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Active: 1334 users

[H]Defending vs Muta Harass

Forum Index > Brood War Strategy
Post a Reply
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
December 09 2007 15:39 GMT
#1
So I played this zerg that killed me with 1 hatch muta, I played him again today and I successfully walled and bunker rushed him but didn't kill his hatch, but then his mutas raped the shit out of me although I didn't get turrets up in time. Is there some tip or something on how to attack mutas with marines cuz I've never been raped this hard before except for that one time he 1 hatch mutaed me

http://download.yousendit.com/EA52EDA13A784311
ketomai
Profile Joined June 2007
United States2789 Posts
Last Edited: 2007-12-09 16:07:21
December 09 2007 15:59 GMT
#2
I think your timing was different than normal for the academy, so you saw the spire a little late (I could be wrong). It seemed like you didn't have stim when he came, so when you did have a large enough number of marines to combat him, you couldn't. I think the best thing to do is to stay near the turrets and when he comes to try to attack stim and attack him and he should run and you can catch him for a few hits, then run back to the turrets. It's hard to tell because he went all muta instead of doing muta transition to lurker and so he had a lot. More turrets (and some near the open space where he enters your main from) would help.

Edit: Forgot to mention that keeping your rines in a group is important because he kept picking off individual ones as you were retreating.
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
Last Edited: 2007-12-09 17:48:12
December 09 2007 17:43 GMT
#3
Wow, he's just as good with mutas as me =)

Obviously not having turrets in time is a huge factor. When his first mutas hatch there will be 6 of them. 6 mutas can't fight turrets efficiently, but they can fight marines - as I'm sure you should know after that game.
If you'd had turrets up in time you'd been able to avoid fighting - and even more important, avoid fighting him while he's on high ground - for alittle longer, which would have meant that you would have had more marines during the first fight and lost less. Yes, the terran army grows quicker than the zerg one, which is why he has to pick off stuff to stand a chance.
Once a ball of marines reaches a critical mass it won't be efficient to attack it with mutas anymore. That critical mass will increase the more mutas he get but he can't harass with more than 11 per ball, so there's a very critical mass which he can't fight at all.
Another important thing is the turrent placement. Vs a common muta harrass it's great to spread out your turrets alittle so that they cover a larger area, but vs a muta masser turrets - and the scvs which builds the new ones - are targets. With 11 mutas a turret goes down in 2 hits, he'll hardly lose anything at all from killing a stray one and two won't stand much longer. Even 3 turrets won't do much more than buying you time to arrive with your marine force. So keep them as close together as possible in order to maximize their efficiancy.

It is also important to always keep your marines clumbed together when moving them through your base. Stray rines is easily picked off. Another play where stray rines is oftenly seen is next raxes and your rally; so watch out. Having range also helps a ton when fighting mutas. Unupgraded marine range is just slightly longer than muta range, but upgraded it's alot longer, the time your marines can fire at him increases ALOT with range.

Are you playing over bnet or hamachi? There's a few ways to screw up muta ai over b.net. Dunno if the tricks can be used consistantly, I think most players I've encountered have done it out of pure luck.
Even a broken clock is right twice a day
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
December 09 2007 17:50 GMT
#4
this is lan of course, and yea his mutas are sick, one of the best mutas in china
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
December 09 2007 17:55 GMT
#5
Btw, bunkers sucks. A filled one is 300mins, which equals 4 turrets. It's okey if you made it before you knew him doing 2h muta, just don't put marines in it. He's very unlikely to attack where th bunker is located anyway, and weakening your moveable rine army by 4 rines mean your army might become smaller than the critical mass needed, which mean you'll lose it.
Even a broken clock is right twice a day
ToT)SiLeNcE(
Profile Blog Joined February 2003
Germany590 Posts
December 09 2007 18:57 GMT
#6
This guy was pretty good and your timing was off, that's why you lost.
haduken
Profile Blog Joined April 2003
Australia8267 Posts
December 09 2007 20:04 GMT
#7
Man, zulu you are so leet. how the hell do you get games from these big names O.o jealous..
Rillanon.au
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
December 09 2007 20:16 GMT
#8
lol who is my opponent
HonkHonkBeep
Profile Blog Joined September 2007
China353 Posts
Last Edited: 2007-12-09 22:17:28
December 09 2007 20:20 GMT
#9
Gonna watch the replay and comment, first I wanna ask what's with this "Lvl X" thing in all the [SVS] replays...it obviously seems to reference the level/ladder rank or something like that of the player, is that what it is?

First of all obviously...you won the game except you didn't pay attention to the sunken building when he had nothing right outside of bunker range and then you let it kill your bunker.

In that kind of game where you contained him with that depot you should anticipate he'll be teching faster than normal in an effort to remove the gap between the two of you. You needed to get double comsat faster, instead of making 3-4 scvs from each cc before doing so after the academy. You've got an expo; he can't possibly match your economy, since even if he had only pumped drones from inside his main he only had one hatch there (but you never saw inside his main, so I guess you don't know that). Point is once you have that advantage you should just live through his harass and win. So you needed those double comsat to see his tech immediately, your scans came way too late, and then you didn't have an ebay on time.

Also unless you're fairly confident of what he is going to be doing, I wouldn't start making my fac/port before scanning his main to see what tech he's chosen. You couldn't make that decision because you never scouted his main, since you blocked with that depot. Consequently you also couldn't see he only 2 hatched and would have faster mutas.

Your micro when he first hit your nat was bad. When there's a cliff there you need to move the MM back behind it somewhat more into the mineral line. You were milling around the bottom of the cliff getting picked off by mutas you can't see, and I know it's a bitch to control because the AI pathfinding is so stupid.

Your macro also was lacking, because you had like 10 marines when his mutas came; even if they are 45 seconds earlier than a 3 hatch muta build you should have more than that. That many rines is basically asking him to just rape them all with muta and then terrorize your base for the next 5 minutes.

In the case of this particular game placing the 3 turrets in main spread out on the left side of the base was bad. When Terrans do that it's to buy time for marines to come save from the mutas, not to actually combat the mutas. That requires a large marine force. When you're making turrets because they're actually necessary to your survival because the mutas are fucking all your shit up you need to clump them together a lot more.

After that point it was just downhill, those points that I said are what I see as having been the major losing points.
God is cruel; sometimes he makes us live.
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
December 09 2007 20:22 GMT
#10
it's the VS ladder, www.vsa.com.cn, ranks by levels but pretty much you can't get any games past lv13, people just use it to play games now less so for hardcore ladder practice.
caveman:caveman
Profile Joined August 2007
United States74 Posts
December 10 2007 00:34 GMT
#11
I watched the replay, and I'm certainly not a good player, but I do know that if the zerg player is abusing cliffs or just keeps vanishing and reappearing with his mutas, sometimes floating your factory (if you're not using it, which you weren't, as noted by the lack of a machine shop) to give you a bit more vision is helpful. Keep it pretty close to the turrets though, b/c you don't want him destroying your tech and you want to be able to land it and start making tanks when his lurks come.

I don't think this is prescriptive by any means, and I'm not even sure that this would have helped much against his very aggressive style, it's just a suggestion. :D

2 hatch mutas is very hard to play against, especially when I don't scout it :S
InfeSteD
Profile Blog Joined December 2006
United States4658 Posts
December 10 2007 01:57 GMT
#12
imo He just outplayed you. You could have done better. But his muta micro is way good, he could fuck up a lot of people besides you. Watch iloveoov and boxer's games around 2004 when they used to play against Julyzerg. Gives you a good idea of timing and turret placement

w/e
HonkHonkBeep
Profile Blog Joined September 2007
China353 Posts
December 10 2007 02:07 GMT
#13
On December 10 2007 10:57 InfesTeD]i[ wrote:
imo He just outplayed you. You could have done better. But his muta micro is way good, he could fuck up a lot of people besides you. Watch iloveoov and boxer's games around 2004 when they used to play against Julyzerg. Gives you a good idea of timing and turret placement



It's not a simple matter of him being outclassed, because he was in a position to win even if the guy he was playing is better than him overall.
God is cruel; sometimes he makes us live.
Agavond
Profile Blog Joined December 2007
448 Posts
Last Edited: 2007-12-10 07:07:42
December 10 2007 07:05 GMT
#14
On December 10 2007 05:20 HonkHonkBeep wrote:
Your macro also was lacking, because you had like 10 marines when his mutas came; even if they are 45 seconds earlier than a 3 hatch muta build you should have more than that. That many rines is basically asking him to just rape them all with muta and then terrorize your base for the next 5 minutes.

In the case of this particular game placing the 3 turrets in main spread out on the left side of the base was bad. When Terrans do that it's to buy time for marines to come save from the mutas, not to actually combat the mutas. That requires a large marine force. When you're making turrets because they're actually necessary to your survival because the mutas are fucking all your shit up you need to clump them together a lot more.

After that point it was just downhill, those points that I said are what I see as having been the major losing points.



I agree with everything HonkHonkBeep said. but the TWO major reasons why you lost was macro and your turret placement. if you had your turrets clumped together (like 4 on expo and 3-4 on main) you wouldn't have had such a pain dealing with those mutas. when i mean clump up your turrets, i mean in a straight line protecting scvs. while you're teching to Science Vessels to irradiate mutas.

FYI: spread your depots out so it's easier to protect your depots with marines.

Your macro wasn't as good as it should have been. by estimating you should have had at least 2 groups of marines. one of the groups protecting your expo and the other protecting your main. also if those mutas can't get into your mineral line then they will definitely go for you supply depots.
O.oSins Since Op Cal
w3jjjj
Profile Joined April 2007
United States760 Posts
December 15 2007 05:13 GMT
#15
poof, download limit reached for the file.....i wanna see....
Chuck Norris can salvage his opponent's structures.
houseurmusic
Profile Blog Joined September 2006
United States544 Posts
December 15 2007 18:31 GMT
#16
On December 15 2007 14:13 w3jjjj wrote:
poof, download limit reached for the file.....i wanna see....


word
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
December 15 2007 18:49 GMT
#17
sorry i saved the replay on a pc bang computer so i don't have it anymore
Funnytoss
Profile Blog Joined August 2007
Taiwan1471 Posts
December 15 2007 21:43 GMT
#18
http://www.esnips.com/doc/8caccf61-5fa5-4dc5-8d61-290b08c827e6/bug

Here's the file for those that are interested.
AIV_Funnytoss and sGs.Funnytoss on iCCup
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