• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:06
CEST 13:06
KST 20:06
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple2BSL Season 2312Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (Sep 13-20): herO scores triple The Death of Cheese: From a Professional Cheeser
Tourneys
2026 GSTL Grand Finals ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
Bot on ladder an AI researcher's take on the ladder bot NaDa's Body Syncronization issues and can't find games BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Ro8 Day 1 [ASL22] Ro8 Day 2 [Megathread] Daily Proleagues [IPSL] IPSL is Back With Winter 26-27!
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne EVE Corporation Nintendo Switch Thread Diablo IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8799 users

[D] Stacking air units in SC2 - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 All
megagoten
Profile Joined October 2010
318 Posts
February 19 2011 05:53 GMT
#21
On February 19 2011 11:36 iPood wrote:
yeah thors would get insane damage on mutas. usually they hit 4-6 but stacked they would hit 30 at once. And muta micro would make zvt totally one sided.

what?
morimacil
Profile Joined March 2010
France921 Posts
February 19 2011 08:17 GMT
#22
and the number of units doesn't (or doesn't seem to) affect the way the magic box is formed...

i've stacked everything from 2 to 200 mutas / voids / vikings with ease... all you do is click inside the "box"

Well you dont actually need to click inside the box. As long as the other unit is far enough away, that means that your group is constantly in a box bigger than the magic box. Thus, clicking anywhere at all will cause them to stack.
It is only when your units actually fit within the magic box that clicking inside applies. If your group of units is small enough to fit within a magic box (6x6 for ground, 7x7 for air), then clicking outside will cause them to retain formation, clicking inside will cause them to stack.
If your group is bigger than the magic box, any move command will cause stacking.



The thing is though, they unstack rather fast. Anywhere you order them to move, they will unstack in a perpendicular motion, and only stack again once they reach the point where you ordered them to go, so once they decelerate.
So you cant really keep them stacked up while keeping them moving at high speeds, you can only really stack them up wile moving at slow speeds, having them decelerate every now and then. This kinda makes it a bit useless.
And the other part, even if stacked up to a maximum, they wont all fire at once. So in the end, what do you really gain by stacking them? You can kinda hide the damaged mutas a little, making them harder to focus fire down, but you lose some mobility doing that, thus overall, your mutas will get shot at more, or have less time to dps.
You cant really one-shot stuff better, or more effectively, and when firing multiple times at something, you either lose dps to keep them moving to stack them up, or they spread out.

It doesnt really seem to have all that much of an advantage. I mean, the main reason it was good in BW, was that they would all behave as a single muta, and fire at once, and you would be able to keep them constantly moving without ever decelerating, so they were extremely mobile.
Now though, well they dont behave as a single muta, at all. They just behave like clumped up mutas, which isnt really all that amazing.
And you need to keep decelerating them to keep them stacked up, so you lose out on mobility.
And thors exist now. Before, you could see archons, and still avoid them with your clumped up mutas. but thors, since your mutas have 11 vision, and thors have 10 range, and mutas move so fast... Its nearly impossible to harass a terran base that has a thor, and avoid getting shot by the thor.


So really, while it indeed is possible to keep them clumped up to a certain extent, I dont really see the advantage at all at least for mutas.
MrRicewife
Profile Blog Joined February 2011
Canada515 Posts
Last Edited: 2011-02-19 08:29:03
February 19 2011 08:25 GMT
#23
I recall one of the ladder games between Slayersboxer and jinro, the really recent one; boxer stacks his vikings with his banshee so it's impossible for marines to target the banshees. I thought it was pure genius!

Edit: I can't find it in english, how sad Although the frenchies are kinda funny sounding Sorry I can't find the time where he does it, but watch the game and see for yourself, it's totally worth it.

So? My dad can beat up your dad. - Jesus
jacosajh
Profile Blog Joined September 2010
2919 Posts
February 19 2011 08:31 GMT
#24
I don't understand why some people are saying this is irrelevant since it's the same concept as in SC2, with similar advantages/disadvantages. Obviously, you don't want to stack in some situations, but you do in others. That's why you micro. Even if stacked units don't fire exactly at the same time, it's better 90% of the time than if they were not stacked -- take less damage, less exposure, increased damage, etc.

But the point I really want to get into is that while Thors do own Void Rays by themselves, a good Chargelot, Templar, Voidray army can tear through this pretty well. Feedbacking any Medivacs and storming any infantry leaves the Thors vulnerable vs the Void Rays and Zealots.
ALPINA
Profile Joined May 2010
3791 Posts
February 19 2011 08:31 GMT
#25
On February 19 2011 17:17 morimacil wrote:So really, while it indeed is possible to keep them clumped up to a certain extent, I dont really see the advantage at all at least for mutas.



OP explained the advantage, or?

I think it's always good to keep them stacked where there are no thors around - you take much less damage overall.

Also I think that thor's very huge range with splash is a bad thing for such game because it deters the unit micro.
You should never underestimate the predictability of stupidity
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
February 19 2011 09:07 GMT
#26
I think Mutas already clump up automatically when you order them to attack a target, instead of A-Moving. And after that point I think you can use them similar to the Mutas in BW but not for long I suppose. I guess they start spreading when you stop attacking or something. Can anyone clarify this?
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
morimacil
Profile Joined March 2010
France921 Posts
February 19 2011 09:27 GMT
#27
OP explained the advantage, or?

I think it's always good to keep them stacked where there are no thors around - you take much less damage overall.

Even if stacked units don't fire exactly at the same time, it's better 90% of the time than if they were not stacked -- take less damage, less exposure, increased damage, etc.


They take less damage? Not really.
The OP's point is that the damage will be more spread out amongst units, which is a valid point, and thats a nice bonus.
But my point, if you actually read my post, is that in SC2 unlike in SC1, you cant keep mutas stacked together without slowing down.
In SC1, stacked mutas could stay at full speed, never decelerating, and stay stacked. Thus, the stacking didnt really have any negative effects outside of splash.
But in SC2, your mutas will unstack if you keep moving around at full speed, and only stay stacked if you keep decelerating every few seconds. Thus the stacking, and hiding of the damaged units comes at a price in SC2, reduced mobility. And since your mutas will be less mobile, they will end up taking more damage overall, even if the damage is more spread out amongst the mutas. Mobility is the only thing that allows mutas to avoid damage. Slower mutas constantly decelerating, means more damage taken, or having to pull back faster, thus less damage done.

increased damage

Stacked mutas dont do more dps than unstacked mutas. They never did.
The advantage, in SC1, was that since they would behave as a single muta, and all shoot at the same time, having them stacked allowed you to get more kills, instead of spread out damage.
But in SC2, well they dont behave as a single muta, and dont shoot as one. Thus it doesnt really matter if they are stacked or not. They dont do greater damage when stacked, never did, and now they also dont kill specific units better when stacked, since they dont behave as a single muta, but still behave as a group of mutas.


In BW, stacking mutas:
Allowed you to hide damaged mutas, thus spreading out damage better
Allowed them to behave as a single muta
Was more vulnerable to splash

In SC2:
Allows you to hide damaged mutas, thus spreading out damage better
Requires the mutas to constantly decelerate
Is more vulnerable to splash.

Its not the same now as it was before, so while before, stacking against non splash was strictly better, I dont believe thats the case anymore.
Unless someone can find a way to make SC2 mutas behave as one, and/or stay stacked without decelerating. In which case, it will indeed always be better to stack them than to have them spread as long as no splash is involved.
morimacil
Profile Joined March 2010
France921 Posts
Last Edited: 2011-02-19 09:52:16
February 19 2011 09:49 GMT
#28
I guess they start spreading when you stop attacking or something. Can anyone clarify this?

For mutas grouped with a far away unit, outside the range of the magic box:
Whenever they decelerate, they clump up.
Whenever they are not decelerating, they spread out.

So if they stop, because they are attacking a target, once they stop, they will start to spread out.
If you tell them to go somewhere, they will start spreading out, and then clump back up when they near the destination and start decelerating, and then spread out again once they stopped. If you keep them at full speed, they keep on spreading out.

For mutas in a group small enough to fit inside the magic box:
They will clump up if ordered to move somewhere inside the box. And spread out again once deceleration stopped
If ordered to attack a specific target, or to attack move, they will stay in formation, then once the target is near, they will decelerate, and clump up during the deceleration. And then start to spread out once again as soon as the deceleration stopped.


Its worth noting that the only time ever that clumping up occurs outside of deceleration, is when a group of mutas small enough to fit inside the magic box, is told to move to a location inside the box created by those mutas.
Otherwise, all clumping up requires deceleration, and thus clumping up mutas means losing a lot of mobility.
SoleSteeler
Profile Joined April 2003
Canada5472 Posts
February 19 2011 09:56 GMT
#29
On February 19 2011 17:25 MrRicewife wrote:
I recall one of the ladder games between Slayersboxer and jinro, the really recent one; boxer stacks his vikings with his banshee so it's impossible for marines to target the banshees. I thought it was pure genius!

Edit: I can't find it in english, how sad Although the frenchies are kinda funny sounding Sorry I can't find the time where he does it, but watch the game and see for yourself, it's totally worth it.

http://www.youtube.com/watch?v=K0e5XyvvfyQ


That's cool, but wouldn't the marines automatically target the banshees anyway, since they would prioritize them over the vikings? I didn't watch the game yet.

Anyway, still could probably find some cool uses of the "flower trick" using that idea of "hiding" units, though.
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2011-02-19 10:01:03
February 19 2011 10:00 GMT
#30
+ Show Spoiler +
On February 19 2011 18:27 morimacil wrote:
Show nested quote +
OP explained the advantage, or?

I think it's always good to keep them stacked where there are no thors around - you take much less damage overall.

Show nested quote +
Even if stacked units don't fire exactly at the same time, it's better 90% of the time than if they were not stacked -- take less damage, less exposure, increased damage, etc.


They take less damage? Not really.
The OP's point is that the damage will be more spread out amongst units, which is a valid point, and thats a nice bonus.
But my point, if you actually read my post, is that in SC2 unlike in SC1, you cant keep mutas stacked together without slowing down.
In SC1, stacked mutas could stay at full speed, never decelerating, and stay stacked. Thus, the stacking didnt really have any negative effects outside of splash.
But in SC2, your mutas will unstack if you keep moving around at full speed, and only stay stacked if you keep decelerating every few seconds. Thus the stacking, and hiding of the damaged units comes at a price in SC2, reduced mobility. And since your mutas will be less mobile, they will end up taking more damage overall, even if the damage is more spread out amongst the mutas. Mobility is the only thing that allows mutas to avoid damage. Slower mutas constantly decelerating, means more damage taken, or having to pull back faster, thus less damage done.

Show nested quote +
increased damage

Stacked mutas dont do more dps than unstacked mutas. They never did.
The advantage, in SC1, was that since they would behave as a single muta, and all shoot at the same time, having them stacked allowed you to get more kills, instead of spread out damage.
But in SC2, well they dont behave as a single muta, and dont shoot as one. Thus it doesnt really matter if they are stacked or not. They dont do greater damage when stacked, never did, and now they also dont kill specific units better when stacked, since they dont behave as a single muta, but still behave as a group of mutas.


In BW, stacking mutas:
Allowed you to hide damaged mutas, thus spreading out damage better
Allowed them to behave as a single muta
Was more vulnerable to splash

In SC2:
Allows you to hide damaged mutas, thus spreading out damage better
Requires the mutas to constantly decelerate
Is more vulnerable to splash.

Its not the same now as it was before, so while before, stacking against non splash was strictly better, I dont believe thats the case anymore.
Unless someone can find a way to make SC2 mutas behave as one, and/or stay stacked without decelerating. In which case, it will indeed always be better to stack them than to have them spread as long as no splash is involved.



Noone said it's the same as in BW.

They take less damage? Not really.


Of course they will take less damage. Imagine situation where you have mutas and want to snipe expansion's extractor on LT. You can stack mutas and snipe that flying near the cliff with much less casualities than you would be killing that extractor with just a-click.

Or another example, you are somewhere in the middle to terran base and around you there are turrets. You stack mutas and snipe something so maybe only 1 turret is shooting at you at the same time, if you don't stack it will be like 3 turrets shooting at your mutas. Same with tanks/marines - if you want to snipe sieged tanks near the marines you will have much more casualities if you don't stack.
You should never underestimate the predictability of stupidity
andrewwiggin
Profile Joined September 2010
Australia435 Posts
February 19 2011 10:01 GMT
#31
On February 17 2011 10:31 beetlelisk wrote:

This is where your brainstorming comes in. Units stacked too much terribly overkill.
When engaging with larger numbers of units it's actually better to do it without the additional unit that triggers the magic box.


Void rays don't overkill, if I'm correct on the prismatic beam mechanic. Which makes stacked voids the sexiest air force out there! XD
Euronyme
Profile Joined August 2010
Sweden3804 Posts
Last Edited: 2011-02-19 10:35:23
February 19 2011 10:33 GMT
#32
On February 19 2011 17:25 MrRicewife wrote:
I recall one of the ladder games between Slayersboxer and jinro, the really recent one; boxer stacks his vikings with his banshee so it's impossible for marines to target the banshees. I thought it was pure genius!

Edit: I can't find it in english, how sad Although the frenchies are kinda funny sounding Sorry I can't find the time where he does it, but watch the game and see for yourself, it's totally worth it.
+ Show Spoiler +

http://www.youtube.com/watch?v=K0e5XyvvfyQ


Banshees have a higher thread priority, so marines auto target them.
That's the reason that for instance overlord drops work. The ground army engaging will take all the priority for the terran, so the ovies can fly in unharmed unless the marines in the back arn't fighting.

Edit: spolier tag.
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
FeyFey
Profile Joined September 2010
Germany10114 Posts
February 19 2011 10:35 GMT
#33
about mass voidrays vs mass thors. Voidrays attack while moving you don't loose alot damage output with magic box. (but yeah you need to do somthing against those marines). (but the best thing to go for against the 2 bass mass thor push is an early voidray attack with guardian shield to negate the marines)

About stacked voidrays, if their damage output is to high they don't charge, so i think stacking them would make the focus on single targets to much.
Euronyme
Profile Joined August 2010
Sweden3804 Posts
February 19 2011 10:38 GMT
#34
On February 19 2011 19:35 FeyFey wrote:
about mass voidrays vs mass thors. Voidrays attack while moving you don't loose alot damage output with magic box. (but yeah you need to do somthing against those marines). (but the best thing to go for against the 2 bass mass thor push is an early voidray attack with guardian shield to negate the marines)

About stacked voidrays, if their damage output is to high they don't charge, so i think stacking them would make the focus on single targets to much.


Indeed. I'd say having the voids spread out is alot better, as targets tend to die too fast for the charge up to occur. You can start target fireing (read stacking) once they're charged up though.
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
Xanatoss
Profile Joined May 2010
Germany539 Posts
Last Edited: 2011-02-19 12:59:10
February 19 2011 12:56 GMT
#35
Well I have to admit, that this is this first OP since some time I cant figure out. Clearly there is a conclusion and a question inside but I just cant see it ._.

So sry if my response does not match it:

During a shower ( :> ) I had the idea to benefit from Phoenix' Abliity to shoot while moving by simply sticking them to a leader-phoenix and only micro that one in order to create a compact stack.
Unfortunatly due to the slow acceleration of phoenixes in comparison to their maximum speed, they tend to catch up to the leader eventually and then falling far behind, resulting in in a semi-Limboline with a single or couple phoenixes at the end. Therefore I tried the same with all kind of other air units. Best results came by the use of speed observer as Leader. Actually the Speed Prism showed better results but i tends to get sniped rendering the whole concept useless, while an obs is obviously invisible ^^ and still nearly as fast.

Advantages are that the last phoenixes of that moving stack constantly rotate with the ones in front (due to their greater speed compared to the leader), maintaining an more even distribution of incoming damage while they are still enough spread out to fire on different targets and therefore preventing overkill.

Note that this kind of micro (against mutas) is less (cost-)effective than microing your Phoenixes "manually" just outside of muta range, but by far less intensive so you free up APM to do something else while microing your phoenixes to greater effect than just a move or just flying away.
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
February 19 2011 22:10 GMT
#36
On February 19 2011 21:56 Xanatoss wrote:
Well I have to admit, that this is this first OP since some time I cant figure out. Clearly there is a conclusion and a question inside but I just cant see it ._.

So sry if my response does not match it:

During a shower ( :> ) I had the idea to benefit from Phoenix' Abliity to shoot while moving by simply sticking them to a leader-phoenix and only micro that one in order to create a compact stack.
Unfortunatly due to the slow acceleration of phoenixes in comparison to their maximum speed, they tend to catch up to the leader eventually and then falling far behind, resulting in in a semi-Limboline with a single or couple phoenixes at the end. Therefore I tried the same with all kind of other air units. Best results came by the use of speed observer as Leader. Actually the Speed Prism showed better results but i tends to get sniped rendering the whole concept useless, while an obs is obviously invisible ^^ and still nearly as fast.

Advantages are that the last phoenixes of that moving stack constantly rotate with the ones in front (due to their greater speed compared to the leader), maintaining an more even distribution of incoming damage while they are still enough spread out to fire on different targets and therefore preventing overkill.

Note that this kind of micro (against mutas) is less (cost-)effective than microing your Phoenixes "manually" just outside of muta range, but by far less intensive so you free up APM to do something else while microing your phoenixes to greater effect than just a move or just flying away.

If I learn how to make videos I'll make a tutorial on Monday.
Yeah, choosing a leader unit is the best way in terms of clicks needed but indeed, when stacked too much they overkill way too much. That's why I called this way of stacking "initial" - a way that allows to keep air units constantly stacked on the move but terrible in terms of combat because of the threat of losing the leader unit, terrible overkill and hard control over the following units.

This
+ Show Spoiler +

It's not that different from the rules of BW http://wiki.teamliquid.net/starcraft/Magic_box.
Air units, to quote BW Liquipedia: "must be grouped with a unit a sufficient distance away, which triggers the magic box to activate".

What is different is:

  1. the unit must be in a state that allows it to move.
    It can't be a building, a larva or a Siege Tank in Siege Mode.
    If burrowed, it can only be an Infestor or Roach with Tunneling Claws upgrade researched.

  2. Air units will always attempt to spread after about a second they were given an order.
    This means about one additional right click per second to keep them stacked but doesn't mean spamming right clicks "at their feet" to keep them stacked.
    Really, it's much easier than most people probably think.
    Additionally, when on the move units attempt to spread only in directions perpendicular to the one they are moving.


eliminates the threat of losing the leader unit and allows for a much better control but it still suffers from the problem of overkill.

That's why in OP I mention how can the problem of overkill can be solved:
When engaging with larger numbers of units it's actually better to do it without the additional unit that triggers the magic box.
My initial idea is to have the units in two control groups - one with the additional unit that causes the magic box to trigger and one without it.
And to switch between them right before engaging, to allow them to de-stack more.
Doing this requires a lot of trial and error play in unit testers to know when to switch between the groups (or Shift deselect that additional unit).
wwww
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
Last Edited: 2011-02-19 22:30:56
February 19 2011 22:29 GMT
#37
On February 19 2011 19:01 andrewwiggin wrote:
Show nested quote +
On February 17 2011 10:31 beetlelisk wrote:

This is where your brainstorming comes in. Units stacked too much terribly overkill.
When engaging with larger numbers of units it's actually better to do it without the additional unit that triggers the magic box.


Void rays don't overkill, if I'm correct on the prismatic beam mechanic. Which makes stacked voids the sexiest air force out there! XD

Yeah but like FeyFey said they have big problem when trying to charge and I need to check this again in an online unit tester but when I tried doing hit and runs with stacked Void Rays... it was really hard to keep them stacked. They are pretty fast but also pretty large so once they start to de-stack some of them (1 to 3 of them) become too exposed and focused by anti air units (like Marines) and some of them fly out of their range. Fazing targets is impossible because of deceleration needed to attack.

For now I would say Void Rays (because of reasons above) and Banshees (because of the worst imaginable overkill) are the two units that is better not to stack. At least bigger numbers of them and when dealing with units with small HP like Marines.

On February 19 2011 18:27 morimacil wrote:
Show nested quote +
OP explained the advantage, or?

I think it's always good to keep them stacked where there are no thors around - you take much less damage overall.

Show nested quote +
Even if stacked units don't fire exactly at the same time, it's better 90% of the time than if they were not stacked -- take less damage, less exposure, increased damage, etc.


They take less damage? Not really.
The OP's point is that the damage will be more spread out amongst units, which is a valid point, and thats a nice bonus.
But my point, if you actually read my post, is that in SC2 unlike in SC1, you cant keep mutas stacked together without slowing down.

Read The mechanic and The problem sections in my OP.
They don't need to slow down, once the correct unit is chosen to trigger the magic box, they behave exactly like air units in BW. Except they need to slow down before they can shoot but it takes about half of a second and can be ordered before they get in range to shoot.


Show nested quote +
increased damage

Stacked mutas dont do more dps than unstacked mutas. They never did.
The advantage, in SC1, was that since they would behave as a single muta, and all shoot at the same time, having them stacked allowed you to get more kills, instead of spread out damage.
But in SC2, well they dont behave as a single muta, and dont shoot as one. Thus it doesnt really matter if they are stacked or not. They dont do greater damage when stacked, never did, and now they also dont kill specific units better when stacked, since they dont behave as a single muta, but still behave as a group of mutas.

The point is to have as many of them to fire at the same (or very similar) time.
Spread Mutas don't all attack at the same time, moreover those that start to fire can get killed before the rest arrives and starts to shoot.


In BW, stacking mutas:
Allowed you to hide damaged mutas, thus spreading out damage better
Allowed them to behave as a single muta
Was more vulnerable to splash

In SC2:
Allows you to hide damaged mutas, thus spreading out damage better
Requires the mutas to constantly decelerate
Is more vulnerable to splash.

Its not the same now as it was before, so while before, stacking against non splash was strictly better, I dont believe thats the case anymore.
Unless someone can find a way to make SC2 mutas behave as one, and/or stay stacked without decelerating. In which case, it will indeed always be better to stack them than to have them spread as long as no splash is involved.

I included 2 ways to do that in my OP. I made this thread exactly because I've found out how to do it. It seems you just didn't read it. I apologize for lack of screenshots and other means to show this, I will work on this in the near future. However I feel my description of how to do it is good enough.
Negating Thor's splash is as simple as making 1 Corruptor or researching Overlord speed and flying with either of those first before trying to engage with Mutas.
wwww
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
11:00
WardiTV 10 Playoffs
SHIN vs MaxPax
herO vs HeRoMaRinE
ByuN vs Classic
Clem vs Rogue
IntoTheiNu 209
WardiTV197
TaKeTV 125
Rex53
Liquipedia
CranKy Ducklings
10:00
Master Swan Open #107 (SHIN Mod Edition)
CranKy Ducklings30
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko237
ProTech128
Rex 53
trigger 24
mouzHeroMarine 21
IndyStarCraft 0
StarCraft: Brood War
Britney 4444
Larva 1959
EffOrt 1303
BeSt 546
Snow 399
Mini 372
actioN 230
ggaemo 145
HiyA 75
sSak 70
[ Show more ]
Sharp 70
sorry 61
Sea.KH 58
Barracks 54
910 45
soO 23
Free 20
JulyZerg 9
Noble 8
yabsab 7
Dota 2
Gorgc3460
Dendi38
Counter-Strike
edward503
Super Smash Bros
Mew2King156
Other Games
gofns26917
singsing1566
crisheroes285
DeMusliM252
Pyrionflax205
ArmadaUGS69
Organizations
Dota 2
PGL Dota 2 - Main Stream14560
StarCraft: Brood War
Afreeca ASL 372
StarCraft 2
ComeBackTV 144
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH293
• StrangeGG 78
• LUISG 24
• CranKy Ducklings SOOP11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2089
League of Legends
• Jankos3464
• Stunt1062
Upcoming Events
AI Arena Tournament
5h 54m
BSL: Ladder Tournament
7h 54m
GSL
20h 54m
Yamato Cup
1d 3h
BSL Open Qualifier
1d 7h
BSL Open Qualifier
1d 7h
Replay Cast
1d 12h
Afreeca Starleague
1d 22h
Soma vs Jaedong
WardiTV Weekly
1d 23h
Monday Night Weeklies
2 days
[ Show More ]
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Leta vs Soulkey
PiGosaur Cup
3 days
Kung Fu Cup
3 days
The PondCast
4 days
Replay Cast
5 days
CranKy Ducklings
6 days
Online Event
6 days
Liquipedia Results

Completed

Acropolis #5 - GSA
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.