|
The Water Cooler Discuss unrelated topics. Keep it clean. Keep it nice. |
|
Thread Tools | Display Modes |
#1
|
|||
|
|||
hey ssd, step inside
How to counter mass muta:
http://www.teamliquid.net/forum/view...opic_id=287788 Math suggesting +1 shields > +2 armor vs muta: http://www.teamliquid.net/forum/view...opic_id=284868 Last edited by elxir; 12-21-2011 at 10:22 AM. |
#2
|
|||
|
|||
BTW, you'd almost never get +2 armor by the time mutas hit. If you FFE, you usually get +1 weapons first so zealots can 2 shot lings. I guess this is saying that that you get +1 shields over +1 armor as your next upgrade.
Also, mutas are predictable. If you see a **** ton of speedlings with no other real tech, than just assume mutas and cannon your mineral lines. |
#3
|
|||
|
|||
i already know how to stop it (thanks artosis!) but it doesn't matter since i'm probably barely gonna play 1's
|
#4
|
|||
|
|||
LF a new battlecraft partner.
|
#5
|
|||
|
|||
wow smush
wow... after all I've done for you Last edited by Radium; 12-21-2011 at 07:04 PM. |
#6
|
|||
|
|||
and ofc i play my first real game in plat and get rolled by mass muta
lol |
#7
|
|||
|
|||
Quote:
works for me most of the time |
#8
|
|||
|
|||
IMO (mass) muta is one of the easier builds to counter in pvz if you know how to and dont do f*ck-all (oh well).
In short: blinkstalkers, HTs, cannons, expos, harass --> gg at least until you meet those who dare to deploy this sly strategy against those who have an answer. |
#9
|
|||
|
|||
Quote:
|
#10
|
|||
|
|||
Why, you want to tell your male SC2 friends?
PS: you don't have to respond in mere minutes |
#11
|
|||
|
|||
I'm going to start making a push to masters.
Someone give me builds. Mine are all outdated. I'm figuring: -vs P, blink stalker + obs. I've heard about stargate play but that takes more APM than I have -vs T, I've heard 1 gate expand works but I dunno? Transitions into a 6 gate + immortal timing or the standard gateway + HT + collsosus mid-late game max army play. -vs Z, FFE is the easiest opener. But I don't have good transitions. Basically, I don't want to wade through the hundreds of TL posts for a few standard builds so someone that's not gold league give me some! |
#12
|
|||
|
|||
I've quit SC2 for quite some time now so forgive me if I'm a bit old fashioned.
vs P: Robo twilight (with defensive 3gate to deny desperate play) is the alternative to the stargate play you're referring to and requires less APM, although the meta-game against certain (easy) openings can be quite hard/unfamiliar so you might want to adopt a portion of this style. Getting into the habit of this style is a good option because it can compete with everything a protoss can throw at you at this point in time. http://www.teamliquid.net/forum/view...opic_id=249772 Defend against cannon rushes and proxy gates using cannons. vs Z: FFE into 6/7/8 gate (with blink OR colossi) timing/all-in should get you into masters. Just watch out for burrow in the case of blink. There are many builds but using FFE with said transition in this match-up is ridiculously easy for protoss to win up to masters. Don't let him drone up, snipe his hatcheries and expand aggressively yourself. FF placement and blink micro mastery helps tremendously here. Don't hesitate to sprinkle in some DTs tormenting his expos. You may also want to look up the standard opening 1 base void ray into expo. Not many protosses use this opening and I remember zergs to play sub-optimally against this. Scout after 9 pylon because of the sporadic 6pool. Defend by blocking the ramp and getting a cannon ASAP. vs T: Sentries were dear to me so I mostly opened with 1/3 gate sentry expand. I can't describe in short how to tackle this match up as T tends to display openings that require different answers so you will want to scout aggressively (as always), although generally against standard bio play, transitioning into gateway units + colossi, HT late-game will get you into masters, in case you expand aggressively. Every now and then T will open with cloaked banshees. Therefore if you anticipate anything in this direction, get an obs. If they do show up, just expand and defend until you have either a cannon or his banshees are killed which will often happen in order to gain the lead. You may also want to try this all-in called the 3/4 gate void ray all-in which may win you quite some games. 15 Nexus at big maps can also give you an edge. I'd suggest looking up guides on how to play against the different mech styles as well as the variety of all-ins T can and will deploy. Try to embrace the macro game. I see even diamond players play solely 2base or 3base games. Most SC2 players fear the macro game, so once you're able to survive all of their silly all-ins, you won't have reached a point at which you're barely able to improve. Additionally, macro games enhance your APM. If you really want to move up the ladder, you may want to analyze reps and read valuable TL texts. This takes up way less time than muddling around doing things which don't work in the first place. I found day9 and entertainment like Husky to be unhelpful. EDIT: upgrades are very effective in all match ups. Get even more (or expand) when you're ahead. Last edited by Knipchip; 12-28-2011 at 07:17 PM. |
|
|