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[D]Are mutalisks overpowered in WOL?? - Page 97

Forum Index > SC2 General
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anApple
Profile Joined November 2011
Singapore275 Posts
January 23 2012 03:28 GMT
#1921
Mutas are not OP at all, in fact, they're probably one of the best units in terms of design as they take skill to use and aren't overpowered since there are so many units which can counter them in each MU. (Infestors, Templar, Thor, Marine, Stalker, Phoenix, Archon, stationary defense, Hydra)
huehuehue
Excludos
Profile Blog Joined April 2010
Norway8247 Posts
January 23 2012 12:04 GMT
#1922
On January 23 2012 12:28 CeroFail wrote:
Mutas are not OP at all, in fact, they're probably one of the best units in terms of design as they take skill to use and aren't overpowered since there are so many units which can counter them in each MU. (Infestors, Templar, Thor, Marine, Stalker, Phoenix, Archon, stationary defense, Hydra)


I think you're confusing "counters" with "able to do any kind of damage towards". Stalkers certainly doesn't counter mutalisks. Phoenixes have been mentioned before as not viable. Archons do work somewhat, but with enough numbers of mutalisks they can oneshot them, and at that point you can't spread them out to defend all your bases. Canons are properly useless as well when the ball gets bigger. Ironically the only unit that really works is one you didn't mention, the high templar.

Think the biggest problem with mutalisks is that their damage increases dramatically the more you get of them, up to the point where they can oneshot an entire worker line.. And at that point, they're pretty much impossible to deal with.
Tailss
Profile Joined November 2010
Sweden233 Posts
January 23 2012 12:08 GMT
#1923
On January 23 2012 21:04 Excludos wrote:
Show nested quote +
On January 23 2012 12:28 CeroFail wrote:
Mutas are not OP at all, in fact, they're probably one of the best units in terms of design as they take skill to use and aren't overpowered since there are so many units which can counter them in each MU. (Infestors, Templar, Thor, Marine, Stalker, Phoenix, Archon, stationary defense, Hydra)


I think you're confusing "counters" with "able to do any kind of damage towards". Stalkers certainly doesn't counter mutalisks. Phoenixes have been mentioned before as not viable. Archons do work somewhat, but with enough numbers of mutalisks they can oneshot them, and at that point you can't spread them out to defend all your bases. Canons are properly useless as well when the ball gets bigger. Ironically the only unit that really works is one you didn't mention, the high templar.

Think the biggest problem with mutalisks is that their damage increases dramatically the more you get of them, up to the point where they can oneshot an entire worker line.. And at that point, they're pretty much impossible to deal with.



Word!
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-01-23 17:21:50
January 23 2012 17:20 GMT
#1924
On January 23 2012 12:28 CeroFail wrote:
Mutas are not OP at all, in fact, they're probably one of the best units in terms of design as they take skill to use and aren't overpowered since there are so many units which can counter them in each MU. (Infestors, Templar, Thor, Marine, Stalker, Phoenix, Archon, stationary defense, Hydra)


Ignoring the counter bit, muta play had been largely developed over the course of starcraft/BW and their role largely remains the same in SC2. It's taken more than a year to understand the potential of units with similar roles which now defines the meta game. Hellions in TvT/TvZ, Blink stalkers/phoenixes in PvP, etc. Mutas may eventually become more standard than roaches in ZvP as players learn to abuse their mobility and reap appropriate advantages.

tl;dr even accepting the ridiculous notion that they're somehow OP/UP, chances are they're going to slowly get better at a faster rate compared to other non-mobile units as the player skill/meta game understanding develops.
Eiaco
Profile Joined January 2012
170 Posts
January 23 2012 17:26 GMT
#1925
Mutas are OP ZvP because P is very immoble and photon cannons suck arse.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
January 23 2012 17:42 GMT
#1926
Terran don't need the warhound, I think vikings just need to be better vs Mutas then it'll be set. maybe have the viking able to use its chain gun against enemy light targets?, TvZ is the only MU where you can't contest Air Dominance with the other player because Vikings just suck vs Mutas.
[TLNY]Mahjong Club Thread
usethis2
Profile Joined December 2010
2164 Posts
January 24 2012 05:51 GMT
#1927
On January 23 2012 12:28 CeroFail wrote:
Mutas are not OP at all, in fact, they're probably one of the best units in terms of design as they take skill to use and aren't overpowered since there are so many units which can counter them in each MU. (Infestors, Templar, Thor, Marine, Stalker, Phoenix, Archon, stationary defense, Hydra)

I agree. They are probably ONE unit that Blizzard succeessfully designed for Zerg in WoL. They cost just right and it is exciting to watch them in pro games. I think stalkers are also a very well designed unit. They are not overpowered, but very fun to use and can win the game if used right. As for Terran, I can't think of a unit that is well designed. (i.e. not overpowered or underpowered, but just right and exciting to play/watch) Terran units are all too specialized (exception: rines) and most of them are overpowered (read: rines) at the pro-level but underpowered for casuals.
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2012-01-24 07:21:16
January 24 2012 07:16 GMT
#1928
Not OP but I question blizz'z Protoss new counter to them. Assuming Tempest follows same timeline as carriers, read fleetbeacon, how will they be out in time when muta's arrive at 9-12 min? Maybe it's for broods and they just slipped up calling it a muta counter but I fail to see need for this unit whatsoever. People question the replicator or oracle but I think the tempest is the most ridculous add on to hots.

Just make penix fire right, like a marine, and air gets exciting.
MC for president
klaxen
Profile Joined April 2010
United States361 Posts
Last Edited: 2012-01-24 07:28:57
January 24 2012 07:27 GMT
#1929
On January 24 2012 16:16 tdt wrote:
Not OP but I question blizz'z Protoss new counter to them. Assuming Tempest follows same timeline as carriers, read fleetbeacon, how will they be out in time when muta's arrive at 9-12 min? Maybe it's for broods and they just slipped up calling it a muta counter but I fail to see need for this unit whatsoever. People question the replicator or oracle but I think the tempest is the most ridculous add on to hots.

Just make penix fire right, like a marine, and air gets exciting.



I also question the design philosophy with toss where you have to reach the highest tech to deal with other races "weaker" units.
high master protoss - low master zerg
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
January 24 2012 07:31 GMT
#1930
On January 24 2012 02:20 Tyrant0 wrote:
Show nested quote +
On January 23 2012 12:28 CeroFail wrote:
Mutas are not OP at all, in fact, they're probably one of the best units in terms of design as they take skill to use and aren't overpowered since there are so many units which can counter them in each MU. (Infestors, Templar, Thor, Marine, Stalker, Phoenix, Archon, stationary defense, Hydra)


Ignoring the counter bit, muta play had been largely developed over the course of starcraft/BW and their role largely remains the same in SC2. It's taken more than a year to understand the potential of units with similar roles which now defines the meta game. Hellions in TvT/TvZ, Blink stalkers/phoenixes in PvP, etc. Mutas may eventually become more standard than roaches in ZvP as players learn to abuse their mobility and reap appropriate advantages.

tl;dr even accepting the ridiculous notion that they're somehow OP/UP, chances are they're going to slowly get better at a faster rate compared to other non-mobile units as the player skill/meta game understanding develops.


they don't fill the same roll, mutas are only really good in mid game because once late game comes out irradiate completely shuts them down and corsairs/acrhons do the same, you rarely make more then 11 unless your doing some weird muta all in. You cannot mass mutas like the way you do in sc2
savior did nothing wrong
K3Nyy
Profile Joined February 2010
United States1961 Posts
Last Edited: 2012-01-24 07:38:13
January 24 2012 07:33 GMT
#1931
On January 23 2012 12:28 CeroFail wrote:
Mutas are not OP at all, in fact, they're probably one of the best units in terms of design as they take skill to use and aren't overpowered since there are so many units which can counter them in each MU. (Infestors, Templar, Thor, Marine, Stalker, Phoenix, Archon, stationary defense, Hydra)


Stalkers don't counter Mutas at all. They don't trade as one sided as people make it seem. Phoenixes should counter Mutas on paper but Zergs switch to Corrupters or just make Infestors and the fleet is dead. Hydras are a terrible counter to Mutas also.

Mutas are fine design wise up until past like 15-20 mutas. Then they just snowball out of control by one shotting every building. With the mobility it has.. it's really hard for anyone to defend all their bases.
LuckoftheIrish
Profile Joined November 2011
United States4791 Posts
January 24 2012 07:34 GMT
#1932
Well, part of the reason you can't mass them is because there's only 12 units in a single control group. I'm sure BW players would get more if you could control more at once.
On Twitter @GosuGamers_LotI | Grubby has a huge head!
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
January 24 2012 08:24 GMT
#1933
On January 24 2012 16:34 LuckoftheIrish wrote:
Well, part of the reason you can't mass them is because there's only 12 units in a single control group. I'm sure BW players would get more if you could control more at once.


lol thats not the reason at all, because they wont be able to control them? Come on
savior did nothing wrong
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
January 24 2012 08:30 GMT
#1934
despite what everyone thinks I think Protoss is actually a little favored vs Zerg at the moment in the late game ( 200 vs 200 attack )


What? I wont argue that getting to the 200/200of zerg with the proper mix of units is MUCH harder than doing so with protoss, but the sunken/brood/infestor maxed army is superior to a maxed out protoss army, unless you leave your broods clumped for a vortex
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
LuckoftheIrish
Profile Joined November 2011
United States4791 Posts
January 24 2012 08:32 GMT
#1935
On January 24 2012 17:24 EleanorRIgby wrote:
Show nested quote +
On January 24 2012 16:34 LuckoftheIrish wrote:
Well, part of the reason you can't mass them is because there's only 12 units in a single control group. I'm sure BW players would get more if you could control more at once.


lol thats not the reason at all, because they wont be able to control them? Come on


Stacking mutas in BW is pretty damn challenging when you have multiple control groups. There's a reason the standard cutoff is less than one control group. The essential micro is too intensive to be efficient if you're using 20-24 mutas to do the standard harass tasks that BW pros use 11 for.
On Twitter @GosuGamers_LotI | Grubby has a huge head!
Big J
Profile Joined March 2011
Austria16289 Posts
January 24 2012 08:44 GMT
#1936
On January 24 2012 17:30 TheAntZ wrote:
Show nested quote +
despite what everyone thinks I think Protoss is actually a little favored vs Zerg at the moment in the late game ( 200 vs 200 attack )


What? I wont argue that getting to the 200/200of zerg with the proper mix of units is MUCH harder than doing so with protoss, but the sunken/brood/infestor maxed army is superior to a maxed out protoss army, unless you leave your broods clumped for a vortex


depends on your maxed Protoss army...
And spread out Broodlords are fine and everything, but they can be picked off easily by nonvortex stuff as well with blink stalkers or voids or phoenix or carrier. It's a question of control, not a question a a-click in an even endgame scenario.
But if your even endgame is 80% gateway + 3colossus+1mothership+1archon+1templar, than you simply don't have the best maxed army you could have.
anApple
Profile Joined November 2011
Singapore275 Posts
January 24 2012 08:44 GMT
#1937
On January 23 2012 21:04 Excludos wrote:
Show nested quote +
On January 23 2012 12:28 CeroFail wrote:
Mutas are not OP at all, in fact, they're probably one of the best units in terms of design as they take skill to use and aren't overpowered since there are so many units which can counter them in each MU. (Infestors, Templar, Thor, Marine, Stalker, Phoenix, Archon, stationary defense, Hydra)


I think you're confusing "counters" with "able to do any kind of damage towards". Stalkers certainly doesn't counter mutalisks. Phoenixes have been mentioned before as not viable. Archons do work somewhat, but with enough numbers of mutalisks they can oneshot them, and at that point you can't spread them out to defend all your bases. Canons are properly useless as well when the ball gets bigger. Ironically the only unit that really works is one you didn't mention, the high templar.

Think the biggest problem with mutalisks is that their damage increases dramatically the more you get of them, up to the point where they can oneshot an entire worker line.. And at that point, they're pretty much impossible to deal with.


I did mention Templar. But anyways, the thing is, depending on how Protoss plays, you'll be able to deny them from getting such a large muta flock and even if they do, correct me if I'm wrong, your deathball which would have probably been modified to include units such as templar, mothership and etc would be able to kill them in a straight up fight. Of course, if a base trade scenario occurs, then it's debatable who would win.

Of course, I guess that if they catch you off guard without the correct tech with mass mutas, it would be pretty OP since it'd take too much time to get an appropriate response.

Also, I don't have much experience with playing long macro PvZ's against mass muta but couldn't you just leave a few high templar at each base or open stargate?
huehuehue
Zairair
Profile Joined August 2011
87 Posts
Last Edited: 2012-01-24 08:57:12
January 24 2012 08:55 GMT
#1938
Leaving "a few" high templar at each base is leaving 150 gas per out of your main army making it harder push out to obtain map control because it takes gas to counter mutas. That's definitely not the best way to counter mass muta.
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
Last Edited: 2012-01-24 08:58:56
January 24 2012 08:57 GMT
#1939
On January 24 2012 17:32 LuckoftheIrish wrote:
Show nested quote +
On January 24 2012 17:24 EleanorRIgby wrote:
On January 24 2012 16:34 LuckoftheIrish wrote:
Well, part of the reason you can't mass them is because there's only 12 units in a single control group. I'm sure BW players would get more if you could control more at once.


lol thats not the reason at all, because they wont be able to control them? Come on


Stacking mutas in BW is pretty damn challenging when you have multiple control groups. There's a reason the standard cutoff is less than one control group. The essential micro is too intensive to be efficient if you're using 20-24 mutas to do the standard harass tasks that BW pros use 11 for.


Irradiate, Goliaths, archons, corsairs and 112 damage psi storm and maelstrom is why people dont make 20-24 mutas in BW except in ZvZ(if it gets to that point)

Ow, and marines.
WriterXiao8~~
blade55555
Profile Blog Joined March 2009
United States17423 Posts
January 24 2012 09:02 GMT
#1940
On January 24 2012 17:55 Zairair wrote:
Leaving "a few" high templar at each base is leaving 150 gas per out of your main army making it harder push out to obtain map control because it takes gas to counter mutas. That's definitely not the best way to counter mass muta.


It actually is the best way and is just fine for you to do. Its the most effective I have faced and seen in GSL when a zerg goes muta. I am glad most tosses don't do this though
When I think of something else, something will go here
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