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[D]Are mutalisks overpowered in WOL?? - Page 50

Forum Index > SC2 General
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Big J
Profile Joined March 2011
Austria16289 Posts
November 06 2011 02:33 GMT
#981
On November 06 2011 11:03 ZeromuS wrote:
Show nested quote +
On November 06 2011 10:54 IVN wrote:
On November 06 2011 10:42 ZeromuS wrote:
On November 06 2011 10:34 TutsiRebel wrote:
the problem isn't that mutas are OP. Mutas cost a TON of money. The problem is that stalker dps vs nonarmored is shit


Blizz would never change it and if they did people would flip their shit. 14 flat damage stalkers? My god the world would end and stalkers would do well vs marines and the 1-1-1 since they are ranged and don't need to walk 40 feet while being kited to attack marines.

4 shots instead of 5 to kill a marine? I wouldnt call that "well" considering the 1.44 attack speed of the stalker. At best that would be OKish, compared to the current shit DPS. However, 14 flat stalkers would kill zerglings in only 3 shots, instead of 4. Now that would be a much larger buff.

9 shots to kill a muta, instead of the current 13! Yeah, that would be nice.


Well they would kill marines in one less one hit if one stalker was attacking, this benefit does stack and it would be more efficient against a lot of stuff like the 1-1-1 when kiting back. Would kill workers faster so they could be more effective as harass units as well. Killing mutas that much faster would help make it harder for zergs to attack and then leave without losing many units at all.


yeah, or we just give the colossus 1000range so you don't have to move out to attack, or maybe give some other unit some insane buff. Of course, zergs would need some insane buff then as well, so why not make zerglings free?
Yeah that would be a funny game, if every unit would just do well against everything and was imba as shit.
Hey and to make it even funnier, I think there should be bots that control units for everyone, so people don't have to control stuff anymore...
Guys, do the math... +3damage doesn't just mean it deals more damage, it means the other units die faster, so you're unit recieves less damage. It means due to stalkers being a ranged unit, this will be an exponential buff for larger stalkerballs.
It will mean that timings like 4gate and 6gate, blinkrushes that are extremly stalker heavy and are usually fought with marines and zerglings will be extremly more powerful. Like 1.5times as strong as right now...
ZeromuS
Profile Blog Joined October 2010
Canada13410 Posts
November 06 2011 02:40 GMT
#982
On November 06 2011 11:33 Big J wrote:
Show nested quote +
On November 06 2011 11:03 ZeromuS wrote:
On November 06 2011 10:54 IVN wrote:
On November 06 2011 10:42 ZeromuS wrote:
On November 06 2011 10:34 TutsiRebel wrote:
the problem isn't that mutas are OP. Mutas cost a TON of money. The problem is that stalker dps vs nonarmored is shit


Blizz would never change it and if they did people would flip their shit. 14 flat damage stalkers? My god the world would end and stalkers would do well vs marines and the 1-1-1 since they are ranged and don't need to walk 40 feet while being kited to attack marines.

4 shots instead of 5 to kill a marine? I wouldnt call that "well" considering the 1.44 attack speed of the stalker. At best that would be OKish, compared to the current shit DPS. However, 14 flat stalkers would kill zerglings in only 3 shots, instead of 4. Now that would be a much larger buff.

9 shots to kill a muta, instead of the current 13! Yeah, that would be nice.


Well they would kill marines in one less one hit if one stalker was attacking, this benefit does stack and it would be more efficient against a lot of stuff like the 1-1-1 when kiting back. Would kill workers faster so they could be more effective as harass units as well. Killing mutas that much faster would help make it harder for zergs to attack and then leave without losing many units at all.


yeah, or we just give the colossus 1000range so you don't have to move out to attack, or maybe give some other unit some insane buff. Of course, zergs would need some insane buff then as well, so why not make zerglings free?
Yeah that would be a funny game, if every unit would just do well against everything and was imba as shit.
Hey and to make it even funnier, I think there should be bots that control units for everyone, so people don't have to control stuff anymore...
Guys, do the math... +3damage doesn't just mean it deals more damage, it means the other units die faster, so you're unit recieves less damage. It means due to stalkers being a ranged unit, this will be an exponential buff for larger stalkerballs.
It will mean that timings like 4gate and 6gate, blinkrushes that are extremly stalker heavy and are usually fought with marines and zerglings will be extremly more powerful. Like 1.5times as strong as right now...


Doesn't need to get as high as 14. But think about how improving the vs. light in any way would help a lot. Even 12 vs light would be a huge improvement and would make retaining mutas more difficult. Part of the problem I feel is its very easy for mutas to be retained in larger numbers against protoss in comparison to vs. Terran. Smaller numbers of stalkers could defend bases so that you can move out with some army to attack the zerg or pressure back. It wouldn't impact armoured units at all so marauders, bunkered marines would still be very good to hold gate pushes.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Ziggitz
Profile Joined September 2010
United States340 Posts
November 06 2011 03:20 GMT
#983
On November 06 2011 11:40 ZeromuS wrote:
Show nested quote +
On November 06 2011 11:33 Big J wrote:
On November 06 2011 11:03 ZeromuS wrote:
On November 06 2011 10:54 IVN wrote:
On November 06 2011 10:42 ZeromuS wrote:
On November 06 2011 10:34 TutsiRebel wrote:
the problem isn't that mutas are OP. Mutas cost a TON of money. The problem is that stalker dps vs nonarmored is shit


Blizz would never change it and if they did people would flip their shit. 14 flat damage stalkers? My god the world would end and stalkers would do well vs marines and the 1-1-1 since they are ranged and don't need to walk 40 feet while being kited to attack marines.

4 shots instead of 5 to kill a marine? I wouldnt call that "well" considering the 1.44 attack speed of the stalker. At best that would be OKish, compared to the current shit DPS. However, 14 flat stalkers would kill zerglings in only 3 shots, instead of 4. Now that would be a much larger buff.

9 shots to kill a muta, instead of the current 13! Yeah, that would be nice.


Well they would kill marines in one less one hit if one stalker was attacking, this benefit does stack and it would be more efficient against a lot of stuff like the 1-1-1 when kiting back. Would kill workers faster so they could be more effective as harass units as well. Killing mutas that much faster would help make it harder for zergs to attack and then leave without losing many units at all.


yeah, or we just give the colossus 1000range so you don't have to move out to attack, or maybe give some other unit some insane buff. Of course, zergs would need some insane buff then as well, so why not make zerglings free?
Yeah that would be a funny game, if every unit would just do well against everything and was imba as shit.
Hey and to make it even funnier, I think there should be bots that control units for everyone, so people don't have to control stuff anymore...
Guys, do the math... +3damage doesn't just mean it deals more damage, it means the other units die faster, so you're unit recieves less damage. It means due to stalkers being a ranged unit, this will be an exponential buff for larger stalkerballs.
It will mean that timings like 4gate and 6gate, blinkrushes that are extremly stalker heavy and are usually fought with marines and zerglings will be extremly more powerful. Like 1.5times as strong as right now...


Doesn't need to get as high as 14. But think about how improving the vs. light in any way would help a lot. Even 12 vs light would be a huge improvement and would make retaining mutas more difficult. Part of the problem I feel is its very easy for mutas to be retained in larger numbers against protoss in comparison to vs. Terran. Smaller numbers of stalkers could defend bases so that you can move out with some army to attack the zerg or pressure back. It wouldn't impact armoured units at all so marauders, bunkered marines would still be very good to hold gate pushes.


It would completely break ZvP as protoss would essentially be able to perform the equivalent of a +3 or +4 ground weapons 7 gate blink stalker all in which would be unstoppable.
IVN
Profile Joined October 2010
534 Posts
Last Edited: 2011-11-06 03:31:01
November 06 2011 03:28 GMT
#984
On November 06 2011 12:20 Ziggitz wrote:
Show nested quote +
On November 06 2011 11:40 ZeromuS wrote:
On November 06 2011 11:33 Big J wrote:
On November 06 2011 11:03 ZeromuS wrote:
On November 06 2011 10:54 IVN wrote:
On November 06 2011 10:42 ZeromuS wrote:
On November 06 2011 10:34 TutsiRebel wrote:
the problem isn't that mutas are OP. Mutas cost a TON of money. The problem is that stalker dps vs nonarmored is shit


Blizz would never change it and if they did people would flip their shit. 14 flat damage stalkers? My god the world would end and stalkers would do well vs marines and the 1-1-1 since they are ranged and don't need to walk 40 feet while being kited to attack marines.

4 shots instead of 5 to kill a marine? I wouldnt call that "well" considering the 1.44 attack speed of the stalker. At best that would be OKish, compared to the current shit DPS. However, 14 flat stalkers would kill zerglings in only 3 shots, instead of 4. Now that would be a much larger buff.

9 shots to kill a muta, instead of the current 13! Yeah, that would be nice.


Well they would kill marines in one less one hit if one stalker was attacking, this benefit does stack and it would be more efficient against a lot of stuff like the 1-1-1 when kiting back. Would kill workers faster so they could be more effective as harass units as well. Killing mutas that much faster would help make it harder for zergs to attack and then leave without losing many units at all.


yeah, or we just give the colossus 1000range so you don't have to move out to attack, or maybe give some other unit some insane buff. Of course, zergs would need some insane buff then as well, so why not make zerglings free?
Yeah that would be a funny game, if every unit would just do well against everything and was imba as shit.
Hey and to make it even funnier, I think there should be bots that control units for everyone, so people don't have to control stuff anymore...
Guys, do the math... +3damage doesn't just mean it deals more damage, it means the other units die faster, so you're unit recieves less damage. It means due to stalkers being a ranged unit, this will be an exponential buff for larger stalkerballs.
It will mean that timings like 4gate and 6gate, blinkrushes that are extremly stalker heavy and are usually fought with marines and zerglings will be extremly more powerful. Like 1.5times as strong as right now...


Doesn't need to get as high as 14. But think about how improving the vs. light in any way would help a lot. Even 12 vs light would be a huge improvement and would make retaining mutas more difficult. Part of the problem I feel is its very easy for mutas to be retained in larger numbers against protoss in comparison to vs. Terran. Smaller numbers of stalkers could defend bases so that you can move out with some army to attack the zerg or pressure back. It wouldn't impact armoured units at all so marauders, bunkered marines would still be very good to hold gate pushes.


It would completely break ZvP as protoss would essentially be able to perform the equivalent of a +3 or +4 ground weapons 7 gate blink stalker all in which would be unstoppable.
He is proposing a higher base dmg. vs armored would still be 14.

Meaning spines and roaches would not be affected at all.
Big J
Profile Joined March 2011
Austria16289 Posts
November 06 2011 04:43 GMT
#985
On November 06 2011 12:28 IVN wrote:
Show nested quote +
On November 06 2011 12:20 Ziggitz wrote:
On November 06 2011 11:40 ZeromuS wrote:
On November 06 2011 11:33 Big J wrote:
On November 06 2011 11:03 ZeromuS wrote:
On November 06 2011 10:54 IVN wrote:
On November 06 2011 10:42 ZeromuS wrote:
On November 06 2011 10:34 TutsiRebel wrote:
the problem isn't that mutas are OP. Mutas cost a TON of money. The problem is that stalker dps vs nonarmored is shit


Blizz would never change it and if they did people would flip their shit. 14 flat damage stalkers? My god the world would end and stalkers would do well vs marines and the 1-1-1 since they are ranged and don't need to walk 40 feet while being kited to attack marines.

4 shots instead of 5 to kill a marine? I wouldnt call that "well" considering the 1.44 attack speed of the stalker. At best that would be OKish, compared to the current shit DPS. However, 14 flat stalkers would kill zerglings in only 3 shots, instead of 4. Now that would be a much larger buff.

9 shots to kill a muta, instead of the current 13! Yeah, that would be nice.


Well they would kill marines in one less one hit if one stalker was attacking, this benefit does stack and it would be more efficient against a lot of stuff like the 1-1-1 when kiting back. Would kill workers faster so they could be more effective as harass units as well. Killing mutas that much faster would help make it harder for zergs to attack and then leave without losing many units at all.


yeah, or we just give the colossus 1000range so you don't have to move out to attack, or maybe give some other unit some insane buff. Of course, zergs would need some insane buff then as well, so why not make zerglings free?
Yeah that would be a funny game, if every unit would just do well against everything and was imba as shit.
Hey and to make it even funnier, I think there should be bots that control units for everyone, so people don't have to control stuff anymore...
Guys, do the math... +3damage doesn't just mean it deals more damage, it means the other units die faster, so you're unit recieves less damage. It means due to stalkers being a ranged unit, this will be an exponential buff for larger stalkerballs.
It will mean that timings like 4gate and 6gate, blinkrushes that are extremly stalker heavy and are usually fought with marines and zerglings will be extremly more powerful. Like 1.5times as strong as right now...


Doesn't need to get as high as 14. But think about how improving the vs. light in any way would help a lot. Even 12 vs light would be a huge improvement and would make retaining mutas more difficult. Part of the problem I feel is its very easy for mutas to be retained in larger numbers against protoss in comparison to vs. Terran. Smaller numbers of stalkers could defend bases so that you can move out with some army to attack the zerg or pressure back. It wouldn't impact armoured units at all so marauders, bunkered marines would still be very good to hold gate pushes.


It would completely break ZvP as protoss would essentially be able to perform the equivalent of a +3 or +4 ground weapons 7 gate blink stalker all in which would be unstoppable.
He is proposing a higher base dmg. vs armored would still be 14.

Meaning spines and roaches would not be affected at all.

I wouldn't mind some small change, but with every step that makes the stalker more universal, there would have to be small nerfs to specific counters (the colossus and the immortal come to my mind). Because right now, stalkerbased compositions (so the stalker is the main unit, zealots and sentries) can already hold their ground decently vs most units that are rather good on the paper vs stalkers (like roaches and zerglings; marines and marauders). And after going those lowtech defensive compositions, protoss just has to add very few (of course very expensive) units, to turn this army into a killerarmy against those stalkercounters. So the stalker needing less support, means that the stalker should only have weaker support available.
To be completly honest, I would really like such a tweaking, as I think this game is too much based on hardcounters. Especially Protoss MUs could need a little more elements of stable compositions ("guess what, I have a colossus and now your whole hydra/marine army is worthless", "you're relying on sentries? tell that to my infestors/ghosts") and interesting unit interactions (like marine splitting vs banelings, magic boxes vs thors... lol I'm already stuck... this whole game needs more such interesting, skillbased stuff and less composition/BO losses)
Qibla
Profile Joined December 2010
Australia343 Posts
November 06 2011 08:43 GMT
#986
Yes, when used properly you can kill way more workers than blue flame hellions, because they don't have to conform to terran. They can be anywhere on the map, and they are so damn fast. PLUS they are very powerful units to use in battle, where as hellions are almost purely used for harrass. Yes they cost more, but their value is exponential.
Are you calling moi a dipshit?
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
November 06 2011 09:01 GMT
#987
On November 06 2011 11:33 Big J wrote:
Show nested quote +
On November 06 2011 11:03 ZeromuS wrote:
On November 06 2011 10:54 IVN wrote:
On November 06 2011 10:42 ZeromuS wrote:
On November 06 2011 10:34 TutsiRebel wrote:
the problem isn't that mutas are OP. Mutas cost a TON of money. The problem is that stalker dps vs nonarmored is shit


Blizz would never change it and if they did people would flip their shit. 14 flat damage stalkers? My god the world would end and stalkers would do well vs marines and the 1-1-1 since they are ranged and don't need to walk 40 feet while being kited to attack marines.

4 shots instead of 5 to kill a marine? I wouldnt call that "well" considering the 1.44 attack speed of the stalker. At best that would be OKish, compared to the current shit DPS. However, 14 flat stalkers would kill zerglings in only 3 shots, instead of 4. Now that would be a much larger buff.

9 shots to kill a muta, instead of the current 13! Yeah, that would be nice.


Well they would kill marines in one less one hit if one stalker was attacking, this benefit does stack and it would be more efficient against a lot of stuff like the 1-1-1 when kiting back. Would kill workers faster so they could be more effective as harass units as well. Killing mutas that much faster would help make it harder for zergs to attack and then leave without losing many units at all.


yeah, or we just give the colossus 1000range so you don't have to move out to attack, or maybe give some other unit some insane buff. Of course, zergs would need some insane buff then as well, so why not make zerglings free?
Yeah that would be a funny game, if every unit would just do well against everything and was imba as shit.
Hey and to make it even funnier, I think there should be bots that control units for everyone, so people don't have to control stuff anymore...
Guys, do the math... +3damage doesn't just mean it deals more damage, it means the other units die faster, so you're unit recieves less damage. It means due to stalkers being a ranged unit, this will be an exponential buff for larger stalkerballs.
It will mean that timings like 4gate and 6gate, blinkrushes that are extremly stalker heavy and are usually fought with marines and zerglings will be extremly more powerful. Like 1.5times as strong as right now...


This is absolutely incorrect, aswell as worded in a very out of order fashion. Stalkers do not do 'well' against any terran or zerg ground units. They have a small window vs marines before concussive shell (and a marauder arrives). The only ground unit that stalkers are really good against are other stalkers.

Stalker damage output is currently terrible. To my knowledge, there is no unit that even comes close to the stalker in terms of damage/cost. The supposed strength of the stalker is its high ammout of shields, its speed and the blink ability. In my opinion the real strength of the stalker is its synergy with the setry's forcefield. You could easily increase a stalker's base damage to 14 (and remove the bonus vs armoured) as long as you nerfed the stalker + forcefield combination. One way to do that would be to reduce the range of stalkers (and marauders) to 5.

A better way would be to give the stalker a seperate ground to air attack that has a bonus vs light instead of a bonus vs armoured. Stalkers dont do enough damage vs banshees or phoenix either, so that would help. But stalkers are arguably too strong against void rays and broodlords, so swapping the anti-air bonus to light would help on both counts. My only worry would be losing the bonus vs corrupters, but it would probably be okay.
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
November 06 2011 09:16 GMT
#988
On November 06 2011 17:43 Qibla wrote:
Yes, when used properly you can kill way more workers than blue flame hellions, because they don't have to conform to terran. They can be anywhere on the map, and they are so damn fast. PLUS they are very powerful units to use in battle, where as hellions are almost purely used for harrass. Yes they cost more, but their value is exponential.


Most ground units have 1 base armour, so a stalker does 6.25 dps to a non-armoured target. A hellion does 2.8 dps to a non-light target, assuming the hellion only hits one target.

A stalker costs more that a hellion. People value gas at anywhere between 1.5 to 3 times as much as minerals. To make this as favourable as possible for the terran, lets say that gas is worth 1.5 times as much as minerals. That makes a stalker worth exactly as much as two hellions. Two hellions do 5.6 dps, which is 90% as much as a stalker. A hellion only has to hit an additional target twice per ten shots to do more damage that a stalker.

Hellions get a 75% damage bonus vs zealots and sentries. Stalkers gst a 40% damage bonus vs marauders, thors and siege tanks. I think it is fair to say that hellions will get the benefit of their bonus damage more often.

Two hellions have a combined 180 health and zero base armour. A stalker has 80 health with 1 armour and 80 shields with zero armour. Stalkers are armoured, hellions are light. The only protoss unit with a bonus vs light is the phoenix. Terrans marauders 9and unsieged tanks) get a big bonus vs armour. Two hellions can withstand more single target damage than one stalker.

Stalkers move at 2.95 speed and hellions move at 4.25 speed.

In short, stalkers are not priced as main combat units. In fact since the immotal range buff, the only reason to ever use stalkers is for anti air, harassment and because it is cheaper to add gateways than robo facilities.
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
November 06 2011 09:24 GMT
#989
On November 06 2011 09:35 DreamChaser wrote:
Show nested quote +
On November 06 2011 09:26 Ziggitz wrote:
I can't believe protoss players are complaining that phoenixes aren't good enough anti air againt mutalisks, For 50 extra minerals, less than a quarter of the total cost of a mutalisk, you get more than double dps against them, 5.9 against 18 and 50% more hitpoints, 120 hitpoints against 120 plus 60 shields and 33% more range with a moving shot such that you. Considering you need to get a lair, a spire and have 4 geysers in order to do anything with mutalisks there is zero excuse to being caught off guard.

Seriously how out numbered are your phoenixes that you're complaining they're not very good? How far behind was your phoenix production to cause that? How long did the Zerg take his geyser, not invest gas into hydralisks, infestors and produce only a few roaches? How much time did you have to get a phoenix to fly over, an observer out, or a hallucination into the zerg's base and spot the spire with its minute and 40 second build time? How long was the zerg banking all that gas without any return of investment that entire time while you sat with your front loaded production on warp gates and didn't pressure?

If you got beat by mutalisks you deserved to lose, whether by handling it entirely incorrectly or you were way behind before the zerg player chose to go mutalisks,


The minuet a protoss player scouts spire there are a few choices they can make.
1. Do a timing attack hope you kill the zergs defense before mutalisk

2. You have to respect the possibility of muta harass, begin getting blink and teching to HT

3. Build cannons in the mineral lines

4. Expand

Those are the common decisions the toss has to make

Now let me tell you about good zerg mechanics, Zergs rushing mutalisk will have more spine crawlers than normal probably at least 4 in a choke. Zerg has map control with speedlings, most zergs have a roach warren built before spire just in case. So the toss player moves out the zergling stationed at the mouth of the toss base tells you this. Ok so instead of making 10 mutalisk you make 15 roaches hold off the attack, resupply quickly with zerglings and proceed to overwhelm the few units toss has warped in.

So lets say the toss holds this you kill the toss 3rd or deny it, now you (zerg) can take a 3rd or 4th then get 15 mutalisk.




So besides a 2 base timing push can you tell me an effective way to deal with mass mutalisk? Making phoenix is to late unless you open SG and last i checked Phoenix attacks dont bounce to 3 targets.

Lol you're so awfully wrong.

How about moving out, killing the scouting ling, then teching? Then the Zerg made 15 roaches that are not going to do anything and give u more time to tech to HT/ put down cannons.

If mutas are OP why isn't every zerg going muta ling base trade zvp?

I love crazymoving
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2011-11-06 09:30:50
November 06 2011 09:28 GMT
#990
On November 06 2011 18:01 hzflank wrote:
Show nested quote +
On November 06 2011 11:33 Big J wrote:
On November 06 2011 11:03 ZeromuS wrote:
On November 06 2011 10:54 IVN wrote:
On November 06 2011 10:42 ZeromuS wrote:
On November 06 2011 10:34 TutsiRebel wrote:
the problem isn't that mutas are OP. Mutas cost a TON of money. The problem is that stalker dps vs nonarmored is shit


Blizz would never change it and if they did people would flip their shit. 14 flat damage stalkers? My god the world would end and stalkers would do well vs marines and the 1-1-1 since they are ranged and don't need to walk 40 feet while being kited to attack marines.

4 shots instead of 5 to kill a marine? I wouldnt call that "well" considering the 1.44 attack speed of the stalker. At best that would be OKish, compared to the current shit DPS. However, 14 flat stalkers would kill zerglings in only 3 shots, instead of 4. Now that would be a much larger buff.

9 shots to kill a muta, instead of the current 13! Yeah, that would be nice.


Well they would kill marines in one less one hit if one stalker was attacking, this benefit does stack and it would be more efficient against a lot of stuff like the 1-1-1 when kiting back. Would kill workers faster so they could be more effective as harass units as well. Killing mutas that much faster would help make it harder for zergs to attack and then leave without losing many units at all.


yeah, or we just give the colossus 1000range so you don't have to move out to attack, or maybe give some other unit some insane buff. Of course, zergs would need some insane buff then as well, so why not make zerglings free?
Yeah that would be a funny game, if every unit would just do well against everything and was imba as shit.
Hey and to make it even funnier, I think there should be bots that control units for everyone, so people don't have to control stuff anymore...
Guys, do the math... +3damage doesn't just mean it deals more damage, it means the other units die faster, so you're unit recieves less damage. It means due to stalkers being a ranged unit, this will be an exponential buff for larger stalkerballs.
It will mean that timings like 4gate and 6gate, blinkrushes that are extremly stalker heavy and are usually fought with marines and zerglings will be extremly more powerful. Like 1.5times as strong as right now...


This is absolutely incorrect, aswell as worded in a very out of order fashion. Stalkers do not do 'well' against any terran or zerg ground units. They have a small window vs marines before concussive shell (and a marauder arrives). The only ground unit that stalkers are really good against are other stalkers.

Stalker damage output is currently terrible. To my knowledge, there is no unit that even comes close to the stalker in terms of damage/cost. The supposed strength of the stalker is its high ammout of shields, its speed and the blink ability. In my opinion the real strength of the stalker is its synergy with the setry's forcefield. You could easily increase a stalker's base damage to 14 (and remove the bonus vs armoured) as long as you nerfed the stalker + forcefield combination. One way to do that would be to reduce the range of stalkers (and marauders) to 5.

A better way would be to give the stalker a seperate ground to air attack that has a bonus vs light instead of a bonus vs armoured. Stalkers dont do enough damage vs banshees or phoenix either, so that would help. But stalkers are arguably too strong against void rays and broodlords, so swapping the anti-air bonus to light would help on both counts. My only worry would be losing the bonus vs corrupters, but it would probably be okay.


Stalkers simply need a way to suck less vs. light air. I think everything else in the game stalkers are mediocre to bad against. Stalkers are just atrocious at killing basically all airborne light units(phoenix, mutalisks, banshees). For reference, a 3/3/3 stalker still loses to a banshee. That's how bad stalkers are. Muta's are a problem simply because stalkers don't kill mutalisks quickly. If you right click a 30 muta ball over 30 marines by accident, you'll lose half your muta's. If you right click over 15 stalkers(equal supply), you'll lose maybe 6 or 7 mutalisks.
Porouscloud - NA LoL
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
November 06 2011 09:33 GMT
#991
On November 06 2011 18:28 Amui wrote:
Show nested quote +
On November 06 2011 18:01 hzflank wrote:
On November 06 2011 11:33 Big J wrote:
On November 06 2011 11:03 ZeromuS wrote:
On November 06 2011 10:54 IVN wrote:
On November 06 2011 10:42 ZeromuS wrote:
On November 06 2011 10:34 TutsiRebel wrote:
the problem isn't that mutas are OP. Mutas cost a TON of money. The problem is that stalker dps vs nonarmored is shit


Blizz would never change it and if they did people would flip their shit. 14 flat damage stalkers? My god the world would end and stalkers would do well vs marines and the 1-1-1 since they are ranged and don't need to walk 40 feet while being kited to attack marines.

4 shots instead of 5 to kill a marine? I wouldnt call that "well" considering the 1.44 attack speed of the stalker. At best that would be OKish, compared to the current shit DPS. However, 14 flat stalkers would kill zerglings in only 3 shots, instead of 4. Now that would be a much larger buff.

9 shots to kill a muta, instead of the current 13! Yeah, that would be nice.


Well they would kill marines in one less one hit if one stalker was attacking, this benefit does stack and it would be more efficient against a lot of stuff like the 1-1-1 when kiting back. Would kill workers faster so they could be more effective as harass units as well. Killing mutas that much faster would help make it harder for zergs to attack and then leave without losing many units at all.


yeah, or we just give the colossus 1000range so you don't have to move out to attack, or maybe give some other unit some insane buff. Of course, zergs would need some insane buff then as well, so why not make zerglings free?
Yeah that would be a funny game, if every unit would just do well against everything and was imba as shit.
Hey and to make it even funnier, I think there should be bots that control units for everyone, so people don't have to control stuff anymore...
Guys, do the math... +3damage doesn't just mean it deals more damage, it means the other units die faster, so you're unit recieves less damage. It means due to stalkers being a ranged unit, this will be an exponential buff for larger stalkerballs.
It will mean that timings like 4gate and 6gate, blinkrushes that are extremly stalker heavy and are usually fought with marines and zerglings will be extremly more powerful. Like 1.5times as strong as right now...


This is absolutely incorrect, aswell as worded in a very out of order fashion. Stalkers do not do 'well' against any terran or zerg ground units. They have a small window vs marines before concussive shell (and a marauder arrives). The only ground unit that stalkers are really good against are other stalkers.

Stalker damage output is currently terrible. To my knowledge, there is no unit that even comes close to the stalker in terms of damage/cost. The supposed strength of the stalker is its high ammout of shields, its speed and the blink ability. In my opinion the real strength of the stalker is its synergy with the setry's forcefield. You could easily increase a stalker's base damage to 14 (and remove the bonus vs armoured) as long as you nerfed the stalker + forcefield combination. One way to do that would be to reduce the range of stalkers (and marauders) to 5.

A better way would be to give the stalker a seperate ground to air attack that has a bonus vs light instead of a bonus vs armoured. Stalkers dont do enough damage vs banshees or phoenix either, so that would help. But stalkers are arguably too strong against void rays and broodlords, so swapping the anti-air bonus to light would help on both counts. My only worry would be losing the bonus vs corrupters, but it would probably be okay.


Stalkers simply need a way to suck less vs. light air. I think everything else in the game stalkers are mediocre to bad against. Stalkers are just atrocious at killing basically all airborne light units(phoenix, mutalisks, banshees). For reference, a 3/3/3 stalker still loses to a banshee. That's how bad stalkers are. Muta's are a problem simply because stalkers don't kill mutalisks quickly. If you right click a 30 muta ball over 30 marines by accident, you'll lose half your muta's. If you right click over 15 stalkers(equal supply), you'll lose maybe 6 or 7 mutalisks.


In the rare cases that PvP goes into a two base game, stalkers are also terrible against phoenix. Thankfully archons can scare the phoenix away, but ofcourse they can rarely get close enough to hit them (same with mutas).
Qibla
Profile Joined December 2010
Australia343 Posts
Last Edited: 2011-11-06 10:19:18
November 06 2011 10:09 GMT
#992
On November 06 2011 18:16 hzflank wrote:
Show nested quote +
On November 06 2011 17:43 Qibla wrote:
Yes, when used properly you can kill way more workers than blue flame hellions, because they don't have to conform to terran. They can be anywhere on the map, and they are so damn fast. PLUS they are very powerful units to use in battle, where as hellions are almost purely used for harrass. Yes they cost more, but their value is exponential.


Most ground units have 1 base armour, so a stalker does 6.25 dps to a non-armoured target. A hellion does 2.8 dps to a non-light target, assuming the hellion only hits one target.

A stalker costs more that a hellion. People value gas at anywhere between 1.5 to 3 times as much as minerals. To make this as favourable as possible for the terran, lets say that gas is worth 1.5 times as much as minerals. That makes a stalker worth exactly as much as two hellions. Two hellions do 5.6 dps, which is 90% as much as a stalker. A hellion only has to hit an additional target twice per ten shots to do more damage that a stalker.

Hellions get a 75% damage bonus vs zealots and sentries. Stalkers gst a 40% damage bonus vs marauders, thors and siege tanks. I think it is fair to say that hellions will get the benefit of their bonus damage more often.

Two hellions have a combined 180 health and zero base armour. A stalker has 80 health with 1 armour and 80 shields with zero armour. Stalkers are armoured, hellions are light. The only protoss unit with a bonus vs light is the phoenix. Terrans marauders 9and unsieged tanks) get a big bonus vs armour. Two hellions can withstand more single target damage than one stalker.

Stalkers move at 2.95 speed and hellions move at 4.25 speed.

In short, stalkers are not priced as main combat units. In fact since the immotal range buff, the only reason to ever use stalkers is for anti air, harassment and because it is cheaper to add gateways than robo facilities.


Why are you talking about protoss v terran units? This is a thread about the mutalisk...

If you want to talk about how hellions are OP, make a thread called "Are hellions OP in WOL?" please.
Are you calling moi a dipshit?
IVN
Profile Joined October 2010
534 Posts
November 06 2011 11:22 GMT
#993
On November 06 2011 13:43 Big J wrote:
Show nested quote +
On November 06 2011 12:28 IVN wrote:
On November 06 2011 12:20 Ziggitz wrote:
On November 06 2011 11:40 ZeromuS wrote:
On November 06 2011 11:33 Big J wrote:
On November 06 2011 11:03 ZeromuS wrote:
On November 06 2011 10:54 IVN wrote:
On November 06 2011 10:42 ZeromuS wrote:
On November 06 2011 10:34 TutsiRebel wrote:
the problem isn't that mutas are OP. Mutas cost a TON of money. The problem is that stalker dps vs nonarmored is shit


Blizz would never change it and if they did people would flip their shit. 14 flat damage stalkers? My god the world would end and stalkers would do well vs marines and the 1-1-1 since they are ranged and don't need to walk 40 feet while being kited to attack marines.

4 shots instead of 5 to kill a marine? I wouldnt call that "well" considering the 1.44 attack speed of the stalker. At best that would be OKish, compared to the current shit DPS. However, 14 flat stalkers would kill zerglings in only 3 shots, instead of 4. Now that would be a much larger buff.

9 shots to kill a muta, instead of the current 13! Yeah, that would be nice.


Well they would kill marines in one less one hit if one stalker was attacking, this benefit does stack and it would be more efficient against a lot of stuff like the 1-1-1 when kiting back. Would kill workers faster so they could be more effective as harass units as well. Killing mutas that much faster would help make it harder for zergs to attack and then leave without losing many units at all.


yeah, or we just give the colossus 1000range so you don't have to move out to attack, or maybe give some other unit some insane buff. Of course, zergs would need some insane buff then as well, so why not make zerglings free?
Yeah that would be a funny game, if every unit would just do well against everything and was imba as shit.
Hey and to make it even funnier, I think there should be bots that control units for everyone, so people don't have to control stuff anymore...
Guys, do the math... +3damage doesn't just mean it deals more damage, it means the other units die faster, so you're unit recieves less damage. It means due to stalkers being a ranged unit, this will be an exponential buff for larger stalkerballs.
It will mean that timings like 4gate and 6gate, blinkrushes that are extremly stalker heavy and are usually fought with marines and zerglings will be extremly more powerful. Like 1.5times as strong as right now...


Doesn't need to get as high as 14. But think about how improving the vs. light in any way would help a lot. Even 12 vs light would be a huge improvement and would make retaining mutas more difficult. Part of the problem I feel is its very easy for mutas to be retained in larger numbers against protoss in comparison to vs. Terran. Smaller numbers of stalkers could defend bases so that you can move out with some army to attack the zerg or pressure back. It wouldn't impact armoured units at all so marauders, bunkered marines would still be very good to hold gate pushes.


It would completely break ZvP as protoss would essentially be able to perform the equivalent of a +3 or +4 ground weapons 7 gate blink stalker all in which would be unstoppable.
He is proposing a higher base dmg. vs armored would still be 14.

Meaning spines and roaches would not be affected at all.

I wouldn't mind some small change, but with every step that makes the stalker more universal, there would have to be small nerfs to specific counters (the colossus and the immortal come to my mind). Because right now, stalkerbased compositions (so the stalker is the main unit, zealots and sentries) can already hold their ground decently vs most units that are rather good on the paper vs stalkers (like roaches and zerglings; marines and marauders). And after going those lowtech defensive compositions, protoss just has to add very few (of course very expensive) units, to turn this army into a killerarmy against those stalkercounters. So the stalker needing less support, means that the stalker should only have weaker support available.
To be completly honest, I would really like such a tweaking, as I think this game is too much based on hardcounters. Especially Protoss MUs could need a little more elements of stable compositions ("guess what, I have a colossus and now your whole hydra/marine army is worthless", "you're relying on sentries? tell that to my infestors/ghosts") and interesting unit interactions (like marine splitting vs banelings, magic boxes vs thors... lol I'm already stuck... this whole game needs more such interesting, skillbased stuff and less composition/BO losses)

I couldnt agree more. Protoss units feel to me somewhat rigid. As if Blizz have had clear vision of what they should and shouldnt be able to do while designing them. Against zerg, I feel as if the only unit, that is not terrible, is the stalker. ANd if you look at the stats of the units, its also the only one, that isnt painfully slow.

Against mutas, actually all gas heavy T/Z compositions, protoss is going to be much more potent in HotS. And I'm not sure if the tempest is needed at all. And I'm not talking about the new units, but the new Nexus spells. Arch shield is going to help a tonne against any form of harass, and so is recall. It makes me happy, that protoss are finally getting some form of defenders advantage. I think that these two are going to be far more detrimental to muta harass, than the tempest is ever going to be. In fact, combined with the oracle to seriously reduce gas harvesting and slow down tech, I think that protoss is going to dictate vT and vZ MUs.

Lets be honest, additional Nexus spells were looooong overdue. Chrono alone just doesnt cut it.
Big J
Profile Joined March 2011
Austria16289 Posts
November 06 2011 11:46 GMT
#994
On November 06 2011 18:01 hzflank wrote:
Show nested quote +
On November 06 2011 11:33 Big J wrote:
On November 06 2011 11:03 ZeromuS wrote:
On November 06 2011 10:54 IVN wrote:
On November 06 2011 10:42 ZeromuS wrote:
On November 06 2011 10:34 TutsiRebel wrote:
the problem isn't that mutas are OP. Mutas cost a TON of money. The problem is that stalker dps vs nonarmored is shit


Blizz would never change it and if they did people would flip their shit. 14 flat damage stalkers? My god the world would end and stalkers would do well vs marines and the 1-1-1 since they are ranged and don't need to walk 40 feet while being kited to attack marines.

4 shots instead of 5 to kill a marine? I wouldnt call that "well" considering the 1.44 attack speed of the stalker. At best that would be OKish, compared to the current shit DPS. However, 14 flat stalkers would kill zerglings in only 3 shots, instead of 4. Now that would be a much larger buff.

9 shots to kill a muta, instead of the current 13! Yeah, that would be nice.


Well they would kill marines in one less one hit if one stalker was attacking, this benefit does stack and it would be more efficient against a lot of stuff like the 1-1-1 when kiting back. Would kill workers faster so they could be more effective as harass units as well. Killing mutas that much faster would help make it harder for zergs to attack and then leave without losing many units at all.


yeah, or we just give the colossus 1000range so you don't have to move out to attack, or maybe give some other unit some insane buff. Of course, zergs would need some insane buff then as well, so why not make zerglings free?
Yeah that would be a funny game, if every unit would just do well against everything and was imba as shit.
Hey and to make it even funnier, I think there should be bots that control units for everyone, so people don't have to control stuff anymore...
Guys, do the math... +3damage doesn't just mean it deals more damage, it means the other units die faster, so you're unit recieves less damage. It means due to stalkers being a ranged unit, this will be an exponential buff for larger stalkerballs.
It will mean that timings like 4gate and 6gate, blinkrushes that are extremly stalker heavy and are usually fought with marines and zerglings will be extremly more powerful. Like 1.5times as strong as right now...


This is absolutely incorrect, aswell as worded in a very out of order fashion. Stalkers do not do 'well' against any terran or zerg ground units. They have a small window vs marines before concussive shell (and a marauder arrives). The only ground unit that stalkers are really good against are other stalkers.

Stalker damage output is currently terrible. To my knowledge, there is no unit that even comes close to the stalker in terms of damage/cost. The supposed strength of the stalker is its high ammout of shields, its speed and the blink ability. In my opinion the real strength of the stalker is its synergy with the setry's forcefield. You could easily increase a stalker's base damage to 14 (and remove the bonus vs armoured) as long as you nerfed the stalker + forcefield combination. One way to do that would be to reduce the range of stalkers (and marauders) to 5.

A better way would be to give the stalker a seperate ground to air attack that has a bonus vs light instead of a bonus vs armoured. Stalkers dont do enough damage vs banshees or phoenix either, so that would help. But stalkers are arguably too strong against void rays and broodlords, so swapping the anti-air bonus to light would help on both counts. My only worry would be losing the bonus vs corrupters, but it would probably be okay.



Blink Stalkers beat rangehydras by a lot, costwise and supplywise. Blink Stalkers are nearly equal with a roacharmy on open field costwise and beat them supplywise (that is the reason blink stalkers are considered.
Blink Stalkers beat mutalisks costefficient and supplyefficient by a lot.
Hell they even beat cracklings supplyefficient on open field (just to show you that even their strongest "counter" in the zerg arsenal is not as efficient as most people think).

Yes the stalkers damage output per cost is terrible. But the stalkers speed, the stalkers utility through blink and the stalkers early availability all are great. It has been designed as a semiharass/semicombat unit and therefore needs some assistance from other units in (offensive) combats. But there is nothing wrong with that, because Protoss can give the stalker that assistance.

And as I have written before: if blizzard wants to give the stalker even more utility, they should go ahead and do some tweaking with the stalker damage vs light. But in return they should nerf other units damage like the colossus, because Protoss won't need its damage output anymore as drastically as they do now.
Flyingdutchman
Profile Joined March 2009
Netherlands858 Posts
November 06 2011 11:54 GMT
#995
On November 06 2011 18:24 Flonomenalz wrote:

If mutas are OP why isn't every zerg going muta ling base trade zvp?



because the decision to go for a baserace lies completely with the protoss.
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
November 06 2011 11:56 GMT
#996
On November 06 2011 20:46 Big J wrote:
Show nested quote +
On November 06 2011 18:01 hzflank wrote:
On November 06 2011 11:33 Big J wrote:
On November 06 2011 11:03 ZeromuS wrote:
On November 06 2011 10:54 IVN wrote:
On November 06 2011 10:42 ZeromuS wrote:
On November 06 2011 10:34 TutsiRebel wrote:
the problem isn't that mutas are OP. Mutas cost a TON of money. The problem is that stalker dps vs nonarmored is shit


Blizz would never change it and if they did people would flip their shit. 14 flat damage stalkers? My god the world would end and stalkers would do well vs marines and the 1-1-1 since they are ranged and don't need to walk 40 feet while being kited to attack marines.

4 shots instead of 5 to kill a marine? I wouldnt call that "well" considering the 1.44 attack speed of the stalker. At best that would be OKish, compared to the current shit DPS. However, 14 flat stalkers would kill zerglings in only 3 shots, instead of 4. Now that would be a much larger buff.

9 shots to kill a muta, instead of the current 13! Yeah, that would be nice.


Well they would kill marines in one less one hit if one stalker was attacking, this benefit does stack and it would be more efficient against a lot of stuff like the 1-1-1 when kiting back. Would kill workers faster so they could be more effective as harass units as well. Killing mutas that much faster would help make it harder for zergs to attack and then leave without losing many units at all.


yeah, or we just give the colossus 1000range so you don't have to move out to attack, or maybe give some other unit some insane buff. Of course, zergs would need some insane buff then as well, so why not make zerglings free?
Yeah that would be a funny game, if every unit would just do well against everything and was imba as shit.
Hey and to make it even funnier, I think there should be bots that control units for everyone, so people don't have to control stuff anymore...
Guys, do the math... +3damage doesn't just mean it deals more damage, it means the other units die faster, so you're unit recieves less damage. It means due to stalkers being a ranged unit, this will be an exponential buff for larger stalkerballs.
It will mean that timings like 4gate and 6gate, blinkrushes that are extremly stalker heavy and are usually fought with marines and zerglings will be extremly more powerful. Like 1.5times as strong as right now...


This is absolutely incorrect, aswell as worded in a very out of order fashion. Stalkers do not do 'well' against any terran or zerg ground units. They have a small window vs marines before concussive shell (and a marauder arrives). The only ground unit that stalkers are really good against are other stalkers.

Stalker damage output is currently terrible. To my knowledge, there is no unit that even comes close to the stalker in terms of damage/cost. The supposed strength of the stalker is its high ammout of shields, its speed and the blink ability. In my opinion the real strength of the stalker is its synergy with the setry's forcefield. You could easily increase a stalker's base damage to 14 (and remove the bonus vs armoured) as long as you nerfed the stalker + forcefield combination. One way to do that would be to reduce the range of stalkers (and marauders) to 5.

A better way would be to give the stalker a seperate ground to air attack that has a bonus vs light instead of a bonus vs armoured. Stalkers dont do enough damage vs banshees or phoenix either, so that would help. But stalkers are arguably too strong against void rays and broodlords, so swapping the anti-air bonus to light would help on both counts. My only worry would be losing the bonus vs corrupters, but it would probably be okay.



Blink Stalkers beat rangehydras by a lot, costwise and supplywise. Blink Stalkers are nearly equal with a roacharmy on open field costwise and beat them supplywise (that is the reason blink stalkers are considered.
Blink Stalkers beat mutalisks costefficient and supplyefficient by a lot.
Hell they even beat cracklings supplyefficient on open field (just to show you that even their strongest "counter" in the zerg arsenal is not as efficient as most people think).

Yes the stalkers damage output per cost is terrible. But the stalkers speed, the stalkers utility through blink and the stalkers early availability all are great. It has been designed as a semiharass/semicombat unit and therefore needs some assistance from other units in (offensive) combats. But there is nothing wrong with that, because Protoss can give the stalker that assistance.

And as I have written before: if blizzard wants to give the stalker even more utility, they should go ahead and do some tweaking with the stalker damage vs light. But in return they should nerf other units damage like the colossus, because Protoss won't need its damage output anymore as drastically as they do now.

If any anti-muta unit needs more utility, it's the hydralisk.
I've seen ZvZ games where mutas force hydras and still end up being more effective than them because of the fast movement.
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Tef
Profile Joined April 2008
Sweden443 Posts
Last Edited: 2011-11-06 12:01:07
November 06 2011 12:00 GMT
#997
On November 06 2011 20:54 Flyingdutchman wrote:
Show nested quote +
On November 06 2011 18:24 Flonomenalz wrote:

If mutas are OP why isn't every zerg going muta ling base trade zvp?



because the decision to go for a baserace lies completely with the protoss.


I would have to say that it is because any 6 or 7 gate can deal with any kind of mutalisk timing. So unless Protoss is totally unaware of what zerg is doing and rushes for colossus it should be OK for Protoss.
Dont fuck up, dont fuck yourself
ThePlayer33
Profile Joined October 2011
Australia2378 Posts
November 06 2011 12:04 GMT
#998
the stalker is an excellent answer to most ground composition already, being very all rounded. i think the main thing is that stalker is the ONLY ground to air that protoss have, while zerg's hydra pretty answer protoss air(aside from capital ship), and terran of course have the marine. somehow i think stalker's blink and base speed sohuld compensate and thus balanced.
| Idra | YuGiOh | Leenock | Coca |
Archie_Lewis
Profile Joined July 2011
Czech Republic87 Posts
November 06 2011 12:05 GMT
#999
I dont think they are OP, but I found their lack of counter disturbing
"wow im so bad at this game..." - Chris Loranger
ZorBa.G
Profile Joined July 2011
Australia279 Posts
Last Edited: 2011-11-06 12:16:27
November 06 2011 12:15 GMT
#1000
As a Terran, I actually disagree that Mutas are OP. I can't believe I'm saying this because I hate Zerg, but that's just my opinion. If your a player who sits in your base all day (Protoss being the culprit here tunnel visioning to Deathball T.T) because Muta harass is scaring you, get off your fat ass and go attack him. Zerg WILL have to pull his mutas back if he doesn't want to suffer major losses. I'm pretty sure someone may have said it before, defense against mutas comes in the form of offense.

Now in saying that, I don't really know what Toss is complaining about. You can put up a forward pylon and get in the zergs face anytime you want, not to mention you have a god damn observer to deny creep. I'm not even going to talk about force field, if you can't lay down effective force fields..... you must be so damn terrible at this game.

I think Mutas are strong and very difficult to deal with in the right hands of a good zerg. However, I don't think they are overpowered.

What I think is funny is how Thors are meant to hard counter mutas.... although this is fail. Thank god Terrans have found other ways of dealing with this. I'm looking forward to the Warhound, Battle-Hellion and Shredder, mech seems like it will actually be fun to play.

With this new HoTS expansion, I will say though that I think the extra units zerg is getting.... It will make Mutas seem overpwered, due to that blinding cloud crap from the viper. Oh I might add that the fact a viper call pull a collossi is just stupid.
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