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On January 07 2006 13:03 SuperJongMan wrote: 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.
lol...
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Hey I changed style over time. Pot smoking and inactiveness has made 7+ gate annoying cuz I broke my f3 habit. Can't help it.. I'm inactive. I use cheese builds and they work a lot still >.<
Plus I openly Admit my PvT is garbage now but Arbiter Carrier still lets me compete with better players.
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I prefer first arbiters, then start with air upgrades and depending how is the game put 3-4 stargates and mass carriers. My main priority is a strong ground army with +3 weapons upgrades.
Also you can try to fool your opponent, make just 1 carrier and show him, many times T start with mass gols which means less gas for tanks in this case add templars and take care of your arbiters.
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Feeling/instinct will guide you best.
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I feel arbiters are best on ground only maps like Luna, Rush Hour, Nostalgia etc.
Carriers are better for island maps or ground maps with alotta cliffs + island expos like LT, Plains to Hills, Any island map.
Carriers basically need to hide behind cliffs and on water where gollys can't reach them. Arbiters are awesome for ground maps, because you can take out large chunks of a terran army with stasis and own their main with recall counters.
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You need one or the other in late game PvT tho, because large masses of upgraded terran metal are nigh impossible to beat with protoss ground units alone.
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it's all about feel and your personal playing style. There really is no definitive answer 
And rowdierbob is right, 3/3 critical mass metal is too strong without car/arb
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Bill307
Canada9103 Posts
In my mind, carriers grant two main advantages:
1. In smaller numbers, they force your opponent to start building (a significant number of) gols. Compared to vultures and tanks, golies suck vs ground units. Furthermore, the terran has to micro his golies (in addition to his vultures). They often end up wasting shots on the interceptors if left unmicroed, and if they die before the tanks and vultures then the toss can just move his ground army back and get free hits with his carriers.
2. In larger numbers, they reverse Terran's usual advantages in tight, narrow areas. Not only are carriers harder to deal with in a small space, the terran will have a lot fewer tanks and spider mines and thus deal a lot less splash damage (and you'll have fewer ground units to receive splash damage). Zeal vs mass golie sucks without a wide flank, but goons and HTs will be strong.
Furthermore, on maps with cliffs, carriers are unstoppable for harassment beneath said cliffs. To stop it, Terran MUST counter-attack, which forces them to uproot themselves from whatever strong defensive position they had and approach you without pre-emptive siege mode and mines.
Note that if you go carriers, never fight his ground army with yours unless you have your carriers with you.
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Korea (South)17174 Posts
you guys are all retards
u should always go arbiters
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On January 07 2006 21:40 RowdierBob wrote: I feel arbiters are best on ground only maps like Luna, Rush Hour, Nostalgia etc.
Carriers are better for island maps or ground maps with alotta cliffs + island expos like LT, Plains to Hills, Any island map.
Carriers basically need to hide behind cliffs and on water where gollys can't reach them. Arbiters are awesome for ground maps, because you can take out large chunks of a terran army with stasis and own their main with recall counters.
you should watch Ra play
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And subsequently lose? 
Nerd toss can blow me.
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i was refering to the arbiter recall vs GoodFriend on the island map. Arbiters on islands are pretty good due to recall, you can kill expos quite easy
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If terran has 3-3 upgrades, it's the most retarded thing to do to switch carriers. As Rekrul said, you should always go arbiters!
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stasis is SO FUCKING GOOD. I mean like two good stasis fields and you win every battle .. even vs 3-3 units..
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On January 07 2006 12:17 Bill307 wrote: Do not go carriers if your air upgrades lag behind his metal upgrades by more than 1/1. Go arbs instead and if you really want carriers, then start upgrading your air attack+armour but wait until you start to catch up to him in upgrades before you switch.
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.
so basically you wrote down my opinion 
So you want to make carriers rather mid-game than late-game. It all depends on your opponent how he upgrades. If you see he is golliath heavy with 2 armories running, dont bother to make carriers unless you are really fast and rich so you wont get behind in upgrades more than 2 levels.
Also its easier to get out 1-3 arbiters than 6+ carriers (plus its cheaper and you only need 2 stargates which makes it more difficult to scan)
I prefer carriers when I have a major advantage or the terran goes camp on a map where it is hard to flank (lots of bridges,cliffs...) thus giving me the map advantage
Arbiters when we both are 200 --> late game with lvl 3 upg.
My question would be how you use arbiters against a heavy camped terran in 200 vs 200 games? Usually I go recall into main/and/or/expo with the classic ramp stasis. I dont see much use of arbs in frontal attacks as they're almost useless if turrets are present.
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