so i already give a few comments on how bad muta are!
http://forums.d2jsp.org/topic.php?t=67395078&f=214&o=30but look this tear3-muta-unit gets complety overruled bye tear1-stuf
http://wiki.teamliquid.net/starcraft2/Spore_CrawlerAir Attack: 15 (+30 vs Biological)
Air DPS: 17.4 (52.2 vs Biological)
Range 7
125miniral costs
120muta life / 69.6spore dps = 1.72seconds for 1spore to kill 1muta
400spore life / 5.25muta dps vs 1armored = 76seconds for 1muta to kill 1spore
i am bad at math, but i could try,
(120muta life * x number of muta / 69.6spore dps = 400spore life * y number of spores / 5.25 muta dps vs1armor
then add the miniral costs
and you get
1 : 100 minirals needed to make muta not loose the fight!
so if this unit is getting powned/countered so hard, why would you even try to make it matter?
even if, its 1:10 vs other races/situations?
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muta build, is building arround failure!
http://wiki.teamliquid.net/starcraft2/Mutalisk_(Heart_of_the_Swarm)Quote
Their strength lies in their mobility, picking off stray units, workers, and buildings. Because few units are fast enough to keep up with Mutalisks, they provide indirect map control - if an enemy balls up their forces to take the offensive, Mutalisks can be used to pick off buildings and units within the enemy base, forcing the enemy back to defend.
so he push, and the push would crush your zergling forces, your only options is to try to let the enemy retreat to base to stop your harresment
you are failed to crush the pushing-terran units, couse your spent to many on muta, and only gain 1:10-100
Quote
The proper micromanagement for Mutalisks involves moving into range to attack, retreating during cooldown to avoid retaliation, then moving back into range to attack again when the cooldown has ended. While doing so, Mutalisks should be manually assigned targets rather than attack-moving so that they will focus fire and kill the same unit rather than injure a number of units.
why the heck you need 3*bounce damage then?
so the mechanics of the attack are not adding to the use of it.
Quote
General usage vs Protoss - Mutalisks can be a viable and effective transition from a Roach-heavy opening. This is largely because of the Protoss' reliance on units made from the Robotics Facility, namely Immortals and Colossi, which can only attack ground units. Because most PvZ Protoss players tech into the Robotics Facility, their only viable anti-air units are Stalkers and Sentries, both of which are relatively fragile and can be focused down by Mutalisks.
so you have roach to kill stalker
is countered bye collosi
and muta is countering collosi?
its fake! couse muta is shooting at stalker, and rouche still gets crushed bye collosi
or
muta is shooting at colosi, stalker is shooting at muta, rouche is waiting or else gets tousted bye colosi, its a 100%vs 30% situation for a few seconds
to me a muta is like a flying zergling, only good vs workers,
and you pay 8times more minirals for it , so workers can not fight back, and you can fight vs zealots/zerglings/marauders/tank/colosi, or anything that can not shoot up and is not supported bye anti-air.
you seen it in the world champion ship, a swarm of muta, getting 1-shotted bye 3widow-mines.
this 7speed is not that beneficial for attacking, only for kiting
zergling:Speed 2.9531 (+1.746) *1.3creep bonus = 4.99zergling speed on creep
its logic that widowmine disaster is lickly to happen!
for the price of muta, you can have 2 army's if you realy wana be all over the place