I'm getting frustrated for a bit now. Any idea how do I determine if a Zerg player is going early Mutas ?
Like maybe 1 gas or so ? What timing usually will Mutas be out if he goes early Spire ? If I spot Spire, should I start blink research right away or just build more stalkers and then do blink research ?
blink and stalkers is a good option anyway. id suggest getting some more observers to put in places to see the mutas coming. its generally good to drop a few cannons to help too. you'll get better with time
But usually what makes some early-mid mutas ? Anything related to gas ? Like early 2 games or something? Really frustrates me when I'm losing to such strat. I know I shouldn't because I should instead accept the lost and overcome the mistake. But kills me to see I get pwned by early mutas.
i big hint might be no third base - very easy to check too
can't really give any pointers without replays but I would suspect you aren't scouting as well as you could be
Yeah sometimes I forget to scout. Maybe mainly because of that , or I scout with obs but I didn't scout his Spire soon enough. But I will send in a replay or 2 , when I'm on my SC2 desktop.
The main one is your build order doesn't make any sense and you're trying to beat a 3 base zerg with 1 base 5 gate forge colossus.
Mutalisks are not your concern. Your concern is that your fundamentals need a bit of work.
You can learn a solid Forge Fast Expand build or do a 1 gate FE build. Have ones suggested to you by actual protoss's (I'm a terran but I can still see your problems).
Other then that you're going to have to learn how to actually attack a Zerg. You didn't lose that game because of mutalisks, you lost it because you were getting beaten economically and didn't attack before his superior economy kicked in and your chance to win disappeared.
If you haven't already; turn on the Display Build Grid option in gameplay options, having those lings sneak in and do damage at the start shouldn't happen regardless of which strategy you're doing and a lot of PvZ strategies rely on good walls to play well vs lings.
Best option for new players is a 3 gate expand, once you feel like you have a good grip on your game reading go for forge fast expands. 1 gate expands can work, but they rely on even better game reading and are better when the majority of the zergs don't take gas as they do at the higher levels (because early gas isn't as useful against forge fast expand).
You can support about 4 production structures per-base as a general rule, you can use that to do a quick sanity check on each of the openings, 5 gates, a robo + faciliy and a forge is too many, 4 gates is "all in" in that it will spend all your resources and won't let you expand if you're building units out of all of them on cue, 3 gate will be able to get the expand, but later than a 1 gate and forge expand.
The mutalisks were almost irrelevant, even that baneling attack (that did a lot of damage wiping out most of your stalkers and your sentries) was kind of irrelevant just because he was so far ahead from his normal expansion timings.
Forcing drones is more important once you've got a grip on the basics, you're not quite there yet, it's almost better to remove if from your mind until you get the basics down just because it might end up with you being over-aggressive and losing and not learning much from it. It wasn't the reason you lost this game.
Last edited by Dingobloo; Wed, 8th-Aug-2012 at 8:15 PM.
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