Carriers or arbiters
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SiarX
14 Posts
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ThunderJunk
United States516 Posts
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Mutaller
United States901 Posts
Carriers require a good economy because you need to pump them out and get a critical number. A single carrier is not going to do much for you. The carrier can simply attack move and do well if you are very far ahead, but to be a good carrier player there is actually quite complicated micro for them, while the arbiter is rather simple. If a map has a lot of dead space where goliaths cannot get under the carriers or even hit them, carriers will be a good move. On large dead space maps the terran will be forced to make wraiths, which makes toss ground army stronger | ||
Jumperer
United States1352 Posts
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outscar
2547 Posts
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Akio
Finland1740 Posts
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XenOsky
Chile2008 Posts
at pro level is based on maps and somewhat presonal preference. | ||
Operations
115 Posts
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Highgamer
1296 Posts
Carriers on the other hand can be very effective - "more" effective if you want - if the situation is right or rather: if you create the right situation for them, which generally means that they have to come as a surprise (early on 2 bases or in the lategame with some hidden stargates). Terran doesn't have to be in the dark until the last minute, but you need a window of time to produce enough carriers before Terran realizes what's going on and can counter with enough goliaths/turrets. As was pointed out above, certain map-features make carriers much more effective, for example a lot of terrain that is impassable for ground-units. From my experience, carriers might get you some easy wins on lower ranks and might seem "generally effective" there, but they get harder to use once the Terrans get decent at the core-skills (macro/control/scouting+reacting). The higher the rank, the better you have to be at carrier micro and decision-making on where to send them or else bulding them might backfire. | ||
iopq
United States601 Posts
Carriers, however, will be cost-effective as long as you keep upgrading them. So in the long term there's no real counter to carriers as long as Terran doesn't surprise you with cloaked wraiths or similar. I'm just surprised why nobody makes a switch to carriers after arbiter, you already have one stargate and cloaked carriers are pretty good if you can afford them (late late game) | ||
namkraft
116 Posts
On February 25 2023 07:43 outscar wrote: If scanner doesn't see your fleet beacon then carriers usually win but if you get immediately scouted terran can finish you off before getting critical amount or make million goliaths and believe me, 3/3 ranged golis are nightmare to deal with, you need Stork's control to win vs. it. Storkuuuu plays today!! let see them some dino-carriers ! | ||
WGT-Baal
France2840 Posts
On March 05 2023 14:43 iopq wrote: Arbiters haven't proven to be cost-effective, once the Terran defends a lot of bases with mines and turrets recall threat is much less relevant, and stasis can be prevented with EMP Carriers, however, will be cost-effective as long as you keep upgrading them. So in the long term there's no real counter to carriers as long as Terran doesn't surprise you with cloaked wraiths or similar. I'm just surprised why nobody makes a switch to carriers after arbiter, you already have one stargate and cloaked carriers are pretty good if you can afford them (late late game) I think the main downside is the (massive) upgrade disadvantage you start with. 0-0 air vs 2-1 or 3-2 mech | ||
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Liquid`Drone
Norway27668 Posts
On March 09 2023 05:14 WGT-Baal wrote: I think the main downside is the (massive) upgrade disadvantage you start with. 0-0 air vs 2-1 or 3-2 mech Pretty inexpensive to go for a +1 air attack before you make the switch, tbh, so you'll have +2 by the time your first carriers are ready to fight. If you're considering doing a carrier switch you should do this, anyway. | ||
MeSaber
Sweden970 Posts
On March 12 2023 15:45 Liquid`Drone wrote: Pretty inexpensive to go for a +1 air attack before you make the switch, tbh, so you'll have +2 by the time your first carriers are ready to fight. If you're considering doing a carrier switch you should do this, anyway. A huge tell if core is still spinning after range though. Sure you could buy it anyway as its cheap but still. | ||
WGT-Baal
France2840 Posts
On March 12 2023 15:45 Liquid`Drone wrote: Pretty inexpensive to go for a +1 air attack before you make the switch, tbh, so you'll have +2 by the time your first carriers are ready to fight. If you're considering doing a carrier switch you should do this, anyway. I had not considered it actually lol, I usually go into arbs thehn stay on it for a while then consider the switch but by then several minutes have passed. It can also trick the T into making anti-carrier moves even though I dont have any and wont have for a while | ||
G5
United States2766 Posts
Edit: And yeah, if you think you're gonna go carriers at any point in the game, you must start air upgrades early otherwise they get horribly out-scaled by mech upgrades and it takes forever to kill anything. | ||
weiliem
2031 Posts
On February 24 2023 08:21 ThunderJunk wrote: Corsairs. Disruption web is great, and they make little disk pew pews when they shoot science vessels, moving them backwards a little bit. I really laughed out reading the last part haha | ||
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