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[D]Are mutalisks overpowered in WOL?? - Page 87

Forum Index > SC2 General
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Mindcrime
Profile Joined July 2004
United States6899 Posts
Last Edited: 2011-12-13 05:16:47
December 13 2011 05:16 GMT
#1721
On December 13 2011 14:05 Azzur wrote:
Yep, I felt that Blizzard got the air-balance model wrong in BW. Single purpose air-units like valkyries and devourers should counter all air units (including BCs and Carriers).


That is one of the dumbest things I have ever read on tl outside of the general forum.
That wasn't any act of God. That was an act of pure human fuckery.
denzelz
Profile Blog Joined November 2009
United States604 Posts
December 13 2011 05:17 GMT
#1722
On December 13 2011 12:58 VTPerfect wrote:
What i don't like about mutas is the random luck factor in PvZ. The more Zerg skimps the more mutas he will be able to produce, and the more mutas he will be able to produce increases the probability that he will decimate a decent amount of probes or even win the game if the protoss player skimped on gateways. What makes the unit as a whole bad is because there is no real hard counter to Muta only soft counter and even then base racing situations happen every single time the Zerg isnt able to win in an army vs army battle. This problem was increased by the removal of storm warp ins and the +40 second blink nerf.

From a pro player standpoint its pretty annoying when you watch a replay and see the zerg would have died if you attacked at X point but because you didnt he got 4 extra Muta's and you went fast robotics tech so now you lose. Or having to guess where zergs hidden buildings are when ur base is on the clock.


Having to guess what Zerg tech is? You mean like playing ZvT as a Zerg? I mean, what's the big deal about being able to scout the Zerg effectively? Protoss has the Observer, which is much much better than Overseer for scouting.
nt-rAven
Profile Joined February 2011
Canada405 Posts
December 13 2011 05:18 GMT
#1723
no one can scout terran early game lol marine good unit
get owned
Azzur
Profile Blog Joined July 2010
Australia6267 Posts
Last Edited: 2011-12-13 05:25:01
December 13 2011 05:20 GMT
#1724
Anyways, for those that think the mutalisk balance is all well-and-good in WoL, let me remind you that vanilla SC1 would be completely unplayable because mutalisks would definitely be too powerful. Note:
- No medics = dead marines.
- Cheaper SVs (in 1.08), i.e. irradiate.
- Cheaper turrents (from 100 to 75).
- Valkyries (although this is not really a good example, since they are quite bad units except in very specific circumstances).

- Corsairs (I wonder how did protoss fought against mutas back in vanilla SC1?).
- Buffed dragoons (ok, in 1.03 which is still within SC1, but 1.00 dragons were shocking).
Azzur
Profile Blog Joined July 2010
Australia6267 Posts
December 13 2011 05:22 GMT
#1725
On December 13 2011 14:16 Mindcrime wrote:
Show nested quote +
On December 13 2011 14:05 Azzur wrote:
Yep, I felt that Blizzard got the air-balance model wrong in BW. Single purpose air-units like valkyries and devourers should counter all air units (including BCs and Carriers).


That is one of the dumbest things I have ever read on tl outside of the general forum.

Well, aren't you very clever - sure, you can disagree but to just throw down feeble insults without any backing behind it is pretty weak.
Mordanis
Profile Blog Joined January 2011
United States893 Posts
December 13 2011 05:28 GMT
#1726
On December 13 2011 13:38 ZorBa.G wrote:
Show nested quote +
On December 13 2011 13:25 Azzur wrote:
On December 13 2011 13:16 Fruscainte wrote:
On December 13 2011 13:14 Azzur wrote:
On December 13 2011 13:09 Fruscainte wrote:
On December 13 2011 13:08 Azzur wrote:
In my opinion, it is a mistake to make a multi-purpose, and fast, mobile air unit with no hard counter to it. I find it a bit ridiculous that mutalists > vikings for instance when the purpose of the viking is anti-air.

Mutalisks should've had either it's ground or attack-attack reduced so that a specific unit could counter it more soundly.


This is the exact type of thinking that ruins true balance. Stop with this nonsensical implications of the need of "hard counters"

Please, just stop.

Actually, I never claimed that hard counters should exist for everything.


You claimed that since Vikings are Anti-Air, they should beat other air units that are more diverse for the sole fact of them being anti-air themselves.

That's a plea for hard counters, despite how subtle.

I find it a bit ridiculous that mutalists > vikings for instance when the purpose of the viking is anti-air.

so that a specific unit could counter it more soundly.


For reference.

Again, I'm not saying that hard-counters are needed for all situations - just that in regards to mutalisks (because they are so flexible), something needs to hard-counter them (e.g. vikings). Repeating myself, but if the mutalisks lost part of their flexibility (e.g. speed), then I don't see the need for hard-counters anymore.

Anyways, fortunately for the terrans, they have found a way to handle highly mobile mutalisks, but when watching the games, I often conclude that it is very very difficult for the average player to defend like the koreans do. The same cannot be said for the protoss, I believe they have found no answer to them yet.

Thus, the original intention of the OP - blizzard has clearly seen the power of the mutalisks, and in HoTS, they are introducing many units that can counter them more soundly. If you don't agree with me, blizzard certainly does.


Blizzard also agreed that the Chargelot/Archon composition was a problem in T v P. This was before they nerfed emp and made Toss upgrades cheaper.

I think Toss just wants everything on a silver platter, really.

EDIT: If to say Toss was to get a hard counter to Mutas, how do you suppose Zerg is meant to keep you in your base? Zerg units are hardly cost effective against Terran units let alone Toss units. Zerg actually has to keep you contained in your base. It's no different as to why Zergs utilise mutas to keep the Terran army in his base.

Some might say it's easier for Terran to deal with it. But believe me, after a large muta count it gets very difficult for Terran to deal with as well. I really think Toss just needs to learn how to deal with it instead of begging for Blizzard hand-outs. The amount of ground AOE a Toss army has is already a bit over the top imo...... let alone air aoe by the tempest.

Clearly one third of the population that plays SC2 is selfish and lazy and plays one race, and the other two thirds play two races and have to put up with the first group's shit. Am I missing logic or is this the most thinly veiled ( x OP, plz nerf) post in history. Also the current trends in strategy take care of what you are talking about. Protoss FFE and Z takes an early third. Both go for a strong deathball, infestor BL corruptor vs. x protoss deathball. Please think logically though, One race is not going to be very different in their behavior from another. Some players from every race have whined, and some have steered away from talking about balance. I am not going to say that mutas are OP or not, I just want there to be a decent discussion, and lambasting a third of the community while giving the rest a pass does not contribute. Please try to be less biased.
I love the smell of napalm in the morning... it smells like... victory. -_^ Favorite SC2 match ->Liquid`HerO vs. SlayerS CranK g.1 @MLG Summer Championship
Lavi
Profile Joined November 2011
Bangladesh793 Posts
December 13 2011 05:31 GMT
#1727
I have confidence blizzard will be changing H.O.T.S. up quite a bit by the time it launches.
If they launched it now it would just be almost comical, because Protoss would then have an easy-to-use mobile Deathball that is able to AOE both Ground AND Air... ಠ_ಠ;;;;

Empyrean
Profile Blog Joined September 2004
17082 Posts
December 13 2011 05:32 GMT
#1728
On December 13 2011 14:22 Azzur wrote:
Show nested quote +
On December 13 2011 14:16 Mindcrime wrote:
On December 13 2011 14:05 Azzur wrote:
Yep, I felt that Blizzard got the air-balance model wrong in BW. Single purpose air-units like valkyries and devourers should counter all air units (including BCs and Carriers).


That is one of the dumbest things I have ever read on tl outside of the general forum.

Well, aren't you very clever - sure, you can disagree but to just throw down feeble insults without any backing behind it is pretty weak.


To be fair, you didn't back up your assertion either. You simply gave your opinion without any reason as to why other people should agree with you.
Moderator
SnowfaLL
Profile Joined December 2008
Canada730 Posts
December 13 2011 05:35 GMT
#1729
On December 13 2011 14:28 Mordanis wrote:
Show nested quote +
On December 13 2011 13:38 ZorBa.G wrote:
On December 13 2011 13:25 Azzur wrote:
On December 13 2011 13:16 Fruscainte wrote:
On December 13 2011 13:14 Azzur wrote:
On December 13 2011 13:09 Fruscainte wrote:
On December 13 2011 13:08 Azzur wrote:
In my opinion, it is a mistake to make a multi-purpose, and fast, mobile air unit with no hard counter to it. I find it a bit ridiculous that mutalists > vikings for instance when the purpose of the viking is anti-air.

Mutalisks should've had either it's ground or attack-attack reduced so that a specific unit could counter it more soundly.


This is the exact type of thinking that ruins true balance. Stop with this nonsensical implications of the need of "hard counters"

Please, just stop.

Actually, I never claimed that hard counters should exist for everything.


You claimed that since Vikings are Anti-Air, they should beat other air units that are more diverse for the sole fact of them being anti-air themselves.

That's a plea for hard counters, despite how subtle.

I find it a bit ridiculous that mutalists > vikings for instance when the purpose of the viking is anti-air.

so that a specific unit could counter it more soundly.


For reference.

Again, I'm not saying that hard-counters are needed for all situations - just that in regards to mutalisks (because they are so flexible), something needs to hard-counter them (e.g. vikings). Repeating myself, but if the mutalisks lost part of their flexibility (e.g. speed), then I don't see the need for hard-counters anymore.

Anyways, fortunately for the terrans, they have found a way to handle highly mobile mutalisks, but when watching the games, I often conclude that it is very very difficult for the average player to defend like the koreans do. The same cannot be said for the protoss, I believe they have found no answer to them yet.

Thus, the original intention of the OP - blizzard has clearly seen the power of the mutalisks, and in HoTS, they are introducing many units that can counter them more soundly. If you don't agree with me, blizzard certainly does.


Blizzard also agreed that the Chargelot/Archon composition was a problem in T v P. This was before they nerfed emp and made Toss upgrades cheaper.

I think Toss just wants everything on a silver platter, really.

EDIT: If to say Toss was to get a hard counter to Mutas, how do you suppose Zerg is meant to keep you in your base? Zerg units are hardly cost effective against Terran units let alone Toss units. Zerg actually has to keep you contained in your base. It's no different as to why Zergs utilise mutas to keep the Terran army in his base.

Some might say it's easier for Terran to deal with it. But believe me, after a large muta count it gets very difficult for Terran to deal with as well. I really think Toss just needs to learn how to deal with it instead of begging for Blizzard hand-outs. The amount of ground AOE a Toss army has is already a bit over the top imo...... let alone air aoe by the tempest.

Clearly one third of the population that plays SC2 is selfish and lazy and plays one race, and the other two thirds play two races and have to put up with the first group's shit. Am I missing logic or is this the most thinly veiled ( x OP, plz nerf) post in history. Also the current trends in strategy take care of what you are talking about. Protoss FFE and Z takes an early third. Both go for a strong deathball, infestor BL corruptor vs. x protoss deathball. Please think logically though, One race is not going to be very different in their behavior from another. Some players from every race have whined, and some have steered away from talking about balance. I am not going to say that mutas are OP or not, I just want there to be a decent discussion, and lambasting a third of the community while giving the rest a pass does not contribute. Please try to be less biased.


Yea Zorba has been banned before for protoss bashing, so no one should be surprised with his replies

Speaking of his accusations that Protoss "cries for handouts" and "wants everything on a silver platter"... Its ironic that another race was actually the one who complained to blizzard until certain things were patched (hint, not protoss) and with the most vocal balance complainers in the progaming/non-korean scene. Not saying either race is imbalanced, but to accuse Protoss as being the ones who want everything on a silver platter is absurd in comparison to what we seen in the past (who can forget the wonderful web show "IMBALANCED!", as unbiased as can be) lol
Favorites: Moon, Grubby, Naniwa, TAiLS, viOLeT, DongRaeGu
Azzur
Profile Blog Joined July 2010
Australia6267 Posts
Last Edited: 2011-12-13 05:57:45
December 13 2011 05:35 GMT
#1730
On December 13 2011 14:32 Empyrean wrote:
Show nested quote +
On December 13 2011 14:22 Azzur wrote:
On December 13 2011 14:16 Mindcrime wrote:
On December 13 2011 14:05 Azzur wrote:
Yep, I felt that Blizzard got the air-balance model wrong in BW. Single purpose air-units like valkyries and devourers should counter all air units (including BCs and Carriers).


That is one of the dumbest things I have ever read on tl outside of the general forum.

Well, aren't you very clever - sure, you can disagree but to just throw down feeble insults without any backing behind it is pretty weak.


To be fair, you didn't back up your assertion either. You simply gave your opinion without any reason as to why other people should agree with you.

Yep, but when giving my opinion, I didn't insult anyone. Just blindly insulting someone is just plain immaturity.

Anyways, I made alot of posts regarding this topic and it'll be good to summarise them all in 1 post:
- The OP title was, 'Are mutalisks overpowered in WoL?'. My answer to that question is, 'Yes', based on the fact that mutalisks are a multi-purpose (attack air and ground) and very mobile unit without any hard counter.
- I assert that if one of their characteristics is taken away (e.g. not mobile or not multi-purpose), then a hard counter is not needed.
- I also suggest that single purpose units should counter multi-purpose units.
- The OP provides good evidence: the introduction of many anti-muta units in HoTS seem to point out that Blizzard also thinks that this is the case.
- From a viewer perspective, in particular the ZvP matchup, I feel they are too powerful. In TvZ, they are already very destructive but terrans have found ways of dealing with it.
- I cite a historical example: SC1 would be almost unplayable because of mutalisks.
Kharnage
Profile Joined September 2011
Australia920 Posts
December 13 2011 06:07 GMT
#1731
On December 13 2011 13:38 ZorBa.G wrote:
Show nested quote +
On December 13 2011 13:25 Azzur wrote:
On December 13 2011 13:16 Fruscainte wrote:
On December 13 2011 13:14 Azzur wrote:
On December 13 2011 13:09 Fruscainte wrote:
On December 13 2011 13:08 Azzur wrote:
In my opinion, it is a mistake to make a multi-purpose, and fast, mobile air unit with no hard counter to it. I find it a bit ridiculous that mutalists > vikings for instance when the purpose of the viking is anti-air.

Mutalisks should've had either it's ground or attack-attack reduced so that a specific unit could counter it more soundly.


This is the exact type of thinking that ruins true balance. Stop with this nonsensical implications of the need of "hard counters"

Please, just stop.

Actually, I never claimed that hard counters should exist for everything.


You claimed that since Vikings are Anti-Air, they should beat other air units that are more diverse for the sole fact of them being anti-air themselves.

That's a plea for hard counters, despite how subtle.

I find it a bit ridiculous that mutalists > vikings for instance when the purpose of the viking is anti-air.

so that a specific unit could counter it more soundly.


For reference.

Again, I'm not saying that hard-counters are needed for all situations - just that in regards to mutalisks (because they are so flexible), something needs to hard-counter them (e.g. vikings). Repeating myself, but if the mutalisks lost part of their flexibility (e.g. speed), then I don't see the need for hard-counters anymore.

Anyways, fortunately for the terrans, they have found a way to handle highly mobile mutalisks, but when watching the games, I often conclude that it is very very difficult for the average player to defend like the koreans do. The same cannot be said for the protoss, I believe they have found no answer to them yet.

Thus, the original intention of the OP - blizzard has clearly seen the power of the mutalisks, and in HoTS, they are introducing many units that can counter them more soundly. If you don't agree with me, blizzard certainly does.


Blizzard also agreed that the Chargelot/Archon composition was a problem in T v P. This was before they nerfed emp and made Toss upgrades cheaper.

I think Toss just wants everything on a silver platter, really.

EDIT: If to say Toss was to get a hard counter to Mutas, how do you suppose Zerg is meant to keep you in your base? Zerg units are hardly cost effective against Terran units let alone Toss units. Zerg actually has to keep you contained in your base. It's no different as to why Zergs utilise mutas to keep the Terran army in his base.

Some might say it's easier for Terran to deal with it. But believe me, after a large muta count it gets very difficult for Terran to deal with as well. I really think Toss just needs to learn how to deal with it instead of begging for Blizzard hand-outs. The amount of ground AOE a Toss army has is already a bit over the top imo...... let alone air aoe by the tempest.


How can you make these opposing statements without thinking to yourself "hang on a seeeec"

Here are a bunch of things which make terran dealing with large muta count better than protoss. Marines + Stim, Thors, Turrets (turrets have better dps, better range and better armour when upgraded and cost less) and that's very difficult for Terran

Protoss do not have those things. Stalkers are more expensive and not as good at dealing with mutas as marines. Archons are a short range thor, and storm requires a HT with the energy and getting the storm into the muta ball before the HT dies. And the mutas can fly out of the storm. If terran is very difficult what does protoss classify as? fucking rediculous?

Yes, Tempest is a shit solution. I think every protoss would much rather the pheonix got tweaked in some way so that it's good at killing mutas cost for cost. Reduce their cost or make them better. 1 for 1 the pheonix needs to be better than a muta and 12 to 12 it should be no question. the protoss player has invested 600 more minerals into their air force at that point, they should be rofl stomping by then. If you make the pheonix cost 100/50 and removed the grav beam the problem is solved. I honestly don't know how anyone can compare muta to pheonix and come up with pheonix should cost more.
-Jackal-
Profile Joined September 2011
38 Posts
December 13 2011 06:17 GMT
#1732
Yes, they are overpowered. A fast, mobile air unit that doest splash damage against light units (workers) is custom made to ruin economy and keep players in their bases. Terran and Protoss have no way to inflict the same damage or contain. Therefore Zerg has a mechanic the other races do not have access to... and more importantly - not effective way to counter. This is the definition of OP. End of story.
Streaming @: www.twitch.tv./tspau1
Ziggitz
Profile Joined September 2010
United States340 Posts
Last Edited: 2011-12-13 06:21:28
December 13 2011 06:17 GMT
#1733
You realize mutas were better in every possible way in broodwar right?

-Less larva meant that making power units like mutas were a much better use of larva.
-They were way more microable
-Barracks didn't have reactors for marines and marines had a lower rate of fire, base 40 hit points with no combat shield upgrade, base range of 4 with an upgrade to 5 and dropships and medics were 2 separate units which also cut into marine production.
-Mutas had 1 more range than archons.
-You could use micro to mitigate irradiate and anti air aoe wasa lot less effective as a whole.
-Dragoons were far less effective at dealing with them as stalkers are now.

If you took mutalisks as they are now and put them in broodwar zerg would have been a completely broken race. Mutalisks were pound for pound a better unit in broodwar and had to deal with far less effective hardcounters.

Yes, they are overpowered. A fast, mobile air unit that doest splash damage against light units (workers) is custom made to ruin economy and keep players in their bases. Terran and Protoss have no way to inflict the same damage or contain. Therefore Zerg has a mechanic the other races do not have access to... and more importantly - not effective way to counter. This is the definition of OP. End of story.


1.) mutalisks do not do splash damage.
2.) They do no extra damage to light units

I believe you are mistaking the mutalisk for the hellion, or possibly just have no clue what you're talking about.
GumThief
Profile Joined April 2010
Canada284 Posts
December 13 2011 06:27 GMT
#1734
On December 13 2011 15:17 Ziggitz wrote:
You realize mutas were better in every possible way in broodwar right?

-Less larva meant that making power units like mutas were a much better use of larva.
-They were way more microable
-Barracks didn't have reactors for marines and marines had a lower rate of fire, base 40 hit points with no combat shield upgrade, base range of 4 with an upgrade to 5 and dropships and medics were 2 separate units which also cut into marine production.
-Mutas had 1 more range than archons.
-You could use micro to mitigate irradiate and anti air aoe wasa lot less effective as a whole.
-Dragoons were far less effective at dealing with them as stalkers are now.

If you took mutalisks as they are now and put them in broodwar zerg would have been a completely broken race. Mutalisks were pound for pound a better unit in broodwar and had to deal with far less effective hardcounters.

Show nested quote +
Yes, they are overpowered. A fast, mobile air unit that doest splash damage against light units (workers) is custom made to ruin economy and keep players in their bases. Terran and Protoss have no way to inflict the same damage or contain. Therefore Zerg has a mechanic the other races do not have access to... and more importantly - not effective way to counter. This is the definition of OP. End of story.


1.) mutalisks do not do splash damage.
2.) They do no extra damage to light units

I believe you are mistaking the mutalisk for the hellion, or possibly just have no clue what you're talking about.



Mutas countered archons in BW now? God I missed the boat all those years..

And I still have nightmares of frantically trying to click on the muta in my flock which was irradiated O_O

Point is BW is not SC2. To be honest I don't see any parallel other than some units having the same name.


Give Phoenix a splash like corsair in BW and what do we have? Interesting i think
:))
Nayl
Profile Joined March 2010
Canada413 Posts
December 13 2011 06:28 GMT
#1735
On December 13 2011 15:17 Ziggitz wrote:
You realize mutas were better in every possible way in broodwar right?

-Less larva meant that making power units like mutas were a much better use of larva.
-They were way more microable
-Barracks didn't have reactors for marines and marines had a lower rate of fire, base 40 hit points with no combat shield upgrade, base range of 4 with an upgrade to 5 and dropships and medics were 2 separate units which also cut into marine production.
-Mutas had 1 more range than archons.
-You could use micro to mitigate irradiate and anti air aoe wasa lot less effective as a whole.
-Dragoons were far less effective at dealing with them as stalkers are now.

If you took mutalisks as they are now and put them in broodwar zerg would have been a completely broken race. Mutalisks were pound for pound a better unit in broodwar and had to deal with far less effective hardcounters.

Show nested quote +
Yes, they are overpowered. A fast, mobile air unit that doest splash damage against light units (workers) is custom made to ruin economy and keep players in their bases. Terran and Protoss have no way to inflict the same damage or contain. Therefore Zerg has a mechanic the other races do not have access to... and more importantly - not effective way to counter. This is the definition of OP. End of story.


1.) mutalisks do not do splash damage.
2.) They do no extra damage to light units

I believe you are mistaking the mutalisk for the hellion, or possibly just have no clue what you're talking about.


Muta attacks hit 3 targets. While its not splash, its still pretty significant when it comes to worker harassment.

You can't just say BW mutas were better. BW also had units that hardcountered mutas, you never see mutas 20 mins into the game because Archons/vessel/templars etc just completely demolish muta micro, where as Mutas in SC2 is pretty much viable all game long.
Azzur
Profile Blog Joined July 2010
Australia6267 Posts
December 13 2011 06:28 GMT
#1736
On December 13 2011 15:17 Ziggitz wrote:
You realize mutas were better in every possible way in broodwar right?

-Less larva meant that making power units like mutas were a much better use of larva.
-They were way more microable
-Barracks didn't have reactors for marines and marines had a lower rate of fire, base 40 hit points with no combat shield upgrade, base range of 4 with an upgrade to 5 and dropships and medics were 2 separate units which also cut into marine production.
-Mutas had 1 more range than archons.
-You could use micro to mitigate irradiate and anti air aoe wasa lot less effective as a whole.
-Dragoons were far less effective at dealing with them as stalkers are now.

If you took mutalisks as they are now and put them in broodwar zerg would have been a completely broken race. Mutalisks were pound for pound a better unit in broodwar and had to deal with far less effective hardcounters.

I disagree with you about mutas vs irradiate. In my opinion, no amount of micro could mitigate irradiate and eventually, the zergs are going to be forced to transition out of them. However, I agree that prior to irradiate, mutas are even better in BW. However, I didn't like this aspect of BW - prior to SVs, mutas are OP but after it, mutas are weak.

In regards to protoss, corsairs were pretty good against them and storm did more damage. However, I do agree that protoss has a very tough time against them.
Nayl
Profile Joined March 2010
Canada413 Posts
December 13 2011 06:35 GMT
#1737
On December 13 2011 15:28 Azzur wrote:
Show nested quote +
On December 13 2011 15:17 Ziggitz wrote:
You realize mutas were better in every possible way in broodwar right?

-Less larva meant that making power units like mutas were a much better use of larva.
-They were way more microable
-Barracks didn't have reactors for marines and marines had a lower rate of fire, base 40 hit points with no combat shield upgrade, base range of 4 with an upgrade to 5 and dropships and medics were 2 separate units which also cut into marine production.
-Mutas had 1 more range than archons.
-You could use micro to mitigate irradiate and anti air aoe wasa lot less effective as a whole.
-Dragoons were far less effective at dealing with them as stalkers are now.

If you took mutalisks as they are now and put them in broodwar zerg would have been a completely broken race. Mutalisks were pound for pound a better unit in broodwar and had to deal with far less effective hardcounters.

I disagree with you about mutas vs irradiate. In my opinion, no amount of micro could mitigate irradiate and eventually, the zergs are going to be forced to transition out of them. However, I agree that prior to irradiate, mutas are even better in BW. However, I didn't like this aspect of BW - prior to SVs, mutas are OP but after it, mutas are weak.

In regards to protoss, corsairs were pretty good against them and storm did more damage. However, I do agree that protoss has a very tough time against them.


That's what made BW metagame interesting. Each race has an advantage over at certain point in the game, and whoever manages to exploit this point the best wins. In SC2, this isn't as clear. There are some early timing pushes, but in mid game, no race has a particular advantage over another, often resulting in boring turtles into deathball comps.
Xayvier
Profile Joined November 2010
United States387 Posts
December 13 2011 06:53 GMT
#1738
On December 13 2011 13:08 Azzur wrote:
In my opinion, it is a mistake to make a multi-purpose, and fast, mobile air unit with no hard counter to it. I find it a bit ridiculous that mutalists > vikings for instance when the purpose of the viking is anti-air.

Mutalisks should've had either it's ground or attack-attack reduced so that a specific unit could counter it more soundly.

I know you almost never get to this point, but 3/3 vikings destroy 3/3 mutas.
ander
Profile Blog Joined September 2010
Canada403 Posts
Last Edited: 2011-12-13 06:58:37
December 13 2011 06:58 GMT
#1739
On December 13 2011 14:17 denzelz wrote:
Show nested quote +
On December 13 2011 12:58 VTPerfect wrote:
What i don't like about mutas is the random luck factor in PvZ. The more Zerg skimps the more mutas he will be able to produce, and the more mutas he will be able to produce increases the probability that he will decimate a decent amount of probes or even win the game if the protoss player skimped on gateways. What makes the unit as a whole bad is because there is no real hard counter to Muta only soft counter and even then base racing situations happen every single time the Zerg isnt able to win in an army vs army battle. This problem was increased by the removal of storm warp ins and the +40 second blink nerf.

From a pro player standpoint its pretty annoying when you watch a replay and see the zerg would have died if you attacked at X point but because you didnt he got 4 extra Muta's and you went fast robotics tech so now you lose. Or having to guess where zergs hidden buildings are when ur base is on the clock.


Having to guess what Zerg tech is? You mean like playing ZvT as a Zerg? I mean, what's the big deal about being able to scout the Zerg effectively? Protoss has the Observer, which is much much better than Overseer for scouting.


All you basically said is "use observers lol". I'm pretty sure thats been considered already.

He's talking about the way the timings work out. There is no way to get an observer in time to realize that zerg has cut all these corners to get mutas and you have a timing. Even if you do scout that window, you've invested money and time into robo tech that you needed for your gateway timing to be effective in any way.

So basically, you can scout with your observer just in time to watch mutas flying towards your base, or you can go for a 6-7gate timing and cross your fingers.
MagmaRam
Profile Joined October 2010
United States395 Posts
December 13 2011 08:17 GMT
#1740
On December 13 2011 14:35 Azzur wrote:
Show nested quote +
On December 13 2011 14:32 Empyrean wrote:
On December 13 2011 14:22 Azzur wrote:
On December 13 2011 14:16 Mindcrime wrote:
On December 13 2011 14:05 Azzur wrote:
Yep, I felt that Blizzard got the air-balance model wrong in BW. Single purpose air-units like valkyries and devourers should counter all air units (including BCs and Carriers).


That is one of the dumbest things I have ever read on tl outside of the general forum.

Well, aren't you very clever - sure, you can disagree but to just throw down feeble insults without any backing behind it is pretty weak.


To be fair, you didn't back up your assertion either. You simply gave your opinion without any reason as to why other people should agree with you.

Yep, but when giving my opinion, I didn't insult anyone. Just blindly insulting someone is just plain immaturity.

Anyways, I made alot of posts regarding this topic and it'll be good to summarise them all in 1 post:
- The OP title was, 'Are mutalisks overpowered in WoL?'. My answer to that question is, 'Yes', based on the fact that mutalisks are a multi-purpose (attack air and ground) and very mobile unit without any hard counter.
- I assert that if one of their characteristics is taken away (e.g. not mobile or not multi-purpose), then a hard counter is not needed.
- I also suggest that single purpose units should counter multi-purpose units.
- The OP provides good evidence: the introduction of many anti-muta units in HoTS seem to point out that Blizzard also thinks that this is the case.
- From a viewer perspective, in particular the ZvP matchup, I feel they are too powerful. In TvZ, they are already very destructive but terrans have found ways of dealing with it.
- I cite a historical example: SC1 would be almost unplayable because of mutalisks.


Mutalisks have no hard-counter? I may be misunderstanding you here, but it seems like mutalisks have plenty of hard counters in WOL. We'll ignore ZvZ for the moment because I know nothing about that matchup, and mirrors are balanced by default barring positional issues.

Against Terran, Mutalisks have a lot to deal with. Missile turrets are possibly the most effective AA static defense in the game, and just to rub in the high damage it does, they can be mass repaired, far outhealing the damage mutas are going to do. However, this can only hit one mutalisk at once, and mutas come in groups. Also, the bounce attack is going to hit repairing SCVs, and repair takes away mining time. Fighting a marine/tank army with mutas is a nightmare, and stim marines+medivacs will shred a muta flock frighteningly fast, while the mutas have less range than the marines. Against a more mech-based army, Thors serve as the usual counter to mutalisks, however in small numbers Thors are easily beaten with magic box.

Conclusion: Missile turrets cover defense, Marines shred mutas, and thors do well when they can use their splash damage.

Protoss I know less about, but it seems like there are some counters to mutalisks. Stalkers can fight mutas, but with less effectiveness than Marines due to a lower DPS. I've heard both claims that mutas beat stalkers cost-wise, and claims that stalkers win. With blink micro, I'd give it to the stalkers, but that's micro vs. a-move. Templar tech deals with mutas somewhat effectively. Psi Storm will destroy large numbers of mutalisks, but a zerg player who isn't either half-asleep or injecting larvae will fly out of storms, taking minimal damage. If the Protoss isn't paying attention, the templar will just get sniped before they can do anything. Archons can destroy mutas. Stargate has the phoenix, but it seems to be unused for fighting mutas, probably because of the amount of micro to keep out of range of mutalisks. Even so, it seems like it would be effective, though it's probably not for reasons somebody will tell me. Photon Cannons seem to do okay against mutas, but lack the DPS or

Conclusion: Protoss has far less effective ways to deal with mutalisks than Terran does, but the strong AOE of templar tech and bio damage combined with splash of archons can do very well. Overall, if Mutas are OP, it's against protoss.

Correct me if I got anything facts wrong.
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