How to stop carriers as zerg? - Page 2
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HardCorey
United States709 Posts
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Creegz
Canada354 Posts
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Maskedsatyr
Singapore1245 Posts
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michaelhasanalias
Korea (South)1231 Posts
On January 10 2011 12:32 Tehkilla wrote: Neural parasite would be pretty good i reckon. yeah, not sure why that wasn't the first response. Anything that's more than 2 food and 100/150 to make, NP is your hero. Scout and see what he's making.. and if you see that kind of crap, a few NP's that even stay for a few seconds will absolutely cripple his army. | ||
charlie420247
United States692 Posts
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lkjewq
United States132 Posts
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Saracen
United States5139 Posts
EDIT: Be careful about listening to the advice in this thread as a majority of it is downright terrible. | ||
sleepingdog
Austria6145 Posts
On January 10 2011 18:42 Saracen wrote: Just mass corruptor/muta while making sure you keep getting air upgrades. EDIT: Be careful about listening to the advice in this thread as a majority of it is downright terrible. Strong emphasis on air upgrades, ESPECIALLY armor! Why? You gotta understand how carriers work - not only do they spawn interceptors, each of which has its "own" attack...each interceptor even has two attacks, wich makes intereceptors scale insanely well with attack-upgrades, but wich means they also suffer extremely from the opponent's armor upgrades. Corruptors/mutas do just fine vs carriers attack-wise, all you need to do as zerg is to make sure both stay alive long enough. | ||
Crovea
Denmark100 Posts
I tested with Mutalisks, Hydras and corrupters of equal gascost. I tested with with and without focus fiiring for all 3 units. Corrupers with focus fire worked out best by far, while hydras did slightly better with focus fire than without focus fire (off creep) Mutalisks faired the worst. So i mass corrupters against carriers. | ||
SpoR
United States1542 Posts
On January 10 2011 13:01 GHOSTCLAW wrote: carriers happen to be slightly slower than hydras, although the speed multiplier makes hydralisks significantly faster: http://wiki.teamliquid.net/starcraft2/Carrier http://wiki.teamliquid.net/starcraft2/Hydra yea but when hydra take a shot they slow down, so you can't chase down carriers. After 1-3 volleys they are outrunning/kiting u while u chase. You're better off skipping hydra tech all together and going straight roach to corruptor. Only make hydras if hes massing stalkers /immortals. | ||
Smokeys
Sweden3 Posts
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Robellicose
England245 Posts
Carriers do their damage in 16 small chunks - 8 interceptors, each of which fires two attacks. Clearly, the way to pulverise carriers is to use something that has decent armour, which nullifies waaay more carrier damage than it would void ray damage, for instance. An increase of 1 armour reduces carrier damage by 16 per volley. Corruptors have a natural armour of 2 so they already reduce it by a significant amount. get corruptors with armour ups and target fire the carriers (ignore interceptors as Zerg - leave sniping them to the terran marines) | ||
Creegz
Canada354 Posts
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FinestHour
United States18466 Posts
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Hinduuism
United States47 Posts
On January 11 2011 04:20 Creegz wrote: Robellicose seems to have the best option there. Corruptors are going to do the best job against Carriers. Corruptors are a very underused unit next to something like Archons. Corrupters are used in a majority of ZvPs to deal with colossi and voids. ಠ_ಠ | ||
Severedevil
United States4838 Posts
However, Corruptors and Hydralisks don't mix very well vs. Carriers, because the Corruptors exist to chase down and kill the Carriers, while the Hydralisks would rather sit and kill the interceptors if the Carriers dare attack; without critical mass of either, your position will be awkward. If you're already relying on Hydras and you don't have a large pile of money banked (or upgrades for air units) then you'll probably do better to stick with Hydras and Infestors to fungal up the carriers/interceptors. (I'm suspicious of NP since Carriers have enough range to smite the Infestor.) | ||
roymarthyup
1442 Posts
1 carrier (6 food 450 minerals 250 gas) kills 3 hydralisks (6 food 300 minerals 150 gas) pretty easily, and if the hydras dont focus the carrier and instead try to attack interceptors they lose even more badly 4 hydraslisks (8 food 400 minerals 200 gas) will kill a carrier if they focus the carrier but they will lose if they try to focus the interceptors the funny thing however is 10 carriers (60food 4500 minerals 2500 gas) will lose to 30 hydralisks (3000 minerals 1500 gas) as long as the hydras just attackmove and kill all the interceptors. I dont know why this happens in 10v30 but it doesnt happen in 1v3.... theres something going on that causes masses of hydras to beat masses of carriers and i dont know why it is but my testing has shown this to be the case. I think the reason for this is because the carrier has to take time and move to launch the interceptors then once they launch they die so fast and then the interceptors have to fly to new targets while being killed by hydras everywhere all of these tests are done using 0/0 hydras and 0/0/0 carriers with range and launch upgraded. Also, another thing making hydras so good against carriers is the fact that if you upgrade hydra +3attack it is very very hard for the protoss to counter it because he has to upgrade +3SHIELDS and +3AIR ARMOR just so his interceptors dont all instantly die to the hydras upgraded attack fire. And if the toss spends his money on shields and air armor he has almost no money left to buy +air attack upgrades so his carriers do crappy damage or the interceptors die horribly fast | ||
SCdinner
Canada516 Posts
On January 10 2011 11:24 light3 wrote: corrupters? Definatly Corrupters. They reduce the interceptors damage by 4 without a single armour upgrade and do 20 damage against the carriers. Corrupter dps = 10.5, carrier dps =16. A carrier costs 800 resources while a corrupter costs 250. Definate advantage goes to the corrupter. | ||
thurst0n
United States611 Posts
there is a threshold for any units that will change the effectiveness, Roaches in vs small #'s are super good, while roahces vs bigger numbers not so great, 3 mutalisks are basically a waste of money while 15+ is devestating. Diff units scale differantly.. With the 3 hydras scenario one hydra will die quickly leaving only 2 left.. which can do basically nothing, while if 1 hydra dye out of 30, that's basically nothing lost.. | ||
bobucles
410 Posts
Spore crawlers are not very effective as they cost heaps of minerals and have poor DPS for the price. Infestors are a good idea, but you won't get in range to use neural parasite without tunneling. Carriers can kill them in one volley with a weapon upgrade. If you swarm superior infestor numbers (which is much easier than superior corruptor numbers), you can comfortably control 3/4 of a carrier fleet while sniping the rest. Unfortunately, NP'ed units are not treated as hostile (even though you only get 15 seconds!) so you'll have to WAIT for them to shoot you again, or frantically spam A-click to kill them before the 15 seconds are up. NP'ed units can not be hit by fungal growth. Infested Terrans... now we're talking. If you ever needed superior AA support, dump a pile of infested Terran on the field. Carriers are virtually impossible to micro, so they'll inevitably waste shots on the infested Terrans, and it'll buy your other AA forces time to settle the score. Don't try to kill interceptors without them. | ||
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