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On February 01 2012 08:15 Jermstuddog wrote: ZvP has been one-sided due to a lot more reasons than mutaling.
If mutaling was such an issue, ZvP SHOULD have been one-sided since release due to the fact that mutas and lings have undergone exactly 0 modifications in the released game.
The truth of the matter is that mutas in ZvP have been somewhat viable at all points since release, but are never so convincingly strong that it should be concerning. Unless you play Protoss... then they're imba.
As I stated above, the thing that sends Protoss players to the forum to complain about mutas actually has nothing to do with the strength of the unit and everything to do with its weaknesses.
Mutas are fast and flimsey, they suck if they're getting hit at all, they have a bad tendancy to clump up if any micro is applied at all (making them very vulnerable to splash damage), and to top it all off, Protoss has 4 different units (two of which are equally so or more mobile than the mutalisk) that hands down slaughter mutas per cost. Oh yeah, all of these units have more range than mutas, and most have more health.
That sounds like a pretty well balanced unit to me...
Back to the point.
Mutas don't win games through brute force. They win games through superior speed, maneuvering and containment which doesn't lead to a win, it leads to a 5 base vs 3 base situation. Then, considering you've dumped 100% of your gas on mutas up to that point, you are stuck with lots of mutas... and maybe speedlings... and no way to kill your opponent... so you start going for the inefficient trades. 6 mutas for 5 probes. Kill 3 cannons and 8 probes, eat 1000 damage in storms. Stuff like that...
The game was over 20 minutes ago... Hell, you have 2x the income of your opponent, he SHOULD have typed out gg 10 minutes ago... but all he sees is his sick blinks and awesome storms... and the imba contain you're putting down on him. Forget the fact that its 200 supply with 3k+ of each resource vs 160 and struggling... its the mutas that are imba!
I have never seen anything convincing that shows mutas are anywhere near imba or that Protoss lacks the resources to deal with them properly.
If mutas need a nerf, so do blink stalkers, colossi, immortals, and HT... all those units kill me quite often in much more convincing ways.
You're confused.
Mutas are the cause of a 3 base vs 3 base game turning into a 6 base vs 3 base game. Protoss have a really really tough time expanding vs a muta/ling player while the muta/ling player has no trouble expanding at all once the muta flock is up. And since the muta/ling player can take 2 more bases pretty much uncontested and ramp up their economy the game swings hard in their favour. The only thing going for the protoss player is the fact that mutas can't kill the protoss army in a toe to toe fight.
But they can kill half the army no problems, and they can kill the base if the protoss moves out with their entire army. This means protoss is stuck until maxed, unable to expand and protect their production and currently mining bases.
Just because a big muta flock can't deliver a killing blow on their own doesn't mean they didn't win the game.
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On February 01 2012 11:11 Kharnage wrote:Show nested quote +On February 01 2012 08:15 Jermstuddog wrote: ZvP has been one-sided due to a lot more reasons than mutaling.
If mutaling was such an issue, ZvP SHOULD have been one-sided since release due to the fact that mutas and lings have undergone exactly 0 modifications in the released game.
The truth of the matter is that mutas in ZvP have been somewhat viable at all points since release, but are never so convincingly strong that it should be concerning. Unless you play Protoss... then they're imba.
As I stated above, the thing that sends Protoss players to the forum to complain about mutas actually has nothing to do with the strength of the unit and everything to do with its weaknesses.
Mutas are fast and flimsey, they suck if they're getting hit at all, they have a bad tendancy to clump up if any micro is applied at all (making them very vulnerable to splash damage), and to top it all off, Protoss has 4 different units (two of which are equally so or more mobile than the mutalisk) that hands down slaughter mutas per cost. Oh yeah, all of these units have more range than mutas, and most have more health.
That sounds like a pretty well balanced unit to me...
Back to the point.
Mutas don't win games through brute force. They win games through superior speed, maneuvering and containment which doesn't lead to a win, it leads to a 5 base vs 3 base situation. Then, considering you've dumped 100% of your gas on mutas up to that point, you are stuck with lots of mutas... and maybe speedlings... and no way to kill your opponent... so you start going for the inefficient trades. 6 mutas for 5 probes. Kill 3 cannons and 8 probes, eat 1000 damage in storms. Stuff like that...
The game was over 20 minutes ago... Hell, you have 2x the income of your opponent, he SHOULD have typed out gg 10 minutes ago... but all he sees is his sick blinks and awesome storms... and the imba contain you're putting down on him. Forget the fact that its 200 supply with 3k+ of each resource vs 160 and struggling... its the mutas that are imba!
I have never seen anything convincing that shows mutas are anywhere near imba or that Protoss lacks the resources to deal with them properly.
If mutas need a nerf, so do blink stalkers, colossi, immortals, and HT... all those units kill me quite often in much more convincing ways. The only thing going for the protoss player is the fact that mutas can't kill the protoss army in a toe to toe fight.
I used to think that, too, but I've just played a PvZ where the Zerg commited heavily to mutas. I was able to destroy his 3rd 3 times, but he went and got it up again, and then got a 4th, which I also managed to destroy. I was keeping his muta flock low, but he began double upgrades and I was stranded in 2 bases, so I couldn't keep up with his production and upgrades. +2+2 mutas simply shredded my +2+0 blink stalkers. There was simply nothing I could do. I hope zergs don't begin doing this kinda of thing, or things will get nasty.
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On February 01 2012 11:15 SonOfBoxer wrote:Show nested quote +On February 01 2012 11:11 Kharnage wrote:On February 01 2012 08:15 Jermstuddog wrote: ZvP has been one-sided due to a lot more reasons than mutaling.
If mutaling was such an issue, ZvP SHOULD have been one-sided since release due to the fact that mutas and lings have undergone exactly 0 modifications in the released game.
The truth of the matter is that mutas in ZvP have been somewhat viable at all points since release, but are never so convincingly strong that it should be concerning. Unless you play Protoss... then they're imba.
As I stated above, the thing that sends Protoss players to the forum to complain about mutas actually has nothing to do with the strength of the unit and everything to do with its weaknesses.
Mutas are fast and flimsey, they suck if they're getting hit at all, they have a bad tendancy to clump up if any micro is applied at all (making them very vulnerable to splash damage), and to top it all off, Protoss has 4 different units (two of which are equally so or more mobile than the mutalisk) that hands down slaughter mutas per cost. Oh yeah, all of these units have more range than mutas, and most have more health.
That sounds like a pretty well balanced unit to me...
Back to the point.
Mutas don't win games through brute force. They win games through superior speed, maneuvering and containment which doesn't lead to a win, it leads to a 5 base vs 3 base situation. Then, considering you've dumped 100% of your gas on mutas up to that point, you are stuck with lots of mutas... and maybe speedlings... and no way to kill your opponent... so you start going for the inefficient trades. 6 mutas for 5 probes. Kill 3 cannons and 8 probes, eat 1000 damage in storms. Stuff like that...
The game was over 20 minutes ago... Hell, you have 2x the income of your opponent, he SHOULD have typed out gg 10 minutes ago... but all he sees is his sick blinks and awesome storms... and the imba contain you're putting down on him. Forget the fact that its 200 supply with 3k+ of each resource vs 160 and struggling... its the mutas that are imba!
I have never seen anything convincing that shows mutas are anywhere near imba or that Protoss lacks the resources to deal with them properly.
If mutas need a nerf, so do blink stalkers, colossi, immortals, and HT... all those units kill me quite often in much more convincing ways. The only thing going for the protoss player is the fact that mutas can't kill the protoss army in a toe to toe fight. I used to think that, too, but I've just played a PvZ where the Zerg commited heavily to mutas. I was able to destroy his 3rd 3 times, but he went and got it up again, and then got a 4th, which I also managed to destroy. I was keeping his muta flock low, but he began double upgrades and I was stranded in 2 bases, so I couldn't keep up with his production and upgrades. +2+2 mutas simply shredded my +2+0 blink stalkers. There was simply nothing I could do. I hope zergs don't begin doing this kinda of thing, or things will get nasty.
Yeah, people seem to think that stalkers rape mutas (like marines do), but they're actually barely cost effective against them in straight up fight, without accounting for the fact that Zerg has a better economy so more army value than you and mutas are even more mobile than blink stalkers. The only answer really is storm, but you can't do that on 2 bases, as you said.
Edit: Oh, and adding armor upgrades/shield helps a lot vs mutas with respect to stalker cost effectiveness.
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Complaint: Mutas are too powerful in ZvP because of they are a fast, mobile (flying) and multi-purpose (hits air + ground) unit. Units that should counter them (e.g. phoenix + stalker) are hardly useful counters against them. The problem increases when the muta cloud grows.
Solution: Nerf their speed or weaken their multi-purpose capability (e.g. make their air or ground attack weaker).
Side-effects: The TvZ matchup - although I feel that it's not so bad because terrans also have similar troubles. Even though terrans have learnt to deal with them by keeping a squad a marines in-base to stim and chase them away, many pros do encounter trouble against them and I think it's pretty ridiculous that a cloud of mutas can fly into a base (for both terran and protoss) and kill everything and then just fly out unchallenged.
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On February 01 2012 11:15 SonOfBoxer wrote:Show nested quote +On February 01 2012 11:11 Kharnage wrote:On February 01 2012 08:15 Jermstuddog wrote: ZvP has been one-sided due to a lot more reasons than mutaling.
If mutaling was such an issue, ZvP SHOULD have been one-sided since release due to the fact that mutas and lings have undergone exactly 0 modifications in the released game.
The truth of the matter is that mutas in ZvP have been somewhat viable at all points since release, but are never so convincingly strong that it should be concerning. Unless you play Protoss... then they're imba.
As I stated above, the thing that sends Protoss players to the forum to complain about mutas actually has nothing to do with the strength of the unit and everything to do with its weaknesses.
Mutas are fast and flimsey, they suck if they're getting hit at all, they have a bad tendancy to clump up if any micro is applied at all (making them very vulnerable to splash damage), and to top it all off, Protoss has 4 different units (two of which are equally so or more mobile than the mutalisk) that hands down slaughter mutas per cost. Oh yeah, all of these units have more range than mutas, and most have more health.
That sounds like a pretty well balanced unit to me...
Back to the point.
Mutas don't win games through brute force. They win games through superior speed, maneuvering and containment which doesn't lead to a win, it leads to a 5 base vs 3 base situation. Then, considering you've dumped 100% of your gas on mutas up to that point, you are stuck with lots of mutas... and maybe speedlings... and no way to kill your opponent... so you start going for the inefficient trades. 6 mutas for 5 probes. Kill 3 cannons and 8 probes, eat 1000 damage in storms. Stuff like that...
The game was over 20 minutes ago... Hell, you have 2x the income of your opponent, he SHOULD have typed out gg 10 minutes ago... but all he sees is his sick blinks and awesome storms... and the imba contain you're putting down on him. Forget the fact that its 200 supply with 3k+ of each resource vs 160 and struggling... its the mutas that are imba!
I have never seen anything convincing that shows mutas are anywhere near imba or that Protoss lacks the resources to deal with them properly.
If mutas need a nerf, so do blink stalkers, colossi, immortals, and HT... all those units kill me quite often in much more convincing ways. The only thing going for the protoss player is the fact that mutas can't kill the protoss army in a toe to toe fight. I used to think that, too, but I've just played a PvZ where the Zerg commited heavily to mutas. I was able to destroy his 3rd 3 times, but he went and got it up again, and then got a 4th, which I also managed to destroy. I was keeping his muta flock low, but he began double upgrades and I was stranded in 2 bases, so I couldn't keep up with his production and upgrades. +2+2 mutas simply shredded my +2+0 blink stalkers. There was simply nothing I could do. I hope zergs don't begin doing this kinda of thing, or things will get nasty.
I'm going to copy the Genius method and get an early stargate, get a VR and then slowly get some phoenix up and when I see mutas happening get air attack +1 and chrono phoenix.
Thinking about getting a 2nd stargate when I get my 3rd, even if I never use it, just in case the mutas arrive on the scene. Also thinking that getting a fast shield upgrade is a good idea because blink stalkers are much stronger with a shield upgrade, so are cannons, my phoenix and Archons!
If there are no Mutas then I'll have 5ish phoenix to help screen my colossus from corruptors, hopefully keeping them alive long enough to melt the ground army.
That's my thought anyway.
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On February 01 2012 11:30 Azzur wrote: Complaint: Mutas are too powerful in ZvP because of they are a fast, mobile (flying) and multi-purpose (hits air + ground) unit. Units that should counter them (e.g. phoenix + stalker) are hardly useful counters against them. The problem increases when the muta cloud grows.
Solution: Nerf their speed or weaken their multi-purpose capability (e.g. make their air or ground attack weaker).
Side-effects: The TvZ matchup - although I feel that it's not so bad because terrans also have similar troubles. Even though terrans have learnt to deal with them by keeping a squad a marines in-base to stim and chase them away, many pros do encounter trouble against them and I think it's pretty ridiculous that a cloud of mutas can fly into a base (for both terran and protoss) and kill everything and then just fly out unchallenged.
I really don't think nerfing Mutas would be the solution here, really. If you tweak the Mutas, they will probably become useless. The problem is not that Mutas are overpowered, the problem is that the Stalker is underpowered. It is probably the worst unit in the game, all things considered: it is slow, has a ridiculous DPS and is way too expensive. IF the Stalker OR the Phoenix got a buff, things would be much better. It's not like Blink Stalkers can do much in PvT that it would ruin the matchup, since the main unit in a PvT matchup is the Chargelot. After all, the Stalker could use a little buff in its DPS, so concussive shells, stimpack, speedlings, and roach speed wouldn't render it useless.
I really think the "Muta Question" should be addressed with a buff to the Stalker or to the Phoenix. Nobody in their right minds would go air against Terran anyway.
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On February 01 2012 11:35 SonOfBoxer wrote:Show nested quote +On February 01 2012 11:30 Azzur wrote: Complaint: Mutas are too powerful in ZvP because of they are a fast, mobile (flying) and multi-purpose (hits air + ground) unit. Units that should counter them (e.g. phoenix + stalker) are hardly useful counters against them. The problem increases when the muta cloud grows.
Solution: Nerf their speed or weaken their multi-purpose capability (e.g. make their air or ground attack weaker).
Side-effects: The TvZ matchup - although I feel that it's not so bad because terrans also have similar troubles. Even though terrans have learnt to deal with them by keeping a squad a marines in-base to stim and chase them away, many pros do encounter trouble against them and I think it's pretty ridiculous that a cloud of mutas can fly into a base (for both terran and protoss) and kill everything and then just fly out unchallenged. I really don't think nerfing Mutas would be the solution here, really. If you tweak the Mutas, they will probably become useless. The problem is not that Mutas are overpowered, the problem is that the Stalker is underpowered. It is probably the worst unit in the game, all things considered: it is slow, has a ridiculous DPS and is way too expensive. IF the Stalker OR the Phoenix got a buff, things would be much better. It's not like Blink Stalkers can do much in PvT that it would ruin the matchup, since the main unit in a PvT matchup is the Chargelot. After all, the Stalker could use a little buff in its DPS, so concussive shells, stimpack, speedlings, and roach speed wouldn't render it useless. I really think the "Muta Question" should be addressed with a buff to the Stalker or to the Phoenix. Nobody in their right minds would go air against Terran anyway.
Rebalancing staple units like the stalker is very hard to do though. Sure, stalkers will have more decent "stats", but certain builds will become very hard to hold (various 1 and 2 base blink all-ins, mainly). It doesn't matter against mutas, but I think stalkers could use a little +1 vs Armor added per attack upgrade. After all, marauders gain +1(+1 vs armor) and roaches gain +2 every level.
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On February 01 2012 09:03 Skamtet wrote:Show nested quote +On January 31 2012 01:00 Dalavita wrote: If people are talking very lategame, then what's the issue with making 6 spines per base to defend against drops? It'll make anything outside of a 3 medivac drop harmless. Upgraded marines deal with spines extremely well.
A single spine yes, not several of them.
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On February 01 2012 11:51 Dalavita wrote:Show nested quote +On February 01 2012 09:03 Skamtet wrote:On January 31 2012 01:00 Dalavita wrote: If people are talking very lategame, then what's the issue with making 6 spines per base to defend against drops? It'll make anything outside of a 3 medivac drop harmless. Upgraded marines deal with spines extremely well. A single spine yes, not several of them.
Bleh, upgraded marines destroy everything that does not deal AoE damage imo.
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On February 01 2012 11:35 SonOfBoxer wrote:Show nested quote +On February 01 2012 11:30 Azzur wrote: Complaint: Mutas are too powerful in ZvP because of they are a fast, mobile (flying) and multi-purpose (hits air + ground) unit. Units that should counter them (e.g. phoenix + stalker) are hardly useful counters against them. The problem increases when the muta cloud grows.
Solution: Nerf their speed or weaken their multi-purpose capability (e.g. make their air or ground attack weaker).
Side-effects: The TvZ matchup - although I feel that it's not so bad because terrans also have similar troubles. Even though terrans have learnt to deal with them by keeping a squad a marines in-base to stim and chase them away, many pros do encounter trouble against them and I think it's pretty ridiculous that a cloud of mutas can fly into a base (for both terran and protoss) and kill everything and then just fly out unchallenged. I really don't think nerfing Mutas would be the solution here, really. If you tweak the Mutas, they will probably become useless. The problem is not that Mutas are overpowered, the problem is that the Stalker is underpowered. It is probably the worst unit in the game, all things considered: it is slow, has a ridiculous DPS and is way too expensive. IF the Stalker OR the Phoenix got a buff, things would be much better. It's not like Blink Stalkers can do much in PvT that it would ruin the matchup, since the main unit in a PvT matchup is the Chargelot. After all, the Stalker could use a little buff in its DPS, so concussive shells, stimpack, speedlings, and roach speed wouldn't render it useless. I really think the "Muta Question" should be addressed with a buff to the Stalker or to the Phoenix. Nobody in their right minds would go air against Terran anyway.
Blink stalkers when micro'd correctly are incredibly strong vs things like roach armies, early pressure vs marines, blink run-bys etc. I agree that they are pretty awful, but they also have a lot of shield and good range buffing them would upset just about everything. Pheonix has less flow on implications.
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On February 01 2012 11:11 Kharnage wrote: Mutas are the cause of a 3 base vs 3 base game turning into a 6 base vs 3 base game.
There are MANY ways in which Protoss can deny/delay further expansions from the Zerg player once Mutas hit the field.
Further, if Z does not take a significant economic lead immediately after the mutas pop, he risks simply dying to the next big Protoss push because Mutas really are THAT bad at straight up fights.
I am not trying to argue that Protoss has meaningful ways of dealing with 40+ mutalisks. That is quite a tall order when the race is so limited in their splash damage vs air (pretty much just archons and storm). But let me go ahead and list a few of the things that people tend to overlook.
1) Stop rushing +3 weapons vs mutas I see this time and time again. Protoss just go straight for weapon upgrades and think they're doing the right thing. You SHOULD be getting at least +1 armor before you look at +2 weapons and probably at least +1 shield before +3 weapons.
Look at the Mutalisks attack.
Assuming +1 weapons, which is usually pretty standard, it hits a non-upgraded stalker for 10, 3.33, and 1.11 vs the shields and 9, 2.33, and 0.11 vs their hull. With +1 armor, that reduces the hull damage down to 8, 1.33, and (I think it's 0.01, correct me if i'm wrong). This is a significant amount of damage that you are reducing by simply getting an armor upgrade. +2 armor is close to the same effectiveness by further reducing the damage down to 7, 0.33, and 0.01. After getting +2 armor, the bounce is effectively worthless for the rest of the game and there is nothing Zerg can do to recover that lost damage.
Armor upgrades are doubly effective vs Mutalisks and offer a lot of value vs Zerglings, which are also pretty standard. This actually allows a Protoss player to split his army because it gets that much harder to kill.
2) An immediate counter-attack is almost ALWAYS going to work out in your favor. perhaps the most dangerous time for the muta-going Zerg player is right around the time the spire pops. Obviously attacking before the spire is optimal, but this is often not possible. Attacking immediately AFTER the spire however, also has many benefits.
Zerg needs to focus on drone production in order to catch up. Teching to Mutas is quite costly and doing so quickly in the game will actually leave Zerg behind in economy. The mutas MUST deal damage AND prevent a counter-attack in order to allow for Zerg to gain that massive economy which he can then leverage into a game ender. Even if you are trading slightly inefficiently at this point in time, you are AHEAD, so that is OK.
3) Blinking around a Spine wall is pretty damn deadly.
Protoss has many options to scout so that they can then blink past a spine wall.
Observers, Phoenix/Void Rays, and Hallucination are all simple early ways to provide uphill vision.
Blinking into Zergs main, killing off ANYTHING, and getting out before you lose your entire army deals a significant blow to the ticking time-bomb that is muta play.
4) Extreme turtling actually works.
I've seen this argument in here several times. "I have to wait until I'm maxed and then just allin from there". Why allin? Why not use your maxed army, that Zerg cannot fight against, to take a 4th? In my experience, it works quite well. Zerg is already floating econ. Why would you sacrifice your maxed army in order to kill his maxed army when he can literally replace his muta flock 30 at a time? Take a slow 4th, even if it's at the cost of your main. Most of your tech should be located in your natural anyway. Once the main is mined out, let him have it, you're goal should be to push for a Mothership/Archon/Void Ray composition. If he doesn't already have tech to deal with that, he may have already lost the game.
5) Carriers are actually quite good vs Mutalisks.
Carriers have insane DPS and a base armor of 3. That is everything you want to deal with Mutalisks. While I do not advocate rushing for them, if you are going for the long game and getting that Mothership, there is no reason you can't start adding Carriers into your army as well.
6) Phoenix work best when you keep them in competitive numbers with the Zerg player and use them for zoning.
Phoenix DOMINATE mutalisks as long as the gas is roughly the same for each army. Even if it's something like 20 phoenix vs 30 mutas, the phoenix will take a LARGE chunk out of the muta army before they go down. Still... there is no reason to just let them die. Phoenix are faster, have longer range, more health, shields regenerate faster, and they deal higher DPS than mutas do. Everybody already knows this. The important part is to use that speed and range to your advantage. Phoenix should never engage mutas head-on, rather, they should be used as a force that mutas cannot fight. Use a phoenix cloud to harass the Zerg base, take a 3rd, or zone out certain areas of your base. Sure, the Zerg player might be able to win the fight, but you should always be able to make it not worth fighting in the first place if you're doing things right. This pretty much shits all over the whole idea of going muta in the first place.
7) Going back to that +armor argument. You know how fucking hard it is to kill 3 armor Zealots with +0 or +1 lings?
If you've been emphasizing armor upgrades but you're proceeding into the later stages of the game, a large warp-in (8+) of +3 armor Zealots can be a death sentence for any distant expansion. And who cares if they die... they only cost minerals anyway. I guarantee a large detachment of Zealots WILL kill their cost of any base with less than 6 Spine crawlers (typically the newer bases)
8) Last one... Freaking use everything you have available. I see too many people trying to write off phoenixs and archons when it comes to fighting mutas. Those units are FREAKING GOOD, just don't try sending them in willy-nilly. Both of those units are great for zoning. Archons work best to protect a cannon line. If Mutas cannot swarm up, they suck at killing cannons, If they have to magic-box an archon, they increase their exposure area, allow more cannons/stalkers to fire. This is just like using a Thor to top off a marine army. Thors suck vs Mutalisks when alone, but adding just 1 or 2 to an already existing marine army makes them basically untouchable. 1 or 2 archons added to mineral line surrounded by cannons does the same. The same goes for Templar. Just keeping one in a mineral line surrounded by cannons will pretty much make that base untouchable or at least not worth touching.
All of these things have worked against me quite effectively. If you are not employing all of them regularly, you haven't been trying nearly hard enough to even think about mutas being imba.
Just because a unit is good, does not mean a nerf is justified. Especially when that unit has as many drawbacks as the mutalisk does. Any single nerf to the unit would make it completely unusable in pretty much all 3 match-ups. That is not a realistic option, especially when the Protoss race has so many viable counters available.
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On February 01 2012 14:12 Jermstuddog wrote:Show nested quote +On February 01 2012 11:11 Kharnage wrote: Mutas are the cause of a 3 base vs 3 base game turning into a 6 base vs 3 base game. There are MANY ways in which Protoss can deny/delay further expansions from the Zerg player once Mutas hit the field. Further, if Z does not take a significant economic lead immediately after the mutas pop, he risks simply dying to the next big Protoss push because Mutas really are THAT bad at straight up fights. I am not trying to argue that Protoss has meaningful ways of dealing with 40+ mutalisks. That is quite a tall order when the race is so limited in their splash damage vs air (pretty much just archons and storm). But let me go ahead and list a few of the things that people tend to overlook. 1) Stop rushing +3 weapons vs mutas I see this time and time again. Protoss just go straight for weapon upgrades and think they're doing the right thing. You SHOULD be getting at least +1 armor before you look at +2 weapons and probably at least +1 shield before +3 weapons. Look at the Mutalisks attack. Assuming +1 weapons, which is usually pretty standard, it hits a non-upgraded stalker for 10, 3.33, and 1.11 vs the shields and 9, 2.33, and 0.11 vs their hull. With +1 armor, that reduces the hull damage down to 8, 1.33, and (I think it's 0.01, correct me if i'm wrong). This is a significant amount of damage that you are reducing by simply getting an armor upgrade. +2 armor is close to the same effectiveness by further reducing the damage down to 7, 0.33, and 0.01. After getting +2 armor, the bounce is effectively worthless for the rest of the game and there is nothing Zerg can do to recover that lost damage. Armor upgrades are doubly effective vs Mutalisks and offer a lot of value vs Zerglings, which are also pretty standard. This actually allows a Protoss player to split his army because it gets that much harder to kill. 2) An immediate counter-attack is almost ALWAYS going to work out in your favor. perhaps the most dangerous time for the muta-going Zerg player is right around the time the spire pops. Obviously attacking before the spire is optimal, but this is often not possible. Attacking immediately AFTER the spire however, also has many benefits. Zerg needs to focus on drone production in order to catch up. Teching to Mutas is quite costly and doing so quickly in the game will actually leave Zerg behind in economy. The mutas MUST deal damage AND prevent a counter-attack in order to allow for Zerg to gain that massive economy which he can then leverage into a game ender. Even if you are trading slightly inefficiently at this point in time, you are AHEAD, so that is OK. 3) Blinking around a Spine wall is pretty damn deadly. Protoss has many options to scout so that they can then blink past a spine wall. Observers, Phoenix/Void Rays, and Hallucination are all simple early ways to provide uphill vision. Blinking into Zergs main, killing off ANYTHING, and getting out before you lose your entire army deals a significant blow to the ticking time-bomb that is muta play. 4) Extreme turtling actually works. I've seen this argument in here several times. "I have to wait until I'm maxed and then just allin from there". Why allin? Why not use your maxed army, that Zerg cannot fight against, to take a 4th? In my experience, it works quite well. Zerg is already floating econ. Why would you sacrifice your maxed army in order to kill his maxed army when he can literally replace his muta flock 30 at a time? Take a slow 4th, even if it's at the cost of your main. Most of your tech should be located in your natural anyway. Once the main is mined out, let him have it, you're goal should be to push for a Mothership/Archon/Void Ray composition. If he doesn't already have tech to deal with that, he may have already lost the game. 5) Carriers are actually quite good vs Mutalisks. Carriers have insane DPS and a base armor of 3. That is everything you want to deal with Mutalisks. While I do not advocate rushing for them, if you are going for the long game and getting that Mothership, there is no reason you can't start adding Carriers into your army as well. 6) Phoenix work best when you keep them in competitive numbers with the Zerg player and use them for zoning. Phoenix DOMINATE mutalisks as long as the gas is roughly the same for each army. Even if it's something like 20 phoenix vs 30 mutas, the phoenix will take a LARGE chunk out of the muta army before they go down. Still... there is no reason to just let them die. Phoenix are faster, have longer range, more health, shields regenerate faster, and they deal higher DPS than mutas do. Everybody already knows this. The important part is to use that speed and range to your advantage. Phoenix should never engage mutas head-on, rather, they should be used as a force that mutas cannot fight. Use a phoenix cloud to harass the Zerg base, take a 3rd, or zone out certain areas of your base. Sure, the Zerg player might be able to win the fight, but you should always be able to make it not worth fighting in the first place if you're doing things right. This pretty much shits all over the whole idea of going muta in the first place. 7) Going back to that +armor argument. You know how fucking hard it is to kill 3 armor Zealots with +0 or +1 lings? If you've been emphasizing armor upgrades but you're proceeding into the later stages of the game, a large warp-in (8+) of +3 armor Zealots can be a death sentence for any distant expansion. And who cares if they die... they only cost minerals anyway. I guarantee a large detachment of Zealots WILL kill their cost of any base with less than 6 Spine crawlers (typically the newer bases) 8) Last one... Freaking use everything you have available. I see too many people trying to write off phoenixs and archons when it comes to fighting mutas. Those units are FREAKING GOOD, just don't try sending them in willy-nilly. Both of those units are great for zoning. Archons work best to protect a cannon line. If Mutas cannot swarm up, they suck at killing cannons, If they have to magic-box an archon, they increase their exposure area, allow more cannons/stalkers to fire. This is just like using a Thor to top off a marine army. Thors suck vs Mutalisks when alone, but adding just 1 or 2 to an already existing marine army makes them basically untouchable. 1 or 2 archons added to mineral line surrounded by cannons does the same. All of these things have worked against me quite effectively. If you are not employing all of them regularly, you haven't been trying nearly hard enough to even think about mutas being imba. Just because a unit is good, does not mean a nerf is justified. Especially when that unit has as many drawbacks as the mutalisk does. Any single nerf to the unit would make it completely unusable in pretty much all 3 match-ups. That is not a realistic option, especially when the Protoss race has so many viable counters available. One cannot be passive and aggressive simultaneously. One cannot leave substantial portions of a maxed army in one's base and simultaneously use said maxed army to secure a fourth. You can't even get a probe out onto the map against Muta/Ling, because Zerg can just make a bunch of lings to control the map and catch anything that leaves your base. You send out some Zealots to escort your probe? Boom, Mutas gonna come kill the Zealots. You send Zealots and Stalkers and a Probe? Hope you don't miss your various mineral lines or Pylons.
Putting 2 Archons in each mineral line (assuming HTs) is 6 gas per mineral line just to "zone" mutas. Are you crazy?
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I'm telling you what works by experience.
Go ahead, write it all off... this is just an internet forum after all...
Mutas are imba.
As soon as they pop, a giant rock wall ALSO pops up around the Protoss base thereby making any attempt to leave impossible.
You're right... nerf the shit out of them... that rock wall is OP as fuck.
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On February 01 2012 11:30 Azzur wrote: Complaint: Mutas are too powerful in ZvP because of they are a fast, mobile (flying) and multi-purpose (hits air + ground) unit. Units that should counter them (e.g. phoenix + stalker) are hardly useful counters against them. The problem increases when the muta cloud grows.
Solution: Nerf their speed or weaken their multi-purpose capability (e.g. make their air or ground attack weaker).
Side-effects: The TvZ matchup - although I feel that it's not so bad because terrans also have similar troubles. Even though terrans have learnt to deal with them by keeping a squad a marines in-base to stim and chase them away, many pros do encounter trouble against them and I think it's pretty ridiculous that a cloud of mutas can fly into a base (for both terran and protoss) and kill everything and then just fly out unchallenged. Nice man, way to stick to the format. Unfortunetly I think the side effect is too big. I propose a (imo better) solution: buff pheonixes.
Side effect: maybe pheonix/colossus is really damn good in pvt.
or even buff stalkers, or just buff stalker +upgrade damage. Stalker buff would make 4gate really damn strong vs Terran again, and would make blink allins really damn strong vs zerg again. The buff could be beneficial for balance vs Terran, since it could force T's to play less greedy (general protoss buff), but would probably break PvZ blink timings.
Even so, I think Protoss should be able to defeat mass muta with Archon/Storm. I'm sure its damn hard (harder than with thor/marine). I think theres some timings to prevent the muta flock that havent been completely developed. I have heard, from the EG stream, that DTs are a good way to deal with muta, since they can shutdown expansions and get you archons.
On February 01 2012 14:16 Shiori wrote: Putting 2 Archons in each mineral line (assuming HTs) is 6 gas per mineral line just to "zone" mutas. Are you crazy? 1 archon + 2 HTs in a warp prism. + stalker warp in + cannons. I like to keep a medivac with my thor for fast base to base movement and to eventually bring it to the front lines (risky, but neccessary if 2 base timing).
On February 01 2012 12:01 ZenithM wrote:Show nested quote +On February 01 2012 11:51 Dalavita wrote:On February 01 2012 09:03 Skamtet wrote:On January 31 2012 01:00 Dalavita wrote: If people are talking very lategame, then what's the issue with making 6 spines per base to defend against drops? It'll make anything outside of a 3 medivac drop harmless. Upgraded marines deal with spines extremely well. A single spine yes, not several of them. Bleh, upgraded marines destroy everything that does not deal AoE damage imo. Marines good race. Seriously tho, 2 spines probably gonna take out 3-4 2/2 marines outta 8. Now you only got 4 marines fighting that queen. Your zerglings can get there in time (assuming you didnt leave 6ish+infestor at that base like you should)
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I don't think the solution is too nerf. The solution is to buff and make things imba to deal with the imba. I say give phoenix AoE attack - maybe an upgrade? That'd be interesting. Or just give them their namesake ability from the beta.
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I don't agree with buffing phoenix attack because that would make them imba - unless the attack buff is only against air units and doesn't affect ground units that are lifted (but that would be a not-so-elegant). An option mentioned by some that I agree is to give them an upgrade for AoE damage (150/150 cost maybe) - I suggest researchable from the Cybercore but with a Stargate prerequisite.
Another solution is to make 3 easy defensible bases maps the "standard" maps.
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United States7483 Posts
If you're having a lot of trouble against mutalisks as protoss, consider going double forge. Generally, mutas are accompanied with zerglings for a long time, and armor+weapons decimates muta/ling. Eventually he'll switch out, but you want to make your army as powerful as possible for your push out because you only really get one shot at your attack when maxed.
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Problem: Zerg can steal Protoss tech, but not Terran Tech. Kidnapping a probe with a parasite lets you warp in a Nexus
instantly, but it takes 6 full energy infestosr to steal one SCV long enough to build a CC
Solution: Kidnapped SCV ordered to build something doesnt revert to terran until building complete
Side Effects: Zerg will get Ghosts eventually
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Is everyone forgetting Phoenixes have energy? There's a tool, right there, for blizz to work with. Just give them a new spell, like a mini-yamato cannon with splash. 50 energy, 25 AoE damage vs air units. As far as I'm aware this wouldn't have much of an impact in the other matchups and would increase micro for both sides in PvZ.
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On January 30 2012 10:28 DYEAlabaster wrote:Show nested quote +On January 30 2012 10:22 Loki57 wrote:On January 30 2012 09:59 Drizzt3 wrote:On January 13 2012 04:30 ToKoreaWithLove wrote: I have not so much a problem with balance (me losing is because I am really really bad at the game), but I feel like sc2 is a bit "set". This will be from a terran perspective because quite honestly I couldnt kill an undefended base as z or p.
Let me elaborate.
For example, SK Terran is no good vs zerg. Fungal hardcounters bio to uselessness. Banelings slaughter bio with no tanks. And vs protoss mech is useless, but at the same time Vikings is not optional at all. With enough colossus and storm bio is useless. But mech is useless as well.
So basicly bio with Vikings is the game vs protoss, while marine/tank is the game vs zerg. Alternatives are basicly funny kinds of harass or allins before the good stuff comes out.
Is it just me, or does it seem like sc2 need some work on varations? Go tell vileIllusion "vs protoss mech is useless," I don't think he's picked up on that, it seems to be working well enough for him. I don't know how you can say that vs storm bio is useless, when the counter to high templar, the ghost, is a bio unit. Somehow you also convinced yourself that vikings don't counter colossi, and that you "have not so much a problem with balance" I'm sorry, but who has this been working against? The only thing I've ever seen out of Illusion was in a tournament the other day against iNcontroL where he didn't make an expansion until the fourth game. vileIllusion got 24th at Providence, taking out Sheth, KawaiiRice, Spanishiwa. He also took out 2 FXO members and should have won vs asd as well. He's not the greatest player in the world, but he sure isn't bad either. He also beat Ret, DeMuslim, and KawaiiRice (again) to qualify for IEM Sao Paulo. So he's not bad, but he's better than most.
Very nice summary.. though I notice, that you mentioned 3 Zerg and 3 Terrans as his opponents, but 0 protoss. Which would have been important to answer the question "Which notable protoss did he kill by going mech?" Though the question should be "Does he go mech on a regular basis and how is his MU stat for competitions?".
And just for clarification: 1/1/1 or derivative builds (like 2base 3/1/1) are NOT mech.
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