• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:48
CEST 17:48
KST 00:48
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6Code S RO8 Preview: herO, Zoun, Bunny, Classic7
Community News
Weekly Cups (June 23-29): Reynor in world title form?4FEL Cracov 2025 (July 27) - $8000 live event13Esports World Cup 2025 - Final Player Roster14Weekly Cups (June 16-22): Clem strikes back1Weekly Cups (June 9-15): herO doubles on GSL week4
StarCraft 2
General
Weekly Cups (June 23-29): Reynor in world title form? How does the number of casters affect your enjoyment of esports? Esports World Cup 2025 - Final Player Roster HomeStory Cup 27 - Info & Preview The SCII GOAT: A statistical Evaluation
Tourneys
HomeStory Cup 27 (June 27-29) WardiTV Mondays SOOPer7s Showmatches 2025 FEL Cracov 2025 (July 27) - $8000 live event $200 Biweekly - StarCraft Evolution League #1
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL20 Preliminary Maps Unit and Spell Similarities BW General Discussion I made an ASL quiz
Tourneys
[BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET [Megathread] Daily Proleagues [BSL20] ProLeague LB Final - Saturday 20:00 CET Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Stop Killing Games - European Citizens Initiative Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Summer Games Done Quick 2025!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
RECOVER YOUR SCAMMED CRYPTO FUNDS HIRE iFORCE Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Blog #2
tankgirl
Game Sound vs. Music: The Im…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 668 users

Design Club: The Carrier

Blogs > LaLuSh
Post a Reply
Normal
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2015-07-08 17:50:24
July 08 2015 17:50 GMT
#1


[image loading]





The Carrier


In the transition to SC2, many of Brood War's iconic units would be transferred over to a new engine and a new game. However, in the case of the carrier, some subtle details ended up getting lost in translation in the transfer process.

In the infographic above, I've outlined three of what I consider were the most important factors for the carrier's usefulness in intense micro situations. These factors combined in important ways to create a synergy effect which allowed skilled players to consistently fire at targets from maximum range (leash range).

There were other differences in addition to those outlined (such as interceptors below a certain hp/shield threshold in BW automatically returning to the carrier to regenerate), but in my view these additional differences don't impact basic control as much as the listed mechanics.

Nony's video
All of these mechanics have already been covered by Nony in his 2012 video comparing BW and SC2 carrier mechanics.

Blizzard did patch the carrier in Heart of the Swarm, presumably in response to that video. Though, they ended up adding only one of the functionalities Nony covered in his video. What Blizzard's carrier patch fixed, was that it allowed a player to retarget between living targets in leash range.

I'll link Nony's video here as well for those who prefer to have it explained in a different medium:




Ahli's BW Carrier Mod
The point of this article is not to repeat all of this information, but rather to inform and create awareness around an existing and fully functional, fully data driven implementation of all these mechanics. The modder Ahli (teamliquid profile, reddit profile) is behind this mod, and it's based on an earlier trigger based solution by decemberscalm (both were involved in helping out starbow).

Ahli is also involved in other Blizzard games, helping out in the Heroes of the Storm community with his Observer UI. I'd pay extra attention to this guy's feedback in the future Blizz!

The mod is called: BW Carrier Micro Mod 1.6.

[image loading]

Amazing attention to detail. No triggers.





Gfycat illustrations

Retargeting returning interceptors



Trailing Interceptors and immediate deployment




****
fmod
Profile Blog Joined November 2013
Cayman Islands330 Posts
July 08 2015 18:08 GMT
#2
Don't be ridiculous. Blizzard won't make the AI 'worse'!
I don't particularly like you.
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
July 08 2015 18:30 GMT
#3
Petition to have LaLush be a part of the SC2 design team
@RealHeyoka | ESL / DreamHack StarCraft Lead
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2015-07-08 18:32:35
July 08 2015 18:31 GMT
#4
i learnt something today, especially from Nony. Thanks for the article and the effort, all the best!

On July 09 2015 03:30 Heyoka wrote:
Petition to have LaLush be a part of the SC2 design team


if only .. if only..

On July 09 2015 03:08 fmod wrote:
Don't be ridiculous. Blizzard won't make the AI 'worse'!


no one likes you either. hahaha
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
Ahli
Profile Joined May 2012
Germany355 Posts
July 08 2015 18:45 GMT
#5
Also, my mod's Interceptors also fight for a short moment after the Carrier's death and they will return to the Carrier when they are low.

If you encounter bugs/problems, please notify me.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2015-07-08 19:03:36
July 08 2015 18:45 GMT
#6
Unfortunately, Blizzard is content with making a "good enough" game. They probably consider the release interceptors ability in LotV sufficient.
T P Z sagi
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
July 08 2015 18:47 GMT
#7
Also worth mentioning is that the loiter radius of interceptors was increased. This lets the interceptors roam around farther from the target when firing.
Musicus
Profile Joined August 2011
Germany23576 Posts
July 08 2015 19:22 GMT
#8
Sick input as always LaLuSh, would be really nice to see this fixed in LotV. I think the chances aren't too bad and the work has basically aready be done by Ahli anyway.
Maru and Serral are probably top 5.
Cricketer12
Profile Blog Joined May 2012
United States13973 Posts
July 08 2015 19:33 GMT
#9
Nah, lets just get some rocks.

In all seriousness though, brilliant infograph and gifs that display the the information in a clear and concise manner. Brilliantly done. I thank you for this and wish Blizzard would actually look into this.
Kaina + Drones Linkcro Summon Cupsie Yummy Way
anatidaus
Profile Joined February 2010
Canada19 Posts
Last Edited: 2015-07-08 19:53:20
July 08 2015 19:36 GMT
#10
Great write up!

@david kim: Would appreciate seeing this addressed in an upcoming Community Feedback Update. Knowing Blizzard's thoughts on these Carrier features would be nice.

I'm going to go on a limb and assume that this type of micro isn't viewer friendly enough in Blizz's eyes (it's too "hidden"). [Edit] Or, they think it won't have a big enough impact on gameplay to justify it's inclusion.
Somewhere out there, a duck is always watching.
ablagesys
Profile Joined April 2012
Austria18 Posts
July 08 2015 19:37 GMT
#11
On July 09 2015 04:22 Musicus wrote:
Sick input as always LaLuSh, would be really nice to see this fixed in LotV.

changed, not fixed
s.a.y
Profile Blog Joined October 2007
Croatia3840 Posts
July 08 2015 19:37 GMT
#12
Great stuff there
I am not good with quotes
anatidaus
Profile Joined February 2010
Canada19 Posts
July 08 2015 19:41 GMT
#13
On July 09 2015 03:47 LaLuSh wrote:
Also worth mentioning is that the loiter radius of interceptors was increased. This lets the interceptors roam around farther from the target when firing.


Love this change, btw. I always thought the SC2 interceptor animation looked "choked" in some way. I imagine it could act as a soft counter balance to the superior control over the interceptors (they're slightly more vulnerable).
Somewhere out there, a duck is always watching.
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
July 08 2015 19:50 GMT
#14
Nice blog. Always wondered why the change was never implemented.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
Vansetsu
Profile Blog Joined October 2010
United States1454 Posts
July 08 2015 19:51 GMT
#15
I feel like interceptors were alot more durable? Like they were either just more durable, or were completely healed once they docked and relaunched. Perhaps I am wrong? I get the whole leash micro thing, but I always feel like interceptors die a whole lot faster than they used to.
Only by overcoming many obstacles does a river become - デイヴィ¯\_(ツ)_/¯ド
vult
Profile Blog Joined February 2012
United States9400 Posts
July 08 2015 19:55 GMT
#16
Really great posts Lalush. Amazing read and insight, thanks for bringing this to light with Ahli's work!
I used to play random, but for you I play very specifically.
uh-oh
Profile Blog Joined August 2010
Hong Kong135 Posts
Last Edited: 2015-07-08 19:57:25
July 08 2015 19:56 GMT
#17
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.
When I get to grandmasters, you have my permission to die!
Ahli
Profile Joined May 2012
Germany355 Posts
July 08 2015 20:03 GMT
#18
On July 09 2015 04:22 Musicus wrote:
Sick input as always LaLuSh, would be really nice to see this fixed in LotV. I think the chances aren't too bad and the work has basically aready be done by Ahli anyway.

I have only shown that it is possible with a lot of workarounds in the "current" engine. But when Blizzard would add it, they would add features to the engine to allow it much, much easier and with a better performance.

Technically, my implementation is super hacky but functional, e.g. sometimes Interceptors are outside the carrier, invincible and hidden. That is not something Blizzard would release because they can just alter the engine.

Another aspect that is currently not really doable is the Valkyrie's weapon behavior (missile tracking and impacting on a position with a static offset from a moving unit). I added it to Starbow, but it uses a rather horrible workaround (missiles that shoot missiles that shoot missiles that ...).
Blizzard improved some other aspects in LotV, too, where I had to use weird workarounds in HotS. For example, picking up a Tank in Siege Mode: in HotS, you cannot pick up units that have a max movement speed of 0, in LotV Blizzard fixed that and even added it to the game. So, maybe give the Liberator the Valkyrie's shot instead of having the missiles impact on the unit?
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Musicus
Profile Joined August 2011
Germany23576 Posts
July 08 2015 20:22 GMT
#19
On July 09 2015 05:03 Ahli wrote:
Show nested quote +
On July 09 2015 04:22 Musicus wrote:
Sick input as always LaLuSh, would be really nice to see this fixed in LotV. I think the chances aren't too bad and the work has basically aready be done by Ahli anyway.

I have only shown that it is possible with a lot of workarounds in the "current" engine. But when Blizzard would add it, they would add features to the engine to allow it much, much easier and with a better performance.

Technically, my implementation is super hacky but functional, e.g. sometimes Interceptors are outside the carrier, invincible and hidden. That is not something Blizzard would release because they can just alter the engine.

Another aspect that is currently not really doable is the Valkyrie's weapon behavior (missile tracking and impacting on a position with a static offset from a moving unit). I added it to Starbow, but it uses a rather horrible workaround (missiles that shoot missiles that shoot missiles that ...).
Blizzard improved some other aspects in LotV, too, where I had to use weird workarounds in HotS. For example, picking up a Tank in Siege Mode: in HotS, you cannot pick up units that have a max movement speed of 0, in LotV Blizzard fixed that and even added it to the game. So, maybe give the Liberator the Valkyrie's shot instead of having the missiles impact on the unit?


Your Starbow Valkyrie shot looks pretty sick though, I saw it .
Maru and Serral are probably top 5.
Finnz
Profile Joined September 2011
United Kingdom260 Posts
July 08 2015 20:29 GMT
#20
LaluSh is literally a fricking hero...blizzard snap this guy up already! :D
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
July 08 2015 20:50 GMT
#21
Blizzard NEEDS to see this incredibly well written post! No reason for any less than 5 stars.
aka KanBan85. Working on Starbow.
KaZeFenrir
Profile Joined July 2014
United States37 Posts
July 08 2015 21:29 GMT
#22
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?

The community and blizzard have different concepts of micro when it comes to gameplay. Blizzard sees it as extra actions taken for a unit to perform better or achieve damage. Hit a button that does a thing, use a skill that forces someone to move or split, hit a button that makes your unit work. The community sees micro kind of like achieving maximum effeciency with that unit. Stutter stepping, blinking before a projectile attack hits, or attack gliding with muta. In my opinion anyway.

So for blizzards idea of micro it needs to be clear and obvious. If its not spelled out or intuitive from the mechanics then it needs to be a skill or upgrade that adds "micro" into the game. They don't want a situation where experience with the game itself gives you an advantage. They dont want micro to be something that you see someone else do and not understand.

Im not saying I agree with the idea that you have to show every mechanic or skill during gameplay super easily but thats the path blizzard wants to take in order to get the mythical casual to play the game long term.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
July 08 2015 21:31 GMT
#23
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.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
Liquid`TLO
Profile Blog Joined March 2010
Germany767 Posts
Last Edited: 2015-07-08 21:42:45
July 08 2015 21:38 GMT
#24
On July 09 2015 06:31 vOdToasT wrote:
Show nested quote +
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.
Team Liquidalea iacta est
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
July 08 2015 21:40 GMT
#25
I still don't get why your blogs are not featured, LaLuSh ):
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Pandemona *
Profile Blog Joined March 2011
Charlie Sheens House51479 Posts
July 08 2015 21:41 GMT
#26
Nicely done, lets hope Blizzard take note :D
ModeratorTeam Liquid Football Thread Guru! - Chelsea FC ♥
KaZeFenrir
Profile Joined July 2014
United States37 Posts
July 08 2015 21:46 GMT
#27
On July 09 2015 06:31 vOdToasT wrote:
Show nested quote +
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.

Well yeah but this is new blizzard not the one from back in the day. Not to be a dick but you read most of their design or community posts and its all about communicatimg to the PLAYER how to use a skill, unit, or ability. Everything needs to be obvious and clear from the outset or at least easily discoverable. Its not bad gameplay design, honestly, as intuitive game design is a great thing when you dont need a tutorial to explain everything. You want the player yo discover new things on their own and feel rewarded by it.

The main problem is that soo much of starcraft is a game based from a different time and thats where its biggest fans come from. They dont want anymore "hidden" mechanics or skills that youre not going to understand if you see someone else do it, or anything youre going to have to google. They want you to figure out strategies, not how to use a unit to its maximum potential, or how a unit did thi or that.

Think about how much effort they put into making starcraft a game people want to WATCH, from the skill to the units to "more exciting gameplay". For the most part the community hates it because they just want a fun game, the game from the 90s they all played or heard about.

But blizzard wants something that is "fun" for casual players to watch and play and easy to get into without a lot of searching on the tl forums. If you want to go farther in the game those are things youll have to do, but for the casual they just want a pick up and play game thats easily understood. Then hopefully those people will stay long enough to do the research to be better at the game or wath tournements.

The big problem I see is that they didnt design it that way from the start. Starcraft 2 has no idea who its for anymore and Blizzard wants it to be more accessible for newbies, which makes the gameplay less engaging for higher tier players. I think this is why there are soo many hard counters and each new release has seen them focus on adding in mostly old units that are revamped while trying to push for those units to be used in specific ways, such as harasment with lotv. Its like a half effort to appease older fans while providing the new gamer obvious tools to do certain things obviously and easily in game.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
July 08 2015 21:49 GMT
#28
<3 Design Club!
+1 for featuring/front paging

Please Blizzard let carriers be a part of sc2.
"not enough rights"
NanashiStarCraft
Profile Joined October 2011
Germany48 Posts
Last Edited: 2015-07-08 21:53:05
July 08 2015 21:52 GMT
#29
I really hope Blizzard will hire LaLuSh as a consultant or something. Is there a fanclub I can join? I mean, for real?
Uncultured
Profile Joined September 2010
United States1340 Posts
July 08 2015 23:45 GMT
#30
I thought they made these or similar changes for LotV? Was that just me hoping really, really hard?
Don't you rage when you lose too? -FruitDealer
Mistakes
Profile Joined February 2011
United States1102 Posts
July 09 2015 00:25 GMT
#31
On July 09 2015 03:30 Heyoka wrote:
Petition to have LaLush be a part of the SC2 design team


Signed.
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
July 09 2015 02:23 GMT
#32
On July 09 2015 08:45 Uncultured wrote:
I thought they made these or similar changes for LotV? Was that just me hoping really, really hard?

They completely changed the carriers functionality in LotV to deploy interceptors in a target area and have them patrol, or at least from what i understand since they are not used in LotV ever still.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
phantomfive
Profile Joined April 2010
Korea (South)404 Posts
July 09 2015 03:22 GMT
#33
On July 09 2015 11:23 SetGuitarsToKill wrote:
Show nested quote +
On July 09 2015 08:45 Uncultured wrote:
I thought they made these or similar changes for LotV? Was that just me hoping really, really hard?

They completely changed the carriers functionality in LotV to deploy interceptors in a target area and have them patrol, or at least from what i understand since they are not used in LotV ever still.


I use them!
To ease another's heartache is to forget one's own - Lincoln
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2015-07-09 05:49:50
July 09 2015 05:42 GMT
#34
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.


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.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2015-07-09 07:23:52
July 09 2015 06:53 GMT
#35
The gist of the OP is to point out that the SC2 carrier, while closer to the BW version, is not yet fully mimicking the BW carrier?

Players which had mod success with BW asking to get back BW units. Imo that is a drawback of asking the community, many wants players to get what they already know.

The LotV carrier has an option to launch the interceptors in a way the BW carrier doesn't allow. Do we not want to have that?
You don't choose to play zerg. The zerg choose you.
avilo
Profile Blog Joined November 2007
United States4100 Posts
July 09 2015 07:13 GMT
#36
Great thread and presentation and stuff as usual. I just wanted to add some input about "difficulty of concepts, and units." We all always hear " this is too difficult for beginners to understand" etc.

Why does blizzard not simply make a few training missions dedicated to showing the unit's uses and functions in multiplayer? Similar to MOBA Hero/Champion spot lights, but do official ones for each SC2 commonly used unit/tactic.

Like show stalkers blinking up and down cliffs in tutorials, show SCVS repairing a burning planetary in another...show this leash range...etc. Might make them more adventerous when adding "difficult" things to the game that are easy to learn but hard to master.
Sup
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2015-07-09 07:25:02
July 09 2015 07:23 GMT
#37
On July 09 2015 16:13 avilo wrote:
Great thread and presentation and stuff as usual. I just wanted to add some input about "difficulty of concepts, and units." We all always hear " this is too difficult for beginners to understand" etc.

Why does blizzard not simply make a few training missions dedicated to showing the unit's uses and functions in multiplayer? Similar to MOBA Hero/Champion spot lights, but do official ones for each SC2 commonly used unit/tactic.

Like show stalkers blinking up and down cliffs in tutorials, show SCVS repairing a burning planetary in another...show this leash range...etc. Might make them more adventerous when adding "difficult" things to the game that are easy to learn but hard to master.

SC2 has a 3-part introduction for each race, which is mostly about base building and some tech. Do you want to expand that to blink stalkers and any other individual spell, or shouldn't the player jump into the game to experience the actual multiplayer?

If I understand Blizzard's philosophy right, a viewer should be able to follow the battle even though he does not play the game at all. This forbids overly complex mechanics (blinking would be surely not overly complex.)
You don't choose to play zerg. The zerg choose you.
avilo
Profile Blog Joined November 2007
United States4100 Posts
July 09 2015 07:55 GMT
#38
On July 09 2015 16:23 [F_]aths wrote:
Show nested quote +
On July 09 2015 16:13 avilo wrote:
Great thread and presentation and stuff as usual. I just wanted to add some input about "difficulty of concepts, and units." We all always hear " this is too difficult for beginners to understand" etc.

Why does blizzard not simply make a few training missions dedicated to showing the unit's uses and functions in multiplayer? Similar to MOBA Hero/Champion spot lights, but do official ones for each SC2 commonly used unit/tactic.

Like show stalkers blinking up and down cliffs in tutorials, show SCVS repairing a burning planetary in another...show this leash range...etc. Might make them more adventerous when adding "difficult" things to the game that are easy to learn but hard to master.

SC2 has a 3-part introduction for each race, which is mostly about base building and some tech. Do you want to expand that to blink stalkers and any other individual spell, or shouldn't the player jump into the game to experience the actual multiplayer?

If I understand Blizzard's philosophy right, a viewer should be able to follow the battle even though he does not play the game at all. This forbids overly complex mechanics (blinking would be surely not overly complex.)


Look at LoL Champ spotlights. They show what every ability/function of the unit is, and then even show tactics/strategies you can pull with those abilities. I'm talking about adding tutorials like that or just info pages, not that hard tbh.
Sup
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 09 2015 08:48 GMT
#39
I have doubts this will be implemented for the same reason many other "bw like" things, and even DH economy mod won't be implemented.

from what it seems sc2 in its current state is partly kept around and invested in as an advertisement for Blizzard as a brand and their current and future games.

there at hints of this when it came to other changes like depth of micro, or DH, the units look "buggy" even though it is intended, when it doesn't look neat and sparkly it may look as "bad" design to the average casual player, and hurts their brand there, which is what I believe their reason for not making changes such as these.
"Not you."
ManiacUA
Profile Joined August 2013
Ukraine29 Posts
July 09 2015 09:45 GMT
#40
i don't think Carrier needs any changes as of now, they are real hard-counter to the mech style of terran, making it pretty much useless in the late game. Further buffs of Carriers or it's AI might destroy any possibilities for terran to go for mech in TvP
tshi
Profile Joined September 2012
United States2495 Posts
July 09 2015 09:57 GMT
#41
This is a great technical blog post. But I think for Blizzard to move on this, they need to have their hands held and shown that it's a viable thing to do in their eyes with their perspectives (as misinformed as they may be).
scrub - inexperienced player with relatively little skill and excessive arrogance
fluidrone
Profile Blog Joined January 2015
France1478 Posts
July 09 2015 10:46 GMT
#42
Lalush vs "x" carrier showmatch <3 hype!!!!
"not enough rights"
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2015-07-09 11:02:10
July 09 2015 11:01 GMT
#43
On July 09 2015 03:30 Heyoka wrote:
Petition to have LaLush be a part of the SC2 design team


The thing is he is mostly just saying "this is how it was back in BW, it was better, and this is how it is in SC2, and it is bad".


While that is true most of the time, Blizzard, or rather Browder, has said time and time again that they don't intend to copy BW. "If people want to play BW, go do it. This is not BW" is essentially what Browder said to Kennigit, HotBid etc.
Riquiz
Profile Joined June 2011
Netherlands402 Posts
July 09 2015 12:01 GMT
#44
Seems like a cool way to make the carrier a more interesting unit.

I've always been amazed at how many small details/quirks the broodwar units have, whilst the sc2 units are fairly straightforward.

I hope that more units will be like this some day...

(As long as they are not as clunky and dumb as the corruptor, it would already make a huge difference)
Caster man does casting on yt/RiquizCasts
imre
Profile Blog Joined November 2011
France9263 Posts
July 09 2015 12:44 GMT
#45
On July 09 2015 03:30 Heyoka wrote:
Petition to have LaLush be a part of the SC2 design team


to lead if possible :D
Zest fanboy.
iaretehnoob
Profile Joined June 2004
Sweden741 Posts
July 09 2015 13:00 GMT
#46
Retargeting during retreat really should be in, if only because intuitively that's how it would work, not like interceptors would have to refuel after 10 seconds of combat. Trailing interceptors look a bit odd and with fungal and parasitic bomb might even hurt protoss more. A buff to interceptor launch speed seems like the cleaner solution for that, if it's needed.
c3rberUs
Profile Blog Joined December 2010
Japan11286 Posts
July 09 2015 13:34 GMT
#47
On July 09 2015 14:42 vOdToasT wrote:
Show nested quote +
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?
WriterMovie, 진영화 : "StarCraft will never die".
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
July 09 2015 13:37 GMT
#48
To be fair people should also give credit to Ahli

On July 09 2015 20:01 KeksX wrote:
Show nested quote +
On July 09 2015 03:30 Heyoka wrote:
Petition to have LaLush be a part of the SC2 design team


The thing is he is mostly just saying "this is how it was back in BW, it was better, and this is how it is in SC2, and it is bad".


While that is true most of the time, Blizzard, or rather Browder, has said time and time again that they don't intend to copy BW. "If people want to play BW, go do it. This is not BW" is essentially what Browder said to Kennigit, HotBid etc.


yea I still remember watching that video. I think Sen was there too. Ludicrous.

http://www.teamliquid.net/blogs/476513-making-a-proper-sequel-to-bw

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.


yea... I blame the Steve Jobs cult for this stupid mindset.
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
Yurie
Profile Blog Joined August 2010
11799 Posts
July 09 2015 14:23 GMT
#49
On July 09 2015 22:34 c3rberUs wrote:
Show nested quote +
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?


Dota 2 is the same as Dota 1, 99% true. There are some differences due to the engines and still a very few heroes not ported.
Cazimirbzh
Profile Joined February 2014
334 Posts
July 09 2015 16:24 GMT
#50
I love you Lalush for trying, Really good article.
But it's such a drastic change (carrier being usefull!!!!) that it should not be adress before LOTV is more stable. Giving this ability to the carrier which can now be combined with others nice spells could lead to an imba situation (:p ) When the dust is settle and if protoss need a air buff it can be a easy viable option.
DinoToss
Profile Joined August 2013
Poland507 Posts
July 09 2015 16:34 GMT
#51
There is less burst dmg in SC2 also.
My wrist really started to flare up. My colossi number started to pile up and with the last of my concentration I prepared for a win.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
July 09 2015 16:36 GMT
#52
Awesome as always.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
Last Edited: 2015-07-09 22:30:25
July 09 2015 22:29 GMT
#53
Feature News this already, TL. Blizzard, start listening. LaLuSh, awesome work, props to Nony and everyone else involved. This is awesome stuff and exactly what we need to stay healthy and constructive as a community.
castleeMg
Profile Blog Joined January 2013
Canada760 Posts
July 09 2015 23:06 GMT
#54
good post, i remember watching nonys video a while back and being mind blown by those carrier tricks
AKA: castle[eMg]@USEast/ iCCup
ejozl
Profile Joined October 2010
Denmark3354 Posts
July 10 2015 00:54 GMT
#55
Doesn't even have to be this, it just has to be revisited. So that it is actually possible to play well with what they call 'boring attack move units,' cause Blizzard have themselves called the Carrier that and that it would be a problem if Carriers were strong, because it's not a skillful unit.
I can see some cool Carrier vs Widow Mine interaction where the Protoss player hits the stop button to try and not send all the Interceptors at once and have the mine shots hit fewer interceptors and stuff like that.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19229 Posts
Last Edited: 2015-07-10 14:29:43
July 10 2015 14:29 GMT
#56
On July 09 2015 04:51 Vansetsu wrote:
I feel like interceptors were alot more durable? Like they were either just more durable, or were completely healed once they docked and relaunched. Perhaps I am wrong? I get the whole leash micro thing, but I always feel like interceptors die a whole lot faster than they used to.

Interceptors appear more durable in Brood War because they are usually deployed at a heavy ground mech (tanks/vultures) army that has a low Goliath count. In SC2 there is tons of AA between marines, vikings, thors in the TvP dynamic.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
July 10 2015 15:08 GMT
#57
On July 10 2015 23:29 BisuDagger wrote:
Show nested quote +
On July 09 2015 04:51 Vansetsu wrote:
I feel like interceptors were alot more durable? Like they were either just more durable, or were completely healed once they docked and relaunched. Perhaps I am wrong? I get the whole leash micro thing, but I always feel like interceptors die a whole lot faster than they used to.

Interceptors appear more durable in Brood War because they are usually deployed at a heavy ground mech (tanks/vultures) army that has a low Goliath count. In SC2 there is tons of AA between marines, vikings, thors in the TvP dynamic.


to tackle on to that, the BW mechanics allow for interesting games like this most recent one

The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Koromon
Profile Joined May 2012
United States304 Posts
July 10 2015 15:11 GMT
#58
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.


Dota2 and League are indeed quite illogical but for some strange reason League tries to make their stuff sound more reasonable? At least I know the reason they gave for not having denies was because they said it didn't make sense to kill allies to prevent exp and money. And my friends repeated that to me over and over again when they first tried to get me to play... and we all know that doesn't even remotely begin to rationalize the nonsensical things that happen in both League/Dota.

But for them... at least this pretense of sensibility evidently did strike a cord with some people. But in the end... the implementation and mechanics of the game clearly don't need to strictly abide by that. So yes! More complicated stuff is good. Just write some bs about why it makes sense.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
July 10 2015 15:24 GMT
#59
On July 09 2015 22:34 c3rberUs wrote:
Show nested quote +
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.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
BisuDagger
Profile Blog Joined October 2009
Bisutopia19229 Posts
July 10 2015 16:17 GMT
#60
On July 11 2015 00:08 amazingxkcd wrote:
Show nested quote +
On July 10 2015 23:29 BisuDagger wrote:
On July 09 2015 04:51 Vansetsu wrote:
I feel like interceptors were alot more durable? Like they were either just more durable, or were completely healed once they docked and relaunched. Perhaps I am wrong? I get the whole leash micro thing, but I always feel like interceptors die a whole lot faster than they used to.

Interceptors appear more durable in Brood War because they are usually deployed at a heavy ground mech (tanks/vultures) army that has a low Goliath count. In SC2 there is tons of AA between marines, vikings, thors in the TvP dynamic.


to tackle on to that, the BW mechanics allow for interesting games like this most recent one

https://www.youtube.com/watch?v=VQBLrlHAZU8

One of the greatest TvPs as of late. This is such a perfect example of how the carrier works well in BW.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Yiome
Profile Joined February 2014
China1687 Posts
July 10 2015 16:41 GMT
#61
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.
tili
Profile Joined July 2012
United States1332 Posts
July 10 2015 16:54 GMT
#62
This is fantastic stuff. Who did the graphics?
Noam
Profile Joined September 2010
Israel2209 Posts
July 10 2015 17:56 GMT
#63
someone needs to update http://wiki.teamliquid.net/starcraft2/LaLuSh#Articles
Liquipedia
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2015-07-10 20:20:34
July 10 2015 20:16 GMT
#64
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.
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
July 11 2015 14:29 GMT
#65
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.
SixStrings
Profile Blog Joined August 2013
Germany2046 Posts
July 11 2015 15:04 GMT
#66
How did you make that GIF have such a high frame rate?
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
July 11 2015 15:29 GMT
#67
grats on being featured!

nice reply by uh-oh
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50110 Posts
July 11 2015 15:36 GMT
#68
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.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
July 11 2015 17:51 GMT
#69
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.
Falling
Profile Blog Joined June 2009
Canada11349 Posts
July 11 2015 23:07 GMT
#70
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.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
riotjune
Profile Blog Joined January 2008
United States3392 Posts
July 12 2015 04:45 GMT
#71
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.
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
July 12 2015 18:58 GMT
#72
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.
AKA: TelecoM[WHITE] Protoss fighting
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
July 12 2015 23:58 GMT
#73
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.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
PPN
Profile Joined August 2011
France248 Posts
July 13 2015 18:52 GMT
#74
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.
Garrl
Profile Blog Joined February 2010
Scotland1972 Posts
July 17 2015 12:26 GMT
#75
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.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 17 2015 12:35 GMT
#76
same reason mapmakers aren't allowed to change from 8x1500minerals +2x2500geysers or 6x1500 rich minerals +2x2500geysers
"Not you."
YokoKano
Profile Blog Joined July 2012
United States612 Posts
July 18 2015 11:18 GMT
#77
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/
IQ 155.905638752
L3monsta
Profile Joined May 2012
New Zealand149 Posts
September 02 2015 04:56 GMT
#78
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...
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 12m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 329
ProTech67
StarCraft: Brood War
Rain 3722
Calm 3324
Hyuk 1790
Horang2 1379
EffOrt 1126
Mini 837
Shine 778
BeSt 546
firebathero 419
Stork 373
[ Show more ]
Soma 357
Soulkey 163
Rush 133
[sc1f]eonzerg 59
Sharp 48
soO 35
Rock 30
sorry 24
Free 24
Terrorterran 21
Hm[arnc] 12
scan(afreeca) 11
Shinee 8
Noble 6
Bale 3
Stormgate
RushiSC45
NightEnD18
Dota 2
Gorgc7532
qojqva3916
XcaliburYe293
Counter-Strike
markeloff229
Super Smash Bros
Mew2King173
Other Games
singsing2285
B2W.Neo1643
hiko1404
crisheroes372
Lowko370
FrodaN331
Liquid`VortiX163
ArmadaUGS117
KnowMe85
Trikslyr56
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 7
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV235
League of Legends
• TFBlade1438
Other Games
• Shiphtur131
Upcoming Events
Monday Night Weeklies
12m
Replay Cast
8h 12m
Wardi Open
19h 12m
PiGosaur Monday
1d 8h
The PondCast
1d 18h
Replay Cast
2 days
RSL Revival
2 days
WardiTV European League
3 days
Replay Cast
3 days
RSL Revival
3 days
[ Show More ]
WardiTV European League
4 days
FEL
4 days
Korean StarCraft League
4 days
CranKy Ducklings
4 days
RSL Revival
4 days
FEL
5 days
Sparkling Tuna Cup
5 days
RSL Revival
5 days
FEL
6 days
BSL: ProLeague
6 days
Dewalt vs Bonyth
Liquipedia Results

Completed

Proleague 2025-06-28
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.