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[D]Are mutalisks overpowered in WOL?? - Page 2

Forum Index > SC2 General
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GhostFall
Profile Blog Joined March 2010
United States830 Posts
October 25 2011 09:31 GMT
#21
I guess the real point of this thread is to address that fact that this expansion doesn't seem to be introducing units to fix problems like Starcraft Brood War did for Starcraft, but instead are introducing units because they are "cool".

Which I guess is fine for a middle expansion, but this design philosophy will come under heavy fire during LOTV.
Leaky
Profile Joined December 2010
United States176 Posts
October 25 2011 09:32 GMT
#22
The warhound is mostly being added in to make mech more viable as a whole in TvZ and TvP. It will be more mobile than the thor and more massable, and a much needed anti air unit that pure mech is really lacking.

I think that it's not really intended as much for use in marine/tank armies. Terran players might end up making a few warhounds to cover their tanks vs mutalisks, but I can't really see the unit changing the way mutas are used in the matchup, besides the fact that pure mech will get a lot more play in TvZ than it does currently.
http://sc2ranks.com/us/653835/Leaky
LEEKsc
Profile Blog Joined December 2010
Sweden380 Posts
October 25 2011 09:32 GMT
#23
On October 25 2011 18:28 Let it Raine wrote:
mutas in zvp right now

op vs terrible protoss players

good vs mediocre toss players

terrible vs good toss players

they go from good unit to: "all i can do now is base race and hope he doesnt bring probes + have money banked"

protoss can make extremely cost efficient compositions vs any zerg army comp.



somewhat true in my opinion, on some maps base trades are incredibly effective, and they serve as a really nice mid-late game harassment tool if you know how to use them properly (and this is as you say, really efficient vs "terrible" (lesser skilled) protoss players)
RIP our beloved Amulet, we will never forget. // nAni #1 prOb rush
dooraven
Profile Joined December 2010
Australia2820 Posts
October 25 2011 09:34 GMT
#24
Mutas were a huge huge problem in PvZ until protoss figured out a timing that just kills the zerg before they got mutas out (or have them in small numbers). Protoss has a huge problem with the mobility of mutas, basically any attack you did was a base race. But besides that Mutas are fine.
Go go Alliance.
Darksoldierr
Profile Joined May 2010
Hungary2013 Posts
October 25 2011 09:36 GMT
#25
Without the amulet its really hard to deal with mutas in PvZ and archons get stuck everywhere
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
Qikz
Profile Blog Joined November 2009
United Kingdom12064 Posts
October 25 2011 09:39 GMT
#26
In TvZ, the thor meant you couldn't really just go pure mech against muta as you would just get magic boxed. They were too big, too expensive and too slow to be a viable way of protecting your army. The only thing it had going for it was the range, but mass mass mutas can own mech right now if you just magic box.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
TI17
Profile Joined October 2011
3 Posts
October 25 2011 09:44 GMT
#27
--- Nuked ---
SzaszaG
Profile Joined April 2010
Hungary120 Posts
October 25 2011 09:44 GMT
#28
Phoenix is Great vs Mutas. The only problem is that at Open Expansions you cannot build your Nexus before 7 minutes, if you go for a Safe (+1) Zealot + 1 VR Comp + 1 Phoenix for Scouting.

Faster expansion can be Busted easily, without VR you cannot deal with Roaches, without (+1) you cannot deal with 7:30 - 50 Ling Timing, without Phoenix you cannot Scout Mutas on time.
Only problem is: Protoss cannot keep up with "Mass Worker Inject" neither if he goes Forge+FE, so the 7 min Expand is Horribly LATE ! =(
Darack
Profile Blog Joined April 2011
51 Posts
October 25 2011 09:46 GMT
#29
I think what they meant was the muta late game switch could be devastating versus protoss or mutas in very large numbers need to be dealt with by AoE which only archons and high templars provide.
No air to air unit is capable of taking down large clumps of mutas like the corsair did in BW.

And basically terran mech with thors is flawed against mutalisks with magic boxing so they need to add marines and can't go pure mech screwing up the upgrade paths.
Elldar
Profile Joined July 2010
Sweden287 Posts
October 25 2011 09:48 GMT
#30
On October 25 2011 18:23 Whiplash wrote:
Mmm blizzard should have just made the phoenix actually counter the muta instead of adding a whole new unit I think...


Phoenix counters mutas hard in equal numbers or slighlty less, the only problem I see if the zerg goes crazy mutalisk path and get like 30 mutas then it could get cumbersome for the protoss because 30 phoenix is not that good late game, and take long time to get to.
Bippzy
Profile Blog Joined March 2011
United States1466 Posts
October 25 2011 09:50 GMT
#31
On October 25 2011 18:24 Fishgle wrote:
It's probably for the low league 3v3/4v4 games where you give the zerg huge masses of gas and he makes 80 mutas that kill everything at minute 10.

other than that ionno. I'd rather they buff archons/phoenixes than add tempest. even then i don't feel mutalisk is too good.
for terran the addition of both shredder and goliath v0.2 seems redundant as well. these things will probably change though.

I'd hope it's not for that. They removed carriers, the protoss team game unit, to put in the tempests, the new protoss team game unit
LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK
bokchoi
Profile Blog Joined March 2010
Korea (South)9498 Posts
October 25 2011 09:52 GMT
#32
The point of the Warhound is so Terran can choose to go PURE MECH like they did in BW, and it makes Mech completely viable in every match-up. I think a lot of Terran players would like the ability to go mech viably in all match-ups, but at the end of the day Bio should remain king in TvZ (much like BW).
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
October 25 2011 09:53 GMT
#33
If they nerf marines while adding these antimuta units I don't have a problem with it. But if it stays like this and they get better antimuta units then I will be mad.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
October 25 2011 09:55 GMT
#34
Marines have to get lucky to kill mutas. Good mutas always skirt around you until you leave, and drop one, at best, for a stim attack.

Thors just zone an area out until they realize he's alone, then they counter their hard counter. Mutas are incredibly hard to deal with as terran, no bullshit or joking here. I much rather infestor, as I know I can split and stim box etc and win with micro most times. Mutas? You have to get plain lucky to kill them
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Pandemona *
Profile Blog Joined March 2011
Charlie Sheens House51493 Posts
October 25 2011 09:55 GMT
#35
Lots of people saying in ZvT especially the 30+ Mutis is a game winner, well maybe but only if the terran is caught in the middle of the map and doesnt have enough turrets to hold off the first initial onslaught.

As for Muti being OP, lol clearly not, when 4 shots from 2 Thors can kill a group of 30 muti you know theres nothing wrong with them. They do good DPS in big groups like a marine ball i guess, but they are so weak. Mass marine medivac alone will LOL any muti ball.

Muti are never used to directly kill an army heads up (ball vs ball) they are used to try and snipe tech or even snipe specific units i.e seige tank. Muti bane ling hardly kills any army on its own straight up, it normally takes a huge mess up by the terran to cause muti to kill his whole army, thus already being behind.

200/200 supply zerg with 30 muti is pretty weak ground army and aslong as u dont split ur army up to engange the muti alone you should be more than fine as in the case of many a ZvT these days.
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Patashu
Profile Joined October 2011
Australia5 Posts
October 25 2011 09:56 GMT
#36
What would a nerf to marines look like?
Micket
Profile Joined April 2011
United Kingdom2163 Posts
October 25 2011 09:57 GMT
#37
Mutas are incredibly uncommon ZvP, and marines wreck mutas anyway. For TvZ, when you invest 2500/2500 in units that cannot defeat 2000 mule minerals worth of marines, you'd think that you deserve to have an awesome harass unit. Making muta harass useless makes the unit useless. Thors still pwn mutas if you have an ounce of marine support, thors lose if they are the only unit in your base. Perhaps you have to 'gasp' multitask and defend with marines whilst pushing whilst dropping to get mutas away from home.
Silidons
Profile Blog Joined September 2010
United States2813 Posts
Last Edited: 2011-10-25 09:59:07
October 25 2011 09:57 GMT
#38
I'm a P player and I'd rather Zerg go Muta than mass roach...

On October 25 2011 18:52 bokchoi wrote:
The point of the Warhound is so Terran can choose to go PURE MECH like they did in BW, and it makes Mech completely viable in every match-up. I think a lot of Terran players would like the ability to go mech viably in all match-ups, but at the end of the day Bio should remain king in TvZ (much like BW).

I'd sure love it if us P players didn't have to do the same thing every single game.
"God fights on the side with the best artillery." - Napoleon Bonaparte
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2011-10-25 09:59:10
October 25 2011 09:58 GMT
#39
I never liked Thor in WoL because it's just too good counter to mutas, which removed any micro from zerg (magic box ain't micro). As zerg you have a pack of mutas and you need to micro, snipe tanks, terran needs good positioning on his units, etc, but when Thors arrive all micro from zerg becomes useless. So I think if Warhound's anti-air is not as strong as Thors then it's a good change. I personally would like to see them doing huge damage but without splash, so mutas micro is still possible.

About tempest, it's really unnecessary. Huge muta switch in late game does not really matter because archons are easy to make, blink stalkers and HT are already there, where is the problem? Yes, when zerg has 40 of them and protoss has no archons/HTs then he is going to die but that's players fault. No point in adding extra unit to deal with mutas.
You should never underestimate the predictability of stupidity
Technique
Profile Joined March 2010
Netherlands1542 Posts
Last Edited: 2011-10-25 09:59:20
October 25 2011 09:59 GMT
#40
Mutas are op vs both terran and protoss, just cause they are not for every situation vs p doesn't make them any less good.

Not that i think a big tier 3 ship should be the counter..
If you think you're good, you suck. If you think you suck, you're getting better.
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