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[D]Are mutalisks overpowered in WOL?? - Page 28

Forum Index > SC2 General
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Fluttershy
Profile Joined August 2011
47 Posts
Last Edited: 2011-10-31 19:42:55
October 31 2011 19:41 GMT
#541
On October 31 2011 22:38 Big J wrote:
Show nested quote +
On October 31 2011 22:32 malaki wrote:
they kill turrets way too fast, you cant repair them fast enough when the mutas are in big enough numbers,
and after that you lose 10 20 of your workers


Maybe because your 300-400cost defense fights an 3000/3000 cost army? That's why good terrans just have 2-3 troops of marines all over the place and just stim in, once the turrets start to fall.
But ofc, I you like 10min pushes and lose all marines/tanks without killing his mutas, his mutanumbers will slowly get out of control.



lmfao against 30 mutas you need 60 stimmed marines with the proper surface area to fight, and it only takes 5 seconds for 30 mutas to kill 15-20 workers and 4 turrets.

good luck having those 60 marines defend 3-4 bases.
malaki
Profile Joined April 2011
Germany80 Posts
October 31 2011 19:43 GMT
#542
seriously to all the zerg players here,
offrace as terran, get an equally skilled friend of yours to play zerg, and see how annoying mutalisks are, enjoy building turrets everywhere only to then get the turrets 1shot, then get your teclabs and reactors sniped off, while you try to catch the mutas with stimmed marines, and they just fly away, only to return a few seconds later and harass your next basee

(btw I play random and zerg was my main)
Stiluz
Profile Joined October 2010
Norway688 Posts
October 31 2011 19:45 GMT
#543
People are whining about mutalisks now? What the hell has this game come to... I guess we need to cycle through every single unit so people can suddenly bandwagon on the whine. What's next, immortal drops? Siege tanks? Zerglings? This is getting pretty silly honestly. I bet I could make a topic about zerglings being imba somehow and tons of people would bandwagon on the whine.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2011-10-31 19:48:51
October 31 2011 19:48 GMT
#544
On November 01 2011 04:39 malaki wrote:
Show nested quote +
On November 01 2011 04:36 ForeverAzerG wrote:
people make stupid threads like this then get mutas speed nerfed and what not



they dont need a speed nerf, they need to die faster,
especially when flying into 2,3 turrets


lolol GOD NO. Turrets are insanely strong vs mutas. Crazy good. Jeez, go back and look at BW when turrets tickled mutas T_T. Go and tech building armor + building range...!

You could triple the DPS of turrets and a flock of 30 mutas would still hardly be phased by 3 turrets.
malaki
Profile Joined April 2011
Germany80 Posts
October 31 2011 19:48 GMT
#545
On November 01 2011 04:45 Stiluz wrote:
People are whining about mutalisks now? What the hell has this game come to... I guess we need to cycle through every single unit so people can suddenly bandwagon on the whine. What's next, immortal drops? Siege tanks? Zerglings? This is getting pretty silly honestly. I bet I could make a topic about zerglings being imba somehow and tons of people would bandwagon on the whine.


idra fanclub, must be a zerg player,

try to stay unbiased, try playing the other races and see for yourself
malaki
Profile Joined April 2011
Germany80 Posts
October 31 2011 19:48 GMT
#546
On November 01 2011 04:48 FabledIntegral wrote:
Show nested quote +
On November 01 2011 04:39 malaki wrote:
On November 01 2011 04:36 ForeverAzerG wrote:
people make stupid threads like this then get mutas speed nerfed and what not



they dont need a speed nerf, they need to die faster,
especially when flying into 2,3 turrets


lolol GOD NO. Turrets are insanely strong vs mutas. Crazy good. Jeez, go back and look at BW when turrets tickled mutas T_T. Go and tech building armor + building range...!


they are strong but big enough muta numbers just oneshot them
so what, give turrets more HP so you get a chance to repair them before they die in 1 second
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
October 31 2011 19:50 GMT
#547
On November 01 2011 04:48 malaki wrote:
Show nested quote +
On November 01 2011 04:48 FabledIntegral wrote:
On November 01 2011 04:39 malaki wrote:
On November 01 2011 04:36 ForeverAzerG wrote:
people make stupid threads like this then get mutas speed nerfed and what not



they dont need a speed nerf, they need to die faster,
especially when flying into 2,3 turrets


lolol GOD NO. Turrets are insanely strong vs mutas. Crazy good. Jeez, go back and look at BW when turrets tickled mutas T_T. Go and tech building armor + building range...!


they are strong but big enough muta numbers just oneshot them
so what, give turrets more HP so you get a chance to repair them before they die in 1 second


More HP, they're 250? No, it's an absolutely awful solution, one of the worst I've heard proposed concerning them. Turrets are already over the top as anti air defense in my opinion, I can't possibly understand why you think a massive flock of mutas oneshotting turrets is a bad thing anyways.
malaki
Profile Joined April 2011
Germany80 Posts
Last Edited: 2011-10-31 19:53:12
October 31 2011 19:52 GMT
#548
On November 01 2011 04:50 FabledIntegral wrote:
Show nested quote +
On November 01 2011 04:48 malaki wrote:
On November 01 2011 04:48 FabledIntegral wrote:
On November 01 2011 04:39 malaki wrote:
On November 01 2011 04:36 ForeverAzerG wrote:
people make stupid threads like this then get mutas speed nerfed and what not



they dont need a speed nerf, they need to die faster,
especially when flying into 2,3 turrets


lolol GOD NO. Turrets are insanely strong vs mutas. Crazy good. Jeez, go back and look at BW when turrets tickled mutas T_T. Go and tech building armor + building range...!


they are strong but big enough muta numbers just oneshot them
so what, give turrets more HP so you get a chance to repair them before they die in 1 second


More HP, they're 250? No, it's an absolutely awful solution, one of the worst I've heard proposed concerning them. Turrets are already over the top as anti air defense in my opinion, I can't possibly understand why you think a massive flock of mutas oneshotting turrets is a bad thing anyways.


because after that you lose 10-20 workers in a few sconds
just look at why the blueflame helion was nerfed, its the same reason

also if turrets are over the top what are spore crawlers then?
blobrus
Profile Joined August 2011
4297 Posts
October 31 2011 19:53 GMT
#549
On November 01 2011 04:48 malaki wrote:
Show nested quote +
On November 01 2011 04:48 FabledIntegral wrote:
On November 01 2011 04:39 malaki wrote:
On November 01 2011 04:36 ForeverAzerG wrote:
people make stupid threads like this then get mutas speed nerfed and what not



they dont need a speed nerf, they need to die faster,
especially when flying into 2,3 turrets


lolol GOD NO. Turrets are insanely strong vs mutas. Crazy good. Jeez, go back and look at BW when turrets tickled mutas T_T. Go and tech building armor + building range...!


they are strong but big enough muta numbers just oneshot them
so what, give turrets more HP so you get a chance to repair them before they die in 1 second


Woah, you mean if you make a huge muta flock 2-3 turrets can't stop them? Oh my god, balance problem.
Soulriser
Profile Joined July 2011
United States192 Posts
October 31 2011 19:53 GMT
#550
On October 31 2011 21:54 Big J wrote:
Show nested quote +
On October 31 2011 21:36 Cheerio wrote:
thors dont counter mutas (properly microed) they break even at best

Yeah, and all those zergs in the GSL that prefer Roach vs Thorheavymech are just dumb, because mutas would easily take out pure thor...
I guess you should call Nestea. There is really no reason to lose against scrubs like MVP, that rely on Thor antiair, anymore, as the solution is soooo easy. More Mutalisks. I'm pretty sure non of the Korean Code S Zergs has ever tried that.
Better make a thread o nit. Cheerios anti Mech build: Get a Spire, pump as many mutas as possible and fly them into thors, because they will obviously win!


totally unrelated but did you just call MVP a scrub? 0.o shame on you..
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
October 31 2011 19:54 GMT
#551
I think what makes mutas the scariest is the noises they make.
Also, I think mass multitasks is a strategy that has too much effect on your opponent right now so they are going to make it less effective in HOTS
BW pros training sc2 is like kiss making a dub step album.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2011-10-31 20:02:56
October 31 2011 19:55 GMT
#552
On November 01 2011 04:52 malaki wrote:
Show nested quote +
On November 01 2011 04:50 FabledIntegral wrote:
On November 01 2011 04:48 malaki wrote:
On November 01 2011 04:48 FabledIntegral wrote:
On November 01 2011 04:39 malaki wrote:
On November 01 2011 04:36 ForeverAzerG wrote:
people make stupid threads like this then get mutas speed nerfed and what not



they dont need a speed nerf, they need to die faster,
especially when flying into 2,3 turrets


lolol GOD NO. Turrets are insanely strong vs mutas. Crazy good. Jeez, go back and look at BW when turrets tickled mutas T_T. Go and tech building armor + building range...!


they are strong but big enough muta numbers just oneshot them
so what, give turrets more HP so you get a chance to repair them before they die in 1 second


More HP, they're 250? No, it's an absolutely awful solution, one of the worst I've heard proposed concerning them. Turrets are already over the top as anti air defense in my opinion, I can't possibly understand why you think a massive flock of mutas oneshotting turrets is a bad thing anyways.


because after that you lose 10-20 workers in a few sconds
just look at why the blueflame helion was nerfed, its the same reason

also if turrets are over the top what are spore crawlers then?


Then learn to have better defense, and run your SCVs when you see the mutas incoming, NOT after the kill the turrets? Or do you want the game to automatically do everything for you?

Spore crawlers are also awful at what they're supposed to defend against. Defend banshee harass early game? You need minimum of 2 per base, and if they continue with the twoport, you need even more. Then they go out of range of the spores and target down your hatch with their range.

Spores are terrible.
mlspmatt
Profile Joined October 2011
Canada404 Posts
October 31 2011 19:56 GMT
#553
On November 01 2011 04:39 hunts wrote:
Show nested quote +
On November 01 2011 04:36 mlspmatt wrote:
On November 01 2011 00:31 Big J wrote:
On November 01 2011 00:21 malaki wrote:
On October 31 2011 22:38 Big J wrote:
On October 31 2011 22:32 malaki wrote:
they kill turrets way too fast, you cant repair them fast enough when the mutas are in big enough numbers,
and after that you lose 10 20 of your workers


Maybe because your 300-400cost defense fights an 3000/3000 cost army? That's why good terrans just have 2-3 troops of marines all over the place and just stim in, once the turrets start to fall.
But ofc, I you like 10min pushes and lose all marines/tanks without killing his mutas, his mutanumbers will slowly get out of control.



not 30 15+ are enough to 1shot turrets, and turrets should hard counter muta balls


you know how many marines you need to kill 30 mutalisks?

30 mutalisks kill 20 marines with only losing 5 mutas

so you're gonna keep 20 marine balls at all your bases all the time?

yeah. Watch the GSL and learn. I'm not doing it, MVP does. MMA does. Happy does. GanZi does.

This is the biggest problem with the thinking in our community. I''ve never, in any sport I've ever played, heard anyone compare my basketball game and what happens to pro level play.

Never heard someone say, "Well I saw Lebron do it last night, so you should be able to do it too."

Of course that's ridiculous.

But in Starcraft, every day I hear "Well Mvp, Nestea, MC can do it so whats the problem?"

Blizzard, thank god, don't just balance the game around what happens in code'S', they pay attention to the hundreds of thousands of non-professional players, who buy the game and allow Browder and company to have a job.





You also don't hear people going "the width of the hoop and the size of the ball needs to be changed because while micheal jordan can make the ball in the hoop quite often i just can't seem to do it, nba needs to balance basketball around us casual players, and not the pros."

I'm sorry but why would they balance around the non professional players when balance at that level is so volatile due to how many things can be imbalanced or overcome by just playing a little bit better, while at the professional level is where balance is actually felt.

If the NBA was responsible for ALL levels of play, like Blizzard is, They'd do things differently. If rules were standardized the 3 point line wouldn't be where it is in the NBA. Everything would be evaluated from all skill levels.

If your responsible for game play from Bronze through Pro, then you balance the game as best you can through all those levels. Do you pay more attention to pro play? Sure. Do you ONLY pay attention to pro level play? No, of course not.
Soulriser
Profile Joined July 2011
United States192 Posts
Last Edited: 2011-10-31 19:57:14
October 31 2011 19:56 GMT
#554
On November 01 2011 04:52 malaki wrote:
Show nested quote +
On November 01 2011 04:50 FabledIntegral wrote:
On November 01 2011 04:48 malaki wrote:
On November 01 2011 04:48 FabledIntegral wrote:
On November 01 2011 04:39 malaki wrote:
On November 01 2011 04:36 ForeverAzerG wrote:
people make stupid threads like this then get mutas speed nerfed and what not



they dont need a speed nerf, they need to die faster,
especially when flying into 2,3 turrets


lolol GOD NO. Turrets are insanely strong vs mutas. Crazy good. Jeez, go back and look at BW when turrets tickled mutas T_T. Go and tech building armor + building range...!


they are strong but big enough muta numbers just oneshot them
so what, give turrets more HP so you get a chance to repair them before they die in 1 second


More HP, they're 250? No, it's an absolutely awful solution, one of the worst I've heard proposed concerning them. Turrets are already over the top as anti air defense in my opinion, I can't possibly understand why you think a massive flock of mutas oneshotting turrets is a bad thing anyways.


because after that you lose 10-20 workers in a few sconds
just look at why the blueflame helion was nerfed, its the same reason

also if turrets are over the top what are spore crawlers then?


BFH was nerfed because you could spend 400 minerals and kill 20+workers in 1 shot. it was, quite literally, a game ending play that cost 400 minerals. its rather annoying when someone is ahead and you spend 400 minerals and could potentially completely destroy 30% of their economy. thats why BFH was nerfed.

mutalisks cost 100/100 and require a lot of them to be really effective. so youre comparing a 400/0 to a 2000/2000 cost harass. its not the same thing
Dfgj
Profile Joined May 2008
Singapore5922 Posts
October 31 2011 19:58 GMT
#555
On November 01 2011 04:52 malaki wrote:
Show nested quote +
On November 01 2011 04:50 FabledIntegral wrote:
On November 01 2011 04:48 malaki wrote:
On November 01 2011 04:48 FabledIntegral wrote:
On November 01 2011 04:39 malaki wrote:
On November 01 2011 04:36 ForeverAzerG wrote:
people make stupid threads like this then get mutas speed nerfed and what not



they dont need a speed nerf, they need to die faster,
especially when flying into 2,3 turrets


lolol GOD NO. Turrets are insanely strong vs mutas. Crazy good. Jeez, go back and look at BW when turrets tickled mutas T_T. Go and tech building armor + building range...!


they are strong but big enough muta numbers just oneshot them
so what, give turrets more HP so you get a chance to repair them before they die in 1 second


More HP, they're 250? No, it's an absolutely awful solution, one of the worst I've heard proposed concerning them. Turrets are already over the top as anti air defense in my opinion, I can't possibly understand why you think a massive flock of mutas oneshotting turrets is a bad thing anyways.


because after that you lose 10-20 workers in a few sconds
just look at why the blueflame helion was nerfed, its the same reason

also if turrets are over the top what are spore crawlers then?

The cost of blueflame hellions isn't even remotely comparable to a flock of mutas lol

Buffing static def isn't a great idea anyways. It's already cost-effective, but it shouldn't be able to replace or eclipse actual units for defense.
FreudianTrip
Profile Joined July 2011
Switzerland1983 Posts
October 31 2011 20:02 GMT
#556
On November 01 2011 04:56 Soulriser wrote:
Show nested quote +
On November 01 2011 04:52 malaki wrote:
On November 01 2011 04:50 FabledIntegral wrote:
On November 01 2011 04:48 malaki wrote:
On November 01 2011 04:48 FabledIntegral wrote:
On November 01 2011 04:39 malaki wrote:
On November 01 2011 04:36 ForeverAzerG wrote:
people make stupid threads like this then get mutas speed nerfed and what not



they dont need a speed nerf, they need to die faster,
especially when flying into 2,3 turrets


lolol GOD NO. Turrets are insanely strong vs mutas. Crazy good. Jeez, go back and look at BW when turrets tickled mutas T_T. Go and tech building armor + building range...!


they are strong but big enough muta numbers just oneshot them
so what, give turrets more HP so you get a chance to repair them before they die in 1 second


More HP, they're 250? No, it's an absolutely awful solution, one of the worst I've heard proposed concerning them. Turrets are already over the top as anti air defense in my opinion, I can't possibly understand why you think a massive flock of mutas oneshotting turrets is a bad thing anyways.


because after that you lose 10-20 workers in a few sconds
just look at why the blueflame helion was nerfed, its the same reason

also if turrets are over the top what are spore crawlers then?


BFH was nerfed because you could spend 400 minerals and kill 20+workers in 1 shot. it was, quite literally, a game ending play that cost 400 minerals. its rather annoying when someone is ahead and you spend 400 minerals and could potentially completely destroy 30% of their economy. thats why BFH was nerfed.

mutalisks cost 100/100 and require a lot of them to be really effective. so youre comparing a 400/0 to a 2000/2000 cost harass. its not the same thing


The nerf to BFH wasn't even there to affect workers. It was to make them worse against Marines.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
October 31 2011 20:03 GMT
#557
On November 01 2011 05:02 FreudianTrip wrote:
Show nested quote +
On November 01 2011 04:56 Soulriser wrote:
On November 01 2011 04:52 malaki wrote:
On November 01 2011 04:50 FabledIntegral wrote:
On November 01 2011 04:48 malaki wrote:
On November 01 2011 04:48 FabledIntegral wrote:
On November 01 2011 04:39 malaki wrote:
On November 01 2011 04:36 ForeverAzerG wrote:
people make stupid threads like this then get mutas speed nerfed and what not



they dont need a speed nerf, they need to die faster,
especially when flying into 2,3 turrets


lolol GOD NO. Turrets are insanely strong vs mutas. Crazy good. Jeez, go back and look at BW when turrets tickled mutas T_T. Go and tech building armor + building range...!


they are strong but big enough muta numbers just oneshot them
so what, give turrets more HP so you get a chance to repair them before they die in 1 second


More HP, they're 250? No, it's an absolutely awful solution, one of the worst I've heard proposed concerning them. Turrets are already over the top as anti air defense in my opinion, I can't possibly understand why you think a massive flock of mutas oneshotting turrets is a bad thing anyways.


because after that you lose 10-20 workers in a few sconds
just look at why the blueflame helion was nerfed, its the same reason

also if turrets are over the top what are spore crawlers then?


BFH was nerfed because you could spend 400 minerals and kill 20+workers in 1 shot. it was, quite literally, a game ending play that cost 400 minerals. its rather annoying when someone is ahead and you spend 400 minerals and could potentially completely destroy 30% of their economy. thats why BFH was nerfed.

mutalisks cost 100/100 and require a lot of them to be really effective. so youre comparing a 400/0 to a 2000/2000 cost harass. its not the same thing


The nerf to BFH wasn't even there to affect workers. It was to make them worse against Marines.


False!
malaki
Profile Joined April 2011
Germany80 Posts
October 31 2011 20:03 GMT
#558
On November 01 2011 04:58 Dfgj wrote:
Show nested quote +
On November 01 2011 04:52 malaki wrote:
On November 01 2011 04:50 FabledIntegral wrote:
On November 01 2011 04:48 malaki wrote:
On November 01 2011 04:48 FabledIntegral wrote:
On November 01 2011 04:39 malaki wrote:
On November 01 2011 04:36 ForeverAzerG wrote:
people make stupid threads like this then get mutas speed nerfed and what not



they dont need a speed nerf, they need to die faster,
especially when flying into 2,3 turrets


lolol GOD NO. Turrets are insanely strong vs mutas. Crazy good. Jeez, go back and look at BW when turrets tickled mutas T_T. Go and tech building armor + building range...!


they are strong but big enough muta numbers just oneshot them
so what, give turrets more HP so you get a chance to repair them before they die in 1 second


More HP, they're 250? No, it's an absolutely awful solution, one of the worst I've heard proposed concerning them. Turrets are already over the top as anti air defense in my opinion, I can't possibly understand why you think a massive flock of mutas oneshotting turrets is a bad thing anyways.


because after that you lose 10-20 workers in a few sconds
just look at why the blueflame helion was nerfed, its the same reason

also if turrets are over the top what are spore crawlers then?

The cost of blueflame hellions isn't even remotely comparable to a flock of mutas lol

Buffing static def isn't a great idea anyways. It's already cost-effective, but it shouldn't be able to replace or eclipse actual units for defense.


you cant compare the cost of 1 blueflame helion to that off a flock mutas
first helions can't fly around,
2nd compared to mutas helions die extremely quickly
you put a spine or bunker somewhere, its enough to stop the helion from poking
you put a turret somewhere, mutas don't care and just kill it
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
October 31 2011 20:04 GMT
#559
On November 01 2011 05:03 malaki wrote:
Show nested quote +
On November 01 2011 04:58 Dfgj wrote:
On November 01 2011 04:52 malaki wrote:
On November 01 2011 04:50 FabledIntegral wrote:
On November 01 2011 04:48 malaki wrote:
On November 01 2011 04:48 FabledIntegral wrote:
On November 01 2011 04:39 malaki wrote:
On November 01 2011 04:36 ForeverAzerG wrote:
people make stupid threads like this then get mutas speed nerfed and what not



they dont need a speed nerf, they need to die faster,
especially when flying into 2,3 turrets


lolol GOD NO. Turrets are insanely strong vs mutas. Crazy good. Jeez, go back and look at BW when turrets tickled mutas T_T. Go and tech building armor + building range...!


they are strong but big enough muta numbers just oneshot them
so what, give turrets more HP so you get a chance to repair them before they die in 1 second


More HP, they're 250? No, it's an absolutely awful solution, one of the worst I've heard proposed concerning them. Turrets are already over the top as anti air defense in my opinion, I can't possibly understand why you think a massive flock of mutas oneshotting turrets is a bad thing anyways.


because after that you lose 10-20 workers in a few sconds
just look at why the blueflame helion was nerfed, its the same reason

also if turrets are over the top what are spore crawlers then?

The cost of blueflame hellions isn't even remotely comparable to a flock of mutas lol

Buffing static def isn't a great idea anyways. It's already cost-effective, but it shouldn't be able to replace or eclipse actual units for defense.


you cant compare the cost of 1 blueflame helion to that off a flock mutas
first helions can't fly around,
2nd compared to mutas helions die extremely quickly
you put a spine or bunker somewhere, its enough to stop the helion from poking
you put a turret somewhere, mutas don't care and just kill it


Please just stop, it's clear you don't have a grasp on balance. I saw you argue earlier that "bronze/silver/gold aren't stupid," I presume you are of that level?
malaki
Profile Joined April 2011
Germany80 Posts
Last Edited: 2011-10-31 20:10:53
October 31 2011 20:08 GMT
#560
On November 01 2011 05:04 FabledIntegral wrote:
Show nested quote +
On November 01 2011 05:03 malaki wrote:
On November 01 2011 04:58 Dfgj wrote:
On November 01 2011 04:52 malaki wrote:
On November 01 2011 04:50 FabledIntegral wrote:
On November 01 2011 04:48 malaki wrote:
On November 01 2011 04:48 FabledIntegral wrote:
On November 01 2011 04:39 malaki wrote:
On November 01 2011 04:36 ForeverAzerG wrote:
people make stupid threads like this then get mutas speed nerfed and what not



they dont need a speed nerf, they need to die faster,
especially when flying into 2,3 turrets


lolol GOD NO. Turrets are insanely strong vs mutas. Crazy good. Jeez, go back and look at BW when turrets tickled mutas T_T. Go and tech building armor + building range...!


they are strong but big enough muta numbers just oneshot them
so what, give turrets more HP so you get a chance to repair them before they die in 1 second


More HP, they're 250? No, it's an absolutely awful solution, one of the worst I've heard proposed concerning them. Turrets are already over the top as anti air defense in my opinion, I can't possibly understand why you think a massive flock of mutas oneshotting turrets is a bad thing anyways.


because after that you lose 10-20 workers in a few sconds
just look at why the blueflame helion was nerfed, its the same reason

also if turrets are over the top what are spore crawlers then?

The cost of blueflame hellions isn't even remotely comparable to a flock of mutas lol

Buffing static def isn't a great idea anyways. It's already cost-effective, but it shouldn't be able to replace or eclipse actual units for defense.


you cant compare the cost of 1 blueflame helion to that off a flock mutas
first helions can't fly around,
2nd compared to mutas helions die extremely quickly
you put a spine or bunker somewhere, its enough to stop the helion from poking
you put a turret somewhere, mutas don't care and just kill it


Please just stop, it's clear you don't have a grasp on balance. I saw you argue earlier that "bronze/silver/gold aren't stupid," I presume you are of that level?


no I play random and I'm in plat on EU, so if you're not masters or above on NA, I don't really give a fuck about what you think about my right to post on balance

it doesn't even matter my argument still holds true, gold silver and bronze players are not stupid, you won't win all your games in gold by just 6pooling
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