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Zerg real problem with mass carrier+how to fix - Page 5

Forum Index > Legacy of the Void
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crazedrat
Profile Joined July 2015
272 Posts
September 23 2015 02:59 GMT
#81
Why do i spend so much time on this game
ETisME
Profile Blog Joined April 2011
12627 Posts
September 23 2015 06:09 GMT
#82
I do find the release interceptor extremely dull and it is such an annoying style to play against

But i wonder what can be the fix?
The style just involves lots of cannons and turtling with unfun micro interaction
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
crazedrat
Profile Joined July 2015
272 Posts
Last Edited: 2015-09-23 16:19:49
September 23 2015 16:18 GMT
#83
Even without the release interceptor protoss air is too strong. Mass PB might help along with corruptor, but it is such a dumb unit composition. Possibly give corruptors a better ability, because the one they have now is pretty useless. Maybe change the voidray to do less damage vs. armored. I don't see why Protoss needs this unit to focus down armored. ?
404AlphaSquad
Profile Joined October 2011
839 Posts
September 23 2015 16:43 GMT
#84
On August 07 2015 01:46 Railgan wrote:
would like to throw this gif into the discussion of me playing against mass carrier

http://gfycat.com/DirectOfficialGuernseycow

Lol this Protoss has no concept of unit positioning lol
aka Kalevi
CheddarToss
Profile Joined September 2015
534 Posts
September 23 2015 17:04 GMT
#85
On September 24 2015 01:18 crazedrat wrote:
Even without the release interceptor protoss air is too strong. Mass PB might help along with corruptor, but it is such a dumb unit composition. Possibly give corruptors a better ability, because the one they have now is pretty useless. Maybe change the voidray to do less damage vs. armored. I don't see why Protoss needs this unit to focus down armored. ?

Because of roaches. How else are you gonna kill them if you open air?
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-23 17:17:02
September 23 2015 17:04 GMT
#86
Release interceptor is fairly crazy. I have NO IDEA why it functions like it does and doesn't just act like a way to deploy interceptors regularly to a certain area of the map (instead of having to target a unit, even your own unit). If it just deployed them but they didn't deploy instantly, didn't stay out, didn't allow for carrier moving out of leash range and didn't get lost afterwards, it would be an added micro dimension to the carrier without being a balance problem.

Without that ability, zerg seems alright i think, at least much closer to balance. They can do well with economy and vipers are extremely strong

Possibly give corruptors a better ability, because the one they have now is pretty useless


I've actually had some really good zergs screw me over with that. There was a kinda bad engagement where toss retreated to cannons and corruptors flew into toss base and ate the stargate pylons and fleet beacon then flew out again. In this particular case it abuses zerg being able to remax fairly fast while protoss needs to produce over time and losing 1 minute of production time can be deadly. They can also contribute heavily to crushing a nexus and/or static defenses instead of floating around doing nothing

Because of roaches. How else are you gonna kill them if you open air?


As funny as it sounds, ultralisks too. Phoenix can't hit them, unupgraded ground units do not work at all against buffed crackling/ultra and carriers do half a damage to them because of their armor level. I don't know how good it actually is but some people do it at master level.

Void rays are not that amazing of a unit and the anti-armor damage mainly stands out against corruptors because corruptors can't AA well; if he's going VR heavy it's beneficial to play hydra-viper-spore-queen. Me+friend mainly mix in VR's as a response to corruptors and/or ultralisks.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
September 23 2015 17:12 GMT
#87
How does anyone manage to get to mass carrier playing against Lurker/Hydra pushes?
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-23 17:28:14
September 23 2015 17:14 GMT
#88
On September 24 2015 02:12 DinoMight wrote:
How does anyone manage to get to mass carrier playing against Lurker/Hydra pushes?



We open 2gate adept - warp prism - phoenix against zerg to take a third nexus with few ground units and gateways

Playing against weaker zergs but they usually walk into a carrier blob and come to the painful realization that lurkers don't shoot up
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 23 2015 17:33 GMT
#89
I personally don't make phoenix lately when I do that, I open 1g expo, add another gate, wp harass with 4 adepts while getting my 3rd and adding 3 stargates, usually I have 3 carriers out by the time a lurker push gets to my base, and then it's auto win because lurker not very good vs carrier
wrj
Profile Joined August 2012
219 Posts
September 23 2015 17:38 GMT
#90
The reason release interceptors is op is for 2 reason:
1)you will always fight more than 8 interceptors in fight but if it end fast enough it does not really matter but let me explain you what the most op thing about it:

2)if release interceptors was pure harass toll il be okey with it but problem is,it makes killing carrier not worth it.Thing is if i kill the carrier il still have to take the damage of the 8 interceptors during the fight,which means even if i was playing agiant 15 carriers and kill 5 i still fight aginest 8*15 interceptors and that the thing that really make it op and you know its possible to tell me like okey just go back and let interceptors die so okey,but what happen if this fight happens on your main base,i cant just run and guys let be honest here,does it sound logic to anyone that i fight 15 carriers when 5 already die?

A must nerf to carrier will be if the carrier die,the interceptors will die even if got released and if its not enough make that after interceptors released,the carrier cant build new one untill they all die however unlike toss guys il be a fair and say that it might be too big nerf and dont wana carrier to be over nerfed so first nerf is must and if its not enough or blizzard will want to nerf a bit the harass of the carrier they can use the second nerf too so toss will not send 10 carrier for harass,5 will harass and 5 will def base and this is really a fair nerf.
Unlike people who enjoy the abuse of carrier i act like a fair player,i ask for minimal and rational nerf same as i ask for nerf the broodlord+lurker+viper+corrupter combo cuz this is op as well vs terran so stop abusing stuff cuz you play protoss and admit somethings are op!
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-23 17:45:09
September 23 2015 17:39 GMT
#91
I poke fun at the ones who are facing master-gm opponents and going straight lurker without scouting third base or inbase tech, there's been at least half a dozen of them so far. Lurkers are really good against ground though

Unlike people who enjoy the abuse of carrier i act like a fair player,i ask for minimal and rational nerf same as i ask for nerf the broodlord+lurker+viper+corrupter combo cuz this is op as well vs terran so stop abusing stuff cuz you play protoss and admit somethings are op!


I ask that they change it to an extention of your control of the 8 interceptors that you already have, there seems like no justification for the following stuff to happen:

interceptors no longer having leash range
interceptors no longer having control
interceptors no longer dieing when carrier dies
8 interceptor cap per carrier bypassed
interceptors exploding and costing 200 minerals per carrier per release to replace (this actually costs a LOT, oftentimes you're a little broke but it's like hey, just wait for 2k minerals before building any vital infrastructure or expanding because you have no interceptors)

If the release interceptor just acts as a way to control the interceptors that you already have (like being able to launch them at a ground location instead of a unit/building and then controlling them as normal, keeping leash range, not staying out or blowing up automatically etc) it would be a fun extension to micro and improve the ability and usability of the unit without buffing the combat or economic stats of it, it wouldn't have most of the problems that the weird new release interceptor mechanic has.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
wrj
Profile Joined August 2012
219 Posts
September 23 2015 17:40 GMT
#92
On September 24 2015 02:33 ROOTFayth wrote:
I personally don't make phoenix lately when I do that, I open 1g expo, add another gate, wp harass with 4 adepts while getting my 3rd and adding 3 stargates, usually I have 3 carriers out by the time a lurker push gets to my base, and then it's auto win because lurker not very good vs carrier


Yea thats what people dont understand sometimes you cant delay the carrier like best open i see is 2 gate adepts which force zerg to get the extra ling while getting mothership core which def any drops and getting 1 oracle out which force zerg for even more safe play and when i wana counter attack he already has 2 carrier and on some maps even 3 bases so people who think its that ez to hold out,dont understand nothing about zvp mass carrier!
wrj
Profile Joined August 2012
219 Posts
September 23 2015 17:56 GMT
#93
On September 24 2015 02:39 Cyro wrote:
I poke fun at the ones who are facing master-gm opponents and going straight lurker without scouting third base or inbase tech, there's been at least half a dozen of them so far. Lurkers are really good against ground though

Show nested quote +
Unlike people who enjoy the abuse of carrier i act like a fair player,i ask for minimal and rational nerf same as i ask for nerf the broodlord+lurker+viper+corrupter combo cuz this is op as well vs terran so stop abusing stuff cuz you play protoss and admit somethings are op!


I ask that they change it to an extention of your control of the 8 interceptors that you already have, there seems like no justification for the following stuff to happen:

interceptors no longer having leash range
interceptors no longer having control
interceptors no longer dieing when carrier dies
8 interceptor cap per carrier bypassed
interceptors exploding and costing 200 minerals per carrier per release to replace (this actually costs a LOT, oftentimes you're a little broke but it's like hey, just wait for 2k minerals before building any vital infrastructure or expanding because you have no interceptors)

If the release interceptor just acts as a way to control the interceptors that you already have (like being able to launch them at a ground location instead of a unit/building and then controlling them as normal, keeping leash range, not staying out or blowing up automatically etc) it would be a fun extension to micro and improve the ability and usability of the unit without buffing the combat or economic stats of it, it wouldn't have most of the problems that the weird new release interceptor mechanic has.


These are exactly the main problems and there is not even 1 good reason to keep them on the game and i am sure 90% of protoss players also think that!
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 23 2015 18:24 GMT
#94
fwiw interceptor release is good but I don't think it's op considering it's actually a pretty big investment, happened pretty often that if I don't have a LOT of static defense at my expands that I just end up losing most of my econ to speed lings and I end up being starved out on mineral
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
September 23 2015 18:41 GMT
#95
On September 24 2015 02:56 wrj wrote:
Show nested quote +
On September 24 2015 02:39 Cyro wrote:
I poke fun at the ones who are facing master-gm opponents and going straight lurker without scouting third base or inbase tech, there's been at least half a dozen of them so far. Lurkers are really good against ground though

Unlike people who enjoy the abuse of carrier i act like a fair player,i ask for minimal and rational nerf same as i ask for nerf the broodlord+lurker+viper+corrupter combo cuz this is op as well vs terran so stop abusing stuff cuz you play protoss and admit somethings are op!


I ask that they change it to an extention of your control of the 8 interceptors that you already have, there seems like no justification for the following stuff to happen:

interceptors no longer having leash range
interceptors no longer having control
interceptors no longer dieing when carrier dies
8 interceptor cap per carrier bypassed
interceptors exploding and costing 200 minerals per carrier per release to replace (this actually costs a LOT, oftentimes you're a little broke but it's like hey, just wait for 2k minerals before building any vital infrastructure or expanding because you have no interceptors)

If the release interceptor just acts as a way to control the interceptors that you already have (like being able to launch them at a ground location instead of a unit/building and then controlling them as normal, keeping leash range, not staying out or blowing up automatically etc) it would be a fun extension to micro and improve the ability and usability of the unit without buffing the combat or economic stats of it, it wouldn't have most of the problems that the weird new release interceptor mechanic has.


These are exactly the main problems and there is not even 1 good reason to keep them on the game and i am sure 90% of protoss players also think that!


I'm protoss player
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
NonY
Profile Blog Joined June 2007
8751 Posts
September 23 2015 20:02 GMT
#96
On September 21 2015 23:07 BisuDagger wrote:
Bumping with this post:
Show nested quote +
On September 21 2015 22:19 wrj wrote:
30 min zvp vs skytoss,just look and see its not winnable on late game,reason:release interceptors make it op,you should watch the video till the end and commend after you seen the all game how you would win this late 200 supply carrier army

http://sc2rep.ru/show.php?id=16664

Just to point out there is a fight there with and without release interceptors just see the difference in results!


While spire is building, make 6 roaches. Have them wait outside the protoss natural. When spire finishes, make all mutas. That should be 9 mutas. You can afford 6 roaches and 9 mutas at this time by not building a 4th base yet, and by not starting any upgrades yet. Attack the natural with lings, roaches, and possibly the mutas too, or fly the mutas into the main base. Retreat from photon overcharges. Kill probes, pylons, and pick off units. The game would probably just end, but I would be following it up with a 4th base, hydras, and double evo chamber upgrades for hydra, in anticipation of stalker/phoenix. A 1-1 hydra timing would certainly end the game if the mutas didn't.

I don't know why you'd go on to judge anything after that. You had problems fighting his carriers head on, especially when backed up by cannons, photon overcharges, and stasis wards, and when he releases interceptors and you stay and fight there anyway, but so what? He got to that point by taking a huge risk that you didn't punish. Protoss can't expect to consistently play games out like that. I don't know how you can play a game like that and be concerned about carriers. The game isn't all about unit strength and unit counters. Strategy and macro matters too. You can't look at units in unrealistic situations or in vacuums in order to judge their role in a balanced matchup. For now, take the easy win against the unsafe player. Time will tell if protoss can consistently make an overpowered composition without taking any risks and without outplaying his opponent.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
TRxArce
Profile Joined January 2011
United States1 Post
September 23 2015 20:56 GMT
#97
I personally had issues with mass carrier as well. However, watching Stephano deal with it successfully at the top GM level made me feel better about zerg's chances.

Here are a few things he did to combat them.

First he massed ravangers with the upgraded range ability, and used them effectively to "zone" out carriers; repeatedly, they have to pull back to dodge the bile attacks. Next, he made a strong tech swap towards zerglings with the adrenal glands upgrade. Punishing the lack of mobility in carriers, he was able to effectively utilize run-bys and nexus snipes to keep the protoss "gas locked." Even if you lose every zergling, denying one base worth of gas substantially weakens the ability of protoss to mass carriers. Finally, when it became clear that protoss was not going to be able to secure more bases against mass zergling run-bys and be aggressive with carriers, it was up to the protoss to trade armies efficiently with the zerg. In this instance, every single carrier lost is vital...yet it's very difficult to keep them alive against constant corrosive bile. Finally, a staple of any protoss going mass carrier is mass photon cannons -- if they do the strategy of unloading interceptors and "recall" to a base, there surely has to be mass photon cannons at said base to defend the interceptor-less carriers. Well, what is incredibly cost efficient against cannons? Corrosive bile, which effectively out-ranges them.

I really do think mass ravanger and speedlings will become the most common way to hold carriers. Don't worry about denying bases, at first--it's more important to get critical mass ravangers. Do it later with speedlings when you have the insane adrenal upgrade, and keep the game prolonged and going in your favor by zoning with bile.
To the victor goes the spoils.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-23 22:03:05
September 23 2015 21:21 GMT
#98
Next, he made a strong tech swap towards zerglings with the adrenal glands upgrade


Cracklings are insane at the moment (didn't the upgrade get doubled in effectiveness? I'm not sure if that was actually implemented) and many protoss making strong air plays won't casually have the upgrades and buildings to do anything but continue what they're doing and hope for the best

There are 2 types of zerg games, games where zerg fucks me with cracklings and games where zerg doesn't get ground attack upgrades
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
crazedrat
Profile Joined July 2015
272 Posts
Last Edited: 2015-09-23 23:00:46
September 23 2015 23:00 GMT
#99
On September 24 2015 02:04 CheddarToss wrote:
Show nested quote +
On September 24 2015 01:18 crazedrat wrote:
Even without the release interceptor protoss air is too strong. Mass PB might help along with corruptor, but it is such a dumb unit composition. Possibly give corruptors a better ability, because the one they have now is pretty useless. Maybe change the voidray to do less damage vs. armored. I don't see why Protoss needs this unit to focus down armored. ?

Because of roaches. How else are you gonna kill them if you open air?

Well thats the point; Protoss shouldn't be able to kill every single unit with just a stargate. Maybe they should need immortals against roaches, or some kind of storm or robo tech. The stargate is just a swiss army pocket knife of ways to kill Zerg you don't even need another structure.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-23 23:02:56
September 23 2015 23:01 GMT
#100
Well the point is Protoss shouldn't be able to kill every single unit with just a stargate.


Why not? That's like saying that terran shouldn't be able to kill every single unit with mech. If a set of units has their own independant upgrades, production and researches then i don't see any problem.

It's not like people are not using a ton of templar to heavily support air toss - it's too good against hydralisk+viper to ignore due to storm and feedback shutting down some of the hardest carrier counters. Our games typically involve quite a lot of dark templar and zealots for base control and multi-pronged harassment too.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
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