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Muta Stacking

Forum Index > StarCraft 2 Strategy
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1 2 Next All
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-02-18 13:19:09
February 18 2010 13:11 GMT
#1
Made a video trying to make mutas stack and moving shot etc.
I didn't get into using patrol or hold or stop. Mostly just attack and move.

(window mode and low graphics settings)

It's not the same but still somewhat achievable.

Things I noticed:

-They will stack up really well when you spam click within 2-3 muta distance away, doesn't make a difference if you have a lord grouped or use a mineral patch to stack as far as I could tell.

-They stop when they shoot. There were times (and you can see in the video) where I seemed to shorten this stop and do a somewhat moving shot, but it's still an obvious deceleration.

-Mutas seem to fire more easily when clumped (not stacked on top of each other) when compared to BW.

-The old way of clicking passed a unit and then clicking it really fast doesn't seem to work anymore.

-When you click them outside of the 2-3 muta range, they spread apart really fast.

-What I found to work better was to spam click really close to the group and keep the movements and attacks within that range, very hard to do and get used to. Takes even more intensive focused micro than ever before.
..and then I would, ya know, check em'. (Aka SpoR)
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
February 18 2010 14:37 GMT
#2
Have you tried checking if there are any magic boxes? Do units always clump or do they sometimes keep a formation?

What is that circle of blue triangles btw? It shows up once you add something to your mutas group (1:45)
wwww
torm3ntin
Profile Joined October 2009
Brazil2534 Posts
February 18 2010 14:59 GMT
#3
Thank god there is a way to muta stack.
I wanna play this so much!
Grubby and Ret fan, but a TERRAN player :D
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
February 18 2010 15:25 GMT
#4
That is one annoying muta sound.. holy balls
"trash micro but win - its marine" MC commentary during HSC 4
Glider
Profile Blog Joined December 2005
United States1353 Posts
February 18 2010 15:59 GMT
#5
the texture and graphic detail is turned to low right
semantics
Profile Blog Joined November 2009
10040 Posts
February 18 2010 16:24 GMT
#6
Yeah that's the game on low look so unpolished. Muta stacking in the game is iffy i haven't messed with it yet but i don't see too much benefit in tiring to get them stacked like that the power in sc1 of muta stacking is the ability to 1 or 2 shot a unit essentially snipe off units taking minimal dmg i don't see that happening currently.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 18 2010 19:49 GMT
#7
On February 18 2010 23:37 beetlelisk wrote:
Have you tried checking if there are any magic boxes? Do units always clump or do they sometimes keep a formation?

What is that circle of blue triangles btw? It shows up once you add something to your mutas group (1:45)

that is the sensor tower's range. I guess you can see your enemies sensor towers in the fog of war (so they are not super cheap)
..and then I would, ya know, check em'. (Aka SpoR)
EAGER-beaver
Profile Joined March 2004
Canada2799 Posts
Last Edited: 2010-02-20 07:48:06
February 20 2010 07:06 GMT
#8
I could not for the life of me get muta stacking working properly or just basic effective hit and run tactics. So far, they handle completely different from original SC and have been almost %95 useless every situation I make them, they're way too expensive for their effectiveness. It's funny how in zvz in sc2 if my opponent goes muta I auto win, hydralisks are such a hard counter it's not even funny.

EDIT: Watched the video by charlie murphy, and they handle as bad as they look, a big ineffective mess that constantly splits up. Hopefully blizzard gets in on this, otherwise I can easily see mutas going the way of the scout, without any special abilities or the ability to morph into something new they are outclassed by too many other units.
Simon and Garfunkel rock my face off
Salaf
Profile Joined June 2009
United States9 Posts
February 20 2010 08:45 GMT
#9
i noticed that if you stack them by mass clicking and then shift queue movement, they dont spread out as much, maybe someone can figure out an efficient way to utilize this?
O.O
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17733 Posts
February 20 2010 08:50 GMT
#10
video in 720 looks pretty cool
ils
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
February 20 2010 09:02 GMT
#11
wtf its crazy how fast buildings die in sc2 llol like 12 mutalisks can just take down all those buildings in a few seconds -.-
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-02-20 09:23:05
February 20 2010 09:21 GMT
#12
Mutas are pretty good if you super fast tech to them versus protoss.

in 1:1 ratios mutas can take stalkers down canons seem to shoot slower and shields work differently now too, so they die faster.

Been a couple games now where I just harrass the shit out of protoss who just expanded, while i'm expanding and teching hydra and expanding again.

It's a whole lot easier chasing down probes or zeals and hitting them while they run, its like the mutas predict they will stop when they shoot so they get right over or in front of the unit they are gonna hit so they don't stop and not shoot like in BW. < did that make sense?
..and then I would, ya know, check em'. (Aka SpoR)
Hyde
Profile Blog Joined November 2007
Australia14568 Posts
February 20 2010 09:38 GMT
#13
That wasn't very pleasant to watch, they've kind of lost their elegance when they dance around. I really do wonder if there is anything Blizzard can do about this problem, they said they had to break the engine last time heard. They tend to split up a lot in this build, and it looks like a task just to keep them together.
Because when you left, Brood War was all spotlights and titans. Now, with the death of the big leagues, Brood War has moved to the basements and carparks. Now, Brood War is unlicensed brawls, lost teeth, and bloody fights for fistfulls of money - SirJolt
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
February 20 2010 11:14 GMT
#14
Have you tried pulling the Chinese triangle yet?
wwww
Sephy90
Profile Blog Joined January 2010
United States1785 Posts
February 20 2010 11:26 GMT
#15
It definitely seems like there's a 1 second delay with every click similar to when you try to muta micro in BW on bnet. So maybe that's why it doesn't work the same way?
"So I turned the lights off at night and practiced by myself"
CowGoMoo
Profile Joined December 2006
United States428 Posts
Last Edited: 2010-02-20 11:38:01
February 20 2010 11:37 GMT
#16
On February 20 2010 18:21 CharlieMurphy wrote:
in 1:1 ratios mutas can take stalkers down canons seem to shoot slower and shields work differently now too, so they die faster.

Cannons die faster? they have +25 shields, +25 hp and +1 armor. They die quite a bit slower. The shield change is simply that shields no longer take bonus damage from everything, which doesn't matter at all in this case.

Mutas are okish vs Stalkers though.
PH
Profile Blog Joined June 2008
United States6173 Posts
February 20 2010 11:44 GMT
#17
wow mutas really don't clump well at all ):

It also seems like there's a LOT of lag in unit response
Hello
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
February 20 2010 11:57 GMT
#18
ok the first step is to figure out if you can follow a unit and shoot at it without decelerating.
If that can't be done, then you can bet muta micro won't be possible.
If it is possible on the other hand, we have hope =)

Altho I'm not sure it'd be good to have such a super unit in a game. The only reason mutas aren't imbalanced in BroodWar is the fact that you can only effectively use 11 of them at a time...
diehilde
Profile Joined September 2008
Germany1596 Posts
February 20 2010 14:06 GMT
#19
On February 20 2010 18:02 alffla wrote:
wtf its crazy how fast buildings die in sc2 llol like 12 mutalisks can just take down all those buildings in a few seconds -.-

yeah but getting 12 mutas out now takes far longer and requires a much more econ heavy build cus of the higher geysir count you need and thus leaves you wide open for getting stomped while you tech to them.
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
diehilde
Profile Joined September 2008
Germany1596 Posts
February 20 2010 14:09 GMT
#20
On February 20 2010 20:44 PH wrote:
wow mutas really don't clump well at all ):

It also seems like there's a LOT of lag in unit response

yep compared to bw, the unit response and control is sadly not quite as fast and direct 8[
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
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