska
Poland8852 Posts
With one exception: people playing like you! If somebody knows that they should stay on mutas forever without a transition, I have no fucking clue what to do. The problem is that no "simple" things work any more. Canons are pointless, so are stalkers and the only thing that is remotely usefull and HTs that are slow and fragile as fuck. I think that this build is an example that SC2 can never be balanced for all skill levels - I still quite believe that it is balanced at pro level, but in Platinum league, I am pretty sure that most of the people that I can beat day and night when they go roach-infestor to BL would roll me over, if they only realized that they can just build mutalisks. | ||
Mavvie
Canada923 Posts
The way I see it is there's three ways to play mutalisks in ZvP: 1) Only make ~10 or so to harass while fast teching to hive. 2) Mass mutalisks and only mutalisks and try to kill your opponent with pure mutalisks, like in this guide. 3) Use mutalisks to force the stalker/templar techpath, then try to hit a pre-storm timing with banelings. I really like 3; the 2-2 speedbane timing is so strong that if they don't have storm out, they kind of lose. Does anyone have a lot of experience with this type of push? Similar to the ZvT one that Shine/NesTea used a lot in their up+down matches, but with a faster fourth, more drones, and more mutalisks! I think that if you snipe the sentries with the mutalisks, you can just roll speedbanes through their nexus and still have enough left to kill their army. Thoughts? | ||
EndOfLineTv
United States741 Posts
Just came back to wings, from hots to try out your style. And I have won 90% with the build. The skipping evo upgrades, really does allow for more muta when you really need them. and faster muta upgrades Plus. the BM was priceless. GJ, I will work with it more! EDIT: Also. the 1 game I did lose. I lost because I decided to transition. all the other games, which I stayed on muta tech no mater what. I won ^_^ | ||
Foxxan
Sweden3427 Posts
i may have been asked already... What if protoss go heavy phoenix? Phoenix vs mutas, phoenix win right? or? You mix in those other flying for zerg? | ||
Iksf
United Kingdom444 Posts
On January 23 2013 02:06 opisska wrote: There was a time when I was getting nuts from muta play. Then I learned to defend it reasonably and it became much more rare, so it stopped being such a huge pain. Nowadays, when I see a muta player, I know that it is going to be annoying as hell and I am not gonna enjoy the game too much, but I may come ahead in the end. With one exception: people playing like you! If somebody knows that they should stay on mutas forever without a transition, I have no fucking clue what to do. The problem is that no "simple" things work any more. Canons are pointless, so are stalkers and the only thing that is remotely usefull and HTs that are slow and fragile as fuck. I think that this build is an example that SC2 can never be balanced for all skill levels - I still quite believe that it is balanced at pro level, but in Platinum league, I am pretty sure that most of the people that I can beat day and night when they go roach-infestor to BL would roll me over, if they only realized that they can just build mutalisks. Yea PvMutalisk is a totally different branch of the PvZ metagame, one rotting in some musty tome on the top shelf. Very few protoss have good experience vs it On January 23 2013 02:26 Mavvie wrote: I like most of the guide, but I'm kind of on the fence about a few aspects of it. By delaying upgrades and taking lots of gas quick you're relying on the first wave of mutalisks being unscouted and doing a lot of damage. This makes it seem coinflippy and unreliable. I feel that it's much safer to get 1/1 while the spire is building, since it's only 2.5 less mutalisks but it opens some huge 2/2 muta/ling/bane timings before storm and stuff. The way I see it is there's three ways to play mutalisks in ZvP: 1) Only make ~10 or so to harass while fast teching to hive. 2) Mass mutalisks and only mutalisks and try to kill your opponent with pure mutalisks, like in this guide. 3) Use mutalisks to force the stalker/templar techpath, then try to hit a pre-storm timing with banelings. I really like 3; the 2-2 speedbane timing is so strong that if they don't have storm out, they kind of lose. Does anyone have a lot of experience with this type of push? Similar to the ZvT one that Shine/NesTea used a lot in their up+down matches, but with a faster fourth, more drones, and more mutalisks! I think that if you snipe the sentries with the mutalisks, you can just roll speedbanes through their nexus and still have enough left to kill their army. Thoughts? For 1) I dont find mutas are worth the investment, better to just go infestor ling. Iv little experience with 3 just think that spamming out a wall of FF + the hp of gates etc absorbing banelings would make these attacks very ineffective. Perhaps they could work but theyr a bit too all in for my liking. As for the upgrades, skipping them is really essential imo. Getting up to a good mutalisk count fast is very important and the more mutas you have early let you be more aggressive without losing mutalisks. I dont find this build is hardcounterable by protoss if they scout well, its just actually hard for them to deal with 15 mutas @ 10:30 and about like 30 by 14 mins if you dont lose any. They have to try defend 3 locations with a bunch of stalkers, which arnt that good vs mutas to start with and commonly dont have blink for the first poke with the mutas, while also protecting from ling runbys and teching to templar. Thats before they even can consider putting any pressure back onto zerg. On January 23 2013 02:43 BuiBui wrote: On Wings I was top 8 master. Play low Gm's too. Just came back to wings, from hots to try out your style. And I have won 90% with the build. The skipping evo upgrades, really does allow for more muta when you really need them. and faster muta upgrades Plus. the BM was priceless. GJ, I will work with it more! EDIT: Also. the 1 game I did lose. I lost because I decided to transition. all the other games, which I stayed on muta tech no mater what. I won ^_^ You do get some priceless BM from protoss winning with this. Trying to transition is the best way to throw won games. The logic is pretty sound, storm good spell, if im a retard i could lose all my mutas even if im really ahead, broodlord infestor is largely mistake proof when your ahead. But the second you relent with the mutalisk aggression protoss can really get back in the game, not to mention it opens a pretty big all in timing window for them. Anyway glad you like it. On January 23 2013 02:57 Foxxan wrote: i wanna ask a question, i may have been asked already... What if protoss go heavy phoenix? Phoenix vs mutas, phoenix win right? or? You mix in those other flying for zerg? There is a section for dealing with stargate openers. For like reactive stargates the lack of investment in stalkers and time that takes to get up is enough to do loads of damage. Phoenix 1 on 1 beats a mutalisk but vs anything but double stargate you should have at least double the muta count of phoenix. Phoenix also outrange mutas but the range differance is only 1. This means running away from the following phoenixs and then sharply turning for a couple of volleys and running away again once the phoenixs back out. Even with proper micro from protoss zerg can defeat phoenixs like this. Ranged phoenix or massive amounts of phoenix require a transition. Both can be destroyed by a combination of fungal, to lock them down, and mutalisk, to close in on the fungalled phoenix and kill. A complete tech switch out of mutas is also viable vs stargate. | ||
EndOfLineTv
United States741 Posts
When do you like to throw down another spire for upgrades. I think I have been doing \so when I get maxed with muta ling. 3/3 mutas are quite good at base trading lol. also. I found myself slowing getting evo ups, until 3 3. However, I think just saving that gas and getting greater spire and BL's might be better? when do you get greater spire? after 3//3 and you are floating like 9k min? | ||
Iksf
United Kingdom444 Posts
Lings ultras and banes have pretty low usage with my style. I only rarely use them when basically I think a protoss should have left the game and I just need to smash his army up with little care to efficiency. Obviously sometimes its nice to be able to make lings and have them be a bit useful though. | ||
ineversmile
United States583 Posts
On January 23 2013 02:57 Foxxan wrote: i wanna ask a question, i may have been asked already... What if protoss go heavy phoenix? Phoenix vs mutas, phoenix win right? or? You mix in those other flying for zerg? Reactive stargate (after seeing muta tech) almost never works, so forget about that. If it's a stargate opener, the protoss should have an initial squad of 4-5 phoenixes and see the spire, or at least see the first wave of mutas pop--it's his job to scout whether it's infestors, mutas, or something else. So, at worst, the protoss should see the initial group of mutas hatch and react to that. This is the appropriate transition: Don't lose phoenixes trying to fight the mutas. Just slow them down while you tech to range. 1. Get a Beacon (cut EVERYTHING for this) 2. Resume Phoenix production and boost it 3. When gas allows, get another SG 4. When Beacon finishes, start range IMMEDIATELY and boost it 2-3 times (3 is ideal; 2 if you can't manage that while microing). If you have the gas banked (perhaps from canceling some other tech), get +1 air weapons. If you can't afford that while teching range and constantly, just focus on getting to range and staying alive. Sometimes you need to warp in a couple of stalkers to deter the muta flock before you have range. When you get range, hunt all the mutas down or force them to hide over queens and spores. Get chargelots and go hit a big timing with zealot/phoenix...or if the zerg makes 892374827489237894 spines, deny his expansions and tech/expand. But usually, someone who masses mutas will have a real problem if the phoenixes are preserved and they get range...eventually, the mutas will die/hide and the phoenixes can kill so much of the zerg's economy before he gets infestors (if he techs that route). | ||
Discarder
Philippines411 Posts
Going Muta on 3 bases gives you an opportunity to double expand, meaning you can focus on having 10 geysers mining to be able to bank up on gas. The rest should go to spines on crucial locations. The reason behind the double expand is because any good opponent will turtle heavily for a long time and not go on a tilt and attack. I still believe in keeping up with melee upgrades, as long as I don't lose a lot of my mutas. If you can keep the muta count at a good amount I must admit, 75% of my wins against protoss are mass muta and spines. I can feel how the transition can be perilous. Maybe its the way you free up supply, whether it is making more static defenses or doing small counter attacks.. TLDR: In freeing up supply and teching, it must be done slowly and gradually, not getting them as fast as possible. Mass spines is your friend. Think of the 4th and 5th bases as taking gas you don't deserve at the time, just stealing them. ![]() | ||
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