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[G] TvZ Turrets - The best muta deterrence - Page 9

Forum Index > StarCraft 2 Strategy
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PredY
Profile Joined September 2009
Czech Republic1731 Posts
October 21 2011 08:10 GMT
#161
if you want to know how to play vs muta harass you should watch game 3 bomber vs idra on antiga at mlg.

first you scan to see if z goes muta (in idra's case he always does anyway)
then build a few at importants places in your base and use marines to defend.
when muta number grows you start making more and more turrets and when you want to push out either leave some marines at home or leave a thor at home.

thankfully mutas are really that good in straight up fights vs marines and thors so when you have your base defended well enough all you need is to force him to engage your main army where you reduce the muta number and then you can focus on doing more drops / tech to counter Z T3 units

ps. of course you can scout if he goes mass muta or not, you have scans and he will keep flying in your base to harass so you'll know if muta number grows. thats why you have marines to defend until you want to push out
http://www.twitch.tv/czelpredy
Fairchild
Profile Joined February 2011
133 Posts
October 22 2011 00:26 GMT
#162
Wait... I'm high diamond so excuse my carelessness, but do terrans really not get the HI-Sec Auto Tracking upgrade most situations? In the Zerg's shoes +1 range turrets are scary, and +1 range PF? Psha, that's just awesome!
Waah
Profile Joined February 2011
United States120 Posts
October 22 2011 01:32 GMT
#163
On October 22 2011 09:26 Fairchild wrote:
Wait... I'm high diamond so excuse my carelessness, but do terrans really not get the HI-Sec Auto Tracking upgrade most situations? In the Zerg's shoes +1 range turrets are scary, and +1 range PF? Psha, that's just awesome!

They don't get it early, I am certain about that. Infantry upgrades are more important, and once you start one, it's preferable that you follow it up with +2 then +3 as opposed to stopping to get Turret/PF range. Guess you could get it with a third engineering bay while pumping upgrades if you wanted to, but I don't see Terrans doing that either.
Logick
Profile Joined October 2010
Singapore46 Posts
October 22 2011 03:09 GMT
#164
the one common misconception is to assume that in TvZ you automatically go marine tank

as you can see from about 90% of the posts people are worried about bio upgrades

but in response to fairchild, yes indeed +1 turret range actually makes a huge difference

8 range + 24dmg every 0.86 seconds (thats the normal marine attack speed) coupled by a few extra turrets will be scary enough to deter most muta harass

seeing as how mutas have only 3 range, they are already at a 5 range deficit and will take way more dmg before doing any dmg

heres a decent example of turret deterrence:
http://www.mediafire.com/?cx11cwu44jslzde

- around the 13min mark his mutas fly into my base and achieves absolutely no dmg at all except killing one SCV. he loses 3-4 mutas instead
- at 23:50 mark, he flys 30 mutas into my main, with 3 turrets guarding my production structures
- literally in seconds, 1 muta goes down, and shortly after 2 more before all 3 turrets die
- by that time my reinforcing units have already arrived to deal with the mutas

Xeronate
Profile Joined October 2011
United States4 Posts
October 23 2011 04:16 GMT
#165
This is good for low level games, but in higher level games you will need the minerals to make more units. A few turrets is enough to temporarily hold off mutas while your marines run back to defend. Marines can then pressure hard and force the production of other units instead of mutas to prevent the mutas from coming in and killing your base.
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