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[D]Are mutalisks overpowered in WOL?? - Page 8

Forum Index > SC2 General
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jackalope1234
Profile Joined December 2010
122 Posts
October 25 2011 12:48 GMT
#141
In pvz it basically half the time comes down to a base trade scenario unless you have a ton of cannons or leave a bunch of units in your base while you attack. Once zerg goes muta they can double expo and if you move out they just base trade and win. Seems fairly dumb imo. A splash unit that can follow the mutas unlike archon can and wont be as easily magic boxed as the splash looks bigger will be a great help for these kinds of scenarios and can be used after as opposed to 12 phoenix vs the inevitable roach switch.
Evangelist
Profile Blog Joined June 2011
1246 Posts
Last Edited: 2011-10-25 12:54:30
October 25 2011 12:52 GMT
#142
The Phoenix isn't really an anti-air unit so much as it's an air superiority unit. It's something you build to maintain a lead, not to hold it. Blink Stalkers are hugely better at dealing with large muta numbers than the insanely micro heavy Phoenix simply because Blink Stalkers can actually do something besides it. That's the point of the Tempest. It can shoot down, and it can shoot buildings.

The Tempest is just a muscular way of dealing with the same problem - essentially an airborne Thor. It's a "the Zerg is going heavy mutalisk, build this to deal with it" unit. It also does help that unlike Thors, they can float around hammering stuff and the Zerg has to build a shitload of Corruptors to deal with it.

It's not like Thors where you pretty much use them as mobile missile turrets that get killed by zergling runbys. The only things the Zerg can build to deal with them are Vipers, Mutalisks and Corruptors.

Warhound is there just to make pure mech viable without the crutch of massed marines. Nothing else. Instead of one Thor, I'll just build a few Warhounds and position them around my army. No real change. Considering the number of abilities Zerg are going to have to deal with Marines in HoTS I don't think "build marine" is going to be a valid answer anymore.
Dismay
Profile Blog Joined February 2011
United States1180 Posts
October 25 2011 12:53 GMT
#143
Buff the phoenix with an upgrade attack somewhere. Make the units you already have useful instead of adding new ones.

Terran? What can I say, I've heard marines are pretty good.
In every age, in every place, the deeds of men remain the same.
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
Last Edited: 2011-10-25 13:04:17
October 25 2011 13:02 GMT
#144
Why everybody say marine own muta ? Marine are good vs muta that's true. But in a real game, only marine can't stop 30-40 muta harassment in all your expansion. You need thors or in this situation where you can't kill the muta you are forced to base trade.
dgdsg
Profile Joined October 2011
Germany91 Posts
October 25 2011 13:05 GMT
#145
The problem with mutas is, if they got the critical mass to one-shot turrets etc... then I like always All-In because you lose to much defending your bases.
anotherone
Profile Joined October 2009
90 Posts
October 25 2011 13:09 GMT
#146
On October 25 2011 21:53 Dismay wrote:
Terran? What can I say, I've heard marines are pretty good.

Marines cant be everywhere at once and split units is what mutas are waiting for.
Ripper41
Profile Joined July 2011
284 Posts
October 25 2011 13:15 GMT
#147
Yes OP, you are definitely missing something if you don't think mutalisks are powerful. Not much else to say about it.
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 25 2011 13:15 GMT
#148
On October 25 2011 19:01 NormandyBoy wrote:
If you look at Broodwar TvZ, Terran had a direct counter to mass mutalisks : irradiate (a spell from the raven that killed a muta and damaged all the nearby ones), thors are kinda the same thing, except they are slow as hell and have no other use (whereas irradiate was pivital to fight zerg lurkers and defilers).
The solution terran found in SC2 is to force the mutalisks away from their bases by dropping like crazy, MMA style. Now this may be balanced in the sense that Z and T have the same chances of winning and because there is a lot of micro/decision making involved, however I don't like it forces Terran to adopt a particular style of play.
I hope the warhound will be better against mutas than the thor, but I'd really like to see the raven and its seeker missile reworked in hots...


Good post. But irradiate wasn't specifically a hard counter - only due to players using muta stacking was it super effective. SC2 completely eliminates stacking so irradiate would do jack all.

On October 25 2011 20:15 -Archangel- wrote:
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.


Another good one. I'm sure people were hoping for colossus to shoot up

Really though, only one thing goes through my head:

[image loading]

Blizzard is essentially trying to invoke Brood War to fix their game, but have changed around the units a bit for whatever egotistic reason to say it has nothing to do with Brood War. Warhound is a goliath ... but not exactly a goliath. Swarm Host is a lurker but not exactly a lurker. Dark Swarm returns in the Viper. Tempest is like the corsair but not exactly a corsair (and costs a million times more) and they just gave d-web to the Oracle. And the hellion can transform into a firebat. But because they refuse to use the units in the original roles, they end up doing little to help the matchup.

In PvZ in Brood War, the corsair's splash damage negates mass muta balls, in much the same way as the Tempest, but at a fraction of the price. In SC2, the Phoenix does a good job of handling early game muta like the corsair did, but the problem with SC2 is the investment leaves your base open to 2base zerg strats thanks to the Roach. In Brood War, this was not too much of an issue because hydras were weak as hell in early game (80hp to 145hp roach), and if you didn't have them protect your base, all your overlords would get raped until you get scourge out. Regardless, throughout the whole game, a squadron of corsair will keep muta numbers low until you get templar+archons which completely decimate mutas.

So why can't we just have the Corsair back over the Tempest? Why can't we just increase Archon range to 4? Why not fix storm to deal with mutas (cast range, area, damage-over-time ratio). These are all simple fixes and simple ideas.
starleague forever
Dalavita
Profile Joined August 2010
Sweden1113 Posts
October 25 2011 13:22 GMT
#149
The main reason marines are so strong in SC2 is because speedlings and mutalisks, and to a lesser degree chargelots are so strong. If marines ever got nerfed, those three units would have to be readjusted or Terran wouldn't be able to compete on any level.
Steel
Profile Blog Joined April 2010
Japan2283 Posts
October 25 2011 13:23 GMT
#150
Personally when I make mutalisk protoss walks to my main and makes cannons and a few templar at one base and I lose...

Or I die to a timing attack because I went mutalisk
Yeah I don't go mutalisk very much against Protoss.

Against Terran mutalisk basically NEED to be this strong otherwise it would be impossible to beat tank/marine in the mid game (on the current map pool, anyway.) They are too many chokes on most map that give you too much map control for the zerg to let go, but ground army is just so ineffective against tanks. So you make 50 banelings and 50 mutalisk and hope you get most of the marines...

I feel that if this unit was implemented right now, TvZ would become really imbalanced. Yet, this comes out in HoTS with zerg having plenty of new options so we'll have to see.
Try another route paperboy.
Fig
Profile Joined March 2010
United States1324 Posts
October 25 2011 13:26 GMT
#151
Yep I don't understand the Tempest at all. Blizzard specifically says they don't want another unit to add to the death ball, and then they give us a that will only be able to be used as a super expensive anti muta turret in your base, or in your a-move army to partner with the colossus. It is the worst design of the three new protoss units, and that's saying something.
Can't elope with my cantaloupe
Kindred
Profile Blog Joined May 2010
Canada396 Posts
October 25 2011 13:26 GMT
#152
On October 25 2011 22:15 a176 wrote:
Really though, only one thing goes through my head:

[image loading]

Blizzard is essentially trying to invoke Brood War to fix their game, but have changed around the units a bit for whatever egotistic reason to say it has nothing to do with Brood War. Warhound is a goliath ... but not exactly a goliath. Swarm Host is a lurker but not exactly a lurker. Dark Swarm returns in the Viper. Tempest is like the corsair but not exactly a corsair (and costs a million times more) and they just gave d-web to the Oracle. And the hellion can transform into a firebat. But because they refuse to use the units in the original roles, they end up doing little to help the matchup.

In PvZ in Brood War, the corsair's splash damage negates mass muta balls, in much the same way as the Tempest, but at a fraction of the price. In SC2, the Phoenix does a good job of handling early game muta like the corsair did, but the problem with SC2 is the investment leaves your base open to 2base zerg strats thanks to the Roach. In Brood War, this was not too much of an issue because hydras were weak as hell in early game (80hp to 145hp roach), and if you didn't have them protect your base, all your overlords would get raped until you get scourge out. Regardless, throughout the whole game, a squadron of corsair will keep muta numbers low until you get templar+archons which completely decimate mutas.

So why can't we just have the Corsair back over the Tempest? Why can't we just increase Archon range to 4? Why not fix storm to deal with mutas (cast range, area, damage-over-time ratio). These are all simple fixes and simple ideas.


very good point. Although i dont think they can play around with storm too much or else it can have devastating effects against other units.

I still remember before the beta release they said the tempest would replace the carrier but it was the old design where it shot these shurikens and had a strong Anti Ground shield. They dropped the idea saying that people were too emotionally attached to the carrier. And not here we are and they removed it and replaced it with a unit which, as far as I can tell, is great as AA but has the ground attack of a probe.

I do agree that when massed at a critical amount, mass muta is very hard to deal with for P because blink stalkers dont have the mobility to keep up and cant be everywhere at the same time or they get picked off.
Two 2.93GHz 6-Core Intel Xeon “Westmere” (12 cores) + 32GB RAM + Four 512GB Solid-State Drives + Two ATI Radeon HD 5770 1GB + Two Apple LED Cinema Display (27" flat panel) + Quad-channel 4Gb Fibre Channel PCI Express card
Manical
Profile Joined August 2011
Sweden42 Posts
October 25 2011 13:28 GMT
#153
It saddens me that Blizzard never let zerg's have a single cost effective unit. Mutas are high risk/high reward in ZvP and almost a necessity in ZvT. And I don't really see the reasoning in these new units either, as they're not really solving any problems and just creates new ones.

4-5+ thors can deal with any amount of mutas even if magicboxing, so there's not really any need for the warhound(as a AA unit). And the tempest just seems to be there to make protoss air deathballs viable, as I don't think protoss will be able to tech to them fast enough to stop muta harass anyway.

And protoss mass air = useless zerg t3 units, so as a zerg player I'm really worried about lategame ZvP in Hots.
Deleted User 26513
Profile Joined February 2007
2376 Posts
Last Edited: 2011-10-25 13:31:25
October 25 2011 13:29 GMT
#154
The problem with the mutalisks is that you can select like 50(or even 100 if you want) of them at once. So now in SC2 we have zergs flying around with their huge flock of 35-40 mutas and almost nothing can stop it from doing damage. You can chase them around with marines and stalkers but that is not very effective... If the zerg knows what he is doing , he will know when to fly away with no losses.
Watch Idra's ZvT and you will found out what I'm talking about.

I play zerg, so im not biased
Mr_Kyo
Profile Joined November 2010
United States269 Posts
October 25 2011 13:36 GMT
#155
Is mass mutalisk such a common strategy that it requires the removal of the carrier and the addition of an all new capital ship?


You are thinking of this incorrectly. Currently, Carrier has no role. This Tempest WILL have a role of fighting large flocks of mutas (however infrequent that may be).
Manical
Profile Joined August 2011
Sweden42 Posts
October 25 2011 13:39 GMT
#156
On October 25 2011 22:29 Pr0wler wrote:
The problem with the mutalisks is that you can select like 50(or even 100 if you want) of them at once. So now in SC2 we have zergs flying around with their huge flock of 35-40 mutas and almost nothing can stop it from doing damage. You can chase them around with marines and stalkers but that is not very effective... If the zerg knows what he is doing , he will know when to fly away with no losses.
Watch Idra's ZvT and you will found out what I'm talking about.

I play zerg, so im not biased


15 voidrays are not easy to stop either, so that logic doesn't work. You can't allow your opponent to get that big of a lead.

30 mutas = 3000/3000 minerals/gas
15 voidrays = 3750/2250 minerals/gas

If a zerg player sees 15 voidays attacking without being prepared for it it's instant gg. Protoss just need to learn to scout for spires now that mutalisk strategies are becoming popular.
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
October 25 2011 13:40 GMT
#157
On October 25 2011 22:22 Dalavita wrote:
The main reason marines are so strong in SC2 is because speedlings and mutalisks, and to a lesser degree chargelots are so strong. If marines ever got nerfed, those three units would have to be readjusted or Terran wouldn't be able to compete on any level.


What about mech? I think you are wrong, especially with the addition of the units we saw from HotS. Speedling runbies will be dealt easily with shredder, and battle hellion can take out the chargelots. The warhound also deals with the mutalisks.
Flying, sOs, free, Light, Soulkey & ZerO
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
October 25 2011 13:42 GMT
#158
I wouldn't say mutas are OP, but it is by far the most annoying unit in the game, and anything Blizzard adds to the game that will render them less viable I will welcome gladly. I hate mutas with a passion... :/
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
October 25 2011 13:45 GMT
#159
On October 25 2011 22:39 Manical wrote:
Show nested quote +
On October 25 2011 22:29 Pr0wler wrote:
The problem with the mutalisks is that you can select like 50(or even 100 if you want) of them at once. So now in SC2 we have zergs flying around with their huge flock of 35-40 mutas and almost nothing can stop it from doing damage. You can chase them around with marines and stalkers but that is not very effective... If the zerg knows what he is doing , he will know when to fly away with no losses.
Watch Idra's ZvT and you will found out what I'm talking about.

I play zerg, so im not biased


15 voidrays are not easy to stop either, so that logic doesn't work. You can't allow your opponent to get that big of a lead.

30 mutas = 3000/3000 minerals/gas
15 voidrays = 3750/2250 minerals/gas

If a zerg player sees 15 voidays attacking without being prepared for it it's instant gg. Protoss just need to learn to scout for spires now that mutalisk strategies are becoming popular.

Except it's a million times easier to get 30 mutas than 15 void rays. For one, a zerg can instantly produce them from a bunch of hatches, whereas a toss would have to sit on a few stargates for 5-10 minutes. Second, Zerg usually gets a spire anyway for corruptors, so a mass tech switch to mutas is unscoutable.
ALPINA
Profile Joined May 2010
3791 Posts
October 25 2011 13:45 GMT
#160
On October 25 2011 22:42 HaXXspetten wrote:
I wouldn't say mutas are OP, but it is by far the most annoying unit in the game, and anything Blizzard adds to the game that will render them less viable I will welcome gladly. I hate mutas with a passion... :/


Yes it's annoying for terran and protoss. But for zerg hellions, marines, thors, tanks, stalkers, sentries are all annoying so what? I mean half the people are having problems with mutas cause it's not easy to deal with them, but it's a problem of a player, not unit or balance. When 20 hellions are comming into my base and I am not prepared I know I am dead, same with mutas.
You should never underestimate the predictability of stupidity
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