• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:27
CEST 21:27
KST 04:27
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Weekly Cups (August 24-30): Patches' balance mod takes over0New 3v3 BGH Ladder (and more) on ShieldBattery!36Weekly Cups (August 17-23): Zerg dominate the week6Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45
StarCraft 2
General
SC4ALL II: SC2 Player Announcement 6/8 - Maru How would you feel about frequent/monthly balance patches for SC2? Weekly Cups (August 24-30): Patches' balance mod takes over Weekly Cups (August 17-23): Zerg dominate the week Daily SC2 Player Grid - feedback wanted
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement IntoTheTV X SOOP SC2 League : Weekly & Monthly WORTEX 2026 - Hungarian SC2 Finals Budapest
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
ASL22 General Discussion Pros React To: Calm's Big Brain Play Vs Mini New 3v3 BGH Ladder (and more) on ShieldBattery! BW General Discussion Starcraft vs Retro Category on Twitch
Tourneys
[ASL22] Ro24 Group F BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS Escore Tournament - Season 3 [Megathread] Daily Proleagues
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Browser Invoker Combo Trainer & Speedrun Simulator Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6742 users

Busting myths with UnitTester - Page 7

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 5 6 7 8 9 10 Next All
RodrigoX
Profile Joined November 2009
United States645 Posts
July 25 2010 21:45 GMT
#121
This thread is so sexy
We were all raised on televion that made us believe we'd all be Millionairs, Movie gods, and Rockstars..... But we won't.... We are slowly learning that fact. And we are very, very pissed off.
harky
Profile Joined July 2010
98 Posts
July 25 2010 22:05 GMT
#122
NATO, no it doesn't matter. The speed difference combined with the range makes it a moot point. Ultras die before getting a hit in. On creep Ultras do run faster, which makes me think that's where he tested it.

FabledIntegral, test it yourself if you don't believe it. The issue is as follows: Vikings are faster and have a longer range, while Carriers must gets Interceptors out to even attack. This when going 3v1 the Vikings can simply move out before being destroyed one at a time, then when the next wave of attacks goes off they can shoot the Carrier, then move away again. With absolutely no micro the Carrier is left with ~75 health. If Vikings are moved away so that the Carrier is forced to attack a full health Viking the Carrier dies with all Vikings badly damaged. If the Vikings snipe instead they take no damage. Interceptors launch from range 8, Vikings attack from range 9. Because of the difference in movement speed this allows Vikings to hit and run a Carrier to death without ever taking serious damage. The larger the numbers the worse it is for the Carriers. If you'd like some fun try to micro 12 Vikings vs 12 Carriers. Once you get the hang of it you'll be able to win.
MindRush
Profile Joined April 2010
Romania916 Posts
July 25 2010 22:19 GMT
#123
things change with micro and terrain, however

also it depends on production capabilities,
a terran who goes vikings(starports with reactor) will be able to produce more than the protoss will(even with the chrono-boost)

but the article is nice, nonetheless
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
July 26 2010 00:13 GMT
#124
good job, thanks for the effort :D
obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2010-07-26 00:27:58
July 26 2010 00:25 GMT
#125
Your right in that vikings do attack at 9 and carriers launch at 8, but unless your fighting a computer AI only, pulling back as vikings dont work, as the carrier can continue to attack while it moves. 12 carriers will OWN 12 vikings easy.
EssayReader
Profile Joined May 2010
Korea (South)127 Posts
July 26 2010 00:42 GMT
#126
I skipped responses so:

Myth #2 - Was Corruption used?
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 26 2010 00:50 GMT
#127
On July 26 2010 07:05 harky wrote:
NATO, no it doesn't matter. The speed difference combined with the range makes it a moot point. Ultras die before getting a hit in. On creep Ultras do run faster, which makes me think that's where he tested it.

FabledIntegral, test it yourself if you don't believe it. The issue is as follows: Vikings are faster and have a longer range, while Carriers must gets Interceptors out to even attack. This when going 3v1 the Vikings can simply move out before being destroyed one at a time, then when the next wave of attacks goes off they can shoot the Carrier, then move away again. With absolutely no micro the Carrier is left with ~75 health. If Vikings are moved away so that the Carrier is forced to attack a full health Viking the Carrier dies with all Vikings badly damaged. If the Vikings snipe instead they take no damage. Interceptors launch from range 8, Vikings attack from range 9. Because of the difference in movement speed this allows Vikings to hit and run a Carrier to death without ever taking serious damage. The larger the numbers the worse it is for the Carriers. If you'd like some fun try to micro 12 Vikings vs 12 Carriers. Once you get the hang of it you'll be able to win.


You tell me to try it, but I've used Carriers probably more than almost anyone else in the entire Beta on the Diamond ladder. You're talking about a 1 range difference - even the pros will hardly be able to take advantage of that. Mutas vs Archons in BW --> Mutas have one more range, but you would not by any means say that Mutas hard counter Archons. Carriers can move while attacking, and once deployed, have an attacking range of 12. Also, you can not use any type of patrol move to attack vs Carriers simply because if Interceptors are deployed, which they almost for sure will be, it won't target the Carrier, while I believe (emphasis on the believe) if you manually target the Carrier, they actually stop to turn around and fire, meaning it's impossible to kite Carriers.

Your situation will almost never play out in an actual game. Even if it does, I would bet you hundreds that you're completely full of shit when you say 12 Vikings vs 4 carriers results in not a single viking dying, especially because your scenario definitely had no mention of kiting. To continue, because vikings can't stack all on each other like in SC1, you can't effective kite with large amounts of Vikings vs Carriers, so your point is moot. It only works to exploit the range if all the vikings are stacked on top of each other. By no means are Vikings a "hard counter" they are a soft counter, and even if they are a hard counter the fact that Carriers >> ground and Vikings << ground means you'll probably win a battle if you've managed to get 4 Carriers and they bought 12 Vikings.
harky
Profile Joined July 2010
98 Posts
Last Edited: 2010-07-26 01:09:54
July 26 2010 01:04 GMT
#128
On July 26 2010 09:25 obsid wrote:
Your right in that vikings do attack at 9 and carriers launch at 8, but unless your fighting a computer AI only, pulling back as vikings dont work, as the carrier can continue to attack while it moves. 12 carriers will OWN 12 vikings easy.


Nah, try it. The issue is that Vikings move substantially faster than Carriers. While a deployed Carrier does have a range of 10 (not 12 as the above poster implied), that only matters for a very short period of time. We're not talking about stutter stepping like Marauders, but moving entirely out of range and reengaging. Thus 'sniping' and not 'kiting'. Again, try it yourself. In very low numbers pulling one back entirely does indeed work and at large enough numbers sniping comes into play as mentioned.

Try it out. Take 12 Vikings against 12 Carriers and from outside either units range have the Viking's attack a Carrier. As soon as the missiles fire move away entirely until the Interceptors return. Usually only 3-5 will be able to launch and only 2-3 are able to fire. Meanwhile you've already killed 1 Carrier.

Edit: Just a note, if you haven't seen it; Yes, Vikings can indeed all stack. They only spread when stationary. There is a spread after the firing when using an attack command to move. They spread much further as you retreat, but a quick patrol loop and they'll be clustered again. If you haven't seen a Viking UFO before you're missing out.
obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2010-07-26 01:08:15
July 26 2010 01:07 GMT
#129
Yes against the computer AI I can kill like 10 (maybe 12) carriers with just 12 vikings, but with a human on the other side of that I dont think it will work. We can try it out if you want next tuesday .
MythicalMage
Profile Joined May 2010
1360 Posts
July 26 2010 01:12 GMT
#130
I'd like to see Ultra vs Ghost with snipe.
harky
Profile Joined July 2010
98 Posts
Last Edited: 2010-07-26 01:15:43
July 26 2010 01:15 GMT
#131
I'll probably be too busy laddering to worry about it, hehe. It's also not too applicable in a serious game. Most of the fun Viking v. Carrier stuff I've done is in big FFA games. Really though what do you think you'd be doing better than the AI? The AI is fairly stupid, but not when it comes to attacking units and following units. There's little that can be done to overcome a faster unit that's simply doing a hit and run.

Either way the definition I've always seen used is that Hard counter = wins even with lower investment and Soft = wins at equal investment. So I'd still have to put Viking in the 'hard' range even if you could only kill say 5 with 12, which is extremely easy.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-07-26 01:20:55
July 26 2010 01:19 GMT
#132
On July 26 2010 10:04 harky wrote:
Show nested quote +
On July 26 2010 09:25 obsid wrote:
Your right in that vikings do attack at 9 and carriers launch at 8, but unless your fighting a computer AI only, pulling back as vikings dont work, as the carrier can continue to attack while it moves. 12 carriers will OWN 12 vikings easy.


Nah, try it. The issue is that Vikings move substantially faster than Carriers. While a deployed Carrier does have a range of 10 (not 12 as the above poster implied), that only matters for a very short period of time. We're not talking about stutter stepping like Marauders, but moving entirely out of range and reengaging. Thus 'sniping' and not 'kiting'. Again, try it yourself. In very low numbers pulling one back entirely does indeed work and at large enough numbers sniping comes into play as mentioned.

Try it out. Take 12 Vikings against 12 Carriers and from outside either units range have the Viking's attack a Carrier. As soon as the missiles fire move away entirely until the Interceptors return. Usually only 3-5 will be able to launch and only 2-3 are able to fire. Meanwhile you've already killed 1 Carrier.

Edit: Just a note, if you haven't seen it; Yes, Vikings can indeed all stack. They only spread when stationary. There is a spread after the firing when using an attack command to move. They spread much further as you retreat, but a quick patrol loop and they'll be clustered again. If you haven't seen a Viking UFO before you're missing out.


Correct me if I'm wrong but I believe they only stack incredibly temporarily, and even when flying begin to slowly unstack. If you're talking about picking off a carrier every minute or so, that's anything but hard countering and the simple fact other units are going to be in the play (aka blinking stalkers, etc.) makes the argument completely null. One range isn't exactly huge, and a single fuckup would mean you'd lose a LOT of vikings. And all the interceptors are deployed nearly simultaneously with the launch upgrade.

EDIT: And you're still completely wrong about the 12 vs 4 situation, which is the main thing I was calling you out on. The 12 range was merely assumed from what other people have said repeatedly, although I admit I haven't confirmed it myself.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
July 26 2010 01:38 GMT
#133
I tested out 6 vikings vs 2 carriers and the viking micro doesn't seem to work. It really only works when the toss doesn't have the graviton catapult upgrade, because otherwise, you can't avoid getting hit once by every interceptor in that carrier. As long as the carriers are resonably bunched together, "sniping" is rather ineffective, all the interceptors get 1 round of shots at the vikings as they retreat. It may work if you have a standing ground army, like thor/marines, which you lure the interceptors into, but that's not the question.
obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2010-07-26 01:53:55
July 26 2010 01:39 GMT
#134
I would call vikings a soft counter, just a+ move into carriers and your toast, 3 carriers can take 10 vikings if the vikings are attacking the intercepters. With focus fire on both sides, I would call it usualy even (esp with high upgrades on both sides). With really good vikings micro you might be able to get a resource advantage abusing the 1 range diffrence. So I would defintaly say that means a soft counter (requires good micro), to beat carriers with vikings.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
July 26 2010 01:51 GMT
#135
Already knew all this. There are far more surprising results for other head to head unit matchups. Hint: Carriers.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
obsid
Profile Joined November 2008
United States389 Posts
July 26 2010 01:54 GMT
#136
Carriers vr what Zato?
Piousflea
Profile Joined February 2010
United States259 Posts
Last Edited: 2010-07-26 02:13:18
July 26 2010 01:54 GMT
#137
I am away from my regular computer right now so I can't check the unit speeds in SC2. However, I definitely tested marine/marauder runspeed vs ultralisk runspeed before running the "kiting" tests. I don't remember exact in-game displayed unit speeds but they were something like this:

Unstimmed Marine/Marauder: 2.25
Stimmed Marine/Marauder: (2.25+1.13) = 3.38
Ultralisk (Off creep): 3.75

Ultralisks on creep are somewhere around 4.5 IIRC. Whether on or off creep they will outrun terran bio.
Seek, behold, and reveal the truth
Darkstar_X
Profile Joined May 2010
United States197 Posts
July 26 2010 01:57 GMT
#138
If you add in other units, viking kiting absolutely disappears (phoenix or stalkers for example). Also if you try to snipe the carriers, the player will most likely go back to sniping your buildings. Air damage is also way more practical to upgrade than air armor, so having x/3 vikings is quite a leap in feasibility, where as carriers gain 16 damage per upgrade (8 * 2). A huge mass of vikings will cause the terran to just lose a ground battle though, where carriers will rip up the ground army as well.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2010-07-26 02:03:11
July 26 2010 02:02 GMT
#139
On July 26 2010 10:54 obsid wrote:
Carriers vr what Zato?

Carriers beat stuff on equal resources that you wouldn't expect; Vikings for instance, and more strikingly Void Rays which are explicitly advertised as a counter to them. They beat Thors handily, and also Hydras iirc, and in large numbers beat even Stalkers in my tests. Units that beat carriers head on include Battlecruisers and Corruptors (too much armor on those against the interceptors' 5x2 attack), as well as Marines (they will demolish your interceptor count).
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2010-07-26 02:51:36
July 26 2010 02:48 GMT
#140
I dont know I can kill 3 carriers with 5 voidrays which is about equal in value (mind you voidrays dont see to own carriers at all, maybe they come out even though). The real key in voidray vr carrier battles is charge, in small to medium numbers the voidrays do just fine, but at very large numbers (like 10 carriers), the voidrays will actualy kill the first carrier too quickly (if you focus fire), and most of the voidrays wont be charged up enough to kill the rest of the carriers, but if you split fire onthe first carrier, the carriers will rip the voidrays appart with focus fire. Also there doesnt seem to be a lot you can do with micro in this fight, the voidrays can keep up with the carriers and both of them have moving attack.

If the voidrays enter any battle with even close to even resource cost and already charged (on rocks or something), they kill tons of carriers.
Prev 1 5 6 7 8 9 10 Next All
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#61
RotterdaM1194
TKL 382
IndyStarCraft 268
SteadfastSC206
kabyraGe 151
BRAT_OK 118
ZombieGrub115
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1194
TKL 382
IndyStarCraft 268
SteadfastSC 206
BRAT_OK 118
ZombieGrub115
StarCraft: Brood War
Shuttle 735
Dewaltoss 128
Hyun 55
Aegong 22
Dota 2
Gorgc4426
Counter-Strike
fl0m5670
pashabiceps1372
shoxiejesuss1070
Super Smash Bros
C9.Mang0179
Heroes of the Storm
Grubby2611
Liquid`Hasu393
MindelVK13
Other Games
Liquid`RaSZi2268
Beastyqt908
XaKoH 180
ArmadaUGS130
Trikslyr60
QueenE48
Organizations
Other Games
BasetradeTV41
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 49
• Reevou 10
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21045
League of Legends
• Nemesis2752
• TFBlade1151
Other Games
• imaqtpie1631
• Shiphtur338
Upcoming Events
GSL
15h 33m
OSC
17h 33m
PiGosaur Cup
1d 4h
Kung Fu Cup
1d 15h
Replay Cast
2 days
The PondCast
2 days
IntoTheTV X SOOP
3 days
CranKy Ducklings
4 days
Sparkling Tuna Cup
5 days
OSC
5 days
[ Show More ]
Afreeca Starleague
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

BSL 2026 LAN: Kraków
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
RSL Revival: Season 6
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL 2026 AUTUMN (S22)
Escore Tournament S3: King of Kings
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.