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Active: 1340 users

PvP Carriers Defence?

Forum Index > Brood War Strategy
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M2
Profile Joined December 2002
Bulgaria4135 Posts
November 28 2004 21:38 GMT
#1
What to do in case where you and your opponent had equal amounts of well developed expansions(between 4-5 ) and equal limit army(170 +) and while massing from many gates you realize that part of his limit is 5-6 carriers already out and another 5-6 wraping in the stargates.Sometimes I build several stargates and start making scouts,sometimes I try to make carriers of my own,sometimes I try to go Mind Control while avoiding his carriers or holding them with Storm(this strat gave the best results ),but it looks like I lose this scenario every time.
My main race is terran and I play toss for fun ,thats why I ask more experienced PvP players for help:-))
Somehow with terran thanks to comsats its so much harder for my toss oppponents to surprise me with carriers and even they catch me offguard first goliaths + mass turrets works so much better than goons+cannons+storm
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
NonYold
Profile Joined April 2004
United States2814 Posts
November 28 2004 21:42 GMT
#2
if something like that happens, i pause the game and post on TL.net for help

actually, you could probably use observers more. they are harder to micro than a comsat but they get the job done. usually i'd prefer to remain with all ground units, but of course it depends on the map. having a group of 12 zealots or so to attack his expansions while he's out with the carriers is helpful also
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
November 28 2004 21:43 GMT
#3
arbiters/storm/goon

suicide your zealots at his expos, starting with the least defended

you wont really need them, you should have a few archons to hold off his zealots anyways

anyways, freeze his carriers when he groups them, if he doesnt group them, he really cant use them effectively. then put a ton of shit under it, and when they unfreeze, they are basically dead.
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
Beast_Bg
Profile Joined October 2002
Bulgaria1623 Posts
November 28 2004 22:40 GMT
#4
Make more carriers of course.
But seriously DAs are the best counter IMO.You gain ~800/500 from 1 mind control and the worst that can happen is to lose the dark archon for 250/200.Plus you can take care of every templar or arbiter he has.
MadFrog : In my opinion, the biggest reason why WC3 is dying is because it is not such a great game as Brood War is.
karelen
Profile Joined October 2003
Sweden2407 Posts
November 28 2004 23:54 GMT
#5
imo they should lower the cost for DAs, would ensure more variety.
zzzzzz
SCFraser
Profile Joined May 2003
Canada1534 Posts
November 29 2004 00:26 GMT
#6
What happens if u mind control when u have full psi?
and do stolen units retain upgrades?
I want something good to die for, to make it beautiful to live.
NonYold
Profile Joined April 2004
United States2814 Posts
November 29 2004 00:29 GMT
#7
if you MC with full psi, you'll still get the unit and your psi will go like 206/200. you dont get the weapons/armor/shields upgrades, but you'll get the other upgrades (like +4 interceptor carrier capacity, upgraded speed/range, etc etc)
Malmis
Profile Blog Joined May 2003
Sweden1569 Posts
Last Edited: 2004-11-29 00:30:31
November 29 2004 00:30 GMT
#8
On November 29 2004 08:54 karelen wrote:
imo they should lower the cost for DAs, would ensure more variety.

It would also make DT's better +_+
To Suport@Bethsoft.com: okay so i completed morrowind.. um, can i have my life back now?
Legionnaire
Profile Joined January 2003
Australia4514 Posts
November 29 2004 00:45 GMT
#9
Mind Control is best.

Your main problem seems to be not realizing he is switching to carriers. Thus a failure at scouting, just spend a small amount on observers and have them searching all game. It will probably help your overall game anyway by seeing his movements and new exps.
My hope is one day stupid people will feel the same pain when they talk, as the pain the rest of us feel when we hear them. Twitter: @Legionnaire_au
Response
Profile Blog Joined April 2004
United States1936 Posts
November 29 2004 02:41 GMT
#10
i like arbiters tho the stasis is e-zer to cast then having to mc one @ a time freezing all there carriers then attacking expansions usually works for me....i think if mc would cost 100 i would use it but doing that would probably over power the DA so that might be a bad idea i dono i just think its e-zer to stasis
the REAL ReSpOnSe
MaTRiX[SiN]
Profile Joined September 2003
Sweden1282 Posts
Last Edited: 2004-11-29 02:59:18
November 29 2004 02:58 GMT
#11
what bigballs said...my games r usually over be4 any1 goes carrier but when it happens thats what i do..
aka StormtoSS
xCx
Profile Joined October 2004
Poland123 Posts
November 29 2004 02:59 GMT
#12
I like switching to Scouts/storms and then Carriers/storms but DA with mind control can be very usefull too.
koehli
Profile Joined January 2004
Germany350 Posts
Last Edited: 2004-12-01 19:36:21
December 01 2004 00:13 GMT
#13
Mind Control not only works on 5-6 carriers, it gives you extra style points ;-) However it comes at the price of becoming immobile, you constantly have to babysit your DA's and use shuttles to get them on cliffs etc. Furthermore MC is a "reactive strat" that is it is good only if you scouted your opponent well in advance.

Most robust counter in my opinion is arbiters with stasis, + storms as you can effectively immobilize your opponents carrier fleet and even lowly below 200 APM players like us have a chance to pull it off You shouldn't kill his carriers if you got less money than your opponent btw. FrozenArbiters (edit: FrozenCarriers of course ) are a total waste of supply and very annoying for a very long time :p

Stratwise arbiters easily integrate into a standard infantry build. You don't really have to have the carriers scouted, arbiters are totally good as a "preemptive strat" as they improve your infantry army no matter what his units are.
You go to war with the Army you have, not the Army you might want or wish to have at a later time.
Monsen
Profile Joined December 2002
Germany2548 Posts
December 01 2004 00:25 GMT
#14
MC Carrier = 1100/500
11 years and counting- TL #680
koehli
Profile Joined January 2004
Germany350 Posts
December 01 2004 00:33 GMT
#15
On December 01 2004 09:25 Monsen wrote:
MC Carrier = 1100/500


you need some more DA's if you really want to battle a fleet. One arbiter is much cheaper and good vs pretty much any number, at least to keep you in game.
You go to war with the Army you have, not the Army you might want or wish to have at a later time.
ahk-gosu
Profile Joined July 2004
Korea (South)2099 Posts
December 01 2004 02:11 GMT
#16
hallucinations
mind control
storm

that an goons or scouts work very nicely.
arb is pretty decent. stasis works wonders.
Micro.Macro.Scouting.Harassment.
oPtioNaLk
Profile Joined September 2004
Korea (South)564 Posts
December 01 2004 09:32 GMT
#17
Some people are saying get arbiters but doesn't the tech take way too long? Maybe I'm just being a newb but I thought stargates weren't a standard part of non isle PvP.
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
December 01 2004 10:52 GMT
#18
You should go arbs in every pvp when you can secure 3 gas. If you cant secure 3 gas and he has, you should lose anyways. If he cant secure 3 gas he cant carrier.
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
Liquid`Drone
Profile Joined September 2002
Norway28739 Posts
December 01 2004 14:56 GMT
#19
arbiters and mind control
supplement with goon and storm

arbs take a while to get but so does a very large amount of carriers. (one you can't beat without arbiters)
if he surprises you with 8+ carriers in pvp that means you've done a horrible job scouting and deserve to lose anyway.
(because even if you don't notice his stargates for some reason, you shouldve noticed that he has 30+ ground units less than he should have. )
Moderator
OneOther
Profile Blog Joined August 2004
United States10774 Posts
December 01 2004 15:04 GMT
#20
well, if you were unprepared, goon/storm would be the best answer. If you KNEW it, then the answer would be different. Since its high eco game, you would definitely have many high templs, right?
koehli
Profile Joined January 2004
Germany350 Posts
December 01 2004 19:40 GMT
#21
On December 01 2004 18:32 oPtioNaLk wrote:
Some people are saying get arbiters but doesn't the tech take way too long? Maybe I'm just being a newb but I thought stargates weren't a standard part of non isle PvP.


They are. Whenever you get 3+ gas and supply > 150, you should tech for arbiters.... This translates into: "When on Lost Temple you took second main, tech to arbiters." Usually most PvP don't last that long though.
You go to war with the Army you have, not the Army you might want or wish to have at a later time.
SChasu
Profile Joined October 2003
United States1505 Posts
December 01 2004 23:36 GMT
#22
imo u just need a bunch of obs so u can know what happening before hand(like what legion said :O)
i usually get like 6-8 obs patrolling the map (expos and center and then a few standing still in my opponent's base)
totalbiscuit is awful at casting.
SS
Profile Joined May 2003
United States63 Posts
December 03 2004 01:36 GMT
#23
Stasis :D Stasis solves all your problems :D
I got da soup for ya!
SS
Profile Joined May 2003
United States63 Posts
December 03 2004 01:40 GMT
#24
Stasis :D Stasis solves all your problems :D
I got da soup for ya!
Alpha
Profile Joined September 2004
France1495 Posts
December 03 2004 02:52 GMT
#25
well stasis do solve but just for a moment u need something to kill them , maybe scout storms as someone said or corsair with hallucination , who knows....
The psi bolts enlighten me.
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