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[D]Are mutalisks overpowered in WOL?? - Page 20

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LRObot
Profile Joined April 2011
United States153 Posts
October 25 2011 23:29 GMT
#381
Thor and Phoenix fit their role perfectly. The only problem is that Zerg players get 30 mutas and laugh as T&P players try to build these unit counters as quickly as possible. Instead, they went to other avenues to deal with Mutas. This is probably Blizzard's line of thinking when creating these new units.

Mass mutas will still be the best harassment unit in the game, imo. They're speed hasn't changed which means they retain their ability to contain an opponent.
Never say die
Creegz
Profile Blog Joined November 2010
Canada354 Posts
October 25 2011 23:52 GMT
#382
My thoughts is that mutalisks CAN be somewhat overpowered, however, I use mutaling a lot, and I have seen that Terran and Protoss can deal with it quite easily, just like Zerg can. Zerg swaps to hydralisk and then Mutaling becomes a bit trickier to pull off and win with, usually a tech switch is in order. I have actually used Mutaling as nothing more than an instigator into a tech switch for my opponent, creating minimal mutas and forcing a different strategy than they originally intended. The best way to stop Mutaling at this point is to be aggressive, and when mutas look like they're coming, you attack, forcing them to get defensive, most players who build mutaling end up not having as much defence ready. Terran has a good defence against base harassment using marines and turrets, only problem they run into is if they have made a great deal of investments into drops, stopping mutaling, you kinda favour a bio build or mech with viking. That's at least what stops me commonly.
Who is this guy? ^
Achilles306
Profile Joined October 2011
Canada84 Posts
October 25 2011 23:55 GMT
#383
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. the tempest scares me even more, will it even be possible to stop a maxed protoss army x.x


Agree with this. Whenever zerg makes a bunch of mutas, his only choice is to base race as mutas are terrible in big battles.
Sparkman
Profile Blog Joined April 2011
United States60 Posts
October 26 2011 00:20 GMT
#384
As a Protoss player, having to deal with Mutalisk is a pain in the ass. Not only the harassment is annoying its the fact that unit has many roles it can perform. It can harass, gain map control, allow the zerg player to mass expand. Mass mutalisk get ridiculous when all of sudden the zerg player swtiches from Roach-Hydra. Going for reactive Phoenix is a bad idea if you didn't open stargate, zerg player will just simply out macro you while your trying to get 2+ stargate, air upgrades, limited bases, and in the end get overun by zerglings since you committed so much to air that the ground army suffers. Blink stalkers are alright, but you need a lot of them to fend off mutas from your base, you simply can't go pure blink stalkers due to the fact that Lings will eat them up. Templars are great IF you get to them, you need to be at least three bases worth of gas just to get a decent number of them as well as an army to support them. A good zerg player will try to kill you before you reach that critical mass of templars/gateway units.
Euronyme
Profile Joined August 2010
Sweden3804 Posts
October 26 2011 00:40 GMT
#385
Mutas are fine. It'd be nice if phoenixes were cheaper than mutas though, or if they kept the high cost and got splash. Then we don't need the anti air capital ship (lol).
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
Holophonist
Profile Joined December 2010
United States297 Posts
October 26 2011 00:57 GMT
#386
I don't agree at all with the people saying mutalisks are overpowered. The TvZ matchup is not at all overpowered in favor of the zerg as a whole. I'm not ready to say it's firmly in terran's favor either, but I would sooner say that than the other (though I play zerg). You don't really see a zerg player destroy a terran player with mutas unless a number of things have happened first. Namely strange all-inish builds with no scouting... as in maybe mass hellion play or marauder hellion timing attacks. Or if they just fail to deal with the harassment properly and get picked apart.

This is pretty much the same for ZvP except to a larger degree. You simply can't go mutas in ZvP unless it's a surprise or you're already pretty far ahead. Protoss has too many counters to the mutalisk and zerg absolutely cannot go up against a similarly (or relatively smaller) sized protoss army. The only hope a muta ling army has is to base trade, and even then a cool headed protoss will simply bank up some minerals and keep their probes with them.

I don't believe blizzard thinks the mutalisk is overpowered, it simply is too stale sometimes. It's far and away the standard ZvT and I don't think blizzard likes standard.
Just like my Grandpa used to say, "Never forget that the... thing.. and there was like.... a guy with this. Hmmm......"
ArcticFox
Profile Joined February 2011
United States1092 Posts
October 26 2011 01:04 GMT
#387
I can't speak from a PvZ perspective as I stopped playing P long ago (though once the numbers get huge, I've seen a lot of protoss have trouble catching back up) , but from a TvZ perspective, Mutas are not overpowered. However, if they are making the move for the Thor to go from a massing unit to a 1-off, then Terran does need some sort of AoE anti-air to make up for it, or the mutas would be difficult to handle once the numbers got too large.

If anything, Zerg players should be thrilled about this change -- Thors were huge and beefy and able to zone out mutas very effectively, but when you switched from air back to ground, Thors still did a decent job vs. land units with their 60 damage a shot. (Not so much lings, but everything else pretty good.....) As the stats stand now, Warhounds are not much more than mobile aoe turrets in TvZ, with a paltry 10 damage a shot vs. ground. No more "Mass Thors and 1a to win!", warhounds will have a much more specialized role, and will require Terrans to be a lot more careful about not overmaking warhounds to counter the air, lest they be far too vulnerable on the ground.
ahw
Profile Blog Joined April 2011
Canada1099 Posts
Last Edited: 2011-10-26 01:18:53
October 26 2011 01:18 GMT
#388
mutas ARE fine, but they are exponentially stronger on big macro maps. they choke terran at 2 bases and can hold map control for a long time. with war hound it looks like terran gets faster access to a positional thor-type. positional units are good for the game. if a t scouts spire and makes war hounds to hold, then z holds map control and is free to expand.

i don't think it will change much unless there continues to be tiny 1v1 maps.

hopefully this is a sign that blizz is going to focus on these macro styles of maps and macro play in hots. thats the only real area mutas shine right now.
Antares777
Profile Joined June 2010
United States1971 Posts
October 26 2011 01:19 GMT
#389
The Tempest was added so that Protoss had a way to deal with Vikings and Corruptors and defend their Colossi better in the late game. It doubles as a way to deal with mass Mutalisk effectively.

The Warhound would be a replacement for the Thor in a way. The Thor was too large, expensive, and immobile to be effectively used against Mutalisks. The Warhound is faster, smaller, and cheaper than the Thor, with the only drawback being its firepower.

Blizzard has made good decisions with these units so far, the only thing I'm on edge is whether or not the Warhound's ground attack is too weak against Zerg ground for it to be worth getting them for anti-air. On a side note, I hope they remove the Thor/Odin unit they are testing. Less massive-destroy-everything units would improve the skill level of the game.
Holophonist
Profile Joined December 2010
United States297 Posts
October 26 2011 01:26 GMT
#390
On October 26 2011 10:19 Antares777 wrote:
Blizzard has made good decisions with these units so far, the only thing I'm on edge is whether or not the Warhound's ground attack is too weak against Zerg ground for it to be worth getting them for anti-air. On a side note, I hope they remove the Thor/Odin unit they are testing. Less massive-destroy-everything units would improve the skill level of the game.



^^^^ couldn't agree more. Less "oh shit I blinked and my army is dead" is better for the game over all. SC2 is too sneaky and all-inish and I feel like in general, the weaker the units, the better the game will be. a bit of a tangent as the "thodin" surely won't be part of an all-in, but still.
Just like my Grandpa used to say, "Never forget that the... thing.. and there was like.... a guy with this. Hmmm......"
Dungaurd
Profile Joined October 2011
United States17 Posts
Last Edited: 2011-10-26 02:10:15
October 26 2011 02:09 GMT
#391
As a toss player I have never really had a muta problem, I really wish they just reduced the build time on the carrier, as it was a very good unit, as opposed to giving us the tempest. I really never felt the need for an aoe air-to-air unit.
Conquerer67
Profile Joined May 2011
United States605 Posts
Last Edited: 2011-10-26 02:59:41
October 26 2011 02:58 GMT
#392
I personally hate it when protoss players whine that mutaling is impossible to counter in the current metagame. Whenever I face it as protoss (I ladder as zerg, but I can play toss semi-decently because the fundamentals are similar), all I have to do is a 6gate combined with DT warp prism drops. I don't play at masters as toss, so I don't know about it at that level, but the combination of him not having infestors and probably not roaches either makes it rather easy to stop.

I hate when people compare SC2 and rochambeu. One race isn't fucking supposed to counter another one. | Protoss isn't OP. Their units on the other hand....
Noro
Profile Joined March 2011
Canada991 Posts
October 26 2011 02:59 GMT
#393
I always lose to Mutas... Definately my worst thing in the game.
Talk not to me of blasphemy, man; I'd strike the sun if it insulted me.
cerebralz
Profile Joined August 2009
United States443 Posts
Last Edited: 2011-10-26 03:03:06
October 26 2011 03:02 GMT
#394
I also disagree with the mutas OP "problem." At high levels, (at least high diamond/master) whenever i go muta i get abused by the subsequent push that comes out. A muta flock can never really engage an army and by the time you can get them out, protoss normally has a bunch of gates and tech to pressure you with. Since your dumping all your gas into mutas, all you have left is lings and spines and that isn't a winning combo against the P deathball.

I would agree if you let the zerg mass expand first then try to defend mutas, you will be very far behind. Normal play though from Protoss centers around some kind of timing push so that is not normally an issue unless you've lost units early.

In fact the only time i can get mutas to work at my current level is to do some sort of pressure build to get a sizable lead after which i can force the Protoss tech with mutas. This also depends on the ability to not miss click ever, since the muta flock gets erased so quickly with one mistake.

Overall, i don't know where blizzard is getting this info that so many terran and protoss players are having problems with mutas, certainly not from diamond or higher.
Jayrod
Profile Joined August 2010
1820 Posts
October 26 2011 03:10 GMT
#395
On October 26 2011 12:02 cerebralz wrote:
I also disagree with the mutas OP "problem." At high levels, (at least high diamond/master) whenever i go muta i get abused by the subsequent push that comes out. A muta flock can never really engage an army and by the time you can get them out, protoss normally has a bunch of gates and tech to pressure you with. Since your dumping all your gas into mutas, all you have left is lings and spines and that isn't a winning combo against the P deathball.

I would agree if you let the zerg mass expand first then try to defend mutas, you will be very far behind. Normal play though from Protoss centers around some kind of timing push so that is not normally an issue unless you've lost units early.

In fact the only time i can get mutas to work at my current level is to do some sort of pressure build to get a sizable lead after which i can force the Protoss tech with mutas. This also depends on the ability to not miss click ever, since the muta flock gets erased so quickly with one mistake.

Overall, i don't know where blizzard is getting this info that so many terran and protoss players are having problems with mutas, certainly not from diamond or higher.

Its the general consensus among Korean pros that mass Muta vs. Protoss is pretty crazy strong. Bad zergs dont have to worry about their ladder opponents reacting to mutas properly so low level players think theyre OP. Highest level players multitask so well that they can use mutas in a way that many Pros feel are OP. Diamond-masters level players can macro if you leave them alone, but can't multi-task for shit so they fall apart when they try to use the mutas to the fullest potential. Also, Diamond-masters level protoss have learned to deal with them a little better.

That whole breakdown posted above is correct except he left a tier out... there should be one after the one about mutas being terrible against good opponents that reads:

Pro muta user/multiasker vs. pro terran/protoss = mutas = incredible.
ShatterStorm
Profile Joined October 2010
Australia146 Posts
October 26 2011 03:46 GMT
#396
I don't see why they didn't just give a new ability to the Phoenix or Carrier specifically to combat light air units.

Example 1, Give Phoenix an energy nova where with one button click, they do damage in an AOE (to air only) but the activation costs the phoenix either energy or even sacrifices its shields to power the blast.
eg = "Shield Overload, 5 (+ 10 to light) damage per second for 2 seconds, Targets Air, 2 range AOE centered on the Phoenix (Own units immune), Cost = 50 Shield energy removed from Phoenix"

Example 2, Give Carrier interceptors an upgrade where they Explode for AOE damage either as a deliberate attack of on death.
eg = "Explosive Charge, 100/100 upgrade, Interceptors explode for 10 AOE (Air) damage on death (AOE Range 1.5). Ability can be toggled to cause Interceptors to Ram target units in an area causing 20 AOE per interceptor (Air/Ground) Range 2 Interceptors are expended after use in ramming attack.
Do or do not, there is no try
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
Last Edited: 2011-10-26 04:47:07
October 26 2011 04:17 GMT
#397
As a T, building thors to counter mutas had a few problems..

1: Mutas completely kill hopes of expanding if you are too far away from your main because without a sizeable turret count or 2 or 3 thors staying there, the expo will die before full potential

2: Thors are clunky, slow to build and slow to maneuver. If you don't scan the spire before it hits ~the 1/2way done mark, thors won't be out in time against the muta flock which gives them a nice window to kill the armory or tech labs. Also, because thors are so slow, Responding to mutas being on the other side of your base takes a while (especially with base clutter).

3: Thors are very weak to lings without a lot of support from marines and reduce your tank or medivac count due to gas limitations and/or using up factory tank production time. Without those, a ling/bling/muta attack can easily kill a lot of marines/tanks, and a followup wave of lings will often catch thors in a very vulnerable position and kill them easily. It's difficult to retreat thors if you are deep into zerg's side of the map due to creep/slowness, and it will again take a long time to rebuild them.

4: Terran doesn't have anything to match muta mobility. Range 10 thors still had problems, because mutas just flew around them because they were so slow. And because thors were so expensive and so slow, even though they gave mutas a good fight they wouldn't be able to match mutas unless you had a lot of time to mass them.

5: Muta harass snowballs too well. If someone harasses you with mutas and kills a bunch of scv's or hamstrings your production (addons removed), they get time to make more mutas. And when they have enough, turrets and thors don't do well enough to deter harassment, which just leads to more turtle from the terran because any attempt at leaving and all his stuff dies. Unless you completely ignore mutas and go for a basetrade, they pin you in your base which lets zerg get more mutas which become increasingly deadly as the numbers go up

I think the warhound is an excellent addition to terran to help with the muta problems. Having a less expensive, non semi-capital unit that provides splash against air will definitely help in mech and biomech. A unit that doesn't take as long as a queen (on creep) to move from base to base to defend against high-speed air harassment will be very nice. While marines (op yadda yadda) can counter mutas in roughly equal numbers (better if ahead on upgrades), it makes tanks more vulnerable because they lack the numbers to fight ling/bane and also protect against mutas while pushing. It will also be nice just to have something that can hit more than one muta at a time.

For an example, just watch idra vs bomber game 1~idra just kept abusing the fact that the 3rd of bomber left him so far away from his main that his mutas could swing in, kill a bunch of stuff, and fly away safely. And then he built more mutas, and continued to absolutely wreck bombers upgrades and any attempt at gaining momentum for a push.
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
Belisarius
Profile Joined November 2010
Australia6232 Posts
October 26 2011 04:46 GMT
#398
As much as I've been hating on the 30 billion "my thoughts on hots" threads that have sprung up lately, this one is a worthwhile discussion.

As a protoss, I agree. Mutas aren't really a problem. Sure they can be annoying, downright scary at times, but I think there are far bigger issues.

Also, more to the point, the tempest is even completely useless at the role it's supposed to fill. It's a slow capital ship; that's the worst possible unit type for scramble-defense except, ironically, the thor. It's only useful in straight up fights.

You know what protoss has even less trouble with than muta harass? A zerg who uses mutas in straight up fights.


solidbebe
Profile Blog Joined November 2010
Netherlands4921 Posts
October 26 2011 15:17 GMT
#399
On October 26 2011 06:03 freetgy wrote:
Show nested quote +
On October 26 2011 05:36 solidbebe wrote:
On October 26 2011 05:32 freetgy wrote:
On October 26 2011 05:25 worldsnap wrote:
On October 26 2011 04:54 PopcornColonel wrote:
I'm gonna have to say ZvT is fine, with regard to mutalisks, because of the insane DPS and mobility of marines paired with medivacs, and the great splash damage and usefulness of thors.

For ZvP, however, mutalisks are a bit too strong, because blink stalkers don't have the DPS to deal with a flock of mutalisks before they escape, and phoenixes are so expensive and utterly useless outside of fighting mutalisks. Also, phoenixes are fairly difficult to micro against mutalisks, which can just a-move.


Are you serious. You realize that phoenixes can attack without even a-moving.... they are the easiest unit to micro in the whole game. And they are faster than mutas.


every unit can attack without even a-moving , troll detected.
phoenix are one of the micro intensivest unit in the game. especially low number phoenix vs. high number of mutas.


He means that if you move command them they will still attack.... lol. I don't see how you didn't understand that one...


i don't understand how you didn't understand i wasn't posting a serious post, making fun of a obvious trollpost...


Sarcasm can be hard to spot through the internet...
That's the 2nd time in a week I've seen someone sig a quote from this GD and I have never witnessed a sig quote happen in my TL history ever before. -Najda
DrSuit
Profile Joined March 2011
Netherlands33 Posts
October 26 2011 20:16 GMT
#400
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. the tempest scares me even more, will it even be possible to stop a maxed protoss army x.x

This
Idra's beard is nasty
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