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Photon Canons

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ROOTFayth
Profile Joined January 2004
Canada3351 Posts
March 14 2010 17:19 GMT
#1
Well I don't play Protoss but I've heard it's fairly hard for Ps to defend against Mutas... meaning they can't leave their base... so since cannons seems so weak I figured there could be an upgrade where they get +1 range and another one that gives +2def to both shield and HP (Basically like the upgrades we get to make with the engineering bay for turrets + PF)

I figure it wouldn't affect the balance of other MUs so much and it would be a more viable defense against mutalisks harass, just like it was much more effective in SC1...

Any thoughts on that?
hifriend
Profile Blog Joined June 2009
China7935 Posts
March 14 2010 17:21 GMT
#2
What units actually counter muta well in PvZ? If it's air that should be mobile enough anyway.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
Last Edited: 2010-03-14 17:23:47
March 14 2010 17:23 GMT
#3
the only real counter to Mutas so far is Sentries, and well they're pretty much useless against every other units since they're mainly designed to be support units, they're also fairly slow... Ps either need a Corsair'ish type unit or better static defense...

that or a psi storm buff
Defrag
Profile Joined February 2010
Poland414 Posts
March 14 2010 18:00 GMT
#4
Fayth, that would be terrible, as zerg already have massive problems with getting into base of turtling protoss, even with huge eco/army advantage.

I recently played with a protoss player ( platinum obv ) who got his main / natural destroyed, but in the meantime he sneaked out and turreted two more expos with like 20 turrets each, and held 4-5 HT's in each for defense.

I was limit capped and couldnt get in lol. Less static defense = funnier games.

With a boost to bunkers/sunkens ( those are terrible thou )/ photo cannons the game is going to change into playing Human of Warcraf3, where u would FE and place 10 towers that were unkillable with armor upgrade.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
March 14 2010 18:01 GMT
#5
then what do you suggest to counter Mutas?
semantics
Profile Blog Joined November 2009
10040 Posts
March 14 2010 18:05 GMT
#6
Cannons alone never counted mutalisk in sc1 that only stopped like early 4 5 mutalisk for getting free shots. You usually always went cannon corsair and moved your corsairs into the range of the cannons until you get enough that they wouldn't be picked off. Just do the same get phoenix save them up till you can counter.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-03-15 00:06:08
March 14 2010 18:06 GMT
#7
protosses seem to not be too aware of how good phoenixes are vs mutalisks. i think they've mostly been focusing with ground units and on the ground, they have a really tough time dealing with mutalisks. many sentries are good in a straight up fight, but theyre slow and so bad at defending bases.

Phoenixes are really good in just straight up muta v phoenix fights, 6 phoenixes kills mutas in 1 shot, and they attack pretty fast. ofc this means 3 phoenixes will kill mutas in 2 shots. correction: due to zerg regen, it takes 7 phoenixes to kills mutas in 1 shot (yes even if all 7 attack at once), 6 shots will leave them at 1 hp and any other unit of can finish it off. however it takes 20 mutalisk attacks to kill 1 phoenix, and their range is shorter.

If toss starts getting phoenixes after observer scouts spire, like 5-6 supported by a nice mixed ground army of sentries/stalkers/zealots/immortals for a good timing attack, that will crush mutas easily, especially with guardian shield. this works well vs pretty much what any early mutalisking player will have.

or you can opt for earlier phoenixes and mass them more, theyre still great in large numbers of mutas vs phoenixes. This is what Response used to do (or still does maybe?) a lot vs zerg.. as well as some other protosses (lorelei aka Insane used to do a ton, he showed me how good phoenixes were, back before he switched to terran). Phoenixes are extremely fast and good harassing.. first few to kill overlords, then after getting around 4-5 start raping queens/drones/lone hydras. ofc theyre really useful for pickign up infestors, and even early roach pushes as well.

another misconception about Phoenixes is their weakness to Corruptors. in a straight up battle, they're evenly matched to Corruptors, however Corruptors move MUCH slower than the very fast phoenix, and so the P player gets to decide when he wants to fight, and can always run away if outnumbered. however if the Z is outnumbered and tries to run, the corruptors will all get picked off. it's also very easy to pull away phoenixes just before they die to save them as well, as corruptors cant chase them whatsoever
ModeratorBlame yourself or God
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
March 14 2010 18:07 GMT
#8
thing is, phoenix is not a counter to mutas really, as opposed to corsairs who had splash, more mutas makes phoenix less effective cuz of the bouncing thingies
Flames
Profile Blog Joined March 2010
United States105 Posts
March 14 2010 18:09 GMT
#9
Cannons won't be effective simply because they are stationary. I remember the old builds where you could actually move the cannons...but that got transferred to the Zerg. Blizzard will either buff the stalker or the phoenix to help deal with mutalisks.
Do unto others as you would have others do unto you. I reject your reality and substitute my own!
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-03-14 18:13:11
March 14 2010 18:11 GMT
#10
On March 15 2010 03:07 Fayth wrote:
thing is, phoenix is not a counter to mutas really, as opposed to corsairs who had splash, more mutas makes phoenix less effective cuz of the bouncing thingies


2 reasons why this doesn't matter. phoenixes are so strong vs mutas even in large army sizes that the bounce doesnt make up enough for the phoenix's strength. the other thing that really clinches it is that if you have sentry's guardian shield supporting, the bounces do almost nothing, and mutas really suck then.

9, 4.5, 2.25

with guardian shield it becomes:

7, 2.5, 0.25
ModeratorBlame yourself or God
Muirhead
Profile Blog Joined October 2007
United States556 Posts
March 14 2010 18:13 GMT
#11
Corsairs had splash which made them great for countering large numbers of mutas. Phoenixes are only really good vs small numbers of mutas
starleague.mit.edu
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
March 14 2010 18:14 GMT
#12
the bounces are 4.5 and 2.25? this is ridiculous lol, shudnt it be 9 3 1 ?
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 14 2010 18:14 GMT
#13
this is not true muirhead

did you read my posts? did you actually experience/test this? because it's completely untrue, especially with guardian shield support as i said
ModeratorBlame yourself or God
Muirhead
Profile Blog Joined October 2007
United States556 Posts
Last Edited: 2010-03-14 18:19:14
March 14 2010 18:18 GMT
#14
Well I'm 12th plat so OK but not great, and I haven't had much luck with phoenix vs mass muta. But it's true I haven't used them in conjunction with sentries much... worth a try though it kind of cuts into the mobility of the phoenix

I'd really like to hear some good Zs comments on what they view the best counter to mass muta to be
starleague.mit.edu
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 14 2010 18:18 GMT
#15
On March 15 2010 03:14 Fayth wrote:
the bounces are 4.5 and 2.25? this is ridiculous lol, shudnt it be 9 3 1 ?

i just guessed. i thought the damage was halved with each bounce, dont know if its rounded, but it wouldnt be rounded from 4.5 to 3 and 2.25 to 1 how does that make sense

until youve actually tried using phoenixes in either test custom games or real games you may not really understand just how effective they are vs mutas

like i said, 6 phoenixes will instantly 1 shot a mutalisk, 3 will kill in 2 shots.

if you read my main post, a timing attack with some phoenixes support by a well balanced ground army, especially with guardian shield, beats muta builds every time
ModeratorBlame yourself or God
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
March 14 2010 18:18 GMT
#16
thing is u can barely defend against harass with sentries as they are slow, so how are you supposed to guardian shield support ur phoenix when phoenix are 4 times as fast
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
March 14 2010 18:20 GMT
#17
On March 15 2010 03:18 Zelniq wrote:
Show nested quote +
On March 15 2010 03:14 Fayth wrote:
the bounces are 4.5 and 2.25? this is ridiculous lol, shudnt it be 9 3 1 ?

i just guessed. i thought the damage was halved with each bounce, dont know if its rounded, but it wouldnt be rounded from 4.5 to 3 and 2.25 to 1 how does that make sense

until youve actually tried using phoenixes in either test custom games or real games you may not really understand just how effective they are vs mutas

like i said, 6 phoenixes will instantly 1 shot a mutalisk, 3 will kill in 2 shots.

if you read my main post, a timing attack with some phoenixes support by a well balanced ground army, especially with guardian shield, beats muta builds every time

well my friend has been trying several variation of phoenix builds PvZ and he's a pretty solid player (he plays under the id vOidwards on US server) and he told me phoenix were good against mutas in small amount, but once it gets to like 20 mutas you can't do shit anymore with phoenix cuz of bounce
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 14 2010 18:22 GMT
#18
On March 15 2010 03:18 Muirhead wrote:
Well I'm 12th plat so OK but not great, and I haven't had much luck with phoenix vs mass muta. But it's true I haven't used them in conjunction with sentries much... worth a try though it kind of cuts into the mobility of the phoenix

I'd really like to hear some good Zs comments on what they view the best counter to mass muta to be

as someone who has a lot of experience going mutas vs protoss, i gave you already 2 of the general build ideas already in the first post i made above.

you usually dont want to just sit on your ass and let him mass a huge number of mutalisks because theyre so mobile and your bases will be spread out that it becomes increasingly harder to defend them all. timing attacks are more effective
ModeratorBlame yourself or God
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
March 14 2010 18:25 GMT
#19
On March 15 2010 03:22 Zelniq wrote:
Show nested quote +
On March 15 2010 03:18 Muirhead wrote:
Well I'm 12th plat so OK but not great, and I haven't had much luck with phoenix vs mass muta. But it's true I haven't used them in conjunction with sentries much... worth a try though it kind of cuts into the mobility of the phoenix

I'd really like to hear some good Zs comments on what they view the best counter to mass muta to be

as someone who has a lot of experience going mutas vs protoss, i gave you already 2 of the general build ideas already in the first post i made above.

you usually dont want to just sit on your ass and let him mass a huge number of mutalisks because theyre so mobile and your bases will be spread out that it becomes increasingly harder to defend them all. timing attacks are more effective

this is the thing, you can't defend ur base against mutalisks while moving out, at least from what I've heard... unlike in broodwar
Muirhead
Profile Blog Joined October 2007
United States556 Posts
March 14 2010 18:27 GMT
#20
Well it doesn't matter if you can't defend your base if you can destroy his... if you push early enough cannons will do it anyways.
starleague.mit.edu
-orb-
Profile Blog Joined September 2007
United States5770 Posts
March 14 2010 18:27 GMT
#21
On March 15 2010 03:00 Defrag wrote:
Fayth, that would be terrible, as zerg already have massive problems with getting into base of turtling protoss, even with huge eco/army advantage.

I recently played with a protoss player ( platinum obv ) who got his main / natural destroyed, but in the meantime he sneaked out and turreted two more expos with like 20 turrets each, and held 4-5 HT's in each for defense.

I was limit capped and couldnt get in lol. Less static defense = funnier games.

With a boost to bunkers/sunkens ( those are terrible thou )/ photo cannons the game is going to change into playing Human of Warcraf3, where u would FE and place 10 towers that were unkillable with armor upgrade.


Why didn't you get brood lords
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 14 2010 18:28 GMT
#22
if you have phoenixes you should be able to fend harasses anyway w/o guardian shield. in smaller numbers mutas suck awfully vs phoenixes, there's no way he'll just take your phoenixes on. i meant for like your push, you use guardian shield to support.

if you want you can make a cannon or 2 in your mineral lines as well which are also good vs mutas in small numbers

and like i said, do a timing attack and dont let him mass up a ton of mutas, and even if he does if you push with guardian shield like ive said several times, than really negates the effects of bounce
ModeratorBlame yourself or God
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 14 2010 18:30 GMT
#23
On March 15 2010 03:25 Fayth wrote:
Show nested quote +
On March 15 2010 03:22 Zelniq wrote:
On March 15 2010 03:18 Muirhead wrote:
Well I'm 12th plat so OK but not great, and I haven't had much luck with phoenix vs mass muta. But it's true I haven't used them in conjunction with sentries much... worth a try though it kind of cuts into the mobility of the phoenix

I'd really like to hear some good Zs comments on what they view the best counter to mass muta to be

as someone who has a lot of experience going mutas vs protoss, i gave you already 2 of the general build ideas already in the first post i made above.

you usually dont want to just sit on your ass and let him mass a huge number of mutalisks because theyre so mobile and your bases will be spread out that it becomes increasingly harder to defend them all. timing attacks are more effective

this is the thing, you can't defend ur base against mutalisks while moving out, at least from what I've heard... unlike in broodwar

the zerg base will die WAY faster to your ground army than to some mutalisks attacking yours. this is not a problem for protoss. if you do the timing attack properly he wont have nearly enough mutalisks for this to be a problem
ModeratorBlame yourself or God
ELESSAR
Profile Joined July 2009
Bulgaria173 Posts
March 14 2010 18:31 GMT
#24
On March 15 2010 03:27 Muirhead wrote:
Well it doesn't matter if you can't defend your base if you can destroy his... if you push early enough cannons will do it anyways.


This is stupid, You are saying kill him in 10-15 min or you auto lose
Muirhead
Profile Blog Joined October 2007
United States556 Posts
March 14 2010 18:32 GMT
#25
Do you play people who open with phoenix or people who get the stargate in response to your spire?
starleague.mit.edu
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
March 14 2010 18:32 GMT
#26
The thing is zerg can build mutas much faster then phoenixes, so he will have a number atv over your units 9/10 times. Splash would help balance this out I think and help alleviate some of protoss's anti air issues.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
Last Edited: 2010-03-14 18:34:57
March 14 2010 18:34 GMT
#27
--- Nuked ---
love1another
Profile Blog Joined December 2009
United States1844 Posts
Last Edited: 2010-03-14 18:43:17
March 14 2010 18:42 GMT
#28
I think cannons are the issue, but that they're fine as is so long as you have enough of them. Without cannons, you cannot possibly defend against mutas bouncing back from base to base, given the terribly slow speed of sentries and the difficulty of mass producing phoenixes.
"I'm learning more and more that TL isn't the place to go for advice outside of anything you need in college. It's like you guys just make up your own fantasy world shit and post it as if you've done it." - Chill
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 14 2010 18:46 GMT
#29
maybe watch some of lorelei's old replays when he was playing P. he had no problems vs mutalisk'ing players and you may understand how to properly use phoenixes and timing attacks to defeat them easily. if he does indeed switch back to P soon then you may be getting some more replays to help you if you cannot figure this out on your own
ModeratorBlame yourself or God
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
March 14 2010 19:12 GMT
#30
There is definitely something missing in Protoss anti-air as it is anyway, even if phoenixes counter mutas like you say Zelniq. Massing phoenixes as the only way to counter mutas is dumb, as is trying to outmacro a zerg who is any good. He has way more options than you and can tech switch much faster. The phoenixes are not as effective enough to make up for this.

I'm rank 1/2 gold and the only thing that I struggle with is this muta crap. It's apparent from this thread there isn't much of an answer other than massing phoenixes. What I've been doing is trying to mass stalker with sentry guardian shield and it does the same job as phoenixes off 1 stargate yet once he reaches critical mass its just hit and run everywhere and me wasting money on cannons while he expands.

Mass sentry/stalker > Gets demolished eventually by mass muta
Mass phoenix > Tech switch to make your stargate tech useless or simply outmacros you with muta/ling.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 14 2010 19:19 GMT
#31
i do agree and have said before in other threads that protosses should have a better ground based options vs mutas. but im saying for the time being phoenixes are more than adequate for crushing muta builds. yes, crushing.

like in bw, protoss not only has corsairs but archons and stronger psi storms.

in the same light, or even more-so, zerg should not be forced to get air units to deal with colossuses either, as zerg ground really has 0 options now vs any army consisting of some colossuses.
ModeratorBlame yourself or God
HolydaKing
Profile Joined February 2010
21254 Posts
March 14 2010 19:22 GMT
#32
On March 15 2010 03:13 Muirhead wrote:
Corsairs had splash which made them great for countering large numbers of mutas. Phoenixes are only really good vs small numbers of mutas

http://www.teamliquid.net/forum/viewmessage.php?topic_id=115321
=>

=> 100 Mutas lose vs 100 Phoenix by far.
Spaylz
Profile Blog Joined March 2010
Japan1743 Posts
Last Edited: 2010-03-14 19:27:16
March 14 2010 19:25 GMT
#33
Just make the Stalkers' attack the same as the Queen, one ground/ground and one ground/air with different damage and bonus. Wouldn't mess with Stalker as a ground unit, and wouldn't make them the ultimate anti-air either.

edit : dude... those videos are not representative at all. You will NEVER get 100 muta vs 100 nixes in one game, this is just one huge fight supposedly meant to show the balance, but all it does is feed the clueless. There are really too much details to be added to such air fights in a game that can make that particular video completely irrelevant.
I like words.
Muirhead
Profile Blog Joined October 2007
United States556 Posts
March 14 2010 19:26 GMT
#34
Man of course 100 phoenixs beat 100 mutas

The problem is that ~8 corsairs could beat 24 mutalisks and the same is not at all true for phoenixs
starleague.mit.edu
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
Last Edited: 2010-03-14 19:33:56
March 14 2010 19:27 GMT
#35
On March 15 2010 02:23 Fayth wrote:
the only real counter to Mutas so far is Sentries, and well they're pretty much useless against every other units since they're mainly designed to be support units, they're also fairly slow... Ps either need a Corsair'ish type unit or better static defense...

that or a psi storm buff

Actually, sentries are pretty damn good against everything (if mixed with zealots) but they arent worth a damn against mutas unless the mutas just sit there and take damage. Think sc1, zvp, if mutas just sat there taking damage from an archon instead of running away and hitting other shit in the base, then all the counter you'd need is an archon. You'd never need to make sairs, archon would be more cost efficient
however muta CAN hit and run, so sentries cant do anything against them, phoenix can in low numbers vs low numbers, but making those = he does hydra switch = gg

On March 15 2010 03:42 love1another wrote:
I think cannons are the issue, but that they're fine as is so long as you have enough of them. Without cannons, you cannot possibly defend against mutas bouncing back from base to base, given the terribly slow speed of sentries and the difficulty of mass producing phoenixes.


3 cannons in each mineral line wont defend you from even 9-10 muta. Cannons go down so fast they might as well not be there
suppose however, for whatever reason, he sees the cannons and decides not to go for them?
Just attack pylons and tech structures all around your base, wait for sentries to catch up, giggle and run off.

On March 15 2010 04:19 Zelniq wrote:
i do agree and have said before in other threads that protosses should have a better ground based options vs mutas. but im saying for the time being phoenixes are more than adequate for crushing muta builds. yes, crushing.

like in bw, protoss not only has corsairs but archons and stronger psi storms.

in the same light, or even more-so, zerg should not be forced to get air units to deal with colossuses either, as zerg ground really has 0 options now vs any army consisting of some colossuses.


Zerg makes muta, you make phoenix (you have to open with this since it cant be a response, if you make phoenix in response, you wont have enough) zerg sees pheonix opening, makes no muta, makes hydra, you have no way to defend.
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
DiTH
Profile Joined March 2010
Greece116 Posts
Last Edited: 2010-03-14 19:29:22
March 14 2010 19:28 GMT
#36
Having played numerous PvZs as Protoss i can write about my experiences so far.

First of all YOU need phoenix to counter Mutas of a good Z player at the 6-7 muta harass ( cause of the mobility of mutas u need Phoenix to slow them down).
I have tried massing sentries,massing sentries along stalkers,massing phoenix and nothing worked.Always the Muta won and sometimes i just lost all my units and he was left with 1-2 mutas but ofc since he can outproduce me he can overrun me with speedlings while also building his muta army after that.
After a lot o lost games i found that having 4-5 phoenixes mixed along sentries/stalkers and ofc enough zealots to match his speedlings can easily win mutas.
What to do? First of all Make a wall with zealots and force fields so the speedlings or at least not all the speedlings surround your ranged units.Use Guardian shield at all times.Have sentries/stalkers and phoenixes in different groups and shift single click different mutas for each group.I havent lose a game vs Mutas yet when i have this mix of units.
You need very good scouting though because you want to be ahead.I tend to build a Stargate at some point even if he doesnt have Spire just to have it ready at the point he turns.If you wait to see Mutas and then build a Stargate its allready too late.

I have seen all this sentries > Mutas threads and i just laugh at them.Only way sentries > Mutas is Z player sitting back and watching the fight without having his hands on mouse and keyboard.Z player getting outmacroed up to that moment by the Protoss which is also a joke because defending an expo and main from Mutas with Sentries is the biggest YOKE ever.

PS.Only my opinion and experiences.
xnub
Profile Joined August 2009
Canada610 Posts
March 14 2010 19:32 GMT
#37
Mutas are gay Vs Tand P /shrug lack off AA sure they will fix it down road is beta
Loving the beta !! Weeeeeeee
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-03-14 19:33:18
March 14 2010 19:32 GMT
#38
...
the last 4 posters please read my posts in this thread, and maybe try it out & realize that phoenixes are amazing vs mutalisks
ModeratorBlame yourself or God
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
Last Edited: 2010-03-14 19:36:16
March 14 2010 19:34 GMT
#39
On March 15 2010 04:32 Zelniq wrote:
...
the last 4 posters please read my posts in this thread, and maybe try it out & realize that phoenixes are amazing vs mutalisks

read my last edit, it doesnt matter how amazing they are against a small number of mutas.
The only way you can kill hydra (similar to sc1 in this aspect) is to get storm or colossus (reaver in sc1)
the only other way is to outmass him with zealots, which isnt gonna happen since you're gonna be on one base against his two.
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
Retsukage
Profile Blog Joined February 2008
United States1002 Posts
March 14 2010 19:35 GMT
#40
On March 15 2010 03:32 Whiplash wrote:
The thing is zerg can build mutas much faster then phoenixes, so he will have a number atv over your units 9/10 times. Splash would help balance this out I think and help alleviate some of protoss's anti air issues.



This. Queen production from 2 base is so far superior then phoenix production from two base its ridiculous. How is protoss supposed to match it? Just surprise! we have 5 stargates? I don't think so, in addition you can not invest that much in phoenix or else you will be over ridden with hydra/ling/ect
To change is to improve, to change often is to be perfect - Winston Chruchill
DiTH
Profile Joined March 2010
Greece116 Posts
March 14 2010 19:35 GMT
#41
Yeah they are amazing in small numbers.But have you actually won a Zerg Platinum player with an ELO over 1400 with 20 phoenixes?
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
March 14 2010 19:36 GMT
#42
On March 15 2010 04:26 Muirhead wrote:
Man of course 100 phoenixs beat 100 mutas

The problem is that ~8 corsairs could beat 24 mutalisks and the same is not at all true for phoenixs


in what dimension
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 14 2010 19:36 GMT
#43
On March 15 2010 04:34 TheAntZ wrote:
Show nested quote +
On March 15 2010 04:32 Zelniq wrote:
...
the last 4 posters please read my posts in this thread, and maybe try it out & realize that phoenixes are amazing vs mutalisks

read my last edit, it doesnt matter how amazing they are against a small number of mutas.

read my posts? theyre great vs large numbers of phoenixes as well? timing attack also crushes muta builds so hard the zerg cant even get to large numbers anyway
ModeratorBlame yourself or God
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
Last Edited: 2010-03-14 19:42:28
March 14 2010 19:37 GMT
#44
On March 15 2010 04:36 Zelniq wrote:
Show nested quote +
On March 15 2010 04:34 TheAntZ wrote:
On March 15 2010 04:32 Zelniq wrote:
...
the last 4 posters please read my posts in this thread, and maybe try it out & realize that phoenixes are amazing vs mutalisks

read my last edit, it doesnt matter how amazing they are against a small number of mutas.

read my posts? theyre great vs large numbers of phoenixes as well? timing attack also crushes muta builds so hard the zerg cant even get to large numbers anyway

thats just plain wrong. the 'timing attack' you're talking about is an allin THAT ONLY WORKS if he keeps going muta, when he could EASILY scout stargate and just make hydra
sure, phoenix > muta if you open phoenix and he blindly pumps muta, but READ MY POST, doesnt HAVE to go muta after scouting stargate. easy as fuck to tech switch as zerg
EDIT: also, heres something funny. Get 2-3 corruptors in the mix, and suddenly your air army overwhelms toss air army ridiculously easily
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
xnub
Profile Joined August 2009
Canada610 Posts
March 14 2010 19:43 GMT
#45
On March 15 2010 04:35 Retsukage wrote:
Show nested quote +
On March 15 2010 03:32 Whiplash wrote:
The thing is zerg can build mutas much faster then phoenixes, so he will have a number atv over your units 9/10 times. Splash would help balance this out I think and help alleviate some of protoss's anti air issues.



This. Queen production from 2 base is so far superior then phoenix production from two base its ridiculous. How is protoss supposed to match it? Just surprise! we have 5 stargates? I don't think so, in addition you can not invest that much in phoenix or else you will be over ridden with hydra/ling/ect


it is true maybe they should just make the larva that the queens spawns only be some units ? But the more hatch you have the more units unlock that those larva can be used for. So its not like omg i have a spire now i have 16 mutas .... lol
Loving the beta !! Weeeeeeee
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
March 14 2010 19:44 GMT
#46
On March 15 2010 04:43 xnub wrote:
Show nested quote +
On March 15 2010 04:35 Retsukage wrote:
On March 15 2010 03:32 Whiplash wrote:
The thing is zerg can build mutas much faster then phoenixes, so he will have a number atv over your units 9/10 times. Splash would help balance this out I think and help alleviate some of protoss's anti air issues.



This. Queen production from 2 base is so far superior then phoenix production from two base its ridiculous. How is protoss supposed to match it? Just surprise! we have 5 stargates? I don't think so, in addition you can not invest that much in phoenix or else you will be over ridden with hydra/ling/ect


it is true maybe they should just make the larva that the queens spawns only be some units ? But the more hatch you have the more units unlock that those larva can be used for. So its not like omg i have a spire now i have 16 mutas .... lol

It'd be really confusing to macro as zerg though in that case
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 14 2010 19:45 GMT
#47
On March 15 2010 04:35 Retsukage wrote:
Show nested quote +
On March 15 2010 03:32 Whiplash wrote:
The thing is zerg can build mutas much faster then phoenixes, so he will have a number atv over your units 9/10 times. Splash would help balance this out I think and help alleviate some of protoss's anti air issues.



This. Queen production from 2 base is so far superior then phoenix production from two base its ridiculous. How is protoss supposed to match it? Just surprise! we have 5 stargates? I don't think so, in addition you can not invest that much in phoenix or else you will be over ridden with hydra/ling/ect

1 stargate is enough

just make some phoenixes like 4-6 and attack with a well balanced army at the right time, using observer to scout and help tell you when that is. zerg wont be able to get mass mutas in time nor have enough antiground to stop it either
ModeratorBlame yourself or God
qvka
Profile Joined June 2008
Bulgaria15 Posts
March 14 2010 19:46 GMT
#48
Try using high templars as back up to your phoenixes.You can cast few storms in less than a second and mutas will have hard time sniping now without stacking.+ Show Spoiler +
you shold cast the storm over the shadow of the mutalisk not at the model,test it on singler player on your own air units,its quite different form broodwar

Templars are also good against hydras and lings so you can focus on zealot immortal ground army.
And dont ignore the fact that you have easier time scouting zerg base because of the limited detection.(unlike Broodwar)This should give you a time to prepare for whatever he is making

To summarize you open with robo for immortal and observer,if you scout him making spire throw down a stargate and citadel + Show Spoiler +
you will need it anyway for the zealot charge,
if he start massing mutas you throw another stargate and start chrono boosting 2 phoenixes and build a templar archievs to get storm + Show Spoiler +
the fact im ignoring collosus is because i think they are easily countered by corruptors and you dont want another air unit to deal with anyway

Feel free to disagree with me but i think you should give it a try first :D, this is the first time im posting in the strategy forum btw i hope im helpful
zizi yO
xnub
Profile Joined August 2009
Canada610 Posts
March 14 2010 19:48 GMT
#49
On March 15 2010 04:44 TheAntZ wrote:
Show nested quote +
On March 15 2010 04:43 xnub wrote:
On March 15 2010 04:35 Retsukage wrote:
On March 15 2010 03:32 Whiplash wrote:
The thing is zerg can build mutas much faster then phoenixes, so he will have a number atv over your units 9/10 times. Splash would help balance this out I think and help alleviate some of protoss's anti air issues.



This. Queen production from 2 base is so far superior then phoenix production from two base its ridiculous. How is protoss supposed to match it? Just surprise! we have 5 stargates? I don't think so, in addition you can not invest that much in phoenix or else you will be over ridden with hydra/ling/ect


it is true maybe they should just make the larva that the queens spawns only be some units ? But the more hatch you have the more units unlock that those larva can be used for. So its not like omg i have a spire now i have 16 mutas .... lol

It'd be really confusing to macro as zerg though in that case


Ya but they need a bit more macro and not like its that much
Loving the beta !! Weeeeeeee
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-03-14 19:48:58
March 14 2010 19:48 GMT
#50
On March 15 2010 04:37 TheAntZ wrote:
Get 2-3 corruptors in the mix, and suddenly your air army overwhelms toss air army ridiculously easily

i was going to respond to the rest of your post in a normal fashion until i saw this.

clearly youre just making shit up now and not worth responding to
ModeratorBlame yourself or God
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
Last Edited: 2010-03-14 19:51:21
March 14 2010 19:49 GMT
#51
On March 15 2010 04:45 Zelniq wrote:
Show nested quote +
On March 15 2010 04:35 Retsukage wrote:
On March 15 2010 03:32 Whiplash wrote:
The thing is zerg can build mutas much faster then phoenixes, so he will have a number atv over your units 9/10 times. Splash would help balance this out I think and help alleviate some of protoss's anti air issues.



This. Queen production from 2 base is so far superior then phoenix production from two base its ridiculous. How is protoss supposed to match it? Just surprise! we have 5 stargates? I don't think so, in addition you can not invest that much in phoenix or else you will be over ridden with hydra/ling/ect

1 stargate is enough

just make some phoenixes like 4-6 and attack with a well balanced army at the right time, using observer to scout and help tell you when that is. zerg wont be able to get mass mutas in time nor have enough antiground to stop it either

ok, so not only do you open with stargate, you also somehow have an observer
dual tech off of one base? or are you really implying that expanding is possible against a zerg before you move out with a considerable force?
and if you're sinking that much gas into dual teching, getting phoenixes and obs, you are NOT gonna have a formidable ground force.
Really, i hope you can prove me wrong with recent (read: this patch) replays of plat level players doing and dying to what you describe, but it simply sounds ridiculous

On March 15 2010 04:48 Zelniq wrote:
Show nested quote +
On March 15 2010 04:37 TheAntZ wrote:
Get 2-3 corruptors in the mix, and suddenly your air army overwhelms toss air army ridiculously easily

i was going to respond to the rest of your post in a normal fashion until i saw this.

clearly youre just making shit up now and not worth responding to


yeah, definitely making shit up, corruptors dont do shit against phoenixes, they're terrible vs air!

On March 15 2010 04:46 qvka wrote:
Try using high templars as back up to your phoenixes.You can cast few storms in less than a second and mutas will have hard time sniping now without stacking.+ Show Spoiler +
you shold cast the storm over the shadow of the mutalisk not at the model,test it on singler player on your own air units,its quite different form broodwar

Templars are also good against hydras and lings so you can focus on zealot immortal ground army.
And dont ignore the fact that you have easier time scouting zerg base because of the limited detection.(unlike Broodwar)This should give you a time to prepare for whatever he is making

To summarize you open with robo for immortal and observer,if you scout him making spire throw down a stargate and citadel + Show Spoiler +
you will need it anyway for the zealot charge,
if he start massing mutas you throw another stargate and start chrono boosting 2 phoenixes and build a templar archievs to get storm + Show Spoiler +
the fact im ignoring collosus is because i think they are easily countered by corruptors and you dont want another air unit to deal with anyway

Feel free to disagree with me but i think you should give it a try first :D, this is the first time im posting in the strategy forum btw i hope im helpful


I dont understand how you're getting the gas for all this off of 1 base
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
Defrag
Profile Joined February 2010
Poland414 Posts
March 14 2010 19:51 GMT
#52
On March 15 2010 03:27 -orb- wrote:
Show nested quote +
On March 15 2010 03:00 Defrag wrote:
Fayth, that would be terrible, as zerg already have massive problems with getting into base of turtling protoss, even with huge eco/army advantage.

I recently played with a protoss player ( platinum obv ) who got his main / natural destroyed, but in the meantime he sneaked out and turreted two more expos with like 20 turrets each, and held 4-5 HT's in each for defense.

I was limit capped and couldnt get in lol. Less static defense = funnier games.

With a boost to bunkers/sunkens ( those are terrible thou )/ photo cannons the game is going to change into playing Human of Warcraf3, where u would FE and place 10 towers that were unkillable with armor upgrade.


Why didn't you get brood lords


I got broodlords, but they die to storms and few phoenixes. Hit and run, and they are 2 slow to do anything.
Defrag
Profile Joined February 2010
Poland414 Posts
March 14 2010 19:52 GMT
#53
On March 15 2010 03:32 Whiplash wrote:
The thing is zerg can build mutas much faster then phoenixes, so he will have a number atv over your units 9/10 times. Splash would help balance this out I think and help alleviate some of protoss's anti air issues.


This is completetly off the numbers. Without an expansion zerg's larva spawn will be way faster then he can build mutalisks ( talking about regural one, not even with queen ).
Each mutalist costs 100 gas, you cant effictevely play mutas if you dont have expansion.
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
March 14 2010 19:55 GMT
#54
On March 15 2010 04:52 Defrag wrote:
Show nested quote +
On March 15 2010 03:32 Whiplash wrote:
The thing is zerg can build mutas much faster then phoenixes, so he will have a number atv over your units 9/10 times. Splash would help balance this out I think and help alleviate some of protoss's anti air issues.


This is completetly off the numbers. Without an expansion zerg's larva spawn will be way faster then he can build mutalisks ( talking about regural one, not even with queen ).
Each mutalist costs 100 gas, you cant effictevely play mutas if you dont have expansion.

why would zerg not have an expansion when its impossible for protoss to punish a zerg FE after pool?
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
xnub
Profile Joined August 2009
Canada610 Posts
Last Edited: 2010-03-14 19:56:06
March 14 2010 19:55 GMT
#55
On March 15 2010 04:52 Defrag wrote:
Show nested quote +
On March 15 2010 03:32 Whiplash wrote:
The thing is zerg can build mutas much faster then phoenixes, so he will have a number atv over your units 9/10 times. Splash would help balance this out I think and help alleviate some of protoss's anti air issues.


This is completetly off the numbers. Without an expansion zerg's larva spawn will be way faster then he can build mutalisks ( talking about regural one, not even with queen ).
Each mutalist costs 100 gas, you cant effictevely play mutas if you dont have expansion.


Most zerg don't use much gas till they get to mutas /shrug they expand Zerglings with speeds and spine crawlers and maybe like 4 roachs

and ya they fast expand
Loving the beta !! Weeeeeeee
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-03-14 19:58:34
March 14 2010 19:56 GMT
#56
TheAntZ wrote:
Show nested quote +
On March 15 2010 04:48 Zelniq wrote:
On March 15 2010 04:37 TheAntZ wrote:
Get 2-3 corruptors in the mix, and suddenly your air army overwhelms toss air army ridiculously easily

i was going to respond to the rest of your post in a normal fashion until i saw this.

clearly youre just making shit up now and not worth responding to


yeah, definitely making shit up, corruptors dont do shit against phoenixes, they're terrible vs air!


get into a custom game with a friend. test any number of phoenixes vs corruptors, and youll notice even without micro phoenixes are evenly matched. with micro corruptors wont even kill phoenixes unless the numbers are so large they can 1 shot focus fire. otherwise the slow corruptors easily cannot catchup when the P pulls phoenixes away 1 by 1 (so incredibly fast). this also helps in terms of the P gets to decide when to fight battles. if theyre outnumbered can easily flee w/o any worries, but if phoenixes outnumber/match the corruptors, the corruptors are too slow and will take heavy losses
ModeratorBlame yourself or God
Defrag
Profile Joined February 2010
Poland414 Posts
Last Edited: 2010-03-14 19:58:18
March 14 2010 19:56 GMT
#57
On March 15 2010 04:55 xnub wrote:
Show nested quote +
On March 15 2010 04:52 Defrag wrote:
On March 15 2010 03:32 Whiplash wrote:
The thing is zerg can build mutas much faster then phoenixes, so he will have a number atv over your units 9/10 times. Splash would help balance this out I think and help alleviate some of protoss's anti air issues.


This is completetly off the numbers. Without an expansion zerg's larva spawn will be way faster then he can build mutalisks ( talking about regural one, not even with queen ).
Each mutalist costs 100 gas, you cant effictevely play mutas if you dont have expansion.


Most zerg don't use much gas till they get to mutas /shrug they expand Zerglings with speeds and spine crawlers and maybe like 4 roachs

and ya they fast expand


Dont use gas, meaning they go zerglings instead of raoches*? If u see lack of roach warren, just 2/3 gate push with zaels and gg.

Edit: fixed typo.
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
Last Edited: 2010-03-14 20:03:02
March 14 2010 19:58 GMT
#58
On March 15 2010 04:56 Zelniq wrote:
Show nested quote +
On March 15 2010 04:48 Zelniq wrote:
On March 15 2010 04:37 TheAntZ wrote:

Get 2-3 corruptors in the mix, and suddenly your air army overwhelms toss air army ridiculously easily

i was going to respond to the rest of your post in a normal fashion until i saw this.

clearly youre just making shit up now and not worth responding to



yeah, definitely making shit up, corruptors dont do shit against phoenixes, they're terrible vs air!


I dont understand how you're getting the gas for all this off of 1 base

get into a custom game with a friend. test any number of phoenixes vs corruptors, and youll notice even without micro phoenixes are evenly matched. with micro corruptors wont even kill phoenixes unless the numbers are so large they can 1 shot focus fire. otherwise the slow corruptors easily cannot catchup when the P pulls phoenixes away 1 by 1 (so incredibly fast). this also helps in terms of the P gets to decide when to fight battles. if theyre outnumbered can easily flee w/o any worries, but if phoenixes outnumber/match the corruptors, the corruptors are too slow and will take heavy losses


a muta army by itself, or a corruptor army by itself, are not as effective as a mixed force of them against phoenix. Thats just how it felt after having tried phoenix openings for roughly 20-30 games
EDIT: but again, thats not even the main problem. The problem is that if you open phoenix, you simply cant overwhelm the zerg if zerg decides not to go muta at all after scouting your stargate opening. If you open zealot/sentry mass off 3+ gates or robo as most do, then you cannot get the phoenixes fast enough (if you put up stargate same time you see a spire going up with your first obs)
Until I see a replay of a platinum level player being beaten by a phoenix opening even after just going hydra/roach in response, if its obvious that the P in the replay doesnt simply vastly outclass the Z in terms of macro, I will wipe every post i have made in this thread, and replace it all with 'lol i suck'
promise
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
xnub
Profile Joined August 2009
Canada610 Posts
Last Edited: 2010-03-14 19:59:42
March 14 2010 19:58 GMT
#59
On March 15 2010 04:56 Defrag wrote:
Show nested quote +
On March 15 2010 04:55 xnub wrote:
On March 15 2010 04:52 Defrag wrote:
On March 15 2010 03:32 Whiplash wrote:
The thing is zerg can build mutas much faster then phoenixes, so he will have a number atv over your units 9/10 times. Splash would help balance this out I think and help alleviate some of protoss's anti air issues.


This is completetly off the numbers. Without an expansion zerg's larva spawn will be way faster then he can build mutalisks ( talking about regural one, not even with queen ).
Each mutalist costs 100 gas, you cant effictevely play mutas if you dont have expansion.


Most zerg don't use much gas till they get to mutas /shrug they expand Zerglings with speeds and spine crawlers and maybe like 4 roachs

and ya they fast expand


Dont use gas, meaning they go zerglings instead of raoches*? If u see lack of roach warren, just 2/3 gate push with zaels and gg.

Edit: fixed typo.


Notice the 4 roachs or so in the post they get it just don't pump out alot unless they see you do that. or what not
Loving the beta !! Weeeeeeee
qvka
Profile Joined June 2008
Bulgaria15 Posts
March 14 2010 19:59 GMT
#60


I dont understand how you're getting the gas for all this off of 1 base


If you pump zealots and immortals you should have some gas to spare and im not saying you should stay on 1 base, im giving advice what army composition you should aim for + Show Spoiler +
mutas are gas heavy too


btw messed up the quote
zizi yO
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-03-14 20:06:49
March 14 2010 20:03 GMT
#61
On March 15 2010 04:49 TheAntZ wrote:
Show nested quote +
On March 15 2010 04:45 Zelniq wrote:
On March 15 2010 04:35 Retsukage wrote:
On March 15 2010 03:32 Whiplash wrote:
The thing is zerg can build mutas much faster then phoenixes, so he will have a number atv over your units 9/10 times. Splash would help balance this out I think and help alleviate some of protoss's anti air issues.



This. Queen production from 2 base is so far superior then phoenix production from two base its ridiculous. How is protoss supposed to match it? Just surprise! we have 5 stargates? I don't think so, in addition you can not invest that much in phoenix or else you will be over ridden with hydra/ling/ect

1 stargate is enough

just make some phoenixes like 4-6 and attack with a well balanced army at the right time, using observer to scout and help tell you when that is. zerg wont be able to get mass mutas in time nor have enough antiground to stop it either

ok, so not only do you open with stargate, you also somehow have an observer
dual tech off of one base? or are you really implying that expanding is possible against a zerg before you move out with a considerable force?
and if you're sinking that much gas into dual teching, getting phoenixes and obs, you are NOT gonna have a formidable ground force.
Really, i hope you can prove me wrong with recent (read: this patch) replays of plat level players doing and dying to what you describe, but it simply sounds ridiculous



no dont open with stargate, after you scout spire with obs opening you get a stargate then. and yes you can have both robo tech and stargate with gateways off of 1 base.

however if you do open stargate which I believe you still can, your speedy phoenix can scout the zerg rather than observer obviously. but i think robo openings are more effective

this is based off of old patches but i dont see how the latest patch effects what i had in mind. you wouldnt really be needing to add the pressure that previous warp gate rushes used to have, and you would have warp gate researched long before pushing out. btw not only can you afford this from 1 base but lorelei used to also get forge +1 weapons as well in combination with all of this, when he suspected or saw heavy lings
ModeratorBlame yourself or God
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
March 14 2010 20:07 GMT
#62
On March 15 2010 05:03 Zelniq wrote:
Show nested quote +
On March 15 2010 04:49 TheAntZ wrote:
On March 15 2010 04:45 Zelniq wrote:
On March 15 2010 04:35 Retsukage wrote:
On March 15 2010 03:32 Whiplash wrote:
The thing is zerg can build mutas much faster then phoenixes, so he will have a number atv over your units 9/10 times. Splash would help balance this out I think and help alleviate some of protoss's anti air issues.



This. Queen production from 2 base is so far superior then phoenix production from two base its ridiculous. How is protoss supposed to match it? Just surprise! we have 5 stargates? I don't think so, in addition you can not invest that much in phoenix or else you will be over ridden with hydra/ling/ect

1 stargate is enough

just make some phoenixes like 4-6 and attack with a well balanced army at the right time, using observer to scout and help tell you when that is. zerg wont be able to get mass mutas in time nor have enough antiground to stop it either

ok, so not only do you open with stargate, you also somehow have an observer
dual tech off of one base? or are you really implying that expanding is possible against a zerg before you move out with a considerable force?
and if you're sinking that much gas into dual teching, getting phoenixes and obs, you are NOT gonna have a formidable ground force.
Really, i hope you can prove me wrong with recent (read: this patch) replays of plat level players doing and dying to what you describe, but it simply sounds ridiculous



no dont open with stargate, after you scout spire with obs opening you get a stargate then. and yes you can have both robo tech and stargate with gateways off of 1 base.

however if you do open stargate which you can, your speedy phoenix can scout the zerg rather than observer obviously.

this is based off of old patches but i dont see how the latest patch effects what i had in mind. you wouldnt really be needing to add the pressure that previous warp gate rushes used to have, and you would have warp gate researched long before pushing out. btw not only can you afford this from 1 base but lorelei used to also get forge +1 weapons as well in combination with all of this, when he suspected or saw heavy lings

ok, I dont really wanna keep arguing, especially if theres a chance this could work, so im trying this (robo opening), will post replays later in this thread.

43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
esla_sol
Profile Blog Joined September 2008
United States756 Posts
March 14 2010 20:29 GMT
#63
2 base zerg destroys a 1 base protoss. you have to expand as soon as you can so you can get your gas rolling for all the tech you need.
member1987
Profile Joined February 2010
141 Posts
March 14 2010 20:33 GMT
#64
I don't agree. I think Protoss can handle air pretty well and you can achieve this in several ways also.

You can put early pressure on the zerg, you can do cheese, you can counter with 2-3 sentries and 10 stalkers and phoenix is actually good enough against mutalisk.
There is a vierd thing where 12 mutalisks can own 12 phoenixes, because mutalisks deal damage to multiple units, but less and more units is more tightly balanced and does not cause problems.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-03-14 20:35:59
March 14 2010 20:35 GMT
#65
what the hell where do you get this idea?
there's absolutely NO way 12 mutalisks can beat 12 phoenixes, it's not even close
ModeratorBlame yourself or God
z]Benny
Profile Joined April 2006
Romania253 Posts
Last Edited: 2010-03-14 20:46:16
March 14 2010 20:45 GMT
#66
Quick question: does guardian shield also protect air units?

edit: i'm gonna go online now and test a stargate harass opening, like in SC PvZ. As in fast stargate -> go fuck up overlords with the uber fast pheonixes.
aLt)nirvana
Profile Blog Joined September 2004
Singapore846 Posts
March 14 2010 20:54 GMT
#67
zel u should check out my replay vs glade in the replay thread
if a zerg does mutas well toss have 0%chance simply cause zerg will be able to expand while muta harrassing and toss has to cannon/stay around base and over time toss simply gets outmassed even if u see it coming and make 2 stargates.

imo they should change the armor of phoenix so muta does less damage to them, and corrupters do more damage to them. right now mutas do tons of damage and corrupters not as much, they are just hard for phoenixs to kill.

or have a splash upgrade for pheonixs since anyway it wil only be good in the pvz matchup vs mutas

or make muta just attack land only like banshees, a drastic idea but seriously muta shouldnt be a counter to air as well, isnt that what corrupters are?

just some thoughts.
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Antpile
Profile Joined March 2009
United States213 Posts
March 14 2010 20:56 GMT
#68
On March 15 2010 03:07 Fayth wrote:
thing is, phoenix is not a counter to mutas really, as opposed to corsairs who had splash, more mutas makes phoenix less effective cuz of the bouncing thingies


yes, gone are the days when toss could counter infinite mutas with a few corsair. now, if you want to control the air you have to make more than one stargate.

the thing is, once you have a crazy amount of pheonix (10+), we have no real way to ever regain air control as our corruptors are no better a counter than the muta are.

so, with solid control of the air you are now free to do some air tech (are carriers any good?) or just use them to pick up half the enemy army in the next fight.

the bounce is not an issue in equal numbers because the pheonix just kill muta so fast. the bounce never hits more than 3, and the 3rd bounce is miniscule damage anyway. by doing this you also dissuade us from using brood lords.

so our best counter to a bunch of pheonix is to tech switch to roach/hydra. so you just switch to robo units and gg us. with pheonix out we can,t even use infestors to stop colossus cause you can just pick them up, so it'll pretty much just own us.
lololol
Profile Joined February 2006
5198 Posts
March 14 2010 20:58 GMT
#69
Each phoenix is approximately as strong as 2 mutas, so there's no way 12 mutas can beat 12 phoenix unless they have a severe upgrade advatange.
Guardian shield protects air units, muta bounce damage becomes 7-1-0(the guardian shield can completely nullify damage, the 0.5 minimum damage per hit does not apply to it) from 9-3-1, a total of 8, instead of 13.
I'll call Nada.
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
March 14 2010 20:58 GMT
#70
On March 15 2010 05:45 z]Benny wrote:
Quick question: does guardian shield also protect air units?

edit: i'm gonna go online now and test a stargate harass opening, like in SC PvZ. As in fast stargate -> go fuck up overlords with the uber fast pheonixes.


This has been what I've been doing - however, it loses to all sorts of lowtech rushes and delays your expansion like crazy. On the plus side, it denies scouting, which is really nice, and if you get like 3-5 pheonixes, you can start lifting and killing off the queen.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
cyllu2
Profile Joined February 2010
Sweden74 Posts
March 14 2010 20:59 GMT
#71
Cannons are way, way stronger in SC2 than in SC, just so you know.
what
semantics
Profile Blog Joined November 2009
10040 Posts
March 14 2010 21:04 GMT
#72
On March 15 2010 05:58 GHOSTCLAW wrote:
Show nested quote +
On March 15 2010 05:45 z]Benny wrote:
Quick question: does guardian shield also protect air units?

edit: i'm gonna go online now and test a stargate harass opening, like in SC PvZ. As in fast stargate -> go fuck up overlords with the uber fast pheonixes.


This has been what I've been doing - however, it loses to all sorts of lowtech rushes and delays your expansion like crazy. On the plus side, it denies scouting, which is really nice, and if you get like 3-5 pheonixes, you can start lifting and killing off the queen.

My counter to targeting my queens is to mass them as they only cost mins as an easy early air counter as their aa is pretty decent but lift screws with them. As i can't match you in getting anti air quick enough and hydralisk without speed are pretty shitty i'll just expo keep on low tech and mass queens as aa it's a really specific build and i have to make sure you're going for quick air because if you instead feint into 3 warp gate zealot it will roll over my lings queen army way to easily.
aLt)nirvana
Profile Blog Joined September 2004
Singapore846 Posts
March 14 2010 21:11 GMT
#73
the strength of phonexis is that they kill mutas very quickly when focus fireing. but mutas also do alot of damage to phoenixs. and if u ever get to the stage where its mass vs mass same cost ie 37muta vs 25 phoenix, mutas will ALWAYS win because u cant focus fire that many muta, and the muta splash will totally annihilate your army.

anyone who says sentires are the counter has not a played a good zerg who will take the whole map while harrasing you and you will be basically stuck in base the whole game
sc2sea.com - The SEA / ANZ community
BC.KoRn
Profile Joined February 2003
Canada567 Posts
March 14 2010 21:14 GMT
#74
The thing is as a Protoss player if you invest a lot of resources into Phoenix' to counter the Mutal, it's very easy for the Zerg player to change gears and switch to Hydras, where as Protoss it is much harder to go from a Phoenix build to a Robo/Templar Archive build with out an expansion.

I think Psi storm is fine, but IMO archon is too weak vs Mutals, they can easily kill it and prevent you from expanding for quite some time.

Buff Archons please.
Defrag
Profile Joined February 2010
Poland414 Posts
March 14 2010 21:19 GMT
#75
On March 15 2010 06:14 BC.KoRn wrote:
The thing is as a Protoss player if you invest a lot of resources into Phoenix' to counter the Mutal, it's very easy for the Zerg player to change gears and switch to Hydras, where as Protoss it is much harder to go from a Phoenix build to a Robo/Templar Archive build with out an expansion.

I think Psi storm is fine, but IMO archon is too weak vs Mutals, they can easily kill it and prevent you from expanding for quite some time.

Buff Archons please.


How is that? Both races have to build another buildings, and with phoenixes left after mutas are dead you can snipe hit-n-run ov's which leaves Zerg in a eco disadvantage. If you have 4-5 phoenixes left you can also hit and run kill Queens, and there is no way to prevent it unless Zerg sits in his base.
crate
Profile Blog Joined May 2009
United States2474 Posts
March 14 2010 21:28 GMT
#76
On March 15 2010 06:11 aLt)nirvana wrote:
and if u ever get to the stage where its mass vs mass same cost ie 37muta vs 25 phoenix, mutas will ALWAYS win because u cant focus fire that many muta, and the muta splash will totally annihilate your army.

37 muta is 74 supply, 3700 minerals, and 3700 gas. 1221 total build time.
25 pheonix is 50 supply, 3750 minerals, and 2500 gas. 1125 total build time.

(Numbers from sc2armory, I don't think they're incorrect, but the build times might be).

I don't see how you can call this "same cost," since the mutas effectively cost more minerals (supply cost) and definitely cost a lot more gas. The build time is mostly meaningless since Z obviously has a lot more potential build time available because of how they make units (and it's not the limiting factor for mutas anyway).

According to the dps spreadsheet someone posted a couple days ago, pheonixes have twice the dps of mutas assuming they're attacking light targets and accounting for muta bounce. They also have 50% more HP per unit.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-03-14 21:30:55
March 14 2010 21:30 GMT
#77
im interested to test it but i'm pretty sure 25 phoenixes would beat 37 mutas even w/o micro every time

i will check that replay out later when i can aLt
ModeratorBlame yourself or God
duckhunt
Profile Joined June 2009
Canada311 Posts
Last Edited: 2010-03-14 21:35:17
March 14 2010 21:34 GMT
#78
hey guys im just wondering..... HAS ANYBODY TRIED ARCHONS? i mean they do 35 vs biological + 4 dmg / upgrade, i know their range sucks but just keep 1 archon at your cannons in your main? say u got +2 ground attack fast, that would be 43 dmg vs mutas, kill them in 3 hits with archon, and yea archon range is only 2 but muta range is only 3
if u had 3 archons in your main army when the zerg has 20 mutas, the z wouldnt be able to engage u because you could target mutas and 1shot them lol
Taurent
Profile Blog Joined May 2003
Canada401 Posts
Last Edited: 2010-03-14 22:16:17
March 14 2010 21:39 GMT
#79
On March 15 2010 05:03 Zelniq wrote:

no dont open with stargate, after you scout spire with obs opening you get a stargate then. and yes you can have both robo tech and stargate with gateways off of 1 base.

however if you do open stargate which I believe you still can, your speedy phoenix can scout the zerg rather than observer obviously. but i think robo openings are more effective


ya, just spend 200 gas on the robo, 100 gas on the immortal (cause you got a roach warren but made no roach) 200 gas on the support bay, 75 gas on the ob, and then when you scout his almost-done spire start your stargate, watch it build (while zerg expands) then start massing up pheonixes with your 1 stargate and 2 gas against his 2 larva injected hatches supported by 4 gas

np
HTX
Profile Joined February 2010
Germany265 Posts
March 14 2010 21:41 GMT
#80
1 Sentry (Shield) + 2 Cannon (per expo) + Phoenix

works well
The internet: a horrible collective liar
shaydwyrm
Profile Joined March 2010
United States14 Posts
March 14 2010 22:09 GMT
#81
On March 15 2010 06:34 duckhunt wrote:
hey guys im just wondering..... HAS ANYBODY TRIED ARCHONS? i mean they do 35 vs biological + 4 dmg / upgrade, i know their range sucks but just keep 1 archon at your cannons in your main? say u got +2 ground attack fast, that would be 43 dmg vs mutas, kill them in 3 hits with archon, and yea archon range is only 2 but muta range is only 3
if u had 3 archons in your main army when the zerg has 20 mutas, the z wouldnt be able to engage u because you could target mutas and 1shot them lol


I think in almost every case you would be better off with two psistorms than one archon. At least psistorm has some decent range.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-03-14 22:24:38
March 14 2010 22:16 GMT
#82
On March 15 2010 06:39 Taurent wrote:
Show nested quote +
On March 15 2010 05:03 Zelniq wrote:

no dont open with stargate, after you scout spire with obs opening you get a stargate then. and yes you can have both robo tech and stargate with gateways off of 1 base.

however if you do open stargate which I believe you still can, your speedy phoenix can scout the zerg rather than observer obviously. but i think robo openings are more effective


ya, just spend 200 gas on the robo, 100 gas on the immortal (cause you got a roach warren but made no roach) 200 gas on the support bay, 75 gas on the ob, and then when you scout his almost-done spire start your stargate, watch it build (while zerg expands, you may click around your base) then start massing up pheonixes with your 1 stargate and 2 gas against his 2 larva injected hatches supported by 4 gas

np


robo costs 100 gas not 200, pretty big difference. i know you play protoss at a high level..you must be confused with bw though -_-

it's similar to lair which is 100 gas
spire is 200/200 but stargate is 150/150 and warps in 40 seconds faster. phoenixes have a longer build time than mutas but are much more cost effective than mutas and you dont need a massive amount of them, just about 3-6 depending on when you attack. you can also chrono boost them as well. something else to note, not only do phoenixes kill mutas in 7 hits (mutas regen 1 hp so they'll have 1 hp after 6 hits. any other attack + 6 shots kills obv) vs 20 hits from muta to kill phoenix, and phoenixes attack much faster and move a little faster as well, they also have longer range. bouncing attacks only do 3 dmg for first bounce, 1 for 2nd. with guardian shield this becomes 1/0. (and reduces main projectile to 7).
zerg also needs to get way more mutas than P needs phoenixes, minimum of at least 1000 gas to be effective, while only a few phoenixes with some ground army is more than enough to deal with larger gas amounts of mutas for the attack.

overseer costs 100 gas btw and isnt invisible yet still crucial as the zerg to get. if you think zerg gets 4 gases just cus he has an expo youve never played zerg in sc2..you cant afford to get 4 gas until you have fairly good saturation and enough army/tech units to defend. zerg wont have 4 gas for very long at all, if even, before the timing attack.

and why do you need support bay? this timing attack doesnt involve colossuses wtf lol

unit mix should involve a combo of zealots/stalkers (which maybe are not even necessary/ideal, but still works) /sentries/1immortal/ a few phoenixes.

as for defending your base while pushing out? a couple cannons are pretty effective vs mutas in small numbers. if he really commits to killing them you can warp in a unit or 2 to help. the zerg would need to bring back the mutas anyway or throw his base away..
ModeratorBlame yourself or God
KiWiKaKi
Profile Joined February 2010
Canada691 Posts
March 14 2010 22:23 GMT
#83
phoenix sux ass
ur pro or ur noob , thats life
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 14 2010 22:27 GMT
#84
hi kiwi
vs hydras? yeah they do. vs mutas and corruptors? no they got them beat

even if you made some phoenixes and zerg didnt get air theyre still useful to pickup hydras/roaches/infestors in battle, as well as annoying harassing units/overlords and good air control and prevents overlords from giving map vision
ModeratorBlame yourself or God
Taurent
Profile Blog Joined May 2003
Canada401 Posts
March 14 2010 22:31 GMT
#85
probably more on tilt from a -200 point losing streak than confused

Your theorycraft makes sense. However the whole point of mutas is to harass the toss and buying time to build up your economy, so you only really need a few of them. By the time i have an army strong enough to move out (and a main defended), i usually get rolled by hydras. Sentries are about as good as probes vs hydras. The huge strength of zerg is that they can tech switch so quickly.

I'm not saying its impossible to win vs zerg, i'm just pointing out what has given me the most trouble so far.
Taurent
Profile Blog Joined May 2003
Canada401 Posts
March 14 2010 22:34 GMT
#86
On March 15 2010 07:23 KiWiKaKi wrote:
phoenix sux ass


ya, Zelniq you make phoenix look great on paper but _every_ time i got pheonixes against zerg, I lost. every single time. do I suck with them ? probably, but I just dont know any high level protoss who likes them
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 14 2010 22:40 GMT
#87
perhaps you can show me some replays and i can give my specific comments about them.
if not well
if the zerg is going for somewhat early mutas and then hydras after to defend the push (assuming he fast expo'd btw), your early obs should spot this early spire and hit the zerg before he gets many/any hydras. cannons hold up well vs a small number of mutas, and if you attack him he's forced to pull them back anyway.

a small number of mutas still costs a ton of gas and sets back the zerg quite a bit, he should be really weak on the ground army..too weak to defend vs your mostly or 100% ground army. if you hit early enough you dont even need phoenixes, sentries would be enough vs small numbers of mutas when attacking.
ModeratorBlame yourself or God
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-03-14 22:44:29
March 14 2010 22:43 GMT
#88
On March 15 2010 07:34 Taurent wrote:
Show nested quote +
On March 15 2010 07:23 KiWiKaKi wrote:
phoenix sux ass


ya, Zelniq you make phoenix look great on paper but _every_ time i got pheonixes against zerg, I lost. every single time. do I suck with them ? probably, but I just dont know any high level protoss who likes them

lorelei (aka Insane) who was ranked 1 as toss before he switched a few days ago to terran loved phoenixes and is the one who showed me repeatedly in like 12 custom 1v1s how strong phoenixes and a timing attack was vs muta builds. i also heard and noticed that response likes mutas as well, and i think 1-2 other tosses at high level i dont remember who also have used phoenixes to good use.
lorelei told me he may switch back to toss soon so he'll have replays probably to back up what ive been saying

p.s. i think it's common for players to feel phoenixes are weak at first glance. lorelei and i both came to that conclusion in the first few days of beta, but we both learned their power later on
ModeratorBlame yourself or God
Paladia
Profile Joined August 2003
802 Posts
March 14 2010 22:43 GMT
#89
On March 15 2010 04:22 HolydaKing wrote:
Show nested quote +
On March 15 2010 03:13 Muirhead wrote:
Corsairs had splash which made them great for countering large numbers of mutas. Phoenixes are only really good vs small numbers of mutas

http://www.teamliquid.net/forum/viewmessage.php?topic_id=115321
=> 100 Mutas lose vs 100 Phoenix by far.
Ehm, and? 100 Phoenix costs much more than 100 mutas, they take several times longer to build and they can only attack air. Mutas on the other hand are cheap, build super quick and are effective vs pretty much everything.

There is an imbalance right now in the game, protoss can hardly do anything against mass muta+ling.

Please show me a protoss player who above 50% of the time wins against an equally skilled opponent who has gone mass muta ling.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
BC.KoRn
Profile Joined February 2003
Canada567 Posts
March 14 2010 22:44 GMT
#90
On March 15 2010 07:31 Taurent wrote:
probably more on tilt from a -200 point losing streak than confused

Your theorycraft makes sense. However the whole point of mutas is to harass the toss and buying time to build up your economy, so you only really need a few of them. By the time i have an army strong enough to move out (and a main defended), i usually get rolled by hydras. Sentries are about as good as probes vs hydras. The huge strength of zerg is that they can tech switch so quickly.

I'm not saying its impossible to win vs zerg, i'm just pointing out what has given me the most trouble so far.


^^
cyllu2
Profile Joined February 2010
Sweden74 Posts
March 14 2010 22:45 GMT
#91
On March 15 2010 07:43 Paladia wrote:

There is an imbalance right now in the game, protoss can hardly do anything against mass muta+ling.

Please show me a protoss player who above 50% of the time wins against an equally skilled opponent who has gone mass muta ling.


Umm, about everyone?

Sentries own mutas. Stalkers own mutas. Phoenixes own mutas.
what
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-03-14 22:47:22
March 14 2010 22:46 GMT
#92
On March 15 2010 07:43 Paladia wrote:
Show nested quote +
On March 15 2010 04:22 HolydaKing wrote:
On March 15 2010 03:13 Muirhead wrote:
Corsairs had splash which made them great for countering large numbers of mutas. Phoenixes are only really good vs small numbers of mutas

http://www.teamliquid.net/forum/viewmessage.php?topic_id=115321
=> 100 Mutas lose vs 100 Phoenix by far.
Ehm, and? 100 Phoenix costs much more than 100 mutas, they take several times longer to build and they can only attack air. Mutas on the other hand are cheap, build super quick and are effective vs pretty much everything.

There is an imbalance right now in the game, protoss can hardly do anything against mass muta+ling.

Please show me a protoss player who above 50% of the time wins against an equally skilled opponent who has gone mass muta ling.

http://www.livestream.com/insanesc2
aka Lorelei
these are all of him as protoss, but it was not this patch.
he was #1 plat div at the time and still is afaik (now with terran)

i'm not sure where but im sure there are several games of him using phoenixes to great effect, including vs mutas. he loved the 1 base timing attack vs muta players before they get a large number
he would often chrono boost +1 forge weapons for 2 shotting zerglings with zealots among other benefits
ModeratorBlame yourself or God
Teugeus
Profile Joined March 2010
United Kingdom21 Posts
Last Edited: 2010-03-14 22:56:08
March 14 2010 22:52 GMT
#93
I'm not any good, but I've seen some plat toss players use early phoenix to harass worker lines or kill off queens to really hamper Z unit production, and can even hold off groups of 3-4 hydras with a ratio phoenix to hydra of 1.5:1 and then finishing him off with his ground army.
BC.KoRn
Profile Joined February 2003
Canada567 Posts
March 14 2010 22:52 GMT
#94
On March 15 2010 07:45 cyllu2 wrote:
Show nested quote +
On March 15 2010 07:43 Paladia wrote:

There is an imbalance right now in the game, protoss can hardly do anything against mass muta+ling.

Please show me a protoss player who above 50% of the time wins against an equally skilled opponent who has gone mass muta ling.


Umm, about everyone?

Sentries own mutas. Stalkers own mutas. Phoenixes own mutas.


WRONG
Steve496
Profile Joined July 2009
United States60 Posts
March 14 2010 23:00 GMT
#95
I have no particular complaints with how cannons fair against mutas. Or how Phoenixes, Stalkers, or Sentries do, for that matter. My issue with mutas is that they make you stop to build specific AA units. Sentry/Stalker/Phoenix is nothing you'd mass against Z in any other strategy, so until you have time to build up your AA army, Z gets map control. And while it's certainly quite doable to build up such an AA army, in the meantime it's not really very hard for the Z to expand while denying your ability to do the same, leading to an economic advantage down the road. Moreover, your AA focused army isn't actually good for much else, so if, after you beat back their mutas, they transition to mass ground, you can be in pretty serious trouble.

Really, it feels to me that the problem is that things that P might reasonably want to do anyway need to not die quite so badly to mutas. Which probably just means stalkers need to be a bit stronger. Were that the case, it would be easier to maintain some map presence in the face of a muta switch. Then again, despite these difficulties I have a decent win rate against Z, so maybe it's okay. Hard to say for sure.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 14 2010 23:04 GMT
#96
i'd like to reiterate that despite my many posts trying to convince people phoenixes in fact dont suck vs mutas and that there are good ways to beat muta'ing players..i dont mean it's fine and protoss/zerg dont need any changes in terms of mutas AT ALL. clearly they need a better ground solution, tho storm is decent it's not quite good enough. Either stalkers / archons (return splash) need to be buffed would be the best solution. On this same note, nerf colossuses so zerg ground isnt completely fucking garbage pieces of shit vs colossi. shouldnt be forced to mass air units to counter a ground unit
ModeratorBlame yourself or God
Taurent
Profile Blog Joined May 2003
Canada401 Posts
March 14 2010 23:05 GMT
#97
Steve, you nailed it
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-03-14 23:14:27
March 14 2010 23:09 GMT
#98
steve has the right idea and is why i strongly advocate the timing attack vs early mutas. if he transitions to mutas after a strong ground army then i'm not exactly sure what's the best solution..protoss definitely seems to have issues there. storm's quite effective though vs mutas and obviously ground as well so remember that. and archons arent completely useless vs mutas either for after-storm usage.

remember that right now, in later stages of game colossus is such a problem for zerg that they are forced to get air anyways and unable to attack with ground till colossi are dead, which is equally dumb as what steve said
ModeratorBlame yourself or God
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
March 14 2010 23:11 GMT
#99
I'd go with Steve on this one. I like his arguments and Steve is such a lovely name.
Lim Yo Hwan forever!
Steve496
Profile Joined July 2009
United States60 Posts
March 14 2010 23:22 GMT
#100
On March 15 2010 08:09 Zelniq wrote:
steve has the right idea and is why i strongly advocate the timing attack vs early mutas.


What sort of timing attack are you using? Like, for a while I was crushing muta zergs with a Zealot+Immortal timing push, but with the warp gate nerf it now only works on the shortest rush distance maps - Steppes, close positions on Temple, that sort of thing. On, like, Oasis, they can easily have mutas before I get a dangerous ZI push to their base. I've also found it to be highly susceptible to ling runbys - if they run a dozen lings into your base when you're halfway to theirs, it's hard not to lose an awful lot of probes, and as long as they get mutas out in time to save their lair they just sort of win at that point. So I'm curious if you've found something that works well on those larger maps.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-03-14 23:27:05
March 14 2010 23:25 GMT
#101
im not protoss, im the muta-abusing zerg hated user

but i'm guessing a later attack with a larger ground army, a couple cannons in main, and antiair in the form of a few phoenixes combined with sentry/stalker/zealot/immortal is the way to go. this is prepatch but i think it will still work fine as warp gate tech comes in fast enough for the timing.

a couple cannons should help you in your counter-attack'd zergling or muta problems. warp-in for extra defense as well

im telling myself to stop checking this thread for a while, ive a tough midterm tomorrow and instead wasted how many hours with this and on other TL/internet stuff
ModeratorBlame yourself or God
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-03-14 23:40:42
March 14 2010 23:33 GMT
#102
On March 15 2010 03:06 Zelniq wrote:
protosses seem to not be too aware of how good phoenixes are vs mutalisks. i think they've mostly been focusing with ground units and on the ground, they have a really tough time dealing with mutalisks. many sentries are good in a straight up fight, but theyre slow and so bad at defending bases.

Phoenixes are really good in just straight up muta v phoenix fights, 6 phoenixes kills mutas in 1 shot, and they attack pretty fast. ofc this means 3 phoenixes will kill mutas in 2 shots. however it takes 20 mutalisk attacks to kill 1 phoenix, and their range is shorter.

If toss starts getting phoenixes after observer scouts spire, like 5-6 supported by a nice mixed ground army of sentries/stalkers/zealots/immortals for a good timing attack, that will crush mutas easily, especially with guardian shield. this works well vs pretty much what any early mutalisking player will have.

or you can opt for earlier phoenixes and mass them more, theyre still great in large numbers of mutas vs phoenixes. This is what Response used to do (or still does maybe?) a lot vs zerg.. as well as some other protosses (lorelei aka Insane used to do a ton, he showed me how good phoenixes were, back before he switched to terran). Phoenixes are extremely fast and good harassing.. first few to kill overlords, then after getting around 4-5 start raping queens/drones/lone hydras. ofc theyre really useful for pickign up infestors, and even early roach pushes as well.

another misconception about Phoenixes is their weakness to Corruptors. in a straight up battle, they're evenly matched to Corruptors, however Corruptors move MUCH slower than the very fast phoenix, and so the P player gets to decide when he wants to fight, and can always run away if outnumbered. however if the Z is outnumbered and tries to run, the corruptors will all get picked off. it's also very easy to pull away phoenixes just before they die to save them as well, as corruptors cant chase them whatsoever


As a 5th plat zerg, who abuses going stright to muta every single zvp, I approve of this message.

-Cannons were never meant to stop mutas by themselves, even in sc1.

-Phoenix I think are actually just as useful as sairs, just in different ways. If you have enough of them, during a ground engagement, you can effectively pull many zerg ground units out of play. Also, as a P player you need to consciously realize that phoenix's aren't sairs. You need to micro them to focus fire as well as retreating them to your cannons/ground forces frequently. They outrange muta by far and do more damage, there is no reason not to have a decent time micro'ing them vs muta.

-Ground is viable, P's just need to stop opening with that stupid robo opening blind and spend the gas on sentry/stalker instead. If you go for that robo first, you will not be able to out-produce AA and execute a proper timing attack against a Z who skips roaches and goes straight to muta, like me.

-People need to again stop bringing up the "well in bw..." argument, its not fucking bw.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
March 14 2010 23:39 GMT
#103
Overall P balance would be better if colossus got a nerf and stalker got boosted a bit,but that doesnt solve this particular problem still
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
pzea469
Profile Blog Joined September 2008
United States1520 Posts
March 14 2010 23:40 GMT
#104
Ground is viable, P's just need to stop opening with that stupid robo opening blind and spend the gas on sentry/stalker instead.


Sentry/Stalker massed suck vs any other units in the zerg arsenal. All zerg would have to do is switch or see this and not even bother with muta.
Kill the Deathball
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-03-14 23:56:20
March 14 2010 23:41 GMT
#105
On March 15 2010 08:40 pzea469 wrote:
Show nested quote +
Ground is viable, P's just need to stop opening with that stupid robo opening blind and spend the gas on sentry/stalker instead.


Sentry/Stalker massed suck vs any other units in the zerg arsenal. All zerg would have to do is switch or see this and not even bother with muta.


The immortal opening is meant to counter roach openings, of which I completely skip if I see a robo opening, effectively making the initial P army useless.

No one said you have to attack with the sentry stalkers immediately, why is everyone so damn hyper aggressive? Every single P i encounter push and I make just enough and exactly the right mix to defend it. I may lose my nat, but P loses his entire army and I just waltz into his base with muta. Even if I can't end it right there, P lost way more than I did. Having a bunch of sentries on hand is never a bad thing, its incredibly annoying with the never ending guardian shield and forcefields. Properly executed, with many sentries i can never get a good attack off on the P army because the bulk of the Z army in sc2 is much slower (hydra/roach). Also, you can take advantage of the spell casting micro easy button that has made an appearance in sc2, you simply select all your sentries and each cast will only make one sentry cast the desired spell at a time.

My suggestion is this, build only an obs from the robo first to see the tech route of the Z. This way, you're not stuck with the wrong mix right off the bat + any cute burrowing roaches will die. Sentry stalker zealot does just fine against Z especially if you have enough sentries to make forcefield walls as your sentry/stalker/zealot rips apart half the Z army at a time. a P i played who I felt was MUCH better than me abused this to no end. I had more than him yet I couldn't touch him as my army was slowly whittled down piece by piece.

Here's a thought, make your immortal LATER instead of OPENING with it to try to end the game!

The rock paper scissors begins.

Take home message: stop trying to end the game with your first timing push, P's.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
Steve496
Profile Joined July 2009
United States60 Posts
March 15 2010 00:05 GMT
#106
The problem is that there are openings against which you *need* be aggressive. If the Z does hatch expand before pool and you don't push, you're now playing from a severe econ disadvantage, as you simply can't safely expand as early as the Z did. This is doubly true of fast expo into fast lair type builds, which put the zerg even on tech and ahead on econ unless you punish them for their greediness.

The point of a ZI type push is not to necessarily *kill* the Z outright - it's to punish overgreedy zergs and guarantee that you enter midgame with similar expansion timing - as if they expo too early, you just kill it and make them try again. And the problem is, the timing window for this sort of thing is pretty narrow - it's not like you can stop and build 3 cannons to prevent ling backstabs and an observer to check on their tech and *then* push - by that point they'll have hydras or mutas, and you can't do anything anymore.

My experience is that P needs to be either pretty aggressive - 2gate, ZI timing push, etc. - to force the Z to play somewhat defensively and not just power in the opening... or they need to play super greedy themselves. And the latter is pretty risky as well. So saying "don't be so aggressive, you don't need to push early" sounds all well and good in theory... but in practice, having no plan for early aggression is just asking to play out the rest of the game with a severe econ disadvantage, which doesn't work very well either.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
March 15 2010 00:19 GMT
#107
lol zomgzergrush "cannons were never meant to stop mutas themselves, just like in SC1"

then

"People need to again stop bringing up the "well in bw..." argument, its not fucking bw."

-_-
NiGoL
Profile Joined September 2008
1868 Posts
March 15 2010 00:26 GMT
#108
When i tried fe, with 2 cannons it worked sometimes, and sometimes not. roach rushs just runs over fe with cannons, or speedlings. So i agree that cannons is pretty weak atm.
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zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-03-15 00:46:22
March 15 2010 00:28 GMT
#109
On March 15 2010 09:19 Fayth wrote:
lol zomgzergrush "cannons were never meant to stop mutas themselves, just like in SC1"

then

"People need to again stop bringing up the "well in bw..." argument, its not fucking bw."

-_-

I was wondering if anyone would catch that lol. Cannons at the very least are more similar to their bw counterparts than phoenixes.

My point is to use them as support for your other units. That's still RTS 101. I think we're still quite a ways away from an FE build, though. As of now, cannon FE has only been somewhat viable map specific, i.e. where you can wall off your nat with a few buildings and place a cannon out of roach range.

On March 15 2010 09:05 Steve496 wrote:
The problem is that there are openings against which you *need* be aggressive. If the Z does hatch expand before pool and you don't push, you're now playing from a severe econ disadvantage, as you simply can't safely expand as early as the Z did. This is doubly true of fast expo into fast lair type builds, which put the zerg even on tech and ahead on econ unless you punish them for their greediness.

The point of a ZI type push is not to necessarily *kill* the Z outright - it's to punish overgreedy zergs and guarantee that you enter midgame with similar expansion timing - as if they expo too early, you just kill it and make them try again. And the problem is, the timing window for this sort of thing is pretty narrow - it's not like you can stop and build 3 cannons to prevent ling backstabs and an observer to check on their tech and *then* push - by that point they'll have hydras or mutas, and you can't do anything anymore.

My experience is that P needs to be either pretty aggressive - 2gate, ZI timing push, etc. - to force the Z to play somewhat defensively and not just power in the opening... or they need to play super greedy themselves. And the latter is pretty risky as well. So saying "don't be so aggressive, you don't need to push early" sounds all well and good in theory... but in practice, having no plan for early aggression is just asking to play out the rest of the game with a severe econ disadvantage, which doesn't work very well either.

I agree there are SOME cases where they should, i.e. 13 hatch. I said P dont NEED to be aggressive. I know that is the mentality of all P nowadays since I see the same play every game. The problem is that P are doing the same thing no matter what Z is doing and Z is simply reacting to what P is doing. P's too often push out with their ZI builds when they're not even able to. They proceed to possibly kill Z nat, lose their army to muta, then their bae, then cry IMBA MUTAS!! Tip: killing the Z nat, especially one that is just hauling a bit of gas, is not worth the price of losing your entire army. Least that's the case in my games. The inherent problem is applying that pressure in the first place can land the P with 0 army. Rather than applying pressure and losing your army, you can hold onto it, use it to expo, etc. Z sees what you have and needs to have enough to cover it, even if you don't push.

13 hatch imo is suicide nowadays with the advent of ZI and is a completely different story than what I do. I equate the risk of 13 hatching to old school 14 nex and 3 hatch before pool. In this situation there's not a whole lot of room for "punishing" but pretty much only either "killing" or "losing econ completely"

I strongly disagree with 2gate. I don't think that this is even viable anymore. An analogy: 9 pooling vs a mech terran with a wall. I say this because Z can scout it in time and proceed to move to roaches without changing their build very much at all.

Nowadays my entire build route is dictated by what P is doing and if P pushes out prematurely to "try to apply pressure" they lose their army followed by their base.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
radiumz0rz
Profile Blog Joined January 2009
United States253 Posts
March 15 2010 00:35 GMT
#110
On March 15 2010 03:00 Defrag wrote:
Fayth, that would be terrible, as zerg already have massive problems with getting into base of turtling protoss, even with huge eco/army advantage.

I recently played with a protoss player ( platinum obv ) who got his main / natural destroyed, but in the meantime he sneaked out and turreted two more expos with like 20 turrets each, and held 4-5 HT's in each for defense.

I was limit capped and couldnt get in lol. Less static defense = funnier games.

With a boost to bunkers/sunkens ( those are terrible thou )/ photo cannons the game is going to change into playing Human of Warcraf3, where u would FE and place 10 towers that were unkillable with armor upgrade.


the problem with the cannons could be that they are too smart. In sc1, if you have a lot of cannons they all shoot the 1 target, in sc2 the game is smart enough to only fire enough cannon shots on the first target to kill it and move on to the next target more efficiently.
Berkeley '10
Karas
Profile Joined March 2010
United States230 Posts
March 15 2010 00:45 GMT
#111
If you wanted to make a small change to the phoenix to try and strengthen its role against the muta...probably the easiest fix is +1 armor.

That greatly reduces the splash damage they take (which is often a major issue).
Ryuu314
Profile Joined October 2009
United States12679 Posts
March 15 2010 00:50 GMT
#112
I agree that phoenix are counters to mutas. However, the efficiency of phoenix v. muta decreases as muta numbers increase, even with sentry support. the reason is because the muta bounce, even if lowered by the guardian shield, will always do at least 1 damage. Meaning, as the muta numbers get larger, the damage output of the muta splash becomes much more significant to the phoenix. I can't do any testing right now, but if someone would just do some testing of straight up muta v. phoenix battles and muta v. phoenix+sentries battles and see exactly which side is favored at what supply value armies.
crate
Profile Blog Joined May 2009
United States2474 Posts
March 15 2010 01:12 GMT
#113
On March 15 2010 09:35 radiumz0rz wrote:
the problem with the cannons could be that they are too smart. In sc1, if you have a lot of cannons they all shoot the 1 target, in sc2 the game is smart enough to only fire enough cannon shots on the first target to kill it and move on to the next target more efficiently.

Have you tested this? I haven't actually tried with photon cannons, but with everything else with non-instant damage that I've tried this isn't the case (roaches, hydras, marauders, stalkers, etc.)

Stuff with instant damage won't overkill because you can't target a dead unit.
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Steve496
Profile Joined July 2009
United States60 Posts
March 15 2010 01:55 GMT
#114
On March 15 2010 09:28 zomgzergrush wrote:
Show nested quote +
On March 15 2010 09:05 Steve496 wrote:
The problem is that there are openings against which you *need* be aggressive. If the Z does hatch expand before pool and you don't push, you're now playing from a severe econ disadvantage, as you simply can't safely expand as early as the Z did. This is doubly true of fast expo into fast lair type builds, which put the zerg even on tech and ahead on econ unless you punish them for their greediness.

The point of a ZI type push is not to necessarily *kill* the Z outright - it's to punish overgreedy zergs and guarantee that you enter midgame with similar expansion timing - as if they expo too early, you just kill it and make them try again. And the problem is, the timing window for this sort of thing is pretty narrow - it's not like you can stop and build 3 cannons to prevent ling backstabs and an observer to check on their tech and *then* push - by that point they'll have hydras or mutas, and you can't do anything anymore.

My experience is that P needs to be either pretty aggressive - 2gate, ZI timing push, etc. - to force the Z to play somewhat defensively and not just power in the opening... or they need to play super greedy themselves. And the latter is pretty risky as well. So saying "don't be so aggressive, you don't need to push early" sounds all well and good in theory... but in practice, having no plan for early aggression is just asking to play out the rest of the game with a severe econ disadvantage, which doesn't work very well either.

I agree there are SOME cases where they should, i.e. 13 hatch. I said P dont NEED to be aggressive. I know that is the mentality of all P nowadays since I see the same play every game. The problem is that P are doing the same thing no matter what Z is doing and Z is simply reacting to what P is doing. P's too often push out with their ZI builds when they're not even able to. They proceed to possibly kill Z nat, lose their army to muta, then their bae, then cry IMBA MUTAS!! Tip: killing the Z nat, especially one that is just hauling a bit of gas, is not worth the price of losing your entire army. Least that's the case in my games. The inherent problem is applying that pressure in the first place can land the P with 0 army. Rather than applying pressure and losing your army, you can hold onto it, use it to expo, etc. Z sees what you have and needs to have enough to cover it, even if you don't push.

13 hatch imo is suicide nowadays with the advent of ZI and is a completely different story than what I do. I equate the risk of 13 hatching to old school 14 nex and 3 hatch before pool. In this situation there's not a whole lot of room for "punishing" but pretty much only either "killing" or "losing econ completely"

I strongly disagree with 2gate. I don't think that this is even viable anymore. An analogy: 9 pooling vs a mech terran with a wall. I say this because Z can scout it in time and proceed to move to roaches without changing their build very much at all.

Nowadays my entire build route is dictated by what P is doing and if P pushes out prematurely to "try to apply pressure" they lose their army followed by their base.


To clarify: I'm not going to argue that P *always* needs to be aggressive. My point is that P always needs the *ability* to be aggressive unless they're doing something pretty economically greedy to guarantee that they match the Z in that respect. And as there's a fairly severe scouting asymmetry in the early game (my scout lives until your first two lings pop, your scout survives until I get something with range - which is usually much later) it can be very hard to figure out what the zerg is doing in time to adjust.

For instance, consider the 13 hatch opening. Yes, if you're doing 13 hatch into lair or 13 hatch into roaches or some fairly normal followup like that, you will probably die to a ZI push. But if you just go 2 base mass lings, you can run over the ZI player with relative ease. And the two builds look virtually identical up to the point where your probe scout dies. And by the time I can get an observer to you to figure out which it is, I've either a) focused too much on robo units and am vulnerable to getting run over by lings, or b) have focused too much on gateway units and can't get enough immortals in time to push you before you have lair tech. So 13 hatch is a bad opening for you only in that it puts you at somewhat of a disadvantage if I guess correctly, and a pretty significant advantage if I guess wrong. So you certainly have "safer" openings, but it's not like 13 hatch is totally unviable either - it's just riskier.

Really, I think you've articulated the problem pretty well - you can scout the P and respond to whatever he does, and the P has a much harder time doing the reverse. I've yet to find an opening build that lets me smoothly transition into a counter for whatever the Z is doing (or might be) based on the limited scouting information I have. Which is not to say that such a thing doesn't exist, but it recently it really feels like the goal of P in the first 10 minutes of a PvZ is to survive without being too far behind. And given that the matchup doesn't really get any easier as the game goes on, this does make for sort of a tough matchup at times.
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-03-15 02:15:42
March 15 2010 02:09 GMT
#115
I think investing in an earlier stalker will help in discouraging Z from getting free info about what you're up to as P. Essentially what P are doing nowadays are the equivalent of bw 1 base tech plays except without a dragoon to shoo away the ovie. The whole point of 1 base tech is still relevant to sc2; that is, z needs to be in the dark and forced to pull a mediocre one size fits all build that is just "meh" in every direction so that they do not gain an advantage over your 1 base.

Also following a stalker by just enough units at ramp so that a ling can't slip by. I've had an incredibly easy time in this matchup lately just because I can see the gate count as well as the robo/lack therof. The robo information is the most useful; once I see it I almost always survive easily.

If I could not see the robo or lack thereof, I would be incredibly nervous and would need to invest in an overseer as my first gas use after lair in order to feel comfortable as well as more sunken/units. Both of which are very undesirable at said timing during any 13 pool -> lair n expo build.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
Steve496
Profile Joined July 2009
United States60 Posts
March 15 2010 02:37 GMT
#116
The problem is, if you get a stalker early enough to chase out the overlord before starting the robo, the robo is now delayed by the full build time of a stalker, plus a little extra to chase out the overlord. And that means, for instance, it's too late to:

1) Defend an early roach rush
2) Get Immortals out fast enough to hit the zerg before they have lair tech.

Like, the roach rush arrives right about the time you can theoretically get an immortal out. If you delay it by 30 seconds, you're now looking at defending a roach rush with zealot/stalker/sentry... which can get ugly. The ZI push, without waiting for a stalker to clear scouting - already arrives after the hydra den/spire starts building. So I would argue that the simple fact that you don't see a robo until after a stalker pops out *already* means you're safe from any early push assuming you're going anything reasonable in your own base. It also, as a note, means your first observer is that much later, making your blind period of having no idea what the Z is doing is that much longer.

Again, I'm not going to argue that the matchup is unwinnable - it's not. I actually win it about half the time. But there's some very real issues with the early game dynamic that mean that a lot of my wins owe quite a bit to luck - I happened to pick an opening that doesn't die horribly to what the Z is doing. And I think the game would benefit by making the opening a little less volatile in that respect.
aLt)nirvana
Profile Blog Joined September 2004
Singapore846 Posts
March 15 2010 05:41 GMT
#117
didnt read all of it but you guys gonna stop theory crafting and play some games, upload the replays then discuss what happened

what sounds good on paper can be very different in a real game
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zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-03-15 07:04:46
March 15 2010 06:48 GMT
#118
On March 15 2010 11:37 Steve496 wrote:
The problem is, if you get a stalker early enough to chase out the overlord before starting the robo, the robo is now delayed by the full build time of a stalker, plus a little extra to chase out the overlord. And that means, for instance, it's too late to:

1) Defend an early roach rush
2) Get Immortals out fast enough to hit the zerg before they have lair tech.

Like, the roach rush arrives right about the time you can theoretically get an immortal out. If you delay it by 30 seconds, you're now looking at defending a roach rush with zealot/stalker/sentry... which can get ugly. The ZI push, without waiting for a stalker to clear scouting - already arrives after the hydra den/spire starts building. So I would argue that the simple fact that you don't see a robo until after a stalker pops out *already* means you're safe from any early push assuming you're going anything reasonable in your own base. It also, as a note, means your first observer is that much later, making your blind period of having no idea what the Z is doing is that much longer.

Again, I'm not going to argue that the matchup is unwinnable - it's not. I actually win it about half the time. But there's some very real issues with the early game dynamic that mean that a lot of my wins owe quite a bit to luck - I happened to pick an opening that doesn't die horribly to what the Z is doing. And I think the game would benefit by making the opening a little less volatile in that respect.


dropping 50 gas on a stalker does not cost you 30 seconds worth of gas mining time... If need be, gas a tad bit earlier. If the build is not working, don't jump to the conclusion that the game is broken. Rather, adjust your build. More on this later.

Also, your probe scout comes in plenty early enough to notice the roach warren or lack thereof if it is in fact a roach rush. Roach rushes need the warren to come down after pool pops. Your core isn't even close to being done at that point. That is plenty of scout time. Also, send a second probe if need be, isn't too hard to dodge a ling outside of creep. If you think it's impossible to scout zerg just because your first scout probe dies, I challenge you to watch the replay afterwards and say with 100% certainty there was no way to scout the z after the initial probe scout. Face it, this isn't bw anymore, the probe scout won't live forever and see exactly what the zerg is doing the first time around. Adjust your play.

From the viewpoint of a zerg (others may react differently, this is just how I think):
If my drone can't see a robo, I can't make any assumptions. If there is a robo, then ZI is gonna kill me if I don't skip roaches. If there is no robo then Z is gonna be screwed if he goes straight for muta vs a zeal stalker sentry push. Note that most zergs don't even bother to drone scout at which point shooing the ovie in time is even easier. You don't even need to kill it before you plop down the robo, you can plop it down far away while shooting down the ovie. Better yet, proxy the robo, especially if you are opting for a ZI push.

I think Ps gotta study Z builds more closely and figure out timings from replays. I think there is much understanding that Ps need to learn about the finer details of Z builds and timings.

After dying repeatedly to ZI and voidray rushes, instead of crying imba and asserting that the game is broken, I did my replay homework on my own and that is how I figured out how to craft and time my build to block voidrays and ZI. Literally all it took is marking the time X should arrive or when I should expect see Y building go down and formulating a build to counter X when it reaches my front door. A trick to do this is to relate the ENEMY timings to YOUR supply. That's right, factor in ENEMY supply timings AS WELL AS your own for your build choices.

99% of the time a given scenario is not impossible to solve. If you're really having trouble with your builds still, try to get a hold of other people's replays, preferably those of people who are probably better than yourself. That's how I got some pointers of how to make my builds better.

Main detail I see with this current view though, you swear Z is automatically going to roach rush. You can spot a roach warren or 1st roach plenty early enough to know if this is the case or not. Again, refer to my spiel about scouting earlier in this post.

EDIT:
Sorry, got confused with all the other conversations going on, but wasn't this a thread about cannons? On a cannon-related note, you guys should try opening 2 gate pressure -> cannon expo like the recent sc2 liquibition!
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
L
Profile Blog Joined January 2008
Canada4732 Posts
March 15 2010 07:11 GMT
#119
On March 15 2010 15:48 zomgzergrush wrote:
Show nested quote +
On March 15 2010 11:37 Steve496 wrote:
The problem is, if you get a stalker early enough to chase out the overlord before starting the robo, the robo is now delayed by the full build time of a stalker, plus a little extra to chase out the overlord. And that means, for instance, it's too late to:

1) Defend an early roach rush
2) Get Immortals out fast enough to hit the zerg before they have lair tech.

Like, the roach rush arrives right about the time you can theoretically get an immortal out. If you delay it by 30 seconds, you're now looking at defending a roach rush with zealot/stalker/sentry... which can get ugly. The ZI push, without waiting for a stalker to clear scouting - already arrives after the hydra den/spire starts building. So I would argue that the simple fact that you don't see a robo until after a stalker pops out *already* means you're safe from any early push assuming you're going anything reasonable in your own base. It also, as a note, means your first observer is that much later, making your blind period of having no idea what the Z is doing is that much longer.

Again, I'm not going to argue that the matchup is unwinnable - it's not. I actually win it about half the time. But there's some very real issues with the early game dynamic that mean that a lot of my wins owe quite a bit to luck - I happened to pick an opening that doesn't die horribly to what the Z is doing. And I think the game would benefit by making the opening a little less volatile in that respect.


dropping 50 gas on a stalker does not cost you 30 seconds worth of gas mining time... If need be, gas a tad bit earlier. If the build is not working, don't jump to the conclusion that the game is broken. Rather, adjust your build. More on this later.

Also, your probe scout comes in plenty early enough to notice the roach warren or lack thereof if it is in fact a roach rush. Roach rushes need the warren to come down after pool pops. Your core isn't even close to being done at that point. That is plenty of scout time. Also, send a second probe if need be, isn't too hard to dodge a ling outside of creep. If you think it's impossible to scout zerg just because your first scout probe dies, I challenge you to watch the replay afterwards and say with 100% certainty there was no way to scout the z after the initial probe scout. Face it, this isn't bw anymore, the probe scout won't live forever and see exactly what the zerg is doing the first time around. Adjust your play.

From the viewpoint of a zerg (others may react differently, this is just how I think):
If my drone can't see a robo, I can't make any assumptions. If there is a robo, then ZI is gonna kill me if I don't skip roaches. If there is no robo then Z is gonna be screwed if he goes straight for muta vs a zeal stalker sentry push. Note that most zergs don't even bother to drone scout at which point shooing the ovie in time is even easier. You don't even need to kill it before you plop down the robo, you can plop it down far away while shooting down the ovie. Better yet, proxy the robo, especially if you are opting for a ZI push.

I think Ps gotta study Z builds more closely and figure out timings from replays. I think there is much understanding that Ps need to learn about the finer details of Z builds and timings.

After dying repeatedly to ZI and voidray rushes, instead of crying imba and asserting that the game is broken, I did my replay homework on my own and that is how I figured out how to craft and time my build to block voidrays and ZI. Literally all it takes is marking the time X should arrive and formulating a build to counter X. 99% of the time a given scenario is not impossible to solve.

Main detail I see with this current view though, you swear Z is automatically going to roach rush. You can spot a roach warren or 1st roach plenty early enough to know if this is the case or not. Again, refer to my spiel about scouting earlier in this post.

Even if Z puts down a warren, its perfectly possible for him to eat a 150 mineral deficit and go lair to muta regardless while P prepares for the wrong thing. If the probe dies before the warren is done? Cool beans, Z fakes P out for even less.

That's the entire problem: P needs to guess and guess right. There's very little reaction room. Between those first two lings and your first obs/phoenix, P sees nothing. Normally that wasn't terrible because you'd have warpgates to let you frontload your production to match your current need, as well as provide reinforcements at the site of a push. Now that's gone.

Just by way of example: prior, you could toss out an early sentry to have it build energy with the understanding that if your opponent went roach or ling all in, you could warp in another 2-3 sentries, ff the ramp for an entire minute (if not longer), and get 2 immortals or a bunch of zealots out to beat back the push. Now, that's simply not an option.
The number you have dialed is out of porkchops.
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-03-15 07:30:47
March 15 2010 07:19 GMT
#120
On March 15 2010 16:11 L wrote:
Show nested quote +
On March 15 2010 15:48 zomgzergrush wrote:
On March 15 2010 11:37 Steve496 wrote:
The problem is, if you get a stalker early enough to chase out the overlord before starting the robo, the robo is now delayed by the full build time of a stalker, plus a little extra to chase out the overlord. And that means, for instance, it's too late to:

1) Defend an early roach rush
2) Get Immortals out fast enough to hit the zerg before they have lair tech.

Like, the roach rush arrives right about the time you can theoretically get an immortal out. If you delay it by 30 seconds, you're now looking at defending a roach rush with zealot/stalker/sentry... which can get ugly. The ZI push, without waiting for a stalker to clear scouting - already arrives after the hydra den/spire starts building. So I would argue that the simple fact that you don't see a robo until after a stalker pops out *already* means you're safe from any early push assuming you're going anything reasonable in your own base. It also, as a note, means your first observer is that much later, making your blind period of having no idea what the Z is doing is that much longer.

Again, I'm not going to argue that the matchup is unwinnable - it's not. I actually win it about half the time. But there's some very real issues with the early game dynamic that mean that a lot of my wins owe quite a bit to luck - I happened to pick an opening that doesn't die horribly to what the Z is doing. And I think the game would benefit by making the opening a little less volatile in that respect.


dropping 50 gas on a stalker does not cost you 30 seconds worth of gas mining time... If need be, gas a tad bit earlier. If the build is not working, don't jump to the conclusion that the game is broken. Rather, adjust your build. More on this later.

Also, your probe scout comes in plenty early enough to notice the roach warren or lack thereof if it is in fact a roach rush. Roach rushes need the warren to come down after pool pops. Your core isn't even close to being done at that point. That is plenty of scout time. Also, send a second probe if need be, isn't too hard to dodge a ling outside of creep. If you think it's impossible to scout zerg just because your first scout probe dies, I challenge you to watch the replay afterwards and say with 100% certainty there was no way to scout the z after the initial probe scout. Face it, this isn't bw anymore, the probe scout won't live forever and see exactly what the zerg is doing the first time around. Adjust your play.

From the viewpoint of a zerg (others may react differently, this is just how I think):
If my drone can't see a robo, I can't make any assumptions. If there is a robo, then ZI is gonna kill me if I don't skip roaches. If there is no robo then Z is gonna be screwed if he goes straight for muta vs a zeal stalker sentry push. Note that most zergs don't even bother to drone scout at which point shooing the ovie in time is even easier. You don't even need to kill it before you plop down the robo, you can plop it down far away while shooting down the ovie. Better yet, proxy the robo, especially if you are opting for a ZI push.

I think Ps gotta study Z builds more closely and figure out timings from replays. I think there is much understanding that Ps need to learn about the finer details of Z builds and timings.

After dying repeatedly to ZI and voidray rushes, instead of crying imba and asserting that the game is broken, I did my replay homework on my own and that is how I figured out how to craft and time my build to block voidrays and ZI. Literally all it takes is marking the time X should arrive and formulating a build to counter X. 99% of the time a given scenario is not impossible to solve.

Main detail I see with this current view though, you swear Z is automatically going to roach rush. You can spot a roach warren or 1st roach plenty early enough to know if this is the case or not. Again, refer to my spiel about scouting earlier in this post.

Even if Z puts down a warren, its perfectly possible for him to eat a 150 mineral deficit and go lair to muta regardless while P prepares for the wrong thing. If the probe dies before the warren is done? Cool beans, Z fakes P out for even less.

That's the entire problem: P needs to guess and guess right. There's very little reaction room. Between those first two lings and your first obs/phoenix, P sees nothing. Normally that wasn't terrible because you'd have warpgates to let you frontload your production to match your current need, as well as provide reinforcements at the site of a push. Now that's gone.

Just by way of example: prior, you could toss out an early sentry to have it build energy with the understanding that if your opponent went roach or ling all in, you could warp in another 2-3 sentries, ff the ramp for an entire minute (if not longer), and get 2 immortals or a bunch of zealots out to beat back the push. Now, that's simply not an option.


Most everything being discussed here is under the premise that only P needs to guess and Z doesn't. MAKE Z guess! Stop letting the ovie live for so damn long. So the early stalker might eff up your current build. CHANGE your build then, proxy your tech. Be creative! I wouldn't be advocating any of this if it wasn't what personally made things difficult for myself. Quite honestly, most of the games I lose were to a straight mix of zealot/stalker/sentry with no immortals. Also these P's don't push just to try to kill me and the unit composition+count they have is such that I can't chase it down and kill it all if hes retreating. That may just be my play style that loses to that kind of thing but there it is.

Why the hell can't you try to send a second probe before your phoenix/obs? P wont see crap if it doesn't try. Watch your replays, I guarantee theres many Z that cut corners by not making any more than the first pair of ling, of which you can easily scout past. You don't have to wait for phoenix or obs to make another round of scouting, your probe might get a whiff of the unit composition or even get to see the tech buildings.

Again, aim to adjust your play and build to solve your difficulties you are encountering rather than asserting the game is broken. Study your replays, look to find the solution rather than state the game is broken.

Finally, this is a cannon thread -.-
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
Steve496
Profile Joined July 2009
United States60 Posts
March 15 2010 07:41 GMT
#121
Ok, couple of points here.

1) Stalker doesn't cost you 30 seconds of gas. True. But: a robo can be dropped the same time you can start building a stalker. So if you see a stalker and not a robo, that robo has been delayed by at least the build time of that stalker. You *could* drop it earlier - but that totally defeats the purpose of the stalker, as if you're going to let them see the robo before chasing out the scout, why bother chasing out the scout?

2) Yes, you can spot a fast roach rush. But there are delayed roach rush timings that can be dangerous - just like a protoss *can* chase your scout out and then get a robo, you *can* chase the scout out and then drop a roach warren. Or, alternately, drop the roach warren and then cancel it if you see a robo. Or even just let it finish - it's not like it cost you any gas to get.

3) Rescouting: yes, but only on certain maps. On any map other than Kulas Ravine or Scrapyard, any decent zerg just puts about 4 lings on his ramp, and you can't get through that with a probe. With a wide ramp or wide choke (like those two maps) - yes, you can rescout. And I do. And it helps. But that's sort of the exception rather than the rule.

4) Which brings us back to the problem I mentioned. Zerg has a much easier time keeping an eye on what P is doing than vice versa. It's easy to say "just adjust your build to what they're doing" but there's a lot of very plausible situations where you don't *know* what they're doing. And that makes it hard to adjust to.

5) I'm not claiming that Z is always going to roach rush, I'm just saying you need to be prepared for that eventuality. Just like Z needs to be prepared for P to ZI push. It's not that it's unbeatable by any stretch, it's simply that you need to have a build that can deal with that possibility, or it's not a very good build. Which leads to problems like: if my scout sees a fast roach warren, I *have* to build something - usually immortals - that can kill roaches. So I have to robo immediately on finishing my core, which means the Z gets to see my robo start. And at that point, he can simply... not build roaches. At which point I had to build at least one immortal that's not terribly useful against any other build you're doing, and you have a roach warren you're not immediately utilizing. Which of us comes off better in this exchange? I submit that the answer is the Z.

Again: I'm not arguing that the matchup is imbalanced or unfair. As I say: I have a decent win rate at it. But there *is* a scouting imbalance, and there *are* quite a few Z strats that can very easily kill you in the opening if not handled correctly. And not all of them can easily be identified in time. Hence the first 5-10 minutes of the game does feel a bit... unstable to me. Not necessarily unfair, but volatile. I play a lot of very short PvZs both ways. And maybe it's just that I'm missing some general build/strategy notion that can more easily handle all of Z's options. I won't discount that possibility. I'm simply trying to identify the problems I've been having with the matchup, so as to see if other people are having them as well, and if it might be the sign of some sort of issue. The answer may very well be no. But from my experience, it does feel like some changes to make the opening more stable might not be a terrible idea.
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-03-15 08:37:31
March 15 2010 08:23 GMT
#122
On March 15 2010 16:41 Steve496 wrote:
Ok, couple of points here.

1) Stalker doesn't cost you 30 seconds of gas. True. But: a robo can be dropped the same time you can start building a stalker. So if you see a stalker and not a robo, that robo has been delayed by at least the build time of that stalker. You *could* drop it earlier - but that totally defeats the purpose of the stalker, as if you're going to let them see the robo before chasing out the scout, why bother chasing out the scout?

2) Yes, you can spot a fast roach rush. But there are delayed roach rush timings that can be dangerous - just like a protoss *can* chase your scout out and then get a robo, you *can* chase the scout out and then drop a roach warren. Or, alternately, drop the roach warren and then cancel it if you see a robo. Or even just let it finish - it's not like it cost you any gas to get.

3) Rescouting: yes, but only on certain maps. On any map other than Kulas Ravine or Scrapyard, any decent zerg just puts about 4 lings on his ramp, and you can't get through that with a probe. With a wide ramp or wide choke (like those two maps) - yes, you can rescout. And I do. And it helps. But that's sort of the exception rather than the rule.

4) Which brings us back to the problem I mentioned. Zerg has a much easier time keeping an eye on what P is doing than vice versa. It's easy to say "just adjust your build to what they're doing" but there's a lot of very plausible situations where you don't *know* what they're doing. And that makes it hard to adjust to.

5) I'm not claiming that Z is always going to roach rush, I'm just saying you need to be prepared for that eventuality. Just like Z needs to be prepared for P to ZI push. It's not that it's unbeatable by any stretch, it's simply that you need to have a build that can deal with that possibility, or it's not a very good build. Which leads to problems like: if my scout sees a fast roach warren, I *have* to build something - usually immortals - that can kill roaches. So I have to robo immediately on finishing my core, which means the Z gets to see my robo start. And at that point, he can simply... not build roaches. At which point I had to build at least one immortal that's not terribly useful against any other build you're doing, and you have a roach warren you're not immediately utilizing. Which of us comes off better in this exchange? I submit that the answer is the Z.

Again: I'm not arguing that the matchup is imbalanced or unfair. As I say: I have a decent win rate at it. But there *is* a scouting imbalance, and there *are* quite a few Z strats that can very easily kill you in the opening if not handled correctly. And not all of them can easily be identified in time. Hence the first 5-10 minutes of the game does feel a bit... unstable to me. Not necessarily unfair, but volatile. I play a lot of very short PvZs both ways. And maybe it's just that I'm missing some general build/strategy notion that can more easily handle all of Z's options. I won't discount that possibility. I'm simply trying to identify the problems I've been having with the matchup, so as to see if other people are having them as well, and if it might be the sign of some sort of issue. The answer may very well be no. But from my experience, it does feel like some changes to make the opening more stable might not be a terrible idea.


-ZvP threads right now are crying about lack of Z ability to scout and the inability to find a hidden observer, so I will leave the scouting discussion alone. For the record, I don't think that there is a scouting imbalance in either direction.

-From what you CAN scout, yes, on some maps the Z may wall off with ling. However, this brings me back to "identifying z builds." You should see the presence or lack of an expo relatively early (~20-22 supply at the latest on the Z side for a relatively passive build). That is another rather large piece of information.

-Yes, I DO have a much easier time scouting MOST P's early on because most LET me. The few that don't let me scout make my build more bs'ed and gamble-ie.

-I can prepare myself for a ZI push extremely easily because once I spot the robo I skip roach -> straight to muta and it is GG 90% of the time because I did my homework and formulated a good timing and build order.

****I know everyone wants their build to be timed extremely well and on point. However, everyone needs to weigh in some cost benefit and analyze the situation more in depth. I will refer to my own build (which needs work due to scenario B) for this discussion.

Scenario A: I see the robo, robo is not delayed and is right on time due to sans stalker. At this point, I have not even gotten to the point in my build where I wanna decide what I wanna do. From here, I know that I can skip my roaches altogether and tech quickly to muta, lay down nat spines, make some ling, etc. Other Zs may have their own counters, but the point is the cat is out of the bag. This is where I feel you Ps are coming from and are having difficulty. SCBW reference: Would you like an ovie to scout what you're doing during a 1 base tech play in SC1?

Scenario B: robo is delayed but stalker comes out. I no longer am sure which direction to go.
++I cannot assume there is going to be a robo because obviously I didn't see one. If there is no robo and I continue to go straight to muta, I will die to either a different push of stalker/zeal/sentry or get outmatched in AA due to the lack of gas commitment to immortal and robo. The fine line between muta vs ground production is very thin due to gas constraints. If you're rolling out in my face with all gas put into sentry stalker, that was cheaper gaswise than an equally matched muta force (discounting possible z ground of course, that was just to put things in perspective).

++If there is a robo that is delayed, I may possibly opt for roaches thinking perhaps of a warp gate rush of zeal/stalker/sentry, but the roaches will get countered hard by the immortal that I could only hope was not coming out.
###Your robo was X seconds later, but I had absolutely no idea in what direction to go. In essence, our positions were reversed as in Scenario A where it is not the P with the potentially incorrect unit combo, but the Z.

Scenario B and a half: there is a proxy robo and I assumed there was no robo due to my scout. I now have roaches out and die to ZI push.

A short history lesson: ZvP in early bw days were all simply rushing back and fourth early with aggressive 2 gate openings and such. At the time, no one even knew of the possibility of an FE that came YEARS later. I don't think people should be terribly surprised this early in life of sc2 to warrant the need for a change. After all,

SC2 != SC1 (Similar, though. But how similar is yet TBD)
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
March 15 2010 08:25 GMT
#123
How to Phoenix not counter mutalisks?

Phoenix has 5 (x 2 attacks) + 5 bonus to light = 20 damage to mutalisks.

Zerg has the opening advantage because of their unit production mechanics. They can store up unit production (larvae) to quickly build a large number of tech units. This is not different than SC1 corsair vs mutalisk opening in which the corsairs lose in a straight fight only because of sheer number of mutalisks.

I'd suggest the following opening:
* 2 cannons defending the mineral line
* a few sentries for guardian shield
* 1 stargate pumping out phoenix
* research + 1 air attack upgrade

Once the +1 attack upgrade finishes, take the fight to zerg.

Unlike air-to-air corsairs, phoenix threaten ground units with their graviton beam. With some micro to lift the queen and pick off drones, that can turn into a very serious threat.
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zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-03-15 08:33:24
March 15 2010 08:28 GMT
#124
On March 15 2010 17:25 TossFloss wrote:
How to Phoenix not counter mutalisks?

Phoenix has 5 (x 2 attacks) + 5 bonus to light = 20 damage to mutalisks.

Zerg has the opening advantage because of their unit production mechanics. They can store up unit production (larvae) to quickly build a large number of tech units. This is not different than SC1 corsair vs mutalisk opening in which the corsairs lose in a straight fight only because of sheer number of mutalisks.

I'd suggest the following opening:
* 2 cannons defending the mineral line
* a few sentries for guardian shield
* 1 stargate pumping out phoenix
* research + 1 air attack upgrade

Once the +1 attack upgrade finishes, take the fight to zerg.

Unlike air-to-air corsairs, phoenix threaten ground units with their graviton beam. With some micro to lift the queen and pick off drones, that can turn into a very serious threat.

My only gripe with this is the "large number of tech units"
Yes, for the last time, Z get extra larvae, we know. But they won't be 50 mutalisks + hydralisks. Z users are limited by gas just like everyone else when it comes to tech units. I'd also recommend against +1 air attack upgrade. That's better spent in another phoenix IMO, specially that early in the game plus the whole 1 base gas thing.

Day9 did a bit about his thoughts about phoenix. The trick is to have enough of them, ~5-6+ continued production as you see fit. As a Z user, having half your army lifted away while a small P army cuts mine in half is not fun. Nor is losing overlords left and right. It's like tier 2 stasis + sc1scouts damage to air without the expensive cost issue.

Hydra's aren't free, they cost a lot of gas just like muta.
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igotmyown
Profile Blog Joined April 2009
United States4291 Posts
March 15 2010 08:41 GMT
#125
How about warp prisms to transport some sentries around?

It would be nice if phoenixes could friendly lift and drag a single unit for some mobility.
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
Last Edited: 2010-03-15 08:53:12
March 15 2010 08:50 GMT
#126
On March 15 2010 17:28 zomgzergrush wrote:
Show nested quote +
On March 15 2010 17:25 TossFloss wrote:
How to Phoenix not counter mutalisks?

Phoenix has 5 (x 2 attacks) + 5 bonus to light = 20 damage to mutalisks.

Zerg has the opening advantage because of their unit production mechanics. They can store up unit production (larvae) to quickly build a large number of tech units. This is not different than SC1 corsair vs mutalisk opening in which the corsairs lose in a straight fight only because of sheer number of mutalisks.

I'd suggest the following opening:
* 2 cannons defending the mineral line
* a few sentries for guardian shield
* 1 stargate pumping out phoenix
* research + 1 air attack upgrade

Once the +1 attack upgrade finishes, take the fight to zerg.

Unlike air-to-air corsairs, phoenix threaten ground units with their graviton beam. With some micro to lift the queen and pick off drones, that can turn into a very serious threat.

My only gripe with this is the "large number of tech units"
Yes, for the last time, Z get extra larvae, we know. But they won't be 50 mutalisks + hydralisks. Z users are limited by gas just like everyone else when it comes to tech units. I'd also recommend against +1 air attack upgrade. That's better spent in another phoenix IMO, specially that early in the game plus the whole 1 base gas thing.


Yeah, I think my choice of wording was poor. I'm just trying to point out that (ala SC1) zerg can do stuff like quickly build 9 mutalisks once their spire completes (3 hatch muta build). Of course they are limited by resources. But in a PvZ early corsair vs mutalisk, if you plot a graph of total-gas-spent / minute for each race (again, in the early game) the zerg graph would suddenly spike up then fall off whereas protoss would remain relatively constant. Eventually both graphs will converge. IMO this gives zerg an early game aggression advantage which stalls Protoss aggression until P catches up.
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zomgzergrush
Profile Joined August 2008
United States923 Posts
March 15 2010 08:56 GMT
#127
On March 15 2010 17:50 TossFloss wrote:
Show nested quote +
On March 15 2010 17:28 zomgzergrush wrote:
On March 15 2010 17:25 TossFloss wrote:
How to Phoenix not counter mutalisks?

Phoenix has 5 (x 2 attacks) + 5 bonus to light = 20 damage to mutalisks.

Zerg has the opening advantage because of their unit production mechanics. They can store up unit production (larvae) to quickly build a large number of tech units. This is not different than SC1 corsair vs mutalisk opening in which the corsairs lose in a straight fight only because of sheer number of mutalisks.

I'd suggest the following opening:
* 2 cannons defending the mineral line
* a few sentries for guardian shield
* 1 stargate pumping out phoenix
* research + 1 air attack upgrade

Once the +1 attack upgrade finishes, take the fight to zerg.

Unlike air-to-air corsairs, phoenix threaten ground units with their graviton beam. With some micro to lift the queen and pick off drones, that can turn into a very serious threat.

My only gripe with this is the "large number of tech units"
Yes, for the last time, Z get extra larvae, we know. But they won't be 50 mutalisks + hydralisks. Z users are limited by gas just like everyone else when it comes to tech units. I'd also recommend against +1 air attack upgrade. That's better spent in another phoenix IMO, specially that early in the game plus the whole 1 base gas thing.


Yeah, I think my choice of wording was poor. I'm just trying to point out that (ala SC1) zerg can do stuff like quickly build 9 mutalisks once their spire completes (3 hatch muta build). Of course they are limited by resources. But in a PvZ early corsair vs mutalisk, if you plot a graph of total-gas-spent / minute for each race (again, in the early game) the zerg graph would suddenly spike up then fall off whereas protoss would remain relatively constant. Eventually both graphs will converge. IMO this gives zerg an early game aggression advantage which stalls Protoss aggression until P catches up.


I feel it's alot less 1-1 due to the heavy counters every unit has with each other. Ex: immortal push vs expoing Z, 1 base roach push vs non-immortalling P
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
Steve496
Profile Joined July 2009
United States60 Posts
March 15 2010 09:01 GMT
#128
On March 15 2010 17:23 zomgzergrush wrote:
<removed in the interest of brevity>


Hmm. Your experience is pretty different than mine, I guess is the takeaway here. I usually run over P that go straight to mutas before they get there on all but the largest maps when I ZI push. I might not kill them, but I usually at least get the queen, some drones, and often the lair as well, at which point the muta-ing player shows up at my base with a handful of mutas, sees 3 cannons, and leaves. The point of knowing the robo is delayed (due to a stalker or whatever) is that it *guarantees* you'll have time to get mutas out. Or hydras, which also do just fine against ZI. Or, most problematically, hydras and an expansion, which is where things get sticky.

So maybe I've just been playing against bad zergs who are slow on their muta tech. I can't discount that possibility. Or maybe the P you're playing are slow at ZI pushes. Also a possibility. But I think part of the issue we're having is that our experience of how certain openings line up don't 100% match up, so we're going to have a hard time agreeing on what counters what.

As an aside: I certainly agree that P tends to have a fairly appreciable advantage at scouting Zs bases in the mid and late game. The scouting issue definitely does equalize and even swing back the other way at times. And you'll note, I have no real complaints about PvZ once we're out of the first 10 minutes and I actually do have some idea what you're doing. But until that point, I feel like P has more ways to lose and less information about which one is coming, which I'm not a big fan of. If you disagree, so be it - I'm inclined to leave it there.
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-03-15 09:21:58
March 15 2010 09:07 GMT
#129
On March 15 2010 18:01 Steve496 wrote:
Show nested quote +
On March 15 2010 17:23 zomgzergrush wrote:
<removed in the interest of brevity>


Hmm. Your experience is pretty different than mine, I guess is the takeaway here. I usually run over P that go straight to mutas before they get there on all but the largest maps when I ZI push. I might not kill them, but I usually at least get the queen, some drones, and often the lair as well, at which point the muta-ing player shows up at my base with a handful of mutas, sees 3 cannons, and leaves. The point of knowing the robo is delayed (due to a stalker or whatever) is that it *guarantees* you'll have time to get mutas out. Or hydras, which also do just fine against ZI. Or, most problematically, hydras and an expansion, which is where things get sticky.

So maybe I've just been playing against bad zergs who are slow on their muta tech. I can't discount that possibility. Or maybe the P you're playing are slow at ZI pushes. Also a possibility. But I think part of the issue we're having is that our experience of how certain openings line up don't 100% match up, so we're going to have a hard time agreeing on what counters what.

As an aside: I certainly agree that P tends to have a fairly appreciable advantage at scouting Zs bases in the mid and late game. The scouting issue definitely does equalize and even swing back the other way at times. And you'll note, I have no real complaints about PvZ once we're out of the first 10 minutes and I actually do have some idea what you're doing. But until that point, I feel like P has more ways to lose and less information about which one is coming, which I'm not a big fan of. If you disagree, so be it - I'm inclined to leave it there.


I don't have complaints in pvz or zvp on any level, just trying to help those who are having PvZ issues in said departments. Jumping between ZvP and PvZ threads, the complaints (i.e. scouting and not knowing what to make) are hilariously similar on both sides. Many Z players actually feel that they cannot properly scout P before overseers.

As far as the Z's going muta, my own build was tailored specifically vs any 1 or 2 gate ZI. It is a 2 base build and relies on getting muta out exactly in the right timing and in a large enough number. You are correct in that any slower of a muta build will likely die to ZI easily.

After watching different replays I pinpointed the exact timings ZI can hit and tailored a build to give me muta at the right time as well as continuing to outproduce P AA. I don't think theres any other way for it to be executed where you end up in a better scenario if you decide to muta vs ZI. Any slight delay in my build (i.e. making two roaches or something from a misread) could easily cost me the game vs a ZI push of any measure. The earliest ZI can strike with 1 immortal without obs scouting hits me during the point where muta eggs of my build that are about 50% finished depending on distance. Kills my nat at best but the ZI army dies and P suffers serious/fatal damage at home thereafter.

Probably won't be seeing it widely used anytime soon though...hopefully something similar will though so we can all get over this whole ZI shindig and move on to the next innovation.

A far as different experiences I think that is a big problem. 90% of P I play on plat ALL do the ZI push and that is it. Nothing else. I don't know what the zvp trend is with other Z's as I think many of em are crowding the P imba thread right now.
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