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[D] The State of Mutalisks in ZvT - Page 5

Forum Index > StarCraft 2 Strategy
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Belial88
Profile Blog Joined November 2010
United States5217 Posts
March 17 2012 07:50 GMT
#81
Might be a bit over the top, but I'm pretty sure 0/0 ling/bane will just tear through 3/3 marines without any kind of support.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Micket
Profile Joined April 2011
United Kingdom2163 Posts
March 17 2012 08:48 GMT
#82
To add my 2 cents, 2 base muta ling bling aggression can easily bust the 3rd of Terran on most maps. Terran can't actually take that third safetly or they risk dying. This is what Idra and Nestea do when they face a triple orbital build. Terran is forced to spread out between bases and mere building Walls are now useless, and tanks are delayed anyway. Zerg can easily kill the third of the Terran off 2 base without losing many mutas.
naggerNZ
Profile Joined December 2010
New Zealand708 Posts
March 17 2012 09:01 GMT
#83
Personally, against Marine/Tank I like to go Infestor/Ling/Bane. If you get a couple of decent fungals on marines, your banelings can absolutely tear through, and it means for a faster transition to Hive.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
March 17 2012 18:06 GMT
#84
On March 17 2012 16:50 Belial88 wrote:
Might be a bit over the top, but I'm pretty sure 0/0 ling/bane will just tear through 3/3 marines without any kind of support.


If you really believe that, there's no point arguing.

BBS got nerfed out of existance in SC2 because the marine US such a ridiculously strong unit.

Trying to make an argument that 0/0 speedlings can crush 3/3 marines is laughable.

Given equal ups, a non-stimmed marine will kill 1 1/2 lings before he goes down. A 3/3 marine will kill 2 lings and be ready for more. Apply stim and a little bit of micro and now each marine is worth 3-4 lings.

Why did I even bother typing this, you're obviously trolling.
As it turns out, marines don't actually cost any money -Jinro
ArcticRaven
Profile Joined August 2011
France1406 Posts
March 17 2012 18:17 GMT
#85
On March 16 2012 08:39 danl9rm wrote:
I said it months ago and I'll say it now. If you go mutas in ZvT you have to douple-up them. That means 2 spires and get to 3/3. Mutas aren't going anywhere in ZvT. If the pros aren't using them now, it's because they aren't getting double upgrades. Quote me all day, I beg you.

If they die, they'll make a resurgence, and it'll come with 2 spires.


No problem man, no problem - Stephano does that all the time, Nestea quite often .
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
Belial88
Profile Blog Joined November 2010
United States5217 Posts
March 17 2012 18:40 GMT
#86
I
On March 18 2012 03:06 Jermstuddog wrote:
Show nested quote +
On March 17 2012 16:50 Belial88 wrote:
Might be a bit over the top, but I'm pretty sure 0/0 ling/bane will just tear through 3/3 marines without any kind of support.


If you really believe that, there's no point arguing.

BBS got nerfed out of existance in SC2 because the marine US such a ridiculously strong unit.

Trying to make an argument that 0/0 speedlings can crush 3/3 marines is laughable.

Given equal ups, a non-stimmed marine will kill 1 1/2 lings before he goes down. A 3/3 marine will kill 2 lings and be ready for more. Apply stim and a little bit of micro and now each marine is worth 3-4 lings.

Why did I even bother typing this, you're obviously trolling.


You are aware I said ling with bane support against mmarines with no tanks or medivacs, right? Your crazy.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
chip789
Profile Joined June 2010
Canada199 Posts
March 17 2012 18:48 GMT
#87
On March 16 2012 09:24 Jermstuddog wrote:
This is one of the reasons I got so annoyed with the muta nerf in ZvP.

Mutalisks are a dying unit in SC2

They have already become useless in ZvT, they have failed finding use in ZvZ, and now, they are basically worthless in ZvP.

I made the suggestion before the nerf, and plenty were quick to laugh at the absurdity of my statement, but I am happy to restate the same exact thing.

Mutas were never known for their unrivaled power, otherwise we would see them dominating all match-ups. Rather, the very reason they were so hated by Protoss is the reason why they are bad units in general.

Mutas don't deliver.

While Mutalisks can be good momentarily, in high-level SC2, they do not offer a way to seal a game... More often, by choosing to go muta, the Zerg player is commiting himself to a very weak midgame army and hoping to win through an unchecked mass expansion followup or a bad base trade for his opponent.

Mutalisks should have been buffed, not nerfed. They are quickly losing viability in general, essentially leaving Zerg with the fewest viable units in any matchup. zerglings and roaches are now making up at least 90% of every Zerg army in all matchups and this trend has no signs of slowing down.

Thanks Blizzard for boxing me in to ling/roach in all MUs, that's what makes for interesting games.




I completely agree with this.
Dude....I love Starcraft.
sagefreke
Profile Joined August 2010
United States241 Posts
March 17 2012 19:29 GMT
#88
Mutas in ZvT are way too conditional in my opinion...

If Terran goes mech Muta harass becomes nearly impossible since Terran players will just position Thors around a couple missile turrets in the base to deter any initial Muta harassment.

If Terran goes standard Marine/Tank then Mutas become useful for harass but the cost of the Muta tech puts the Zerg player behind in both upgrades and tech especially when compared to the more versatile ling/bling/infestor. Also not to mention that once the late game hits, all that supply tied up in Mutas becomes essentially worthless unless you just want to patrol them around your expansions to pick off drops.

It seems that Muta is just a little too much high risk low reward.
yo yo yo
Hossinaut
Profile Joined June 2011
United States453 Posts
March 17 2012 22:05 GMT
#89
My question is what happens when you are going ling/infestor and they transition into mech? I've had people 2rax me, then go mech, and I respond by just going ling/infestor as I don't see more than 4-6 hellions and when I scout the front I see those 2 rax making a wall, and when I scout the back with an ovie it gets shot down with a turret ring and a viking?

In case you were wondering, yes, this has happened to me. I managed to get superior positioning off, but it was a nightmare to clinch that game- ended up being a starvation game. So ragey.
clik
Profile Joined May 2010
United States319 Posts
March 17 2012 22:44 GMT
#90
I used to go muta but lately I've been dealing with 3 cc tank/helion/thor/banshees, turret rings. Pulling my hair out against that. The mutas just become an expensive scout.
Hossinaut
Profile Joined June 2011
United States453 Posts
March 18 2012 01:40 GMT
#91
On March 18 2012 07:44 clik wrote:
I used to go muta but lately I've been dealing with 3 cc tank/helion/thor/banshees, turret rings. Pulling my hair out against that. The mutas just become an expensive scout.


Same-I haven't played against a macro Terran before, and it is SO hard for me to deal with atm.
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
March 20 2012 20:39 GMT
#92
On March 17 2012 06:52 JDub wrote:
Show nested quote +
On March 17 2012 06:02 ShatterZer0 wrote:
On March 16 2012 08:39 danl9rm wrote:
I said it months ago and I'll say it now. If you go mutas in ZvT you have to douple-up them. That means 2 spires and get to 3/3. Mutas aren't going anywhere in ZvT. If the pros aren't using them now, it's because they aren't getting double upgrades. Quote me all day, I beg you.

If they die, they'll make a resurgence, and it'll come with 2 spires.


Instead of 9 mutas and +1, 7 mutas and 1/1 (20 second delay)?

Who knows, maybe.

7 mutas with 1/1 is way worse than 9 mutas with 1/0 (not to mention spire and +1 defense is 300 gas, not 200). In fact 8 mutas with 0/0 is better than 7 mutas with 1/0 (Belial made a whole thread specifically about upgrading mutas to show this).

The point of going double spire would not be to hit some timing when 1/1 kicks in, but to have a much more powerful army once you hit max. If you get your upgrades late or with 1 spire, you can hit max supply when you only have 1-2 upgrades finished. The problem is upgrades take a long time and there will be no way to make your maxed army stronger besides just waiting for them to finish (assuming you stay on ling/bling/muta). If you go double spire then your muta flock will be weaker than it would be otherwise for a while, but as you max out and reach 3/3 with your mutas, you end up with a flock that doesn't just melt against fully upgraded units of your opponent.

All that is to say, I agree with you ShatterZer0 -- "who knows, maybe".


Well, ultimately, this is the only honest answer. I'm not saying I know the future, I'm just saying I'd be willing to place "it," whatever it is, on the line. If I'm wrong, people can make fun of me. I just think I'm right :p
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Big J
Profile Joined March 2011
Austria16289 Posts
March 20 2012 21:11 GMT
#93
The problem is that Terrans these days open bio or mech, both with fast 3rd bases.
Thors and Marines both have always crushed mutaliskplay, it's the biomech openings (early tanks) that made mutalisks strong.
Add to that that Terrans don't waste marines anymore in useless drops and pushes "to put on pressure" while they macro harder, which just means that you are not going to have those mass mutaball vs small marine group engagements ever. You will always fight groups of marines or Thors that straight up crush mutalisks.

Infestors on the other hand can deal with bigger groups of marines and allow for faster Broodlord transitions, which is necessary to stand a chance against a maxed Terran army.

That being said, mutalisks still rock on the ladder (at least up to midmasters on EU), because most Terrans still go for the marine/tank 9-10min marinewaste push (alternatively double marinewaste drop) and start their third after that, which is the optimal position to just go S-TTTTTTTTTTTTTTTTTTTTTTTTT till the 20min mark and win with by having one mutalisk per marine.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
March 20 2012 23:27 GMT
#94
I cannot give you guys huge insight on the Zerg part of the game, but I personally feel even though ling/infestor and the proper transition is the stronger play overall that muta/ling/bane especially with a good creep spread gives terran nightmares, at least me.

I know that if I can position well and keep equal or ahead on upgrades Zerg usually cannot trade cost efficiently and will eventually lose, YET! if you open up with the usual Zerg opening now with delayed lair 1-1 upgrades into 2-2 and delayed mutalisks I think its a very good option. Mutas force turrets and force terran to be a bit more defensive than he usually is.

It allows you complete map control and even though 200/200 vs 200/200 muta/ling/bane is nearly worthless the Terran basically can't (or at least I cannot...) move out early because it feels terrible and they delayed mutas will lead to good upgrades (usually superior to Terrans) and tons of units...

Don't know. I don't claim to be good in Terran vs Zerg, but I have much less trouble against ling/infestor than against muta/ling/bane even if I think muta/ling/bane needs to be played better + doesn't allow mistakes while ling/infestor does allow small hickups in your game.

CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
FlyingTurtle
Profile Joined February 2012
United States248 Posts
March 21 2012 01:08 GMT
#95
The concept of negative feedback is always an undercurrent when the meta is discussed. I'm going to argue that the reason why mutas are currently in decline is simple: it's the contraction following the growth of muta play versus Terran in previous months. As a result of the previous increase in popularity of mutalisk play headed by DongRaeGu and other top pros, Terrans had started facing mutas more often and as a result adapted by improving their play against mutas in several ways- better usage of turrets, adding Thors earlier to a bio-mech force, and so on. Once ling-infestor play reaches the peak of its popularity, Terrans will begin to deal with that more effectively and the Zerg meta will shift again, possibly back to mutas.

Also, I disagree with the notion of double spire. On top of the fact that Spires cost far more than Evo/EngineeringBay/Forge, Mutas don't scale well with upgrades. Attack upgrades don't increase percent damage output against a hypothetical 0-armor-enemy for mutas as much as they do for tier 1 units like rines or lings:
0 attack- 9 damage
+1- 10 damage, a 11.11% damage output increase.
+2- 11, 22.22 % increase
+3- 12, 33.33% increase

Lings:
0- 5 damage
+1- 6 damage, a 20% damage output increase
+2- 7 damage, 40% increase
+3- 8 damage, 60% increase

This problem is compounded by the fact that the glaive doesn't get the full +1 attack upgrade on each bounce; a 0/0 muta vs 0/0 marine fight would be much better for the zerg than a 3/3 muta vs 3/3 marine fight. Therefore, Mutas upgrades become worse in comparison to enemy infantry upgrades as time wears on.

To top it off, double spire costs a LOT more than one might think:
1/1 single spire: 200/200 for the spire + 100/100 for level 1 attack + 150/150 for level 1 armor = 450/450
3/3 double spire: 400/400 (keep in mind that since this is early, the costs are even more dangerous) + 250/250 for level 1 + 400/400 for level 2 + 550/550 for level 3 = 1600/1600
That's a 1050/1050 difference, worth 10 mutas. In other words, since the cost is so damn high and the difference between a 1/1 muta and a 3/3 muta is only about a 22.22% worth increase, you would have to make roughly 45 mutas to justify the costs. This almost certainly rules out a tech switch away from an air-heavy composition.

Although obviously these numbers are inaccurate considering the differing opportunity costs at each stage for each upgrade and the differing percentage worth against upgraded units, it still means a heavy, inflexible investment.
"This creature is the completion of a cycle. Its role in the cosmic order was preordained when the stars were young. Behold the culmination of your history." -Samir Duran, on the Hybrid
xTrim
Profile Joined April 2011
472 Posts
March 21 2012 03:38 GMT
#96
whose style is this bio upgrade??
SeventhPride
Profile Joined February 2012
712 Posts
Last Edited: 2012-03-21 06:38:15
March 21 2012 06:38 GMT
#97
I would say give it some time, soon enough mutas would become popular again, metagame shifts all the time.
Sleet
Profile Joined January 2011
United States139 Posts
March 21 2012 07:35 GMT
#98
In my games the only times I do well is when I use mutas for force other units. For example forcing marines instead of marauders and doing a roach follow up, or forcing stalkers instead of zealots so lings so way more damage. As far as finishing moves the only way mutas can work is if you killed nearly all of your opponent's workers and then make any other units whatsoever.
@SLeetscgames
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
Last Edited: 2012-03-21 07:47:31
March 21 2012 07:45 GMT
#99
Too many players rely on Mutalisks as their answer to ZvT. They'll try and be cute with their harassment, feel cocky and just rely on their Midgame composition way too long, They'll pour in a lot of resources to their flock, only to lose them due to poor multitasking.

Some of the better Zerg players I play who choose to go Mutalisk stop at around 12-13, get armor upgrades for their air (most of BL's DPS is the broodlings themselves and the splash damage from Siege tanks. 0 attack vikings take a long time killing 1-2 armor broodlords) and transition into infestors and broodlords, with Mutalisks flying around killing stray marines, preventing drops and clean up any surviving armies that are too tank heavy.

You don't have to JUST go Mutalisk, or JUST Infestor. You have to be smart about how you use both.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
Noocta
Profile Joined June 2010
France12578 Posts
March 21 2012 10:15 GMT
#100
I think too many people try to play Mutalisk the old way, to get head on confrontation. Terran getting better and better at macroing and getting upgrades make maine tanks medivac vs mutaling bane fight a lot easier as Terran.
As a terran player myself, i always like to play vs Mutaling because i know i don't have to worry about Hive tech too soon. But i think its mainly because at my level, zerg don't know how to counter attack proprely.

A counter attack mutaling player is nightmare as Terran. The terran army is slow as hell in this match up, even slower than a protoss army.
I can agree hat maps are getting a bit stupid about not putting even a tiny space around bases for muta to navigate. You see less banshee play because of that too.
" I'm not gonna fight you. I'm gonna kick your ass ! "
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