Edit: I'm asking because I was unable to find a good guide about it and in my honest opinion the liquipedia guide to 3 hatch muta is not very good.
Late Game ZvT Help
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Anc13nt
1557 Posts
Edit: I'm asking because I was unable to find a good guide about it and in my honest opinion the liquipedia guide to 3 hatch muta is not very good. | ||
XenOsky
Chile2142 Posts
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JakePlissken
55 Posts
On June 30 2019 13:44 XenOsky wrote: get ultras on 4 gas Yup. More specifically, you don't really want to counterattack before four gas unless they are being really greedy with expanding. The main reason is that you can't afford defilers AND ultras, their respective upgrades, and melee+carapace upgrades on three gas, and you really want all of those before you start a sustained fight with the Terran. You can mix and match to perform a one-time attack, but you're never on even footing in terms of army until you have all of those upgrades, so your goal is to establish four gas (and 8+ hatcheries, also very important), get upgraded, and only then start the fight. Generally you will open with +1 ground carapace and add a second evo right before it finishes so you will have synchronized 1 melee 2 carapace and 2 melee 3 carapace. If everything goes perfectly, both ultra upgrades and metasynaptic node finish right as you get +2 melee and +3 ground carapace. Then you have defilers with plague, 5/3 ultralisks, and 3/2 cracklings, which is a nightmare for any Terran when controlled well. If they're still on SK, their vessel count and desperate drops are the only thing keeping them in the game. If they mech switched, you probably want supplementary queens, hydras, or mutas depending on how you like to play. When do you get all this stuff? To be honest, past defiler mound I just wing it. I'm usually so busy defending that everything is late. I just make things when I can and try to fast-track my way to the above checklist of upgrades before I attack. I'm sure there are recommendations for builds all the way into late game, but situations where you'd actually be able to follow it precisely are rare. Having a general idea of the order things should come in is better in my opinion. For me, after hive finishes, it's defiler mound, nydus canal, second evo chamber, consume, adrenal glands. Once consume is done, push down your third's ramp with 4 lurkers and dark swarm and build the fourth base. Add ultra cavern, and finally a second nydus to the fourth base. Get upgrades as soon as they are available. Everyone seems to do a different order. I make these things in groups all at once, because I'm usually floating the money and/or I'm distracted and not multitasking well. To be honest, the hardest part is just getting to a stable, defended, four gas economy with Terran dropping, tank pushing, battlecruiser-ing, etc. Once you get ultras out, the game pretty much plays itself. Attack with everything, bring a couple defilers. Take a fifth and sixth base to secure the late game, and round out your upgrades with drop and overlord speed if you don't have them. | ||
KameZerg
Sweden1736 Posts
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RowdierBob
Australia12659 Posts
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LaStScan
Korea (South)1288 Posts
On July 02 2019 11:36 RowdierBob wrote: The newish Guardian/hydra builds are pretty cool. Watch some of Sacsri’s games from recent KCM final. He executed it really well. Here's another one I've released an awesome optimized guardian/hydra from 2hatchery tech opening. Sacsri's 3 hatchery opening is quite difficult due to the no air upgrade, more multitasking required(IMO) | ||
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