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How can players (or viewers) tell whether their muta harass is effective or not? Sometimes I see zerg players destroying so many units and buildings for several minutes, only to still lose to a one base Terran later on.
In a recent game pro match, the zerg took out the terran's ebay, 1-2 barracks, tons of turrets, some scvs, and marines/medics. He pushed the Terran back to the main. He even took out the first valkyrie, I believe. And then somehow the Terran pushes back and the zerg loses.
So what I wanna know is, how do you know whether you've done enough when harassing with mutas?
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It depends on the zerg drone count. Sometimes when you see the zerg inflicting terrible terrible damage it is an all-in and the drone count is very low. If the terran can just survive its economy might be stronger than zergs.
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Can anybody explain what is there to stop the zerg from infesting Terran's natural expansion CC? 1 Queen and 1 Queen's nest is just 300 minerals and 200 Vespene gas. It is not very expensive. The Queen makes the mutalisk stack became artillery since upon 750 damage Terran loses a CC and you gain a building in the Terran base. Let me remind you zerg units are really low hp and suddenly you overturn that with the infested CC, they have to concentrate fire on a 1500hp building if left unchecked will make Infested terrans that can take out multiple SCVs in an instant. May I remind you that is how terran loses when mutalisks and zerglings make a two pronged attack? You will be let off from the marine pressure. You just have to keep making infested terrans to keep the pressure high.
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On September 12 2024 10:17 29 fps wrote: How can players (or viewers) tell whether their muta harass is effective or not? Sometimes I see zerg players destroying so many units and buildings for several minutes, only to still lose to a one base Terran later on.
In a recent game pro match, the zerg took out the terran's ebay, 1-2 barracks, tons of turrets, some scvs, and marines/medics. He pushed the Terran back to the main. He even took out the first valkyrie, I believe. And then somehow the Terran pushes back and the zerg loses.
So what I wanna know is, how do you know whether you've done enough when harassing with mutas? Zerg rely on larvas, which completely change the equation compared to other races. Whenever you make a military unit as zerg, you are not making a drone.
If Terran is losing a ton of units but slowly manages to tech up, there will be a point where zerg is hopelessly behind if all they have done is pump mutas.
On the current metagame, mutas are designed to keep terran in their base while you take a third, inflict economic damage by taking some scvs out and force expensive turrets and reduce marine count while zerg takes a third and techs towards lurker and defiler that alone will allow him to beat a teched-up terran push.
So the games you talk about are all ins from the zerg players. You can see that your harassment is very successful, ditch the traditional plan and just keep making mutas to end the game right there. But you are committed, and if Terran survives, you are dead. Because a 2 tank + vessel + mm is basically unstoppable if you don’t have the corresponding tech, namely lurkers and defilers.
I hope this answers that.
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On September 17 2024 01:47 mtcn77 wrote: Can anybody explain what is there to stop the zerg from infesting Terran's natural expansion CC? 1 Queen and 1 Queen's nest is just 300 minerals and 200 Vespene gas. It is not very expensive. The Queen makes the mutalisk stack became artillery since upon 750 damage Terran loses a CC and you gain a building in the Terran base. Let me remind you zerg units are really low hp and suddenly you overturn that with the infested CC, they have to concentrate fire on a 1500hp building if left unchecked will make Infested terrans that can take out multiple SCVs in an instant. May I remind you that is how terran loses when mutalisks and zerglings make a two pronged attack? You will be let off from the marine pressure. You just have to keep making infested terrans to keep the pressure high. Because at that point of the game, your mad will be absolutely murdered before you can inflict 750 damage to that cc, and that repairing a cc is extrelely quick and easy.
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On September 17 2024 06:54 Biff The Understudy wrote:Show nested quote +On September 17 2024 01:47 mtcn77 wrote: Can anybody explain what is there to stop the zerg from infesting Terran's natural expansion CC? 1 Queen and 1 Queen's nest is just 300 minerals and 200 Vespene gas. It is not very expensive. The Queen makes the mutalisk stack became artillery since upon 750 damage Terran loses a CC and you gain a building in the Terran base. Let me remind you zerg units are really low hp and suddenly you overturn that with the infested CC, they have to concentrate fire on a 1500hp building if left unchecked will make Infested terrans that can take out multiple SCVs in an instant. May I remind you that is how terran loses when mutalisks and zerglings make a two pronged attack? You will be let off from the marine pressure. You just have to keep making infested terrans to keep the pressure high. Because at that point of the game, your mad will be absolutely murdered before you can inflict 750 damage to that cc, and that repairing a cc is extrelely quick and easy. I have seen games recently that terran just sits on ~600hp CC. Of course, it will pull aggro away from the mutalisks if Terran focuses on the repair because marines cannot maneuver near the CC. If you have watched it, they are quite pathetic around the CC. You get a huge advantage if you can force the marines near the CC. I am just saying 300 minerals & 200 gas is just a drop in the bucket. I have never seen 9 mutalisks doing more than what 6 mutalisks haven't done already. Notice, July started the current 6 mutalisk rush meta. When he started the 6 muta rush, terrans didn't know what hit them - same as how Jaedong revolutionized ZvP. I just wish there was a logical follow up to that plan because let us face it: zerg meta revolves around map control. Mutalisks and queens are the fastest units in the game. They can be anywhere so long as you point them. Even the 2nd game of the group E between JD vs Light, it came down to mutalisks being where they were supposed to be. PS: all I wanted to say is there hasn't been any change to meta like July has done it.
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muta harass is not to deal damage, but to buy time to secure third/get defilers.
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I think that is how you buy time: by dealing damage. I'm not suggesting any less, in fact more. How long can 6 mutalisks bring a CC down to half hp? I calculate precisely 17.5 seconds.
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United States9913 Posts
On September 17 2024 20:36 mtcn77 wrote: I think that is how you buy time: by dealing damage. I'm not suggesting any less, in fact more. How long can 6 mutalisks bring a CC down to half hp? I calculate precisely 17.5 seconds. That assumes nothing shooting back at it lol.
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On September 18 2024 00:50 FlaShFTW wrote:Show nested quote +On September 17 2024 20:36 mtcn77 wrote: I think that is how you buy time: by dealing damage. I'm not suggesting any less, in fact more. How long can 6 mutalisks bring a CC down to half hp? I calculate precisely 17.5 seconds. That assumes nothing shooting back at it lol. Mutalisks are disposable. On the contrary, infesting a CC is not. That is what I want to extrapolate. What happened to playing zerg with grit, holding nothing back, rushing without any recourse? Hero making the last zerglings versus JyJ? Imagine a rush with 6 mutas and 1 queen. It would be as glorious as Jaedong dispatching the first corsair. PS: OK, I see what you mean. It takes 6 marines %75 the time to dispatch 6 mutalisks even without concentrating fire. PS 2: Oh, I've found the perfect analogy. How many games have involved the zerg destroying 4 missile turrets? That is the time needed for the CC rush.
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Your mutas will die in second if they stand still. I don’t know what you are getting at.
If your mutas can shoot at the cc while surviving turret and stimmed marines you have already won the game. Mutas are meant to poke, kill an scv, a turret or a few marines and run back because they get obliterated if they take a static engagement. 17,5 seconds ignoring stuff shooting back at them is 12 more seconds than it takes a group of marines to kill a control group of mutas.
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On September 18 2024 06:33 Biff The Understudy wrote: Your mutas will die in second if they stand still. I don’t know what you are getting at.
If your mutas can shoot at the cc while surviving turret and stimmed marines you have already won the game. Mutas are meant to poke, kill an scv, a turret or a few marines and run back because they get obliterated if they take a static engagement. 17,5 seconds ignoring stuff shooting back at them is 12 more seconds than it takes a group of marines to kill a control group of mutas. 6marines shoot back 6 mutalisks in 13.23 seconds, or 12m 12 muta. Even stim packed marines shoot back in 6.615 seconds. You quoted 5.5. That is between 6 marines 5 mutalisks.
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United States9913 Posts
On September 18 2024 02:55 mtcn77 wrote:Show nested quote +On September 18 2024 00:50 FlaShFTW wrote:On September 17 2024 20:36 mtcn77 wrote: I think that is how you buy time: by dealing damage. I'm not suggesting any less, in fact more. How long can 6 mutalisks bring a CC down to half hp? I calculate precisely 17.5 seconds. That assumes nothing shooting back at it lol. Mutalisks are disposable. On the contrary, infesting a CC is not. That is what I want to extrapolate. What happened to playing zerg with grit, holding nothing back, rushing without any recourse? Hero making the last zerglings versus JyJ? Imagine a rush with 6 mutas and 1 queen. It would be as glorious as Jaedong dispatching the first corsair. PS: OK, I see what you mean. It takes 6 marines %75 the time to dispatch 6 mutalisks even without concentrating fire. PS 2: Oh, I've found the perfect analogy. How many games have involved the zerg destroying 4 missile turrets? That is the time needed for the CC rush. Depending on the stage of the game lol. Mutas are not necessarily just disposable until you at minimum get a lot of damage with them or your lurkers have finished.
Also in this hypothetical CC rush, the Terran has totally lost control of their fingers and cannot order SCVs to repair the CC, for turrets to shoot and kill mutas, and for marines to reinforce and also deal with mutas. This is not consistent with reality.
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Northern Ireland22758 Posts
On September 18 2024 02:55 mtcn77 wrote:Show nested quote +On September 18 2024 00:50 FlaShFTW wrote:On September 17 2024 20:36 mtcn77 wrote: I think that is how you buy time: by dealing damage. I'm not suggesting any less, in fact more. How long can 6 mutalisks bring a CC down to half hp? I calculate precisely 17.5 seconds. That assumes nothing shooting back at it lol. Mutalisks are disposable. On the contrary, infesting a CC is not. That is what I want to extrapolate. What happened to playing zerg with grit, holding nothing back, rushing without any recourse? Hero making the last zerglings versus JyJ? Imagine a rush with 6 mutas and 1 queen. It would be as glorious as Jaedong dispatching the first corsair. PS: OK, I see what you mean. It takes 6 marines %75 the time to dispatch 6 mutalisks even without concentrating fire. PS 2: Oh, I've found the perfect analogy. How many games have involved the zerg destroying 4 missile turrets? That is the time needed for the CC rush. Find some half decent players, streamline your build for this infest timing attack idea and let us know how you get on testing it out
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Alternatively look at some pro games and try to imagine what happens if 6 mutas were too shoot at a CC non stop for 17 seconds.
You will notice the mutas avoid staying still. The biggest target they usually attack are turrets. They are extremely fragile.
Keep also in mind that by the time you get queen, terran will have ample defenses.
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When you get ultras you should just get a queen with no upgrades, parasite the vessels and infest a command center. In a chaotic game CCs often get lifted late, below 750 hp. Sometimes I take 3-4 mutas from earlier and attack a slowly flying CC as well - even if it started with 1000 hp it can probably get down low enough when it's being defended primarily by irradiate
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On September 17 2024 06:50 Biff The Understudy wrote:Show nested quote +On September 12 2024 10:17 29 fps wrote: How can players (or viewers) tell whether their muta harass is effective or not? Sometimes I see zerg players destroying so many units and buildings for several minutes, only to still lose to a one base Terran later on.
In a recent game pro match, the zerg took out the terran's ebay, 1-2 barracks, tons of turrets, some scvs, and marines/medics. He pushed the Terran back to the main. He even took out the first valkyrie, I believe. And then somehow the Terran pushes back and the zerg loses.
So what I wanna know is, how do you know whether you've done enough when harassing with mutas? Zerg rely on larvas, which completely change the equation compared to other races. Whenever you make a military unit as zerg, you are not making a drone. If Terran is losing a ton of units but slowly manages to tech up, there will be a point where zerg is hopelessly behind if all they have done is pump mutas. On the current metagame, mutas are designed to keep terran in their base while you take a third, inflict economic damage by taking some scvs out and force expensive turrets and reduce marine count while zerg takes a third and techs towards lurker and defiler that alone will allow him to beat a teched-up terran push. So the games you talk about are all ins from the zerg players. You can see that your harassment is very successful, ditch the traditional plan and just keep making mutas to end the game right there. But you are committed, and if Terran survives, you are dead. Because a 2 tank + vessel + mm is basically unstoppable if you don’t have the corresponding tech, namely lurkers and defilers. I hope this answers that.
This is a great answer.
Just keep in mind that mutas do not scale well at all into the late game once Terran has good upgrades and vessels out. The longer the game goes on, the less affective they will be. It's why I think the most vulnerable window for Zerg is that timing push Terrans will make right before defilers are out and zerg only has static D and mutas to rely on for defense.
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On September 19 2024 00:08 FlaShFTW wrote:Show nested quote +On September 18 2024 02:55 mtcn77 wrote:On September 18 2024 00:50 FlaShFTW wrote:On September 17 2024 20:36 mtcn77 wrote: I think that is how you buy time: by dealing damage. I'm not suggesting any less, in fact more. How long can 6 mutalisks bring a CC down to half hp? I calculate precisely 17.5 seconds. That assumes nothing shooting back at it lol. Mutalisks are disposable. On the contrary, infesting a CC is not. That is what I want to extrapolate. What happened to playing zerg with grit, holding nothing back, rushing without any recourse? Hero making the last zerglings versus JyJ? Imagine a rush with 6 mutas and 1 queen. It would be as glorious as Jaedong dispatching the first corsair. PS: OK, I see what you mean. It takes 6 marines %75 the time to dispatch 6 mutalisks even without concentrating fire. PS 2: Oh, I've found the perfect analogy. How many games have involved the zerg destroying 4 missile turrets? That is the time needed for the CC rush. Depending on the stage of the game lol. Mutas are not necessarily just disposable until you at minimum get a lot of damage with them or your lurkers have finished. Also in this hypothetical CC rush, the Terran has totally lost control of their fingers and cannot order SCVs to repair the CC, for turrets to shoot and kill mutas, and for marines to reinforce and also deal with mutas. This is not consistent with reality. I think you underestimate the reasoning. Considering the zerg game plan in three sections; 1. The early game when you don't have the economy, 2. The midgame when you have the economy, but not the hatcheries and larvae, 3. Lastly, the end game when you have both the economy and the larvae to make everything, mutalisks fit the midgame very well. Any good zerg pro avoids zergling rushes these days. If you make zerglings, you will be underproducing from your hatcheries in the early game and midgame when you don't have sufficient hatcheries. Mutalisks are quite efficient if you could avoid making zerglings altogether. I get that at early game, none of these units are game winningly decisive. You can make zerglings work at late game not just because you have defilers and ultralisks to cover them, but also because "you have the hatcheries" to make them. More hatcheries without pushback from the Terran is pretty much instant win condition which should be discussed in my opinion and not taken for granted just like how you don't take my idea for granted. It is evident zerg will have more minerals than larvae at early game when it is feasible to throw down another hatchery; however with present hatcheries in place and equal mineral:larvae flow you should get more out of mutalisks than zerglings that offer no map control past static defences. Mutalisks can choose to avoid incoming fire and spice things up. I'm just looking to find new ways for that. We already have late "midgame strategies" such as guardian rushes that fall flat spectacularly. I just think there are not the only midgame strategies that develop into late game. It is just a question of economy.
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United States9913 Posts
On September 20 2024 23:13 mtcn77 wrote:Show nested quote +On September 19 2024 00:08 FlaShFTW wrote:On September 18 2024 02:55 mtcn77 wrote:On September 18 2024 00:50 FlaShFTW wrote:On September 17 2024 20:36 mtcn77 wrote: I think that is how you buy time: by dealing damage. I'm not suggesting any less, in fact more. How long can 6 mutalisks bring a CC down to half hp? I calculate precisely 17.5 seconds. That assumes nothing shooting back at it lol. Mutalisks are disposable. On the contrary, infesting a CC is not. That is what I want to extrapolate. What happened to playing zerg with grit, holding nothing back, rushing without any recourse? Hero making the last zerglings versus JyJ? Imagine a rush with 6 mutas and 1 queen. It would be as glorious as Jaedong dispatching the first corsair. PS: OK, I see what you mean. It takes 6 marines %75 the time to dispatch 6 mutalisks even without concentrating fire. PS 2: Oh, I've found the perfect analogy. How many games have involved the zerg destroying 4 missile turrets? That is the time needed for the CC rush. Depending on the stage of the game lol. Mutas are not necessarily just disposable until you at minimum get a lot of damage with them or your lurkers have finished. Also in this hypothetical CC rush, the Terran has totally lost control of their fingers and cannot order SCVs to repair the CC, for turrets to shoot and kill mutas, and for marines to reinforce and also deal with mutas. This is not consistent with reality. I think you underestimate the reasoning. Considering the zerg game plan in three sections; 1. The early game when you don't have the economy, 2. The midgame when you have the economy, but not the hatcheries and larvae, 3. Lastly, the end game when you have both the economy and the larvae to make everything, mutalisks fit the midgame very well. Any good zerg pro avoids zergling rushes these days. If you make zerglings, you will be underproducing from your hatcheries in the early game and midgame when you don't have sufficient hatcheries. Mutalisks are quite efficient if you could avoid making zerglings altogether. I get that at early game, none of these units are game winningly decisive. You can make zerglings work at late game not just because you have defilers and ultralisks to cover them, but also because "you have the hatcheries" to make them. More hatcheries without pushback from the Terran is pretty much instant win condition which should be discussed in my opinion and not taken for granted just like how you don't take my idea for granted. It is evident zerg will have more minerals than larvae at early game when it is feasible to throw down another hatchery; however with present hatcheries in place and equal mineral:larvae flow you should get more out of mutalisks than zerglings that offer no map control past static defences. Mutalisks can choose to avoid incoming fire and spice things up. I'm just looking to find new ways for that. We already have late "midgame strategies" such as guardian rushes that fall flat spectacularly. I just think there are not the only midgame strategies that develop into late game. It is just a question of economy. I'm not sure how anything you've just said is relevant at all to my comment.
Also, Guardian hydra builds are real builds and do not fall flat spectacularly. I'm not sure what level of games you watch or play at but there's a reason no one in this thread thinks any of your ideas are worth their merit.
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https://m.youtube.com/watch?v=8iD9Dn9d1rY
Mtcn, here is a game where a Guardian build almost takes out Flash.
Also please watch that game and find a moment where 6 mutas could have spent 15 seconds hitting at a CC without getting wiped out. It wouldn’t be 15 seconds since the scvs would repair but nevermind.
It seems to me that you are theorizing without all that much knowledge of the matchup and the meta. That’s fine, but you can trust someone like FlashFTW who really, really knows his stuff when he tells you something doesn’t make sense.
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