• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:58
CEST 14:58
KST 21:58
  • 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
Team Liquid Map Contest #22 - The Finalists14[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21
Community News
2026 GSL Season 1 Qualifiers11Maestros of the Game 2 announced32026 GSL Tour plans announced11Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid22
StarCraft 2
General
MaNa leaves Team Liquid 2026 GSL Tour plans announced Team Liquid Map Contest #22 - The Finalists Weekly Cups (April 6-12): herO doubles, "Villains" prevail Oliveira Would Have Returned If EWC Continued
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament GSL CK: More events planned pending crowdfunding 2026 GSL Season 1 Qualifiers Master Swan Open (Global Bronze-Master 2) SEL Doubles (SC Evo Bimonthly)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea Pros React To: Tulbo in Ro.16 Group A Data needed
Tourneys
Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro16 Group A [ASL21] Ro16 Group B
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Reappraising The Situation T…
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1657 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
Canada5459 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 Map Contest Tou…
11:00
Group D
WardiTV896
IndyStarCraft 269
TKL 259
Rex101
3DClanTV 69
Liquipedia
Sparkling Tuna Cup
10:00
Weekly #128 (TLMC 22 Edition)
herO vs ByuNLIVE!
CranKy Ducklings178
herO (SOOP)41
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 269
TKL 259
Rex 101
herO (SOOP) 41
Codebar 9
NoRegreT_ 8
StarCraft: Brood War
Britney 48867
Calm 5823
Horang2 1737
ToSsGirL 1246
EffOrt 1038
NaDa 784
Mini 502
ggaemo 430
firebathero 252
BeSt 247
[ Show more ]
Last 198
Mind 167
Hyun 150
Soulkey 149
Rush 143
PianO 114
Killer 80
hero 62
[sc1f]eonzerg 59
Pusan 53
Sharp 47
sSak 42
Shinee 33
Movie 31
yabsab 20
Noble 17
soO 17
SilentControl 16
Hm[arnc] 16
IntoTheRainbow 11
GoRush 10
Icarus 6
zelot 6
Dota 2
Gorgc6063
BananaSlamJamma56
Counter-Strike
zeus1883
x6flipin551
edward232
Super Smash Bros
Mew2King103
Heroes of the Storm
Khaldor339
Other Games
B2W.Neo1942
singsing1877
Mlord313
DeMusliM309
XaKoH 275
Pyrionflax204
Beastyqt178
mouzStarbuck10
Organizations
Dota 2
PGL Dota 2 - Main Stream12746
PGL Dota 2 - Secondary Stream1347
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• iHatsuTV 10
• CranKy Ducklings SOOP7
• Adnapsc2 4
• sooper7s
• Migwel
• LaughNgamezSOOP
• IndyKCrew
• Kozan
• intothetv
• AfreecaTV YouTube
StarCraft: Brood War
• FirePhoenix4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2516
• TFBlade1203
• Nemesis781
Upcoming Events
Ladder Legends
2h 2m
IPSL
3h 2m
JDConan vs TBD
Aegong vs rasowy
BSL
6h 2m
StRyKeR vs rasowy
Artosis vs Aether
JDConan vs OyAji
Hawk vs izu
CranKy Ducklings
11h 2m
Replay Cast
20h 2m
Wardi Open
21h 2m
Afreeca Starleague
21h 2m
Bisu vs Ample
Jaedong vs Flash
Monday Night Weeklies
1d 3h
RSL Revival
1d 13h
Afreeca Starleague
1d 21h
Barracks vs Leta
Royal vs Light
[ Show More ]
WardiTV Map Contest Tou…
1d 22h
RSL Revival
2 days
Replay Cast
3 days
The PondCast
3 days
KCM Race Survival
3 days
WardiTV Map Contest Tou…
3 days
Replay Cast
4 days
Escore
4 days
RSL Revival
5 days
WardiTV Map Contest Tou…
5 days
Ladder Legends
6 days
uThermal 2v2 Circuit
6 days
BSL
6 days
Sparkling Tuna Cup
6 days
WardiTV Map Contest Tou…
6 days
Liquipedia Results

Completed

Escore Tournament S2: W3
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
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.