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[D]Are mutalisks overpowered in WOL?? - Page 76

Forum Index > SC2 General
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PresenceSc2
Profile Joined February 2011
Australia4032 Posts
November 14 2011 10:34 GMT
#1501
So this thread is about Mutas in WoL and the last few pages are about voidray openings?
Stephano//HerO//TaeJa//Squirtle//Bomber
Acritter
Profile Joined August 2010
Syria7637 Posts
November 15 2011 21:56 GMT
#1502
On November 14 2011 18:07 Elefanto wrote:
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.


Or just make Mutas stronger, but make their hard counters harder. It means a handful of Mutas early on can do a lot of damage, but then once the hard counters come out the Mutas get wrecked and the Zerg has to transition.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Cillas
Profile Joined June 2011
Germany78 Posts
November 15 2011 22:27 GMT
#1503
we re talking bout pvz, mutas wont get wrecked
Juanald
Profile Joined February 2011
United States354 Posts
November 16 2011 00:45 GMT
#1504
i defanitely think blizzard is acknoledging theres no way as protoss to deal with mutas when they get 15+ in the late game with up grades but at the same time terran has too many ways to deal with mass muta. i think blizzard is recognizing how 1 thor can instantly take out 15+ mutas so they wanted to tone them down a bit and give protoss a unit that can compete with mutas.

~Juanald
"hey it could happen!" ~ angels n the outfield
Kharnage
Profile Joined September 2011
Australia920 Posts
November 16 2011 00:51 GMT
#1505
On November 16 2011 09:45 Juanald wrote:
i defanitely think blizzard is acknoledging theres no way as protoss to deal with mutas when they get 15+ in the late game with up grades but at the same time terran has too many ways to deal with mass muta. i think blizzard is recognizing how 1 thor can instantly take out 15+ mutas so they wanted to tone them down a bit and give protoss a unit that can compete with mutas.

~Juanald



I wouldn't say there is "no way" for protoss to deal with mutas. Stalker HT w storms works, but I think everyone knows it's far from ideal. Huk vs nestea and leenock clearly showed just how hard it is for a protoss in that position.

I think everyone acknowledges that pheonix vs muta is broken badly however.
Huckle
Profile Joined June 2011
United States27 Posts
November 30 2011 04:43 GMT
#1506
The worst thing about heavy mutalisk play is that it forces the standard protoss to do a 2-base timing attack lest they get contained and then macro stomped by a gazillion base zerg. Who knows what to do if they mass spine crawlers at the natural. Perhaps you just pull back, cannon appropriately and hope you can get blink then storm and a third base. Once you get storm you're safe. You position a templar at each base and hooray....no more harass. But then you realize he has a transition into brood lord and infestor and you die miserably.

The point here is that the current protoss style is quite terrible against zerg at the moment. New plays are going to have to be adapted - perhaps FFE-->stargate will be the new PvZ opener? A cannon plus a few voidrays to hold off most roach ling all-ins followed by heavy phoenix with an emphasis on denying the zerg third would be quite horrific to deal with from the zergs point of view. Once you limit the zerg to two bases a quick transition into colossus or even templar would be great to stop both hydra and infestor builds - while sustaining phoenix production of course to discourage muta play. If you can stop muta play and force either hydras or infestors you're in a much better position to win the game. Of course there is always the threat of corruptors to destroy both phoenix and colossus.....but I'll take my chance against them rather than mutas.
pure_protoss
Profile Joined April 2011
152 Posts
November 30 2011 04:50 GMT
#1507
you guyz want a hard counter? why arent they changing the ''storm'' ability to give them a snare effect on all light air units! Would be gimmicky and wierd but it would work without changeing the entire game...the only thing that it would change else is a giving a good way to protoss to counter mass phoenix in pvp beside that...I dont see any reason not to do it! and it would not be op since HT's are so slow compared to mutas (its like fungal growth vs phoenix )
Kharnage
Profile Joined September 2011
Australia920 Posts
November 30 2011 04:57 GMT
#1508
On November 30 2011 13:43 Huckle wrote:
The worst thing about heavy mutalisk play is that it forces the standard protoss to do a 2-base timing attack lest they get contained and then macro stomped by a gazillion base zerg. Who knows what to do if they mass spine crawlers at the natural. Perhaps you just pull back, cannon appropriately and hope you can get blink then storm and a third base. Once you get storm you're safe. You position a templar at each base and hooray....no more harass. But then you realize he has a transition into brood lord and infestor and you die miserably.

The point here is that the current protoss style is quite terrible against zerg at the moment. New plays are going to have to be adapted - perhaps FFE-->stargate will be the new PvZ opener? A cannon plus a few voidrays to hold off most roach ling all-ins followed by heavy phoenix with an emphasis on denying the zerg third would be quite horrific to deal with from the zergs point of view. Once you limit the zerg to two bases a quick transition into colossus or even templar would be great to stop both hydra and infestor builds - while sustaining phoenix production of course to discourage muta play. If you can stop muta play and force either hydras or infestors you're in a much better position to win the game. Of course there is always the threat of corruptors to destroy both phoenix and colossus.....but I'll take my chance against them rather than mutas.


This exactly.
Pheonix are terrible against muta. on the face of it they are good, but it gives zerg a choice to either keep massing the cheaper and more useful muta and eventually overwhelm the pheonix or switch tech to infestor and fungal the pheonix that the protoss player has invested so much in.

I think it was incontrol on last STOG who said naniwa was doing exactly the right thing to scout for that spire and then attack hard before it completes.
Once the mutas are up you're in big trouble, but just before they arrive zerg is vulnerable to a big push.
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2011-11-30 05:06:20
November 30 2011 05:03 GMT
#1509
On November 30 2011 13:57 Kharnage wrote:
Show nested quote +
On November 30 2011 13:43 Huckle wrote:
The worst thing about heavy mutalisk play is that it forces the standard protoss to do a 2-base timing attack lest they get contained and then macro stomped by a gazillion base zerg. Who knows what to do if they mass spine crawlers at the natural. Perhaps you just pull back, cannon appropriately and hope you can get blink then storm and a third base. Once you get storm you're safe. You position a templar at each base and hooray....no more harass. But then you realize he has a transition into brood lord and infestor and you die miserably.

The point here is that the current protoss style is quite terrible against zerg at the moment. New plays are going to have to be adapted - perhaps FFE-->stargate will be the new PvZ opener? A cannon plus a few voidrays to hold off most roach ling all-ins followed by heavy phoenix with an emphasis on denying the zerg third would be quite horrific to deal with from the zergs point of view. Once you limit the zerg to two bases a quick transition into colossus or even templar would be great to stop both hydra and infestor builds - while sustaining phoenix production of course to discourage muta play. If you can stop muta play and force either hydras or infestors you're in a much better position to win the game. Of course there is always the threat of corruptors to destroy both phoenix and colossus.....but I'll take my chance against them rather than mutas.


This exactly.
Pheonix are terrible against muta. on the face of it they are good, but it gives zerg a choice to either keep massing the cheaper and more useful muta and eventually overwhelm the pheonix or switch tech to infestor and fungal the pheonix that the protoss player has invested so much in.

I think it was incontrol on last STOG who said naniwa was doing exactly the right thing to scout for that spire and then attack hard before it completes.
Once the mutas are up you're in big trouble, but just before they arrive zerg is vulnerable to a big push.


IMO the Tempest is boring.

Should bring back.... the Corsair!

Keep the Phoenix. I want to see air play with Phoenix + Corsair.

Corsair could have disruption web back and an ability similar to optic flare (from medic) that blinds units (renders their vision to 1) and removes detection.

Would go well with DTs and also would be a more fun unit than from what seems to be the a-move Tempests.

(Seriously though, the Tempest is kind of boring >.>.)
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
Mordoc
Profile Joined April 2011
United States162 Posts
November 30 2011 05:28 GMT
#1510
On November 11 2011 02:44 willyallthewei wrote:
Show nested quote +
On November 11 2011 02:39 -Archangel- wrote:
On November 11 2011 02:35 Roxy wrote:
On November 11 2011 02:32 -Archangel- wrote:
On November 11 2011 02:05 willyallthewei wrote:
On November 11 2011 01:55 -Archangel- wrote:
On November 11 2011 01:53 willyallthewei wrote:
On November 11 2011 01:47 -Archangel- wrote:
On November 11 2011 00:21 willyallthewei wrote:
I don't know that Mutas are OP, but I do know that they are extremely frustrating to play against Protoss.

The damn things are just so easy to control for zerg, so hard to stop for protoss. You can play near perfect as a protoss and lose to a relatively less skilled opponent who is going muta.

It is definitely frustrating.

Actually you got it completely wrong. Muta play is the hardest for Zerg because it takes more micro then normal play. Mutas are useful if they are active all the time (this is a something only mutas let the Zerg player do as they are not melee, they are fast and fly unlike lings who are the other harass unit that you will use if you don't have mutas), and Zerg players need to still spread the creep, inject larva and do all the other macro things they usually do.

When you get defeated by mutas that Zerg players played better then the usual ones you meet.


Strongly disagree with this statement.

Inject larva spread creep, you act like that stuff is rocket science. A decent zerg will do all these things and control the mutas fine.

It is harder then toss macro and using mutas with all that is harder then standard zerg game. So Zerg that wins with mutas is higher skilled player, not lower skilled.


Disagree completely. Any decent zerg player will do well enough with muta control to deal damage to toss and prevent them from leaving the base. Macroing during that time is not hard at all because you have no fear of recourse, how is that harder than standard zerg play where an extra round of drones can kill you?

Then we agree to disagree.
And it is way easier to defend because mutas are really weak direct combatants. You need to babysit them a lot for them to be useful. You cannot inject larva and spread creep while doing that.
Do you know what DRG is most known for? Best muta control and one of the best inject larva. No, not every zerg is good with that as you say or they would all be DRG. The ones you meet that kill you with mutas are just better then you. Plain an simple. Instead of whining here accept that and start working on your mechanics and game.

Now I understand why toss players lose so much and complain if mutas are difficult to them. Spreading units against fungals and EMP must be impossible then



How are mutas weak combatants?
i'm pretty sure large numbers of mutas tear apart comparable army values of stalkers or pheonix

protoss units are bad vs mutas

Terran units are better, but less mobile.

In either case, if protoss or terran move out of thei rbase to attack the zerg. the zerg can wreck their mineral line and still have the mutas back at base to join in the big engagement.

You being sure means nothing when you can watch any pro game and see mutas all die once they are forced to engage the toss army. Same number of stalkers kill same number of mutas although mutas cost more. Add a few sentry to the mix and mutas are useless.

And to get that huge number of mutas (30+) you need to successfuly harass. You cannot engage directly before that number of you lose badly even against much weaker forces. Toss just needs to defend well and not let mutas do much damage.


Wrong on all counts.

1.) sufficiently large numbers of mutas beat even count stalkers w/o sentry support (and sentries are too slow to matter)

2.) defending vs. muta means nothing - because zerg is expanding and droning behind it.

3.) if you walk out to try and kill zerg you're hitting a spine wall.

You clearly have no clue what youre talking about, sorry.


1) Sure, but that happens for ALL air units against ground units w/o aoe. For mutas, you need about 90 (I have tested personally on unit testers), before mutas start to beat stalkers for cost.

2) defending against muta means you aren't losing anything, while he is investing in very poor combat units, while also losing SUPER valuable mutas (2-3 when you go in to a base from an archon hit, a few Blink stalker shots, a lot of cannon shots/etc), to kill relatively cheap units (you might kill a 2 100 mineral pylons and a single cannon for that).

3) How many spines can a Zerg realistically have? Why can't you get blink (which is great against mutas anyway) and just go around (possible on the majority of maps) the spines? If the Zerg is investing all of his gas on mutas, and all of his mutas on spines, expanding, drones, queens, and Zerglings, he won't have much (a small pack of zerglings and a similarly counted pack of mutas), to your large, well upgraded, very mobile, and very scary stalker group, that can fairly easily go in, snipe some tech, drones, etc, and get out with your army.
Huckle
Profile Joined June 2011
United States27 Posts
December 01 2011 07:40 GMT
#1511
On November 30 2011 14:28 Mordoc wrote:
Show nested quote +
On November 11 2011 02:44 willyallthewei wrote:
On November 11 2011 02:39 -Archangel- wrote:
On November 11 2011 02:35 Roxy wrote:
On November 11 2011 02:32 -Archangel- wrote:
On November 11 2011 02:05 willyallthewei wrote:
On November 11 2011 01:55 -Archangel- wrote:
On November 11 2011 01:53 willyallthewei wrote:
On November 11 2011 01:47 -Archangel- wrote:
On November 11 2011 00:21 willyallthewei wrote:
I don't know that Mutas are OP, but I do know that they are extremely frustrating to play against Protoss.

The damn things are just so easy to control for zerg, so hard to stop for protoss. You can play near perfect as a protoss and lose to a relatively less skilled opponent who is going muta.

It is definitely frustrating.

Actually you got it completely wrong. Muta play is the hardest for Zerg because it takes more micro then normal play. Mutas are useful if they are active all the time (this is a something only mutas let the Zerg player do as they are not melee, they are fast and fly unlike lings who are the other harass unit that you will use if you don't have mutas), and Zerg players need to still spread the creep, inject larva and do all the other macro things they usually do.

When you get defeated by mutas that Zerg players played better then the usual ones you meet.


Strongly disagree with this statement.

Inject larva spread creep, you act like that stuff is rocket science. A decent zerg will do all these things and control the mutas fine.

It is harder then toss macro and using mutas with all that is harder then standard zerg game. So Zerg that wins with mutas is higher skilled player, not lower skilled.


Disagree completely. Any decent zerg player will do well enough with muta control to deal damage to toss and prevent them from leaving the base. Macroing during that time is not hard at all because you have no fear of recourse, how is that harder than standard zerg play where an extra round of drones can kill you?

Then we agree to disagree.
And it is way easier to defend because mutas are really weak direct combatants. You need to babysit them a lot for them to be useful. You cannot inject larva and spread creep while doing that.
Do you know what DRG is most known for? Best muta control and one of the best inject larva. No, not every zerg is good with that as you say or they would all be DRG. The ones you meet that kill you with mutas are just better then you. Plain an simple. Instead of whining here accept that and start working on your mechanics and game.

Now I understand why toss players lose so much and complain if mutas are difficult to them. Spreading units against fungals and EMP must be impossible then



How are mutas weak combatants?
i'm pretty sure large numbers of mutas tear apart comparable army values of stalkers or pheonix

protoss units are bad vs mutas

Terran units are better, but less mobile.

In either case, if protoss or terran move out of thei rbase to attack the zerg. the zerg can wreck their mineral line and still have the mutas back at base to join in the big engagement.

You being sure means nothing when you can watch any pro game and see mutas all die once they are forced to engage the toss army. Same number of stalkers kill same number of mutas although mutas cost more. Add a few sentry to the mix and mutas are useless.

And to get that huge number of mutas (30+) you need to successfuly harass. You cannot engage directly before that number of you lose badly even against much weaker forces. Toss just needs to defend well and not let mutas do much damage.


Wrong on all counts.

1.) sufficiently large numbers of mutas beat even count stalkers w/o sentry support (and sentries are too slow to matter)

2.) defending vs. muta means nothing - because zerg is expanding and droning behind it.

3.) if you walk out to try and kill zerg you're hitting a spine wall.

You clearly have no clue what youre talking about, sorry.


1) Sure, but that happens for ALL air units against ground units w/o aoe. For mutas, you need about 90 (I have tested personally on unit testers), before mutas start to beat stalkers for cost.

2) defending against muta means you aren't losing anything, while he is investing in very poor combat units, while also losing SUPER valuable mutas (2-3 when you go in to a base from an archon hit, a few Blink stalker shots, a lot of cannon shots/etc), to kill relatively cheap units (you might kill a 2 100 mineral pylons and a single cannon for that).

3) How many spines can a Zerg realistically have? Why can't you get blink (which is great against mutas anyway) and just go around (possible on the majority of maps) the spines? If the Zerg is investing all of his gas on mutas, and all of his mutas on spines, expanding, drones, queens, and Zerglings, he won't have much (a small pack of zerglings and a similarly counted pack of mutas), to your large, well upgraded, very mobile, and very scary stalker group, that can fairly easily go in, snipe some tech, drones, etc, and get out with your army.


The whole point is that muta play allows the Zerg player to expand at will and then transition into a more stable broodlord infestor build which literally destroys anything a protoss can realistically build on 2-3 bases. Mutas are decent in combat as well. Watch any pro match....once mutas get to about 25+ they are much better than stalkers in equal numbers. It doesn't matter if they beat them for cost because Zerg will have more bases, drones, and resources so that they can afford the critical mass of mutas - hence the cost-efficiency is irrelevant.
Ace.Xile
Profile Joined June 2011
United States286 Posts
December 01 2011 07:46 GMT
#1512
On November 30 2011 13:50 pure_protoss wrote:
you guyz want a hard counter? why arent they changing the ''storm'' ability to give them a snare effect on all light air units! Would be gimmicky and wierd but it would work without changeing the entire game...the only thing that it would change else is a giving a good way to protoss to counter mass phoenix in pvp beside that...I dont see any reason not to do it! and it would not be op since HT's are so slow compared to mutas (its like fungal growth vs phoenix )


No, homogeneity is bad. If you're gonna give them fungal you might as well give infestors feedback and the ability to turn into some sort of super infestor, because infested terrans is only mildly useful in harass and some other situations and neurals been broken (for better or worse) since this game has been started.
SoKHo
Profile Joined April 2011
Korea (South)1081 Posts
December 01 2011 07:46 GMT
#1513
I've been opening stargate builds very often b/c of mutas. If I smell muta, I just add another stargate and start pumping out phoenix. I hate how popular muta have become in zvp
"If you don't understand my silence, you won't understand my words"|| Big Nal_rA fan boy!! Nal_rA, Bisu, Huk, MC, Hero fighting! SKT1---->
robopork
Profile Blog Joined May 2009
United States511 Posts
December 01 2011 08:09 GMT
#1514
Regardless of what blizzard says, I have a hard time imagining the warhound-thor swap not being a change in favor of mutas, unless the aoe aa of each individual warhound is comparable to that of a thor. They have to build a lot of them, not just a couple. I see it being more clunky, slower to react, and over all less effective in counter muta harass. Also a lot less potential for mass repair.

I don't like the tempest that much- mass mutalisks is strong, but it has its weaknesses, and extremely 1 dimensional hard counters are my least favorite part of this game, I really don't want more of them.
“This left me alone to solve the coffee problem - a sort of catch-22, as in order to think straight I need caffeine, and in order to make that happen I need to think straight.”
Probe1
Profile Blog Joined August 2010
United States17920 Posts
Last Edited: 2011-12-01 08:18:55
December 01 2011 08:15 GMT
#1515
On December 01 2011 16:40 Huckle wrote:
Show nested quote +
On November 30 2011 14:28 Mordoc wrote:
On November 11 2011 02:44 willyallthewei wrote:
On November 11 2011 02:39 -Archangel- wrote:
On November 11 2011 02:35 Roxy wrote:
On November 11 2011 02:32 -Archangel- wrote:
On November 11 2011 02:05 willyallthewei wrote:
On November 11 2011 01:55 -Archangel- wrote:
On November 11 2011 01:53 willyallthewei wrote:
On November 11 2011 01:47 -Archangel- wrote:
[quote]
Actually you got it completely wrong. Muta play is the hardest for Zerg because it takes more micro then normal play. Mutas are useful if they are active all the time (this is a something only mutas let the Zerg player do as they are not melee, they are fast and fly unlike lings who are the other harass unit that you will use if you don't have mutas), and Zerg players need to still spread the creep, inject larva and do all the other macro things they usually do.

When you get defeated by mutas that Zerg players played better then the usual ones you meet.


Strongly disagree with this statement.

Inject larva spread creep, you act like that stuff is rocket science. A decent zerg will do all these things and control the mutas fine.

It is harder then toss macro and using mutas with all that is harder then standard zerg game. So Zerg that wins with mutas is higher skilled player, not lower skilled.


Disagree completely. Any decent zerg player will do well enough with muta control to deal damage to toss and prevent them from leaving the base. Macroing during that time is not hard at all because you have no fear of recourse, how is that harder than standard zerg play where an extra round of drones can kill you?

Then we agree to disagree.
And it is way easier to defend because mutas are really weak direct combatants. You need to babysit them a lot for them to be useful. You cannot inject larva and spread creep while doing that.
Do you know what DRG is most known for? Best muta control and one of the best inject larva. No, not every zerg is good with that as you say or they would all be DRG. The ones you meet that kill you with mutas are just better then you. Plain an simple. Instead of whining here accept that and start working on your mechanics and game.

Now I understand why toss players lose so much and complain if mutas are difficult to them. Spreading units against fungals and EMP must be impossible then



How are mutas weak combatants?
i'm pretty sure large numbers of mutas tear apart comparable army values of stalkers or pheonix

protoss units are bad vs mutas

Terran units are better, but less mobile.

In either case, if protoss or terran move out of thei rbase to attack the zerg. the zerg can wreck their mineral line and still have the mutas back at base to join in the big engagement.

You being sure means nothing when you can watch any pro game and see mutas all die once they are forced to engage the toss army. Same number of stalkers kill same number of mutas although mutas cost more. Add a few sentry to the mix and mutas are useless.

And to get that huge number of mutas (30+) you need to successfuly harass. You cannot engage directly before that number of you lose badly even against much weaker forces. Toss just needs to defend well and not let mutas do much damage.


Wrong on all counts.

1.) sufficiently large numbers of mutas beat even count stalkers w/o sentry support (and sentries are too slow to matter)

2.) defending vs. muta means nothing - because zerg is expanding and droning behind it.

3.) if you walk out to try and kill zerg you're hitting a spine wall.

You clearly have no clue what youre talking about, sorry.


1) Sure, but that happens for ALL air units against ground units w/o aoe. For mutas, you need about 90 (I have tested personally on unit testers), before mutas start to beat stalkers for cost.

2) defending against muta means you aren't losing anything, while he is investing in very poor combat units, while also losing SUPER valuable mutas (2-3 when you go in to a base from an archon hit, a few Blink stalker shots, a lot of cannon shots/etc), to kill relatively cheap units (you might kill a 2 100 mineral pylons and a single cannon for that).

3) How many spines can a Zerg realistically have? Why can't you get blink (which is great against mutas anyway) and just go around (possible on the majority of maps) the spines? If the Zerg is investing all of his gas on mutas, and all of his mutas on spines, expanding, drones, queens, and Zerglings, he won't have much (a small pack of zerglings and a similarly counted pack of mutas), to your large, well upgraded, very mobile, and very scary stalker group, that can fairly easily go in, snipe some tech, drones, etc, and get out with your army.


The whole point is that muta play allows the Zerg player to expand at will and then transition into a more stable broodlord infestor build which literally destroys anything a protoss can realistically build on 2-3 bases. Mutas are decent in combat as well. Watch any pro match....once mutas get to about 25+ they are much better than stalkers in equal numbers. It doesn't matter if they beat them for cost because Zerg will have more bases, drones, and resources so that they can afford the critical mass of mutas - hence the cost-efficiency is irrelevant.

On two bases? Surely you're joking. If a protoss is on two bases at the time of a maxed out infestor-brood lord army arrives it is not the compositions fault. The protoss player lost the game long ago.


I have nothing but disdain for most of these posts. Shame on you all for blaming your troubles on a units balance. Both races have extremely viable and well known options to counter mutalisks and while it is understandable that it is a difficult strategy to counter; it is more outrageous to call into question the balance of mutalisks. My god, let's make zerglings 2 supply and remove fungal growth from the game while we're at it!

I apologize if this offends you but I need to say it. If you were on Slayers you would not post in a thread complaining about the difficulty. You would strive to beat it! If you were any of the Protoss that have won over mutalisks or even lost- you would not tell others that it is imbalanced! You would work harder to rectify mistakes and improve to new levels! Don't post and ask for hand outs- be a better gamer and learn to love your templar, your archon, your blink stalker, your phoenix. There is no zerg composition or unit that does not have a counter strategy and once you accept this you can move on to practicing against it!

How do you think mutalisks became popular? Ingenious zergs decided enough was enough and innovated. The ball is in your court now!
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
architecture
Profile Blog Joined May 2008
United States643 Posts
Last Edited: 2011-12-01 08:19:40
December 01 2011 08:18 GMT
#1516
The other part of the equation that's being overlooked is lings are not dying fast enough to necessitate a more efficient Z tech. Part of the problem, at least for T, is that mutaling is very very combat viable for most of the game. The only thing that it is unable to do is ram into a completely set up T position (need BL). Anything short of that, if stuff is unsieged, or not in proper number, or running around where T is not, it's excellent at.

And for T, fights go like this: trade your marine tank against their mass ling, 20 mutas still alive. You really don't need more than a handful of banes. It's only when the ling count is so low that tons of marines are left, that the mutas are forced to die. In BW, firebats basically make it so that bio crushes ling so fast that mutas will be forced to fight. Unfortunately, in SC2, hellions actually lose in a straight fight to lings without kiting. Battlehellion and shredder will really change this part of the matchup - the more efficiently and quicker the lings die, the vulnerable the mutas to bio.

On the other hand, I don't think warhound will be a very good counter, especially if it has lower range, and retains the same AOE mechanic.
tpfkan
Probe1
Profile Blog Joined August 2010
United States17920 Posts
December 01 2011 08:20 GMT
#1517
Vikings and Thors are pretty good units -_-;;
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
architecture
Profile Blog Joined May 2008
United States643 Posts
December 01 2011 08:21 GMT
#1518
Lord, you must be really clueless if you think those are good units.

They may be necessary, but they are about as good as the hydralisk.
tpfkan
Probe1
Profile Blog Joined August 2010
United States17920 Posts
December 01 2011 08:25 GMT
#1519
I'm not even going to begin to argue if you think being caught out of position with marine tank is Zergs fault.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Whitewing
Profile Joined October 2010
United States7483 Posts
December 01 2011 08:25 GMT
#1520
On November 30 2011 13:43 Huckle wrote:
The worst thing about heavy mutalisk play is that it forces the standard protoss to do a 2-base timing attack lest they get contained and then macro stomped by a gazillion base zerg. Who knows what to do if they mass spine crawlers at the natural. Perhaps you just pull back, cannon appropriately and hope you can get blink then storm and a third base. Once you get storm you're safe. You position a templar at each base and hooray....no more harass. But then you realize he has a transition into brood lord and infestor and you die miserably.

The point here is that the current protoss style is quite terrible against zerg at the moment. New plays are going to have to be adapted - perhaps FFE-->stargate will be the new PvZ opener? A cannon plus a few voidrays to hold off most roach ling all-ins followed by heavy phoenix with an emphasis on denying the zerg third would be quite horrific to deal with from the zergs point of view. Once you limit the zerg to two bases a quick transition into colossus or even templar would be great to stop both hydra and infestor builds - while sustaining phoenix production of course to discourage muta play. If you can stop muta play and force either hydras or infestors you're in a much better position to win the game. Of course there is always the threat of corruptors to destroy both phoenix and colossus.....but I'll take my chance against them rather than mutas.


One high templar with 6 cannons at each base does not make you safe to mutas, it just makes it riskier for them to harass. But if they've got 30 mutas, they can fly in, kill your HT after dodging a storm, and then just kill your buildings. Terran has an easier time of it, since missile turrets are quite a bit better vs. mutas than cannons are, and they have building armor + hi-sec auto-tracking available to them to make muta management a bit easier, but even they have a hell of a time dealing with 30 mutas when they try to push out.

You shouldn't be able to mass a harass unit to the extent where it kills buildings, workers, and even a great deal of combat units very quickly and still have it be somewhat useful in a straight up fight in conjunction with a very cheap unit like zerglings.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
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