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On July 09 2015 04:56 uh-oh wrote: I've been doing carrier builds since WoL(and stuck at plat forever), played much less recently because of my studies but I think I have a few extra things to say about carriers.
First, carriers are extremely upgrade dependent. Interceptors deal 5(+1/upgrade)x2 damage per attack, so each air attack upgrade increases 20% damage, which is crazy! On the other hand that also means that each point of armor reduces damage by 20%, which is also crazy. I believe it's one of the problems(along with build time) preventing an effective late game carrier transition, because when you try to transition into carriers opponent would already have +2 armor at least, and you have to invest in air attack upgrades to make them actually deal meaningful damage.
Another difference between BW and SC2 carrier is how fragile the interceptors are, in particular affected by the meta they exist in. In BW when you go carriers, terrans counter with goliaths, which are primarily used to damage the carriers themselves and zone them away without being able to tear interceptors apart. In SC2 however, when you go carriers people just counter with stim marines which are really good at melting interceptors. Same thing happens against zerg, albeit to a lesser extent because hydralisks have projectile attacks that takes time to travel to their target, which leads overkill on the interceptors and reducing the overall damage. But there are still fungal growths to consider, once rooted the interceptors simply wont do anything.
For the first problem a simple fix would be to change the interceptors attack to 10x1 to make it less upgrade dependent, or maybe reduce a bit if 50% less armor reduction for the target is too much, they are just numbers anyway.
For the second problem I suppose you could increase interceptor HP. Another idea is to increase the radius which the interceptors circle/flyby their targets when attacking. For those of you who dont know, blizzard stealth patched the interceptor flyby radius a long time ago(you can look at some old White-Ra videos to see them in action). I am not 100% sure about this but perhaps increasing the flyby radius would screw with the targeting AI a bit, as interceptors are constantly entering and getting out of range, anti air fire would have to keep switching targets instead of focusing down a single interceptor, which reduces the chances of them being destroyed.
Finally getting graviton catapult significantly increases interceptor launch speed(to almost instantly, still within launch range though), so please for the love of god research it while your first carrier is building! It's power comes from the fact that you get a damage burst on your first volley, which is probably going to kill a couple of units and immediately remove firepower from the enemy.
PS here's a trick of how I deal with the leash range problem(being unable to instantly launch trailing interceptors at a target between launch range and leash range) when you are trying to snipe a high value target. I approach a target(usually a hatch) I want to snipe from the side, launch interceptors at something within my carriers' launch range, then switch onto the target immediately after the interceptors are out. I think Grubby did this in a super epic WCS EU PvP where he launched his interceptors at his own msc(in front of the carriers), after which he switched target to a fleeing archon within leash range and killed it. Thanks for this detailed reply very informative I'll try to translate both this and the post into chinese and post on Neotv's forum, hopefully to get more attention on this.
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This is fantastic stuff. Who did the graphics?
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Israel2209 Posts
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On July 11 2015 00:24 vOdToasT wrote:Show nested quote +On July 09 2015 22:34 c3rberUs wrote:On July 09 2015 14:42 vOdToasT wrote:On July 09 2015 06:38 Liquid`TLO wrote:On July 09 2015 06:31 vOdToasT wrote:On July 09 2015 06:29 KaZeFenrir wrote: Id see them saying they dont want to implement it because its hard to explain or read the mechanics. Theres no intuitive or obvious way that you learn the type of control given by the bw carrier. With unleash interceptors you have a blatant obvious way for a lesser player to grasp the mechanics you are trying to get them to use. I think its why air unit micro kind of sucks. It looks cool but how do you explain in game right off the bat how to micro a bw air unit without a tutorial?
I figured out how the carrier in Brood War works as a six year old. Dota2 is one of the most counter-intuitive flat out illogical games and look how they're doing! That is a great example. DotA 1 and StarCraft 1 were successful in the past, but DotA 2 is being successful right now, proving that even today, babysitting isn't the only way to go. I played DotA 1 religiously years ago but I have no idea on DotA 2. How is DotA 2 counter-intuitive? I wouldn't go as far as to call it counter intuitive, but as a beginner, you have to spend around 30 minutes learning things like item recipes and secret shops. It's not as easy to pick up and play as LoL. The first times that I played DotA, I was quite lost.
There are a million small things to learn even beyond the basics. Like if you overshoot your blink distance with blink dagger, you will only blink 4/5ths of the max range. Also I have to face the direction I'm blinking within a certain degree arc if I want the blink to be instant (super important for heroes like puck).
And every item or spell has some special exception to how it interacts with certain spells or heroes. BKB provides magic immunity, yes? But there's still a list of ultimates that can pierce BKB.
Which orb effects stack and which don't? Which orb/bash effect has the priority if they should conflict? Which auras stack and which don't?
Oh you can purge spells in dota? But why can't I purge these spells?
When I RP with Magnus, I can decide which direction the RP'd targets are gonna end up in by move clicking a split second before the RP. I don't even have to physically turn to be able to do this.
The more you sit and think the more of this stuff you find. If I go through every individual hero in the game, I'm gonna find hundreds of weird interactions and weird special cases. And truth be told most of it has absolutely zero impact on beginner level play or beginner level enjoyment.
Beginners are busy learning the heroes, the spells, the locations of shops, the items. They can play for years and not even notice the fact that dota has a million high level complexities, condradictions and exceptions to exceptions.
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Using Dota2 as the example doesn't sound pretty good to me. While units in BW and to lesser extent SC2 had depth to them but they are not really overloaded with complexity in information. Moba games embrace complexity in information in general. The whole items and exception things are the example. BW and SC2 are pretty crisp and clean in information players should know but the complexity lies more in interaction and control. I prefer the game to be crisp and clean with depth. Things like Leash range,engine tweak for units to be more microable,etc are good things because they look simple on the surface but they have layers of depth to them.
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How did you make that GIF have such a high frame rate?
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grats on being featured!
nice reply by uh-oh
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ALLEYCAT BLUES49484 Posts
On July 12 2015 00:04 SixStrings wrote: How did you make that GIF have such a high frame rate?
I dunno but watching it in reverse is awesome, watching interceptors make probes is hilarious.
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On July 12 2015 00:04 SixStrings wrote: How did you make that GIF have such a high frame rate?
It's not really a gif, what you're seeing is an mp4 or webm.
You just have to record/render it in 60fps. When you upload it on gfycat it's going to be in 60fps (unless you link to the gif version, which nobody does really).
But in order to get a non-gif gfycat to display on TL you need embed scripts enabled. I had an admin approve my post to get them to display on TL.
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Canada11218 Posts
Great blog- very accessible post. I suck at carrier micro, but it is so fun. I really don't understand why they only implemented half of Carrier micro functionality- unless it was another fundamental misunderstanding like the Phoenix and move shot.
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I've always wondered how progamers microed their carriers and I tried to emulate it when BW was the thing. I had to make do with shitty explanations like "use patrol when carrier is moving" and "left click when interceptors are attacking a unit" etc. Nobody realized ranges played a major role (or used it in an explanation) in how the interceptors behaved. I myself was grasping in the dark on the test maps and was wondering why my carriers only behaved like I wanted 50% of the time.
SC2 came along and gave us a new perspective on the BW carriers. Too bad Nony's video came out in 2012. If I knew this back then I'd be stomping those terran goliaths and not the other way around.
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On July 09 2015 03:30 Heyoka wrote: Petition to have LaLush be a part of the SC2 design team This thread is amazing like all LaLuSh threads, I agree.
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On July 11 2015 05:16 LaLuSh wrote:Show nested quote +On July 11 2015 00:24 vOdToasT wrote:On July 09 2015 22:34 c3rberUs wrote:On July 09 2015 14:42 vOdToasT wrote:On July 09 2015 06:38 Liquid`TLO wrote:On July 09 2015 06:31 vOdToasT wrote:On July 09 2015 06:29 KaZeFenrir wrote: Id see them saying they dont want to implement it because its hard to explain or read the mechanics. Theres no intuitive or obvious way that you learn the type of control given by the bw carrier. With unleash interceptors you have a blatant obvious way for a lesser player to grasp the mechanics you are trying to get them to use. I think its why air unit micro kind of sucks. It looks cool but how do you explain in game right off the bat how to micro a bw air unit without a tutorial?
I figured out how the carrier in Brood War works as a six year old. Dota2 is one of the most counter-intuitive flat out illogical games and look how they're doing! That is a great example. DotA 1 and StarCraft 1 were successful in the past, but DotA 2 is being successful right now, proving that even today, babysitting isn't the only way to go. I played DotA 1 religiously years ago but I have no idea on DotA 2. How is DotA 2 counter-intuitive? I wouldn't go as far as to call it counter intuitive, but as a beginner, you have to spend around 30 minutes learning things like item recipes and secret shops. It's not as easy to pick up and play as LoL. The first times that I played DotA, I was quite lost. There are a million small things to learn even beyond the basics. Like if you overshoot your blink distance with blink dagger, you will only blink 4/5ths of the max range. Also I have to face the direction I'm blinking within a certain degree arc if I want the blink to be instant (super important for heroes like puck). And every item or spell has some special exception to how it interacts with certain spells or heroes. BKB provides magic immunity, yes? But there's still a list of ultimates that can pierce BKB. Which orb effects stack and which don't? Which orb/bash effect has the priority if they should conflict? Which auras stack and which don't? Oh you can purge spells in dota? But why can't I purge these spells? When I RP with Magnus, I can decide which direction the RP'd targets are gonna end up in by move clicking a split second before the RP. I don't even have to physically turn to be able to do this. The more you sit and think the more of this stuff you find. If I go through every individual hero in the game, I'm gonna find hundreds of weird interactions and weird special cases. And truth be told most of it has absolutely zero impact on beginner level play or beginner level enjoyment. Beginners are busy learning the heroes, the spells, the locations of shops, the items. They can play for years and not even notice the fact that dota has a million high level complexities, condradictions and exceptions to exceptions.
That means that the game has a high skill ceiling, which is great.. But a high skill ceiling does not always necessitate a high skill floor. Anyway, DotA does have a higher skill floor than some other games, but it's still popular. If it's fun, it's fun.
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I feel some readers here are mistaking the purpose of this blog post.
I think the point is not necessarily that SC2 carrier should be like BW carrier, it is that SC2 carrier lacks depth/potential. BW is only used as a reference of what has been done in the past and could be used/improved next. The very issue is that in its HOTS state, the Carrier is basically a a-move unit where what a pro does with it is not much different from what a lower league player would do with it. There is no trick, no advantage gained to manage it.
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On July 09 2015 06:38 Liquid`TLO wrote:Show nested quote +On July 09 2015 06:31 vOdToasT wrote:On July 09 2015 06:29 KaZeFenrir wrote: Id see them saying they dont want to implement it because its hard to explain or read the mechanics. Theres no intuitive or obvious way that you learn the type of control given by the bw carrier. With unleash interceptors you have a blatant obvious way for a lesser player to grasp the mechanics you are trying to get them to use. I think its why air unit micro kind of sucks. It looks cool but how do you explain in game right off the bat how to micro a bw air unit without a tutorial?
I figured out how the carrier in Brood War works as a six year old. The whole baby sitting philosophy in sc2 is a total joke. Most of us played broodwar as young kids and we understood easily. Dota2 is one of the most counter-intuitive flat out illogical games and look how they're doing! Hard things don't matter too much for begginers cause they're caught up learning the basics and once they're advanced enough to have to care about the more difficult stuff it won't be confusing to them anymore. I would even argue that it can make the learning process of a game more rewarding, if there's more things to figure out over a longer period of time you'll feel progress until you know it all, even when your mechanical skill isn't increasing.
honestly, Blizzard views their fanbase as dumb as rocks; they think that more than 9 deck slots in Hearthstone would be 'too confusing' for players.
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same reason mapmakers aren't allowed to change from 8x1500minerals +2x2500geysers or 6x1500 rich minerals +2x2500geysers
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I think Blizzard has done a superb job on the LotV Carrier. Mine drags are back, and until players figure out the "real counter" Carriers reign supreme.
Here's a link to one of my favorite Carrier games where I use Deploy to zone Tempests.
http://lotv.spawningtool.com/1019/
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Its nice to see this put so plainly and simply. I wasn't aware that Blizzard didn't fix the Carrier fully, I thought the only thing they didn't do was the trailing interceptors (because you have the upgrade to make Carriers launch them faster) and Interceptors healing inside carriers...
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