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[D]Are mutalisks overpowered in WOL?? - Page 93

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eFonSG
Profile Joined November 2010
United States255 Posts
January 17 2012 20:26 GMT
#1841
Well for me, the thing with mutas is the constant threat of being harrassed and being forced to play defensively, while simultaneously you feel like you have to pressure or the muta ball gets out of control. It feels like the controller of the mutas doesnt actually have to harass that much, just the map control given by the mutas is a huge huge plus(more than any other unit in the game). The worst part is that you dont HAVE to be very active with the mutas ( clearly someone who is will be better for the most part), the threat alone is basically enough to justify their cost. I dont think its overpowered though, you have to factor in the fact that with muta/ling you cannot confront a toss ball with storm. Its very very easy to blow a huge lead with mutas if you are not careful. So as a toss player i tell myself that when i play against mutas, i just put stalkers in commonly harassed areas, tech to storm and push. If he counters, then he counters and ill play a base trade.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
January 19 2012 18:12 GMT
#1842
Speaking for zvp: Usually they do roach/ling into muta and it's so deadly if you're not 100% ready. On a map like taldarim altar it's very hard to defend three bases because of the lay-out. If you think the spire is just for corruptors you will just lose the game instantly. The main thing I feel like is too strong about mutas is that they instantly shut down all agression because fo a basetrade threat. You simply cannot move out until you have mothership/archon/ht. This leads to 40min games where one mistake can easily cost you the game. It's also so easy for the zerg to take the entire map and tech to infestors and broodlords freely. It's ridiculous atm if you ask me T.T
Valor is a poor substitute for numbers.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 19 2012 18:27 GMT
#1843
On January 20 2012 03:12 Arcanefrost wrote:
Speaking for zvp: Usually they do roach/ling into muta and it's so deadly if you're not 100% ready. On a map like taldarim altar it's very hard to defend three bases because of the lay-out. If you think the spire is just for corruptors you will just lose the game instantly. The main thing I feel like is too strong about mutas is that they instantly shut down all agression because fo a basetrade threat. You simply cannot move out until you have mothership/archon/ht. This leads to 40min games where one mistake can easily cost you the game. It's also so easy for the zerg to take the entire map and tech to infestors and broodlords freely. It's ridiculous atm if you ask me T.T


Taldarim altar is burtal against mutas. There is no way to move out and feel safe. My main issue with mutas it is so hard to punish them without an AOE. Storm is not enough, since the zerg either has to mess up or sign up to get hit with it. Cannons are not sufficent, since you need so many. Even if I sign up for the basetrade, the game becomes this messed up game of wack-a-mole, where I try to keep my buildings alive while hunting down random bases and buildings. The whole thing gives the zerg to much control over how the game will progress.

Excited for the Tempest. Anything that will allow me to take a chunk out of the muta flock.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Mjolnir
Profile Joined January 2009
912 Posts
January 19 2012 18:36 GMT
#1844
On December 15 2011 07:26 xlava wrote:
Show nested quote +
On December 15 2011 02:50 Big J wrote:
On December 15 2011 01:36 RehnFreemark wrote:
On December 15 2011 01:24 Big J wrote:
But again I want to point out, that even with the phoenix being a great mutalisk counter, I'm not saying you should throw down double starport as reaction to mutalisks. You should only build phoenixes against mutalisks if you already happen to have 2starports up.


Which is fine, but the consequence is that if you don't already have 2 stargates up, your only way to go (other than the already discussed very all in early timing push) is resorting to subpar counter units (stalkers) and trying to tech up to the very deep and costly storm templars, which in the meanwhile leaves your 2-3 bases open to continuous harassment, while you have absolutely 0 chance to harass your opponent yourself. Unless zerg uses mutas very badly (-> doesn't really harass), the mere economic abyss that will be created between you and him will crush you, possibly even if you reach storm templars (basically you can keep going for a while, he'll throw stuff and stuff at you and sooner or later you won't have any more money to reinforce).

The simple thing we are asking is to allow us the possibility to switch to phoenix as a proper counter, I'll tell you what I personally would be ok with a phoenix nerf such as removing the graviton beam ability to allow the unit to just become a more all-round viable resource vs mutalisks. I think it would be a fine compromise since honestly graviton beam is only used as a harassment tool because Protoss don't really have much else to harass with. Just to say, it's not like we want phoenix to become a god unit period.


I'm sorry, but you're talking as if nothing happened in that 12-13mins of the game, before mutalisks usually are being built.
If no big engagement has taken place you should be on robo+twilight+blink+3 fully saturated bases against 3-4 zerg bases at that time. You should have 20+ stalkers+ a reasonable zealot/sentry count at that time and Templar Archives coming.
Pretty much every mutalisk win comes from Protoss not having this setup... Well then you're dead if mutas are coming. At the current metagame I just think that it is HT>Colossus. If you go colossus before templar you flip a coin. If you don't go blink you flip a coin. If you don't go 1-2canons per mineral line you flip a coin. If you attack into a zerg without having scouting informations about his army size, you flip a coin.

I don't get why people think it is cornercutting if zerg plays without some roaches+roach speed + zerglings with zergling speed in ZvP, without an anticollossus spire, without scouting overseers, without preemtive evo+spores+extra queens against dts and air and without a reasonable hive timing, but Protoss shouldn't need a general setup to be able to react to the things zerg can throw at him.
Deal with it... If you go colossus>HT and no blink and he plays mutalisks he simply countered what you did and you lost...
Adapt your playstyle (like most korean protoss players do right now... blink is not optional, templars are not optional, a lot of scouting is not optional, a 3rd around 10mins is not optional, canons are not optional... if you want to play a reasonable macrogame without cornercutting in ZvP)


Well your little scenario here is fine and dandy if you're playing versus a bronze zerg -_-

You don't account for a few things: Most Zergs nowadays go for Roaches first, then Mutas. This forces the Protoss to throw down a robo, which is useless versus the impending mutas. Then the Zerg can just deny the third with roaches and lings, counterattack until its 4 bases vs 2, then make a massive switch into Muta.

No Zerg just goes muta anymore, if thats the case, yeah then we can react to it, but Zergs are getting smarter now, and rightfully so not doing that.

Also that "setup" you talk about dies hardcore to just about any other Zerg strategy there is, which makes it impractical in general.


Oh my God, this whole thread is silly. Everyone is looking at the situation like the grass is always greener on the other side of the fence and this post is a great example.

You do realize that you are complaining about a tech switch nullifying your counter to it, how Zergs go roach, you go Robotics, and then when Zergs go air your Robotics tech is useless. Zerg (and every race in the game) deals with this in some form or another - all the time. It's part of the game.

How many times have you gone air to force Hydras, only to switch into Colossi - at which point the Zerg is an idiot and/or dead if they continue to make Hydras? A lot, probably. It's part of the game.

Everyone is talking like a tech switch into 20 mutas is instant, and totally free. Fuck me, that's a shit-tonne of resources. I don't know about you, but at my level, when a toss is pressuring hard consistently, it's pretty fucking hard to stockpile 2000 mineral and 2000 gas on a whim when I feel like mutas would be ideal. If you think that's the way things play out, I'd suggest that it follows that at that point in the game you should be as prepared for mutas as you claim Zergs should be able to make them - moreover, your basic counter to mutas is a unit that should always be part of your army comp.

If you lost your entire army to Roach/Ling and then the Zerg dumps 20 mutas on you and you lose because you a) had the wrong tech or b) didn't have the army to stop the muta, I can tell you right now that the 20 mutas aren't the reason you're losing.

WombaT
Profile Blog Joined May 2010
Northern Ireland27477 Posts
January 19 2012 22:37 GMT
#1845
They aren't overpowered, but muta styles on big maps in ZvP make for some of the worst games to play and observe possible. I dislike the Tempest concept, would rather have had some other, lower tech 'soft' counter to muta play rather than something that can only add to the deathball.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
Kluey
Profile Joined April 2011
Canada1197 Posts
January 19 2012 22:39 GMT
#1846
Mutalisk isn't over powered it's just that Protoss has nothing good to deal with it. We need khadaryian amulet.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
January 20 2012 16:00 GMT
#1847
On January 20 2012 07:39 Kluey wrote:
Mutalisk isn't over powered it's just that Protoss has nothing good to deal with it. We need khadaryian amulet.


The problem is stalkers are terrible cost-effective wise vs muta. KA would be op in pvt I think ^^
Valor is a poor substitute for numbers.
Ravomat
Profile Joined September 2010
Germany427 Posts
Last Edited: 2012-01-20 16:03:46
January 20 2012 16:03 GMT
#1848
On January 21 2012 01:00 Arcanefrost wrote:
Show nested quote +
On January 20 2012 07:39 Kluey wrote:
Mutalisk isn't over powered it's just that Protoss has nothing good to deal with it. We need khadaryian amulet.


The problem is stalkers are terrible cost-effective wise vs muta. KA would be op in pvt I think ^^


It wouldn't need to be the old KA. It would suffice if Blizzard gave Protoss the BW KA which increases starting energy by 12.5. This way HT only need ~20s until they can storm instead of ~40s which it is now.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
January 20 2012 16:05 GMT
#1849
On January 21 2012 01:03 Ravomat wrote:
Show nested quote +
On January 21 2012 01:00 Arcanefrost wrote:
On January 20 2012 07:39 Kluey wrote:
Mutalisk isn't over powered it's just that Protoss has nothing good to deal with it. We need khadaryian amulet.


The problem is stalkers are terrible cost-effective wise vs muta. KA would be op in pvt I think ^^


It wouldn't need to be the old KA. It would suffice if Blizzard gave Protoss the BW KA which increases starting energy by 12.5. This way HT only need ~20s until they can storm instead of ~40s which it is now.


That would be good but Blizzard seems to have a profound fear of numbers that can't be divided by 25.
Valor is a poor substitute for numbers.
turamn
Profile Blog Joined October 2010
United States1374 Posts
January 20 2012 16:24 GMT
#1850
On January 20 2012 03:36 Mjolnir wrote:
Show nested quote +
On December 15 2011 07:26 xlava wrote:
On December 15 2011 02:50 Big J wrote:
On December 15 2011 01:36 RehnFreemark wrote:
On December 15 2011 01:24 Big J wrote:
But again I want to point out, that even with the phoenix being a great mutalisk counter, I'm not saying you should throw down double starport as reaction to mutalisks. You should only build phoenixes against mutalisks if you already happen to have 2starports up.


Which is fine, but the consequence is that if you don't already have 2 stargates up, your only way to go (other than the already discussed very all in early timing push) is resorting to subpar counter units (stalkers) and trying to tech up to the very deep and costly storm templars, which in the meanwhile leaves your 2-3 bases open to continuous harassment, while you have absolutely 0 chance to harass your opponent yourself. Unless zerg uses mutas very badly (-> doesn't really harass), the mere economic abyss that will be created between you and him will crush you, possibly even if you reach storm templars (basically you can keep going for a while, he'll throw stuff and stuff at you and sooner or later you won't have any more money to reinforce).

The simple thing we are asking is to allow us the possibility to switch to phoenix as a proper counter, I'll tell you what I personally would be ok with a phoenix nerf such as removing the graviton beam ability to allow the unit to just become a more all-round viable resource vs mutalisks. I think it would be a fine compromise since honestly graviton beam is only used as a harassment tool because Protoss don't really have much else to harass with. Just to say, it's not like we want phoenix to become a god unit period.


I'm sorry, but you're talking as if nothing happened in that 12-13mins of the game, before mutalisks usually are being built.
If no big engagement has taken place you should be on robo+twilight+blink+3 fully saturated bases against 3-4 zerg bases at that time. You should have 20+ stalkers+ a reasonable zealot/sentry count at that time and Templar Archives coming.
Pretty much every mutalisk win comes from Protoss not having this setup... Well then you're dead if mutas are coming. At the current metagame I just think that it is HT>Colossus. If you go colossus before templar you flip a coin. If you don't go blink you flip a coin. If you don't go 1-2canons per mineral line you flip a coin. If you attack into a zerg without having scouting informations about his army size, you flip a coin.

I don't get why people think it is cornercutting if zerg plays without some roaches+roach speed + zerglings with zergling speed in ZvP, without an anticollossus spire, without scouting overseers, without preemtive evo+spores+extra queens against dts and air and without a reasonable hive timing, but Protoss shouldn't need a general setup to be able to react to the things zerg can throw at him.
Deal with it... If you go colossus>HT and no blink and he plays mutalisks he simply countered what you did and you lost...
Adapt your playstyle (like most korean protoss players do right now... blink is not optional, templars are not optional, a lot of scouting is not optional, a 3rd around 10mins is not optional, canons are not optional... if you want to play a reasonable macrogame without cornercutting in ZvP)


Well your little scenario here is fine and dandy if you're playing versus a bronze zerg -_-

You don't account for a few things: Most Zergs nowadays go for Roaches first, then Mutas. This forces the Protoss to throw down a robo, which is useless versus the impending mutas. Then the Zerg can just deny the third with roaches and lings, counterattack until its 4 bases vs 2, then make a massive switch into Muta.

No Zerg just goes muta anymore, if thats the case, yeah then we can react to it, but Zergs are getting smarter now, and rightfully so not doing that.

Also that "setup" you talk about dies hardcore to just about any other Zerg strategy there is, which makes it impractical in general.


Oh my God, this whole thread is silly. Everyone is looking at the situation like the grass is always greener on the other side of the fence and this post is a great example.

You do realize that you are complaining about a tech switch nullifying your counter to it, how Zergs go roach, you go Robotics, and then when Zergs go air your Robotics tech is useless. Zerg (and every race in the game) deals with this in some form or another - all the time. It's part of the game.

How many times have you gone air to force Hydras, only to switch into Colossi - at which point the Zerg is an idiot and/or dead if they continue to make Hydras? A lot, probably. It's part of the game.

Everyone is talking like a tech switch into 20 mutas is instant, and totally free. Fuck me, that's a shit-tonne of resources. I don't know about you, but at my level, when a toss is pressuring hard consistently, it's pretty fucking hard to stockpile 2000 mineral and 2000 gas on a whim when I feel like mutas would be ideal. If you think that's the way things play out, I'd suggest that it follows that at that point in the game you should be as prepared for mutas as you claim Zergs should be able to make them - moreover, your basic counter to mutas is a unit that should always be part of your army comp.

If you lost your entire army to Roach/Ling and then the Zerg dumps 20 mutas on you and you lose because you a) had the wrong tech or b) didn't have the army to stop the muta, I can tell you right now that the 20 mutas aren't the reason you're losing.




What about when the Zerg throws down 5+ Spines at his choke and drones happily behind, free to stockpile resources until he has a spire and can make 15-ish Mutas? Granted this is a tell to any intelligent Protoss player, they still have to fall back and prepare accordingly, which, if they opened robo, is already going to cost them.

For example - on Tal'darim Altar, Protoss FFE's into a 6 gate, expecting Mutalisks. Protoss moves out at 8 minutes or so, only to find that the Zerg has made 6 spine crawlers at their ramp, has queens to transfuse and a handful of roaches or lings. No Protoss is going to engage into that. What did it cost the Zerg? 6 Drones and whatever the cost of spines is. No gas at all. Now Protoss has to run back across the map and set up cannons and a third base. Pop your Mutas and proceed to harass/back stab as needed to keep the Protoss on 3 bases. Zerg is then free to do absolutely whatever they please.

You already know what unit comp the Protoss player will shoot for, so you can double expand and drone up to your ideal drone count, while teching to whatever your preferred counter will be to the anti-Muta force. Spread your creep out, make spines in the middle of the map and force them to engage you there, if they want a chance to win the game. Meanwhile, you can fly in with your Muta's, de-power gateways or kill anything that isn't protected by cannons and proceed to collect your free win. Hell, if you're lucky, the Protoss player will just get frustrated and attack before max, forcing an un-winnable base trade.
willoc
Profile Joined February 2011
Canada1530 Posts
January 21 2012 20:55 GMT
#1851
On January 20 2012 03:36 Mjolnir wrote:
Show nested quote +
On December 15 2011 07:26 xlava wrote:
On December 15 2011 02:50 Big J wrote:
On December 15 2011 01:36 RehnFreemark wrote:
On December 15 2011 01:24 Big J wrote:
But again I want to point out, that even with the phoenix being a great mutalisk counter, I'm not saying you should throw down double starport as reaction to mutalisks. You should only build phoenixes against mutalisks if you already happen to have 2starports up.


Which is fine, but the consequence is that if you don't already have 2 stargates up, your only way to go (other than the already discussed very all in early timing push) is resorting to subpar counter units (stalkers) and trying to tech up to the very deep and costly storm templars, which in the meanwhile leaves your 2-3 bases open to continuous harassment, while you have absolutely 0 chance to harass your opponent yourself. Unless zerg uses mutas very badly (-> doesn't really harass), the mere economic abyss that will be created between you and him will crush you, possibly even if you reach storm templars (basically you can keep going for a while, he'll throw stuff and stuff at you and sooner or later you won't have any more money to reinforce).

The simple thing we are asking is to allow us the possibility to switch to phoenix as a proper counter, I'll tell you what I personally would be ok with a phoenix nerf such as removing the graviton beam ability to allow the unit to just become a more all-round viable resource vs mutalisks. I think it would be a fine compromise since honestly graviton beam is only used as a harassment tool because Protoss don't really have much else to harass with. Just to say, it's not like we want phoenix to become a god unit period.


I'm sorry, but you're talking as if nothing happened in that 12-13mins of the game, before mutalisks usually are being built.
If no big engagement has taken place you should be on robo+twilight+blink+3 fully saturated bases against 3-4 zerg bases at that time. You should have 20+ stalkers+ a reasonable zealot/sentry count at that time and Templar Archives coming.
Pretty much every mutalisk win comes from Protoss not having this setup... Well then you're dead if mutas are coming. At the current metagame I just think that it is HT>Colossus. If you go colossus before templar you flip a coin. If you don't go blink you flip a coin. If you don't go 1-2canons per mineral line you flip a coin. If you attack into a zerg without having scouting informations about his army size, you flip a coin.

I don't get why people think it is cornercutting if zerg plays without some roaches+roach speed + zerglings with zergling speed in ZvP, without an anticollossus spire, without scouting overseers, without preemtive evo+spores+extra queens against dts and air and without a reasonable hive timing, but Protoss shouldn't need a general setup to be able to react to the things zerg can throw at him.
Deal with it... If you go colossus>HT and no blink and he plays mutalisks he simply countered what you did and you lost...
Adapt your playstyle (like most korean protoss players do right now... blink is not optional, templars are not optional, a lot of scouting is not optional, a 3rd around 10mins is not optional, canons are not optional... if you want to play a reasonable macrogame without cornercutting in ZvP)


Well your little scenario here is fine and dandy if you're playing versus a bronze zerg -_-

You don't account for a few things: Most Zergs nowadays go for Roaches first, then Mutas. This forces the Protoss to throw down a robo, which is useless versus the impending mutas. Then the Zerg can just deny the third with roaches and lings, counterattack until its 4 bases vs 2, then make a massive switch into Muta.

No Zerg just goes muta anymore, if thats the case, yeah then we can react to it, but Zergs are getting smarter now, and rightfully so not doing that.

Also that "setup" you talk about dies hardcore to just about any other Zerg strategy there is, which makes it impractical in general.


Oh my God, this whole thread is silly. Everyone is looking at the situation like the grass is always greener on the other side of the fence and this post is a great example.

You do realize that you are complaining about a tech switch nullifying your counter to it, how Zergs go roach, you go Robotics, and then when Zergs go air your Robotics tech is useless. Zerg (and every race in the game) deals with this in some form or another - all the time. It's part of the game.

How many times have you gone air to force Hydras, only to switch into Colossi - at which point the Zerg is an idiot and/or dead if they continue to make Hydras? A lot, probably. It's part of the game.

Everyone is talking like a tech switch into 20 mutas is instant, and totally free. Fuck me, that's a shit-tonne of resources. I don't know about you, but at my level, when a toss is pressuring hard consistently, it's pretty fucking hard to stockpile 2000 mineral and 2000 gas on a whim when I feel like mutas would be ideal. If you think that's the way things play out, I'd suggest that it follows that at that point in the game you should be as prepared for mutas as you claim Zergs should be able to make them - moreover, your basic counter to mutas is a unit that should always be part of your army comp.

If you lost your entire army to Roach/Ling and then the Zerg dumps 20 mutas on you and you lose because you a) had the wrong tech or b) didn't have the army to stop the muta, I can tell you right now that the 20 mutas aren't the reason you're losing.



Amen.
Be bold and mighty forces will come to your aid!
PureBalls
Profile Joined January 2012
Austria383 Posts
January 21 2012 21:08 GMT
#1852
On January 20 2012 07:37 Wombat_NI wrote:
They aren't overpowered, but muta styles on big maps in ZvP make for some of the worst games to play and observe possible. I dislike the Tempest concept, would rather have had some other, lower tech 'soft' counter to muta play rather than something that can only add to the deathball.

Actually no. Tempest will not add to the deathball.

You know how a terran makes a couple of thors, and leaves them in the base, while he is pushing with his tanks and marines, and sniping bases? Well thats what the tempest will be for, in the protoss arsenal. Leave a couple at home, and take the rest of the army for a push.

However, I dont like the tempest, since it looks like a one-dimensional unit. What will it be good for, except mutas? I really dont know, and I dont expect much, to be honest.

And since arc shield (exchange nexus energy for "canons" = free money = problem?) and nexus recall will be available, I think tempest will not be needed to counter mutas. And the terrans will get their mech (2 units will be added to make sure of that). Thats why I would prefer to keep the carriers. I cant see protoss countering heavy mech without them. Tempest wont do anything against that.
Irratonalys
Profile Joined March 2011
Germany902 Posts
January 21 2012 21:31 GMT
#1853
The Problem that i see with the tempest is that its basically a flying Thor and will suffer from the same problem the Thor had. bulky , expensive and niche. In my oppinion , Phonixes should simply have small anti air splash , like the corsair in BW.
Then it would finally be a viable anti air unit.
The futures uncertain , but the end is always near
Arayon
Profile Blog Joined January 2012
73 Posts
January 21 2012 21:54 GMT
#1854
I think they have to reduce Mutas cost, because ATM theyre the most cost-ineffective Unit in the whole game. I mean, 50 Marines with Stim and Shields crush 50 1-1 upgraded Mutas, which means that 2500 Mins defeat 5000/5000 mins/gas.

Now you can say that therefore Mutas have a high mobility and extreme map control - AND THATS WHAT I MEAN! If one Protoss Ship can defeat so many Mutas, why should i even build them?
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-01-21 21:59:11
January 21 2012 21:58 GMT
#1855
On January 22 2012 06:54 Arayon wrote:
I think they have to reduce Mutas cost, because ATM theyre the most cost-ineffective Unit in the whole game. I mean, 50 Marines with Stim and Shields crush 50 1-1 upgraded Mutas, which means that 2500 Mins defeat 5000/5000 mins/gas.

Now you can say that therefore Mutas have a high mobility and extreme map control - AND THATS WHAT I MEAN! If one Protoss Ship can defeat so many Mutas, why should i even build them?


You pay the huge price for the single most mobile unit in the game with an amazing snowball effect. In the right hands they more than pay for themselves.

edit: why build spinecrawlers protoss can just make colossus and outrange them
Ziggitz
Profile Joined September 2010
United States340 Posts
January 21 2012 22:02 GMT
#1856
On January 22 2012 06:58 Tyrant0 wrote:
Show nested quote +
On January 22 2012 06:54 Arayon wrote:
I think they have to reduce Mutas cost, because ATM theyre the most cost-ineffective Unit in the whole game. I mean, 50 Marines with Stim and Shields crush 50 1-1 upgraded Mutas, which means that 2500 Mins defeat 5000/5000 mins/gas.

Now you can say that therefore Mutas have a high mobility and extreme map control - AND THATS WHAT I MEAN! If one Protoss Ship can defeat so many Mutas, why should i even build them?


You pay the huge price for the single most mobile unit in the game with an amazing snowball effect. In the right hands they more than pay for themselves.

edit: why build spinecrawlers protoss can just make colossus and outrange them


Actually that would be phoenixes.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
January 21 2012 22:04 GMT
#1857
On January 22 2012 07:02 Ziggitz wrote:
Show nested quote +
On January 22 2012 06:58 Tyrant0 wrote:
On January 22 2012 06:54 Arayon wrote:
I think they have to reduce Mutas cost, because ATM theyre the most cost-ineffective Unit in the whole game. I mean, 50 Marines with Stim and Shields crush 50 1-1 upgraded Mutas, which means that 2500 Mins defeat 5000/5000 mins/gas.

Now you can say that therefore Mutas have a high mobility and extreme map control - AND THATS WHAT I MEAN! If one Protoss Ship can defeat so many Mutas, why should i even build them?


You pay the huge price for the single most mobile unit in the game with an amazing snowball effect. In the right hands they more than pay for themselves.

edit: why build spinecrawlers protoss can just make colossus and outrange them


Actually that would be phoenixes.

Phoenix don't go XY on an extreme level nor do they chain attacks,
[TLNY]Mahjong Club Thread
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
January 21 2012 22:04 GMT
#1858
This thread is always entertaining.

Funny, because DRG went Muta Ling in CROSS positions Antiga against Genius and lost.

But yeah, carry on the balance whine.
I love crazymoving
Go1den
Profile Joined June 2011
England116 Posts
January 21 2012 22:05 GMT
#1859
lol @ Zergs complaining about how "bad" mutalisks are

If you don't believe mutalisks are the most overpowered unit in the game, you either (a) don't play Protoss or (b) don't use mutalisks correctly.
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-01-21 22:07:35
January 21 2012 22:06 GMT
#1860
On January 22 2012 07:04 Flonomenalz wrote:
This thread is always entertaining.

Funny, because DRG went Muta Ling in CROSS positions Antiga against Genius and lost.

But yeah, carry on the balance whine.


Correction: He opened roaches against a 6 gate voidray all-in, lost his third as genius secured his own, then transitioned into mutas.
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