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! [G] Mutalisk Guide - Page 5

Forum Index > Brood War Strategy
Post a Reply
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MoNKeYSpanKeR
Profile Blog Joined May 2007
United States2869 Posts
November 27 2007 14:20 GMT
#81
Didn't realize i was bumpign this like 4 months, saw a link to it in a closed thread and read the entire thing.
<3's Mani and Seraphim, thx for the second chance. TSL Name: TSL-mSLeGenD
SayaSP
Profile Blog Joined February 2007
Laos5494 Posts
November 27 2007 17:10 GMT
#82
I don't think it would be a problem, you provided a map and some people may have not seen this thread yet.
[iHs]SSP | I-NO-KI BOM-BA-YE | のヮの http://tinyurl.com/MLIStheCV , MLIS.
MoNKeYSpanKeR
Profile Blog Joined May 2007
United States2869 Posts
November 28 2007 01:00 GMT
#83
yay im a contributer!
<3's Mani and Seraphim, thx for the second chance. TSL Name: TSL-mSLeGenD
961254
Profile Joined November 2007
Canada47 Posts
November 28 2007 06:02 GMT
#84
thanks man very useful, i've really learned alot on how to use mutalisk effectively :p
-orb-
Profile Blog Joined September 2007
United States5770 Posts
November 28 2007 09:55 GMT
#85
Wow this is great.

Except I thought it was always a good idea to upgrade attack when going ZvT since w/o attack it takes 5 to snipe a marine, while with attack it only takes 4.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17743 Posts
Last Edited: 2007-11-28 11:38:39
November 28 2007 10:47 GMT
#86
Waste of min/gas. And by the time the upgrade finishes mutas would be useless. And why use money on upgrades when you make only like 9 mutas. Mutas arent used in zvt for an attacking unit. Mostly used for harassing and to buy time.

Edit. I cant believe i miss this thread. Finished reading. Finally understood why my mutas stopped while attacking. They have to be moving and have to attack where they are facing.
ils
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
Zergaphobia
Profile Joined November 2007
1 Post
November 29 2007 03:13 GMT
#87
Sorry if this has been ask (scanned first few pages and didn't see it) Ensare in a muta/muta fight, as all i didnt use queens at all then i saw a ZvZ pro Video and there were multiple times when ensare was used to slow and kill running muta, is it worth it? ive used it in my games but i am very low skill level and so is my training buddy (it worked well)
Zergaphobia-Fear of the Zerg
tKd_
Profile Joined February 2005
United States2916 Posts
November 29 2007 04:37 GMT
#88
On November 29 2007 12:13 Zergaphobia wrote:
Sorry if this has been ask (scanned first few pages and didn't see it) Ensare in a muta/muta fight, as all i didnt use queens at all then i saw a ZvZ pro Video and there were multiple times when ensare was used to slow and kill running muta, is it worth it? ive used it in my games but i am very low skill level and so is my training buddy (it worked well)


It is not worth it because you need to spend over 300 gas to get to this tech and use it, have more micro, and wait a long time to have the perfect timing to execute it. zvz is all about 1 small thing that can help you secure the game.
Terje
Profile Joined November 2007
Norway6 Posts
November 30 2007 15:26 GMT
#89
In the ZvZ part it said:
When you upgrade attack, dmg becomes 10, 3.33, 1.11, essentially an increase of 1.44 damage; however, when fighting an opponent who instead upgraded carapace, each of those hits gets reduced by 1, meaning it would become 9, 2.33, 0.11. The carapace-upgrade Mutalisks are taking 1.56 less damage per attack.

Im pretty new but i think i remember reading that an attack cant do less than 0.5 dmg, so if this is right the carapace mutas take only 1.17 dmg less. And in that case attack up would be more useful?
First post so, hey everyone ^^
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
Last Edited: 2007-11-30 15:55:12
November 30 2007 15:44 GMT
#90
Well,
10+3.33+1.11=14.44, 14.44-(9+3+1)=1.44 (The extra damage added from 0-1 when fighting 0-0)
8+(9/3)-1+(9/9)-1=10, 13-10=3 (The damage reduction from 1-0 when fighting 0-0)


(9+1-1)+(9+1)/3-1+0.5=11.83 (The damage of a 0-1 muta fighting 1-0 mutas)
9+3+1=13 (The damage of a 1-0 muta fighting 0-1 mutas)

That would be the stats with the classic method. However, I'm not sure whether you subtract the armor before or after the bounce reduction, in the case of explosive damage the armor is withdrawn before the exposive reduction. If that was the case for muta bounce then both grades would provide equal boosts. Anyone has ever tried it out?
Even a broken clock is right twice a day
Terje
Profile Joined November 2007
Norway6 Posts
November 30 2007 16:02 GMT
#91
8+(9/3)-1+(9/9)-1=10, 13-10=3 (The damage reduction from 1-0 when fighting 0-0)

this is wrong because (9/3)-1 = 2 and (9/9)-1 = 0.5 (because its the lowest damage possible.)

8+(9/3)-1+(9/9)-1=10.5, 13-10.5=2.5, so yeah its better, but not by as much as ure calculation said.
but anyway id assume both players would upgrade their mutas so they wouldnt fight 1-0 or 0-1 vs 0-0

1 atk vs 1 def is 9+2.33+0.5 (not 0.11) =11.83 (not 11.44)
1 def vs 1 atk is 13 dmg so i admit defeat, but get the math right.
Chill
Profile Blog Joined January 2005
Calgary25998 Posts
November 30 2007 16:17 GMT
#92
It should be mentioned that because damage is counted as either an integer or a half, the numbers won't work out exactly as mentioned above, but it was just to give an example.


I mean, if you want to do the exact math go ahead, but any way you calculate it getting Carapace is better.
Moderator
EternaLEnVy
Profile Blog Joined February 2009
Canada513 Posts
March 03 2009 06:07 GMT
#93
Whats cloning, is it just right clicking a unit with the scourge. I'm very new.
Hell in my head
Chill
Profile Blog Joined January 2005
Calgary25998 Posts
March 03 2009 06:12 GMT
#94
http://www.teamliquid.net/forum/viewmessage.php?topic_id=61389
Moderator
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
March 03 2009 06:14 GMT
#95
It's shift deselecting a unit from your group after you have told that group to do an action so that that single unit(or possibly more than one(i.e scourges killing a vessel)) will complete it's action and you can tell the rest of the group to do something else. It is done because it is faster than selecting one unit at a time manually.

Ex. You clone 2 scourges to kill a vessel in ZvT, then clone another 2 to kill a seperate one, repeat. (so there are many groups of 2 scourges that will target different vessels, using your scourge more efficiently
or
TvZ, cloning irradiates on lurkers/ultrlisks/defilers/etc
even
cloning psionic storms, cloning workers when you send some from one base to another(clone them, telling them to mine different mineral patches)
or
laying spider mines
etc

Hope that helps.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
6AP6APblCKA
Profile Joined March 2007
Russian Federation25 Posts
March 03 2009 14:26 GMT
#96
http://en.wiktionary.org/wiki/scourge

Noun

scourge (countable and uncountable; plural scourges)

eh?
My nickname is pronounced as [barbariska] :)
mr.fuglies
Profile Joined December 2008
United States20 Posts
Last Edited: 2009-03-03 14:58:30
March 03 2009 14:57 GMT
#97
hey, noob question. lets say you grouped a overlord with the mutas and now that ol is in harms way/too close. you deselect it. is there anyway to make a new control group with those mutas harassin in the enemy base + an overlord in your base without sending all the mutas back to your base?

edit: basically adding a unit to a control group
why so serious?
vGl-CoW
Profile Blog Joined December 2002
Belgium8305 Posts
March 03 2009 15:05 GMT
#98
have the mutas selected, shift + left click on the new overlord and it will be added to the selection, ctrl + # to make a new group out of it and there you are
Moderatorfollow me on twitter if u think ur so tough @BooyaCow
Wala.Revolution
Profile Blog Joined November 2006
7584 Posts
March 03 2009 15:23 GMT
#99
On March 03 2009 23:57 mr.fuglies wrote:
hey, noob question. lets say you grouped a overlord with the mutas and now that ol is in harms way/too close. you deselect it. is there anyway to make a new control group with those mutas harassin in the enemy base + an overlord in your base without sending all the mutas back to your base?

edit: basically adding a unit to a control group


I figured if you don't like to hotkey your overlord(s) and give command every now and then to send them back to the base, having two ovs hotkeyed and switching them after some time. I don't know how the efficiency of this though (not a zerg player).
Stuck.
PiSan
Profile Blog Joined July 2007
United States160 Posts
March 03 2009 16:36 GMT
#100
I can't believe I've never seen this. I think this will really help my ZvZ.

Thanks a lot Chill.
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