• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:40
CET 22:40
KST 06:40
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
HomeStory Cup 28 - Info & Preview11Rongyi Cup S3 - Preview & Info3herO wins SC2 All-Star Invitational14SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8
Community News
Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)38
StarCraft 2
General
HomeStory Cup 28 - Info & Preview StarCraft 2 Not at the Esports World Cup 2026 Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win Oliveira Would Have Returned If EWC Continued herO wins SC2 All-Star Invitational
Tourneys
HomeStory Cup 28 KSL Week 85 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship $70 Prize Pool Ladder Legends Academy Weekly Open!
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 511 Temple of Rebirth The PondCast: SC2 News & Results Mutation # 510 Safety Violation Mutation # 509 Doomsday Report
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Liquipedia.net NEEDS editors for Brood War Can someone share very abbreviated BW cliffnotes? BW General Discussion [ASL21] Potential Map Candidates
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 Azhi's Colosseum - Season 2 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Battle Aces/David Kim RTS Megathread Nintendo Switch Thread Path of Exile Mobile Legends: Bang Bang Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Let's Get Creative–Video Gam…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2699 users

[D]Are mutalisks overpowered in WOL?? - Page 65

Forum Index > SC2 General
Post a Reply
Prev 1 63 64 65 66 67 103 Next
Fuhrmaaj
Profile Joined January 2011
167 Posts
November 08 2011 19:29 GMT
#1281
On October 25 2011 18:16 GhostFall wrote:
Which brings me to my point. For the Warhound, why do the Terran need another unit to help with Mutalisks? They handle mutalisks extremely well because of the Marine. You're effectively nerfing Mutalisk harassment, which is something that doesn't really need nerfing in the TvZ matchup. Yes, they are removing the thor, but the warhound is being introduced specifically to be better than the Thor against mutalisks.


If I'm not mistaken, the intent of replacing the Thor with the Warhound is to nerf Terran early game Thor timings. Thors come out at a point where they are difficult to stop with low tier units - for all three races. By introducing the Warhound, the strength of the Terran army will increase gradually to roughly the same point it was at in WoL. That's the intent anyhow.

The Warhound has shorter range than the Thor, but it generally more useful. I think we will see more pure mech play in TvZ as a result of this. If you've played the Warhound in the HotS custom maps, it's not terribly useful against non-mechanical ground units. I'm not sure if this will change or not, but in it's current state it will annihilate mutas which fly over massed Warhounds, but will have to be spread out more to protect harassment because of their shorter range. I think that it's a general nerf for Terran in TvZ, but makes muta play either very effective or not effective at all. This is also true of mutas against marines, so I don't think it's a big deal really.

On October 25 2011 18:16 GhostFall wrote:
My second point regarding the Tempest, is that the unit fulfills no niche. Do Protoss have a hard time with mass mutas? Are archons, high templar, blink, and phoenixes really not enough? Is mass mutalisk such a common strategy that it requires the removal of the carrier and the addition of an all new capital ship? If the niche that the tempest provides is mass AOE-anti air, I really do not see it being built much because as it is now, there are many options to handle mass mutalisks. The only air unit thats being added is the Viper, which is more of a support unit, then an offensive one like the mutalisk.


If Protoss have difficulties against mass mutas, it's in tier 2. I don't think the tempest is going to be used when the opponent goes mass muta. If anything, the Tempest will be useful against corruptors or it will be useless. Archons and storms definitely handle mutas very well in tier 3, and Phoenix are good for keeping mutas off your base while you tech up to templar tech. Maybe the tempest is designed to be a counter to mutas along the stargate tech path, but I think that's silly because the phoenix already does well enough against mutas. A unit which instantly demolishes such a huge investment and does little else is pretty silly imo.

On the whole if it, I agree with you though. I want muta tech to be a strongly viable (if not the most viable) tech in all matchups because it's a harass which doesn't typically end games. It's fun to watch and fun to use. If I'm struggling against mutas, it's typically because I took a huge risk and don't have units to deal with the harass or because I don't have my units spread out. I don't really like the tempest because it will clearly ruin mutas, but if it doesn't deal with corruptors as well I don't think anyone will build them. If it deals with corruptors, then it makes the Protoss deathball a bunch scarier.

I disagree with you on the Warhounds. I think they're very inelegant and not as dynamic as the Thor is, but I don't think they'll make mutas useless against Terran. I think they'll be a very dull counter to direct engagements with mutas, but they'll be next to useless in any other situation. It seems to me that the idea behind the Warhound is that you have to produce a few of them before they're roughly as effective as one Thor was, thus tying up more production facilities and slowing down the power creep of the Terran mech army. Is this a bad thing for Terran? Not necessarily, I think it creates more options for Terrans in all matchups, but I thought the muta/thor dynamic was one of the most interesting dynamics in WoL and I'm sad to see it go. The muta/warhound dynamic will likely be more like the muta/archon dynamic (ie. avoid them).
Random player
Coffeeling
Profile Blog Joined November 2010
Finland250 Posts
November 08 2011 20:20 GMT
#1282
@Fuhrmaaj: Sanity, where art thou?

Thor timings? Where? When the unit's only raison détre in the first place is to shoo away Mutalisks? And does a rather bad job at that? Yeah, the Thor scales badly. 6-food superexpensive ground units are just a bad design idea, period. Warhounds fix that. Faster, more AoE so Mutas might actually be scared of something other than flying over Marines once in a while.

Marines, making mutas useless. Yessir. Every time Mutas engage directly and alone. In other words, basically never. The whole reason the unit is a problem is that it's supremely mobile and can hit everything. It means big muta balls end up erasing the unit's core flaw of inefficiency. Too much power in one spot. Even if the enemy can pack more with, say, Marines, they can never catch the Mutas. Overwhelming force that fears nothing but the opposing army, always where the opposing army is not.

It's not that the unit is overpowered. Small Muta wolfpacks are excellent. But the bad design just ends up erasing the unit's core flaw in huge clouds. It's why you see big muta clouds, and not tons of Banshees or Phoenixes, even if they might be theoretically better. Their weaknesses are not solved by massing up. That fundamental design flaw forces ugly counterdesigns like Warhounds and the Tempest. You just can't put the fear in muta clouds without brutal, instant AoE.

Ugly as they are, I welcome the Tempest and Warhound. It hopefully means mutas will act like Banshees and Phoenix - either as small harassing forces and/or as a component of a normal army, not as marauding hypermobile deathballs.
Squee
Big J
Profile Joined March 2011
Austria16289 Posts
November 08 2011 20:45 GMT
#1283
On November 09 2011 05:20 Coffee Zombie wrote:
@Fuhrmaaj: Sanity, where art thou?

Thor timings? Where? When the unit's only raison détre in the first place is to shoo away Mutalisks? And does a rather bad job at that? Yeah, the Thor scales badly. 6-food superexpensive ground units are just a bad design idea, period. Warhounds fix that. Faster, more AoE so Mutas might actually be scared of something other than flying over Marines once in a while.

Marines, making mutas useless. Yessir. Every time Mutas engage directly and alone. In other words, basically never. The whole reason the unit is a problem is that it's supremely mobile and can hit everything. It means big muta balls end up erasing the unit's core flaw of inefficiency. Too much power in one spot. Even if the enemy can pack more with, say, Marines, they can never catch the Mutas. Overwhelming force that fears nothing but the opposing army, always where the opposing army is not.

It's not that the unit is overpowered. Small Muta wolfpacks are excellent. But the bad design just ends up erasing the unit's core flaw in huge clouds. It's why you see big muta clouds, and not tons of Banshees or Phoenixes, even if they might be theoretically better. Their weaknesses are not solved by massing up. That fundamental design flaw forces ugly counterdesigns like Warhounds and the Tempest. You just can't put the fear in muta clouds without brutal, instant AoE.

Ugly as they are, I welcome the Tempest and Warhound. It hopefully means mutas will act like Banshees and Phoenix - either as small harassing forces and/or as a component of a normal army, not as marauding hypermobile deathballs.


I think what he meant with "thortimings" is, that thors just hit the battlefield rather early, but have no immidiate weakness especially vs zerg, but also vs other races (thorrushes were part of the highest level of play for a looooong time).
Especially in vZ Thor/hellion builds catch a lot of people at timings were mass roach isn't efficient anymore, yet broodlords aren't available yet, even in the gsl, while on the other side, especially low-mid level players (meaning pretty much every nonpro player up to high masters) have trouble including them in a mech build before mutas hatch, while not getting caught by a roach timing (which is rather hard to scout).
Warhound should make it easier to get the antiair vs mutalisks and to get a little less punished for being out of position (and also going for tanks before to be safe vs roach allins), while it should make roaches better in pre-Hive timings.
RaKooNs
Profile Joined March 2011
United Kingdom397 Posts
Last Edited: 2011-11-08 21:05:53
November 08 2011 21:05 GMT
#1284
On October 25 2011 18:25 UnholyRai wrote:
speaking as a diamond protoss player I can say that the problem with mutas in p v z is the following:

1) If you don't have a critical mass of pheonix, mutas completely wreck them.
2) High templar storms can be easily dodged by the fast moving muta, and then you're screwed
3) Archons have tiny range of 3, it is incredibly easy to dodge them with mutas.
4) It is incredibly difficult to defend against MASS muta with stalker, because if you keep your whole stalker ball together mutas can simply fly to a location where your stalkers aren't. You need to often "get lucky" with a blink to catch the mutas. If you split up your stalkers, a MASS ball of mutas can outright kill them.

Personally, I don't even like the tempest, i would prefer a range buff to air for archons as a fix for the muta problem.


Comparatively, the stalker is actually an extremely slow unit compared to the mutalisk due to the mutalisk's actual speed and fact it can fly over cliffs. The only unit that protoss has that is the same movement speed (or more, correct me if i am wrong) is the phoenix. However, the problem with the phoenix is that it is a huge commitment, and does not have easy transitions due to the viability of late game air play (carriers) vs zerg due to corruptors. Phoenix also take a long time to get up to a critical amount where they can take the muta's head on, and if the zerg is active enough with their muta's they can pick off your phoenix's one by one.

The problem with muta's is that zerg, as a race, is supposed to be expanding everywhere, causing in a superior income over the protoss and terran. As protoss it is EXTREMELY hard to hold a 3rd base, and defend, and put any pressure on the zerg. I really don't understand why zergs dont go muta more often (glad that they do not) but it seem's like a un-loseable strategy when executed right. For e.g., let me give you a situation -

Antiga shipyard, protoss goes 3 or 1 gate FE and the zerg does a 15 hatch into a fast 3rd. The zerg then transitions to muta after his 3rd base is saturated and gets about 10-15 muta's up, protoss is confined to his 2 bases for quite a while, and the zerg takes a 4th where he saturates the gas and is able to get his muta count to ~ 30. Now he is able to easily pick off archons and small-medium amounts of stalkers without too many losses. Protoss is confined to 3 bases (which he may not even get up) and the zerg easily takes a 5th, saturates his gas and transitions to brood-lord infestor.

To me, this seems like an impossible-to-win circumstance for the protoss unless he gets "lucky", and do we really want to base a game around luck? No, i didnt think so.


I believe a change to the mutalisk is not necessary, however, i feel the viability of going phoenix or defending with blink stalkers is just too small. I feel that a change to the phoenix's build time / cost would be a suitable solution to this problem that many zergs have not exploited.
If you don't drop sweat today, you will drop tears tomorrow - SlayerS_MMA
JustTray
Profile Joined May 2011
127 Posts
November 08 2011 21:16 GMT
#1285
On November 09 2011 05:20 Coffee Zombie wrote:
@Fuhrmaaj: Sanity, where art thou?

Thor timings? Where? When the unit's only raison détre in the first place is to shoo away Mutalisks? And does a rather bad job at that? Yeah, the Thor scales badly. 6-food superexpensive ground units are just a bad design idea, period. Warhounds fix that. Faster, more AoE so Mutas might actually be scared of something other than flying over Marines once in a while.

Marines, making mutas useless. Yessir. Every time Mutas engage directly and alone. In other words, basically never. The whole reason the unit is a problem is that it's supremely mobile and can hit everything. It means big muta balls end up erasing the unit's core flaw of inefficiency. Too much power in one spot. Even if the enemy can pack more with, say, Marines, they can never catch the Mutas. Overwhelming force that fears nothing but the opposing army, always where the opposing army is not.

It's not that the unit is overpowered. Small Muta wolfpacks are excellent. But the bad design just ends up erasing the unit's core flaw in huge clouds. It's why you see big muta clouds, and not tons of Banshees or Phoenixes, even if they might be theoretically better. Their weaknesses are not solved by massing up. That fundamental design flaw forces ugly counterdesigns like Warhounds and the Tempest. You just can't put the fear in muta clouds without brutal, instant AoE.

Ugly as they are, I welcome the Tempest and Warhound. It hopefully means mutas will act like Banshees and Phoenix - either as small harassing forces and/or as a component of a normal army, not as marauding hypermobile deathballs.


Best post on here explaining the situation accurately and articulately.

The problem is that even when the opponent starts countering mutas, the Zerg player keeps making them as they increase in power as they scale into greater numbers. Also as explained in blizzcon, Protoss can't really go phoenix after mutas have been shown because you can't get enough to fight back even after buffing them to shoot while moving and lowering their proiduction time considerably.

Hence, the new units in HotS.

Once you've played a few thousand games you start to get a strong feeling for mutas timings like DT timings and you can exploit their small timing window of vulnerability, but for the layman, they're very tough.
Honeybadger
Profile Joined August 2010
United States821 Posts
November 08 2011 23:33 GMT
#1286
The problem is the magic box. Peiod.
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
Blasterion
Profile Blog Joined October 2010
China10272 Posts
Last Edited: 2011-11-08 23:42:46
November 08 2011 23:40 GMT
#1287
On November 09 2011 08:33 Honeybadger wrote:
The problem is the magic box. Peiod.

How is something like that going to be fixed then? We could have chain attacks like the mutalisk splash on some more units, but You can't really take out the magic box,
[TLNY]Mahjong Club Thread
DARKHYDRA
Profile Joined September 2006
United States303 Posts
November 08 2011 23:53 GMT
#1288
Personally I think the problem is that thor, viking, and phoenix are not as good as goliath, valkyrie and corsair.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
November 08 2011 23:54 GMT
#1289
On November 09 2011 08:53 DARKHYDRA wrote:
Personally I think the problem is that thor, viking, and phoenix are not as good as goliath, valkyrie and corsair.

I like this the best honestly. They aren't as nearly efficient
[TLNY]Mahjong Club Thread
Share_The_Land
Profile Joined November 2011
Canada152 Posts
Last Edited: 2011-11-09 00:39:46
November 09 2011 00:22 GMT
#1290
It seems like a lot of postings in this thread assume the zerg as having near perfect muta control and the protoss being a sloppy piece of trash bronzie. I really don't know what zergs you guys are running into but I find it can be easy to point out flaws in most pro players muta micro let alone your average dude on the ladder. Also in a lot of these descriptions I see a lot of "If X goes X and then X does this then this happens!". This may be true in certain situations but nobody is a perfect scouter and it's not like most people you run into on ladder have perfect build timing and execution. Quite the opposite in fact.

My only point being is maybe it's not the best idea to theorycraft on something so difficult to theorycraft on. Using examples is better because then you can directly point out the flaw in the play/game being critiqued as opposed to just assume that "X player will do X and X time". Even then you can give examples and describe situations until your fingers are cramped but what happens in the heat of the moment is totally different. Also it would be nice to see more examples of notable tournament games where pros have shown a prime example of what people are discussing here.

Lets face this fact also, HotS is going to change a lot of things, not just mutas in vT and vP. Until I see more and hear more from the pros trying it out currently I'm not gonna make any assumptions on the lack of need the Warhound and Tempest bring to the table. Only time will tell.
"Turns out he's a former Counterstrike pro and grabs his ak!" - Tasteless
Glowinglight
Profile Joined August 2010
United States76 Posts
November 09 2011 00:24 GMT
#1291

How is something like that going to be fixed then? We could have chain attacks like the mutalisk splash on some more units, but You can't really take out the magic box,


It can be fixed by removing the radius by which the mutas would spread apart from each other, it would still be possible in low numbers but would be hard to do still. It wouldn't be a good change though in my opinion.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
November 09 2011 00:28 GMT
#1292
On November 09 2011 09:24 Glowinglight wrote:
Show nested quote +

How is something like that going to be fixed then? We could have chain attacks like the mutalisk splash on some more units, but You can't really take out the magic box,


It can be fixed by removing the radius by which the mutas would spread apart from each other, it would still be possible in low numbers but would be hard to do still. It wouldn't be a good change though in my opinion.

I just hope shredders will work well for me when I put them on the edge of my base, i heard they attack X and Y
[TLNY]Mahjong Club Thread
Hierarch
Profile Joined February 2011
United States2197 Posts
November 09 2011 04:58 GMT
#1293
On November 09 2011 03:26 Bluerain wrote:
mass mutas are not even close to being OP vs P. theyre only used when Zerg alrdy has an advantage and thats why it seems like the P is so helpless and cant come back (cus they're alrdy at a defecit). try watching a high level game of a Z going mass mutas when its even LOL


The tech switch and base trades they force are impossible to deal with in the minuscule time span the protoss is given to react.
MC|NonY|HerO|NaDa|MVP|DRG|Ret|Sen|Dimaga|Leenock
Fuhrmaaj
Profile Joined January 2011
167 Posts
November 09 2011 20:19 GMT
#1294
On November 09 2011 05:20 Coffee Zombie wrote:
Thor timings? Where? When the unit's only raison détre in the first place is to shoo away Mutalisks? And does a rather bad job at that? Yeah, the Thor scales badly. 6-food superexpensive ground units are just a bad design idea, period. Warhounds fix that. Faster, more AoE so Mutas might actually be scared of something other than flying over Marines once in a while.


I want to make it clear that I don't necessarily agree with the thor timing logic - it was something which David Kim and Dustin Browder discussed at Blizzcon. I believe the intent was to stop the thor rush, but it wasn't made clear imo. I don't know if I agree that the thor scales poorly, but it's not the point I'm trying to make. I think the mutalisk in ZvT is fine. I don't follow your logic though, it looks like the Warhound will have a range similar to the marine, rather than the thor. It seems to me that I would rather build warhounds instead of marines, rather than to complement them because you can go mech and increase upgrade efficiency.

On November 09 2011 05:20 Coffee Zombie wrote:
Marines, making mutas useless. Yessir. Every time Mutas engage directly and alone. In other words, basically never. The whole reason the unit is a problem is that it's supremely mobile and can hit everything. It means big muta balls end up erasing the unit's core flaw of inefficiency. Too much power in one spot. Even if the enemy can pack more with, say, Marines, they can never catch the Mutas. Overwhelming force that fears nothing but the opposing army, always where the opposing army is not.


I didn't say marines make mutas useless. I said that if terran makes marines, then mutas are either really effective or not effective at all. I meant to liken the warhound's future role to the same role which the marine currently fills. So mutas are useful at sniping tanks and harassing, but if there are marines/warhounds covering the tanks and mineral lines then you just have to move on until you can work up sufficient numbers to deal with them. In HotS, there will be the added feature that you have to magic box the warhound but it looks like the same premise.

Also, I don't think anyone thinks the muta is supposed to be inefficient. Terran makes marines which are highly versatile and capable of winning games on their own, so zerg makes banelings, terran makes tanks to kill the banelings, zerg makes mutas to kill tanks and harass. When the engagement comes, almost all the sling/blings die, and the mutas get the tanks and medivacs. In my experience, after the first engagement there are mostly mutas, marines and maybe some tanks left. The mutalisk is the only unit left over after a big engagement and if the muta ball grows then zerg takes the upper hand; if terran keeps all their marines alive then they take the upper hand. If the mutas get out of control then terran makes thors to try to peel mutas off the tanks.

Personally I like this dynamic. Mutas need to stack up in order to snipe tanks and buildings before marines come shoo them away, but thors don't allow mutas to stack up. It means that terran has to be very careful with their mutas, but the mutas are still useful for harassing and sniping key units/structures. In the big engagements, the mutas can magic box the thors (but not before then) and then snipe tanks and medivacs before the marines clean up the rest of the zerglings and come back. I remember reading a blog on this, I can't find it though; can anyone link it?

On November 09 2011 05:20 Coffee Zombie wrote:
It's not that the unit is overpowered. Small Muta wolfpacks are excellent. But the bad design just ends up erasing the unit's core flaw in huge clouds. It's why you see big muta clouds, and not tons of Banshees or Phoenixes, even if they might be theoretically better. Their weaknesses are not solved by massing up. That fundamental design flaw forces ugly counterdesigns like Warhounds and the Tempest. You just can't put the fear in muta clouds without brutal, instant AoE.

Ugly as they are, I welcome the Tempest and Warhound. It hopefully means mutas will act like Banshees and Phoenix - either as small harassing forces and/or as a component of a normal army, not as marauding hypermobile deathballs.


I think the muta has an excellent design. One muta costs as much as a medivac, and is slightly cheaper than a tank. It takes a long time to work up a strong muta ball and ideally zerg will be repelling attacks and harassing where possible. The muta is only really useful in huge clouds, whereas one banshee can clear a mineral line if the opponent doesn't have detection and sufficient anti-air. Phoenixes can't shoot ground units and can't achieve victory conditions. Massing phoenix makes P vulnerable to base trades the same way that massing corruptors makes Z vulnerable to base trades. A more relevant analogy would be void rays, but they actually are useful in large numbers so the analogy falls apart.

That said, I think the warhound is fine. I would like to see it with longer range vs air, and low enough damage that mutas are still capable of magic boxing the lot and coming out on top (maybe not cost for cost, I dunno). I like the way that mutas are hypermobile and causing real damage, but I wouldn't call them deathballs.

I don't like the tempest because I think it comes out too late in the protoss tech tree to be useful against mutas. Archons and HTs come at the same point in the tech tree and they're great against mutas. I don't like hard counters and I think that if the tempest doesn't render mutas and corruptors useless, then it won't be built. I will continue to make archons, get blink and tech to storm; delaying with phoenix and cannons is good if a stargate is down. If tempests hard counter mutas and corruptors, then I'll get tempest and tech to colossi and go win the game.
Random player
Cloak
Profile Joined October 2009
United States816 Posts
November 09 2011 20:40 GMT
#1295
Why'd they get rid of the Corsair again? Amazing unit that solves the Muta problem elegantly in PvZ. You get great Scourge/Corsair/Muta micro air battles in BW and Blizzard thought, fuck that, that needs to go away.
The more you know, the less you understand.
Belha
Profile Joined December 2010
Italy2850 Posts
November 09 2011 20:45 GMT
#1296
[B]On November 09 2011 05:20 Coffee Zombie wrote:
It's not that the unit is overpowered. Small Muta wolfpacks are excellent. But the bad design just ends up erasing the unit's core flaw in huge clouds. It's why you see big muta clouds, and not tons of Banshees or Phoenixes, even if they might be theoretically better. Their weaknesses are not solved by massing up. That fundamental design flaw forces ugly counterdesigns like Warhounds and the Tempest. You just can't put the fear in muta clouds without brutal, instant AoE.

Ugly as they are, I welcome the Tempest and Warhound. It hopefully means mutas will act like Banshees and Phoenix - either as small harassing forces and/or as a component of a normal army, not as marauding hypermobile deathballs.


This. The problem is not the unit itself, is the AWFUL design.

- Phoenix should counter mutas, but they do not, not even for the cost.
- The mobility of a muta cloud in the hands of a skilled player is too much eficiency for a pack of the same units, is much more efficient that, for example, in bw.
- Mutas should be a amazing harassing unit, like hellion, banshee or so, not a masseable hypermobile death cloud.
- The main issue is PvZ. T have marines that rapes mutas for the cost. P havo not an answer for the cost. The match ups is so flawed that even the top korean Z's are allowed to make 3 base, roach ling, or infestor ling, then make a killer muta switch with like +12 mutas (that mean an 1400min /1400gas) with the P not being able to punish that insane investment.
Chicken gank op
SacredSoul
Profile Joined February 2011
United States76 Posts
November 09 2011 21:07 GMT
#1297
Thor was a lame unit, but the new goliath needs both a biblical/ancient god name and it needs a new unit model... what the hell? warhound doesnt even sound terran....

tempest is not the answer... give phoenix overload again and we'd all be happy...
"This is my card castle you ungrateful B****!" - Sean "Day[9]" Plott
BeeNu
Profile Joined June 2011
615 Posts
Last Edited: 2011-11-09 21:54:46
November 09 2011 21:49 GMT
#1298
On November 10 2011 05:45 Belha wrote:
Show nested quote +
[B]On November 09 2011 05:20 Coffee Zombie wrote:
It's not that the unit is overpowered. Small Muta wolfpacks are excellent. But the bad design just ends up erasing the unit's core flaw in huge clouds. It's why you see big muta clouds, and not tons of Banshees or Phoenixes, even if they might be theoretically better. Their weaknesses are not solved by massing up. That fundamental design flaw forces ugly counterdesigns like Warhounds and the Tempest. You just can't put the fear in muta clouds without brutal, instant AoE.

Ugly as they are, I welcome the Tempest and Warhound. It hopefully means mutas will act like Banshees and Phoenix - either as small harassing forces and/or as a component of a normal army, not as marauding hypermobile deathballs.


This. The problem is not the unit itself, is the AWFUL design.

- Phoenix should counter mutas, but they do not, not even for the cost.
- The mobility of a muta cloud in the hands of a skilled player is too much eficiency for a pack of the same units, is much more efficient that, for example, in bw.
- Mutas should be a amazing harassing unit, like hellion, banshee or so, not a masseable hypermobile death cloud.
- The main issue is PvZ. T have marines that rapes mutas for the cost. P havo not an answer for the cost. The match ups is so flawed that even the top korean Z's are allowed to make 3 base, roach ling, or infestor ling, then make a killer muta switch with like +12 mutas (that mean an 1400min /1400gas) with the P not being able to punish that insane investment.



I don't really understand this way of thinking. First of all I highly disagree that Mutas should fill a role like Hellions or Banshees simply because Zerg work in swarming numbers, I'm perfectly ok with that. You can't wreck a mineral line with 2 Mutalisks the same way as you can with 2 Hellions or Banshees.

Secondly I don't really understand what the big deal is with PvZ dealing with Mutas. Sure if you don't scout and don't prepare they will absolutely pick you apart if you've gone the wrong tech path but again I see no problem with that. It's honestly not that difficult to deal with Mutalisks by utilizing Twilight tech...you know, Blink Stalkers, High Templar, Archons...all things that can dominate Mutas...


Protoss complaining about Mutalisk makes me sad, it's like the whole "Infestors OP!" argument all over again. Just because there has been a metagame shift and there is something "new" people are starting to use does not mean it's overpowered, try taking it upon yourself to adjust.

Mutas vs Protoss isn't really all that different from Mutas vs Terran either, in TvZ if you get hit with Mutas and you didn't scout and prepare accordingly you can easily take a massive hit to your economy and tech, sure it isn't quite as devastating to Terran as it is to Protoss because they can bounce back with Mules, but still, the same basic principle applies. I'm perfectly fine with Protoss being required to scout for a Spire instead of going whatever tech path they feel like all game.
Fuhrmaaj
Profile Joined January 2011
167 Posts
November 09 2011 22:09 GMT
#1299
On November 10 2011 06:49 BeeNu wrote:
Show nested quote +
On November 10 2011 05:45 Belha wrote:
[B]On November 09 2011 05:20 Coffee Zombie wrote:
It's not that the unit is overpowered. Small Muta wolfpacks are excellent. But the bad design just ends up erasing the unit's core flaw in huge clouds. It's why you see big muta clouds, and not tons of Banshees or Phoenixes, even if they might be theoretically better. Their weaknesses are not solved by massing up. That fundamental design flaw forces ugly counterdesigns like Warhounds and the Tempest. You just can't put the fear in muta clouds without brutal, instant AoE.

Ugly as they are, I welcome the Tempest and Warhound. It hopefully means mutas will act like Banshees and Phoenix - either as small harassing forces and/or as a component of a normal army, not as marauding hypermobile deathballs.


This. The problem is not the unit itself, is the AWFUL design.

- Phoenix should counter mutas, but they do not, not even for the cost.
- The mobility of a muta cloud in the hands of a skilled player is too much eficiency for a pack of the same units, is much more efficient that, for example, in bw.
- Mutas should be a amazing harassing unit, like hellion, banshee or so, not a masseable hypermobile death cloud.
- The main issue is PvZ. T have marines that rapes mutas for the cost. P havo not an answer for the cost. The match ups is so flawed that even the top korean Z's are allowed to make 3 base, roach ling, or infestor ling, then make a killer muta switch with like +12 mutas (that mean an 1400min /1400gas) with the P not being able to punish that insane investment.



I don't really understand this way of thinking. First of all I highly disagree that Mutas should fill a role like Hellions or Banshees simply because Zerg work in swarming numbers, I'm perfectly ok with that. You can't wreck a mineral line with 2 Mutalisks the same way as you can with 2 Hellions or Banshees.

Secondly I don't really understand what the big deal is with PvZ dealing with Mutas. Sure if you don't scout and don't prepare they will absolutely pick you apart if you've gone the wrong tech path but again I see no problem with that. It's honestly not that difficult to deal with Mutalisks by utilizing Twilight tech...you know, Blink Stalkers, High Templar, Archons...all things that can dominate Mutas...


Protoss complaining about Mutalisk makes me sad, it's like the whole "Infestors OP!" argument all over again. Just because there has been a metagame shift and there is something "new" people are starting to use does not mean it's overpowered, try taking it upon yourself to adjust.

Mutas vs Protoss isn't really all that different from Mutas vs Terran either, in TvZ if you get hit with Mutas and you didn't scout and prepare accordingly you can easily take a massive hit to your economy and tech, sure it isn't quite as devastating to Terran as it is to Protoss because they can bounce back with Mules, but still, the same basic principle applies. I'm perfectly fine with Protoss being required to scout for a Spire instead of going whatever tech path they feel like all game.


Great post, I strongly agree with all of this. Conversely, there are some types of builds or openers which can put mutas down before they become an issue in PvZ. The best counter to this is to scout and see whether or not mutas are safe. Zerg needs to scout to see if they can go mutas, Protoss needs to scout to see if they're going to get destroyed by mutas. All's fair.
Random player
Kimaker
Profile Blog Joined July 2009
United States2131 Posts
November 09 2011 22:13 GMT
#1300
For PvZ instead of introducing the Tempest why not just introduce an upgrade at the fleetbeacon that gives phoenix corsair splash? Muta problem solved, but mutas still viable. idk, just talking out of my ass really.
Entusman #54 (-_-) ||"Gold is for the Mistress-Silver for the Maid-Copper for the craftsman cunning in his trade. "Good!" said the Baron, sitting in his hall, But Iron — Cold Iron — is master of them all|| "Optimism is Cowardice."- Oswald Spengler
Prev 1 63 64 65 66 67 103 Next
Please log in or register to reply.
Live Events Refresh
HomeStory Cup
12:00
Day 3
Clem vs ShoWTimE
TaKeTV5550
ComeBackTV 1971
IndyStarCraft 561
TaKeSeN 450
CosmosSc2 108
3DClanTV 91
Rex87
EnkiAlexander 73
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 561
ProTech119
CosmosSc2 108
Rex 87
Livibee 71
StarCraft: Brood War
Calm 2142
EffOrt 379
Mini 337
Shuttle 275
ggaemo 100
Dewaltoss 95
NaDa 12
Dota 2
Gorgc7625
febbydoto21
League of Legends
JimRising 256
Counter-Strike
fl0m3881
byalli476
Heroes of the Storm
Khaldor481
Other Games
FrodaN7425
Grubby3606
Liquid`RaSZi2643
tarik_tv2509
Mlord844
B2W.Neo843
Liquid`Hasu297
ToD230
KnowMe175
QueenE95
Organizations
Other Games
EGCTV1820
gamesdonequick1149
BasetradeTV53
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 70
• Reevou 5
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• HerbMon 20
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV525
League of Legends
• Doublelift4000
• imaqtpie2969
• TFBlade1169
Other Games
• Shiphtur182
Upcoming Events
Replay Cast
2h 20m
Replay Cast
1d 2h
Wardi Open
1d 14h
WardiTV Invitational
2 days
Replay Cast
3 days
The PondCast
3 days
WardiTV Invitational
3 days
Replay Cast
4 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

Proleague 2026-01-31
OSC Championship Season 13
Underdog Cup #3

Ongoing

CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Rongyi Cup S3
HSC XXVIII
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W7
Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
LiuLi Cup: 2025 Grand Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.