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[D]Are mutalisks overpowered in WOL?? - Page 7

Forum Index > SC2 General
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Bd.Snake
Profile Joined October 2011
Australia163 Posts
October 25 2011 12:02 GMT
#121
assuming the toss let zerg get over 6000 gas......
Well see the thing of it is you know theres alot of ugly people out there walking around but they dont know there ugly because nobody actually tells them
foxmeep
Profile Joined July 2009
Australia2337 Posts
Last Edited: 2011-10-25 12:07:56
October 25 2011 12:07 GMT
#122
blink stalkers and sentries are infinitely more cost effective than mutas, let alone bringing phoenix into the mix - a unit that does bonus damage and with the smallest amount of micro can never be killed by mutas (yes, it's actually incredibly easy to not take any damage at all from mutas). there's a good reason you almost never see them at pro level.
Nothingtosay
Profile Blog Joined February 2011
United States875 Posts
October 25 2011 12:07 GMT
#123
Only map that I find mutas to be really annoying on is taldarim because the third and fourth require blinks just to cross terrain in time to defend so your stalkers move around really slowly. I think that stargate unit that counters mutalisk is a good idea because right now templar tech is the only thing that can be mutas. Also in those rare occassions that mutas do reach the 35+ numbers (it even happens to pro players just watch for it) it becomes ridiculously hard to stabilize and win the game. Apparently deathballs aren't ok but muta flocks that are unbeatable are.
[QUOTE][B]On October 16 2011 13:00 Anihc wrote:[/B] No, you're the one who's wrong. Nothingtosay got it right.[/QUOTE]:3
zeehar
Profile Blog Joined July 2010
Korea (South)3804 Posts
October 25 2011 12:08 GMT
#124
On October 25 2011 20:32 rockerman101 wrote:
mutas are hard for toss to deal with when zerg do a fast switch and they are not prepared for it


thats the whole point
I AM THE UNIVERSAL CONSTANT
QueueQueue
Profile Joined July 2009
Canada1000 Posts
October 25 2011 12:09 GMT
#125
Probably an attempt to allow Terran to go exclusively mech without having to build a tonne of marines. Unfortunately with magic boxing, exclusive mech vs muta is often suicide.
4of8
Profile Joined November 2010
Germany256 Posts
Last Edited: 2011-10-25 12:11:35
October 25 2011 12:10 GMT
#126
On October 25 2011 20:40 Turbo.Tactics wrote:
Show nested quote +
On October 25 2011 20:35 Cyro wrote:
On October 25 2011 20:15 -Archangel- wrote:
On October 25 2011 19:12 Jemesatui wrote:
-Thors don't counter muta, unless you have 5+ of them.
-High templar dont counter muta, because they're too slow, and you'd hav to be retarded to actually lose health from a storm.
- Archons dont counter muta, they are also too slow and can't get where you need to be in time. Plus theyre so big that they get stuck fucking everywhere
- Marines counter muta
-Stalkers (semi) counter muta, but once muta reach the 20/30+ numbers, muta> stalker in a 1 for 1 fight because of splash.

The main problem is, muta's are so easy to use and hard to defend against, so the skill balance difference is enormous. And there is SOME validity to balancing units based on how hard they are to use.

Why do people expect 1-2 thors or 1-2 HT to counter 20+ mutas that are worth 2000/2000?

Same with archons. If zerg invested so much resources into mutas you need to invest a similar number to counter it. It is as simple as that. Only thing that I know of that breaks this formula are 8marine+medivac drops. Those drops need much more resources to stop unless the terran player is an idiot and lets 2 banelings kill all marines.

Then you got marines that counter mutas while actually being way under the cost of mutas and you consider that OK.

Then you expect Stalkers alone to counter mutas in 1vs1 scenario where Stalkers are both lower cost and lower tech.

Seriously people! I don't understand your way of thinking.



Mutas are faster and fly.



If you have 10 mutas, and they are as powerful as stalkers, if i have 20 stalkers i need to leave 10 of them in my main to protect my gateways etc if i want to attack you without loosing all my probes or my gateway power.

Cannons exist but you cant protect a nexus from all sides and all production without investing veeery heavily, and that is where the argument comes from


Nah you dont have to leave 10 Stalkers... you can build some cannons and warpin when you need to. With the new "make a building to a cannon" tossers will have an additional reactionary spell to help fight the mutas and have even less monetary Commitment inbase.

Yeah of course cannons will protect you from Mass Mutas^^ so lets say you build 3 Cannons around each of your Nexus +3 Cannons at your production buildings and lets assume you could warpin 8 Stalker. The Protoss army is out on his way to your base. In this scenario the Protoss player would be relatively safe against a possible basetrade. But guess what the Zerg player doesn't need to kill the base since the protoss player has clearly invested to much into defense and you can easily crush his main army.
But again is this OP? No it isn't, but it is a boring game when massing of one specific unit forces the other race to do a specific strat.
shammythefox
Profile Joined May 2010
United Kingdom286 Posts
October 25 2011 12:16 GMT
#127
Terrans new unit (warhound) is only there as the old unit to deal with mutalisks (thor) is effectively leaving the game.
As for protoss, Desparately need an effective way to deal with mutalisks and have done since beta, this much is pretty obvious imo
MuazizTremere
Profile Joined September 2010
Netherlands67 Posts
October 25 2011 12:19 GMT
#128
I think new counters to Muta's may well be very needed. You all are just assuming here the game will be played the same, except muta's will be worse and thus zerg weaker. Stop making stupid typical TL-zerg-biased assumptions and look at the whole picture.

In ZvT, muta's are used by Zerg as an extremely effective harassment tool to keep the terran in their base while the Zerg catches up in army size after whoring 70 drones for the better part of the first 10 minutes of the game. It's not *hard* to deal with muta's as Terran as turrets and marines are enough to chase them off, but you are *required* to deal with them, giving the zerg time to mass up ling/bling off of his now superior economy. After this, muta's are used to pick off drops (this won't change with a new counter) and to pick off tanks during pushes (this may get harder with a new counter).

Now, let's get speculative here from a non-zerg biased PoV:

Maybe, just maybe, the whole point of HotS and its new units is to move away from this "zerg must have twice your economy to compete" crap and move more towards an "equal econ is equal army" sort of game. Surely with faster hydras, the Swarm Host, charging Ultra and burrow moving blings, the Zerg army starts looking a LOT more cost effective than it does now, especially against terran. If mutas remain as good at harassing as they are now (which is likely) and terran doesn't get a counter that requires less attention and/or army supply to deal with it, Zerg can still get their vastly superior econ PLUS the HotS-improved cost effective army leading to a massive balance swing in Zerg's favor.

In ZvP, muta's are simply retarded. Aside from the fact that Zerg *already* rolls over protoss left right and center without muta's, once you get to the point where you have like 12-14 muta's harassing the protoss bases there's basically nothing he can do except force a base trade. Base trades make for shitty games.
Otak
Profile Joined April 2011
United Kingdom110 Posts
October 25 2011 12:19 GMT
#129
On October 25 2011 18:24 TFOG wrote:
3/3 Marines are pretty good and storms are actually quite effective with blink stalkers
- 1:20

I'm not sure what blizzard is thinking, but hopefully they change their unit design goals.


All that video does is prove what everyone's said - that all zerg players do is mass up a load of mutas and go for a base trade if the protoss moves out. It's utterly retarded. Literally have not seen one PvZ lately where the Z has gone mutas that hasn't ended in a base trade.
nimbus99
Profile Blog Joined October 2010
Canada194 Posts
October 25 2011 12:21 GMT
#130
in an interview or maybe I read its somewer maybe, dustin said the reason he wants the tempest for lower level play where people would get overwhelmed by a 40 muta ball. He said that blink stalker, archon etc. will still be more mor powerful and resourceful if your good enough.

not sure why they made terran easier to counter with warhound, i thought the thor/marine defense was fun and strategic. Thor is slow and can be boxed, while marines are fast and you NEVER wanna box them. For a zerg it was your job to dodge marines, and go all in on thors. If you happen to go all in, but i have more thors and marines by it in the fog of war, bubye mutas!
Hail to the Emperor of Terran
Beastyqt
Profile Blog Joined September 2010
Serbia516 Posts
Last Edited: 2011-10-25 12:23:54
October 25 2011 12:21 GMT
#131
On October 25 2011 18:27 Krehlmar wrote:
Anyone who has a problem with Mutalisks is just not doing a great job or have tried enough.


or you just havent played players that actually know to use them how they should be used.

There is a reason counter was made to mutas in SC1, you shouldnt be able to die to a harass unit, imagine protoss massing phoenix or dts and killing you with them in mid to late game - mutas have same roll and that is harassing, not killing your opponent.
Stream: http://www.twitch.tv/Beastyqt YouTube: https://www.youtube.com/beastyqtsc2
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-10-25 12:29:36
October 25 2011 12:26 GMT
#132
Mutas are OP in team games and lower brackets, hence the need to add counters that lower skilled players can deal with. Making turrets, stimming just a few marines with good reaction time, or having thors in the right places at the right time, or just blinking stalkers with good reaction time + cannons in right spots, and /or teching straight to storm / archon just to deal with mass muta, or getting fungal hydra to kill muta - which never happens in team games of low level - might be a counter at high levels, but too hard for low skilled players to accomplish. Both the warhound and capital ship are a easy to use direct counter to mass mutas, which is exactly what is needed to solve this problem.
tomatriedes
Profile Blog Joined January 2007
New Zealand5356 Posts
October 25 2011 12:26 GMT
#133
I think they're Ok in ZvT but, in ZvP, in big numbers, phoenixes (which should be the counter just can't keep up). I'd rather they buffed phoenixes though to give them BW corsair aoe.
Krehlmar
Profile Joined August 2010
Sweden1149 Posts
October 25 2011 12:28 GMT
#134
On October 25 2011 20:03 Thrill wrote:
Better nerf Irelia.

Sadly the best post in this topic.
My Comment Doesnt Matter Because No One Reads It
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
Last Edited: 2011-10-25 12:35:33
October 25 2011 12:33 GMT
#135
On October 25 2011 21:10 4of8 wrote:
Show nested quote +
On October 25 2011 20:40 Turbo.Tactics wrote:
On October 25 2011 20:35 Cyro wrote:
On October 25 2011 20:15 -Archangel- wrote:
On October 25 2011 19:12 Jemesatui wrote:
-Thors don't counter muta, unless you have 5+ of them.
-High templar dont counter muta, because they're too slow, and you'd hav to be retarded to actually lose health from a storm.
- Archons dont counter muta, they are also too slow and can't get where you need to be in time. Plus theyre so big that they get stuck fucking everywhere
- Marines counter muta
-Stalkers (semi) counter muta, but once muta reach the 20/30+ numbers, muta> stalker in a 1 for 1 fight because of splash.

The main problem is, muta's are so easy to use and hard to defend against, so the skill balance difference is enormous. And there is SOME validity to balancing units based on how hard they are to use.

Why do people expect 1-2 thors or 1-2 HT to counter 20+ mutas that are worth 2000/2000?

Same with archons. If zerg invested so much resources into mutas you need to invest a similar number to counter it. It is as simple as that. Only thing that I know of that breaks this formula are 8marine+medivac drops. Those drops need much more resources to stop unless the terran player is an idiot and lets 2 banelings kill all marines.

Then you got marines that counter mutas while actually being way under the cost of mutas and you consider that OK.

Then you expect Stalkers alone to counter mutas in 1vs1 scenario where Stalkers are both lower cost and lower tech.

Seriously people! I don't understand your way of thinking.



Mutas are faster and fly.



If you have 10 mutas, and they are as powerful as stalkers, if i have 20 stalkers i need to leave 10 of them in my main to protect my gateways etc if i want to attack you without loosing all my probes or my gateway power.

Cannons exist but you cant protect a nexus from all sides and all production without investing veeery heavily, and that is where the argument comes from


Nah you dont have to leave 10 Stalkers... you can build some cannons and warpin when you need to. With the new "make a building to a cannon" tossers will have an additional reactionary spell to help fight the mutas and have even less monetary Commitment inbase.

Yeah of course cannons will protect you from Mass Mutas^^ so lets say you build 3 Cannons around each of your Nexus +3 Cannons at your production buildings and lets assume you could warpin 8 Stalker. The Protoss army is out on his way to your base. In this scenario the Protoss player would be relatively safe against a possible basetrade. But guess what the Zerg player doesn't need to kill the base since the protoss player has clearly invested to much into defense and you can easily crush his main army.
But again is this OP? No it isn't, but it is a boring game when massing of one specific unit forces the other race to do a specific strat.


You are taking the whole arguement out of context and nobody said anything about 6 cannons per base. And the cannons are not used to counter mutas but to make it so you can react to them in time. Mutas don't force tossers to do a specific strat either. I don't get what you are trying to say besides stating what nobody doubted and didn't know already.
Zerg - because Browders sons hate 'em
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
October 25 2011 12:34 GMT
#136
On October 25 2011 18:29 Toadvine wrote:
One thing I don't entirely like about Mutalisks in SC2 is how effective they are when massed. Balance aside, it just looks and feels weird. I know that Zerg use Mutas as a crutch in ZvT especially, but ideally I would prefer huge Muta clouds to be undesirable.

On that note, I do understand why they would want to give Protoss a straight-up answer to huge Muta numbers, because nowadays the answer is simply "don't let it happen". None of the Protoss anti-Muta measures are especially good against like 30+ Mutas. However, their solution is really dumb. Protoss already have an "anti-Muta" air unit, so why not accomplish the same thing by buffing the Phoenix, for example by giving it an upgrade on the Fleet Beacon that enables an energy-based anti-light aoe attack? If there's one thing Protoss does not need, it's extremely expensive reactionary units.

Besides, buffing Phoenix makes for better gameplay, as they're way more interesting than huge a-move wonders like the Tempest.


I couldn't agree more.
[15:15] <Palmar> and yes marv, you're a total hottie
Zorkmid
Profile Joined November 2008
4410 Posts
October 25 2011 12:38 GMT
#137
Not only are mutalisks NOT overpowered, but one false step and they all melt and you lose the game! I only ever make mutas if I have to. I favor ground forces in all cases.
TheOnlyOne
Profile Joined August 2010
Germany155 Posts
October 25 2011 12:40 GMT
#138
Ironically the Phoenix had a major anti air ability which was considered "imba" against mass mutalisk.

Now we get a new unit that does pretty much the same and thats just fine.


Blizzard is kinda strange , they did all that allready and just put it back in the game and sell it as "new".
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
Last Edited: 2011-10-25 12:48:29
October 25 2011 12:45 GMT
#139
On October 25 2011 21:34 marvellosity wrote:
Show nested quote +
On October 25 2011 18:29 Toadvine wrote:
One thing I don't entirely like about Mutalisks in SC2 is how effective they are when massed. Balance aside, it just looks and feels weird. I know that Zerg use Mutas as a crutch in ZvT especially, but ideally I would prefer huge Muta clouds to be undesirable.

On that note, I do understand why they would want to give Protoss a straight-up answer to huge Muta numbers, because nowadays the answer is simply "don't let it happen". None of the Protoss anti-Muta measures are especially good against like 30+ Mutas. However, their solution is really dumb. Protoss already have an "anti-Muta" air unit, so why not accomplish the same thing by buffing the Phoenix, for example by giving it an upgrade on the Fleet Beacon that enables an energy-based anti-light aoe attack? If there's one thing Protoss does not need, it's extremely expensive reactionary units.

Besides, buffing Phoenix makes for better gameplay, as they're way more interesting than huge a-move wonders like the Tempest.


I couldn't agree more.


I agree that they should buff the Phoenix instead of adding the tempest and about the anti-Muta measures. But none of the anti-Muta measures is bad either. Any kind of Blinkstalker build with or without some cannons/sentrys/phoenix/Hts/archons is viable. I've even seen some nasty Zealot/sentry/archon builds that seem to cut the cookie as long as you keep the mutanumbers under control. In addition the huge Muta cloud is already undesirable. Archons and Hts are enough reason to not want the huuuuge muta flock. And their mobility gets less and less effective because you can react better with additional gateways.
Zerg - because Browders sons hate 'em
Joseph123
Profile Joined October 2010
Bulgaria1144 Posts
October 25 2011 12:46 GMT
#140
I don't think mutas are OP, just the problem is that protoss doesn't have a unit that counters them, that's all.
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