3 Hatch Muta Build Order demo

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  • เผยแพร่เมื่อ 24 ธ.ค. 2024

ความคิดเห็น • 9

  • @jjjj-pt5tm
    @jjjj-pt5tm 3 ปีที่แล้ว

    Thanks dude

  • @yeon723
    @yeon723 4 ปีที่แล้ว

    Do you scout at all? which drone would have scouted?

    • @thedahlmann4582
      @thedahlmann4582 4 ปีที่แล้ว

      I think at 12 supply you should send out your scouting drone

    • @jjjj-pt5tm
      @jjjj-pt5tm 3 ปีที่แล้ว

      I always do- overlord- drone 10 scout, drone 11 natural

    • @jakeplisskenarchive
      @jakeplisskenarchive  3 ปีที่แล้ว

      Sorry for the very late response, but just in case anyone else is wondering the same thing - at 12 supply you send two drones out. One makes the hatchery and the other scouts. I simply forgot to show that here. In prior days you could get away without scouting, but with today's proliferation of gas builds you really need to see their gas with your scouting drone, since it greatly affects your build. This build is designed to counter the two most common bio builds I mentioned - 2 rax academy and +1 5 rax.

    • @yeon723
      @yeon723 3 ปีที่แล้ว

      @@jakeplisskenarchive thanks, is it really a strong build still? I heard that 2 hatch muta is stronger and more of the current meta

    • @jakeplisskenarchive
      @jakeplisskenarchive  3 ปีที่แล้ว

      @@yeon723 3 hatch is a very safe way of playing, but it doesn't give Zerg many chances for a midgame advantage. The key principle behind 3 hatch muta's viability is that the third base is concretely defended - the window between the base being vulnerable and lurkers appearing on the ramp is very small (mutalisks buy time in this short window), after which Zerg is fairly stable and has a simple gameplan. With 2 hatch muta, the third base is defended by the threat of lethal mutalisk damage rather than direct unit defense. Generally, the earlier mutalisk threat from 2 hatch muta is sufficient to take an undefended third base as the Terran can't leave their own base undefended, but the game is more volatile. If Terran makes a positioning mistake, the mutas can run roughshod through their base - if Zerg loses their mutas, then all their bases are naked and they die to a counterattack. A player's muta control can radically swing the game in either direction.
      The primary reason pros are favoring 2 hatch is the proliferation of gas builds by Terran. Gas builds are greedy. Terran spends a lot of time and money building infrastructure and units like vultures, wraiths, or goliaths which are all terrible versus mutalisks (in small numbers). Since marine counts are extremely low, 2 hatch forces out early turrets and gives immediate winning chances. In contrast, the 3 hatch mutalisk threats are minimal, and with proper adjustment, it is a decent macro build. The problem is that it gives Terran room to breathe through the scariest section of the game for them, when they have a small and eclectic set of fragile factory units.
      Another small advantage of 2h is that the faster mutas can chase away any gatekeeping vultures and allow a drone out onto the map and expand 30 seconds faster than 3h mutas, potentially putting 2h ahead in terms of economy. A 3h player would love to expand extremely fast against a gas build since it can't be pushed early, but often they can't because a vulture kills anything that leaves the natural.
      These advantages are very minor, so as a sub-S level player there's nothing wrong with using 3 hatch muta, especially if you don't spend hours practicing muta micro. Queen played 3hm in ASL the other day, so it can't be too bad!