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[D]Are mutalisks overpowered in WOL?? - Page 78

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Vamp
Profile Joined June 2008
United Kingdom184 Posts
December 01 2011 12:05 GMT
#1541
Corsair/Valk = Solution

I know it's going to be said "This isnt bw" but bw had a brilliant balance.

Change the names or w/e just make similar units to them instead
`';..;'` http://www.facebook.com/Vamp.Sc2
Exarian
Profile Joined October 2011
Poland58 Posts
December 01 2011 12:13 GMT
#1542
Corsair/Valk = Solution

I know it's going to be said "This isnt bw" but bw had a brilliant balance.

Change the names or w/e just make similar units to them instead


Exactly! Mutas in SC2 are as OP as they were in Vanilla SC1. There were no way to balance them until Valkyrie/Corsair were introduced in BW. Unless Toss/Terran get units with similar function (Tempest/Warhound DON'T have similar function), Mutas will be op.
Daray
Profile Blog Joined August 2010
6006 Posts
December 01 2011 12:13 GMT
#1543
On December 01 2011 20:58 KimJongChill wrote:
I'm surprised that this thread is as long as it is. Aren't templars an appropriate 'counter'? Mutalisks are strong if one is caught off guard, but then again, most things should be. I feel like with the appropriate scouting and preparation, mutalisks can be rendered pretty ineffective.


People who say this have never played PvZ against good players. Sure, storm is good but it's not really a counter even if you know the mutas are coming.
Big J
Profile Joined March 2011
Austria16289 Posts
December 01 2011 12:34 GMT
#1544
On December 01 2011 20:55 Exarian wrote:
Slow, relatively short-ranged unit cannot counter mutas, even if you give ithuge splash and good damage. Mutas can be countered by either combination of splash and fast (equal to mutas) movement speed or combination of HUGE splash and very long attack range (9+). Neither toss nor terran has such unit, thats why Mutas are OP, and thats why Mutas will be still OP in HotS.

Archons and Ghosts can't be countered by biological units... Hey lol... Those matchups are still playable for zerg!
Furthermore this post is bullshit. 2port phoenix openings and mech openings counter the hell out of mutalisks. If you feel otherwise, give me ONE reasonable example... Thing is, you won't find one, as no reasonable zerg player even goes for mutalisks in those scenarios because they suck so hard.

On December 01 2011 21:13 Exarian wrote:
Show nested quote +
Corsair/Valk = Solution

I know it's going to be said "This isnt bw" but bw had a brilliant balance.

Change the names or w/e just make similar units to them instead


Exactly! Mutas in SC2 are as OP as they were in Vanilla SC1. There were no way to balance them until Valkyrie/Corsair were introduced in BW. Unless Toss/Terran get units with similar function (Tempest/Warhound DON'T have similar function), Mutas will be op.


yeah, because "vanillia SC1" was close to figuered out... lol
And that's why every terran build in BW against zergs include valkyries... lol


On December 01 2011 21:13 Daray wrote:
Show nested quote +
On December 01 2011 20:58 KimJongChill wrote:
I'm surprised that this thread is as long as it is. Aren't templars an appropriate 'counter'? Mutalisks are strong if one is caught off guard, but then again, most things should be. I feel like with the appropriate scouting and preparation, mutalisks can be rendered pretty ineffective.


People who say this have never played PvZ against good players. Sure, storm is good but it's not really a counter even if you know the mutas are coming.

People who say this have no good storming.
Exarian
Profile Joined October 2011
Poland58 Posts
December 01 2011 12:57 GMT
#1545


yeah, because "vanillia SC1" was close to figuered out... lol
And that's why every terran build in BW against zergs include valkyries... lol


No, every terran build don't include valkyries, but once zerg kick 30+ number of mutas, he can be punished by small valkyrie fleet, if needed. Thats why we don't see so huge swarms of mutas in SC1, and because mutas number is usually low, valkyrie don't need to be constructed every game.

In SC2 once zerg get 30+ mutas there is no way to punish him. Existance of Corsair/Vakyrie, units able to counter such large swarms of mutas easyly, could make using such big swarms of mutas not possible. Because in this situation using 30+ mutas will be risky tactic, Zerg would not use it too much - and it will make using Corsair/Valkyrie every game not needed.

It basically mean Valkyrie/Corsair are balancing mutas just by giving Terran/Toss option to build them.

ATM Zerg can go 30+ mutas without risk, because once he get huge number, Toss/Terran has no safe option of punishing him for this move. Thats exactly why mutas swarms are so popular in SC2... And thats why adding good mutas counter to T/P arsenal, even if this unit won't be very popular, will balance mutas. Unfortunately neither Tempest nor Warhound is not this kind of unit.
Roblin
Profile Joined April 2010
Sweden948 Posts
December 01 2011 12:57 GMT
#1546
On December 01 2011 19:48 Exarian wrote:
Splash range buff (+50%?) on Thors and Archons could help against OP magic box.


On top of that instead of replacing carrier, carriers should get two buffs:

- Interceptors damage changed to 10x1 (from 5x2) WITH 1.5 RANGE SPLASH (against A and G)

- Interceptors shields regeneration buff to ~20/s


IMO it will be both more useful and more interesting unit then entire TEMPEST concept...


oh yea, and that won't be overpowered at all. (extreme sarcasm)

so basicly, the carrier would deal more damage than a sieged tanks anti-armoured attack to all unit types, in the same splashrange to air and ground, with faster attackspeed (yes, the interceptor volley is faster than the sieged tanks attack) with more hitpoints and its flying and can move while attacking, can send its interceptors out at range 12 (1 less than the sieged tank) and the interceptors dont return until they are 14 range away (1 more than the tank), and have better upgrade-scaling.

balanced.
you know what, I'll calculate how much the carrier should cost for it to be balanced with these changes:
lets use a template: a tank:
150/125 : 3 supply
lets say the carriers attack is twice as good as the tanks is:
real value: (300/250 : 5 supply) to be nice value: (200/200 : 5 supply)
lets say the carriers flying ability makes its movement 1.5 times better:
real value: (450/400 : 7 supply) to be nice value: (300/300 : 7 supply)
lets say the carriers hitpoints are 2.5 times that of a tank:
real value: (1300/1000 : 17 supply) to be nice value: (750/750 : 9 supply)

so if you also tripled (or, if I feel nice, just doubled) the cost of the carrier (leaving the production time the same) then I might agree to make the changes you suggested, notice almost all of the calculations above were rounded down.

oh, and Im going to ignore that thing about interceptor shields since protoss shields dont regenerate in combat.
or if you meant they regenerate constantly, then fuck no. that would mean they almost out-regen a hydralisk attacking it.
I'm better today than I was yesterday!
nanaoei
Profile Blog Joined May 2010
3358 Posts
December 01 2011 13:26 GMT
#1547
if the archon attacked maybe 0.2 faster, the pvz matchup would be very different for me, and the unit would suddenly become a focal point.
i don't think storm is very effective as it is until you have the freedom to make it to late-game either.
it is really hard for me to say, but i like it as it is now. i know that i'm going to be trying to take a faster third with heavy cannon support and faster twilight-> high templar tech perhaps off a hidden DT expand, mostly relying on cannons to get me past 10-13m
*@boesthius' FF7 nostalgia stream bomb* "we should work on a 'Final Progamer' fangame»whitera can be a protagonist---lastlie: "we save world and then defense it"
Exarian
Profile Joined October 2011
Poland58 Posts
December 01 2011 13:30 GMT
#1548

oh yea, and that won't be overpowered at all. (extreme sarcasm)

so basicly, the carrier would deal more damage than a sieged tanks anti-armoured attack to all unit types, in the same splashrange to air and ground, with faster attackspeed (yes, the interceptor volley is faster than the sieged tanks attack) with more hitpoints and its flying and can move while attacking, can send its interceptors out at range 12 (1 less than the sieged tank) and the interceptors dont return until they are 14 range away (1 more than the tank), and have better upgrade-scaling.

balanced.
you know what, I'll calculate how much the carrier should cost for it to be balanced with these changes:
lets use a template: a tank:
150/125 : 3 supply
lets say the carriers attack is twice as good as the tanks is:
real value: (300/250 : 5 supply) to be nice value: (200/200 : 5 supply)
lets say the carriers flying ability makes its movement 1.5 times better:
real value: (450/400 : 7 supply) to be nice value: (300/300 : 7 supply)
lets say the carriers hitpoints are 2.5 times that of a tank:
real value: (1300/1000 : 17 supply) to be nice value: (750/750 : 9 supply)

so if you also tripled (or, if I feel nice, just doubled) the cost of the carrier (leaving the production time the same) then I might agree to make the changes you suggested, notice almost all of the calculations above were rounded down.

oh, and Im going to ignore that thing about interceptor shields since protoss shields dont regenerate in combat.
or if you meant they regenerate constantly, then fuck no. that would mean they almost out-regen a hydralisk attacking it.


First of all, none unit's in game cost x times more then other unit because is x times better then this unit...

Second: Carriers in this situation are still easy to counter by lower-tier Corruptors, Vikings, Void Rays etc...

Third: Regen should work all-time, it basically mean you should focus on killing host instead of sniping interceptors

Fourth: Even if Splash value is too big (but still anything below 1.0 will be useless), it is justified by units tier and number of useful counters

Fifth: It is far more useful and interesting then Tempest

Sixth: It is fixing Toss lategame problems with mutas.
Rachnar
Profile Joined October 2010
France1526 Posts
December 01 2011 13:34 GMT
#1549
On December 01 2011 21:34 Big J wrote:
Show nested quote +
On December 01 2011 20:55 Exarian wrote:
Slow, relatively short-ranged unit cannot counter mutas, even if you give ithuge splash and good damage. Mutas can be countered by either combination of splash and fast (equal to mutas) movement speed or combination of HUGE splash and very long attack range (9+). Neither toss nor terran has such unit, thats why Mutas are OP, and thats why Mutas will be still OP in HotS.

Archons and Ghosts can't be countered by biological units... Hey lol... Those matchups are still playable for zerg!
Furthermore this post is bullshit. 2port phoenix openings and mech openings counter the hell out of mutalisks. If you feel otherwise, give me ONE reasonable example... Thing is, you won't find one, as no reasonable zerg player even goes for mutalisks in those scenarios because they suck so hard.

Show nested quote +
On December 01 2011 21:13 Exarian wrote:
Corsair/Valk = Solution

I know it's going to be said "This isnt bw" but bw had a brilliant balance.

Change the names or w/e just make similar units to them instead


Exactly! Mutas in SC2 are as OP as they were in Vanilla SC1. There were no way to balance them until Valkyrie/Corsair were introduced in BW. Unless Toss/Terran get units with similar function (Tempest/Warhound DON'T have similar function), Mutas will be op.


yeah, because "vanillia SC1" was close to figuered out... lol
And that's why every terran build in BW against zergs include valkyries... lol


Show nested quote +
On December 01 2011 21:13 Daray wrote:
On December 01 2011 20:58 KimJongChill wrote:
I'm surprised that this thread is as long as it is. Aren't templars an appropriate 'counter'? Mutalisks are strong if one is caught off guard, but then again, most things should be. I feel like with the appropriate scouting and preparation, mutalisks can be rendered pretty ineffective.


People who say this have never played PvZ against good players. Sure, storm is good but it's not really a counter even if you know the mutas are coming.

People who say this have no good storming.


terran mech openins counters mutas ?

are you just trolling or ..?
"What if it's a triple DK ?" "Then we cry" "Prepare your handkerchief then ..."
SafeAsCheese
Profile Joined June 2011
United States4924 Posts
December 01 2011 13:44 GMT
#1550
On December 01 2011 21:13 Daray wrote:
Show nested quote +
On December 01 2011 20:58 KimJongChill wrote:
I'm surprised that this thread is as long as it is. Aren't templars an appropriate 'counter'? Mutalisks are strong if one is caught off guard, but then again, most things should be. I feel like with the appropriate scouting and preparation, mutalisks can be rendered pretty ineffective.


People who say this have never played PvZ against good players. Sure, storm is good but it's not really a counter even if you know the mutas are coming.


People who say this think that pulling their 10 templar with them to attack is a good idea.

Leave around 4-5 cannons at each mineral line with 2 templar to storm then morph into an archon and the mutas don't even get close. If they do, congrats, the bulk of the zergs attack force (muta) just lost around 1/2 it's hp.

When you have 40-50 blink stalkers with your main army, you need very very few archons and templar to support, just enough to storm and potential banelings or mass zerglings.

There is a REASON erg who go muta almost always go for a base trade, it's because the army composition is very very weak in a sight up battle against protoss.

Learn to leave static defense, even if it means 2-4k minerals in your base. Once you move out with the deathball, if your base is safe, you just won.

This is EXACTLY how SanZenith beat NesTea back when NesTea was never losing, using Kydarian Amulet storm warpin to defend against muta builds without effort.
Daray
Profile Blog Joined August 2010
6006 Posts
December 01 2011 14:22 GMT
#1551
On December 01 2011 22:44 SafeAsCheese wrote:
Show nested quote +
On December 01 2011 21:13 Daray wrote:
On December 01 2011 20:58 KimJongChill wrote:
I'm surprised that this thread is as long as it is. Aren't templars an appropriate 'counter'? Mutalisks are strong if one is caught off guard, but then again, most things should be. I feel like with the appropriate scouting and preparation, mutalisks can be rendered pretty ineffective.


People who say this have never played PvZ against good players. Sure, storm is good but it's not really a counter even if you know the mutas are coming.


People who say this think that pulling their 10 templar with them to attack is a good idea.

Leave around 4-5 cannons at each mineral line with 2 templar to storm then morph into an archon and the mutas don't even get close. If they do, congrats, the bulk of the zergs attack force (muta) just lost around 1/2 it's hp.

When you have 40-50 blink stalkers with your main army, you need very very few archons and templar to support, just enough to storm and potential banelings or mass zerglings.

There is a REASON erg who go muta almost always go for a base trade, it's because the army composition is very very weak in a sight up battle against protoss.

Learn to leave static defense, even if it means 2-4k minerals in your base. Once you move out with the deathball, if your base is safe, you just won.

This is EXACTLY how SanZenith beat NesTea back when NesTea was never losing, using Kydarian Amulet storm warpin to defend against muta builds without effort.


I guess there's a reason this thread is still going strong :D

The point of going muta is not to kill you but to take 5 bases, tech to everything while keeping the protoss on 2 bases... when you have to get blink, ht+storm and 4-5 cannon on each mineral line it's quite easy for the zerg to take the map.

40-50 blink stalkers is many blink stalker yes?
Velr
Profile Blog Joined July 2008
Switzerland10866 Posts
December 01 2011 14:29 GMT
#1552
On December 01 2011 23:22 Daray wrote:
Show nested quote +
On December 01 2011 22:44 SafeAsCheese wrote:
On December 01 2011 21:13 Daray wrote:
On December 01 2011 20:58 KimJongChill wrote:
I'm surprised that this thread is as long as it is. Aren't templars an appropriate 'counter'? Mutalisks are strong if one is caught off guard, but then again, most things should be. I feel like with the appropriate scouting and preparation, mutalisks can be rendered pretty ineffective.


People who say this have never played PvZ against good players. Sure, storm is good but it's not really a counter even if you know the mutas are coming.


People who say this think that pulling their 10 templar with them to attack is a good idea.

Leave around 4-5 cannons at each mineral line with 2 templar to storm then morph into an archon and the mutas don't even get close. If they do, congrats, the bulk of the zergs attack force (muta) just lost around 1/2 it's hp.

When you have 40-50 blink stalkers with your main army, you need very very few archons and templar to support, just enough to storm and potential banelings or mass zerglings.

There is a REASON erg who go muta almost always go for a base trade, it's because the army composition is very very weak in a sight up battle against protoss.

Learn to leave static defense, even if it means 2-4k minerals in your base. Once you move out with the deathball, if your base is safe, you just won.

This is EXACTLY how SanZenith beat NesTea back when NesTea was never losing, using Kydarian Amulet storm warpin to defend against muta builds without effort.


40-50 blink stalkers is many blink stalker yes?



I wouldn't complain about someone mentioning 40-50 Blinkstalkers in a tread where people are crying over 30-40 Mutas .

Just sayin.
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
December 01 2011 14:46 GMT
#1553
Honestly, mutalisk are fine as they are.Blizzard won't buff or nerf them anymore as the problem lies in the other race units in dealing with the mutalisk.Okay,terran does not have problem dealing with mutalisk as they have the marines,thors and etc.
For toss,they have cannons,blink stalkers,templars,archon .If you know mutas are coming, build a couple of cannons and put a couple of stalkers and you will be fine.Zerg players are shifting to mutalisks more and the meta game is changing so it takes time to adapt.Dun get why they are OP when they are not.
Play your best
Cornstarched
Profile Blog Joined March 2011
Canada74 Posts
December 01 2011 14:55 GMT
#1554
in silver and gold, when some zerg makes 30 mutas i cant win, i dont have the macro, micro, or speed apm, to deal with that i just loose. He can a move over my army and win. Its just that simple. Because my army comp wont be to deal with 30 mutas, ill have a deathball
Go1den
Profile Joined June 2011
England116 Posts
December 01 2011 14:56 GMT
#1555
On December 01 2011 21:34 Big J wrote:
Show nested quote +
On December 01 2011 20:55 Exarian wrote:
Slow, relatively short-ranged unit cannot counter mutas, even if you give ithuge splash and good damage. Mutas can be countered by either combination of splash and fast (equal to mutas) movement speed or combination of HUGE splash and very long attack range (9+). Neither toss nor terran has such unit, thats why Mutas are OP, and thats why Mutas will be still OP in HotS.

Archons and Ghosts can't be countered by biological units... Hey lol... Those matchups are still playable for zerg!
Furthermore this post is bullshit. 2port phoenix openings and mech openings counter the hell out of mutalisks. If you feel otherwise, give me ONE reasonable example... Thing is, you won't find one, as no reasonable zerg player even goes for mutalisks in those scenarios because they suck so hard.

Show nested quote +
On December 01 2011 21:13 Exarian wrote:
Corsair/Valk = Solution

I know it's going to be said "This isnt bw" but bw had a brilliant balance.

Change the names or w/e just make similar units to them instead


Exactly! Mutas in SC2 are as OP as they were in Vanilla SC1. There were no way to balance them until Valkyrie/Corsair were introduced in BW. Unless Toss/Terran get units with similar function (Tempest/Warhound DON'T have similar function), Mutas will be op.


yeah, because "vanillia SC1" was close to figuered out... lol
And that's why every terran build in BW against zergs include valkyries... lol


Show nested quote +
On December 01 2011 21:13 Daray wrote:
On December 01 2011 20:58 KimJongChill wrote:
I'm surprised that this thread is as long as it is. Aren't templars an appropriate 'counter'? Mutalisks are strong if one is caught off guard, but then again, most things should be. I feel like with the appropriate scouting and preparation, mutalisks can be rendered pretty ineffective.


People who say this have never played PvZ against good players. Sure, storm is good but it's not really a counter even if you know the mutas are coming.

People who say this have no good storming.


So you're saying LiquidHero has bad storms? Watch LiquidHero vs CrazyMoving from the GSL. 28 minute game where the Zerg doesn't build anything but zerglings and mutalisks and rolls over Hero's 3-basing* high-templar* archon* blink-stalkers*.

*Indiciates from a Zerg's perspective the usual "counters" to mutas
arb
Profile Blog Joined April 2008
Noobville17922 Posts
December 01 2011 14:59 GMT
#1556
On December 01 2011 22:34 Rachnar wrote:
Show nested quote +
On December 01 2011 21:34 Big J wrote:
On December 01 2011 20:55 Exarian wrote:
Slow, relatively short-ranged unit cannot counter mutas, even if you give ithuge splash and good damage. Mutas can be countered by either combination of splash and fast (equal to mutas) movement speed or combination of HUGE splash and very long attack range (9+). Neither toss nor terran has such unit, thats why Mutas are OP, and thats why Mutas will be still OP in HotS.

Archons and Ghosts can't be countered by biological units... Hey lol... Those matchups are still playable for zerg!
Furthermore this post is bullshit. 2port phoenix openings and mech openings counter the hell out of mutalisks. If you feel otherwise, give me ONE reasonable example... Thing is, you won't find one, as no reasonable zerg player even goes for mutalisks in those scenarios because they suck so hard.

On December 01 2011 21:13 Exarian wrote:
Corsair/Valk = Solution

I know it's going to be said "This isnt bw" but bw had a brilliant balance.

Change the names or w/e just make similar units to them instead


Exactly! Mutas in SC2 are as OP as they were in Vanilla SC1. There were no way to balance them until Valkyrie/Corsair were introduced in BW. Unless Toss/Terran get units with similar function (Tempest/Warhound DON'T have similar function), Mutas will be op.


yeah, because "vanillia SC1" was close to figuered out... lol
And that's why every terran build in BW against zergs include valkyries... lol


On December 01 2011 21:13 Daray wrote:
On December 01 2011 20:58 KimJongChill wrote:
I'm surprised that this thread is as long as it is. Aren't templars an appropriate 'counter'? Mutalisks are strong if one is caught off guard, but then again, most things should be. I feel like with the appropriate scouting and preparation, mutalisks can be rendered pretty ineffective.


People who say this have never played PvZ against good players. Sure, storm is good but it's not really a counter even if you know the mutas are coming.

People who say this have no good storming.


terran mech openins counters mutas ?

are you just trolling or ..?

In Vanilla-SC Goliaths didnt have range, which made dealing with the massive amounts of mutas more difficult

saying mech counters mutas isnt exactly the most accurate statement, since goliaths without range just arent that good vs mutas
Artillery spawned from the forges of Hell
Velr
Profile Blog Joined July 2008
Switzerland10866 Posts
December 01 2011 15:03 GMT
#1557
On December 01 2011 23:56 Go1den wrote:
Show nested quote +
On December 01 2011 21:34 Big J wrote:
On December 01 2011 20:55 Exarian wrote:
Slow, relatively short-ranged unit cannot counter mutas, even if you give ithuge splash and good damage. Mutas can be countered by either combination of splash and fast (equal to mutas) movement speed or combination of HUGE splash and very long attack range (9+). Neither toss nor terran has such unit, thats why Mutas are OP, and thats why Mutas will be still OP in HotS.

Archons and Ghosts can't be countered by biological units... Hey lol... Those matchups are still playable for zerg!
Furthermore this post is bullshit. 2port phoenix openings and mech openings counter the hell out of mutalisks. If you feel otherwise, give me ONE reasonable example... Thing is, you won't find one, as no reasonable zerg player even goes for mutalisks in those scenarios because they suck so hard.

On December 01 2011 21:13 Exarian wrote:
Corsair/Valk = Solution

I know it's going to be said "This isnt bw" but bw had a brilliant balance.

Change the names or w/e just make similar units to them instead


Exactly! Mutas in SC2 are as OP as they were in Vanilla SC1. There were no way to balance them until Valkyrie/Corsair were introduced in BW. Unless Toss/Terran get units with similar function (Tempest/Warhound DON'T have similar function), Mutas will be op.


yeah, because "vanillia SC1" was close to figuered out... lol
And that's why every terran build in BW against zergs include valkyries... lol


On December 01 2011 21:13 Daray wrote:
On December 01 2011 20:58 KimJongChill wrote:
I'm surprised that this thread is as long as it is. Aren't templars an appropriate 'counter'? Mutalisks are strong if one is caught off guard, but then again, most things should be. I feel like with the appropriate scouting and preparation, mutalisks can be rendered pretty ineffective.


People who say this have never played PvZ against good players. Sure, storm is good but it's not really a counter even if you know the mutas are coming.

People who say this have no good storming.


So you're saying LiquidHero has bad storms? Watch LiquidHero vs CrazyMoving from the GSL. 28 minute game where the Zerg doesn't build anything but zerglings and mutalisks and rolls over Hero's 3-basing* high-templar* archon* blink-stalkers*.

*Indiciates from a Zerg's perspective the usual "counters" to mutas



Do you also think of imbalance when a Protoss loses against Roaches despite having Immortals/Colossi/Stalker?

I bet you don't.
Go1den
Profile Joined June 2011
England116 Posts
December 01 2011 15:09 GMT
#1558

Do you also think of imbalance when a Protoss loses against Roaches despite having Immortals/Colossi/Stalker?

I bet you don't.


What does this even mean? The best Protoss player in the world right now can't hold off mutas with the "proper" counters. You can come up with a better playground comeback than that. Try harder.
InVerno
Profile Joined May 2011
258 Posts
December 01 2011 15:32 GMT
#1559
On December 01 2011 19:45 Meff wrote:
Show nested quote +
On December 01 2011 19:27 InVerno wrote:
Someone can explain me why the magicbox still viable?
Two units replaced, for a tard-skill like magicbox? Its not something difficult to do, even a bronze can do a good magicbox.
Archons and Thors can actually counter mutas if the magicbox isnt allowed.
Carriers can be patched, thors too... i dont understand at all.

It is not possible to reasonably patch the magic box out.

Think about what it depends on:

1) auto-spread of air units when they have no commands. If you removed this, you would have perma-stacked air. This would obviously not be good: you would then be able to fight mutas more effectively with splash, but any form of non-splash reply would have to be abandoned. Among other things, that is.
2) mutalisks going to the point to where they're ordered to go (read: units following your orders). Literally. The reason why the fly "in formation" is that if you give them an order to go sufficiently far, their trajectories are almost parallel. The only way to "correct" this would be to make units not obey the commands they're given. This would be beyond stupid.



Ok, so for a ingame-physics problem we will add two units (blindy?) and remove two aswell.
Very clever, next time i need to climb up a ladder, i will jump off from a plane to reach the location.
The ingame physics are customizable from the A to the Z, im pretty sure there're "half ways" viable to solve this problem without create another problem. Even if requires a bit of micro, when you oneshot a nexus and you laught at the "harass unit" description. But maybe blizzard prefers sell you the solution with an expansion...
And.. hey... im not in rage with mutas.. 6gate in my league is the perfect solution to win against 2base mutas.
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
December 01 2011 15:43 GMT
#1560
On December 01 2011 21:57 Exarian wrote:

Show nested quote +

yeah, because "vanillia SC1" was close to figuered out... lol
And that's why every terran build in BW against zergs include valkyries... lol



In SC2 once zerg get 30+ mutas there is no way to punish him. Existance of Corsair/Vakyrie, units able to counter such large swarms of mutas easyly, could make using such big swarms of mutas not possible. Because in this situation using 30+ mutas will be risky tactic, Zerg would not use it too much - and it will make using Corsair/Valkyrie every game not needed.


Lol yeah because Idra didn't lose multiple games at MLG when he had almost 40 mutas.

I love how Mutas are suddenly OP because of a metagame shift in ZvP.

Hilarious.

Terran win rate in TvZ is still over 50%, that's weird considering mutas are OP.... guess every Zerg player must suck?
I love crazymoving
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