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[D] Carrier Viability + 1 Base Carrier - Page 2

Forum Index > StarCraft 2 Strategy
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TriniMasta
Profile Joined December 2009
United States1323 Posts
June 01 2010 08:48 GMT
#21
No matter how bad, as someone above mentioned, thanks for your hard work on trying to populate this unit! I tried it in Diamond league against (lower) diamond players, it works, and sometimes it doesn't. Gets killed by all in pressure, e.g. mass 3 or 4 rax timing attack. And sometimes its just hard to stop the scans, depending on the map =(
정명훈 FIGHTING!!! Play both T and P.
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
June 01 2010 08:49 GMT
#22
This build is obviously awesome if you can hold off early pushes, which will inevitably come when your opponent comes and sees basically nothing. While every build has strength and weaknesses, this build is vulnerable to any early/midgame pushes, including early marauder pushes, speedlings, mass hydra, fast mutal, 2 starport, etc, as well as not being able to punish FE. I don't see it working beyond platinum, as better players will constantly scout and see what you are doing/whats shooting at the ramp.
ensis
Profile Joined May 2010
Germany340 Posts
June 01 2010 09:53 GMT
#23
well i really cant imagine, that this would work against a normal mech bo with 2 rax rines, fac, starport. for marines i think really destroy carriers.
but i wait for the reps and chech this out.
this is Day[9] Daily #266 where we learn to be a better substractor- - - - - - - - - - - - -even Chuck Norris watches Day[9] Daily - - - - - - - TL ban policy sucks ratsass
TheOracle
Profile Joined May 2010
Australia256 Posts
June 01 2010 10:13 GMT
#24
Yeah, like an earlier poster, I'm wondering how this will work when used as a transition rather than a rush. As was suggested Phoenixes obviously transition well into it, but it also goes well into void rays. I think the major question here is what does the Carrier do that the ray doesn't. It certainly is different, and you can't just simply say that the void ray is better in every way, but how well does it fare against the usual counters to the void ray transition?
Seltsam
Profile Blog Joined April 2010
United States343 Posts
June 01 2010 10:42 GMT
#25
Like several posters before me, I think it's admirable that you're trying to incorporate Carriers into your play and find a niche where they can nestle comfortably, rather than simply complaining.

Unfortunately, after watching your replays (and after having tried a few builds of my own incorporating Carriers), I feel like the exact same build would work exactly the same except better if you just dropped the Fleet Beacon and got a Void Ray or two instead of Carriers.

I think that's the big concern that people have with Carriers -- not that they are 100% useless when you have them, just that other things always work better in almost any situation.

For instance, 350 minerals and 250 gas (not even counting cost of tech) can buy you 3 stalkers with change left over (350/250/6 vs. 375/150/6; 3 stalkers is actually slightly cheaper, depending on how you look at it) and they're better at handling air. Carrier + Fleet Beacon easily buys you two Void Rays, which can annihilate a couple of Vikings (I think), and do very well against ground. Void Rays are susceptible to early Marine assaults, but 350/250/6 + Fleet Beacon + Stargate buys you somewhere in the area of 6 or 7 Zealots. I haven't done the math, but if you delay gas and use those Probes to mine minerals instead, you could probably get almost 10 Zealots, and in less time than it would take to get 1 carrier (even including Pylon build time).

Again, it's awesome that you're trying to incorporate the Carrier into your play, but from what I can tell, with proper scouting, you could easily see what general direction your opponent is going. Then, with your knowledge of your opponent's plan, you could adjust your unit composition to be significantly more effective (and more efficient) than if you had simply gone Carriers.

And as if that wasn't enough, the Carrier build you're suggesting seems to rely heavily on an opponent's lack of knowledge, and, as far as my play goes, I am extremely reluctant to force myself into a position where I am relying on an opponent's lack of competence as opposed to relying on my own competence.

I really want to stress again that I think it's great that you tried it out, but I really don't think it's viable play.
Team Limited ftw! www.teamltd.net
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
June 01 2010 12:47 GMT
#26
The problem with the carrier is just the counters it has. Vikings and corruptors absolutely own them and are both quite easy to mass fast with reactor or the zerg building mechanism. Carriers dont even have the mobility advantage anymore over their counter so there is almost no use in getting them. In PvP they can be ok but as their is NO defensive advantage in that matchup there is just no chance the game will reach that far.

Imo, the viking needs a small nerf to make the carrier more viable in PvT at least (this would also be good for TvT). The viking is too good as is at countering broodlords and colossi already so I think this can be justified. A mothership buff would also help to see more carriers as that would make getting the fleet beacon less of a waste.
Chex
Profile Joined May 2010
United States87 Posts
June 01 2010 14:33 GMT
#27
Can't watch replays because at work. It seems that you will likely be very screwed if anyone even smells a stargate, which they will. I had someone try this, had 2 carriers a small ground force and even a mother ship.

Man o man did my small numbers of hydras just eat them for breakfast. It wasn't even funny. He vortexed, I moved my hydras in, banelings ate his ground army...vortex ends...carriers and mothership dead.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-06-01 15:15:39
June 01 2010 15:14 GMT
#28
On June 01 2010 17:49 DragonDefonce wrote:
This build is obviously awesome if you can hold off early pushes, which will inevitably come when your opponent comes and sees basically nothing. While every build has strength and weaknesses, this build is vulnerable to any early/midgame pushes, including early marauder pushes, speedlings, mass hydra, fast mutal, 2 starport, etc, as well as not being able to punish FE. I don't see it working beyond platinum, as better players will constantly scout and see what you are doing/whats shooting at the ramp.


Every rep except one I posted was vs a Diamond? And there was a Diamond rank 2 player I did it vs, what are you possibly talking about Platinum for? That's highly irrelevant.

On June 01 2010 19:42 Seltsam wrote:
Like several posters before me, I think it's admirable that you're trying to incorporate Carriers into your play and find a niche where they can nestle comfortably, rather than simply complaining.

Unfortunately, after watching your replays (and after having tried a few builds of my own incorporating Carriers), I feel like the exact same build would work exactly the same except better if you just dropped the Fleet Beacon and got a Void Ray or two instead of Carriers.

I think that's the big concern that people have with Carriers -- not that they are 100% useless when you have them, just that other things always work better in almost any situation.

For instance, 350 minerals and 250 gas (not even counting cost of tech) can buy you 3 stalkers with change left over (350/250/6 vs. 375/150/6; 3 stalkers is actually slightly cheaper, depending on how you look at it) and they're better at handling air. Carrier + Fleet Beacon easily buys you two Void Rays, which can annihilate a couple of Vikings (I think), and do very well against ground. Void Rays are susceptible to early Marine assaults, but 350/250/6 + Fleet Beacon + Stargate buys you somewhere in the area of 6 or 7 Zealots. I haven't done the math, but if you delay gas and use those Probes to mine minerals instead, you could probably get almost 10 Zealots, and in less time than it would take to get 1 carrier (even including Pylon build time).

Again, it's awesome that you're trying to incorporate the Carrier into your play, but from what I can tell, with proper scouting, you could easily see what general direction your opponent is going. Then, with your knowledge of your opponent's plan, you could adjust your unit composition to be significantly more effective (and more efficient) than if you had simply gone Carriers.

And as if that wasn't enough, the Carrier build you're suggesting seems to rely heavily on an opponent's lack of knowledge, and, as far as my play goes, I am extremely reluctant to force myself into a position where I am relying on an opponent's lack of competence as opposed to relying on my own competence.

I really want to stress again that I think it's great that you tried it out, but I really don't think it's viable play.


Void rays are hard countered early game by things such as static defense (aka a spore colony or turret). Also, two queens easily take out a void ray because their initial attack is so weak and they need to powerup, while the initial carrier attack will kill a queen within SECONDS. Literally within 2-3 seconds the Queen will die, before you would have even done 50 dmg with the void ray. They also rape hydras, while void rays will die to hydras. They also rape marines, while void rays die to marines... etc. etc.

Carriers are much better than void rays in these scenarios until maybe the "massed" state.

On June 01 2010 21:47 Markwerf wrote:
The problem with the carrier is just the counters it has. Vikings and corruptors absolutely own them and are both quite easy to mass fast with reactor or the zerg building mechanism. Carriers dont even have the mobility advantage anymore over their counter so there is almost no use in getting them. In PvP they can be ok but as their is NO defensive advantage in that matchup there is just no chance the game will reach that far.

Imo, the viking needs a small nerf to make the carrier more viable in PvT at least (this would also be good for TvT). The viking is too good as is at countering broodlords and colossi already so I think this can be justified. A mothership buff would also help to see more carriers as that would make getting the fleet beacon less of a waste.


Did you watch the reps? The viking counters didn't work at all because of how EARLY the carriers are out. That's the point. They have to stop building ground army and pump out vikings from reactors, in which your stalker army with blink is free to rape any siege tanks on the ground with marine support, while carriers still can fight *somewhat* toe to toe with vikings. Remember that wtih the carrier deployment upgrade they'll be killing a lot of vikings nearly instantly. Watch the game vs Clockwork (the one that was on metaopolis and has the screenshot).

On June 01 2010 23:33 Chex wrote:
Can't watch replays because at work. It seems that you will likely be very screwed if anyone even smells a stargate, which they will. I had someone try this, had 2 carriers a small ground force and even a mother ship.

Man o man did my small numbers of hydras just eat them for breakfast. It wasn't even funny. He vortexed, I moved my hydras in, banelings ate his ground army...vortex ends...carriers and mothership dead.


Odd, because Carriers are ridiculously effective against Hydras. I played a silver player who went pure hydra after drone whoring (no lings, no roaches, etc.) just coincidentally when I went this build and I still steamrolled him in seconds. From what I've seen, Carriers absolutely dominate hydralisks, especially with chargelot support, which is incorporated from the build.
Chen
Profile Joined June 2009
United States6344 Posts
Last Edited: 2010-06-01 15:19:10
June 01 2010 15:18 GMT
#29
On June 02 2010 00:14 FabledIntegral wrote:

Odd, because Carriers are ridiculously effective against Hydras. I played a silver player who went pure hydra after drone whoring (no lings, no roaches, etc.) just coincidentally when I went this build and I still steamrolled him in seconds. From what I've seen, Carriers absolutely dominate hydralisks, especially with chargelot support, which is incorporated from the build.

dont take into account games against players who arn't diamond, everything from a decent player works against them. My friend made scouts look imba vs D/D- players, you need at the very minimum diamond level players.
From my experience a good hydra ball wipes the floor with carriers. if they arn't really far behind, hydras hold position and MELT all your interceptors. its faster than 3/3 gols tbh.
sputnik.theory
Profile Blog Joined July 2009
Poland449 Posts
Last Edited: 2010-06-01 15:43:17
June 01 2010 15:42 GMT
#30
First of all, I think it's cool that you're trying out new stuff, this is the beta after all.
I've been playing random since getting mac beta a couple of weeks ago and I have never used or seen anyone use carriers in a ladder game. Coincidentally, I have not spent much time scheming about how to use carriers but this thread has gotten me thinking about it.

As you refine your build, I suggest you experiment with opening differently in PvZ. I've had a lot of success in this matchup by opening 2gate and transitioning to a fast expo. If you can get your expo up safely you'll have delayed your carrier tech in exchange for double the economy and, possibly more importantly, double the chronoboost. I'd expect this to result in similar timings of your first carriers coming out and you'd be in much better shape economy-wise in the mid-game.

I'll test out my theory-crafting when i have time and post some reps.
“On the night of the murder I was at home, asleep. The characters in my dream can vouch for me.”
junemermaid
Profile Joined September 2006
United States981 Posts
June 01 2010 15:45 GMT
#31
On June 02 2010 00:18 Chen wrote:
Show nested quote +
On June 02 2010 00:14 FabledIntegral wrote:

Odd, because Carriers are ridiculously effective against Hydras. I played a silver player who went pure hydra after drone whoring (no lings, no roaches, etc.) just coincidentally when I went this build and I still steamrolled him in seconds. From what I've seen, Carriers absolutely dominate hydralisks, especially with chargelot support, which is incorporated from the build.

dont take into account games against players who arn't diamond, everything from a decent player works against them. My friend made scouts look imba vs D/D- players, you need at the very minimum diamond level players.
From my experience a good hydra ball wipes the floor with carriers. if they arn't really far behind, hydras hold position and MELT all your interceptors. its faster than 3/3 gols tbh.


I can confirm this.
the UMP says YER OUT
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-06-01 16:18:43
June 01 2010 16:10 GMT
#32
On June 02 2010 00:18 Chen wrote:
Show nested quote +
On June 02 2010 00:14 FabledIntegral wrote:

Odd, because Carriers are ridiculously effective against Hydras. I played a silver player who went pure hydra after drone whoring (no lings, no roaches, etc.) just coincidentally when I went this build and I still steamrolled him in seconds. From what I've seen, Carriers absolutely dominate hydralisks, especially with chargelot support, which is incorporated from the build.

dont take into account games against players who arn't diamond, everything from a decent player works against them. My friend made scouts look imba vs D/D- players, you need at the very minimum diamond level players.
From my experience a good hydra ball wipes the floor with carriers. if they arn't really far behind, hydras hold position and MELT all your interceptors. its faster than 3/3 gols tbh.


Whether or not he's silver I'm talking about the number of hydras he went. He played quite well for a silver player in terms of keeping up with macro, it's just his strategy sucked (pure drone whoring --> pure hydra). I'm fully aware how shitty silver players are, but merely witnessing a hydra vs Carrier force with chargelot backup was pretty decimating to the hydras.

Watch the PvZ vs the Diamond player who went roach/hydra if you don't believe me. Hydras weren't working at all and he tried to transition into mass corrupter, which lost because at the time I had stalkers as well.

On June 02 2010 00:42 sputnik.theory wrote:
First of all, I think it's cool that you're trying out new stuff, this is the beta after all.
I've been playing random since getting mac beta a couple of weeks ago and I have never used or seen anyone use carriers in a ladder game. Coincidentally, I have not spent much time scheming about how to use carriers but this thread has gotten me thinking about it.

As you refine your build, I suggest you experiment with opening differently in PvZ. I've had a lot of success in this matchup by opening 2gate and transitioning to a fast expo. If you can get your expo up safely you'll have delayed your carrier tech in exchange for double the economy and, possibly more importantly, double the chronoboost. I'd expect this to result in similar timings of your first carriers coming out and you'd be in much better shape economy-wise in the mid-game.

I'll test out my theory-crafting when i have time and post some reps.


Absolutely no way for you to get the carriers out around the same time as you literally build a stargate as soon as the core finishes, and you chronoboost the carriers as soon as the Fleet Beacon finishes. You'd probably have 3 carriers with my build as your first one comes out, and it'st he initial carriers that cause SO much dmg.

On June 02 2010 00:45 junemermaid wrote:
Show nested quote +
On June 02 2010 00:18 Chen wrote:
On June 02 2010 00:14 FabledIntegral wrote:

Odd, because Carriers are ridiculously effective against Hydras. I played a silver player who went pure hydra after drone whoring (no lings, no roaches, etc.) just coincidentally when I went this build and I still steamrolled him in seconds. From what I've seen, Carriers absolutely dominate hydralisks, especially with chargelot support, which is incorporated from the build.

dont take into account games against players who arn't diamond, everything from a decent player works against them. My friend made scouts look imba vs D/D- players, you need at the very minimum diamond level players.
From my experience a good hydra ball wipes the floor with carriers. if they arn't really far behind, hydras hold position and MELT all your interceptors. its faster than 3/3 gols tbh.


I can confirm this.


God damn it confirm what? That you shouldn't take into account silver players? That you are diamond and can wipe the floor with silver players? Hydras melt interceptors faster than 3/3 goliaths?
maleorderbride
Profile Joined November 2002
United States2916 Posts
June 01 2010 18:41 GMT
#33
I'll try it versus zerg and see what happens. I'm top 5 diamond (only ~450ish points though).

I already just do VR variations in virtually every PvT and I don't see how this could be an improvement. All of the T counters to VRs already restrict the T army composition enough that just mass gateway units dominate.

Speedlots should help a lot versus hydras, but I definitely wouldn't want engage more than a dozen hydras without the ground army. That should be doable though.
Some cause happiness wherever they go; others, whenever they go.
Morayfire73
Profile Joined April 2010
United States298 Posts
June 01 2010 18:47 GMT
#34
I like how this build times itself so that +1 upgrade finishes at the same time as the first carrier. I wonder if it would be viable with this build, to one base and rush for a mothership to do a 1 or 2 carrirer push with lots of zealots and a mothership.
[Insert witty comment here]
Chronopolis
Profile Joined April 2009
Canada1484 Posts
June 01 2010 18:47 GMT
#35
I find I prefer fewer carriers with a pheonix into +2carriers, with a few zealots on the ground as fodder. But this build seems pretty legit, carriers stack just ridiculously well with upgrades, they can melt anything. You have to be on the ball with all your positioning and what not.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
June 01 2010 19:04 GMT
#36
On June 02 2010 03:41 maleorderbride wrote:
I'll try it versus zerg and see what happens. I'm top 5 diamond (only ~450ish points though).

I already just do VR variations in virtually every PvT and I don't see how this could be an improvement. All of the T counters to VRs already restrict the T army composition enough that just mass gateway units dominate.

Speedlots should help a lot versus hydras, but I definitely wouldn't want engage more than a dozen hydras without the ground army. That should be doable though.


The thing is, it's a completley different situation than void rays. I find void rays to be more of the critical mass unit that Carriers were in SC1, while Carriers in SC2 are very effective if you rush them and only have like 3-4.

1 viking vs 1 void ray is close. 1 carrier will kill 1 viking before the viking gets the third (maybe even second) shot off. One carrier can easily kill 10 nonstimmed marines. They also don't need to be in the range of static defense when attacking, which is critical early game when you only have 1-2 void rays (you have to avoid static defense). Carriers are very effective at sniping units, void rays are NOT.

I've done void ray rushes, but I definitely like the carriers much better as long as you dont die to an early all in. But as said before, in response to ppl keep saying that they'll go all-in, watch the reps. Terrans never scout it with the first scan and if you place the building right as I did, even sacrificing an OL won't let them see the stargate or fleet beacon. Ask yourselves, do you really think it's the best to go all-in when toss isn't expanding? Most people assume some sort of timing attack, and are hesistant to attack, until they get at least a few units (like 6 marauders or something) in which you have bought enough time that FF can finish the rest.
Seltsam
Profile Blog Joined April 2010
United States343 Posts
Last Edited: 2010-06-01 19:13:36
June 01 2010 19:11 GMT
#37
Marines.

Fifteen Marines with Stim and Combat Shield (which, if you count basically any ratio of conversion from Gas to Minerals is still significantly fewer resources and less time invested than Carriers) can kill 2 Carriers with 8 Interceptors each, and Graviton Catapult upgraded.
Additionally, 6 Vikings (also a significantly smaller investment than 2 Carriers) can kill 2 Carriers.

Imagine, then, you're against an opponent who isn't totally incompetent (note that this is not a comment on the skill level of the opponents in the replays; it is simply a facet of the hypothetical scenario). The chances he won't scout the Stargate are quite small. He will then respond one of two ways: with Marines or Vikings (or a crapload of Turrets if he doesn't plan on winning). By the time you have a Carrier out, he will have produced... hmm.. I haven't done the math, but I would guess something along the lines of 20-25 Marines? That is a fairly conservative estimate I think. Those 20 Marines will absolutely decimate your Carriers, with or without Combat Shield.

By the time you get 2 Carriers, he will have at least 6 Vikings, which, again, will decimate two Carriers. Chances are he'll have more, too.

I can't speak much for PvZ, since I haven't tried Carriers in quite a while, and don't play Zerg (I have a Terran practice partner, though, which is why I try to speak for Terran), but from replays I have seen, it seems rather like Hydralisks, when focus-firing, can down Carriers rather quickly.

But, even through all of my doubts, you have my support for continued testing, as I would really like to see Carriers find a home somewhere in the game.
Although, unfortunately, I feel like they will continue to fill no acceptable role until they receive some sort of speed buff (allowing them to move out of danger while the Interceptors continue to deal damage).
Team Limited ftw! www.teamltd.net
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
June 01 2010 19:21 GMT
#38
On June 02 2010 04:11 Seltsam wrote:
Marines.

Fifteen Marines with Stim and Combat Shield (which, if you count basically any ratio of conversion from Gas to Minerals is still significantly fewer resources and less time invested than Carriers) can kill 2 Carriers with 8 Interceptors each, and Graviton Catapult upgraded.
Additionally, 6 Vikings (also a significantly smaller investment than 2 Carriers) can kill 2 Carriers.

Imagine, then, you're against an opponent who isn't totally incompetent (note that this is not a comment on the skill level of the opponents in the replays; it is simply a facet of the hypothetical scenario). The chances he won't scout the Stargate are quite small. He will then respond one of two ways: with Marines or Vikings (or a crapload of Turrets if he doesn't plan on winning). By the time you have a Carrier out, he will have produced... hmm.. I haven't done the math, but I would guess something along the lines of 20-25 Marines? That is a fairly conservative estimate I think. Those 20 Marines will absolutely decimate your Carriers, with or without Combat Shield.

By the time you get 2 Carriers, he will have at least 6 Vikings, which, again, will decimate two Carriers. Chances are he'll have more, too.

I can't speak much for PvZ, since I haven't tried Carriers in quite a while, and don't play Zerg (I have a Terran practice partner, though, which is why I try to speak for Terran), but from replays I have seen, it seems rather like Hydralisks, when focus-firing, can down Carriers rather quickly.

But, even through all of my doubts, you have my support for continued testing, as I would really like to see Carriers find a home somewhere in the game.
Although, unfortunately, I feel like they will continue to fill no acceptable role until they receive some sort of speed buff (allowing them to move out of danger while the Interceptors continue to deal damage).


What a friggin' dumbass comment. I provided a friggin' rep of someone going all-in marines from 4rax KNOWING my build ahead of time. Why don't you watch the damn reps before posting your idiocy? Show me one rep where they had 6 vikings, or one rep where they had 20-25 marines.

The chances he doesn't scout the stargate was literally ONE HUNDRED PERCENT because htey were built in locations not usually scanned. 20 marines would absolutely get RAPED by 7 zealots and 2 carriers, as I've been saying you have zealots as well.

God you have a worthless post.
Seltsam
Profile Blog Joined April 2010
United States343 Posts
Last Edited: 2010-06-01 19:46:07
June 01 2010 19:34 GMT
#39
Okay, since the OP clearly just wants everyone to shower him with praise, since he's simply launched into a personal attack on everyone who has offered him anything other than that, this thread is worth very little in terms of constructive discussion.

So far, every hypothetical scenario you've come up with has your build pitted against a clearly inferior force in terms of time and resources invested, and your replays (which I did watch, contrary to your assertion) pit you against opponents who clearly are of a lower caliber of skill, regardless of the league they are in. If I scouted and saw you had that little, I would immediately assume fast expand (which is easily scouted, to either confirm or deny), proxy (also easily scouted), or hidden tech. Fast expansions and fast tech can both be taken care of by an early push, which is what an experienced opponent would likely do. Unless they scout the corner of your Nexus, they're quite likely to learn that something strange is afoot.

Even, on the incredible off-chance that none of that happens, there is never "literally a 100% chance" that what you have won't be scouted.

Your build is nothing more than a high-tech cheese, which means you're relying on your opponents' being absolutely incapable of extrapolating information from their scouting. I don't feel that that is a strategy that will prove consistently viable.

But if it makes you feel better, FabledIntegral I will pretend to concede that your build is utterly flawless and that no one would ever be able to counter it with anything, that a superior player than one of your opponents doing a similar build to theirs would also be brushed aside by your impenetrable (and somehow magically un-scoutable) Carrier might. I will then proceed to avoid this thread in the future.

Good hunting.
Team Limited ftw! www.teamltd.net
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
June 01 2010 19:39 GMT
#40
I've been using a Carrier tech build in ladder for the past few patches and it works quite well in the right circumstances (this is more or less map specific but of course some pushes can and will stop it) overall I don't think Carriers are nearly as underpowered as some people make them out to be. Getting 3-4 at the right time when an opponent is unprepared for them it can be surprisingly effective, and it has won me many games in both 1v1 and 2v2. However, it can be countered, and it's far from an 'unstoppable Carrier tech' not that anyone implied that it was, but just pointing out. Protoss can easily stop it with a standard 3 gate core rush, unless the player is either very bad, or goes for a greedy build at the same time on a large map (you won't tech carriers on Incineration Zone obviously). Zerg I've had very mixed results facing them doing it, Roaches and Lings can be handled quite easily with a handful of zeals and a few well-placed cannons. Banelings will stop the build dead in its tracks (in fact pure blings will probably wipe out your whole base and force a GG). Versus Terran is where this build is most effective, if you see them going for a Mech, Bio, or Expansion build it is a great strategy to use, especially since most Terrans will anticipate Void Rays from you, not Carriers (in other words T's don't need Vikings to stop a VR rush, just Marines and turrets). You will want to be very careful about the T getting a star port as Carriers can take Vikings up until a point (4 per Carrier is this point, unuped) if you see a lot make Phoenix, or expand and switch to ground forces if Carriers really looks problematic. Essentially to make this build work versus Terran you have to get one or two Carriers out and 'surprise' them, in other words do it versus MMM Terrans, and get them before the (10-12 min) timing push/drop comes out. If you do this there will be almost no defense for the T as they won't have any Vikings, and will start producing them when they see Carriers. Kill their Starport and its basically GG.
i-bonjwa
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