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Zerg real problem with mass carrier+how to fix

Forum Index > Legacy of the Void
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wrj
Profile Joined August 2012
219 Posts
Last Edited: 2015-08-06 07:32:04
August 06 2015 07:31 GMT
#1
As a player who plays the beta TONS of hours i can tell you my is my biggest problem with the carriers.
Yes they deal a lot of damage
Yes they can come out really fast which make them possible option for the protoss which i never said its a bad thing
Biggest issiue is the release interseptos

why?

First of all it can make them really cost effiect.To give u an example think of an army that contain 10 carrier and a mothership. Since zerg air unites are not that mobile as lings/roach/hydra etc... they cant defends all the bases so these 10 carriers come release they Interceptors on 1 zerg base and just recall back with the mothership and zerg got 2 option:
If they are lucky enough to be close to that base to actully try to defend it the protoss will loss some mineral but the zerg will loss a lot of unites which are gas based not to mention the fact that the only unit which kill Interceptors really fast is hydra.

on the worst case zerg wont make it in time and your base is lost even if your base has a lot of spore i seen how 10 carriers snipe that base before u can do something which very little risk.

Now lets look on the zerg case

Lets say i want to attack a base of protoss.
First of all the airtoss games rely on a lot of expend and i often see 10 cannons on each base which force u to bring at least half of your army to try to attack it, and if you try to bring all of your army, unlike zerg the protoss got air unites "nydes warm" called mothership so defending it is really easy
so until now we saw that carrier can be really cost efficient on attacking zerg and can deal with zerg attacks very easy

But what make it worst about release Interceptors on 200 supply vs 200 supply?
Since brood-war everyone knows that if u play vs carrier just focus them down and you will win the fight thing is there are 3 options that can happen

1)zerg will try to attack and see that they are too weak an try to run and will loss a lot of army because chasing carriers is SUPER strong so running is not an option

2)zerg will just force the Interceptors and leave the carrier. I tried it and the best unit to do that is hydra but hydra is very low hp which mean that until to will get to the carrier you will loss at least 70% of your army of hydra and if protoss got storms i seen how 20 hydra die without doing anything.

3)zerg focus the carrier using mass corupters and vipers:So far this was the best for me but still its not working, and thats because that even when i shoot all the carriers my unites have to fight against 8 Interceptors+what the carrier had built until he died(actually yes carrier can can make more than 8 Interceptors for the fights) and even if you killed half of the carrier army which is what happen to me on most of the cases still carrier army is way more cost efficient since zerg anti air are heavy on gas.

This is the point when i am sure people will say well you are zerg your eco need to be better than protoss one but to these people i say that i remind them that the only real harass zerg unit which can do something is muta and that not a smart thing to do vs airtoss which protoss got tons of harass unites and they can take bases with carrier really fast which in total make your eco weak

in conclusion; carrier is a very strong unit that can be fixed but just removing the release ability. The build time buff was enough to make them visible strategy on lotv

Would love to hear your commend about it
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
August 06 2015 07:43 GMT
#2
Some people are saying that parasitic bomb is really strong, but you don't seem to mention it. Do you think that may work?

Otherwise maybe you can show us a few replays, and someone can have a look at what is going on.
varsovie
Profile Joined December 2013
Canada326 Posts
August 06 2015 08:54 GMT
#3
Well 1200 minerals to snipe a base... If Zerg can take another one (or two) and just transfer drones over they are the cost efficient ones. Carriers aren't that mobile, forced to stay together and take up a lot of supply/resources which make it unlickely that Protoss can deny 2-3 bases at once.

As for ultimate battle, queens are your friend with corruptor and maybe some parasitic bombs (in theory neural could work but in practice it's too short ranged). For harass the real Z option is 20+ lings runby.
Tuczniak
Profile Joined September 2010
1561 Posts
August 06 2015 10:21 GMT
#4
Mass air armies in LotV are broken, not just carriers. In my opinion they should try make all of them a lot weaker so ground armies are viable.
Big J
Profile Joined March 2011
Austria16289 Posts
August 06 2015 10:21 GMT
#5
I'm not quite sure what it is, because it is impossible to differentiate between released interceptors and the usual interceptors, but interceptors are insanely strong at switching targets in LotV.
Once released there is a 14range deadzone in which nothing can reach the carrier. For example if you use vipers you need like 10 to get 5 into range of the carriers.

PB isn't very good on the carriers and you can't target interceptors so it's not really good.
Hydras lose against carriers.
Corruptors have been nerfed, yet I guess they are your best bet.

I guess what I want to say is that I don't know how to fight them, but I also don't want to say they are too strong or anything because they are hard to reach and expensive and probably you can just kill players trying to reach them. It's the same thing as currently in HotS, if you let P/T get to lategame you lose but roaches are pretty good.
wrj
Profile Joined August 2012
219 Posts
August 06 2015 10:36 GMT
#6
On August 06 2015 19:21 Big J wrote:
I'm not quite sure what it is, because it is impossible to differentiate between released interceptors and the usual interceptors, but interceptors are insanely strong at switching targets in LotV.
Once released there is a 14range deadzone in which nothing can reach the carrier. For example if you use vipers you need like 10 to get 5 into range of the carriers.

PB isn't very good on the carriers and you can't target interceptors so it's not really good.
Hydras lose against carriers.
Corruptors have been nerfed, yet I guess they are your best bet.

I guess what I want to say is that I don't know how to fight them, but I also don't want to say they are too strong or anything because they are hard to reach and expensive and probably you can just kill players trying to reach them. It's the same thing as currently in HotS, if you let P/T get to lategame you lose but roaches are pretty good.


I agree on most things you say.People forget that PB is just OK vs carriers. PB may be op vs vikings/phonix/muta but vs the high hp unites like void rays/carrier PB is nothing more than ok. I have tested somethings about carriers and what i saw is without Interceptors realease when i used just mass corupters and few vipers i saw zerg lost all of their army but toss lost about 85% of it which is okey cuz zerg still need better eco but with Interceptors release i lsot all army and toss maybe 25% of army so Interceptors relase is main probloem.

also carrier since LOTV are very hard to stop. i see alot of people who just build stargate and build 1 oracle 2 void rays openion into their expo which forces the zerg to get hydra out but till u do carrier already out so u cant really kill toss eco. vs carrier u need corupters. I wont say its a bad thing early carrier all i say that it is very hard to stop them from getting carrier and late mass carrier is almost impossible to win and to these who think PB is the answer, if it could hit Interceptors it was but since it can not PB will almost never kill the 450 hp carrier for that u need 5 PB to hit it and this will almost never happen.

Etheir remove Interceptors release which is best or let let PB target Interceptors
if anyone can show me a replay of how to win 200 supply army late airtoss il be happy
[PkF] Wire
Profile Joined March 2013
France24237 Posts
August 06 2015 11:59 GMT
#7
I'm not a fan of the release interceptors ability either. With recall it has very little counterplay.
wrj
Profile Joined August 2012
219 Posts
August 06 2015 12:50 GMT
#8
On August 06 2015 20:59 [PkF] Wire wrote:
I'm not a fan of the release interceptors ability either. With recall it has very little counterplay.


This is exactly why it is hard to punish and stop airtoss play
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
August 06 2015 13:45 GMT
#9
On August 06 2015 16:43 Cascade wrote:
Some people are saying that parasitic bomb is really strong, but you don't seem to mention it. Do you think that may work?

Otherwise maybe you can show us a few replays, and someone can have a look at what is going on.


Yeah parasitic bomb is free win against large amounts of carriers. It's as simple as this, throw the parasitic bomb and all interceptors die = thousands of minerals lost for the protoss player.
TelecoM
Profile Blog Joined January 2010
United States10686 Posts
August 06 2015 14:41 GMT
#10
Parasitic bomb and problem is solved.
AKA: TelecoM[WHITE] Protoss fighting
Pseudorandom
Profile Joined April 2010
United States120 Posts
August 06 2015 14:54 GMT
#11
While I disagree with "PB and protoss GG", I don't believe there is a huge problem with carriers. Scout more early, and if you see a fleet beacon and multiple stargates start denying bases and expanding. I don't believe a direct engage would be smart until you are SURE you can trade effectively. Force them into 1 army, THEN PB (Maybe some fungal) and GG.
"This is scissors, paper is fine, paper just needs to learn how to play. Paper needs to stop complaining." - richlol
Big J
Profile Joined March 2011
Austria16289 Posts
August 06 2015 14:59 GMT
#12
On August 06 2015 23:41 GGzerG wrote:
Parasitic bomb and problem is solved.

I keep feeling worse and worse about this. Had at least 3games in which I got rolled by carriers trying to fight them with PBs... God I hate it that there is no unit tester in LotV, so stupid trying to figure out strategies without knowing the balance.
BamBam
Profile Blog Joined November 2009
745 Posts
Last Edited: 2015-08-06 15:14:42
August 06 2015 15:13 GMT
#13
I love how people are so ignorant about balance that they go out of their way to outright condemn any problem zerg has vs air by saying "just use pb".

Heres the thing, PB is only useful against clumped air units, units like phoenix, muta, medivacs and to a certain degree vikings and VR. What PB is terrible at is dealing with capital ships - you know - like the fucking carrier. When was the last time you saw a protoss who decided "Herp Derp ill just keep right clicking to keep all of my carriers clumped!". Carriers naturally spread out. And even if you hit 5 pb's on carriers, the best you can hope for is a removal of all their shields and hoping your corruptors can finish the job (dont worry, they wont).

But thats not even the biggest concern about the carriers, its the fact that zerg has to invest so heavily to dealing with those monstrosities that if the protoss player only makes 3-5 and invests in a ground army complete with archons, its nearly unbeatable. Even if you kill off those carriers, the interceptor release will be sure to wreck any remaining army you have if any.
"two is way better than twice as one" - artosis
rockslave
Profile Blog Joined January 2008
Brazil318 Posts
August 06 2015 15:21 GMT
#14
I guess if you can't target interceptors with parasitic bomb, it must be a bug. I don't think they'd want this, on purpose.
What qxc said.
TelecoM
Profile Blog Joined January 2010
United States10686 Posts
August 06 2015 16:09 GMT
#15
Obviously the only answer to mass Skytoss or mass raven / liberator etc being Parasitic bomb is terrible balance design / unit design, but that is the correct answer at the moment, and the only answer once the air units hit a critical mass.
AKA: TelecoM[WHITE] Protoss fighting
avilo
Profile Blog Joined November 2007
United States4100 Posts
August 06 2015 16:31 GMT
#16
Carriers are "broken" aka too cost efficient in every single match-up, including PvP. They beat their counters, just like parasitic bomb does.

Every game in beta where Protoss gets to mid/late game they just start spamming pure carrier because it is the new flying swarmhost. You can release interceptors which are just minerals, take out a base, fly away and come back with more interceptors. A good toss won't ever lose the carriers.

For Terran, there are only two real counters to carriers. You go mass mine/cyclone to kill the interceptors and that is basically you just hoping that the Protoss releases them in a cloud and you get lucky RNG mine hits.

The 2nd way is if you happened to be able to get up to 10-14 BCS which is near impossible in this economy and even then still probably loses to tempest/carrier/storm.

Zerg has no counter to mass carrier either. Parasitic bomb is pretty OP vs Terran, but doesn't do as much vs mass carriers if the Protoss just splits them up, nor is it feasible to get 10+ vipers vs carriers lol. They can release the interceptors and run away and you lose everything.

Glad someone made a thread to discuss mass carrier because these end game fantasy armies of "mass carrier" and mass brood + viper should not exist. There should not be armies in the game that you "get to" and then basically autowin imo.
Sup
wrj
Profile Joined August 2012
219 Posts
August 06 2015 16:33 GMT
#17
On August 07 2015 00:13 Energizer wrote:
I love how people are so ignorant about balance that they go out of their way to outright condemn any problem zerg has vs air by saying "just use pb".

Heres the thing, PB is only useful against clumped air units, units like phoenix, muta, medivacs and to a certain degree vikings and VR. What PB is terrible at is dealing with capital ships - you know - like the fucking carrier. When was the last time you saw a protoss who decided "Herp Derp ill just keep right clicking to keep all of my carriers clumped!". Carriers naturally spread out. And even if you hit 5 pb's on carriers, the best you can hope for is a removal of all their shields and hoping your corruptors can finish the job (dont worry, they wont).

But thats not even the biggest concern about the carriers, its the fact that zerg has to invest so heavily to dealing with those monstrosities that if the protoss player only makes 3-5 and invests in a ground army complete with archons, its nearly unbeatable. Even if you kill off those carriers, the interceptor release will be sure to wreck any remaining army you have if any.


One of the only smart commends i saw.
People dont get it, YOU CANT NO STOP PROTOSS EXPAND U JUST CANT!
i seen games where protoss just open up with a normal orcale harass from stargate in 1.5 min after first carrier is out because they are built really quick and when first carrier is out u need corupters and you can not get them that fast to stop protoss eco u just can not.I also seen A LOT of game were protoss just open with adepts aggression out of 2 bases and when i want to counter attack him carrier already out since adepts are very cost efficient. zerg dont got stalker that can deal with carrier or fast void rays they must build spire and adepts play deny it a lot

Also no! PB is useless vs carriers since PB will almost never kill carrier since they are not stacking together and they got 450 health so to these who say its just easy to deal with carriers i want to see how see easy it is on grand master league on lotv where i play at on which people are not stupid enough to a move their army
wrj
Profile Joined August 2012
219 Posts
Last Edited: 2015-08-06 16:45:27
August 06 2015 16:37 GMT
#18
On August 07 2015 01:31 avilo wrote:
Carriers are "broken" aka too cost efficient in every single match-up, including PvP. They beat their counters, just like parasitic bomb does.

Every game in beta where Protoss gets to mid/late game they just start spamming pure carrier because it is the new flying swarmhost. You can release interceptors which are just minerals, take out a base, fly away and come back with more interceptors. A good toss won't ever lose the carriers.

For Terran, there are only two real counters to carriers. You go mass mine/cyclone to kill the interceptors and that is basically you just hoping that the Protoss releases them in a cloud and you get lucky RNG mine hits.

The 2nd way is if you happened to be able to get up to 10-14 BCS which is near impossible in this economy and even then still probably loses to tempest/carrier/storm.

Zerg has no counter to mass carrier either. Parasitic bomb is pretty OP vs Terran, but doesn't do as much vs mass carriers if the Protoss just splits them up, nor is it feasible to get 10+ vipers vs carriers lol. They can release the interceptors and run away and you lose everything.

Glad someone made a thread to discuss mass carrier because these end game fantasy armies of "mass carrier" and mass brood + viper should not exist. There should not be armies in the game that you "get to" and then basically autowin imo.


Another person who mention what i just said, Carrier can just fly to a base,release interceptors recall back with their 700 health mothership and bye bye zerg base with almost no protoss loss and making mass zerg bases is not that easy since zerg got muta to harass while protoss got zelots/dt/warpprism and even some oracle and the pure carrier army trade too good

I also agree as a zerg gm player that mass broodlords+viper is unbitable like mass carrier since viper just kill everything on the air which is not BC and broodlords kill all on the ground maybe expect of good micro cyclone but that not cost efficent enought because of viper abduct will make it still more worth for zerg.This also kill all late zvz plays where corupters just die too fast and broodlords take hydra too fast

Id like to see on next patch PB bomb damage reduced for 50 with carrier release ability removed while letting PB target interceptors so if protoss dont want to loss all interceptors they will need to make good attack timing to taking as less damage as can and this show that protoss got skills more than just a moving carrier armies
Railgan
Profile Joined August 2010
Switzerland1507 Posts
August 06 2015 16:46 GMT
#19
would like to throw this gif into the discussion of me playing against mass carrier

http://gfycat.com/DirectOfficialGuernseycow
Grandmaster Zerg from Switzerland!!! www.twitch.tv/railgan // www.twitter.com/railgansc // www.youtube.com/c/railgansc
wrj
Profile Joined August 2012
219 Posts
August 06 2015 17:23 GMT
#20
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


Railgan i know that you are very high skilled zerg player more than me for sure but with all the respect for you this show nothing.

look on some of my points:

First off all look at the protoss micro he stack all his carriers a good protoss player would have at least 2 big groups of carriers

Also if you look carefully you can see that the Templars VERY late to even do 1 feedback and when they join to the fight instead of using 2-3 good storm on the mass hydra army they just turn them self into archones i was thinking to me self when i saw it wait what the....

Another thing is the poor carrier micro.If you look carefully you can see that he didnt use the release Interceptors ability and just a moved his carriers and just let them sit there and fight,A good carrier player would try to at least move back and try to kite the ground army which he never did

Another small thing i saw his that the protoss macro of 4 bases is pretty low. I seen protoss player whit 5 bases with mass cannons on eatch on that time

Most interstesing thing too see is whit all this LOW yes low micro play he still took at least 85% of your army so i wonder how mid master lvl of micro would have ended this fight so actully this show what are zerg player talking about
Railgan
Profile Joined August 2010
Switzerland1507 Posts
August 06 2015 17:49 GMT
#21
On August 07 2015 02:23 wrj wrote:
Show nested quote +
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


Railgan i know that you are very high skilled zerg player more than me for sure but with all the respect for you this show nothing.

look on some of my points:

First off all look at the protoss micro he stack all his carriers a good protoss player would have at least 2 big groups of carriers

Also if you look carefully you can see that the Templars VERY late to even do 1 feedback and when they join to the fight instead of using 2-3 good storm on the mass hydra army they just turn them self into archones i was thinking to me self when i saw it wait what the....

Another thing is the poor carrier micro.If you look carefully you can see that he didnt use the release Interceptors ability and just a moved his carriers and just let them sit there and fight,A good carrier player would try to at least move back and try to kite the ground army which he never did

Another small thing i saw his that the protoss macro of 4 bases is pretty low. I seen protoss player whit 5 bases with mass cannons on eatch on that time

Most interstesing thing too see is whit all this LOW yes low micro play he still took at least 85% of your army so i wonder how mid master lvl of micro would have ended this fight so actully this show what are zerg player talking about

I simply wanted to show what it looks like ingame when Protoss has no idea what they are doing. The protoss simply amoved in that Gif and still ended up killing my army without even using his templars.

I just noticed that the Thread has no actual gameplay of what carrier engagements actually look like.
Grandmaster Zerg from Switzerland!!! www.twitch.tv/railgan // www.twitter.com/railgansc // www.youtube.com/c/railgansc
wrj
Profile Joined August 2012
219 Posts
August 06 2015 18:03 GMT
#22
On August 07 2015 02:49 Railgan wrote:
Show nested quote +
On August 07 2015 02:23 wrj wrote:
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


Railgan i know that you are very high skilled zerg player more than me for sure but with all the respect for you this show nothing.

look on some of my points:

First off all look at the protoss micro he stack all his carriers a good protoss player would have at least 2 big groups of carriers

Also if you look carefully you can see that the Templars VERY late to even do 1 feedback and when they join to the fight instead of using 2-3 good storm on the mass hydra army they just turn them self into archones i was thinking to me self when i saw it wait what the....

Another thing is the poor carrier micro.If you look carefully you can see that he didnt use the release Interceptors ability and just a moved his carriers and just let them sit there and fight,A good carrier player would try to at least move back and try to kite the ground army which he never did

Another small thing i saw his that the protoss macro of 4 bases is pretty low. I seen protoss player whit 5 bases with mass cannons on eatch on that time

Most interstesing thing too see is whit all this LOW yes low micro play he still took at least 85% of your army so i wonder how mid master lvl of micro would have ended this fight so actully this show what are zerg player talking about

I simply wanted to show what it looks like ingame when Protoss has no idea what they are doing. The protoss simply amoved in that Gif and still ended up killing my army without even using his templars.

I just noticed that the Thread has no actual gameplay of what carrier engagements actually look like.



Was sure you want to show that i am wrong sorry. Yes this is crazy thx for the video it helps alot
BisuDagger
Profile Blog Joined October 2009
Bisutopia19299 Posts
August 06 2015 18:05 GMT
#23
I can't remember if they have, but the return of fungal range might help for this. I feel like fungal on a group of interceptors should kill all of them.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
wrj
Profile Joined August 2012
219 Posts
August 06 2015 18:16 GMT
#24
On August 07 2015 03:05 BisuDagger wrote:
I can't remember if they have, but the return of fungal range might help for this. I feel like fungal on a group of interceptors should kill all of them.


Thats interesting but i think when carrier numebrs are high the 30 damge from fungel is not enough but this is something i should test.My biggest fear for this is that mass templer army kinda counter with the storm and also infestor is a bit of problematic unit because of his move speed
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
August 06 2015 18:27 GMT
#25
fenner did a vs mass carrier and just had the vips and corrs, wiped em all out!
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 06 2015 19:28 GMT
#26
I don't know if that's a solution but I think you can also Parasitic Bomb the Interceptors. Since they are pretty stacked up and have low HP, they should all die from a couple. Then you can kill the defenseless Carriers. If you PB the Carriers and they split, or you simply don't have enough PBs and the Carriers survive, you are screwed. But you can't split with Interceptors.
It's still depends on Vipers very heavily, though, and a couple of Feedbacks/Storms will make it kind of hard.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
wrj
Profile Joined August 2012
219 Posts
August 06 2015 19:36 GMT
#27
On August 07 2015 04:28 Sholip wrote:
I don't know if that's a solution but I think you can also Parasitic Bomb the Interceptors. Since they are pretty stacked up and have low HP, they should all die from a couple. Then you can kill the defenseless Carriers. If you PB the Carriers and they split, or you simply don't have enough PBs and the Carriers survive, you are screwed. But you can't split with Interceptors.
It's still depends on Vipers very heavily, though, and a couple of Feedbacks/Storms will make it kind of hard.


Problem is PB cant target Interceptors that why vipers are not that helpful vs carriers
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 06 2015 19:48 GMT
#28
On August 07 2015 04:36 wrj wrote:
Show nested quote +
On August 07 2015 04:28 Sholip wrote:
I don't know if that's a solution but I think you can also Parasitic Bomb the Interceptors. Since they are pretty stacked up and have low HP, they should all die from a couple. Then you can kill the defenseless Carriers. If you PB the Carriers and they split, or you simply don't have enough PBs and the Carriers survive, you are screwed. But you can't split with Interceptors.
It's still depends on Vipers very heavily, though, and a couple of Feedbacks/Storms will make it kind of hard.


Problem is PB cant target Interceptors that why vipers are not that helpful vs carriers

You sure about this? I know at some point in the beta you definitely could, using rapid fire. I'm not saying you are wrong, but you should try it just to make sure. I don't remember any changes regarding this, so it may still be possible.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
B-royal
Profile Joined May 2015
Belgium1330 Posts
Last Edited: 2015-08-06 19:50:24
August 06 2015 19:50 GMT
#29
It was changed precisely for that reason. Parasitic bomb can not target interceptors anymore.
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Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 06 2015 19:58 GMT
#30
On August 07 2015 04:50 B-royal wrote:
It was changed precisely for that reason. Parasitic bomb can not target interceptors anymore.

I see. Was it so imba? Or is it just that you could not do anything about it?
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Odowan Paleolithic
Profile Blog Joined May 2013
United States232 Posts
August 06 2015 21:18 GMT
#31
Parasitic bombs stack. You do not have to kill the carrier to make carriers useless.
I need a bigger fridge. I cannot hold all the Cheese that are given to me.
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2015-08-06 21:42:58
August 06 2015 21:36 GMT
#32
On August 07 2015 00:13 Energizer wrote:
I love how people are so ignorant about balance that they go out of their way to outright condemn any problem zerg has vs air by saying "just use pb".

Heres the thing, PB is only useful against clumped air units, units like phoenix, muta, medivacs and to a certain degree vikings and VR. What PB is terrible at is dealing with capital ships - you know - like the fucking carrier. When was the last time you saw a protoss who decided "Herp Derp ill just keep right clicking to keep all of my carriers clumped!". Carriers naturally spread out. And even if you hit 5 pb's on carriers, the best you can hope for is a removal of all their shields and hoping your corruptors can finish the job (dont worry, they wont).

But thats not even the biggest concern about the carriers, its the fact that zerg has to invest so heavily to dealing with those monstrosities that if the protoss player only makes 3-5 and invests in a ground army complete with archons, its nearly unbeatable. Even if you kill off those carriers, the interceptor release will be sure to wreck any remaining army you have if any.


You're right PB isn't great against carriers. But it kills all interceptors which makes carriers useless and vulnerable. Same story as why widow mines are the best counter to carriers.


EDIT:
It was changed precisely for that reason. Parasitic bomb can not target interceptors anymore.

If this is true (I stopped going carriers when parasitic bomb killed 200 interceptors in 1 second) then PB isn't enough to counter carriers, but it still helps since you should have vipers in your army anyway. The below point remains:

You should realize that if carriers were so OP in LotV you would at least see them in HotS from time to time, instead, not a single protoss ever builds a carrier against zerg (maybe 1 game out of 1000, since I know someone will dig out that terminator vs dark vod).

In fact, the problem here is not that carriers became broken in LotV but the players who wouldn't be able to deal with carriers in HotS either where we can all agree that they are absolutely terrible. Fighting stats weren't improved, only building time, which is irrelevant in maxed out situations, and the 'release interceptor' command which is also irrelevant if you have enough anti air to kill the interceptors quickly.

Even without PB you could still apply the hots counter - mass spores which kill the interceptors immediately, vipers to abduct the carriers 2 at a time and safely snipe them with your corruptor cloud, a few infestors to lock on the carriers if they get too close to your static defenses.
Big J
Profile Joined March 2011
Austria16289 Posts
August 06 2015 21:51 GMT
#33
On August 07 2015 06:36 KingAlphard wrote:
Show nested quote +
On August 07 2015 00:13 Energizer wrote:
I love how people are so ignorant about balance that they go out of their way to outright condemn any problem zerg has vs air by saying "just use pb".

Heres the thing, PB is only useful against clumped air units, units like phoenix, muta, medivacs and to a certain degree vikings and VR. What PB is terrible at is dealing with capital ships - you know - like the fucking carrier. When was the last time you saw a protoss who decided "Herp Derp ill just keep right clicking to keep all of my carriers clumped!". Carriers naturally spread out. And even if you hit 5 pb's on carriers, the best you can hope for is a removal of all their shields and hoping your corruptors can finish the job (dont worry, they wont).

But thats not even the biggest concern about the carriers, its the fact that zerg has to invest so heavily to dealing with those monstrosities that if the protoss player only makes 3-5 and invests in a ground army complete with archons, its nearly unbeatable. Even if you kill off those carriers, the interceptor release will be sure to wreck any remaining army you have if any.


You're right PB isn't great against carriers. But it kills all interceptors which makes carriers useless and vulnerable. Same story as why widow mines are the best counter to carriers.


EDIT:
Show nested quote +
It was changed precisely for that reason. Parasitic bomb can not target interceptors anymore.

If this is true (I stopped going carriers when parasitic bomb killed 200 interceptors in 1 second) then PB isn't enough to counter carriers, but it still helps since you should have vipers in your army anyway. The below point remains:

You should realize that if carriers were so OP in LotV you would at least see them in HotS from time to time, instead, not a single protoss ever builds a carrier against zerg (maybe 1 game out of 1000, since I know someone will dig out that terminator vs dark vod).

In fact, the problem here is not that carriers became broken in LotV but the players who wouldn't be able to deal with carriers in HotS either where we can all agree that they are absolutely terrible. Fighting stats weren't improved, only building time, which is irrelevant in maxed out situations, and the 'release interceptor' command which is also irrelevant if you have enough anti air to kill the interceptors quickly.

Even without PB you could still apply the hots counter - mass spores which kill the interceptors immediately, vipers to abduct the carriers 2 at a time and safely snipe them with your corruptor cloud, a few infestors to lock on the carriers if they get too close to your static defenses.


Carriers aren't all that terrible in HotS. But their build time is horrendous, even when you perma-chrono them.
Also, not sure about that but didn't they do something with the target switching? At some point that old NonY Carrier video was around in the early beta and blizzard said that they'd be looking into one or two of the mentioned points.

@target switching, the released interceptors are really good at this. I feel like released interceptors are a bit better than the normal ones because they don't waste time flying back and forth to/from the carrier. So though on paper their damage output is the same, in reality it might be higher.
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2015-08-07 00:05:52
August 06 2015 22:28 GMT
#34
The problem with release interceptors is you can't focus fire (unless they changed it). This makes them weaker in most situations compared to when they are controlled by the carrier.

The thing with carriers isn't just the building time though. Building time is a nice improvement but carriers will still be worse than tempests as a lategame unit because of their low range ( they are outranged by abduct, fungal, vikings, yamato cannons, tempests, etc. ) and also the fact that interceptors are expensive and will die immediately against a maxed out army + AA static defenses, resulting in thousands of minerals loss.

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


Prime example of a zerg player having no idea on how to engage a skytoss army. For me this is like a gif of a zerg player amoving hydras into sieged tanks and complaining that tanks are OP. You need to abduct carriers one by one, snipe them with corruptors and retreat.
You can do this without losing anything because abduct has a higher range than carriers. All you need to do this is time, so you need a spore crawler forest + a few infestor to prevent your opponent from actually killing you before you can abduct all his carriers.
Again this engagement looks exactly like it would in HotS, so if you use this to prove that carriers are OP in LotV you would also be proving that they're OP in hots, while we know that the opposite is true.
91matt
Profile Joined March 2013
United Kingdom147 Posts
Last Edited: 2015-08-07 00:31:51
August 07 2015 00:30 GMT
#35
On August 07 2015 07:28 KingAlphard wrote:
The problem with release interceptors is you can't focus fire (unless they changed it). This makes them weaker in most situations compared to when they are controlled by the carrier.

The thing with carriers isn't just the building time though. Building time is a nice improvement but carriers will still be worse than tempests as a lategame unit because of their low range ( they are outranged by abduct, fungal, vikings, yamato cannons, tempests, etc. ) and also the fact that interceptors are expensive and will die immediately against a maxed out army + AA static defenses, resulting in thousands of minerals loss.

Show nested quote +
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


Prime example of a zerg player having no idea on how to engage a skytoss army. For me this is like a gif of a zerg player amoving hydras into sieged tanks and complaining that tanks are OP. You need to abduct carriers one by one, snipe them with corruptors and retreat.
You can do this without losing anything because abduct has a higher range than carriers. All you need to do this is time, so you need a spore crawler forest + a few infestor to prevent your opponent from actually killing you before you can abduct all his carriers.
Again this engagement looks exactly like it would in HotS, so if you use this to prove that carriers are OP in LotV you would also be proving that they're OP in hots, while we know that the opposite is true.


Everyone knows skytoss is unbeatable as zerg in hots the swarmhost was the only way to combat it, there's a reason zergs just do all ins in zvp hots all the time now. The few late game zvps I've played in lotv carriers seemed probably too strong, its very hard to fuck up once you get a certain number of carriers and a mothership. However there really isn't enough high level lategame zvps being played at the moment to make a real judgement. Also there's a ton of other shit that needs addressing in lotv before carriers in zvp.
91matt
Profile Joined March 2013
United Kingdom147 Posts
Last Edited: 2015-08-07 00:31:21
August 07 2015 00:31 GMT
#36
deleted
ZergLingShepherd1
Profile Joined June 2015
404 Posts
August 08 2015 16:35 GMT
#37
On August 06 2015 16:31 wrj wrote:
As a player who plays the beta TONS of hours i can tell you my is my biggest problem with the carriers.
Yes they deal a lot of damage
Yes they can come out really fast which make them possible option for the protoss which i never said its a bad thing
Biggest issiue is the release interseptos

why?

First of all it can make them really cost effiect.To give u an example think of an army that contain 10 carrier and a mothership. Since zerg air unites are not that mobile as lings/roach/hydra etc... they cant defends all the bases so these 10 carriers come release they Interceptors on 1 zerg base and just recall back with the mothership and zerg got 2 option:
If they are lucky enough to be close to that base to actully try to defend it the protoss will loss some mineral but the zerg will loss a lot of unites which are gas based not to mention the fact that the only unit which kill Interceptors really fast is hydra.

on the worst case zerg wont make it in time and your base is lost even if your base has a lot of spore i seen how 10 carriers snipe that base before u can do something which very little risk.

Now lets look on the zerg case

Lets say i want to attack a base of protoss.
First of all the airtoss games rely on a lot of expend and i often see 10 cannons on each base which force u to bring at least half of your army to try to attack it, and if you try to bring all of your army, unlike zerg the protoss got air unites "nydes warm" called mothership so defending it is really easy
so until now we saw that carrier can be really cost efficient on attacking zerg and can deal with zerg attacks very easy

But what make it worst about release Interceptors on 200 supply vs 200 supply?
Since brood-war everyone knows that if u play vs carrier just focus them down and you will win the fight thing is there are 3 options that can happen

1)zerg will try to attack and see that they are too weak an try to run and will loss a lot of army because chasing carriers is SUPER strong so running is not an option

2)zerg will just force the Interceptors and leave the carrier. I tried it and the best unit to do that is hydra but hydra is very low hp which mean that until to will get to the carrier you will loss at least 70% of your army of hydra and if protoss got storms i seen how 20 hydra die without doing anything.

3)zerg focus the carrier using mass corupters and vipers:So far this was the best for me but still its not working, and thats because that even when i shoot all the carriers my unites have to fight against 8 Interceptors+what the carrier had built until he died(actually yes carrier can can make more than 8 Interceptors for the fights) and even if you killed half of the carrier army which is what happen to me on most of the cases still carrier army is way more cost efficient since zerg anti air are heavy on gas.

This is the point when i am sure people will say well you are zerg your eco need to be better than protoss one but to these people i say that i remind them that the only real harass zerg unit which can do something is muta and that not a smart thing to do vs airtoss which protoss got tons of harass unites and they can take bases with carrier really fast which in total make your eco weak

in conclusion; carrier is a very strong unit that can be fixed but just removing the release ability. The build time buff was enough to make them visible strategy on lotv

Would love to hear your commend about it



I think Interceptors should be able to be targeted both T and Z has problems with it.
SM and PB could solve the problem if the Protoss just masses Carriers.

Release Interceptors should have a huge cooldown so they just dont repeat this again and again.
It would be a powerful ability late game but not spammable.
"The Fractured but Whole"
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
August 08 2015 17:35 GMT
#38
On August 07 2015 07:28 KingAlphard wrote:
The problem with release interceptors is you can't focus fire (unless they changed it). This makes them weaker in most situations compared to when they are controlled by the carrier.

The thing with carriers isn't just the building time though. Building time is a nice improvement but carriers will still be worse than tempests as a lategame unit because of their low range ( they are outranged by abduct, fungal, vikings, yamato cannons, tempests, etc. ) and also the fact that interceptors are expensive and will die immediately against a maxed out army + AA static defenses, resulting in thousands of minerals loss.

Show nested quote +
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


Prime example of a zerg player having no idea on how to engage a skytoss army. For me this is like a gif of a zerg player amoving hydras into sieged tanks and complaining that tanks are OP. You need to abduct carriers one by one, snipe them with corruptors and retreat.
You can do this without losing anything because abduct has a higher range than carriers. All you need to do this is time, so you need a spore crawler forest + a few infestor to prevent your opponent from actually killing you before you can abduct all his carriers.
Again this engagement looks exactly like it would in HotS, so if you use this to prove that carriers are OP in LotV you would also be proving that they're OP in hots, while we know that the opposite is true.

Thing is, carriers were never bad once you had them. Upgraded carriers in reasonable numbers have always, always been very strong. The problem was always just the long build time and the cost, at least one of which has been cut.
Taeja the one true Byunjwa~
Nyast
Profile Joined November 2010
Belgium554 Posts
August 08 2015 19:02 GMT
#39
I don't get it; even if carriers were OP, how do you get to snowball to such an army ?

In low numbers they're not really that good, so considering the insane macro Zerg has in LotV and the rate of depleting resources, Protoss is forced to take a third quickly and play a macro game in order to get to their "dream" carrier army.

But how does Protoss defend that third with just a few carriers ?

I see you guys mention 10+ canons, but wtf. Canons cost 150 each, and you'll need another 10 at the natural to survive ( otherwise Zerg can ignore the third and just go for a timing at the natural ). So you need 20+ canons to survive now..

So 20 canons, a third and multiple carriers to defend your bases, all of that at 6-7' ?
Alcathous
Profile Joined December 2014
Netherlands219 Posts
Last Edited: 2015-08-08 19:21:11
August 08 2015 19:20 GMT
#40
As a terran in SC BW I also always struggled against carriers. But at the pro level balance was fine. In fact, there it was the protoss players that had the difficulty to employ the right strategy and to transition to carriers at the right stage in the game.

With much easier scouting in SC2, it should be easier, not harder. I understand the game is still in beta and units may be imbalanced, but in SC if protoss was allowed to get a certain critical mass of carriers, you weren't going to stop him.

Now many you dislike this type of balancing, but in the end you can achieve 50-50 that way.
Cloak
Profile Joined October 2009
United States816 Posts
August 08 2015 19:25 GMT
#41
On August 09 2015 04:02 Nyast wrote:
I don't get it; even if carriers were OP, how do you get to snowball to such an army ?

In low numbers they're not really that good, so considering the insane macro Zerg has in LotV and the rate of depleting resources, Protoss is forced to take a third quickly and play a macro game in order to get to their "dream" carrier army.

But how does Protoss defend that third with just a few carriers ?

I see you guys mention 10+ canons, but wtf. Canons cost 150 each, and you'll need another 10 at the natural to survive ( otherwise Zerg can ignore the third and just go for a timing at the natural ). So you need 20+ canons to survive now..

So 20 canons, a third and multiple carriers to defend your bases, all of that at 6-7' ?


Also have to consider that the only thing that can beat the Liberator or Broodlord deathball is Carriers. So if you remove their one solution, it's not going to fix anything, just give their deathballs one less thing to worry about. Big J is on the right track with nerfing many different units with broken attributes that promote passive play. We tend to focus on one unit or another, but it's the accumulation of these extreme properties of units that necessitate extreme responses, and the not-so-extreme units tend to fall by the wayside.
The more you know, the less you understand.
Magnifico
Profile Joined March 2013
1958 Posts
Last Edited: 2015-08-08 19:42:18
August 08 2015 19:37 GMT
#42
"they can come out really fast"

That's not my experience playing the beta. I make my fast third base, the zerg scouts that I'm going to make carriers, he hits a timming where I have 3 or 4 carriers and I'm dead.

You can't sit back and let the oponnent build a 200/200 carrier army. In PvP, if I make 200/200 tempest army I'll win the game no matter what. Now I ask you: is this a problem in hots PvP for instance? No, because if you try to make such a army your oponnent hits a timing and you're dead.

RaiZ
Profile Blog Joined April 2003
2813 Posts
Last Edited: 2015-08-08 20:34:38
August 08 2015 20:33 GMT
#43
Do you really want this game to be like this ? Having to hit at a certain point in order to win is kinda boring if you ask me... I'd rather have solutions whenever I can instead of "shit he got massive carriers count, why bother playing this game if I can't do anything ?".
Actually, right now, whenever I'm playing a protoss, my thinking process is the following :
Will he do a fast rush ? Better make drones 'til the last minute and then proceed to make units !
Nope he's not. Quick scout it asap again ! 2 bases timing push ? fuck, need more drones til the last minute again.
Nope he's not attacking. why did I make too much units ? To push ? Screw it, it'd fail.
Fuck. Now he has carriers ? Why bother ? Just quit the game.

Now tell me where the fun is in this. This game is just so fucking bullshit.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
wrj
Profile Joined August 2012
219 Posts
August 08 2015 20:48 GMT
#44
I dont understand the people who say just not let him get to that point?
I ask you, do you want lotv be be wol number 2?
All i remember from wol is zerg must make broodlords under 12 min or gg, do we want same fate with carrier.

Starcraft is RTS which mean those who have better macro on late and better micro should win the game and not those who have a combo of unites. I saw blizard telling us they want more micro, Does a move 200 supply carrier army=more micro play??

Its okey that carrier is strong late game unit but to accept the fact that on late zvp they are unstoppable so dont let them get to that point is called balanced game is something i cant accept. Either do something about it now or keep it the same and we wake up in 2 years and say,Zerg is boring race, you must finish ultra in 7 min and rush or its gg

i ask you whats better?
ZergLingShepherd1
Profile Joined June 2015
404 Posts
August 08 2015 20:54 GMT
#45
best way to balance it is to give PB more damage vs massive units or let PB target Interceptors like it used to be.
"The Fractured but Whole"
B-royal
Profile Joined May 2015
Belgium1330 Posts
August 08 2015 21:05 GMT
#46
On August 09 2015 05:54 ZergLingShepherd1 wrote:
best way to balance it is to give PB more damage vs massive units or let PB target Interceptors like it used to be.


Nah, that's boring as hell.
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
wrj
Profile Joined August 2012
219 Posts
Last Edited: 2015-08-08 21:13:17
August 08 2015 21:12 GMT
#47
Best way is to remove the release ability and it work way better-You still loss all the army but the protoss loss all his ground army if it has any and 85-90% of carrier(I tested it but it depends alot on the micro)
i)awn
Profile Joined October 2011
United States189 Posts
August 08 2015 22:22 GMT
#48
Umm not really sure how much nerf the carrier can handle when it loses to mass (insert almost anything that shoots air). people seem to have a problem with protoss late game rather than with the carrier itself and I think it would be better to address that problem rather than a unit which really loses to a LOT of counters when its by itself. Perhaps its not being able to transition against carriers while the protoss is able to transition to carrier? I really can't see a feasible way to nerf carrier when it loses to mass marines, mass stalkers, mass corruptors, mass vikings, mass liberators, mass BCs, mass cyclones? ... really the list goes on.
jinjin5000
Profile Joined May 2010
United States1466 Posts
August 09 2015 01:26 GMT
#49
On August 09 2015 04:37 Tiaraju9 wrote:
"they can come out really fast"

That's not my experience playing the beta. I make my fast third base, the zerg scouts that I'm going to make carriers, he hits a timming where I have 3 or 4 carriers and I'm dead.

You can't sit back and let the oponnent build a 200/200 carrier army. In PvP, if I make 200/200 tempest army I'll win the game no matter what. Now I ask you: is this a problem in hots PvP for instance? No, because if you try to make such a army your oponnent hits a timing and you're dead.



No, problem is that carriers are insanely cost efficient with release interceptor so they get to attack and engage without exposing themselves.

Combined with this snowballing due to fast build time makes it snowball even harder
Alcathous
Profile Joined December 2014
Netherlands219 Posts
August 09 2015 10:12 GMT
#50
They were like that in SC too.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19299 Posts
September 21 2015 14:07 GMT
#51
Bumping with this post:
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!

ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2015-09-21 14:15:40
September 21 2015 14:14 GMT
#52
I was sent here from another thread :D Oh this thread was also opened by wrj. Let the constructive discussion begin!
Random is hard work dude...
weikor
Profile Blog Joined March 2011
Austria580 Posts
Last Edited: 2015-09-21 14:20:41
September 21 2015 14:18 GMT
#53
well, from my experience you can

a) take 5 bases and just overrun him with units and upgrades while denying his bases
b) hit a good timing and kill him with things like hydra

Doesnt really feel like a problem, its more of a "if my opponent reaches X then i lose" situation. Protoss playing a normal macro game has lots of those as well.
wrj
Profile Joined August 2012
219 Posts
September 21 2015 14:21 GMT
#54
Just to answer CrystaX. On the comment you said something like;"just use the PB on the intercepotrs"
You dont play the beta right? Because if you did you would know they cant be targeted,and if you gm on the beta you are fake on for sure and NO viper is not counter for the 450 hp carrier unless he is a moving which will not happen in mid master+
JackONeill
Profile Joined September 2013
861 Posts
September 21 2015 14:29 GMT
#55
Actually, it's not only zerg. Terran has absolutly NO WAY to deal with 8+ carriers with high templars. Carriers + HT vs bio, HT + tempest vs mech.
Problem is, protoss in LOTV has easy ways to build an army that isn't beatable by other races. I mean in HOTS, in theory, mass carriers + HT is uneatable too, but protoss can't really get there without dying. Mainly because timings and the meta are much more developped and prevents protoss building an air army without dying to bio pushes or hydra/lings pushes.

So the main issue is that protoss has an entire techpath that's can't become viable without having the ways to build an unbeatable 200/200. If DK wants to make skytoss balanced, the carrier and the tempest need a nerf, or the synergy between storm and skytoss to be nerfed.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19299 Posts
September 21 2015 14:35 GMT
#56
In Brood War late game you have this to deal with carriers:

Scourge: Suicide unit that does a ton of damage to carrier itself
Defiler: Plague reduces health to 1 and shields untouched, Dark Swarm deflects non melee attacks
Queens: Ensnare slows interceptors and carriers


So let's see how this can be equivalent in SC2:
Infestor: Fungal, may need a buff (late game upgrade to extend cast range) this should shutdown carrier movement and lock interceptors in place where they can attack still but can also be hit with out returning to the ship.
Infested Terrans, should be used under fungaled interceptors to kill them off quickly

Viper: Yank carriers into zerg army, parasitic bomb for damage

Corruptors: lots of corruptors lol


In a comparison, it seems like casting abilities are available in both games. Suicide scourge really make a difference though. I'm not sure anything in the SC2 Zerg arsenal can equal that level of air dps.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
CheddarToss
Profile Joined September 2015
534 Posts
Last Edited: 2015-09-21 14:53:07
September 21 2015 14:51 GMT
#57
On September 21 2015 23:35 BisuDagger wrote:


In a comparison, it seems like casting abilities are available in both games. Suicide scourge really make a difference though. I'm not sure anything in the SC2 Zerg arsenal can equal that level of air dps.

When was the last time someone made Carriers vs Zerg in BW? As far as I know it is not a viable strat, given how hard they are countered by scourge. And you can't make scouts to shoot down scourge, because the missiles are too slow. Scourge hit their targets regardless.

Carriers shouldn't be unusable in LotV PvZ like they are in BW PvZ.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19299 Posts
September 21 2015 14:58 GMT
#58
On September 21 2015 23:51 CheddarToss wrote:
Show nested quote +
On September 21 2015 23:35 BisuDagger wrote:


In a comparison, it seems like casting abilities are available in both games. Suicide scourge really make a difference though. I'm not sure anything in the SC2 Zerg arsenal can equal that level of air dps.

When was the last time someone made Carriers vs Zerg in BW? As far as I know it is not a viable strat, given how hard they are countered by scourge. And you can't make scouts to shoot down scourge, because the missiles are too slow. Scourge hit their targets regardless.

Carriers shouldn't be unusable in LotV PvZ like they are in BW PvZ.

There was one pro game a couple months ago that used carriers, but yeah scourge shutdown the ability to go carriers or arbiter. SC2 doesn't need that as you mention. I think an upgrade buff to infestor range should work. And maybe dmg upgrade for infested terrans.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
wrj
Profile Joined August 2012
219 Posts
September 21 2015 15:05 GMT
#59
Button line is,its not winnable on late game atm
CheddarToss
Profile Joined September 2015
534 Posts
Last Edited: 2015-09-21 15:10:09
September 21 2015 15:06 GMT
#60
On September 21 2015 23:58 BisuDagger wrote:
Show nested quote +
On September 21 2015 23:51 CheddarToss wrote:
On September 21 2015 23:35 BisuDagger wrote:


In a comparison, it seems like casting abilities are available in both games. Suicide scourge really make a difference though. I'm not sure anything in the SC2 Zerg arsenal can equal that level of air dps.

When was the last time someone made Carriers vs Zerg in BW? As far as I know it is not a viable strat, given how hard they are countered by scourge. And you can't make scouts to shoot down scourge, because the missiles are too slow. Scourge hit their targets regardless.

Carriers shouldn't be unusable in LotV PvZ like they are in BW PvZ.

There was one pro game a couple months ago that used carriers, but yeah scourge shutdown the ability to go carriers or arbiter. SC2 doesn't need that as you mention. I think an upgrade buff to infestor range should work. And maybe dmg upgrade for infested terrans.

I don't like that. I can foresee that being absurdly OP in combination with Lurkers, maybe even with BLs. I would prefer an upgrade for Hydras that would increase their AA damage. That would also help Zerg against Terran air.

On September 22 2015 00:05 wrj wrote:
Button line is,its not winnable on late game atm

It is. It is even winnable on higher levels of skill (GM) let alone on lower ones, where balance is rarely the deciding factor. The key is having a lot of hydras and doing speedling harass and denying expos. You have to choke the Protoss and let him run out of minerals, and not play a NR30 game where at the end you engage his air army head on.
CheddarToss
Profile Joined September 2015
534 Posts
Last Edited: 2015-09-21 15:36:41
September 21 2015 15:31 GMT
#61
Right now Stephano is wrecking a greedy Protoss, who went straight for Carriers, with speedlings only. :D

Edit: after the very successful speedling runbys, he made a lot of Queens and spores at home and just won the game. It was hilarious to watch.
summerloud
Profile Joined March 2010
Austria1201 Posts
September 21 2015 15:43 GMT
#62
this problem wouldnt exist if hydras were tier 1.5 and 1 supply like they should always have been before DB started to put his "more HP and terrible damage" design philosophy to SC2
kiLen
Profile Joined April 2011
Finland97 Posts
September 21 2015 16:12 GMT
#63
On September 22 2015 00:06 CheddarToss wrote:
Show nested quote +
On September 21 2015 23:58 BisuDagger wrote:
On September 21 2015 23:51 CheddarToss wrote:
On September 21 2015 23:35 BisuDagger wrote:


In a comparison, it seems like casting abilities are available in both games. Suicide scourge really make a difference though. I'm not sure anything in the SC2 Zerg arsenal can equal that level of air dps.

When was the last time someone made Carriers vs Zerg in BW? As far as I know it is not a viable strat, given how hard they are countered by scourge. And you can't make scouts to shoot down scourge, because the missiles are too slow. Scourge hit their targets regardless.

Carriers shouldn't be unusable in LotV PvZ like they are in BW PvZ.

There was one pro game a couple months ago that used carriers, but yeah scourge shutdown the ability to go carriers or arbiter. SC2 doesn't need that as you mention. I think an upgrade buff to infestor range should work. And maybe dmg upgrade for infested terrans.

I don't like that. I can foresee that being absurdly OP in combination with Lurkers, maybe even with BLs. I would prefer an upgrade for Hydras that would increase their AA damage. That would also help Zerg against Terran air.

Show nested quote +
On September 22 2015 00:05 wrj wrote:
Button line is,its not winnable on late game atm

It is. It is even winnable on higher levels of skill (GM) let alone on lower ones, where balance is rarely the deciding factor. The key is having a lot of hydras and doing speedling harass and denying expos. You have to choke the Protoss and let him run out of minerals, and not play a NR30 game where at the end you engage his air army head on.


So TLDR you are saying, don't let them get carriers. Well that mentality worked wonders in WOL didnt it? You can't have a unit comp which is unbeatable or absurdly strong, it will produce bad gameplay.
LotV HyPe
CheddarToss
Profile Joined September 2015
534 Posts
September 21 2015 16:25 GMT
#64
On September 22 2015 01:12 kiLen wrote:
Show nested quote +
On September 22 2015 00:06 CheddarToss wrote:
On September 21 2015 23:58 BisuDagger wrote:
On September 21 2015 23:51 CheddarToss wrote:
On September 21 2015 23:35 BisuDagger wrote:


In a comparison, it seems like casting abilities are available in both games. Suicide scourge really make a difference though. I'm not sure anything in the SC2 Zerg arsenal can equal that level of air dps.

When was the last time someone made Carriers vs Zerg in BW? As far as I know it is not a viable strat, given how hard they are countered by scourge. And you can't make scouts to shoot down scourge, because the missiles are too slow. Scourge hit their targets regardless.

Carriers shouldn't be unusable in LotV PvZ like they are in BW PvZ.

There was one pro game a couple months ago that used carriers, but yeah scourge shutdown the ability to go carriers or arbiter. SC2 doesn't need that as you mention. I think an upgrade buff to infestor range should work. And maybe dmg upgrade for infested terrans.

I don't like that. I can foresee that being absurdly OP in combination with Lurkers, maybe even with BLs. I would prefer an upgrade for Hydras that would increase their AA damage. That would also help Zerg against Terran air.

On September 22 2015 00:05 wrj wrote:
Button line is,its not winnable on late game atm

It is. It is even winnable on higher levels of skill (GM) let alone on lower ones, where balance is rarely the deciding factor. The key is having a lot of hydras and doing speedling harass and denying expos. You have to choke the Protoss and let him run out of minerals, and not play a NR30 game where at the end you engage his air army head on.


So TLDR you are saying, don't let them get carriers. Well that mentality worked wonders in WOL didnt it? You can't have a unit comp which is unbeatable or absurdly strong, it will produce bad gameplay.

Yes, that's what I'm saying you should be doing for now. The game is not even close to balanced in the earlier stages of the game, so why would you expect the late game to be balanced? Let Blizz do their work at balancing the most obvious issues and after those are taken care of, they will surely do something about Carriers, if they prove to be OP.
wrj
Profile Joined August 2012
219 Posts
September 21 2015 16:39 GMT
#65
On September 22 2015 01:25 CheddarToss wrote:
Show nested quote +
On September 22 2015 01:12 kiLen wrote:
On September 22 2015 00:06 CheddarToss wrote:
On September 21 2015 23:58 BisuDagger wrote:
On September 21 2015 23:51 CheddarToss wrote:
On September 21 2015 23:35 BisuDagger wrote:


In a comparison, it seems like casting abilities are available in both games. Suicide scourge really make a difference though. I'm not sure anything in the SC2 Zerg arsenal can equal that level of air dps.

When was the last time someone made Carriers vs Zerg in BW? As far as I know it is not a viable strat, given how hard they are countered by scourge. And you can't make scouts to shoot down scourge, because the missiles are too slow. Scourge hit their targets regardless.

Carriers shouldn't be unusable in LotV PvZ like they are in BW PvZ.

There was one pro game a couple months ago that used carriers, but yeah scourge shutdown the ability to go carriers or arbiter. SC2 doesn't need that as you mention. I think an upgrade buff to infestor range should work. And maybe dmg upgrade for infested terrans.

I don't like that. I can foresee that being absurdly OP in combination with Lurkers, maybe even with BLs. I would prefer an upgrade for Hydras that would increase their AA damage. That would also help Zerg against Terran air.

On September 22 2015 00:05 wrj wrote:
Button line is,its not winnable on late game atm

It is. It is even winnable on higher levels of skill (GM) let alone on lower ones, where balance is rarely the deciding factor. The key is having a lot of hydras and doing speedling harass and denying expos. You have to choke the Protoss and let him run out of minerals, and not play a NR30 game where at the end you engage his air army head on.


So TLDR you are saying, don't let them get carriers. Well that mentality worked wonders in WOL didnt it? You can't have a unit comp which is unbeatable or absurdly strong, it will produce bad gameplay.

Yes, that's what I'm saying you should be doing for now. The game is not even close to balanced in the earlier stages of the game, so why would you expect the late game to be balanced? Let Blizz do their work at balancing the most obvious issues and after those are taken care of, they will surely do something about Carriers, if they prove to be OP.


Sorry we try to change things.Carrier were op on HOTS as well and bliz didnt fix it and even if you didnt see them alot on HOTS,its mean it need to be op?so sorry if i dont trust bliz to fix stuff here.For real man swarm host were op for 1.5 year till fixed so unless we do something now it will be the same with carrier-2 years op till they fix it
crazedrat
Profile Joined July 2015
272 Posts
Last Edited: 2015-09-21 16:51:47
September 21 2015 16:39 GMT
#66
Despite the balance issues, my biggest problem with airtoss is actually that I hate playing against it. It's boring. Really, really boring. The fight isn't even fun. It's a clumsy dumb fight. It takes 20 minutes to lead up to the fight. The whole time you're building these stupid unit compositions (pure corruptor spores and spines? That's the best we can balance this game toward?). 20 minutes the game itself is also boring, you just mass units and take bases. It's not rewarding to play at all. I don't know why protoss even enjoy this style. Even if it's strongest, as a protoss I would not play it. 20 m inutes... win or lose, next game. 20 minutes... repeat. I hate every game I play against this style, please balance it and make it more interesting somehow.

The bigger problem than mass carrier is when archon, tempest, carrier, voidray, mothership, storm. Zerg has nothing to deal with this. Closest counter I know is few broodlord, 3/3 corruptor, few viper, few infestor (NP mothership if possible), mass spores and spines, good attacks throughout the game... and if you can afford a double engage and kill a base, you may be alright. But not even guaranteed.

Mass speedling does work on some maps, not on all maps.
Big J
Profile Joined March 2011
Austria16289 Posts
September 21 2015 16:42 GMT
#67
On September 22 2015 00:43 summerloud wrote:
this problem wouldnt exist if hydras were tier 1.5 and 1 supply like they should always have been before DB started to put his "more HP and terrible damage" design philosophy to SC2

Nope, there is still 2supply storm. The reason why clumping low HP units will never be the solution to anything in ZvP endgame.
wrj
Profile Joined August 2012
219 Posts
September 21 2015 16:51 GMT
#68
On September 22 2015 01:39 crazedrat wrote:
WHen you attack the carriers with mass corruptor, make sure you divide your corruptors into groups so that they aren't all focusing a single carrier at once. You should be picking off carriers at least 2 at a time. Also you can add spores and spines, overmax, and then make sure to double max. You need like 7 bases really. And get some ultras, like 3 or 4 depending. Make sure to spread out the corruptor.... Etc.
I don't have a problem with mass carrier the bigger problem is when they have archon, tempest, carrier, ~voidray~, mothership, storm. It's ultra lategame but Zerg has nothing to deal with this. Feedback your viper, vortex your corruptors, shoot you down from a distance, no way to stop them expanding... It's ridiculous.
Closest counter I know is few broodlord, 3/3 corruptor, few viper, few infestor (NP mothership if possible), mass spores and spines, good attacks throughout the game... and if you can afford a double engage and kill a base, you may be alright.

Despite the balance issues, my biggest problem with airtoss is actually that I hate playing against it. It's boring. Really, really boring. The fight isn't even fun. It's a clumsy dumb fight. It takes 20 minutes to lead up to the fight. The whole time you're building these stupid unit compositions (pure corruiptor and spores and spines? That's the best you can?). 20 minutes the game itself is also boring, you just mass units and take bases. It's not rewarding to play at all. I don't know why protoss even enjoy this style. Even if it's strongest, as a protoss I would not play it. 20 m inutes... win or lose, next game. 20 minutes... repeat. I hate every game I play against this style, please balance it and make it more interesting somehow.


Yea i kinda agree but some people just stick to the "dont let him get there"when its not always possible and thats why they dont fix it.A good exapmple is the liberator,it took bliz for so long to fix it when 90% of the community agree thats its op so how long you think will it take when only half of the people agree on it.I expect it to be fixed in 2 years
CheddarToss
Profile Joined September 2015
534 Posts
Last Edited: 2015-09-21 16:54:40
September 21 2015 16:52 GMT
#69
On September 22 2015 01:39 wrj wrote:
Show nested quote +
On September 22 2015 01:25 CheddarToss wrote:
On September 22 2015 01:12 kiLen wrote:
On September 22 2015 00:06 CheddarToss wrote:
On September 21 2015 23:58 BisuDagger wrote:
On September 21 2015 23:51 CheddarToss wrote:
On September 21 2015 23:35 BisuDagger wrote:


In a comparison, it seems like casting abilities are available in both games. Suicide scourge really make a difference though. I'm not sure anything in the SC2 Zerg arsenal can equal that level of air dps.

When was the last time someone made Carriers vs Zerg in BW? As far as I know it is not a viable strat, given how hard they are countered by scourge. And you can't make scouts to shoot down scourge, because the missiles are too slow. Scourge hit their targets regardless.

Carriers shouldn't be unusable in LotV PvZ like they are in BW PvZ.

There was one pro game a couple months ago that used carriers, but yeah scourge shutdown the ability to go carriers or arbiter. SC2 doesn't need that as you mention. I think an upgrade buff to infestor range should work. And maybe dmg upgrade for infested terrans.

I don't like that. I can foresee that being absurdly OP in combination with Lurkers, maybe even with BLs. I would prefer an upgrade for Hydras that would increase their AA damage. That would also help Zerg against Terran air.

On September 22 2015 00:05 wrj wrote:
Button line is,its not winnable on late game atm

It is. It is even winnable on higher levels of skill (GM) let alone on lower ones, where balance is rarely the deciding factor. The key is having a lot of hydras and doing speedling harass and denying expos. You have to choke the Protoss and let him run out of minerals, and not play a NR30 game where at the end you engage his air army head on.


So TLDR you are saying, don't let them get carriers. Well that mentality worked wonders in WOL didnt it? You can't have a unit comp which is unbeatable or absurdly strong, it will produce bad gameplay.

Yes, that's what I'm saying you should be doing for now. The game is not even close to balanced in the earlier stages of the game, so why would you expect the late game to be balanced? Let Blizz do their work at balancing the most obvious issues and after those are taken care of, they will surely do something about Carriers, if they prove to be OP.


Sorry we try to change things.Carrier were op on HOTS as well and bliz didnt fix it and even if you didnt see them alot on HOTS,its mean it need to be op?so sorry if i dont trust bliz to fix stuff here.For real man swarm host were op for 1.5 year till fixed so unless we do something now it will be the same with carrier-2 years op till they fix it

Your attempt to change the late game of a game in beta is misguided.
crazedrat
Profile Joined July 2015
272 Posts
Last Edited: 2015-09-21 17:14:57
September 21 2015 17:01 GMT
#70
I actually had some success against .. an okay player who went for mass air by going ling with melee upgrades and mutas with carapace. He was forced to switch into phoenix; but since he had cannon and not stalkers, he had no ability to counterattack against the mutas. I added corruptor and continued the harass. His carrier production was greatly set back by the phoenix switch and the mutas can really circumvent and pick off probes in the meantime, along with the corruptor it does very well. Anyway, after it's done he's got a bunch of phoenix and I've got alot of lings with a decent flock of mutas and then corruptors, and he couldnt take his fourth against the lings. Also gave me good chances to harass his slow carriers couldnt deal with it, and also justified the corruptors existence made them potent. So I am trying more of that. On some maps you can just kill the 3rd with roach hydra ling, too, it is very map dependent. I can see the mass ling doing well on bridgehead and Terraform especially. But this was on Lerilak the mutas. I think probably on ruins it would do well, on orbital it is dubious I think turtle on orbital. Orbital is a bad map for Zerg really. moonlight I do not konw, probably turtle that or muta.
wrj
Profile Joined August 2012
219 Posts
September 21 2015 17:27 GMT
#71
On September 22 2015 01:52 CheddarToss wrote:
Show nested quote +
On September 22 2015 01:39 wrj wrote:
On September 22 2015 01:25 CheddarToss wrote:
On September 22 2015 01:12 kiLen wrote:
On September 22 2015 00:06 CheddarToss wrote:
On September 21 2015 23:58 BisuDagger wrote:
On September 21 2015 23:51 CheddarToss wrote:
On September 21 2015 23:35 BisuDagger wrote:


In a comparison, it seems like casting abilities are available in both games. Suicide scourge really make a difference though. I'm not sure anything in the SC2 Zerg arsenal can equal that level of air dps.

When was the last time someone made Carriers vs Zerg in BW? As far as I know it is not a viable strat, given how hard they are countered by scourge. And you can't make scouts to shoot down scourge, because the missiles are too slow. Scourge hit their targets regardless.

Carriers shouldn't be unusable in LotV PvZ like they are in BW PvZ.

There was one pro game a couple months ago that used carriers, but yeah scourge shutdown the ability to go carriers or arbiter. SC2 doesn't need that as you mention. I think an upgrade buff to infestor range should work. And maybe dmg upgrade for infested terrans.

I don't like that. I can foresee that being absurdly OP in combination with Lurkers, maybe even with BLs. I would prefer an upgrade for Hydras that would increase their AA damage. That would also help Zerg against Terran air.

On September 22 2015 00:05 wrj wrote:
Button line is,its not winnable on late game atm

It is. It is even winnable on higher levels of skill (GM) let alone on lower ones, where balance is rarely the deciding factor. The key is having a lot of hydras and doing speedling harass and denying expos. You have to choke the Protoss and let him run out of minerals, and not play a NR30 game where at the end you engage his air army head on.


So TLDR you are saying, don't let them get carriers. Well that mentality worked wonders in WOL didnt it? You can't have a unit comp which is unbeatable or absurdly strong, it will produce bad gameplay.

Yes, that's what I'm saying you should be doing for now. The game is not even close to balanced in the earlier stages of the game, so why would you expect the late game to be balanced? Let Blizz do their work at balancing the most obvious issues and after those are taken care of, they will surely do something about Carriers, if they prove to be OP.


Sorry we try to change things.Carrier were op on HOTS as well and bliz didnt fix it and even if you didnt see them alot on HOTS,its mean it need to be op?so sorry if i dont trust bliz to fix stuff here.For real man swarm host were op for 1.5 year till fixed so unless we do something now it will be the same with carrier-2 years op till they fix it

Your attempt to change the late game of a game in beta is misguided.


Do people read commends or what,i give feedback about op things on the beta so they change it whats wrong on it
CheddarToss
Profile Joined September 2015
534 Posts
September 21 2015 17:31 GMT
#72
On September 22 2015 02:27 wrj wrote:
Show nested quote +
On September 22 2015 01:52 CheddarToss wrote:
On September 22 2015 01:39 wrj wrote:
On September 22 2015 01:25 CheddarToss wrote:
On September 22 2015 01:12 kiLen wrote:
On September 22 2015 00:06 CheddarToss wrote:
On September 21 2015 23:58 BisuDagger wrote:
On September 21 2015 23:51 CheddarToss wrote:
On September 21 2015 23:35 BisuDagger wrote:


In a comparison, it seems like casting abilities are available in both games. Suicide scourge really make a difference though. I'm not sure anything in the SC2 Zerg arsenal can equal that level of air dps.

When was the last time someone made Carriers vs Zerg in BW? As far as I know it is not a viable strat, given how hard they are countered by scourge. And you can't make scouts to shoot down scourge, because the missiles are too slow. Scourge hit their targets regardless.

Carriers shouldn't be unusable in LotV PvZ like they are in BW PvZ.

There was one pro game a couple months ago that used carriers, but yeah scourge shutdown the ability to go carriers or arbiter. SC2 doesn't need that as you mention. I think an upgrade buff to infestor range should work. And maybe dmg upgrade for infested terrans.

I don't like that. I can foresee that being absurdly OP in combination with Lurkers, maybe even with BLs. I would prefer an upgrade for Hydras that would increase their AA damage. That would also help Zerg against Terran air.

On September 22 2015 00:05 wrj wrote:
Button line is,its not winnable on late game atm

It is. It is even winnable on higher levels of skill (GM) let alone on lower ones, where balance is rarely the deciding factor. The key is having a lot of hydras and doing speedling harass and denying expos. You have to choke the Protoss and let him run out of minerals, and not play a NR30 game where at the end you engage his air army head on.


So TLDR you are saying, don't let them get carriers. Well that mentality worked wonders in WOL didnt it? You can't have a unit comp which is unbeatable or absurdly strong, it will produce bad gameplay.

Yes, that's what I'm saying you should be doing for now. The game is not even close to balanced in the earlier stages of the game, so why would you expect the late game to be balanced? Let Blizz do their work at balancing the most obvious issues and after those are taken care of, they will surely do something about Carriers, if they prove to be OP.


Sorry we try to change things.Carrier were op on HOTS as well and bliz didnt fix it and even if you didnt see them alot on HOTS,its mean it need to be op?so sorry if i dont trust bliz to fix stuff here.For real man swarm host were op for 1.5 year till fixed so unless we do something now it will be the same with carrier-2 years op till they fix it

Your attempt to change the late game of a game in beta is misguided.


Do people read commends or what,i give feedback about op things on the beta so they change it whats wrong on it

Your replay is not proof of Carriers being OP, that is what's wrong with it. People have given you good advice on how to deal with Carriers, yet you prefer to ignore it and keep whining.
wrj
Profile Joined August 2012
219 Posts
September 21 2015 17:53 GMT
#73
On September 22 2015 02:31 CheddarToss wrote:
Show nested quote +
On September 22 2015 02:27 wrj wrote:
On September 22 2015 01:52 CheddarToss wrote:
On September 22 2015 01:39 wrj wrote:
On September 22 2015 01:25 CheddarToss wrote:
On September 22 2015 01:12 kiLen wrote:
On September 22 2015 00:06 CheddarToss wrote:
On September 21 2015 23:58 BisuDagger wrote:
On September 21 2015 23:51 CheddarToss wrote:
On September 21 2015 23:35 BisuDagger wrote:


In a comparison, it seems like casting abilities are available in both games. Suicide scourge really make a difference though. I'm not sure anything in the SC2 Zerg arsenal can equal that level of air dps.

When was the last time someone made Carriers vs Zerg in BW? As far as I know it is not a viable strat, given how hard they are countered by scourge. And you can't make scouts to shoot down scourge, because the missiles are too slow. Scourge hit their targets regardless.

Carriers shouldn't be unusable in LotV PvZ like they are in BW PvZ.

There was one pro game a couple months ago that used carriers, but yeah scourge shutdown the ability to go carriers or arbiter. SC2 doesn't need that as you mention. I think an upgrade buff to infestor range should work. And maybe dmg upgrade for infested terrans.

I don't like that. I can foresee that being absurdly OP in combination with Lurkers, maybe even with BLs. I would prefer an upgrade for Hydras that would increase their AA damage. That would also help Zerg against Terran air.

On September 22 2015 00:05 wrj wrote:
Button line is,its not winnable on late game atm

It is. It is even winnable on higher levels of skill (GM) let alone on lower ones, where balance is rarely the deciding factor. The key is having a lot of hydras and doing speedling harass and denying expos. You have to choke the Protoss and let him run out of minerals, and not play a NR30 game where at the end you engage his air army head on.


So TLDR you are saying, don't let them get carriers. Well that mentality worked wonders in WOL didnt it? You can't have a unit comp which is unbeatable or absurdly strong, it will produce bad gameplay.

Yes, that's what I'm saying you should be doing for now. The game is not even close to balanced in the earlier stages of the game, so why would you expect the late game to be balanced? Let Blizz do their work at balancing the most obvious issues and after those are taken care of, they will surely do something about Carriers, if they prove to be OP.


Sorry we try to change things.Carrier were op on HOTS as well and bliz didnt fix it and even if you didnt see them alot on HOTS,its mean it need to be op?so sorry if i dont trust bliz to fix stuff here.For real man swarm host were op for 1.5 year till fixed so unless we do something now it will be the same with carrier-2 years op till they fix it

Your attempt to change the late game of a game in beta is misguided.


Do people read commends or what,i give feedback about op things on the beta so they change it whats wrong on it

Your replay is not proof of Carriers being OP, that is what's wrong with it. People have given you good advice on how to deal with Carriers, yet you prefer to ignore it and keep whining.


I tried their advices,i tried hydra but it fail when 5+ carrier,i did mass corrupter and some viper,i added ultra to deal with the ground and it fail so its op man its op.When broordlord+infestor was nerf every zerg addmited its op and told it to bliz and now when carrier is op,there is a complete silnce about it from protoss side,so sad really...
jinjin5000
Profile Joined May 2010
United States1466 Posts
September 21 2015 18:53 GMT
#74
Both terrain and zerg have problem with mass carriers simply due to release interceptor providing already cost efficient carriers a way to attack without putting itself in danger
Combine that with build time and there you go
DanteSSS
Profile Joined September 2015
1 Post
Last Edited: 2015-09-21 19:15:17
September 21 2015 19:13 GMT
#75
Just had to register to share my fun little experience with carriers.
So you guys remember Ultralisk with the new 8 armor in LotV? And the interceptors only deal rapid small zaps?
I tried letting a carrier attack an ultralisk ( both with full upgrades) and it took a solid ONE MINUTE to get to half health lol.
So from now on I'll just utilize &amp;gt;5 ultralisk with queen and hydra support to wreck his base as it's very unlikely that the toss has a formidable force on the ground (and even if he does, ultralisk :v ), while constantly expand and producing corruptors and brood lords.
Also the ultra comes out just as the carrier get full potential anw.
Edit: The only real threat is void rays which I'm more than happy to trade most my hydras for.
crazedrat
Profile Joined July 2015
272 Posts
Last Edited: 2015-09-23 01:54:46
September 22 2015 23:29 GMT
#76
Blizz wanted to take the carrier out, but this community cried no and now we have this shit to deal with. The problem with toss air is they have an air unit that can handle everything you can do. Incredible range with tempest, incredible DPS from carrier, anti air phoenix, destroy any armored voidray, oracles = anti zergling machines, mothership beats mass. Toss need one less air unit. I would remove the voidray. I don't see much point in the voidray.
On September 22 2015 04:13 DanteSSS wrote:
Just had to register to share my fun little experience with carriers.
So you guys remember Ultralisk with the new 8 armor in LotV? And the interceptors only deal rapid small zaps?
I tried letting a carrier attack an ultralisk ( both with full upgrades) and it took a solid ONE MINUTE to get to half health lol.
So from now on I'll just utilize &amp;gt;5 ultralisk with queen and hydra support to wreck his base as it's very unlikely that the toss has a formidable force on the ground (and even if he does, ultralisk :v ), while constantly expand and producing corruptors and brood lords.
Also the ultra comes out just as the carrier get full potential anw.
Edit: The only real threat is void rays which I'm more than happy to trade most my hydras for.

This does not work at all. Carrier and voidray is gona kill all your hydra then the voidray will just kill your ultras
Axxis
Profile Joined May 2010
United States133 Posts
September 23 2015 02:32 GMT
#77
Mods should remove this. Nothing constructive going on here, people have offered to help. People have asked for replays. Just balance whine about a beta test. . .
What we obtain too cheaply; we esteem too lightly. It is in dearness only that gives everything it's value.
pwninate
Profile Joined August 2015
23 Posts
September 23 2015 02:39 GMT
#78
wrj, I find your posts really hard to read because of the spelling errors and nearly zero punctuation. That it all.
crazedrat
Profile Joined July 2015
272 Posts
Last Edited: 2015-09-23 02:54:20
September 23 2015 02:53 GMT
#79
On September 23 2015 11:32 Axxis wrote:
Mods should remove this. Nothing constructive going on here, people have offered to help. People have asked for replays. Just balance whine about a beta test. . .

One more protoss wants to close the thread, big surprise.
xTJx
Profile Joined May 2014
Brazil419 Posts
September 23 2015 02:56 GMT
#80
PB is just a cheap fix to zerg's lack of antiair and late game unit composition. Blizzard neglected this for 5 years, gl trying to have a proper fix now.
No prejudices, i hate everyone equally.
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
12621 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
crazedrat
Profile Joined July 2015
272 Posts
Last Edited: 2015-09-23 23:09:25
September 23 2015 23:05 GMT
#101
On September 24 2015 02:04 Cyro wrote:
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

Show nested quote +
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

Show nested quote +
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.

Considering the corruptors are Zergs anti air, and they're armored, it's an essential problem. But the overriding point is that Protoss should not counter everything with a stargate.
They changed the corruptor ability. It doesn't mention a building attack, I assumed they removed it and replaced it. Am I wrong about that?.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-23 23:32:44
September 23 2015 23:25 GMT
#102
They changed the corruptor ability. It doesn't mention a building attack, I assumed they removed it and replaced it. Am I wrong about that?.


It's been a week or so since i played air vs zerg, maybe i forgot one of the patch notes

Considering the corruptors are Zergs anti air, and they're armored, it's an essential problem.


That's why people are playing hydra-viper-spore or doing stuff like that stephano style ravager crackling. 8+ (sometimes more) vipers, a bunch of spore crawlers and most free supply on hydras is the hardest to deal with so far for me.

If you make corruptors and engage him when he doesn't have void rays (due to not building them or just having an army trade with you) you'll do ok. If you wait for him to counter your composition you won't do ok; corruptors are not very good in a situation where you both sit at 200/200 for 10 minutes and then hard engage on eachother.

But the overriding point is that Protoss should not counter everything with a stargate.


Again, why?

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.


I see no reason at all to disallow the core of your army being something other than standard ground+tech style for any race. Mech works (or at least should) in some matchups and phases of the game. There's no reason to stop people building too much supply of air units - especially since like i said, these units have their own upgrade path and their own researches in order to work; you' can't switch your army core from mech to bio and you can't switch army core from air to ground without huge investment. On top of that, they're not being built alone since air toss usually involves at the very least high templar and generally harassment to actually be able to build an expensive tier 3.5 army without dieing.

They don't "counter everything". It's not like there's no way to win against a protoss primarily building air units - it just takes skill to either dismantle them or starve them out. It's being done at the highest levels of play - if the numbers are off, they can be adjusted. Why do you think that this is a design problem?
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Athenau
Profile Joined March 2015
570 Posts
September 24 2015 00:08 GMT
#103
Mass air shouldn't be viable for any race because air blobs that kill everything while ignoring terrain are retarded.
crazedrat
Profile Joined July 2015
272 Posts
Last Edited: 2015-09-24 00:32:39
September 24 2015 00:31 GMT
#104
On September 24 2015 08:25 Cyro wrote:
Show nested quote +
They changed the corruptor ability. It doesn't mention a building attack, I assumed they removed it and replaced it. Am I wrong about that?.


It's been a week or so since i played air vs zerg, maybe i forgot one of the patch notes

Show nested quote +
Considering the corruptors are Zergs anti air, and they're armored, it's an essential problem.


That's why people are playing hydra-viper-spore or doing stuff like that stephano style ravager crackling. 8+ (sometimes more) vipers, a bunch of spore crawlers and most free supply on hydras is the hardest to deal with so far for me.

If you make corruptors and engage him when he doesn't have void rays (due to not building them or just having an army trade with you) you'll do ok. If you wait for him to counter your composition you won't do ok; corruptors are not very good in a situation where you both sit at 200/200 for 10 minutes and then hard engage on eachother.

Okay well the crackling style relies on scattering your opponent around the map. That's not possible on alot of maps, and over time toss are going to learn to deal with that. I'm sure it's worth practicing but the problem of late game composition still remains. Ravager again it will work in the early game along with a bunch of crackings, but not as part of a late game composition. The high viper count is good but it's a desperation move and too much reliant on a few PB and lack of splitting along with the opponent not having high templar. There is just not a solid zerg composition that can go head to head with toss air. Toss are going to build voidrays. The whole plan of 'build spores and spines' - but in the same breath say: "you cannot let the toss get maxed". Well the idea you must kill toss before they max otherwise you lose, that's just bad game design and it makes no sense. The hydras get shredded by carriers, storms, archons.

On September 24 2015 08:25 Cyro wrote:
Show nested quote +
But the overriding point is that Protoss should not counter everything with a stargate.


Again, why?

Because we need to be able to counter things.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-24 00:49:48
September 24 2015 00:37 GMT
#105
Okay well the crackling style relies on scattering your opponent around the map. That's not possible on alot of maps, and over time toss are going to learn to deal with that. I'm sure it's worth practicing but the problem of late game composition still remains. Ravager again it will work in the early game along with a bunch of crackings, but not as part of a late game composition.


I heard stephano was using them lategame. There's a post describing it somewhere and there are multiple styles to deal with toss trying to go air.

There is just not a solid zerg composition that can go head to head with toss air. Toss are going to build voidrays


Maybe sometimes, building voidrays early makes you more vulnerable.

Because we need to be able to counter things.


You can counter things. There are multiple ways to deal with toss building air that usually involve either picking them apart or choking them out. In the event that you're gonna let both sides get maxed, you probably want hydra/ravager with a ton of static defense and vipers but it's probably not a good idea to aim to passively go max vs max against a toss who is greedily going economy+air - that's a situation that would be much more likely to come up if the zerg was behind.

The whole plan of 'build spores and spines' - but in the same breath say: "you cannot let the toss get maxed"


This is not the plan. The plan is to build spores if you're letting the toss get maxed and would otherwise bank money after getting your composition. There's usually a better plan if you're equal or especially if you're ahead at all in the game.

The high viper count is good but it's a desperation move and too much reliant on a few PB and lack of splitting


No, when you have 4 vipers it's a bit of a desperation move and random. When you have 12 vipers and you're poking around, forcing army movement and gripping units to pick stuff off before engaging and throwing 10 parasitic bombs on his stuff, that's a very solid army core with heavy support from the strongest anti-air unit in the game.

There is little problem at the highest level of play here, design-wise.

Because we need to be able to counter things.


Rax units with support (medivac, lib) reasonably counter literally everything V protoss. Stargate units with support (HT, dt, zealot warp ins, photon cannon blobs) reasonably counter everything vs zerg.

Would you like both to be redesigned? I wouldn't really mind it but it would take a huge amount of work to redesign sc2 units, tech and army interactions from the ground up - it's probably not gonna happen with a month of beta left.

Once again, numbers can be tweaked if balance is an issue. I don't feel like there's a huge problem at the higher levels aside from maybe release interceptor but i have never liked that mechanic (for reasons i have explained several times in the last few days on this forum) and it'll probably be changed/removed. For overall design, i don't see a big problem and it doesn't seem to be vastly different to how many other compositions in the game work.
"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: 2015-09-24 01:03:40
September 24 2015 00:55 GMT
#106
Again, cracking ravager relies on moving the opponent around and this does not always work; over time toss will adapt to this style. As the metagame develops, what Zerg needs is a solid late game composition to deal with protoss mass air. The closest they have to that, at the moment, is viper corruptor ultra and alot of static defense.
The problem I have with this style is, mainly, that it is boring and dumb. But also Zergs stature is not that great.
I haven't played a ton of games with the style, but at a glance it seems Protoss has everything they need to counter and deal with what Zerg does while Zerg is in an increasingly inferior position.
I am not commenting on TvP since I know nothing about it and it has nothing to do with this discussion.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-24 01:04:55
September 24 2015 01:02 GMT
#107
Again, cracking ravager relies on moving the opponent around and this does not always work


A lot of the strength of Ravager relates to being able to zone slow air units and rendering cannons nearly useless - they have almost double the range of photon cannons, far higher range than any protoss air unit and can guarantee hits on multiple buildings per artillery shot. Have you seen dozens of pro level crackling ravager games to make asessments like that? I only heard about it today but i really don't want to play against a zerg who incorporates 13 range ravagers now.

As the metagame develops, what Zerg needs is a solid late game composition to deal with protoss mass air.


I'm sure the styles shown today will develop into some general meta that works decently. If not, there'll be balance tweaks to allow for it.

I am not commenting on TvP since I know nothing about it and it has nothing to do with this discussion.


I relate to TvP because most of your complaints are more visible and common in other matchups than in protoss vs zerg and changing them in one but not both wouldn't make much sense.
"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: 2015-09-24 01:06:36
September 24 2015 01:04 GMT
#108
If you want to start a thread about Terran bio you can do that. Here we are discussing PvZ toss mass air which is a completely different phenomenon.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-24 01:09:37
September 24 2015 01:05 GMT
#109
Playing with only one style (buildings + upgrade tiers) of units + support is very much the same thing. Asking for terran to be forced to upgrade vehicle attack and armor and build a bunch of factories to win when playing bio would likewise be considered silly because that's just not how the game is designed right now for any race. I don't have any other analogy but that one is pretty much perfect

I think terran being able to win with only bio or only mech upgrades and protoss being able to win with only ground or only air upgrades is a design strength, not weakness - and i strongly believe that you should make sweeping changes to all races relating to that or leave all of them alone

Here we are discussing PvZ toss mass air


The design of being able to win with one style of units + support was brought up
"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: 2015-09-24 01:10:23
September 24 2015 01:08 GMT
#110
Focus on PvZ mass air and stop deferring the discussion to other topics which I cannot discuss (I am Zerg) and which ultimately are not equivalent for a hundred reasons.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-24 01:11:10
September 24 2015 01:10 GMT
#111
Sure if you don't wanna discuss that area of tech/unit design you are free to leave it. That's a pretty long and hard discussion that could go 10 pages long so i'd rather not discuss it either; i'm not the one who wanted it to be changed.
"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: 2015-09-24 01:16:45
September 24 2015 01:12 GMT
#112
Do you understand that this is a different matchup? That the stargate is not the barracks? You think in generalities. If I said to you: "Zerg can win every TvZ with ling muta bane". Well that's alot different than if I said to you: "Zerg can win every game with broodlord infestor queen". It's not an equal comparison, because the two are ~fundamentally different~. Ok?

By the way, while we're on this dumb topic, Terran still needs a starport. They still need medivacs and vikings. Right?
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-24 01:19:41
September 24 2015 01:17 GMT
#113
The game design of basing your army around one particular set of units+upgrades with support is not unique to PvZ nor is it bad in my opinion

By the way, while we're on this dumb topic, Terran still needs a starport. They still need medivacs and vikings. Right?


Sure, toss is dead every time without a templar archive too. That's the "with support" part - both only research one set of upgrades though they have two or even three sets
"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: 2015-09-24 03:30:33
September 24 2015 01:19 GMT
#114
Oh. So you get.... a few templar at the end and that's your argument? Even so the whole notion is irrelevant, this is just a word game.
I think we're already said everything meaningful about Toss air. I want the devs to look at this.
You aren't contributing anything except blabber at this point so we're done. Goodbye
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-24 01:22:47
September 24 2015 01:20 GMT
#115
On September 24 2015 10:19 crazedrat wrote:
Oh. So you get.... a few templar at the end and that's your argument? Even so the whole notion is irrelevant, this is just a word game.
I think we're already said everything meaningful about Toss air. I want the devs to look at this.
You aren't contributing anything except blabber at this point so we're done. Goodbye


I'm contributing a fair amount and i was done before you made the last two posts yet you kept posting

I don't think posting on a forum about game design/balance and only being happy or listening to replies that agree with you is a good thing; way too many people are getting heated over LOTV stuff and not willing to discuss or change their opinions based on that so i will happily engage with anyone reasonable and do so
"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: 2015-09-24 03:15:56
September 24 2015 01:21 GMT
#116
It's like I'm bickering with my little brother; talking in circles while babbling off schizophrenic brain impulses.
On September 24 2015 09:08 Athenau wrote:
Mass air shouldn't be viable for any race because air blobs that kill everything while ignoring terrain are retarded.

Yes. I remember how boring and odd infestor broodlord was during WOL. At that time I was high level Zerg, but I refused to use infestor broodlord. Even against Toss I didn't use it, because it was boring and dumb; it made for bad games, I knew it needed a nerf.

Maybe this touches on the deeper problem which is that I think this mass air is a horrible style. There's nothing fun about it, it's not engaging... it's like a 20 minute stalemate and then you collide in an uninteresting fight. A few things happen in between but they're mostly negligible.

The fight itself is mechanically odd. I don't like that kind of bizarre combat. I know blizzard likes the compelling aspect of imperfection but mass corruptor viper static defense vs. mass toss air takes oddity to a whole new level of uninteresting.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-24 01:55:16
September 24 2015 01:53 GMT
#117
it's like a 20 minute stalemate and then you collide in an uninteresting fight


That is not my experience with PvZ legacy of the void air. Harass is much stronger so even air cores will use adepts, phoenix and DT for it; you can choke people out by controlling bases much easier than in HOTS (as either the zerg or the protoss) and leads seem to translate into victories for either side faster than before
"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: 2015-09-24 03:05:06
September 24 2015 02:41 GMT
#118
Besides some flamboyant things which may happen it's ultimately a passive style with a stalemate on both sides, massing static defense into one massive battle which is not that fun to control.

Remove the tempest, toss doesn't need it any more.
wrj
Profile Joined August 2012
219 Posts
Last Edited: 2015-09-24 05:05:21
September 24 2015 05:04 GMT
#119
Just want to remind people that this discussion is about:not how to stop 200 supply air toss,its about how to stop 200 supply air toss and on that case ravager is not enough and hydra is a very bad choice unless you can abduct the all carrier army which is not possible,best way is ultra-tanks+kill archons/templers+viper-wont kill carrier but add a nice damage,corrupter-really best anti carrier unit,spore-you got tons of money so why not?

thing is with the release interceptors ability no matter how i micro the army il always loss the fight since il loss all my army till i actully kill all the carrier since il always fight the 200 supply army cuz the interceptors wont die with the carrier and i really dont understand how there is even 1 1! good logic reason to keep it in the game and i didnt see one so far so people need to tell it to bliz and if thats not enough we can start talking about a more major nerf but i dont think it will be needed on master+ rank
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 24 2015 05:53 GMT
#120
you should really be annoying as hell though vs a protoss who's going full skytoss, you can't just let him take expands, otherwise you are kind of asking for a loss
wrj
Profile Joined August 2012
219 Posts
September 24 2015 05:59 GMT
#121
On September 24 2015 14:53 ROOTFayth wrote:
you should really be annoying as hell though vs a protoss who's going full skytoss, you can't just let him take expands, otherwise you are kind of asking for a loss


You are but the point is 200 supply skytoss is not winnable and its a problem
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
Last Edited: 2015-09-24 07:37:55
September 24 2015 07:37 GMT
#122
it definitely is winnable, it's just very fuckin hard, the thing is with zerg, your units are easily replaceable, and you should always have a better econ than protoss in those games so even if you don't kill the entire 200/200 army, you can remax and kill them, just need to take OK trades

you can always ask Vibe for guidance, he doesn't mind skytoss at all
Dingodile
Profile Joined December 2011
4139 Posts
September 24 2015 08:02 GMT
#123
I have watched a lot Stephano stream lately, he is pretty good at this scenario (>50% winratio).
Grubby | ToD | Moon | Lyn | Sky
Tyrhanius
Profile Joined April 2011
France947 Posts
September 24 2015 10:27 GMT
#124
Must be hard to do, but on the paper a infestor + ravager must kill this :
Fungal stun interceptors, then throw some corrosive bile on group of interceptors :
Interceptors have 40/40 hp, and fungal + corrosive bile do 30+60 dmg, so 1 corrosive bile can kill a fungaled interceptor.
Probably need some spores too protect your ravager + infestator, but worth testing imo.

Ofc old shool, mass spores + abduct must work too.
Ryndika
Profile Blog Joined August 2010
1489 Posts
September 24 2015 11:27 GMT
#125
Carriers feel reasonable in very big maps but in smaller maps it feels like there isn't enough space for big maneuvers with lings and bases.
as useful as teasalt
wrj
Profile Joined August 2012
219 Posts
September 24 2015 11:43 GMT
#126
On September 24 2015 19:27 Tyrhanius wrote:
Must be hard to do, but on the paper a infestor + ravager must kill this :
Fungal stun interceptors, then throw some corrosive bile on group of interceptors :
Interceptors have 40/40 hp, and fungal + corrosive bile do 30+60 dmg, so 1 corrosive bile can kill a fungaled interceptor.
Probably need some spores too protect your ravager + infestator, but worth testing imo.

Ofc old shool, mass spores + abduct must work too.


I tried using infestor on some games but the thing is its really about luck,1 fungel can get 10 interceptor and 1 2 interceptors since they move on a random way and its not ez to expect their move so really infestor is not the way(their low hp dont help also) and ravegr is a nice pickup if you are going for some kind of very early attack when carrier are still on low numbers but on the late game raveger simply dont provide the answer unless they will release carrier attack ranage to something like 7-8 and then it may be possible
FLuE
Profile Joined September 2010
United States1012 Posts
September 24 2015 12:28 GMT
#127
If you go mass Ravs(like a ton of them) can you just pepper the sky and hit and run? Or do they simply just end up dying before you can get enough shots off?
kiLen
Profile Joined April 2011
Finland97 Posts
September 24 2015 12:31 GMT
#128
On September 24 2015 14:53 ROOTFayth wrote:
you should really be annoying as hell though vs a protoss who's going full skytoss, you can't just let him take expands, otherwise you are kind of asking for a loss


I heard this was a popular opinion in the later stages of WOL. Just don't let them get there. I really thought the community had atleast gotten some knowledge about the game and what is good for it.
LotV HyPe
wrj
Profile Joined August 2012
219 Posts
September 24 2015 12:51 GMT
#129
On September 24 2015 21:28 FLuE wrote:
If you go mass Ravs(like a ton of them) can you just pepper the sky and hit and run? Or do they simply just end up dying before you can get enough shots off?


I always end up being less cost efficient but maybe some pros can do it, and also let be honest here,13 ranage raveger is way too much and its 90% will be nerfed to something like 11 range and then i am not sure ravager will work well
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
September 24 2015 13:18 GMT
#130
On September 24 2015 21:51 wrj wrote:
Show nested quote +
On September 24 2015 21:28 FLuE wrote:
If you go mass Ravs(like a ton of them) can you just pepper the sky and hit and run? Or do they simply just end up dying before you can get enough shots off?


I always end up being less cost efficient but maybe some pros can do it, and also let be honest here,13 ranage raveger is way too much and its 90% will be nerfed to something like 11 range and then i am not sure ravager will work well

I'm opposed to long range zerg by principle anyway. Zerg should be the melee race overrunning the opponent according to my world view, not this long range chipping away from a screen kind of business.
Ryndika
Profile Blog Joined August 2010
1489 Posts
Last Edited: 2015-09-24 13:19:48
September 24 2015 13:19 GMT
#131
I'm fine with the army being unbeatable with one composition but I'd like it to have weaknesses I can exploit.
Three time remax would be nice too if it worked. Maybe.
as useful as teasalt
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
Last Edited: 2015-09-24 23:49:44
September 24 2015 23:48 GMT
#132
So I just watched stephano face a mass air player and destroy him. Heres what he did:

1. Research melee/carapace upgrades. Begin making a ton of spores around the map, creating a split-map.
2. Mass counterattacks with 3/3 cracklings to deny bases and destroy infrastructure. They actually trade very efficiently with cannons. You want a few vipers to abduct the enemy army into your spore line so they can't end the game. While, you're stalling, get a huge bank and finish all your upgrades.
3. You want to bank a ton of resources. Stephano knows that, since the player has invested so much into a strong air army, their ground army is weak, therefore they have no way to do any real damage vs ultralisks. Ultralisks with max upgrades just cannot be killed by the air army. He also makes a ton of vipers and corruptors. From what I saw, he had 6-7 ultras, 10-12 vipers and the rest corruptors (with double upgrades of course.)
4. He engages. The protoss should have little bank and ways to replenish his army if he loses, but the zerg should be able to replenish his like 2-3 times. In the fight, he leads with the super-massive ultralisks to chase the templar away. He has a ton of overseers aswel so he assures that they die. Then, when they are far enough away, he runs in with the corruptors and vipers. He places all his energy in parasitic bombs and the corruptors do the rest. The parasitic bombs soften up the air and demolish voidrays, which naturally demolish corruptors. This works because the zerg has so much aoe, and the protoss' storms are chased away and killed by the ultralisks. If the templar moved forward into the ultras to storm/feedback, he would move back

Very convincing victory. If the protoss just did an all-in push into the spores, he could easily abduct them all in and have 3/3 cracklings demolish the remainder of the protoss' base.

I suppose if the protoss is going for an early voidray push, you could just make hydras.
They don't want you to construct additional pylons
crazedrat
Profile Joined July 2015
272 Posts
Last Edited: 2015-09-25 02:26:02
September 25 2015 02:19 GMT
#133
On September 25 2015 08:48 DilemaH wrote:
So I just watched stephano face a mass air player and destroy him. Heres what he did:

1. Research melee/carapace upgrades. Begin making a ton of spores around the map, creating a split-map.
2. Mass counterattacks with 3/3 cracklings to deny bases and destroy infrastructure. They actually trade very efficiently with cannons. You want a few vipers to abduct the enemy army into your spore line so they can't end the game. While, you're stalling, get a huge bank and finish all your upgrades.
3. You want to bank a ton of resources. Stephano knows that, since the player has invested so much into a strong air army, their ground army is weak, therefore they have no way to do any real damage vs ultralisks. Ultralisks with max upgrades just cannot be killed by the air army. He also makes a ton of vipers and corruptors. From what I saw, he had 6-7 ultras, 10-12 vipers and the rest corruptors (with double upgrades of course.)
4. He engages. The protoss should have little bank and ways to replenish his army if he loses, but the zerg should be able to replenish his like 2-3 times. In the fight, he leads with the super-massive ultralisks to chase the templar away. He has a ton of overseers aswel so he assures that they die. Then, when they are far enough away, he runs in with the corruptors and vipers. He places all his energy in parasitic bombs and the corruptors do the rest. The parasitic bombs soften up the air and demolish voidrays, which naturally demolish corruptors. This works because the zerg has so much aoe, and the protoss' storms are chased away and killed by the ultralisks. If the templar moved forward into the ultras to storm/feedback, he would move back

Very convincing victory. If the protoss just did an all-in push into the spores, he could easily abduct them all in and have 3/3 cracklings demolish the remainder of the protoss' base.

I suppose if the protoss is going for an early voidray push, you could just make hydras.

If he destroys the toss with zerglings and takes so many bases, that's a win. I'm just looking ahead and I see this as a problem in the meta. If I'm being honest I also just don't enjoy the playstyle. It's very passive and the fight is odd. Anyway, the crackling solution isnt gona work on every map; it actually relies on the toss screwing up positionally (it puts the strain on them, certainly on maps like ruins, etc.); but there will be many games which reach ultra late game without toss being severely crippled. Moonlight cracklings don't work. It doesn't work all that great on Bridgehead either, or on Orbital. But yes this ultra / corruptor / viper is the army comp which Zerg shoots for at the moment. It's not really a magic bullet. Also, if you have 10-12 ultras... that's a ton of Ultras. About 70 food, you have about 60 food left for corruptors and vipers. I usually get 4 ultras. Did the toss have a ground / air comp in this game? Or was he basically all air?
Maybe this is a purely base killing comp. Did he fight the toss outside his base?
Pretty expensive to use that much money on ultras and throw away alot of your air like that. Sounds like not a typical game and stephano had mass cash which probably is not realistic for a good game.
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
September 25 2015 02:29 GMT
#134
On September 25 2015 11:19 crazedrat wrote:
Show nested quote +
On September 25 2015 08:48 DilemaH wrote:
So I just watched stephano face a mass air player and destroy him. Heres what he did:

1. Research melee/carapace upgrades. Begin making a ton of spores around the map, creating a split-map.
2. Mass counterattacks with 3/3 cracklings to deny bases and destroy infrastructure. They actually trade very efficiently with cannons. You want a few vipers to abduct the enemy army into your spore line so they can't end the game. While, you're stalling, get a huge bank and finish all your upgrades.
3. You want to bank a ton of resources. Stephano knows that, since the player has invested so much into a strong air army, their ground army is weak, therefore they have no way to do any real damage vs ultralisks. Ultralisks with max upgrades just cannot be killed by the air army. He also makes a ton of vipers and corruptors. From what I saw, he had 6-7 ultras, 10-12 vipers and the rest corruptors (with double upgrades of course.)
4. He engages. The protoss should have little bank and ways to replenish his army if he loses, but the zerg should be able to replenish his like 2-3 times. In the fight, he leads with the super-massive ultralisks to chase the templar away. He has a ton of overseers aswel so he assures that they die. Then, when they are far enough away, he runs in with the corruptors and vipers. He places all his energy in parasitic bombs and the corruptors do the rest. The parasitic bombs soften up the air and demolish voidrays, which naturally demolish corruptors. This works because the zerg has so much aoe, and the protoss' storms are chased away and killed by the ultralisks. If the templar moved forward into the ultras to storm/feedback, he would move back

Very convincing victory. If the protoss just did an all-in push into the spores, he could easily abduct them all in and have 3/3 cracklings demolish the remainder of the protoss' base.

I suppose if the protoss is going for an early voidray push, you could just make hydras.

If he destroys the toss with zerglings and takes so many bases, that's a win. I'm just looking ahead and I see this as a problem in the meta. If I'm being honest I also just don't enjoy the playstyle. It's very passive and the fight is odd. Anyway, the crackling solution isnt gona work on every map; it actually relies on the toss screwing up positionally (it puts the strain on them, certainly on maps like ruins, etc.); but there will be many games which reach ultra late game without toss being severely crippled. Moonlight cracklings don't work. It doesn't work all that great on Bridgehead either, or on Orbital. But yes this ultra / corruptor / viper is the army comp which Zerg shoots for at the moment. It's not really a magic bullet. Also, if you have 10-12 ultras... that's a ton of Ultras. About 70 food, you have about 60 food left for corruptors and vipers. I usually get 4 ultras. Did the toss have a ground / air comp in this game? Or was he basically all air?
Maybe this is a purely base killing comp. Did he fight the toss outside his base?
Pretty expensive to use that much money on ultras and throw away alot of your air like that. Sounds like not a typical game and stephano had mass cash which probably is not realistic for a good game.


Probably. It was really passive. He has 6-7 ultras, probably 6. But yeah, zerg has to wait a while to get that army. But zerg can certainly backstab if they move out. Its pretty damn hard for a carrier player to get their 5th up and running. I do think carriers are entirely beatable after watching stephano's stream for a bit, but you have to play super passive and lame. He was entirely air + some archons/HTs
They don't want you to construct additional pylons
Raguel
Profile Joined May 2012
Iceland22 Posts
September 25 2015 11:34 GMT
#135
I think I know what game your are talking about... I think that the protos played really greedy with his fourth base and there could be a timing were you can trade efficiently with the protos player and try to denia the fourth base.
The game is new so people will get alot better then they were with time. it just like in the beginning of hots when everyone was complaining about how strong tempest and high templar was.
Snooper23
Profile Joined September 2015
5 Posts
September 27 2015 14:16 GMT
#136
To counter Mass Air ZvP what I've done in the past for HotS, was go mass lings for ground and make sure I deny bases (carriers are 2.26 speed *might be 2.62, forgot*). You then dump all of your gas into Corruptors and tech up to hive / spore up while doing it.

If it's midgame, you need to play defense turtle with infestor / mass spores and mix in some hydras. When you have enough money banked, you sack your army on an expansion and re-max with 40 corruptors and as many vipers as you can.

Offense:
Parasitic bomb with target fire corruptors works well offensively. If you get up to 50 corruptors (you can also spore trick), take 25 in two separate control groups (they can still one shot a carrier). Put your vipers in a third. Move in and target fire the carriers with the two different groups, killing two at a time. Use vipers for Parastic Bomb on whatever you see clumped up.

Defense:
Use the hydra/infestor/ravager defense for the early to mid game, until you get the corruptor / viper mix. Fungal interceptors as they go over your spores. Fireball the carriers (target 1 or 2 and spam in one spot. Splitting up your fireballs for an AoE isn't effective here, as you need to hit 9 balls to kill 1 carrier. If you wiff, you wiff)

Once you get Corruptor/Viper mix, yoink in the Carriers to spores + corruptors. This way you can save your vipers, transfuse with queens if possible. When army is depleted, go in for the offensive kill after consuming more energy.
wrj
Profile Joined August 2012
219 Posts
September 29 2015 06:00 GMT
#137
Wana raise up this thread agian since alot here told me that stephano just used hydra raveger to snipe the carrier but it wont be possible any more on the next patch so any new advices about how to not let protoss "get there"?
wrj
Profile Joined August 2012
219 Posts
September 29 2015 16:10 GMT
#138
FINALLY!!!
after 50 games vs late air toss i used all the tips that were given here and won late toss air,damn finally
(*My macro was awful on this game i think)

http://sc2rep.ru/show.php?id=16666

Would like to hear tips for next game so please watch it
XlorD
Profile Joined January 2011
Germany16 Posts
Last Edited: 2015-09-30 21:29:38
September 30 2015 21:06 GMT
#139
Basically you have to punish his fast tech with attacking midgame quickly before he gets more than 2-3 carriers. Problem is the PO, cuz it denies everything in this game
91matt
Profile Joined March 2013
United Kingdom147 Posts
September 30 2015 22:29 GMT
#140
On October 01 2015 06:06 XlorD wrote:
Basically you have to punish his fast tech with attacking midgame quickly before he gets more than 2-3 carriers. Problem is the PO, cuz it denies everything in this game


Yep its completely broken protoss has basically infinite PO now, its impossible to do any pressure.
crazedrat
Profile Joined July 2015
272 Posts
Last Edited: 2015-10-01 01:20:55
September 30 2015 23:18 GMT
#141
One thing to note about hydras is when they have 2 attack upgrades they kill interceptors in 1 less shot. Along with the strength of carapace upgrades, if you went for 2 fast evos before lair, skipping ling speed, for a 2-2 timing. .. let's say you know or suspect the enemy will go air, or the best strat is air on the map; or you dont need speed, etc. Such as on orbital or moonlight. Well you set yourself up for a strong timing with 2-2 hydras against likely 1-0 interceptors as the enemy is taking his 4th.
With the plus 2 attack upgrade hydras take 6 shots instead of 7 to kill an interceptor.
With 1 armor advantage over interceptors hydras take 20 shots to die instead of 16.
If you're lucky enough to have a 2 armor advantage you'd actually take 27 shots to die from interceptors.
So the carapace upgrade is really huge, it can change the life of your hydra from 16 potentially to 27, even with just 1 evo for a fast carapace upgrade if you get ahead of the protoss enough it's very good.
Also no one gets air armor fast so the ranged, once it reaches 2, is a big change.
Alternatively you can go for melee / carapace with just a very fast 1 evo before lair for carapace, hit with 1-2 (your hydras being 0-2), and your timing would be almost as strong while still having melee upgrades for a more adaptive opening and better lategame transition, etc..\
Another thing I've found that helps is if you defend the initial air harass with extra queens instead of spores you'll have 4 queens leftover for your push which can transfuse and tank damage when the protoss takes the 4th. Or simply spread creep if you don't go that route. But they can hold off oracle harass on a couple of the maps, at least initially, just 6 queens.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 30 2015 23:43 GMT
#142
On October 01 2015 07:29 Matt` wrote:
Show nested quote +
On October 01 2015 06:06 XlorD wrote:
Basically you have to punish his fast tech with attacking midgame quickly before he gets more than 2-3 carriers. Problem is the PO, cuz it denies everything in this game


Yep its completely broken protoss has basically infinite PO now, its impossible to do any pressure.

I dunno about that, I pressure a lot PvP, you can pressure you just can't mindlessly shove all ur units into the protoss
91matt
Profile Joined March 2013
United Kingdom147 Posts
October 01 2015 10:01 GMT
#143
On October 01 2015 08:43 ROOTFayth wrote:
Show nested quote +
On October 01 2015 07:29 Matt` wrote:
On October 01 2015 06:06 XlorD wrote:
Basically you have to punish his fast tech with attacking midgame quickly before he gets more than 2-3 carriers. Problem is the PO, cuz it denies everything in this game


Yep its completely broken protoss has basically infinite PO now, its impossible to do any pressure.

I dunno about that, I pressure a lot PvP, you can pressure you just can't mindlessly shove all ur units into the protoss


Im talking about zvp and no you absolutely cannot do any pressure against good protoss, all it takes is a couple of pylons and 1 or 2 adepts to hold off infinite lings. They can take their third base with 0 risk now, and any midgame pressure is completely swatted away you basically HAVE to play lategame. It's a combination of PO and adept strength.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
October 01 2015 10:37 GMT
#144
On October 01 2015 19:01 Matt` wrote:
Show nested quote +
On October 01 2015 08:43 ROOTFayth wrote:
On October 01 2015 07:29 Matt` wrote:
On October 01 2015 06:06 XlorD wrote:
Basically you have to punish his fast tech with attacking midgame quickly before he gets more than 2-3 carriers. Problem is the PO, cuz it denies everything in this game


Yep its completely broken protoss has basically infinite PO now, its impossible to do any pressure.

I dunno about that, I pressure a lot PvP, you can pressure you just can't mindlessly shove all ur units into the protoss


Im talking about zvp and no you absolutely cannot do any pressure against good protoss, all it takes is a couple of pylons and 1 or 2 adepts to hold off infinite lings. They can take their third base with 0 risk now, and any midgame pressure is completely swatted away you basically HAVE to play lategame. It's a combination of PO and adept strength.

yeah ling pressure is definitely a lot weaker... ling attacks in hots were not OP and were a good part of the game, zerg had to commit significant larvae to do any damage so it was quite fair and offered more dynamic gameplay. macro games are great but forcing lategame is never a good thing
TL+ Member
XlorD
Profile Joined January 2011
Germany16 Posts
Last Edited: 2015-10-01 11:07:20
October 01 2015 11:02 GMT
#145
On October 01 2015 08:18 crazedrat wrote:
One thing to note about hydras is when they have 2 attack upgrades they kill interceptors in 1 less shot. Along with the strength of carapace upgrades, if you went for 2 fast evos before lair, skipping ling speed, for a 2-2 timing. .. let's say you know or suspect the enemy will go air, or the best strat is air on the map; or you dont need speed, etc. Such as on orbital or moonlight. Well you set yourself up for a strong timing with 2-2 hydras against likely 1-0 interceptors as the enemy is taking his 4th.
With the plus 2 attack upgrade hydras take 6 shots instead of 7 to kill an interceptor.
With 1 armor advantage over interceptors hydras take 20 shots to die instead of 16.
If you're lucky enough to have a 2 armor advantage you'd actually take 27 shots to die from interceptors.
So the carapace upgrade is really huge, it can change the life of your hydra from 16 potentially to 27, even with just 1 evo for a fast carapace upgrade if you get ahead of the protoss enough it's very good.
Also no one gets air armor fast so the ranged, once it reaches 2, is a big change.
Alternatively you can go for melee / carapace with just a very fast 1 evo before lair for carapace, hit with 1-2 (your hydras being 0-2), and your timing would be almost as strong while still having melee upgrades for a more adaptive opening and better lategame transition, etc..\
Another thing I've found that helps is if you defend the initial air harass with extra queens instead of spores you'll have 4 queens leftover for your push which can transfuse and tank damage when the protoss takes the 4th. Or simply spread creep if you don't go that route. But they can hold off oracle harass on a couple of the maps, at least initially, just 6 queens.


This won't work cuz there are still 4 PO and a few adepts which do 23 dmg vs Hydras :D

What about broodlords being able to release 20 broodlings at once :D
Glioburd
Profile Joined April 2008
France1911 Posts
October 01 2015 11:20 GMT
#146
Carriers are finally used on SC2 ? Sweet !
"You should hate loosing, but you should never fear defeat." NaDa.
wrj
Profile Joined August 2012
219 Posts
October 01 2015 11:31 GMT
#147
Its very hard to stop toss from taking 3 bases since unlike on hots where u could only PO finished nexus,now u can def building nexus with the pylons so i think that actully PO is even stronger now!
crazedrat
Profile Joined July 2015
272 Posts
Last Edited: 2015-10-01 14:21:22
October 01 2015 13:49 GMT
#148
pylons and adepts are not going to hold off a ling hydra attack like that. If there are enough adepts I can add banelings if I want.

Yeah I havent found great way to stop toss from taking 3rd. Possibly ling ravager bane can do damage.
Dratini25
Profile Joined October 2015
10 Posts
October 02 2015 09:55 GMT
#149
its quite simple actually Vipers are great. theres something called parasitic bomb, and fungals and spore crawlers and corruptors. its pretty good bro. you pull carriers into your spores. then you fungal, so they cant move while taking dmg from parastic bomb corruptors spores and fungals. maybe you're doing it all wrong this entire time lmao it took literally 2minutes to think of the counter. and guess what it WORKS OMG LOL
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