The answer to almost everything you are talking about can be summed up as follows:
THIS IS STARCRAFT II
There is no 3-Hatch Muta. There are no timing windows at all (you have to have a functioning metagame to have a timing window. Timing windows are based as much on knowing what standard play is as unit and building production times/costs). There is no M&M anymore!
So this early-game scenario you're talking about, where M&M aggressively attack the Zerg base? Yeah, that's pure nonsense. It's just Marines. Or if the Terran has teched to StarPorts, then that gives the Zerg plenty of time to have a Lair + something else out. Without Medivacs, Stim means "my units die faster." If you're somehow talking about Marines and Marauders, the Terran has to be mining quite a bit of gas to keep that up. Oh, and Marauders can't shoot Mutalisks, so they're dead-weight in a Mutalisk fight.
The scenarios you envision are based on SC1 thinking. They don't exist. They don't make sense in the context of SC2. Where Hydralisk do +3 more damage to Marines than they did in SC1 (and still cost the same as they did before). Where Roaches and Hydras easily own the hell out of Marines. Where, now that your bases are safe, you are free to harass with as many Mutas as you want.
You believe that, if Mutalisks are not out by a certain time, they are instantly shut down by tech. Such a thing is simply not evidenced by the game. Can a Terran throw down enough Turrets to keep Mutalisks at bay? Yes. Will it cost a lot of money? Yes. Are the Zerg the fastest race at tech-switching, even faster now that they have more larva? Yes. And doesn't that mean that, the instant you salvage those turrets, I can have 8 Mutalisks in eggs ready to tear your economy a new one? Yes. Which means you can't salvage those turrets, unless you want Mutalisks in your base.
Mutalisks are an economic threat throughout the game.
As for direct combat, they have their uses. However, and this is the thing you seem to forget: Mutalisks and Corruptors come from the same building. So if you're going for Medivacs and/or Ravens, a Mutalisk build can quickly turn into a Corruptor build with few resources lost. Indeed, if you have some Mutalisks already, adding a couple of Corruptors still gives you the benefit of the corruption mechanic, while letting you make use of your existing Mutalisks. Also, Mutalisks can dodge HSM better than any other unit in the game.
Marauders can't even shoot back against Mutalisks, so Mutas discourage Marauder-heavy builds against Zerg. This is good, since Marauders are pretty dangerous units. Marauder+Thor is a very gas heavy build; better to contain them with Mutalisk harass before it gets off the ground.
And all of that assumes that there are no other abilities that combo well with Mutalisks. If the acid spores are in, this only makes Mutalisks more powerful.
That's the situation you described: 48 Marines vs. Mutalisks. Since the Mutalisks are harassing, the only way 48 Marines can be attacking them is if those Marines are in the Terran base. If they've got 48 Marines in their base, they're turtling hard.Who says the Terran is turtleing when the player has more than 12 marines?
Mutalisks can dodge HSM better than any unit in the game. It is no threat to them, and no Terran worth their salt would burn that Raven energy on them. Better to use either of the Raven's other two abilities.Mid-game wise it's more plausible, except that the Terran can HSM your entire Mutalisk group fairly quickly after he has spotted your Mutalisks with Sensor towers.
Cost-effective harassment isn't "can defeat an equal number of enemy units." Cost-effective harassment means "can cause enough economic damage to exceed how much resources I put into my harassment units." So again, it doesn't matter how much damage Mutalisks can do to a Marine ball; it matters how much damage they can do to SCVs.Harassment NEEDS to be cost-effective
Hell, picking off a Mule alone is probably worth one Mutalisk. Just jumping in and picking off their Mules every X seconds is cost-effective Mutalisk harassment.
I checked the history of that article. The source the Wiki cited for the Marine's 40 Hp before it was changed in early September was Karune. After that, the source cited for the Marine's 45 Hp was the SCII Armory. That was around the time of BlizzCon, so I'd be willing to accept that they changed it back to 45.Sorry, could you give your source? SC wiki cites two sources saying it has 45 hp, which was my basis for this estimation.
But that's something. We know that, at the last time we got info, Overseers had an ability that caused a number of units to get 5 acid spores, thus causing them to take 5 extra damage from each attack. This is known.If we can't speculate on unknowns and unknowables, maybe we shouldn't do so on Acid Spores at all. We have NO INFORMATION on how it works, except on how much more damage units affected by it take.
There are unknowns surrounding it. But assuming that the ability is so energy-costly that it's useless or requires so much research that it can't be comboed with Mutalisks, or whatever is silly. You can assume whatever you like. But I don't have to indulge your assumptions.
I assume that Blizzard isn't stupid. That if they have such an ability, it will be priced appropriately. It will affect a reasonable number of units. Which means it will be able to be used with Mutalisks to do terrible, terrible damage on groups of units.
No, they're not. 170 Hp is a lot. The regen doesn't even have to factor into it; 100 Minerals for a 170 Hp unit is a better deal than the Protoss get out of the Zealot. Add to that the fact that Roaches do a good 14 damage to Marines, and stimming them won't seem like such a good idea. Even with +3 attack, it still takes 22 shots to kill a Roach. 11 Marines stimmed can 2-shot them, but the Roaches will be killing them a lot faster.Whereas Roaches take down small groups of Marines cost to cost, Marines in larger balls are way more deadly thanks to focus fire.
Terrans really want Marauders to deal with Roaches.




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