Carrier vs Arbiter in lategame PvT
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GrandInquisitor
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New York City13113 Posts
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TameTheMan
United States71 Posts
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TameTheMan
United States71 Posts
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miNi
Korea (South)2010 Posts
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Myrmidon
United States9452 Posts
Actually, I don't really get it either. ![]() (edit: add things) | ||
stambe
Bulgaria492 Posts
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iamke55
United States2806 Posts
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RaGe
Belgium9945 Posts
you should prefer arbs though, if hes pushing like nada does. while carriers are better against slow push. | ||
SuperJongMan
Jamaica11586 Posts
I usually start air tech after the first push in a turtley game, and in faster games, I generally start it as soon as I secure a 3rd gas and a standing army that is strong enough to at least stall. It depends on every game but going Air is a very intuition and feeling thing. It changes the game flow greatly and play style of the MU changes the moment Air is out. I like 3 Carriers and Arbiter instead of 4 carriers before I show the carriers unless its a really slow game, then I'd just hide and mass em. Carriers with first strike/cloak and scan delay makes micro and carrier harass godly. It's really sick how nice this combo is in early late game. U just gotta survive the early game on Goon Zeal shuttle only. This is with no obs ups and like 3-4 obs.. don't lose em - - | ||
ubergamer15
United States645 Posts
On January 07 2006 10:25 SuperJongMan wrote: Use both -_-;; 4 Carriers and Arbiter instead of 6 carriers. Carriers with first strike/cloak and scan delay makes micro and carrier harass godly. It's really sick how nice this combo is in early late game. U just gotta survive the early game on Goon Zeal shuttle only. This is obviously assuming you have copious amounts of gas. Money, I think, is the main determining factor: if you have a high mineral-to-vespene ratio, Carriers are the way to go. If you're better off in the gas department than you are with minerals, go for Arbiters. | ||
SuperJongMan
Jamaica11586 Posts
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Plexa
Aotearoa39261 Posts
carriers are like 350/250? or sumthing like that where arbs are lik 100/350 (i think lol), your probably only going to build 1-3 arbs unless u 2gate and thenyoull probably aim for 5ish, 3arbs add to 300/1050, whereas carriers you need atleast 6 to start dealing damage, which is roughly 2100mins and 1500gas(?) and probably wanting to pump off 3gate, which means you need around 750 upfront whereas arb only needs 350. So imo you need both good min/gas for carriers, whereas arbs you only need gas | ||
Terross
United States878 Posts
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GeneralCash
Croatia346 Posts
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CommanderCheng
China68 Posts
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Bill307
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Canada9103 Posts
Worst of all is when people go carriers with 0/0/0 vs 3/3 goliaths and the carriers get raped -- after all, they're doing only 2 damage per shot, while the golies need only 17 shots rather than the usual 33 (0/0 vs 0/0/0) to kill them. | ||
maareek
United States2042 Posts
Basically, in lategame if you are ahead of T by a decent margin you should go carrier. If you're way behind, you should go carrier. If you're even or marginally ahead/behind you should go arbiter. Just remember to upgrade your carriers, at least weapons. Unupgraded carrier v 3/3 gols is ugly, even with an army. | ||
EntertainMe
864 Posts
Two forge upgrades = Arbitors Edit: Basically you should plan your strategy ahead of time before playing. You know... like terran's style or map and such... | ||
QuietIdiot
7004 Posts
I don't like using 5-7 carriers because I have to focus on their safety and watch out for goliaths, but carriers > arbiters in most situations. If I have a really strong eco, I would mass up like 11-12 carriers and take out units from over a cliff and gay it up. | ||
SuperJongMan
Jamaica11586 Posts
Plus, it forces either Golis which really helps fighting with an arbiter powered land army. Research can follow later when your econ has recovered from the carrier/arbiter + the gateway production needed. Initial harass with cloaked carriers if unseen is always like.. WTF for the terran. Totally eats his time. ... Well that's cuz I don't like Land v Land cuz I find macroing anything from 7+ gates annoying and hard. PvT so I try to go sorta fast carriers and arbiters. Innate timing sense and less APM needed + ez(er) to use units. Ya agree jah? Just don't lose a macro fight til then. | ||
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