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[A] Star Battle - Page 23

Forum Index > SC2 Maps & Custom Games
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butchji
Profile Joined September 2009
Germany1531 Posts
January 05 2011 23:34 GMT
#441
On January 01 2011 09:46 Newbistic wrote:
Show nested quote +
On January 01 2011 09:09 DoomGuy wrote:
So guys, are long range builds worth it, and if so, could you please give me some tips or even an actual build order on how to do it?


I swear by long range builds, they are probably the most powerful solo build. Only beatable if you are caught off-guard or probably a very specific ship-sniping voidray build. Late-game if your farming advantage is good enough you can 1v3 easy.

-Start with 4 laser, 2 engine, wait for 50 minerals to buy warp.
-Warp to farthest ship
-Try to farm as much as possible, support teammates, etc.
-Run away from fights, prioritize chasing groups of creeps
-Don't go solo farming near the enemy, any good team will just surround you and that's the end.
-Once you have about 500-600 minerals, warp back. Get 2 engine, warp cooldown, 5 range
-repeat farming, saving stupid team-mates, support duty until you have 500-600 minerals again
-warp back, get lvl 8 laser, rest into range
-repeat farming, saving stupid team-mates, support duty until you have 500-600 minerals again
-more range, maybe lvl 12 laser. Aim for 11-12 laser range
-Once you have 12 laser and range of 11-12, time to start pumping missiles. Get 8 missiles and pump missile attack. Raise laser to 16 if creeps are getting stronger.

-If you find you have 12-16 laser, 12 range, and missile upgrades but the enemy hasn't lost, invest in psi storm and energy ups to farm even faster.

Playstyle:You get better range and better vision than your enemies. Until you have 12 laser and 11-12 laser, you will be playing purely support and concentrating on farming. You'll farm faster than almost everyone else so you'll have a lot of money. Unless you're ganging up on a lone enemy ship, you probably won't make any ship kills until 400-500 creep kills.

Anti-ship tactics: Range is your first and last line of defense. Always run away before enemy closes to missile range, and control your distance so that you are firing at them, but they are not firing at you. If they turn towards you, you turn away from them, etc. If they chase, run. Do not pursue enemy ships unless a) you have a sure kill or b) you have started on your missile upgrades. Range builds are essentially glass cannons since you have little to no armor. However, you will also be able to melt enemies and put on pressure at extreme range, allowing you to deny creeping to 2-3 enemies at once. If they persist on staying, you can whittle them down and even kill them.


Seriously this post is great. Nice build.
Antares777
Profile Joined June 2010
United States1971 Posts
January 06 2011 00:04 GMT
#442
On January 05 2011 19:38 Ice4smaster wrote:
I'm preatty new to this custom map but it took me like a nuclear blast! I just love it XD
Its a bit premature to tell about the ballance but i see lot of possabilities still with this custom map ( i'd preffer game mod more tough ) to increase the variaty. Ship Vise we could have more.

Terran
-Battlecruiser
-Destroyer
-Raven

Protoss
-Carrier
-Void Ray
-Warp Prism ship ( why not? )

Zerg
-Leviathan
-Brood Lord ( it's throws zergs so i can imagen a large version of it )
-Swarm Lord ( If i remember correct, its not used in the game, but in the editor you can find it, its a long snake like zerg flyer )

Could have basicly one hard nuts ship for browling, an long range support ship, and one specialist which more of special abilities then standard cannons. Raven, detects cloacked ships and perharps have the ability to repair friendly ships or the Warp Prism Ship, able to teleport friendly units to its location like the mothership, be able to save friendlies from death and so on.

Would be neat see similiar things appear too!


You could also use that Hercules ship for a model. That would look better than a Raven IMHO.
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
January 06 2011 00:27 GMT
#443
On January 02 2011 03:49 bronzeterran wrote:
I love early farmers. They die very quickly in my games.

The best strat imo is to stick together, driving a wedge through their team which will become disorganized, then you farm their front and make a timely retreat. Earn your farming, don't get out of position, and it's hard to lose a ship.

But mostly it's just fun and not worrying too much about strategy. My favorite build is Battlecruiser>3 speed ups> infinite ranged yamato. I am the warp prism slayer.


The best strategy early seems to be denying your opponent any chance for group farming. If you can control the center early, chances are you are already winning.
Developer for http://mtgfiddle.com
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-01-06 05:16:26
January 06 2011 05:10 GMT
#444
I just played this game and had a lot of fun. I have a few ideas for the game that I would like to share:

Spaceship ideas:
-The Hercules dropship.
-Supersized Larva as a spaceship.
-That special Void Ray in the last Protoss mission.
-That special Phoenix in that same mission.
-Guardian.
-Overlord, but make it like the giant balloon that it is. EDIT: or Overseer (or make it an upgrade)
-EDIT: Flying Sentry.

Upgrade/Ability ideas:
-A special ability that teleports enemies back to their base, like the opposite of a vortex. It could be a projectile.
-Scanner sweep.
-Medic ability (heal allies by using energy, which would probably have to be a really expensive upgrade).
-Boost (like a timed increase in speed where you use faster jets or something; this can be after you get x amount of upgrades for speed).
-Landmines.
-Glaive Wurm Splash Damage (bounces from one target to the next with decreased damage).
-Lockdown (prevent the ship from moving for a timed duration. It should still be allowed to fire.)
-Wunderwaffe Missile (CoD: WaW, Nazi Zombies, the Wunderwaffe links from target to target; kinda like the Glaive Wurm Splash Damage, but can be like a slowing effect or something).
-EDIT: Baneling gun!

Other ideas:
-Neutral, indestructible, harmless bases that spawn neutral creeps (that attack, but do not leave the general area; orbits the base). This can create map flow and POIs on your map.
-Neutral AA turrets that can be captured by a team to secure a location. They can be destroyed by the enemy team, and then take some time to rebuild themselves, and they then become neutral again.
-Other gametypes: i.e. CTF, Demolition, Territories, etc.

Those are just some off of the top of my head.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 07 2011 10:15 GMT
#445
On January 06 2011 14:10 Antares777 wrote:
-EDIT: Baneling gun!



Best thing in the world ever
KCCO!
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
Last Edited: 2011-01-07 12:54:10
January 07 2011 12:40 GMT
#446
Try this Leviathan build I've been using for over 10 games, it feels powerful and I havn't died in any of them unless I got caught so off position or I'm the last one standing.

Step1:
Buy leviathan

Step2:
Buy constant mutation (the spell that lets you upgrade your things)
Start flying out, while flying out, upgrade the 4 things on the upper left corner, and upgrade speed or whatever...

Step3:
Pretend you are a beautiful blue whale, i.e. you surf around in search of the richest flow of planktons(creeps). Stay on the fringe of your friends, don't go too far. The idea is NOT to go crazy farming, with this build you will gradually rack up creep kills and surpass your allies.

Playstyle and Goals:
You farm, and with the constant upgrade, you want to upgrade all but mana and mutalisk(you don't ever cast a spell and releasing mutalisk hinders your maneuverability). Your goal is to keep all upgrades at the same cost as much as possible, that is to say, when you mouse over the upgrades, they should be more or less the SAME price.

The reason for this is that upgrades have diminishing returns, a lvl1 upgrade on attack gives you the same amount of damage bonus as a lvl10, yet a lvl10 cost more. So it makes sense to upgrade the other ones which are cheaper and just as effective.

On armor upgrade:
Please get it... it is most crappy on leviathan because it is only +1, but it is ESSENTIAL if you want the staying power to farm amongst the fighters, without descent armor upgrade the creeps will shred you up.

On how even should my upgrades be:
In the beginning it should be pretty even, as everything is the same. You need the tentacles to farm but you also need some missile upgrades to hold your own against other ships. Late game you want to skew toward missile/speed/range upgrades, by keeping those more or less the same price and converge into a long-range build.

On why this build works so well:
1) You can upgrades on the field, this makes you a farming beast!! Imagine you have to wrap back to buy upgrades, then fly/wrap back, it is huge time wasted with the slow movespeed inherent to all the ships.

2) A subtle but absolutely huge factor with on-field upgrade that help you farm is that you out-upgrade your allies and enemies all the time while on the field. By the time they fly back with a pocket full of 400 minerals to buy their upgrades, say at 5,7 minutes mark, they already have played you on the field handicapped (their 300 dollar worth of upgrades vs your 700 dollar worth of upgrade) for 5,7 minutes. This means you can out-gun them every time they meet you. Each time someone face you, the total amount of money invested in that ship is going to be less than that of yours since he either lost time flying back, or he has money that he has not had a chance to spend. Further more, since you evenly spread your upgrades, the investment is pound for pound most efficient, this further shows when you have to face-off some other ships either 1v1 or simply sitting in a team fight. The effects of constant upgrades stacks up overtime as you keep farming and get stronger, and farm some more. I have always reached 400 kills when everyone else in game is around 250-300 kills.

Extra Tips:

The idea is you have so much staying power if you play smart and NOT trade missiles with the other ships in an unfavorable position (that is to say, they have 2 ships firing missile at you and you are only 1 there), you can out-regen and out upgrade them all the time, you never really go home, don't go into the yellow range if you can avoid it, whenever your hp is dropping bit too much swing back for couple seconds to get more upgrades!

At some point it, though, it is worth to go home and buy the maneuverability upgrade so essential to long-range kiting, and get frenzy/corruption if you want to gank people. In my games though I never really had the chance go go back since all the money are spent ASAP.

the basics apply to this as to everything, stick with team, help teammates by running next to them so your missle hit the chasers, map awareness, how to kite, etc...
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-01-09 21:39:11
January 09 2011 21:38 GMT
#447
I have a really good Leviathan build. It's a support role build meant to tank damage and protect your allies.

The idea is that you are fodder for your team, while also being able to damage others. The point of this build is to take a lot of damage, damage that could have been done to your allies, who will be playing a more offensive strategy.

Early game, you do not want to take damage. Just lend a hand here and there, stay together with your allies, and farm as usual. After you get rapid regeneration, you start tanking damage. Always go first into the fight, but make sure that you are not going in along. This way, you will be taking damage instead of your allies. This build is even better if you are being focused fired, so try to make yourself look like a juicy target.

Later on, after you get more armor and tentacle upgrades, don't be afraid to dive into a group of enemies, as long as your allies are right behind you. You become more and more powerful the more tentacle and armor upgrades you get. When you tank damage, be sure to use rapid regen. Keep using it as soon as the cooldown runs out if you have to. This keeps you in the battle, so you don't have to fall back to the Motehrship/CC. The enemies will, and when you outnumber then (you will with this build) push them back.

In late game, get corruption, another great support role ability. Coordinate abilities with your allies on one victim. They do not need to get armor, as you will be tanking a lot of damage. If the game continues, get spawn corruptors.

Again, the main idea is to use rapid regen in succession to gain a huge advantage in fights and to tank damage.

You allies can best support your build if they get their main ability (yamato cannon, plasma thing, acid thing, etc.) and continue to focus around damage dealing abilities and attacks. The best builds to support you are two speed and then yamato equivalent ability. This will make their farming more difficult, but they should get up four laser/tentacle upgrades and warp on their first trip to the Mothership/CC. Warp isn't necessary for them immediately. Throughout the game, they should get speed, energy, and ability upgrades. This will make them mobile "glass cannons", like the Hydralisk (low hp, high dps), but fast. Allies for one of each ship would be great. One BC, Carrier, Destroyer, and any other ship, paired with two Leviathans using this build would work well. They all have the same purpose, until late game, where the Destroyer would get Siege Mode. In Siege Mode, the Leviathans can protect then from fighters, and the Destroyer can kill the Mothership/CC, Warp Prisms/Science Vessels, or noobs hiding near the Mothership/CC. The BC and Carrier should otherwise get four lasers, then only upgrade energy and their yamato equivalent ability. Multiple blasts in a row will be essential to dishing out damage that the Leviathan cannot do until later on.

The best ratio of support to attack would be 2:4. A 3:3 would not work as well because three fodders absorbing damage is more than enough, and cuts back on the amount of ships dishing out damage.

Simplified Build + Show Spoiler +
-Get two speed, four tentacles, then wait to get warp and warp in on the ship closes to the front lines. This is pretty standard.
-At about 300 minerals, warp back to the Mothership/CC and get constant mutation and rapid regeneration. Then, go back to the battle.
-Using constant mutation, you won't have to go back to the Mothership/CC for a while. Buy another speed upgrade, four adrenaline gland upgrades, and one rapid regeneration upgrade when you can. This will leave you at a max of 300 energy with a faster rapid regen cool down.
-Buy four armor upgrades. After this, continue to buy speed, tentacle, energy, and armor upgrades (do not buy organic carapace, use rapid regen for health).
-If it goes this far into late game, warp back and get Corruption/Spawn Corruptors.


Any ideas/combinations with this build to make it better would be awesome!
closey
Profile Joined October 2010
Hong Kong272 Posts
Last Edited: 2011-01-10 08:01:17
January 10 2011 08:00 GMT
#448
Shameless copying my guide from the official forums:

(But hey, it's my own guide!)

WARNING: WALL OF TEXT AHEAD

*Note: Any italics are special terminologies I made up on the spot. You can find their meaning here

Index(use search function to jump):

1. Introduction (INTR)
2. The Psi-Storm (PSII)
3. The build (BULD)
4. Important details (IMDE)
5. Micro technique and gimmick stuff (WEEE)
6. The ADS special (FUNN)
6. Natural enemy (ENDD)

(INTR)
OK, although stating the obvious The carrier is the best ship for spell casting

Yeah, for real.

[size=120]So...What are we talking about?[/size]
Since interceptors are greatly favored amongst many carrier players, many spells of the carriers have been overlooked. Look back in your past 10 games. How many barrage have been fired? Take a count at the feedback that's been used. When is the last time you see a vortex?

Waste! It's a waste! You are negating the most awesome part of the carrier by going pure ceptors, You are LIMITING YOURSELVES!


[size=120]Free your mind[/size]
Apart from the closed opening for carrier, stop getting catapults! Ceptors are no fun anymore. You have wasted enough ceptors for the rest of your life. Time to learn something different:


[size=120]The Electromagnet Storm[/size] (PSII)
But I prefer calling it the Psi-Storm.

What is it?
The Psi-storm is an AoE spell of the carrier. It carries the following characteristics:

1. It deals gradual damage over a period of time. Precisely, 160 damage over 5 seconds.

2. It is instant cast.

3. It damages friendly units like other AoE spells.


How's it advantageous for you?
The build for caster carrier revolves heavily around psi-storm. Over 80% of the game you will be using psi-storm over and over again, and be relying on it. Psi-storm consists of the following distinct advantage:

1. This spell does 160 damage on an area over a short period of time. It will kill small units quickily and swiftly, especially the creeps which gives you money. Also, it is of great use when helping an ally dealing with biters chasing them. While its damage is lampshaded by other unit's AoE, 160 is ALL you need through out the game as you will be aiming at the creeps mainly.

2. A spell that is instant cast can be combined with the Psi-fart to prevent stalling of your ship. Mobility will be the least of your worry if you are constantly on the move and smart to not stay behind too much.

3. Friendly fire you say? That means apart from killing enemy creeps, you can use it to kill your OWN creeps. While it gives you no money and kills, it would deny your opponent some farm to a certain extent.


[size=120]OK I get it I get it! What next?[/size]f (BULD)
Constantly lay down storms and upgrade energy. A little later into the game when you can cast 3 storms in a row, this will be a cue when you start turning into a OP farmer. Do not be surprised when you are getting 3~4 times the amount of kills than your teammates later. This is NATURAL.


[size=120]And?[/size]
Figure the rest on your own!

Just joking. The reason I wrote this article is so you don't need to. Generally once you reach 300 energy, it's time for 'fun'. Apart from warp(which I assume you have), warp technology will be favorable if your team is on the offensive position, else, you can skip it for later and keep upgrading your energy.

The Opening
Standard closed opening is absolutely must. After that, depending on how well you farmed on your first farming run you will be choosing between:

1. Immediate warp storm----if you farmed over 200 minerals before 5 minutes, go for it! Get a warp(to get to the field fast) and a storm(for the storm) and start storming. You only have 1 storm initially, so choose your first psi-storm wisely. Predict where enemy creeps will come and BOOM! You will be left with 50 energy so stick with your teammates and shoot with them till you can lay down another storm for extra money. And upgrade energy when your team is retreating.

2. Extra lasers-----This might not be your fault, but if you have failed to gather enough minerals for a warp and a psi-storm before 5 minutes, it is VITAL to get 3 more laser upgrades to 1 shot level 2 creeps past the 2 minute mark. It is not a shame to be unable to gather enough minerals early, it can happen.

After that, it's straight forward. Upgrade as much energy as possible, and when you have extra minerals to boot, get warp technology. Warp in to the front, lay down as many storms as you can, and warp back to upgrade more and warp back to the front again. A few well placed storms will net you 300~700 minerals, added bonus if they are sending out on biters.

*Note: storms WILL loose their effectiveness against biters over time, so do not hesitate to lay down multiple storms to get rid of high level interceptors to prevent them to lay down too much damage!*


[size=120]Awesome! Anything else?[/size] (IMDE)
Not much. Be it feedback or emp, once you get too much energy even when your energy returns to zero you will regenerate them fast enough to lay down storm after storm. Most annoying might be the lockdown, which will stop you from casting your delicious spells even if your have energy. But then, once it wears off you can immediately storm the hell out of everything.

In addition, caster carrier is quite weak in the beginning. You will be using every trick you have up your sleeve to hang in there before the goodies arrive. More on that later.


[size=120]Later? More like, NOW![/size]
Yeah, "storm and storm and storm" pretty much covers up everything basic. I'm amazed how long I managed to drag it out. But apart from storm, there are a few important things that you should know. Some I have repeated in the OP ray guide, but I have to repeat them here:

Know where your enemies are
Apart from turning enemies into red, enemy capital ships show up as a large blob of red which is fairly easy to spot. The next thing you should do is...count. Keep count the number of large dots are on the mini-map. If they are engaging your teammates or your creeps, they will show up. The best scenario is that you see 6 red blobs very close to your base with half your team occupying them while you hog a lot of farm. However what if some are missing on the mini-map? That is when you need to think of the possibilities...

1. They are afk/noobs and are still sitting in their base. A great scenario, but don't bet on it.

2. They are walking out from their base ready to give you a good spanking. Unless there are multiple mukes/void rays (yamato/plasma barrage/Bio-Plasma discharge) that is coming towards you, you can still get away safely.

3. They are in the void area where your creeps don't reach. They might trying to ambush you. You can usually notice this when you see 6 ships ahead and all of a sudden, half of them disappears backwards into the void.

OH SHIT! RUN!
Knowing where your enemies absolutely helps you on this topic. For example, if you are getting hit by 2+ mukes, you will most likely be out of shields. But don't panic! First you need to know where the mukes come from---if all of them come from ahead of you(i.e. their base), you can probably run straight home like a little squirrel. But chances are, some of them are from behind you and if you just run straight, you are dead as they will intercept you, fire another muke to finish you off forever and ever.

Avoid enemies in a huge arc. If all of them are coming towards you, you can probably run towards one of their towers, past it (taking a few hits) and into the void where creeps doesn't reach. This gives you 2 advantage: The creeps doesn't harm you anymore, allowing your shields to moderately recharge and two, the enemies cannot see you while your creeps will be spotting for you. You can then choose to run along the side of the map sneakily to avoid them(if they don't do a wild guess and chase) or if they do bend towards the corner, get help. Keep your screen on them so you see which direction they're heading and use the minimap to issue orders for your ship and direct it to safety.

This is of course assuming your entire team are douche bags and won't warp in to save you. Once in the dark, if some of your teammates warp in they can help fend you off as well, sometimes even making a counter and kill.

Use ping
Bling! How do you do that mini-map bling-bling thing which makes an alert and a sound? Hold alt and click on where you want the alert to appear. Don't spam it pointlessly! They are generally for the following purpose:

1. Alert and organizing teammates of a lone enemy ship for ganking
2. Responding to previous alert

3. Call for help. You probably need to type out, in caps, "HELP" along with the ping. Probably click it a few more times to depending how much you are panicking.

4. General alert of dangers, write something like "careful, all 6 enemies gathered there!" before doing the ping or your team will rush to their doom before you can say "don't go!"!

(WEEE)

The step-cept
The carrier will be lacking in dps against other builds. To compensate for the lack of damage you are doing, it's time to call in some friends: the interceptors.

Many players make the mistake of launching ALL interceptors from afar towards enemy ships. WRONG! By doing this, you are making the following mistakes:
1. Your ship will slow down and come to a halt by the time all your biters launch, making you a sitting duck if exposed, or making you unable to catch up with your team and fire your lasers. Your biters are support roles. Lasers and missiles are what hurts early game.
2. Your biters are weak early. Doing this will allow your enemy to kill them off at leisure without worry. Free minerals for them, NOM.

That's where the move step-cept comes in. With the improved interceptor launching mechanism, it is POSSIBLE to launch your biters while keeping constant speed. Here is how you do it:

1. Make your ship move towards enemy

2. Press "R", and click on enemy ship like normal, but here comes the catch:

3. Immediately before you slow down, move again without launching all interceptors. Repeat step 1 and 2. You can launch all 10 by repeating this 5 times if done perfectly, without slowing down at all.

Added bonus if you can kill their biters first, and launch them at close range so your ship tanks the shots for your biters, allowing them to continue doing damage with your main ship.


The psi-fart
Casing the electromagnet storm will cause your ship to come to a complete halt. While this is OK when you have your entire team covering for you(still no good), it will be DEADLY to you when you are running away, and wish to cast a storm behind you to destroy the biters chewing you off. You cannot afford to stop. You mustn't!

Master the psi-fart, a technique which allows you to cast psi storm on the move:

1. Cast electromagnetic storm

2. Immediately, hold down shift and right click. if you're on the offense, you can right click on the same spot you stormed and chase course later. If you are running, you will need to be very quick when clicking the opposite direction of your storm!

3. if needed, do a normal right click to cancel orders. The point of psi-fart is to maintain your speed, so mis-clicking empty space is OK. Practice makes perfect.

Forced stall
Taking advantage of how the psi-storm makes your ship come to a complete halt, if you wish to go backwards but no matter what you are going in a huge arc, might help to come to a complete halt. Just storm anywhere.


[size=120]How to storm[/size]
Remember how I said a few well placed storms will net you 300~700 minerals? How to place the storms is the key:

Notice how the creeps come from the base, the left tower and the right tower? And they all fly in formation in a straight line once launched? Picture a thick line along their routes. We can call each of them one 'lane'. Notice there is also three mini 'lanes' among each lane? You need to find that out first. Once you can picture a nice, straight line which will tell you where the creeps are going, you have got the basics!

1. Storm ahead. Since psi-storm does damage over time, the way to exert maximum damage is to storm ahead of said target, so they stay in the storm for the longest period of time. This is especially important towards the later of the game as creeps gain more and more hp.

2. Storm between you and the creeps. The psi-storm, once it scratches even one creep, will attract the entire lane(large) towards you. Storming in between you and the creeps will ensure every single creep in the lane pass through the storm and doom.

3. Storm where your creeps are passing! No you don't get money from it, but you will deny your enemy of creeps to kill and less money for them.

4. Storm yourself. Really, 160 damage is NOTHING. Even a void ray can stand there and eat the entire 160 damage while laughing. Biters can't. The point of this is to get rid of the high level biters that are swarming around you. If can't kill them with your first storm when they're nicely lined up, this will make a difference between kill or killed. You kill the biters? You eat less damage from them, at the cost of just 160 extra damage from yourself.

5. Death before dishonor! Since psi-storm does friendly damage, attempt suicide if you sure you're going to die. At least those scumbags won't get money when they killed you. And quit the game before your ship blows up so your teammates gets the bonus minerals split from you.


[size=120]Well...all you have been talking is storm. Where are the big guns?[/size](FUNN)

Since you will be focusing on your energy a lot, your physical dps will likely be lower than average. While barrage spam sounds fun, the 12 seconds stun time can actually be quite dangerous for you so make sure you know what you are doing! But if you really want a big gun...behold the ADS special:

Feedback + Storm + Barrage

Consuming a whopping 350 energy for this super combo, This combo can deal a maximum of 2560 damage on one target over 6 seconds with no penalty. If you have energy, add another round of psi storm, no, TWO more round of psi storms in your victim's way.
Since feedback and storm are instant cast, you can chain it with barrage pretty darn well. And since you are a caster build the 12 second of stun time on barrage should regenerate you the majority of 350 energy back, making the ADS special quite spam-able.


[size=120]Your Natural Enemy[/size] (ENDD)

Your natural enemies:

1. Lockdown Destroyer. This is seriously PAINFUL since your build relies on spells so much. If this happens, quickly disengage and get away from said destroyer. Your spells do have higher range than lockdown anyways!

2. Team Feedback: Having an almost unlimited supply of energy can backfire on you sometimes. If your opponent has 2+ carriers with trigger-happy feedback, you will be taking a regular 600 damage every few seconds. Sine your energy is so high there really is no way to prevent this damage. Just get the heck out of there.

3. Early corruptors: What!? Yeah, corruptors, while they appear to be weak against psi-storm, they can take two storms each on the minimum. It is a huge waste to try storm them---abuse their slow speed and run away from them. Your storm are best saved for the creeps!

4. Rangers: Since most spells has short range ships with extreme range will screw you up pretty bad, especially at the 'warp back to upgrade' bit. Watch out.

5. Your own teammates: Even the mighty Darth Vadar's has his weakness: his legion of incompetent Storm Troopers. Get your own team of Jedi Knights while you fire up your psi-storm!

Happy hunting!
Rock, Paper, Scissors
Antares777
Profile Joined June 2010
United States1971 Posts
January 10 2011 15:48 GMT
#449
+ Show Spoiler [Quote] +
On January 10 2011 17:00 closey wrote:
Shameless copying my guide from the official forums:

(But hey, it's my own guide!)

WARNING: WALL OF TEXT AHEAD

*Note: Any italics are special terminologies I made up on the spot. You can find their meaning here

Index(use search function to jump):

1. Introduction (INTR)
2. The Psi-Storm (PSII)
3. The build (BULD)
4. Important details (IMDE)
5. Micro technique and gimmick stuff (WEEE)
6. The ADS special (FUNN)
6. Natural enemy (ENDD)

(INTR)
OK, although stating the obvious The carrier is the best ship for spell casting

Yeah, for real.

[size=120]So...What are we talking about?[/size]
Since interceptors are greatly favored amongst many carrier players, many spells of the carriers have been overlooked. Look back in your past 10 games. How many barrage have been fired? Take a count at the feedback that's been used. When is the last time you see a vortex?

Waste! It's a waste! You are negating the most awesome part of the carrier by going pure ceptors, You are LIMITING YOURSELVES!


[size=120]Free your mind[/size]
Apart from the closed opening for carrier, stop getting catapults! Ceptors are no fun anymore. You have wasted enough ceptors for the rest of your life. Time to learn something different:


[size=120]The Electromagnet Storm[/size] (PSII)
But I prefer calling it the Psi-Storm.

What is it?
The Psi-storm is an AoE spell of the carrier. It carries the following characteristics:

1. It deals gradual damage over a period of time. Precisely, 160 damage over 5 seconds.

2. It is instant cast.

3. It damages friendly units like other AoE spells.


How's it advantageous for you?
The build for caster carrier revolves heavily around psi-storm. Over 80% of the game you will be using psi-storm over and over again, and be relying on it. Psi-storm consists of the following distinct advantage:

1. This spell does 160 damage on an area over a short period of time. It will kill small units quickily and swiftly, especially the creeps which gives you money. Also, it is of great use when helping an ally dealing with biters chasing them. While its damage is lampshaded by other unit's AoE, 160 is ALL you need through out the game as you will be aiming at the creeps mainly.

2. A spell that is instant cast can be combined with the Psi-fart to prevent stalling of your ship. Mobility will be the least of your worry if you are constantly on the move and smart to not stay behind too much.

3. Friendly fire you say? That means apart from killing enemy creeps, you can use it to kill your OWN creeps. While it gives you no money and kills, it would deny your opponent some farm to a certain extent.


[size=120]OK I get it I get it! What next?[/size]f (BULD)
Constantly lay down storms and upgrade energy. A little later into the game when you can cast 3 storms in a row, this will be a cue when you start turning into a OP farmer. Do not be surprised when you are getting 3~4 times the amount of kills than your teammates later. This is NATURAL.


[size=120]And?[/size]
Figure the rest on your own!

Just joking. The reason I wrote this article is so you don't need to. Generally once you reach 300 energy, it's time for 'fun'. Apart from warp(which I assume you have), warp technology will be favorable if your team is on the offensive position, else, you can skip it for later and keep upgrading your energy.

The Opening
Standard closed opening is absolutely must. After that, depending on how well you farmed on your first farming run you will be choosing between:

1. Immediate warp storm----if you farmed over 200 minerals before 5 minutes, go for it! Get a warp(to get to the field fast) and a storm(for the storm) and start storming. You only have 1 storm initially, so choose your first psi-storm wisely. Predict where enemy creeps will come and BOOM! You will be left with 50 energy so stick with your teammates and shoot with them till you can lay down another storm for extra money. And upgrade energy when your team is retreating.

2. Extra lasers-----This might not be your fault, but if you have failed to gather enough minerals for a warp and a psi-storm before 5 minutes, it is VITAL to get 3 more laser upgrades to 1 shot level 2 creeps past the 2 minute mark. It is not a shame to be unable to gather enough minerals early, it can happen.

After that, it's straight forward. Upgrade as much energy as possible, and when you have extra minerals to boot, get warp technology. Warp in to the front, lay down as many storms as you can, and warp back to upgrade more and warp back to the front again. A few well placed storms will net you 300~700 minerals, added bonus if they are sending out on biters.

*Note: storms WILL loose their effectiveness against biters over time, so do not hesitate to lay down multiple storms to get rid of high level interceptors to prevent them to lay down too much damage!*


[size=120]Awesome! Anything else?[/size] (IMDE)
Not much. Be it feedback or emp, once you get too much energy even when your energy returns to zero you will regenerate them fast enough to lay down storm after storm. Most annoying might be the lockdown, which will stop you from casting your delicious spells even if your have energy. But then, once it wears off you can immediately storm the hell out of everything.

In addition, caster carrier is quite weak in the beginning. You will be using every trick you have up your sleeve to hang in there before the goodies arrive. More on that later.


[size=120]Later? More like, NOW![/size]
Yeah, "storm and storm and storm" pretty much covers up everything basic. I'm amazed how long I managed to drag it out. But apart from storm, there are a few important things that you should know. Some I have repeated in the OP ray guide, but I have to repeat them here:

Know where your enemies are
Apart from turning enemies into red, enemy capital ships show up as a large blob of red which is fairly easy to spot. The next thing you should do is...count. Keep count the number of large dots are on the mini-map. If they are engaging your teammates or your creeps, they will show up. The best scenario is that you see 6 red blobs very close to your base with half your team occupying them while you hog a lot of farm. However what if some are missing on the mini-map? That is when you need to think of the possibilities...

1. They are afk/noobs and are still sitting in their base. A great scenario, but don't bet on it.

2. They are walking out from their base ready to give you a good spanking. Unless there are multiple mukes/void rays (yamato/plasma barrage/Bio-Plasma discharge) that is coming towards you, you can still get away safely.

3. They are in the void area where your creeps don't reach. They might trying to ambush you. You can usually notice this when you see 6 ships ahead and all of a sudden, half of them disappears backwards into the void.

OH SHIT! RUN!
Knowing where your enemies absolutely helps you on this topic. For example, if you are getting hit by 2+ mukes, you will most likely be out of shields. But don't panic! First you need to know where the mukes come from---if all of them come from ahead of you(i.e. their base), you can probably run straight home like a little squirrel. But chances are, some of them are from behind you and if you just run straight, you are dead as they will intercept you, fire another muke to finish you off forever and ever.

Avoid enemies in a huge arc. If all of them are coming towards you, you can probably run towards one of their towers, past it (taking a few hits) and into the void where creeps doesn't reach. This gives you 2 advantage: The creeps doesn't harm you anymore, allowing your shields to moderately recharge and two, the enemies cannot see you while your creeps will be spotting for you. You can then choose to run along the side of the map sneakily to avoid them(if they don't do a wild guess and chase) or if they do bend towards the corner, get help. Keep your screen on them so you see which direction they're heading and use the minimap to issue orders for your ship and direct it to safety.

This is of course assuming your entire team are douche bags and won't warp in to save you. Once in the dark, if some of your teammates warp in they can help fend you off as well, sometimes even making a counter and kill.

Use ping
Bling! How do you do that mini-map bling-bling thing which makes an alert and a sound? Hold alt and click on where you want the alert to appear. Don't spam it pointlessly! They are generally for the following purpose:

1. Alert and organizing teammates of a lone enemy ship for ganking
2. Responding to previous alert

3. Call for help. You probably need to type out, in caps, "HELP" along with the ping. Probably click it a few more times to depending how much you are panicking.

4. General alert of dangers, write something like "careful, all 6 enemies gathered there!" before doing the ping or your team will rush to their doom before you can say "don't go!"!

(WEEE)

The step-cept
The carrier will be lacking in dps against other builds. To compensate for the lack of damage you are doing, it's time to call in some friends: the interceptors.

Many players make the mistake of launching ALL interceptors from afar towards enemy ships. WRONG! By doing this, you are making the following mistakes:
1. Your ship will slow down and come to a halt by the time all your biters launch, making you a sitting duck if exposed, or making you unable to catch up with your team and fire your lasers. Your biters are support roles. Lasers and missiles are what hurts early game.
2. Your biters are weak early. Doing this will allow your enemy to kill them off at leisure without worry. Free minerals for them, NOM.

That's where the move step-cept comes in. With the improved interceptor launching mechanism, it is POSSIBLE to launch your biters while keeping constant speed. Here is how you do it:

1. Make your ship move towards enemy

2. Press "R", and click on enemy ship like normal, but here comes the catch:

3. Immediately before you slow down, move again without launching all interceptors. Repeat step 1 and 2. You can launch all 10 by repeating this 5 times if done perfectly, without slowing down at all.

Added bonus if you can kill their biters first, and launch them at close range so your ship tanks the shots for your biters, allowing them to continue doing damage with your main ship.


The psi-fart
Casing the electromagnet storm will cause your ship to come to a complete halt. While this is OK when you have your entire team covering for you(still no good), it will be DEADLY to you when you are running away, and wish to cast a storm behind you to destroy the biters chewing you off. You cannot afford to stop. You mustn't!

Master the psi-fart, a technique which allows you to cast psi storm on the move:

1. Cast electromagnetic storm

2. Immediately, hold down shift and right click. if you're on the offense, you can right click on the same spot you stormed and chase course later. If you are running, you will need to be very quick when clicking the opposite direction of your storm!

3. if needed, do a normal right click to cancel orders. The point of psi-fart is to maintain your speed, so mis-clicking empty space is OK. Practice makes perfect.

Forced stall
Taking advantage of how the psi-storm makes your ship come to a complete halt, if you wish to go backwards but no matter what you are going in a huge arc, might help to come to a complete halt. Just storm anywhere.


[size=120]How to storm[/size]
Remember how I said a few well placed storms will net you 300~700 minerals? How to place the storms is the key:

Notice how the creeps come from the base, the left tower and the right tower? And they all fly in formation in a straight line once launched? Picture a thick line along their routes. We can call each of them one 'lane'. Notice there is also three mini 'lanes' among each lane? You need to find that out first. Once you can picture a nice, straight line which will tell you where the creeps are going, you have got the basics!

1. Storm ahead. Since psi-storm does damage over time, the way to exert maximum damage is to storm ahead of said target, so they stay in the storm for the longest period of time. This is especially important towards the later of the game as creeps gain more and more hp.

2. Storm between you and the creeps. The psi-storm, once it scratches even one creep, will attract the entire lane(large) towards you. Storming in between you and the creeps will ensure every single creep in the lane pass through the storm and doom.

3. Storm where your creeps are passing! No you don't get money from it, but you will deny your enemy of creeps to kill and less money for them.

4. Storm yourself. Really, 160 damage is NOTHING. Even a void ray can stand there and eat the entire 160 damage while laughing. Biters can't. The point of this is to get rid of the high level biters that are swarming around you. If can't kill them with your first storm when they're nicely lined up, this will make a difference between kill or killed. You kill the biters? You eat less damage from them, at the cost of just 160 extra damage from yourself.

5. Death before dishonor! Since psi-storm does friendly damage, attempt suicide if you sure you're going to die. At least those scumbags won't get money when they killed you. And quit the game before your ship blows up so your teammates gets the bonus minerals split from you.


[size=120]Well...all you have been talking is storm. Where are the big guns?[/size](FUNN)

Since you will be focusing on your energy a lot, your physical dps will likely be lower than average. While barrage spam sounds fun, the 12 seconds stun time can actually be quite dangerous for you so make sure you know what you are doing! But if you really want a big gun...behold the ADS special:

Feedback + Storm + Barrage

Consuming a whopping 350 energy for this super combo, This combo can deal a maximum of 2560 damage on one target over 6 seconds with no penalty. If you have energy, add another round of psi storm, no, TWO more round of psi storms in your victim's way.
Since feedback and storm are instant cast, you can chain it with barrage pretty darn well. And since you are a caster build the 12 second of stun time on barrage should regenerate you the majority of 350 energy back, making the ADS special quite spam-able.


[size=120]Your Natural Enemy[/size] (ENDD)

Your natural enemies:

1. Lockdown Destroyer. This is seriously PAINFUL since your build relies on spells so much. If this happens, quickly disengage and get away from said destroyer. Your spells do have higher range than lockdown anyways!

2. Team Feedback: Having an almost unlimited supply of energy can backfire on you sometimes. If your opponent has 2+ carriers with trigger-happy feedback, you will be taking a regular 600 damage every few seconds. Sine your energy is so high there really is no way to prevent this damage. Just get the heck out of there.

3. Early corruptors: What!? Yeah, corruptors, while they appear to be weak against psi-storm, they can take two storms each on the minimum. It is a huge waste to try storm them---abuse their slow speed and run away from them. Your storm are best saved for the creeps!

4. Rangers: Since most spells has short range ships with extreme range will screw you up pretty bad, especially at the 'warp back to upgrade' bit. Watch out.

5. Your own teammates: Even the mighty Darth Vadar's has his weakness: his legion of incompetent Storm Troopers. Get your own team of Jedi Knights while you fire up your psi-storm!

Happy hunting!


I don't understand how this build helps your allies in the long run in actually winning other than killing the most creeps out of everyone. Also, if your allies are also going for more of a support/farming role, meaning your team lacks strength in fights, it's not going to end well. I like the idea of using storm to farm and get a lot of money, but as the game progresses, you need other upgrades. I know you mentioned Feedback and Barrage, but I think that you might need these earlier. I'd get them earlier just in case, then only use storm if it turns out I don't need them.
closey
Profile Joined October 2010
Hong Kong272 Posts
January 11 2011 02:59 GMT
#450
On January 11 2011 00:48 Antares777 wrote:
+ Show Spoiler
Show nested quote +
+
On January 10 2011 17:00 closey wrote:
Shameless copying my guide from the official forums:

(But hey, it's my own guide!)

WARNING: WALL OF TEXT AHEAD

*Note: Any italics are special terminologies I made up on the spot. You can find their meaning here

Index(use search function to jump):

1. Introduction (INTR)
2. The Psi-Storm (PSII)
3. The build (BULD)
4. Important details (IMDE)
5. Micro technique and gimmick stuff (WEEE)
6. The ADS special (FUNN)
6. Natural enemy (ENDD)

(INTR)
OK, although stating the obvious The carrier is the best ship for spell casting

Yeah, for real.

[size=120]So...What are we talking about?[/size]
Since interceptors are greatly favored amongst many carrier players, many spells of the carriers have been overlooked. Look back in your past 10 games. How many barrage have been fired? Take a count at the feedback that's been used. When is the last time you see a vortex?

Waste! It's a waste! You are negating the most awesome part of the carrier by going pure ceptors, You are LIMITING YOURSELVES!


[size=120]Free your mind[/size]
Apart from the closed opening for carrier, stop getting catapults! Ceptors are no fun anymore. You have wasted enough ceptors for the rest of your life. Time to learn something different:


[size=120]The Electromagnet Storm[/size] (PSII)
But I prefer calling it the Psi-Storm.

What is it?
The Psi-storm is an AoE spell of the carrier. It carries the following characteristics:

1. It deals gradual damage over a period of time. Precisely, 160 damage over 5 seconds.

2. It is instant cast.

3. It damages friendly units like other AoE spells.


How's it advantageous for you?
The build for caster carrier revolves heavily around psi-storm. Over 80% of the game you will be using psi-storm over and over again, and be relying on it. Psi-storm consists of the following distinct advantage:

1. This spell does 160 damage on an area over a short period of time. It will kill small units quickily and swiftly, especially the creeps which gives you money. Also, it is of great use when helping an ally dealing with biters chasing them. While its damage is lampshaded by other unit's AoE, 160 is ALL you need through out the game as you will be aiming at the creeps mainly.

2. A spell that is instant cast can be combined with the Psi-fart to prevent stalling of your ship. Mobility will be the least of your worry if you are constantly on the move and smart to not stay behind too much.

3. Friendly fire you say? That means apart from killing enemy creeps, you can use it to kill your OWN creeps. While it gives you no money and kills, it would deny your opponent some farm to a certain extent.


[size=120]OK I get it I get it! What next?[/size]f (BULD)
Constantly lay down storms and upgrade energy. A little later into the game when you can cast 3 storms in a row, this will be a cue when you start turning into a OP farmer. Do not be surprised when you are getting 3~4 times the amount of kills than your teammates later. This is NATURAL.


[size=120]And?[/size]
Figure the rest on your own!

Just joking. The reason I wrote this article is so you don't need to. Generally once you reach 300 energy, it's time for 'fun'. Apart from warp(which I assume you have), warp technology will be favorable if your team is on the offensive position, else, you can skip it for later and keep upgrading your energy.

The Opening
Standard closed opening is absolutely must. After that, depending on how well you farmed on your first farming run you will be choosing between:

1. Immediate warp storm----if you farmed over 200 minerals before 5 minutes, go for it! Get a warp(to get to the field fast) and a storm(for the storm) and start storming. You only have 1 storm initially, so choose your first psi-storm wisely. Predict where enemy creeps will come and BOOM! You will be left with 50 energy so stick with your teammates and shoot with them till you can lay down another storm for extra money. And upgrade energy when your team is retreating.

2. Extra lasers-----This might not be your fault, but if you have failed to gather enough minerals for a warp and a psi-storm before 5 minutes, it is VITAL to get 3 more laser upgrades to 1 shot level 2 creeps past the 2 minute mark. It is not a shame to be unable to gather enough minerals early, it can happen.

After that, it's straight forward. Upgrade as much energy as possible, and when you have extra minerals to boot, get warp technology. Warp in to the front, lay down as many storms as you can, and warp back to upgrade more and warp back to the front again. A few well placed storms will net you 300~700 minerals, added bonus if they are sending out on biters.

*Note: storms WILL loose their effectiveness against biters over time, so do not hesitate to lay down multiple storms to get rid of high level interceptors to prevent them to lay down too much damage!*


[size=120]Awesome! Anything else?[/size] (IMDE)
Not much. Be it feedback or emp, once you get too much energy even when your energy returns to zero you will regenerate them fast enough to lay down storm after storm. Most annoying might be the lockdown, which will stop you from casting your delicious spells even if your have energy. But then, once it wears off you can immediately storm the hell out of everything.

In addition, caster carrier is quite weak in the beginning. You will be using every trick you have up your sleeve to hang in there before the goodies arrive. More on that later.


[size=120]Later? More like, NOW![/size]
Yeah, "storm and storm and storm" pretty much covers up everything basic. I'm amazed how long I managed to drag it out. But apart from storm, there are a few important things that you should know. Some I have repeated in the OP ray guide, but I have to repeat them here:

Know where your enemies are
Apart from turning enemies into red, enemy capital ships show up as a large blob of red which is fairly easy to spot. The next thing you should do is...count. Keep count the number of large dots are on the mini-map. If they are engaging your teammates or your creeps, they will show up. The best scenario is that you see 6 red blobs very close to your base with half your team occupying them while you hog a lot of farm. However what if some are missing on the mini-map? That is when you need to think of the possibilities...

1. They are afk/noobs and are still sitting in their base. A great scenario, but don't bet on it.

2. They are walking out from their base ready to give you a good spanking. Unless there are multiple mukes/void rays (yamato/plasma barrage/Bio-Plasma discharge) that is coming towards you, you can still get away safely.

3. They are in the void area where your creeps don't reach. They might trying to ambush you. You can usually notice this when you see 6 ships ahead and all of a sudden, half of them disappears backwards into the void.

OH SHIT! RUN!
Knowing where your enemies absolutely helps you on this topic. For example, if you are getting hit by 2+ mukes, you will most likely be out of shields. But don't panic! First you need to know where the mukes come from---if all of them come from ahead of you(i.e. their base), you can probably run straight home like a little squirrel. But chances are, some of them are from behind you and if you just run straight, you are dead as they will intercept you, fire another muke to finish you off forever and ever.

Avoid enemies in a huge arc. If all of them are coming towards you, you can probably run towards one of their towers, past it (taking a few hits) and into the void where creeps doesn't reach. This gives you 2 advantage: The creeps doesn't harm you anymore, allowing your shields to moderately recharge and two, the enemies cannot see you while your creeps will be spotting for you. You can then choose to run along the side of the map sneakily to avoid them(if they don't do a wild guess and chase) or if they do bend towards the corner, get help. Keep your screen on them so you see which direction they're heading and use the minimap to issue orders for your ship and direct it to safety.

This is of course assuming your entire team are douche bags and won't warp in to save you. Once in the dark, if some of your teammates warp in they can help fend you off as well, sometimes even making a counter and kill.

Use ping
Bling! How do you do that mini-map bling-bling thing which makes an alert and a sound? Hold alt and click on where you want the alert to appear. Don't spam it pointlessly! They are generally for the following purpose:

1. Alert and organizing teammates of a lone enemy ship for ganking
2. Responding to previous alert

3. Call for help. You probably need to type out, in caps, "HELP" along with the ping. Probably click it a few more times to depending how much you are panicking.

4. General alert of dangers, write something like "careful, all 6 enemies gathered there!" before doing the ping or your team will rush to their doom before you can say "don't go!"!

(WEEE)

The step-cept
The carrier will be lacking in dps against other builds. To compensate for the lack of damage you are doing, it's time to call in some friends: the interceptors.

Many players make the mistake of launching ALL interceptors from afar towards enemy ships. WRONG! By doing this, you are making the following mistakes:
1. Your ship will slow down and come to a halt by the time all your biters launch, making you a sitting duck if exposed, or making you unable to catch up with your team and fire your lasers. Your biters are support roles. Lasers and missiles are what hurts early game.
2. Your biters are weak early. Doing this will allow your enemy to kill them off at leisure without worry. Free minerals for them, NOM.

That's where the move step-cept comes in. With the improved interceptor launching mechanism, it is POSSIBLE to launch your biters while keeping constant speed. Here is how you do it:

1. Make your ship move towards enemy

2. Press "R", and click on enemy ship like normal, but here comes the catch:

3. Immediately before you slow down, move again without launching all interceptors. Repeat step 1 and 2. You can launch all 10 by repeating this 5 times if done perfectly, without slowing down at all.

Added bonus if you can kill their biters first, and launch them at close range so your ship tanks the shots for your biters, allowing them to continue doing damage with your main ship.


The psi-fart
Casing the electromagnet storm will cause your ship to come to a complete halt. While this is OK when you have your entire team covering for you(still no good), it will be DEADLY to you when you are running away, and wish to cast a storm behind you to destroy the biters chewing you off. You cannot afford to stop. You mustn't!

Master the psi-fart, a technique which allows you to cast psi storm on the move:

1. Cast electromagnetic storm

2. Immediately, hold down shift and right click. if you're on the offense, you can right click on the same spot you stormed and chase course later. If you are running, you will need to be very quick when clicking the opposite direction of your storm!

3. if needed, do a normal right click to cancel orders. The point of psi-fart is to maintain your speed, so mis-clicking empty space is OK. Practice makes perfect.

Forced stall
Taking advantage of how the psi-storm makes your ship come to a complete halt, if you wish to go backwards but no matter what you are going in a huge arc, might help to come to a complete halt. Just storm anywhere.


[size=120]How to storm[/size]
Remember how I said a few well placed storms will net you 300~700 minerals? How to place the storms is the key:

Notice how the creeps come from the base, the left tower and the right tower? And they all fly in formation in a straight line once launched? Picture a thick line along their routes. We can call each of them one 'lane'. Notice there is also three mini 'lanes' among each lane? You need to find that out first. Once you can picture a nice, straight line which will tell you where the creeps are going, you have got the basics!

1. Storm ahead. Since psi-storm does damage over time, the way to exert maximum damage is to storm ahead of said target, so they stay in the storm for the longest period of time. This is especially important towards the later of the game as creeps gain more and more hp.

2. Storm between you and the creeps. The psi-storm, once it scratches even one creep, will attract the entire lane(large) towards you. Storming in between you and the creeps will ensure every single creep in the lane pass through the storm and doom.

3. Storm where your creeps are passing! No you don't get money from it, but you will deny your enemy of creeps to kill and less money for them.

4. Storm yourself. Really, 160 damage is NOTHING. Even a void ray can stand there and eat the entire 160 damage while laughing. Biters can't. The point of this is to get rid of the high level biters that are swarming around you. If can't kill them with your first storm when they're nicely lined up, this will make a difference between kill or killed. You kill the biters? You eat less damage from them, at the cost of just 160 extra damage from yourself.

5. Death before dishonor! Since psi-storm does friendly damage, attempt suicide if you sure you're going to die. At least those scumbags won't get money when they killed you. And quit the game before your ship blows up so your teammates gets the bonus minerals split from you.


[size=120]Well...all you have been talking is storm. Where are the big guns?[/size](FUNN)

Since you will be focusing on your energy a lot, your physical dps will likely be lower than average. While barrage spam sounds fun, the 12 seconds stun time can actually be quite dangerous for you so make sure you know what you are doing! But if you really want a big gun...behold the ADS special:

Feedback + Storm + Barrage

Consuming a whopping 350 energy for this super combo, This combo can deal a maximum of 2560 damage on one target over 6 seconds with no penalty. If you have energy, add another round of psi storm, no, TWO more round of psi storms in your victim's way.
Since feedback and storm are instant cast, you can chain it with barrage pretty darn well. And since you are a caster build the 12 second of stun time on barrage should regenerate you the majority of 350 energy back, making the ADS special quite spam-able.


[size=120]Your Natural Enemy[/size] (ENDD)

Your natural enemies:

1. Lockdown Destroyer. This is seriously PAINFUL since your build relies on spells so much. If this happens, quickly disengage and get away from said destroyer. Your spells do have higher range than lockdown anyways!

2. Team Feedback: Having an almost unlimited supply of energy can backfire on you sometimes. If your opponent has 2+ carriers with trigger-happy feedback, you will be taking a regular 600 damage every few seconds. Sine your energy is so high there really is no way to prevent this damage. Just get the heck out of there.

3. Early corruptors: What!? Yeah, corruptors, while they appear to be weak against psi-storm, they can take two storms each on the minimum. It is a huge waste to try storm them---abuse their slow speed and run away from them. Your storm are best saved for the creeps!

4. Rangers: Since most spells has short range ships with extreme range will screw you up pretty bad, especially at the 'warp back to upgrade' bit. Watch out.

5. Your own teammates: Even the mighty Darth Vadar's has his weakness: his legion of incompetent Storm Troopers. Get your own team of Jedi Knights while you fire up your psi-storm!

Happy hunting!


I don't understand how this build helps your allies in the long run in actually winning other than killing the most creeps out of everyone. Also, if your allies are also going for more of a support/farming role, meaning your team lacks strength in fights, it's not going to end well. I like the idea of using storm to farm and get a lot of money, but as the game progresses, you need other upgrades. I know you mentioned Feedback and Barrage, but I think that you might need these earlier. I'd get them earlier just in case, then only use storm if it turns out I don't need them.


A transition is possible and very easy for this build. Many times it ended up with me switching to level 20 interceptors halfway with the huge amount of money I have summed up from storms(and the other ceptor build guy in my team barely got level 12 once) I have worked this build with my team many times and we rarely get a disadvantage in a brawl. The storm really works well in splitting up players thus lowering their dps while my team balls up and unleash un-interrupted damage output. (mainly thanks to their reflex they have been learned in laddar games)

While barrage cannot upgrde their damage, having a certain carrier spam it on you can really, really hurt.
Rock, Paper, Scissors
Antares777
Profile Joined June 2010
United States1971 Posts
January 11 2011 04:04 GMT
#451
On January 11 2011 11:59 closey wrote:
Show nested quote +
On January 11 2011 00:48 Antares777 wrote:
+ Show Spoiler
+
On January 10 2011 17:00 closey wrote:
Shameless copying my guide from the official forums:

(But hey, it's my own guide!)

WARNING: WALL OF TEXT AHEAD

*Note: Any italics are special terminologies I made up on the spot. You can find their meaning here

Index(use search function to jump):

1. Introduction (INTR)
2. The Psi-Storm (PSII)
3. The build (BULD)
4. Important details (IMDE)
5. Micro technique and gimmick stuff (WEEE)
6. The ADS special (FUNN)
6. Natural enemy (ENDD)

(INTR)
OK, although stating the obvious The carrier is the best ship for spell casting

Yeah, for real.

[size=120]So...What are we talking about?[/size]
Since interceptors are greatly favored amongst many carrier players, many spells of the carriers have been overlooked. Look back in your past 10 games. How many barrage have been fired? Take a count at the feedback that's been used. When is the last time you see a vortex?

Waste! It's a waste! You are negating the most awesome part of the carrier by going pure ceptors, You are LIMITING YOURSELVES!


[size=120]Free your mind[/size]
Apart from the closed opening for carrier, stop getting catapults! Ceptors are no fun anymore. You have wasted enough ceptors for the rest of your life. Time to learn something different:


[size=120]The Electromagnet Storm[/size] (PSII)
But I prefer calling it the Psi-Storm.

What is it?
The Psi-storm is an AoE spell of the carrier. It carries the following characteristics:

1. It deals gradual damage over a period of time. Precisely, 160 damage over 5 seconds.

2. It is instant cast.

3. It damages friendly units like other AoE spells.


How's it advantageous for you?
The build for caster carrier revolves heavily around psi-storm. Over 80% of the game you will be using psi-storm over and over again, and be relying on it. Psi-storm consists of the following distinct advantage:

1. This spell does 160 damage on an area over a short period of time. It will kill small units quickily and swiftly, especially the creeps which gives you money. Also, it is of great use when helping an ally dealing with biters chasing them. While its damage is lampshaded by other unit's AoE, 160 is ALL you need through out the game as you will be aiming at the creeps mainly.

2. A spell that is instant cast can be combined with the Psi-fart to prevent stalling of your ship. Mobility will be the least of your worry if you are constantly on the move and smart to not stay behind too much.

3. Friendly fire you say? That means apart from killing enemy creeps, you can use it to kill your OWN creeps. While it gives you no money and kills, it would deny your opponent some farm to a certain extent.


[size=120]OK I get it I get it! What next?[/size]f (BULD)
Constantly lay down storms and upgrade energy. A little later into the game when you can cast 3 storms in a row, this will be a cue when you start turning into a OP farmer. Do not be surprised when you are getting 3~4 times the amount of kills than your teammates later. This is NATURAL.


[size=120]And?[/size]
Figure the rest on your own!

Just joking. The reason I wrote this article is so you don't need to. Generally once you reach 300 energy, it's time for 'fun'. Apart from warp(which I assume you have), warp technology will be favorable if your team is on the offensive position, else, you can skip it for later and keep upgrading your energy.

The Opening
Standard closed opening is absolutely must. After that, depending on how well you farmed on your first farming run you will be choosing between:

1. Immediate warp storm----if you farmed over 200 minerals before 5 minutes, go for it! Get a warp(to get to the field fast) and a storm(for the storm) and start storming. You only have 1 storm initially, so choose your first psi-storm wisely. Predict where enemy creeps will come and BOOM! You will be left with 50 energy so stick with your teammates and shoot with them till you can lay down another storm for extra money. And upgrade energy when your team is retreating.

2. Extra lasers-----This might not be your fault, but if you have failed to gather enough minerals for a warp and a psi-storm before 5 minutes, it is VITAL to get 3 more laser upgrades to 1 shot level 2 creeps past the 2 minute mark. It is not a shame to be unable to gather enough minerals early, it can happen.

After that, it's straight forward. Upgrade as much energy as possible, and when you have extra minerals to boot, get warp technology. Warp in to the front, lay down as many storms as you can, and warp back to upgrade more and warp back to the front again. A few well placed storms will net you 300~700 minerals, added bonus if they are sending out on biters.

*Note: storms WILL loose their effectiveness against biters over time, so do not hesitate to lay down multiple storms to get rid of high level interceptors to prevent them to lay down too much damage!*


[size=120]Awesome! Anything else?[/size] (IMDE)
Not much. Be it feedback or emp, once you get too much energy even when your energy returns to zero you will regenerate them fast enough to lay down storm after storm. Most annoying might be the lockdown, which will stop you from casting your delicious spells even if your have energy. But then, once it wears off you can immediately storm the hell out of everything.

In addition, caster carrier is quite weak in the beginning. You will be using every trick you have up your sleeve to hang in there before the goodies arrive. More on that later.


[size=120]Later? More like, NOW![/size]
Yeah, "storm and storm and storm" pretty much covers up everything basic. I'm amazed how long I managed to drag it out. But apart from storm, there are a few important things that you should know. Some I have repeated in the OP ray guide, but I have to repeat them here:

Know where your enemies are
Apart from turning enemies into red, enemy capital ships show up as a large blob of red which is fairly easy to spot. The next thing you should do is...count. Keep count the number of large dots are on the mini-map. If they are engaging your teammates or your creeps, they will show up. The best scenario is that you see 6 red blobs very close to your base with half your team occupying them while you hog a lot of farm. However what if some are missing on the mini-map? That is when you need to think of the possibilities...

1. They are afk/noobs and are still sitting in their base. A great scenario, but don't bet on it.

2. They are walking out from their base ready to give you a good spanking. Unless there are multiple mukes/void rays (yamato/plasma barrage/Bio-Plasma discharge) that is coming towards you, you can still get away safely.

3. They are in the void area where your creeps don't reach. They might trying to ambush you. You can usually notice this when you see 6 ships ahead and all of a sudden, half of them disappears backwards into the void.

OH SHIT! RUN!
Knowing where your enemies absolutely helps you on this topic. For example, if you are getting hit by 2+ mukes, you will most likely be out of shields. But don't panic! First you need to know where the mukes come from---if all of them come from ahead of you(i.e. their base), you can probably run straight home like a little squirrel. But chances are, some of them are from behind you and if you just run straight, you are dead as they will intercept you, fire another muke to finish you off forever and ever.

Avoid enemies in a huge arc. If all of them are coming towards you, you can probably run towards one of their towers, past it (taking a few hits) and into the void where creeps doesn't reach. This gives you 2 advantage: The creeps doesn't harm you anymore, allowing your shields to moderately recharge and two, the enemies cannot see you while your creeps will be spotting for you. You can then choose to run along the side of the map sneakily to avoid them(if they don't do a wild guess and chase) or if they do bend towards the corner, get help. Keep your screen on them so you see which direction they're heading and use the minimap to issue orders for your ship and direct it to safety.

This is of course assuming your entire team are douche bags and won't warp in to save you. Once in the dark, if some of your teammates warp in they can help fend you off as well, sometimes even making a counter and kill.

Use ping
Bling! How do you do that mini-map bling-bling thing which makes an alert and a sound? Hold alt and click on where you want the alert to appear. Don't spam it pointlessly! They are generally for the following purpose:

1. Alert and organizing teammates of a lone enemy ship for ganking
2. Responding to previous alert

3. Call for help. You probably need to type out, in caps, "HELP" along with the ping. Probably click it a few more times to depending how much you are panicking.

4. General alert of dangers, write something like "careful, all 6 enemies gathered there!" before doing the ping or your team will rush to their doom before you can say "don't go!"!

(WEEE)

The step-cept
The carrier will be lacking in dps against other builds. To compensate for the lack of damage you are doing, it's time to call in some friends: the interceptors.

Many players make the mistake of launching ALL interceptors from afar towards enemy ships. WRONG! By doing this, you are making the following mistakes:
1. Your ship will slow down and come to a halt by the time all your biters launch, making you a sitting duck if exposed, or making you unable to catch up with your team and fire your lasers. Your biters are support roles. Lasers and missiles are what hurts early game.
2. Your biters are weak early. Doing this will allow your enemy to kill them off at leisure without worry. Free minerals for them, NOM.

That's where the move step-cept comes in. With the improved interceptor launching mechanism, it is POSSIBLE to launch your biters while keeping constant speed. Here is how you do it:

1. Make your ship move towards enemy

2. Press "R", and click on enemy ship like normal, but here comes the catch:

3. Immediately before you slow down, move again without launching all interceptors. Repeat step 1 and 2. You can launch all 10 by repeating this 5 times if done perfectly, without slowing down at all.

Added bonus if you can kill their biters first, and launch them at close range so your ship tanks the shots for your biters, allowing them to continue doing damage with your main ship.


The psi-fart
Casing the electromagnet storm will cause your ship to come to a complete halt. While this is OK when you have your entire team covering for you(still no good), it will be DEADLY to you when you are running away, and wish to cast a storm behind you to destroy the biters chewing you off. You cannot afford to stop. You mustn't!

Master the psi-fart, a technique which allows you to cast psi storm on the move:

1. Cast electromagnetic storm

2. Immediately, hold down shift and right click. if you're on the offense, you can right click on the same spot you stormed and chase course later. If you are running, you will need to be very quick when clicking the opposite direction of your storm!

3. if needed, do a normal right click to cancel orders. The point of psi-fart is to maintain your speed, so mis-clicking empty space is OK. Practice makes perfect.

Forced stall
Taking advantage of how the psi-storm makes your ship come to a complete halt, if you wish to go backwards but no matter what you are going in a huge arc, might help to come to a complete halt. Just storm anywhere.


[size=120]How to storm[/size]
Remember how I said a few well placed storms will net you 300~700 minerals? How to place the storms is the key:

Notice how the creeps come from the base, the left tower and the right tower? And they all fly in formation in a straight line once launched? Picture a thick line along their routes. We can call each of them one 'lane'. Notice there is also three mini 'lanes' among each lane? You need to find that out first. Once you can picture a nice, straight line which will tell you where the creeps are going, you have got the basics!

1. Storm ahead. Since psi-storm does damage over time, the way to exert maximum damage is to storm ahead of said target, so they stay in the storm for the longest period of time. This is especially important towards the later of the game as creeps gain more and more hp.

2. Storm between you and the creeps. The psi-storm, once it scratches even one creep, will attract the entire lane(large) towards you. Storming in between you and the creeps will ensure every single creep in the lane pass through the storm and doom.

3. Storm where your creeps are passing! No you don't get money from it, but you will deny your enemy of creeps to kill and less money for them.

4. Storm yourself. Really, 160 damage is NOTHING. Even a void ray can stand there and eat the entire 160 damage while laughing. Biters can't. The point of this is to get rid of the high level biters that are swarming around you. If can't kill them with your first storm when they're nicely lined up, this will make a difference between kill or killed. You kill the biters? You eat less damage from them, at the cost of just 160 extra damage from yourself.

5. Death before dishonor! Since psi-storm does friendly damage, attempt suicide if you sure you're going to die. At least those scumbags won't get money when they killed you. And quit the game before your ship blows up so your teammates gets the bonus minerals split from you.


[size=120]Well...all you have been talking is storm. Where are the big guns?[/size](FUNN)

Since you will be focusing on your energy a lot, your physical dps will likely be lower than average. While barrage spam sounds fun, the 12 seconds stun time can actually be quite dangerous for you so make sure you know what you are doing! But if you really want a big gun...behold the ADS special:

Feedback + Storm + Barrage

Consuming a whopping 350 energy for this super combo, This combo can deal a maximum of 2560 damage on one target over 6 seconds with no penalty. If you have energy, add another round of psi storm, no, TWO more round of psi storms in your victim's way.
Since feedback and storm are instant cast, you can chain it with barrage pretty darn well. And since you are a caster build the 12 second of stun time on barrage should regenerate you the majority of 350 energy back, making the ADS special quite spam-able.


[size=120]Your Natural Enemy[/size] (ENDD)

Your natural enemies:

1. Lockdown Destroyer. This is seriously PAINFUL since your build relies on spells so much. If this happens, quickly disengage and get away from said destroyer. Your spells do have higher range than lockdown anyways!

2. Team Feedback: Having an almost unlimited supply of energy can backfire on you sometimes. If your opponent has 2+ carriers with trigger-happy feedback, you will be taking a regular 600 damage every few seconds. Sine your energy is so high there really is no way to prevent this damage. Just get the heck out of there.

3. Early corruptors: What!? Yeah, corruptors, while they appear to be weak against psi-storm, they can take two storms each on the minimum. It is a huge waste to try storm them---abuse their slow speed and run away from them. Your storm are best saved for the creeps!

4. Rangers: Since most spells has short range ships with extreme range will screw you up pretty bad, especially at the 'warp back to upgrade' bit. Watch out.

5. Your own teammates: Even the mighty Darth Vadar's has his weakness: his legion of incompetent Storm Troopers. Get your own team of Jedi Knights while you fire up your psi-storm!

Happy hunting!


I don't understand how this build helps your allies in the long run in actually winning other than killing the most creeps out of everyone. Also, if your allies are also going for more of a support/farming role, meaning your team lacks strength in fights, it's not going to end well. I like the idea of using storm to farm and get a lot of money, but as the game progresses, you need other upgrades. I know you mentioned Feedback and Barrage, but I think that you might need these earlier. I'd get them earlier just in case, then only use storm if it turns out I don't need them.


A transition is possible and very easy for this build. Many times it ended up with me switching to level 20 interceptors halfway with the huge amount of money I have summed up from storms(and the other ceptor build guy in my team barely got level 12 once) I have worked this build with my team many times and we rarely get a disadvantage in a brawl. The storm really works well in splitting up players thus lowering their dps while my team balls up and unleash un-interrupted damage output. (mainly thanks to their reflex they have been learned in laddar games)

While barrage cannot upgrde their damage, having a certain carrier spam it on you can really, really hurt.


Wow. If you can transition into level twenty interceptors, that build MUST be pretty good.
baconbits
Profile Joined April 2010
United States419 Posts
January 11 2011 13:28 GMT
#452
On January 10 2011 06:38 Antares777 wrote:
+ Show Spoiler +

I have a really good Leviathan build. It's a support role build meant to tank damage and protect your allies.

The idea is that you are fodder for your team, while also being able to damage others. The point of this build is to take a lot of damage, damage that could have been done to your allies, who will be playing a more offensive strategy.

Early game, you do not want to take damage. Just lend a hand here and there, stay together with your allies, and farm as usual. After you get rapid regeneration, you start tanking damage. Always go first into the fight, but make sure that you are not going in along. This way, you will be taking damage instead of your allies. This build is even better if you are being focused fired, so try to make yourself look like a juicy target.

Later on, after you get more armor and tentacle upgrades, don't be afraid to dive into a group of enemies, as long as your allies are right behind you. You become more and more powerful the more tentacle and armor upgrades you get. When you tank damage, be sure to use rapid regen. Keep using it as soon as the cooldown runs out if you have to. This keeps you in the battle, so you don't have to fall back to the Motehrship/CC. The enemies will, and when you outnumber then (you will with this build) push them back.

In late game, get corruption, another great support role ability. Coordinate abilities with your allies on one victim. They do not need to get armor, as you will be tanking a lot of damage. If the game continues, get spawn corruptors.

Again, the main idea is to use rapid regen in succession to gain a huge advantage in fights and to tank damage.

You allies can best support your build if they get their main ability (yamato cannon, plasma thing, acid thing, etc.) and continue to focus around damage dealing abilities and attacks. The best builds to support you are two speed and then yamato equivalent ability. This will make their farming more difficult, but they should get up four laser/tentacle upgrades and warp on their first trip to the Mothership/CC. Warp isn't necessary for them immediately. Throughout the game, they should get speed, energy, and ability upgrades. This will make them mobile "glass cannons", like the Hydralisk (low hp, high dps), but fast. Allies for one of each ship would be great. One BC, Carrier, Destroyer, and any other ship, paired with two Leviathans using this build would work well. They all have the same purpose, until late game, where the Destroyer would get Siege Mode. In Siege Mode, the Leviathans can protect then from fighters, and the Destroyer can kill the Mothership/CC, Warp Prisms/Science Vessels, or noobs hiding near the Mothership/CC. The BC and Carrier should otherwise get four lasers, then only upgrade energy and their yamato equivalent ability. Multiple blasts in a row will be essential to dishing out damage that the Leviathan cannot do until later on.

The best ratio of support to attack would be 2:4. A 3:3 would not work as well because three fodders absorbing damage is more than enough, and cuts back on the amount of ships dishing out damage.

Simplified Build + Show Spoiler +
-Get two speed, four tentacles, then wait to get warp and warp in on the ship closes to the front lines. This is pretty standard.
-At about 300 minerals, warp back to the Mothership/CC and get constant mutation and rapid regeneration. Then, go back to the battle.
-Using constant mutation, you won't have to go back to the Mothership/CC for a while. Buy another speed upgrade, four adrenaline gland upgrades, and one rapid regeneration upgrade when you can. This will leave you at a max of 300 energy with a faster rapid regen cool down.
-Buy four armor upgrades. After this, continue to buy speed, tentacle, energy, and armor upgrades (do not buy organic carapace, use rapid regen for health).
-If it goes this far into late game, warp back and get Corruption/Spawn Corruptors.


Any ideas/combinations with this build to make it better would be awesome!



only thing about this is armor really is wasted points for lev (+1 instead of +3 per point invested), really prefer more straightup health ups instead which also boosts ooc healing.

Also find the fact that tentacle range doesn't upgrade can be used to farm with your tentacles while kiting or firing on ships froma safe range with bile swarm. If the game makes it to lategame, going tanking for start then switching to upgraded bile swarm is great. Usually 2 speed, 4 tentacles, warp, come back around 500-600, get 1 more speed, rapid regen, movement buff, next time get additional bile, 1-2 regen ups, 3-4 mana, 3-4 health ups, and start dumping into range while keeping your tentacles on par to 1 shot creeps.
closey
Profile Joined October 2010
Hong Kong272 Posts
January 12 2011 03:16 GMT
#453
On January 11 2011 13:04 Antares777 wrote:
Show nested quote +
On January 11 2011 11:59 closey wrote:
On January 11 2011 00:48 Antares777 wrote:
+ Show Spoiler
+
On January 10 2011 17:00 closey wrote:
Shameless copying my guide from the official forums:

(But hey, it's my own guide!)

WARNING: WALL OF TEXT AHEAD

*Note: Any italics are special terminologies I made up on the spot. You can find their meaning here

Index(use search function to jump):

1. Introduction (INTR)
2. The Psi-Storm (PSII)
3. The build (BULD)
4. Important details (IMDE)
5. Micro technique and gimmick stuff (WEEE)
6. The ADS special (FUNN)
6. Natural enemy (ENDD)

(INTR)
OK, although stating the obvious The carrier is the best ship for spell casting

Yeah, for real.

[size=120]So...What are we talking about?[/size]
Since interceptors are greatly favored amongst many carrier players, many spells of the carriers have been overlooked. Look back in your past 10 games. How many barrage have been fired? Take a count at the feedback that's been used. When is the last time you see a vortex?

Waste! It's a waste! You are negating the most awesome part of the carrier by going pure ceptors, You are LIMITING YOURSELVES!


[size=120]Free your mind[/size]
Apart from the closed opening for carrier, stop getting catapults! Ceptors are no fun anymore. You have wasted enough ceptors for the rest of your life. Time to learn something different:


[size=120]The Electromagnet Storm[/size] (PSII)
But I prefer calling it the Psi-Storm.

What is it?
The Psi-storm is an AoE spell of the carrier. It carries the following characteristics:

1. It deals gradual damage over a period of time. Precisely, 160 damage over 5 seconds.

2. It is instant cast.

3. It damages friendly units like other AoE spells.


How's it advantageous for you?
The build for caster carrier revolves heavily around psi-storm. Over 80% of the game you will be using psi-storm over and over again, and be relying on it. Psi-storm consists of the following distinct advantage:

1. This spell does 160 damage on an area over a short period of time. It will kill small units quickily and swiftly, especially the creeps which gives you money. Also, it is of great use when helping an ally dealing with biters chasing them. While its damage is lampshaded by other unit's AoE, 160 is ALL you need through out the game as you will be aiming at the creeps mainly.

2. A spell that is instant cast can be combined with the Psi-fart to prevent stalling of your ship. Mobility will be the least of your worry if you are constantly on the move and smart to not stay behind too much.

3. Friendly fire you say? That means apart from killing enemy creeps, you can use it to kill your OWN creeps. While it gives you no money and kills, it would deny your opponent some farm to a certain extent.


[size=120]OK I get it I get it! What next?[/size]f (BULD)
Constantly lay down storms and upgrade energy. A little later into the game when you can cast 3 storms in a row, this will be a cue when you start turning into a OP farmer. Do not be surprised when you are getting 3~4 times the amount of kills than your teammates later. This is NATURAL.


[size=120]And?[/size]
Figure the rest on your own!

Just joking. The reason I wrote this article is so you don't need to. Generally once you reach 300 energy, it's time for 'fun'. Apart from warp(which I assume you have), warp technology will be favorable if your team is on the offensive position, else, you can skip it for later and keep upgrading your energy.

The Opening
Standard closed opening is absolutely must. After that, depending on how well you farmed on your first farming run you will be choosing between:

1. Immediate warp storm----if you farmed over 200 minerals before 5 minutes, go for it! Get a warp(to get to the field fast) and a storm(for the storm) and start storming. You only have 1 storm initially, so choose your first psi-storm wisely. Predict where enemy creeps will come and BOOM! You will be left with 50 energy so stick with your teammates and shoot with them till you can lay down another storm for extra money. And upgrade energy when your team is retreating.

2. Extra lasers-----This might not be your fault, but if you have failed to gather enough minerals for a warp and a psi-storm before 5 minutes, it is VITAL to get 3 more laser upgrades to 1 shot level 2 creeps past the 2 minute mark. It is not a shame to be unable to gather enough minerals early, it can happen.

After that, it's straight forward. Upgrade as much energy as possible, and when you have extra minerals to boot, get warp technology. Warp in to the front, lay down as many storms as you can, and warp back to upgrade more and warp back to the front again. A few well placed storms will net you 300~700 minerals, added bonus if they are sending out on biters.

*Note: storms WILL loose their effectiveness against biters over time, so do not hesitate to lay down multiple storms to get rid of high level interceptors to prevent them to lay down too much damage!*


[size=120]Awesome! Anything else?[/size] (IMDE)
Not much. Be it feedback or emp, once you get too much energy even when your energy returns to zero you will regenerate them fast enough to lay down storm after storm. Most annoying might be the lockdown, which will stop you from casting your delicious spells even if your have energy. But then, once it wears off you can immediately storm the hell out of everything.

In addition, caster carrier is quite weak in the beginning. You will be using every trick you have up your sleeve to hang in there before the goodies arrive. More on that later.


[size=120]Later? More like, NOW![/size]
Yeah, "storm and storm and storm" pretty much covers up everything basic. I'm amazed how long I managed to drag it out. But apart from storm, there are a few important things that you should know. Some I have repeated in the OP ray guide, but I have to repeat them here:

Know where your enemies are
Apart from turning enemies into red, enemy capital ships show up as a large blob of red which is fairly easy to spot. The next thing you should do is...count. Keep count the number of large dots are on the mini-map. If they are engaging your teammates or your creeps, they will show up. The best scenario is that you see 6 red blobs very close to your base with half your team occupying them while you hog a lot of farm. However what if some are missing on the mini-map? That is when you need to think of the possibilities...

1. They are afk/noobs and are still sitting in their base. A great scenario, but don't bet on it.

2. They are walking out from their base ready to give you a good spanking. Unless there are multiple mukes/void rays (yamato/plasma barrage/Bio-Plasma discharge) that is coming towards you, you can still get away safely.

3. They are in the void area where your creeps don't reach. They might trying to ambush you. You can usually notice this when you see 6 ships ahead and all of a sudden, half of them disappears backwards into the void.

OH SHIT! RUN!
Knowing where your enemies absolutely helps you on this topic. For example, if you are getting hit by 2+ mukes, you will most likely be out of shields. But don't panic! First you need to know where the mukes come from---if all of them come from ahead of you(i.e. their base), you can probably run straight home like a little squirrel. But chances are, some of them are from behind you and if you just run straight, you are dead as they will intercept you, fire another muke to finish you off forever and ever.

Avoid enemies in a huge arc. If all of them are coming towards you, you can probably run towards one of their towers, past it (taking a few hits) and into the void where creeps doesn't reach. This gives you 2 advantage: The creeps doesn't harm you anymore, allowing your shields to moderately recharge and two, the enemies cannot see you while your creeps will be spotting for you. You can then choose to run along the side of the map sneakily to avoid them(if they don't do a wild guess and chase) or if they do bend towards the corner, get help. Keep your screen on them so you see which direction they're heading and use the minimap to issue orders for your ship and direct it to safety.

This is of course assuming your entire team are douche bags and won't warp in to save you. Once in the dark, if some of your teammates warp in they can help fend you off as well, sometimes even making a counter and kill.

Use ping
Bling! How do you do that mini-map bling-bling thing which makes an alert and a sound? Hold alt and click on where you want the alert to appear. Don't spam it pointlessly! They are generally for the following purpose:

1. Alert and organizing teammates of a lone enemy ship for ganking
2. Responding to previous alert

3. Call for help. You probably need to type out, in caps, "HELP" along with the ping. Probably click it a few more times to depending how much you are panicking.

4. General alert of dangers, write something like "careful, all 6 enemies gathered there!" before doing the ping or your team will rush to their doom before you can say "don't go!"!

(WEEE)

The step-cept
The carrier will be lacking in dps against other builds. To compensate for the lack of damage you are doing, it's time to call in some friends: the interceptors.

Many players make the mistake of launching ALL interceptors from afar towards enemy ships. WRONG! By doing this, you are making the following mistakes:
1. Your ship will slow down and come to a halt by the time all your biters launch, making you a sitting duck if exposed, or making you unable to catch up with your team and fire your lasers. Your biters are support roles. Lasers and missiles are what hurts early game.
2. Your biters are weak early. Doing this will allow your enemy to kill them off at leisure without worry. Free minerals for them, NOM.

That's where the move step-cept comes in. With the improved interceptor launching mechanism, it is POSSIBLE to launch your biters while keeping constant speed. Here is how you do it:

1. Make your ship move towards enemy

2. Press "R", and click on enemy ship like normal, but here comes the catch:

3. Immediately before you slow down, move again without launching all interceptors. Repeat step 1 and 2. You can launch all 10 by repeating this 5 times if done perfectly, without slowing down at all.

Added bonus if you can kill their biters first, and launch them at close range so your ship tanks the shots for your biters, allowing them to continue doing damage with your main ship.


The psi-fart
Casing the electromagnet storm will cause your ship to come to a complete halt. While this is OK when you have your entire team covering for you(still no good), it will be DEADLY to you when you are running away, and wish to cast a storm behind you to destroy the biters chewing you off. You cannot afford to stop. You mustn't!

Master the psi-fart, a technique which allows you to cast psi storm on the move:

1. Cast electromagnetic storm

2. Immediately, hold down shift and right click. if you're on the offense, you can right click on the same spot you stormed and chase course later. If you are running, you will need to be very quick when clicking the opposite direction of your storm!

3. if needed, do a normal right click to cancel orders. The point of psi-fart is to maintain your speed, so mis-clicking empty space is OK. Practice makes perfect.

Forced stall
Taking advantage of how the psi-storm makes your ship come to a complete halt, if you wish to go backwards but no matter what you are going in a huge arc, might help to come to a complete halt. Just storm anywhere.


[size=120]How to storm[/size]
Remember how I said a few well placed storms will net you 300~700 minerals? How to place the storms is the key:

Notice how the creeps come from the base, the left tower and the right tower? And they all fly in formation in a straight line once launched? Picture a thick line along their routes. We can call each of them one 'lane'. Notice there is also three mini 'lanes' among each lane? You need to find that out first. Once you can picture a nice, straight line which will tell you where the creeps are going, you have got the basics!

1. Storm ahead. Since psi-storm does damage over time, the way to exert maximum damage is to storm ahead of said target, so they stay in the storm for the longest period of time. This is especially important towards the later of the game as creeps gain more and more hp.

2. Storm between you and the creeps. The psi-storm, once it scratches even one creep, will attract the entire lane(large) towards you. Storming in between you and the creeps will ensure every single creep in the lane pass through the storm and doom.

3. Storm where your creeps are passing! No you don't get money from it, but you will deny your enemy of creeps to kill and less money for them.

4. Storm yourself. Really, 160 damage is NOTHING. Even a void ray can stand there and eat the entire 160 damage while laughing. Biters can't. The point of this is to get rid of the high level biters that are swarming around you. If can't kill them with your first storm when they're nicely lined up, this will make a difference between kill or killed. You kill the biters? You eat less damage from them, at the cost of just 160 extra damage from yourself.

5. Death before dishonor! Since psi-storm does friendly damage, attempt suicide if you sure you're going to die. At least those scumbags won't get money when they killed you. And quit the game before your ship blows up so your teammates gets the bonus minerals split from you.


[size=120]Well...all you have been talking is storm. Where are the big guns?[/size](FUNN)

Since you will be focusing on your energy a lot, your physical dps will likely be lower than average. While barrage spam sounds fun, the 12 seconds stun time can actually be quite dangerous for you so make sure you know what you are doing! But if you really want a big gun...behold the ADS special:

Feedback + Storm + Barrage

Consuming a whopping 350 energy for this super combo, This combo can deal a maximum of 2560 damage on one target over 6 seconds with no penalty. If you have energy, add another round of psi storm, no, TWO more round of psi storms in your victim's way.
Since feedback and storm are instant cast, you can chain it with barrage pretty darn well. And since you are a caster build the 12 second of stun time on barrage should regenerate you the majority of 350 energy back, making the ADS special quite spam-able.


[size=120]Your Natural Enemy[/size] (ENDD)

Your natural enemies:

1. Lockdown Destroyer. This is seriously PAINFUL since your build relies on spells so much. If this happens, quickly disengage and get away from said destroyer. Your spells do have higher range than lockdown anyways!

2. Team Feedback: Having an almost unlimited supply of energy can backfire on you sometimes. If your opponent has 2+ carriers with trigger-happy feedback, you will be taking a regular 600 damage every few seconds. Sine your energy is so high there really is no way to prevent this damage. Just get the heck out of there.

3. Early corruptors: What!? Yeah, corruptors, while they appear to be weak against psi-storm, they can take two storms each on the minimum. It is a huge waste to try storm them---abuse their slow speed and run away from them. Your storm are best saved for the creeps!

4. Rangers: Since most spells has short range ships with extreme range will screw you up pretty bad, especially at the 'warp back to upgrade' bit. Watch out.

5. Your own teammates: Even the mighty Darth Vadar's has his weakness: his legion of incompetent Storm Troopers. Get your own team of Jedi Knights while you fire up your psi-storm!

Happy hunting!


I don't understand how this build helps your allies in the long run in actually winning other than killing the most creeps out of everyone. Also, if your allies are also going for more of a support/farming role, meaning your team lacks strength in fights, it's not going to end well. I like the idea of using storm to farm and get a lot of money, but as the game progresses, you need other upgrades. I know you mentioned Feedback and Barrage, but I think that you might need these earlier. I'd get them earlier just in case, then only use storm if it turns out I don't need them.


A transition is possible and very easy for this build. Many times it ended up with me switching to level 20 interceptors halfway with the huge amount of money I have summed up from storms(and the other ceptor build guy in my team barely got level 12 once) I have worked this build with my team many times and we rarely get a disadvantage in a brawl. The storm really works well in splitting up players thus lowering their dps while my team balls up and unleash un-interrupted damage output. (mainly thanks to their reflex they have been learned in laddar games)

While barrage cannot upgrde their damage, having a certain carrier spam it on you can really, really hurt.


Wow. If you can transition into level twenty interceptors, that build MUST be pretty good.



It's imbal as hell. 1k cash in 1 minute = instant transtion into Lv.20 ceptors. Zedu patched and nerfed this build...*sniff* This build effectiveness has been cut down by at least 40% by estimation. Have yet to try if it is really that severe.
Rock, Paper, Scissors
pookychoo
Profile Joined September 2010
New Zealand96 Posts
Last Edited: 2011-01-12 04:00:07
January 12 2011 03:59 GMT
#454
I reckon the fighters (creeps) are too weak in this, you don't really need to worry about lanes, or whether you are gonna get too swamped. You can even fly around the enemys defense turrets without taking too much damage.

they should make these ai units a bit stronger IMO, maybe even add a few little cruisers or something to go with the mobs to beef them up a bit. At the moment you can fly wherever you want, the lanes are too passive. It should be at least a little risky flying headlong into the enemies waves of fighters.
closey
Profile Joined October 2010
Hong Kong272 Posts
January 12 2011 06:41 GMT
#455
On January 12 2011 12:59 pookychoo wrote:
I reckon the fighters (creeps) are too weak in this, you don't really need to worry about lanes, or whether you are gonna get too swamped. You can even fly around the enemys defense turrets without taking too much damage.

they should make these ai units a bit stronger IMO, maybe even add a few little cruisers or something to go with the mobs to beef them up a bit. At the moment you can fly wherever you want, the lanes are too passive. It should be at least a little risky flying headlong into the enemies waves of fighters.


I'm afraid Star Battle employs a totally different concept as DoTA, despite the many comparisons with the two. I'm sorry you don't get to enjoy this map the way you want, I suggest you try another.
Rock, Paper, Scissors
pookychoo
Profile Joined September 2010
New Zealand96 Posts
January 12 2011 23:17 GMT
#456
I'd rather just provide my opinion on this map as I see it. If you don't like my opinion then you're welcome to disagree, as I disagree with your point of view that "Star Battle employs a totally different concept as DoTA". Lanes, creep waves, towers, unit upgrades, it is dota in space but with some minor differences, such as no respawn, upgrades instead of items etc.

Obviously the game does not have to be a direct mirror of DoTA, but there is a reason why DoTA was the most successful of the base defence maps, they crafted very challenging gameplay in a map that had interesting balance and was constantly updated. DoTA has an awesome metagame, in contrast to star battles.

Right now star battles is not that challenging, and could be surmised as 'gang bangs in space'. Really there is not much more skill to it than which team gets gang banged first. i.e. if a team does not work together correctly they will be overwhelmed. As much as you can say 'well players need to work together if they want to win' the reality is that if Star Battles is to be successful it needs to have deeper gameplay than that. There is hardly even any sense of territory in star battles, the only thing to worry about is the position of enemy ships.

If Star Battles is to remain relevant in current custom maps, then it would be due to these sort of considerations and constant tweakings to find a more challenging and deeper game. It doesn't need to be the same as DoTA, but many lessons can be learned from DoTA because it was a very well thought out game.

And it is also not to say I don't appreciate the game for what it is, I can see a lot of effort has put into the game, it is nicely polished and is fun to play. But feedback and refinement are necessary if Star Battle would become ever become a classic.
Antares777
Profile Joined June 2010
United States1971 Posts
January 12 2011 23:37 GMT
#457
On January 11 2011 22:28 baconbits wrote:
only thing about this is armor really is wasted points for lev (+1 instead of +3 per point invested), really prefer more straightup health ups instead which also boosts ooc healing.

Also find the fact that tentacle range doesn't upgrade can be used to farm with your tentacles while kiting or firing on ships froma safe range with bile swarm. If the game makes it to lategame, going tanking for start then switching to upgraded bile swarm is great. Usually 2 speed, 4 tentacles, warp, come back around 500-600, get 1 more speed, rapid regen, movement buff, next time get additional bile, 1-2 regen ups, 3-4 mana, 3-4 health ups, and start dumping into range while keeping your tentacles on par to 1 shot creeps.


I see your point, but using rapid regen to heal yourself and getting health regen upgrades is more of a waste of money. They do the same thing and therefore you have no purpose getting both.

Armor is weaker for the Leviathan, but depending on what is going on, you may need the armor. If you want to transition out of tanking damage, then stop buying armor. I agree with that. But if you are still going to be focused primarily on tanking damage, get armor. I know it's only +1, but it helps a lot if your tanking damage.
DarthThienAn
Profile Blog Joined July 2009
United States2734 Posts
January 13 2011 00:27 GMT
#458
For those interested...a game part of the CSL star battle tourney is being streamed atm!
http://www.livestream.com/nailnhammer

replays might be streamed by me later (curse bnet 2.0 for taking away obs =/ )
www.cstarleague.com | Love is like playing the piano. First you must learn to play by the rules, then you must forget the rules and play from your heart.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-01-13 19:48:54
January 13 2011 19:48 GMT
#459
With regards to the most recent changes, the Destroyer now is not very powerful. The Raven seems mostly balanced, and if it is focused it loses health very quickly. I like it, it adds more teamwork into the game.
vectorix108
Profile Blog Joined July 2010
United States4633 Posts
January 14 2011 01:56 GMT
#460
So are these Collegiate leagues for Star battle now? I'd seriously be interested in joining
Aka XephyR/Shaneyesss
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