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[D]Are mutalisks overpowered in WOL?? - Page 75

Forum Index > SC2 General
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FirstGear
Profile Joined June 2011
Australia185 Posts
Last Edited: 2011-11-13 03:12:03
November 13 2011 02:58 GMT
#1481
On November 13 2011 04:48 Feidspar wrote:
I remain of the opinion that zerg has nothing to stop early void rays. Go double stargate into 3-4 void rays, and the rest can be phoenixes. Or just keep pumping void rays because, honestly, they're great against everything.

I want to see a replay of a zerg shutting down fast 2 stargate void ray play.


I can't remember the exact game, but there was a check game on bel'shir beach in the last 3 or so months (a gomtv tournament) that had him vs a toss who opened ffe into double stargate void. I remember watching and thinking it would be a brutal strategy and then check holding it comfortably.

Edit: I'll look for it
More Edits: :-P It was bel'shir beach not winter, and the toss spawned at the bottom position. It was memorable because at one stage queens were attacking over half way across the map.
Killcani
Profile Joined October 2010
Sweden448 Posts
November 13 2011 03:03 GMT
#1482
On November 13 2011 05:01 Feidspar wrote:
Show nested quote +
On November 13 2011 04:59 Chaosvuistje wrote:
On November 13 2011 04:48 Feidspar wrote:I want to see a replay of a zerg shutting down fast 2 stargate void ray play.


Please stop... Spore crawlers halt Voidrays down enough so that they can't do critical economic damage. Once you have assessed that the protoss does nothing but build Voidrays for quite some time, a Hydra push will CRUSH it utterly.


Void rays don't need to fidget. 4 void rays melt spores like they're nothing.

Again, show me a replay.


Well its kinda hard to find a replay of a strategy that is so bad that noone is doing it? Why don't you show us a replay where you think early voidrays are op.
EienShinwa
Profile Joined May 2010
United States655 Posts
November 13 2011 03:16 GMT
#1483
All the arguments I've read so far are "When the zerg player has 40 mutalisks, protoss is screwed." Well wtf have you been doing so that the zerg has been able to get 40 mutalisks?! Jesus.
I have a simple philosophy: Fill what's empty. Empty what's full. Scratch where it itches. Alice Roosevelt Longworth
schaf
Profile Joined August 2010
Germany1326 Posts
November 13 2011 03:30 GMT
#1484
For me, it's really hard to deal with mutalisk (Gold level) but as there are ways to defend is (which i dont employ properly) I don't think its overpowered

It's overpowering me, though so IM.Happy :D
Axiom wins more than it loses. Most viewers don't. - <3 TB
FirstGear
Profile Joined June 2011
Australia185 Posts
November 13 2011 03:32 GMT
#1485
On November 13 2011 04:48 Feidspar wrote:I want to see a replay of a zerg shutting down fast 2 stargate void ray play.


Yay!!!! A friend actually remembered, I couldn't find it.

Check vs Vampire game 1 of the GSTL season 1 finals, Prime vs MVP
FuzZyLogic
Profile Joined December 2010
United States141 Posts
November 13 2011 03:32 GMT
#1486
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.


What is zerg response to any decent toss late game unit comp? "Don't let it happen"
WR4TH
Profile Blog Joined November 2010
United States72 Posts
November 13 2011 03:53 GMT
#1487
On November 13 2011 12:32 FuzZyLogic wrote:


What is zerg response to any decent toss late game unit comp? "Don't let it happen"


Haha So true. I've been playing a lot with Mutas in every match up lately because I feel they are a strong unit that force a response. Either you punish a player for leaving their base, they retreat and you expand. Or they don't force a fight or a base race. Great unit that takes some baby sitting to keep alive. one false move command and your game is over. It's strong but not OP.
Supamang
Profile Joined June 2010
United States2298 Posts
November 13 2011 04:03 GMT
#1488
normally i would agree with my fellow zergs that its pretty ironic that the advice we got for dealing with the fact that 200/200 zerg is weaker than 200/200 T or P was just "dont let them get to 200/200 then." The problem with people saying "What are you doing while they mass up 40 mutas?" is that theyre probably dealing with 7 or 8 mutas harassing their bases. That grows into 11 or 12, then to 18 or 19, etc.

I find it hard to have a strong opinion on this discussion though. I think mutas are manageable in WoL by all races, but I can see in PvZ why people would have difficulty sometimes
K3Nyy
Profile Joined February 2010
United States1961 Posts
November 13 2011 04:05 GMT
#1489
On November 13 2011 12:32 FuzZyLogic 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.


What is zerg response to any decent toss late game unit comp? "Don't let it happen"


No, Broodlord Infestor deals with any lategame Protoss army.
Feidspar
Profile Joined December 2010
United States25 Posts
November 13 2011 07:21 GMT
#1490
On November 13 2011 13:05 K3Nyy wrote:
Show nested quote +
On November 13 2011 12:32 FuzZyLogic wrote:
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.


What is zerg response to any decent toss late game unit comp? "Don't let it happen"


No, Broodlord Infestor deals with any lategame Protoss army.


Vortex says hello.
Shuffleus
Profile Blog Joined November 2008
Australia764 Posts
November 13 2011 07:41 GMT
#1491
On November 13 2011 16:21 Feidspar wrote:
Show nested quote +
On November 13 2011 13:05 K3Nyy wrote:
On November 13 2011 12:32 FuzZyLogic wrote:
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.


What is zerg response to any decent toss late game unit comp? "Don't let it happen"


No, Broodlord Infestor deals with any lategame Protoss army.


Vortex says hello.


without vortex Protoss would be dead in the water against any super high broodlord count army with infestor support. Motherships are really good yes, doesn't mean broodlord infestor isn't still good.
| QuanticGaming.com | There is no greater feeling then to find order in the chaos, as you slip the puzzle pieces in place.
Sabu113
Profile Blog Joined August 2009
United States11075 Posts
November 13 2011 09:58 GMT
#1492
On November 13 2011 12:53 WR4TH wrote:
Show nested quote +
On November 13 2011 12:32 FuzZyLogic wrote:


What is zerg response to any decent toss late game unit comp? "Don't let it happen"


Haha So true. I've been playing a lot with Mutas in every match up lately because I feel they are a strong unit that force a response. Either you punish a player for leaving their base, they retreat and you expand. Or they don't force a fight or a base race. Great unit that takes some baby sitting to keep alive. one false move command and your game is over. It's strong but not OP.


Unfortunately there have been patches to neuter protoss stargates openings to deny extremely quick thirds and the consequent eco advantage has made it very hard on most maps to take a toss third fast enough or do enough eco harass to prevent scenarios where you simply cannot engage or force a conflict that you'll win. Combine that with my point made a page earlier, one control group doesn't regulate the power of a very mobile/decent damage dealer which is quite durable against toss.

It's another case of poor design with Zerg.( though this is more fixable by modifying the stalker than in the case of fungal)
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
FirstGear
Profile Joined June 2011
Australia185 Posts
November 13 2011 10:12 GMT
#1493
On November 13 2011 16:41 Shuffleus wrote:
Show nested quote +
On November 13 2011 16:21 Feidspar wrote:
On November 13 2011 13:05 K3Nyy wrote:
On November 13 2011 12:32 FuzZyLogic wrote:
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.


What is zerg response to any decent toss late game unit comp? "Don't let it happen"


No, Broodlord Infestor deals with any lategame Protoss army.


Vortex says hello.


without vortex Protoss would be dead in the water against any super high broodlord count army with infestor support. Motherships are really good yes, doesn't mean broodlord infestor isn't still good.


Whats wrong with voids that are decently split?
Honeybadger
Profile Joined August 2010
United States821 Posts
November 13 2011 10:23 GMT
#1494
Terrans aren't participating in this discussion because we're frantically clicking in OSU or marinesplit so we can even survive these endgame deathball engagements, much less win.
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
Big J
Profile Joined March 2011
Austria16289 Posts
November 13 2011 10:29 GMT
#1495
On November 13 2011 18:58 Sabu113 wrote:
Show nested quote +
On November 13 2011 12:53 WR4TH wrote:
On November 13 2011 12:32 FuzZyLogic wrote:


What is zerg response to any decent toss late game unit comp? "Don't let it happen"


Haha So true. I've been playing a lot with Mutas in every match up lately because I feel they are a strong unit that force a response. Either you punish a player for leaving their base, they retreat and you expand. Or they don't force a fight or a base race. Great unit that takes some baby sitting to keep alive. one false move command and your game is over. It's strong but not OP.


Unfortunately there have been patches to neuter protoss stargates openings to deny extremely quick thirds and the consequent eco advantage has made it very hard on most maps to take a toss third fast enough or do enough eco harass to prevent scenarios where you simply cannot engage or force a conflict that you'll win. Combine that with my point made a page earlier, one control group doesn't regulate the power of a very mobile/decent damage dealer which is quite durable against toss.

It's another case of poor design with Zerg.( though this is more fixable by modifying the stalker than in the case of fungal)

so you're saying that Protoss being unable to deal with something that zerg does is a zergdesign flaw, while the same thing is OK vs Zerg and Terran?
Don't you think that it is a protoss designflaw (or protoss metagameflaw) that they are unable to play a macrogame in which they can either prevent a zergopponent from being greedy (and 3base openings with 10-20more workers for zerg are quite greedy) or macro right back (11min thirds being "macro" against 4-5min thirds from zerg, who are you kidding?)
Don't you think it is a designflaw (or protoss metagameflaw) that protoss is unable to get 2/3 of the amounts of mutalisks in phoenix to beat mutalisks in 1a battles, 1/3 of the amount of mutalisks in phoenix to repel/outmicro them with phoenix?

It's a freaking Protoss design (or metagame) flaw, that they can't be constantly on the map like the other races are in all matchups. (who is on the map in TvP? T! who is on the map in ZvP? Z! who is on the map in TvZ? T and Z!)
It's a Protoss design (or metagame) flaw that the only times they can be aggressive is when they have more stuff.
It's a Protoss design (or metagame) flaw that they are unable to include certain units in a macro game and rely on stalkers doing every job that could be done by more specialised units (immortals as backbone of an army, phoenix and voidrays as antiair).

Protoss has the units to deal with anything in the game, it is THEIR designproblem (or maybe just a metagameproblem) that's keeping them back.
Big J
Profile Joined March 2011
Austria16289 Posts
November 13 2011 10:33 GMT
#1496
On November 13 2011 19:12 FirstGear wrote:
Show nested quote +
On November 13 2011 16:41 Shuffleus wrote:
On November 13 2011 16:21 Feidspar wrote:
On November 13 2011 13:05 K3Nyy wrote:
On November 13 2011 12:32 FuzZyLogic wrote:
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.


What is zerg response to any decent toss late game unit comp? "Don't let it happen"


No, Broodlord Infestor deals with any lategame Protoss army.


Vortex says hello.


without vortex Protoss would be dead in the water against any super high broodlord count army with infestor support. Motherships are really good yes, doesn't mean broodlord infestor isn't still good.


Whats wrong with voids that are decently split?

that protoss only play 6gate allin into barely being able to get colossi out and then convincing themselves that "it wasn't an allin, because with Colossus I can deal with everything on the ground".

And then they get ****ed by air because they never built 1-2 starports...
VTPerfect
Profile Blog Joined March 2011
United States487 Posts
November 13 2011 23:37 GMT
#1497
I must say the theory craft and balance statements in this thread is extremely low level and very wrong.
teol33
Profile Joined October 2010
United States3 Posts
November 14 2011 04:13 GMT
#1498
Mutalisks are op NOW, in WoL they'll be worse.

User was warned for this post
Fuhrmaaj
Profile Joined January 2011
167 Posts
November 14 2011 08:50 GMT
#1499
On November 14 2011 08:37 VTPerfect wrote:
I must say the theory craft and balance statements in this thread is extremely low level and very wrong.


Seconded.
Random player
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
Last Edited: 2011-11-14 09:07:52
November 14 2011 09:07 GMT
#1500
I would love if they would reintroduce Muta micro.
Limit the number of Mutalisk you can automatically select to 12, but let them be able to stack.
It's possible, someone made a map where you could stack Muta, but only 12 of them.

If you would want to go mass Mutas, you would need multiple control groups, thus making fast, swift movements impossible.
Also good control would benefit better players. It would make the whole experience so much better.


Also they could scrap their Muta counter units in Hots.
wat
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