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Thread: Mutalisks legacy

  1. #141
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    Default Re: Mutalisks legacy

    Quote Originally Posted by ArcherofAiur View Post
    Kinda wish the mutalisk would mutate. Maybe with the corruptors new abilities theyll move the Broodlord back to Muta.
    You really like the idea of the mutalisk turning into the broodlord, don't you?

  2. #142

    Default Re: Mutalisks legacy

    Quote Originally Posted by LegacyofTerra View Post
    You really like the idea of the mutalisk turning into the broodlord, don't you?
    Hows about i dont like the corruptor turning into the broodlord. Might as well turn into a hellion

  3. #143
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    Default Re: Mutalisks legacy

    Quote Originally Posted by ArcherofAiur View Post
    Hows about i dont like the corruptor turning into the broodlord. Might as well turn into a hellion
    Gameplay-wise it makes sense for it to. The fact you don't like it's appearance shouldn't factor into this .

    I do get what you mean, though. But I bet it won't change because the beta is almost here and there are far more pressing concerns with unit balance.

  4. #144

    Default Re: Mutalisks legacy

    there are far more pressing concerns with unit balance.
    I thought the pressing concern was Bnet. And who knows, during the bata they might change it from the corruptor to the muta.
    Last edited by Zabimaru; 02-03-2010 at 10:45 AM.


    Back with all gun's blazing.

  5. #145
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    Default Re: Mutalisks legacy

    Quote Originally Posted by Zabimaru View Post
    I thought the pressing concern was Bnet. And how knows, during the bata they might change it from the corruptor to the muta.
    I don't know about you, but I think Protoss Tier 3 needs a boost. Keep in mind I have no idea what they did with the Warp Ray, but the Colossus has been performing pretty weakly for being that high up the tech tree. Also, with the beta on its way, they will definitely focus their attention there.

  6. #146

    Default Re: Mutalisks legacy

    How does the Colossus perform when massed by the way?


    Play Protoss? Look for the map Photon Cannon Tactics in the NA server!

  7. #147

    Default Re: Mutalisks legacy

    It anything, Brood Lord/Guardians look more like Scourge than Mutalisks.

  8. #148

    Default Re: Mutalisks legacy

    Quote Originally Posted by LegacyofTerra View Post
    Zerg are so mobile that they can harass with absolutely anything and achieve the same effect as mutas. The fact that you can nydus into enemy bases at any time alone should be sufficient for enemies to build defenses. If they don't, you can just as well exploit that fact. No need for Mutas here. In fact, you'll probably do it cheaper that way. Your units get in and out just as fast, just as easy, as a demonstration during G-star clearly showed, without teching to costly units that become useless at one point of the game, unless the unit is altered significantly. The damage boost suggested previously would make it a different unit, a unit the zerg don't really need. In fact, the colossal damage output of those hyper-mutas would probably decimate workers way too quickly to be balanced. It also conflicts with the lurkers role, rendering the lurkers even less used than they have been now (as far as I've read, at least, meta-game will probably change).

    Why would the zerg need fast response air units? If the zerg never stop macroing, they should have plenty of units they can constantly ferry to key points on the map and back, with the little twist that this mobility can be easily countered by just destroying the building. If the enemy drops on a cliff, just overlord-ferry. It also requires teching and has counters that any race will definitely use anyway (M&M, later vikings, and stalkers/phoenixes). So why bother? Zerg are a surrounding race and have already units that can take key units out (like the glorious infestor). Mutalisks add only what the zerg already have in a way that will be outmatched fairly quickly. It would also prevent ZvZ from becoming Mutalisk vs. Mutalisk battles.
    Scrap the mutalisk, the Zerg don't need it.
    I guess we'll have to see, as I cannot imagine how SC2 would actually play out for a zerg facing a two-base protoss with harvesting boost.

    Theoretically the protoss at that point will have a 3-base mineral line equivalent, while the zerg will have 3 as well. And if you're a smart protoss player, applying pressure early will deny the zerg even more production and resourcing.

    With just these in mind, an early harassment unit might work for the zerg.

    But then again, I don't know how SC2 actually plays.

  9. #149
    The_Blade's Avatar Administrator
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    Default Re: Mutalisks legacy

    Necromancy?

  10. #150

    Default Re: Mutalisks legacy

    There are plenty of units in Starcraft 2 that can be attacked right now, partly because there still testing and not into beta yet and partly because of design flaws such as the Thor in many people's opinions. However, the Mutalisk is not only an iconic unit from the first game which helped define the Zerg but also a perfect addition to the Zerg arsenal for SC2.

    Mutalisks are highly expendable/massable/adaptable/perfect harassers.
    Quote Originally Posted by DemolitionSquid View Post
    I want my name in bright yellow, to represent "Forum Douchebag."

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