I finally got promoted to silver, very weird because it started me off ranked 7th, then it gets weirder because I lost my 1st game in silver and was promoted to rank 4.
I'll be on if anyone wants to do practice 1v1's or grp or something. SkillGlitch.872
How do you guys deal with mutas, playing as terran? The terrans have next to nothing to counter them as far as I can see. Sure, a frontal assault might be balanced enough by the terran counter but as harassment, I find it impossible to counter them.
Sorry if it has been discussed before, didn't find anything yet about it.
How do you guys deal with mutas, playing as terran? The terrans have next to nothing to counter them as far as I can see. Sure, a frontal assault might be balanced enough by the terran counter but as harassment, I find it impossible to counter them.
Sorry if it has been discussed before, didn't find anything yet about it.
7) I haven't really worked w/thors much (so slow), but I hear they're good against mutas, esp b/c of the splash. Unfortunately the splash range is tiny. One danger to be aware of is: the zerg can move the mutas over the thor & hit "stop". If you tell them to stop, the mutas spread out automatically, severely reducing the thor's splash potential. And when moving around, if you don't click too near the group of mutas, they won't clump.
see: http://www.youtube.com/watch?v=68H8FeZHkWg
I fucking hate mutas. Argghhhh lol. I play mostly terran right now... would like to be random, but I suck too much at zerg. I've struggled with/still struggle with muta harass, but here are my thoughts:
1) Don't get surprised by mutas. It's totally reasonable to use your 2nd or 3rd batch of 50 energy to scan (instead of mule). If they're going muta, they can only get them so early. (And small numbers of mutas aren't that big of a deal.) So between scans, scouting by attacking, scouting by reaper harass, scouting by helion harass, etc you should know when that spire went down.
(Also doesn't hurt to familiarize yourself with when your zerg opponents are getting their mutas out--use that nifty in-game clock.)
2) Missile turrets are quite strong & will hold off small numbers of mutas. That said, if they have like 20 mutas, 2 or 3 turrets won't do shit. But for small numbers, usually the zerg starts with at least 4 mutas. So if you throw down say 2 turrets at the main & at the natural, you've only expended half as many resources to shield yourself. (on the flip side, your turrets are waaaaay less versatile)
3) Mutas are expensive. They require lair + spire, then 100/100 to build. A zerg trying to get these early is going to have to make sacrifices elsewhere. A zerg pumping mutas won't have enough gas left to make a meaningful number of say hydras; large numbers of banelings are also out of the question. Again, scout scout scout. Just b/c you see mutas doesn't mean the zerg is massing them; be wary of tech switches.
4) Vikings outrange mutas by a lot. You can use vikings to keep mutas at bay, cause damage while they attack other things, draw them toward your marines, etc. Vikings are also generally useful for harassment.
5) Try not to let the zerg get like 20 mutas at once. At 2000/2000 in cost, you would've had to been sitting on your ass for a quite a while to allow this to happen. Be aggressive and harass early. Don't let your opponent rest. If they have to expend resources building a ground army to trade w/you, they won't have as much left for mutas.
6) Don't leave your army without anti-air. Also there's no need to pull your whole army to fight off harassment. Tanks, marauders, etc can't help--could be a good time to attack.
7) I haven't really worked w/thors much (so slow), but I hear they're good against mutas, esp b/c of the splash. Unfortunately the splash range is tiny. One danger to be aware of is: the zerg can move the mutas over the thor & hit "stop". If you tell them to stop, the mutas spread out automatically, severely reducing the thor's splash potential. And when moving around, if you don't click too near the group of mutas, they won't clump.
see: http://www.youtube.com/watch?v=68H8FeZHkWg
8) stim'd marines are really mobile. Consider stimming to get them where the mutas are faster. (Don't build an army of just marines b/c you fear mutas. Banelings will annihilate you.)
Basically, scout so you know when/if mutas are coming. It doesn't hurt to prepare some static defenses. Keep the aggression and/or harassment up so that the zerg doesn't have a chance to comfortably mass mutas. Your unit choices are marine, viking, and thor. Which one(s) you pick are pretty much up to you (though w/pure vikings, you will need to outnumber the mutas or you lose).
Great video. When I end up as Zerg, I tend to avoid mutas against Terran as (in the past) I've had to make multiple control groups to keep them spread out. This makes it so much easier .
Oh no. I don't want to be helping zerg players use fucking mutas But really mutas are quite strong in the terran match up. You're pretty likely to run into people with unguarded expansions or widely spread out expansions. Maybe you don't want to slam into their main army w/mutas, but definitely abuse your mobility by bouncing between bases, pew pew pew a few times, and move on.
Drivenbyvoltage, I definitely believe in the usefulness of turrets. If nothing else they buy time till the marines arrive. And some zergs will be straight up deterred by them. 100 minerals isn't really thaaat much (repair them!), and if they can save 2 scv's or kill a muta, then it was probably worth it? But sure, if the zerg has a lot of mutas, your turrets are boned. Best bet then is probably to counter-attack their base b/c you'll never chase down any group of mutas & zerg should be avoiding stand up fights.
instead of turrets, why not a bunker full of marines? it costs more initially but it can be mobile, and can be salvaged later on. it'll be more robust as well.
I haven't found many maps that would allow enough space behind the mineral line to build bunkers. You'd have to build them at the sides and still not have full coverage of the mineral line. Turrets outrange the bunkers once you apply the upgrade. I went also for the +2 armor upgrade.
Even if they do this, it takes 16 mutas to kill one thor lol7) I haven't really worked w/thors much (so slow), but I hear they're good against mutas, esp b/c of the splash. Unfortunately the splash range is tiny. One danger to be aware of is: the zerg can move the mutas over the thor & hit "stop". If you tell them to stop, the mutas spread out automatically, severely reducing the thor's splash potential. And when moving around, if you don't click too near the group of mutas, they won't clump.
see: http://www.youtube.com/watch?v=68H8FeZHkWg
Turrets are amazing vs. Mutas...
It's not worth it to the zerg to take out a turret with mutas if they wind up losing even one muta. Also, when zerg have enough mutas to actually kill a turret (assuming you haven't just a-moved into his base and killed him by then), it gives you enough time to stim your marines in to ward them off. Marines massacre mutas.
Most zerg do just keep ~8-10 mutas in the air to harass and ward off drops though, because massing mutas at 100/100 a pop means you have barely any ground force, and mutas are terrible in a head to head engagement. So in that scenario 2-3 turrets at each expo etc. are incredibly effective at warding them off.
Even if they do this, it takes 16 mutas to kill one thor lol
Damn, I suck balls at breaking fortified positions. Possibly/probably the answer is to just exert map control & never attempt a frontal assault? :/ (Fortified = siege tanks, cannons, crawlers, etc concentrated at a choke/entrance.)
How do you guys handle these sorts of things? Frontal assault is what I usually do, and it worked in the beginning when I was playing relatively bad opponents. But as they've been getting better, frontal assault costs me my whole army for not enough return on investment.
Lost a 2v2 w/glitchny probably due to me losing an army through frontal attack.
And played another 2v2 for lulz w/another friend (dual planetary rush) where we wiped out 1 guy & the other guy ran away and turtled (A LOT of photon cannons). So my friend and I built tanks & went in the front... only to get surprised by his large number of void rays D: Fail. If we had just exerted aerial control & kept an army at the enemy base, we would've had it.
yea we should have just waited and taken more of the map instead of trying to bust in there. It's the "defenders advantage" since they are entrenched it is very hard to remove them. I also should have gone more tank viking instead of messing around with builds.
I did go 5-1 in 1v1's after that though. 4 TvT, 1TvZ (loss, oh god did I mess up my build in a horrible horrible way) and 1TvP whom I spanked. Was getting sick of TvT as so far Vike+Tank has been unbeatable, and a lot of players forget to upgrade their Vikings.
The one close game I had was on Blistering sands and I had my natural, the 6 o'clock and the 3 o'clock expansions with 3 starports+reactors pumping vikings. Got to a point where I had so many he wouldnt stop them and he GG'd as I moved in on his natural (he hadn't expanded past there)
I've noticed most TvT if i can get them turtled I can just expand and out macro them to victory.