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[G] ZvT Muta vs. Thor - Page 14

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 12 13 14 15 Next All
zipz0p
Profile Joined February 2010
United States123 Posts
August 23 2010 22:49 GMT
#261
Good post, and not to burst your bubble, but Day[9] has been talking about this on his cast since the middle of the beta. Your analysis is more complete and in-depth, though, so thanks for that. I'll definitely need to play around to get a sense of the SC2 magic box.
u gotta skate
Saracen
Profile Blog Joined December 2007
United States5139 Posts
August 23 2010 23:08 GMT
#262
That's funny, because he seemed pretty out of the loop when he casted the IdrA vs Tarson semifinals game 3 at IEM...
dave333
Profile Joined August 2010
United States915 Posts
August 24 2010 00:03 GMT
#263
Won a game today cause of this, I essentially killed 3 thors with 14 mutas. I had first killed all his scvs while he was pushing out, and my ling/baneling combo killed majority of rines, then muta killed everything else.

Pretty damn useful.
denzelz
Profile Blog Joined November 2009
United States604 Posts
August 24 2010 00:38 GMT
#264
Great post. I like everything that was mentioned here
Ouga
Profile Joined March 2008
Finland645 Posts
August 24 2010 04:01 GMT
#265
On August 24 2010 06:45 captive411 wrote:
Now do a test and show me how many speedlings it takes to rip down 4 thors. I'm guessing under 500 minerals worth?


Terran poster spotted.

But yeah, 20 lings (500mins) wouldn't kill even one, if they were tightly packed. This doesn't have anything to do with reality, because thors move with hellions. 200 lings would stand no chance against decently positioned 4thor+8hellion. Pure lings simply can't go for bunch of hellions unless they're completely loose while on move. Thors automatically attack air over ground, so lings wouldn't even soak any dmg.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2010-08-24 06:04:13
August 24 2010 06:03 GMT
#266
On August 24 2010 07:49 zipz0p wrote:
Good post, and not to burst your bubble, but Day[9] has been talking about this on his cast since the middle of the beta. Your analysis is more complete and in-depth, though, so thanks for that. I'll definitely need to play around to get a sense of the SC2 magic box.


On August 24 2010 08:08 Saracen wrote:
That's funny, because he seemed pretty out of the loop when he casted the IdrA vs Tarson semifinals game 3 at IEM...


I just finished watching the IdrA vs Tarson game.

Day9 was doing the nice thing.

While the other guy was going crazy about this "new thing" he was like "uhh... yeah... how... is... he... doing that...". You could totally hear in his voice that he knew exactly what IdrA was doing, but didn't want to make his co-caster look retarded.

In other words, nothing new to see here, move along.
As it turns out, marines don't actually cost any money -Jinro
shin ken
Profile Blog Joined October 2009
Germany614 Posts
August 24 2010 08:36 GMT
#267
This stopmove attack is really nice - I just won a game I would have certainly lost otherwise :D

I foresee an increase in Thor splash damage radius in one of the next patches though...
Nightbiscuit
Profile Joined May 2010
Sweden179 Posts
August 24 2010 09:09 GMT
#268
Done this three times now and oh do the Terran tears taste good!

By the way, will pressing stop have a different effect than pressing hold position, cause that's what I'm doing now.
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
Last Edited: 2010-08-24 14:58:50
August 24 2010 14:58 GMT
#269
But if there are some SCVs to repair...
i dunno lol
CidO
Profile Joined June 2010
United States695 Posts
August 24 2010 15:00 GMT
#270
I tried this and it.is.awesome! The terran player and all of our spectators were just shocked how 12 Muts annihilated 2 thors at once then one more.
:P
Malminos
Profile Joined July 2010
United States321 Posts
August 24 2010 16:23 GMT
#271
Summary of posts in this thread:

1: "You guys didn't know that? wow you are noobs, I've known about that since before beta!"

2: "Wow, great post, thanks for your time putting that together"

3: "I just tried this and won!"

4: "idra did this"

5: Zerg imba

6: Terran imba

7: Random imba?
"To dream of because become happiness "
harky
Profile Joined July 2010
98 Posts
August 24 2010 16:30 GMT
#272
On August 24 2010 18:09 Nightbiscuit wrote:
Done this three times now and oh do the Terran tears taste good!

By the way, will pressing stop have a different effect than pressing hold position, cause that's what I'm doing now.


If you use Hold your units will not move after stopping. So any units out of range will not move into range, they will not follow fleeing units, etc. They have the same effect as long as you continue to micro. If you use hold and stop microing then you can get mauled. The same is true in this case with Stop though. If the Thors are microd and you Stop your Mutas will bunch back up. If the Thors are microd and you Hold your Mutas will be out of range.

And as far as this being around for a long time? It has. It's what people meant by 'spread out your mutas'. Some needed a more detailed description, I guess. All it does it takes it from needing ~6 Mutas to ~4. It makes them a bit easier to use against Mech, but it isn't a quick fix. It just changes Thor's from being a seriously brutal counter to still being a decent hard counter.
Ownos
Profile Joined July 2010
United States2147 Posts
Last Edited: 2010-08-24 21:50:57
August 24 2010 21:47 GMT
#273
I'm going to abuse this so much...

And obligatory yes I saw IdrA do this to poor Tarson.
...deeper and deeper into the bowels of El Diablo
Ownos
Profile Joined July 2010
United States2147 Posts
Last Edited: 2010-08-24 21:48:36
August 24 2010 21:48 GMT
#274
On August 24 2010 07:49 zipz0p wrote:
Good post, and not to burst your bubble, but Day[9] has been talking about this on his cast since the middle of the beta. Your analysis is more complete and in-depth, though, so thanks for that. I'll definitely need to play around to get a sense of the SC2 magic box.


Day9 talked about spreading your mutas IN GENERAL. Not any particular technique to do that though.
...deeper and deeper into the bowels of El Diablo
Chocobo
Profile Joined November 2006
United States1108 Posts
August 24 2010 22:27 GMT
#275
On August 20 2010 10:30 Zarahtra wrote:
This is one of the reasons why Blizzard is taking a bit of time to actually patch things despite the cries of the masses.

Mutas are so disgustingly strong if used well, not only do they make the terran waste minerals on turrets everywhere, take the map and give the zerg opportunity to take a few expos but also in a direct confrontation they can hold their own pretty well as long as you know what you are doing. Mind though that a terran will most likely have marines with his thors and/or turrets if he's slow pushing, but that's still all resources that aren't used against ground units, so massing ground straight after combat should catch the terran offguard.

Oh my god, LOL. Zerg is so disgustingly overpowered and needs nerfing because one of their units is actually strong enough to damage terrans.

Nevermind that terran has a hard counter for them (marines), and that terran is often sitting on 1500+ minerals by the time mass mutas exist (good thing the hard counter costs no gas), and that zerg would be very lucky to live this long outside of the pro levels. Clearly the one effective zerg unit needs a nerf.
fant0m
Profile Joined May 2010
964 Posts
August 25 2010 09:15 GMT
#276
On August 25 2010 07:27 Chocobo wrote:
Show nested quote +
On August 20 2010 10:30 Zarahtra wrote:
This is one of the reasons why Blizzard is taking a bit of time to actually patch things despite the cries of the masses.

Mutas are so disgustingly strong if used well, not only do they make the terran waste minerals on turrets everywhere, take the map and give the zerg opportunity to take a few expos but also in a direct confrontation they can hold their own pretty well as long as you know what you are doing. Mind though that a terran will most likely have marines with his thors and/or turrets if he's slow pushing, but that's still all resources that aren't used against ground units, so massing ground straight after combat should catch the terran offguard.

Oh my god, LOL. Zerg is so disgustingly overpowered and needs nerfing because one of their units is actually strong enough to damage terrans.

Nevermind that terran has a hard counter for them (marines), and that terran is often sitting on 1500+ minerals by the time mass mutas exist (good thing the hard counter costs no gas), and that zerg would be very lucky to live this long outside of the pro levels. Clearly the one effective zerg unit needs a nerf.


I'm glad you're doing what the OP suggested and not have nothing but Mutas.... Zerg is the reactive race, why are you letting the Terran out unit-comp you? If you attack anyone as any race with one single type of unit, you will lose unless they are a really bad player.
Darkn3ss
Profile Joined November 2009
United States717 Posts
August 25 2010 20:01 GMT
#277
On August 25 2010 18:15 fant0m wrote:
Show nested quote +
On August 25 2010 07:27 Chocobo wrote:
On August 20 2010 10:30 Zarahtra wrote:
This is one of the reasons why Blizzard is taking a bit of time to actually patch things despite the cries of the masses.

Mutas are so disgustingly strong if used well, not only do they make the terran waste minerals on turrets everywhere, take the map and give the zerg opportunity to take a few expos but also in a direct confrontation they can hold their own pretty well as long as you know what you are doing. Mind though that a terran will most likely have marines with his thors and/or turrets if he's slow pushing, but that's still all resources that aren't used against ground units, so massing ground straight after combat should catch the terran offguard.

Oh my god, LOL. Zerg is so disgustingly overpowered and needs nerfing because one of their units is actually strong enough to damage terrans.

Nevermind that terran has a hard counter for them (marines), and that terran is often sitting on 1500+ minerals by the time mass mutas exist (good thing the hard counter costs no gas), and that zerg would be very lucky to live this long outside of the pro levels. Clearly the one effective zerg unit needs a nerf.


I'm glad you're doing what the OP suggested and not have nothing but Mutas.... Zerg is the reactive race, why are you letting the Terran out unit-comp you? If you attack anyone as any race with one single type of unit, you will lose unless they are a really bad player.


Preach!!!

I also wonder how all these zergs let Terran out-harass, out-expand and later out-macro them... it's pathetic!

All these noob zergs QQ all day long! L2P and stop whining!!!

Also all these zerg that can't dodge psi-storm when their opponent has like 10 HT's... so noob T_T moar!!!
Dont quote me boy, cuz I aint saying shhh...
eNbee
Profile Joined July 2010
Belgium487 Posts
August 25 2010 20:09 GMT
#278
On August 25 2010 07:27 Chocobo wrote:
Show nested quote +
On August 20 2010 10:30 Zarahtra wrote:
This is one of the reasons why Blizzard is taking a bit of time to actually patch things despite the cries of the masses.

Mutas are so disgustingly strong if used well, not only do they make the terran waste minerals on turrets everywhere, take the map and give the zerg opportunity to take a few expos but also in a direct confrontation they can hold their own pretty well as long as you know what you are doing. Mind though that a terran will most likely have marines with his thors and/or turrets if he's slow pushing, but that's still all resources that aren't used against ground units, so massing ground straight after combat should catch the terran offguard.

Oh my god, LOL. Zerg is so disgustingly overpowered and needs nerfing because one of their units is actually strong enough to damage terrans.

Nevermind that terran has a hard counter for them (marines), and that terran is often sitting on 1500+ minerals by the time mass mutas exist (good thing the hard counter costs no gas), and that zerg would be very lucky to live this long outside of the pro levels. Clearly the one effective zerg unit needs a nerf.


Without getting dragged into the "omg OP discussion" I do want to correct you a bit there. Marines are not the "hard counter" to muta's. Marines with armour upgrade (at least +1 if the mutas have no attk upgrade), combat shield, stim AND medivacs are a very strong counter though. But you see there's some gas needed there
hmmmm
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
August 25 2010 20:19 GMT
#279
Wait, 50 minerals > 100 minerals 100 gas isn't a hard counter? sounds like one to me...
As it turns out, marines don't actually cost any money -Jinro
Darkn3ss
Profile Joined November 2009
United States717 Posts
August 25 2010 21:47 GMT
#280
On August 26 2010 05:19 Jermstuddog wrote:
Wait, 50 minerals > 100 minerals 100 gas isn't a hard counter? sounds like one to me...


I'm pretty sure he was being sarcastic...

Marines hard counter everything in the game tbh!
Dont quote me boy, cuz I aint saying shhh...
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