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[G][D] MC vs Kas 2 base Carrier allin PvT - Page 3

Forum Index > StarCraft 2 Strategy
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Asmodeusx
Profile Blog Joined July 2012
286 Posts
Last Edited: 2012-09-01 06:56:09
September 01 2012 06:46 GMT
#41
This strategy works only because terran doesn't know what the fuck he is supposed to do.
Kas went for ghosts, some vikings, some upgrades and 3rd base and moved out with part of his army vs a 2 base all in. He would lose to any 2 base all in at that point.

3) How to best counter this as terran?


MMM - a.k.a make more marines.
Hermetis Vögelein ist mein Nahm verlahs meine Flügel und werde zahm.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
September 02 2012 05:36 GMT
#42
Yes, a ball of 30 3/3marines will make short work of unescorted carrier group.
I've been harping for years on the need for carrier escort and its synergy with sentry.
Cauterize the area
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
September 02 2012 05:55 GMT
#43
Heh, it was about time this game got a 2 base carrier build.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
ImmortalTofu
Profile Blog Joined December 2010
United States1254 Posts
September 02 2012 06:10 GMT
#44
Quick question... I know there's been alot of discussion about whether or not to get +1 attacks on the carriers, but since the interceptors and carriers are actually being used almost as tanking units, wouldn't it make even more sense to get +1 air armor, in order to have your interceptors and thus your gateway units last longer?
"Friendship ain't a business deal"
Skwid1g
Profile Joined April 2011
United States953 Posts
September 02 2012 09:22 GMT
#45
On September 01 2012 15:40 Whatson wrote:
Show nested quote +
On August 28 2012 11:03 SC2John wrote:
I just think this is really based off of "omg, I hope he doesn't see me". MC was allowed to do this because he was up 1 game and playing in a Bo5. This is essentially the same as a DT rush, where, if you fail to do damage, suddenly there's no good transition and you have no observers on the map and it just feels really shaky.

I don't recommend this build for normal ladder play, that's all.

LOL whats the point of ladder if not to have fun?
SC2 is a GAME, its meant for ENTERTAINMENT, and this strat is funny and interesting


1) That's not what this forum is for.
2) Fun is subjective.
3) He's pointing out the fact that he doesn't believe it's a solid build and that it's easy to hold when the opponent knows what's coming.

Cool build regardless, have yet to run into it/see it, but carriers are much stronger than people seem to realize.
NaDa/Fantasy/Zero/Soulkey pls
Crow!
Profile Joined September 2011
United States150 Posts
September 02 2012 13:35 GMT
#46
I don't like the idea of proxying the stargates. One of the big advantages of hiding Carriers is that you get to crush drops if any arrive at your base at a normal time - kill an unsuspecting dropship or two or three right before your timing attack and you've basically won the game. Proxying the Stargates means all that money just doesn't help you at all when the Terran tries to pick you apart with standard pressure.

I still feel like Phoenixes accomplish so much more than what the Carriers do, and for a much smaller initial investment.
ImmortalTofu
Profile Blog Joined December 2010
United States1254 Posts
September 03 2012 04:37 GMT
#47
On September 02 2012 22:35 Crow! wrote:
I don't like the idea of proxying the stargates. One of the big advantages of hiding Carriers is that you get to crush drops if any arrive at your base at a normal time - kill an unsuspecting dropship or two or three right before your timing attack and you've basically won the game. Proxying the Stargates means all that money just doesn't help you at all when the Terran tries to pick you apart with standard pressure.

I still feel like Phoenixes accomplish so much more than what the Carriers do, and for a much smaller initial investment.


Do phoenixes tank hard, add alot of dps to your army, and basically act as a floating barracks that allows your push to maintain momentum after the attack initially starts?
"Friendship ain't a business deal"
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
September 03 2012 06:37 GMT
#48
On September 03 2012 13:37 ImmortalTofu wrote:
Show nested quote +
On September 02 2012 22:35 Crow! wrote:
I don't like the idea of proxying the stargates. One of the big advantages of hiding Carriers is that you get to crush drops if any arrive at your base at a normal time - kill an unsuspecting dropship or two or three right before your timing attack and you've basically won the game. Proxying the Stargates means all that money just doesn't help you at all when the Terran tries to pick you apart with standard pressure.

I still feel like Phoenixes accomplish so much more than what the Carriers do, and for a much smaller initial investment.


Do phoenixes tank hard, add alot of dps to your army, and basically act as a floating barracks that allows your push to maintain momentum after the attack initially starts?



For the sake of getting stargate play off the ground, yes pheonixes are much better and do the same job as the initial 2 carriers. Which, IN MY OPINION, is the most important part of stargate play. Again, this strategy works well as a "Oh, gee, I hope the terran doesn't attack any earlier than 10:30 cause I'd be screwed if he did! And I CERTAINLY hope he didn't go cloaked banshees!" strategy.

However, if you do manage to get away with the initial 2 carriers, this strategy snowballs out of control really fast and there's seriously not a lot of hope for terran players unless they happened to go 2 reactor/1 techlab then followed up with fast 4th and 5th barracks with reactors. Which...let's face it, is unrealistic. Carriers are great, especially getting them this early, but it's a huge risk that plays on the metagame and the hope that terran doesn't scout it and react.
StrategyAllyssa Grey <3<3
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
September 03 2012 11:28 GMT
#49
What risk when there's two carriers guarding the base while the zealot/stalker/sentry army holds the mid-ground?

Yes, 6 carriers would not snuff a bioball as quickly as 6 colossi, but then, 8-12 Vikings will make short work of those same colossi whereas, those carriers well micro'ed with stalker support will make short work of Vikings if overextended.

No sense in phoniexes if T is going bio, as the eBay would already be up by then.
Cauterize the area
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
September 03 2012 14:42 GMT
#50
On September 03 2012 20:28 Hattori_Hanzo wrote:
What risk when there's two carriers guarding the base while the zealot/stalker/sentry army holds the mid-ground?

Yes, 6 carriers would not snuff a bioball as quickly as 6 colossi, but then, 8-12 Vikings will make short work of those same colossi whereas, those carriers well micro'ed with stalker support will make short work of Vikings if overextended.

No sense in phoniexes if T is going bio, as the eBay would already be up by then.


I'm talking about the risk of like 2 minutes before carriers start popping out. During that time, protoss is on 3 gateways with no detection. Any type of heavy aggression will shred the protoss up at that time. If you want an example, it would be EXACTLY the build that Kas did with fast CS/stim on 3 barracks, delayed medivacs. He just didn't attack because he didn't scout the stargates.
StrategyAllyssa Grey <3<3
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
September 04 2012 01:10 GMT
#51
On September 03 2012 23:42 SC2John wrote:
Show nested quote +
On September 03 2012 20:28 Hattori_Hanzo wrote:
What risk when there's two carriers guarding the base while the zealot/stalker/sentry army holds the mid-ground?

Yes, 6 carriers would not snuff a bioball as quickly as 6 colossi, but then, 8-12 Vikings will make short work of those same colossi whereas, those carriers well micro'ed with stalker support will make short work of Vikings if overextended.

No sense in phoniexes if T is going bio, as the eBay would already be up by then.


I'm talking about the risk of like 2 minutes before carriers start popping out. During that time, protoss is on 3 gateways with no detection. Any type of heavy aggression will shred the protoss up at that time. If you want an example, it would be EXACTLY the build that Kas did with fast CS/stim on 3 barracks, delayed medivacs. He just didn't attack because he didn't scout the stargates.


Don't you think then that two phoneixes showing up at a T's door step is huge red flag that there won't be a 4g/gateway timing push coming any time soon?

Either way there isn't enough data to indicate phoneixes are needed.

Rather the build is perfect for punishing passive T play.
Cauterize the area
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2012-09-04 02:12:08
September 04 2012 02:11 GMT
#52
On September 04 2012 10:10 Hattori_Hanzo wrote:
Show nested quote +
On September 03 2012 23:42 SC2John wrote:
On September 03 2012 20:28 Hattori_Hanzo wrote:
What risk when there's two carriers guarding the base while the zealot/stalker/sentry army holds the mid-ground?

Yes, 6 carriers would not snuff a bioball as quickly as 6 colossi, but then, 8-12 Vikings will make short work of those same colossi whereas, those carriers well micro'ed with stalker support will make short work of Vikings if overextended.

No sense in phoniexes if T is going bio, as the eBay would already be up by then.


I'm talking about the risk of like 2 minutes before carriers start popping out. During that time, protoss is on 3 gateways with no detection. Any type of heavy aggression will shred the protoss up at that time. If you want an example, it would be EXACTLY the build that Kas did with fast CS/stim on 3 barracks, delayed medivacs. He just didn't attack because he didn't scout the stargates.


Don't you think then that two phoneixes showing up at a T's door step is huge red flag that there won't be a 4g/gateway timing push coming any time soon?

Either way there isn't enough data to indicate phoneixes are needed.

Rather the build is perfect for punishing passive T play.


1) I actually never mentioned phoenixes at all in my post. If you're talking about opening phoenixes into carriers, of course that's ridiculous. Phoenixes are far too expensive to transition into that kind of play without upgrades. I agree that phoenixes are not needed in this strategy, and in fact would make this strategy infinitely worse as the strength of opening carriers is that you get them ridiculously fast and how once they're out they can't be stopped.

2) However, if you want an example of phoenix versus carrier openings, I'll point out that phoenix openings use only 1 stargate and take less time. Because you have a freer allocation of resources and time, you can easily get blink, +1, and start colossus tech before the standard 10:00 timing. In addition, phoenix counters 1-1-1 openings behind 1rax expo. You also have extra gateways up sooner to deal with early aggression in many cases (because you're not dumping all your minerals into carriers). This makes phoenix play perfectly safe, and, most importantly, without that GIGANTIC HOLE in defense. That being said, phoenix are FAR MORE viable than carriers.

3) This is passive P play too. If terran at any point decides to step into action, they can punish THIS risk fairly well. And it's not like terran is incapable of attacking, it's rather that it generally doesn't make sense to attack into a protoss with stim and no medivacs. But if there's a hole in defense like the fact that there are no units at the front and attacking incurs an instawin, there's no reason for terran to not just rally and go.

Again, I think this is a super clever, brilliant strategy coming from MC, but it really should NOT be used in anything else but BoX tournaments. It has a gaping hole that allows terran a full 4 minutes of opportunity to win, which is just...bad. You can't justify strategies on the probability that your opponent will fail in scouting, execution, or decision making.
StrategyAllyssa Grey <3<3
Channel Pressure
Profile Joined July 2011
United States62 Posts
September 04 2012 04:11 GMT
#53
On August 28 2012 13:46 ineversmile wrote:
There are some more fine details to this attack.

The first thing to realize is that you're running 2 fully saturated bases and you have all 4 gases by the time you push out, so you should be able to use more than just 6 gateways with that level of income. Usually one fully saturated base can handle 4 gateways with cut probe production and no other units being produced. The reason why 6 gates work here is that your interceptors are being rebuilt, which is a mineral sink. Notice that MC doesn't remake Zealots; he makes stalkers and interceptors and keeps everything ranged for the attack. This means you can forcefield as you would with Stalker/Sentry/Colossus, splitting armies in half and not allowing the bio behind your FFs to have range onto anything (as opposed to Zealots, which they would shoot at right over the FFs).

Having more stalkers also means that you have a lot of anti-viking units. If you were to go for this same push with 4 Colossi instead of Carriers, obviously the Colossi are going to be good, but the difference with Carriers is that the Carriers can fight back, and at similar range to Vikings. If you hit and run with Carriers and the Vikings fly over your ground army, you can focus them with stalkers. In a late game situation and your opponent already had 2 Starports and a full count of Medivacs already, Carriers are a lot easier to focus down with Vikings. However, in a 2base all-in at this timing, you're looking at the opponent being forced to cut Medivac production a bit early and not having enough Vikings up to trump the Carriers straight-out. Normally, they can have enough Vikings to deal with Colossi at this timing (well, it's a slightly earlier timing due to Colossi build time and move speed both being faster, but it's still pretty similar for the stage of the midgame), but that's also because Colossi don't shoot back at the Vikings to punish small numbers of them kiting as you move towards the Terran's base. Also, often there are Marauders helping to do damage to the Colossi, and since Carriers don't give a shit about Marauders, they're going to last longer. Between that, their higher HP and base armor, and the support from Stalkers, the Vikings at that stage of the game are not the biggest issue for your Carriers; it's keeping the Marines from shooting directly at the Carriers because you want to be trading Interceptors for Marines, not Carriers for Marines.

Something else to think about is that you can shoot down Medivacs with Carriers in engagements, making stim actually cost something. This is a pretty big deal. The more Medivacs you kill while you force more Viking production, the weaker the Bio army is and consequently the stronger all of your ground units are.

My next point is that people don't think a lot about the Inteceptors themselves. They actually have 80 total HP because they're 40 HP+40 Shields, so they have more HP than Marines and they each do fairly similar DPS 1-0 marines (their main nemesis during the timing window in which engagements should start). According to Liquipedia, Marines do 10.5+1.7 DPS while stimmed (1.7 accounting for +1 weapons)=12.2 DPS. Interceptors do 5 DPSx2 shots=10 DPS. Considering that Marines have lower HP (45 when stimmed plus Medivac healing shouldn't equal an average of 80 HP for 1 minute engagements with only 4-6 medivacs), you're going to trade minerals pretty well with the Terran. Marines cost double what interceptors cost, so if your carriers stay alive and keep producing (think of them like a mobile Barracks), you're going to replenish your units at a favorable rate to the Terran's production. Interceptors produce in 8 seconds. You can figure 2 of them are the same cost as a marine and produce in 16 seconds from a carrier. A reactored barracks produces 2 marines in 25 seconds, which adjusts to 1 marine per 12.5 seconds. The marines produce slightly faster than pairs of interceptors, however the interceptors also show up right at the battlefield inside carriers, just like warp gate units.

And this brings me to my next point: that Carriers and warp gates work very well together. Why? Because they both allow reinforcements to show up right there on the battlefield. If you think of your army as Interceptors, Stalkers, and Sentries, it's a lot more synergistic than thinking about Carriers with gateway units. We know carriers are slow and take a long time to rebuild, but if you think of them more like flying production buildings, that completely changes the equation. And this is what's so exciting about this build, to me. There is reason behind the function of carriers in this composition: they produce mineral units right there on the battlefield. No, they don't shoot AoE, but that's not the point of them. You wouldn't expect a Barracks to shoot AoE, either, right? How about a flying barracks that follows your army around while remaking units to a specific cap? That's the carrier.



This is, such a great post. This is basically the philosophy behind thsi playstyle. If this is viable (and it seems like it is), there are indeed reasons why you would opt for this over a colossus build. Point of fact, colossus behave completely differently than carriers (obviously). Great stuff!
"A pastor I was listening to was talking about Job and referenced that his belongings had been burned down by marauders -- and heres where I blew it -- I immediately and arbitrarily replied aloud, "Were they stimmed?"
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
Last Edited: 2012-09-04 12:33:45
September 04 2012 12:31 GMT
#54
I feel there is more potential for the carrier to be explored, other than relegating them into the BoX bag'o tricks.

Granted this is the first time (in a long time) the Carrier has seen competitive play in a serious (pro) competition, could there be more in store?
Cauterize the area
Generalul
Profile Joined March 2011
Romania114 Posts
September 04 2012 13:13 GMT
#55
I was so surprised and excited to see MC pull that thing out, especially since i remembered seing him do a carrier build in the first GSL's to defend from a terran push on Delta Quadrant. I will definetly try this on the ladder when i spawn as protoss, just for fun's sake, but unfortunatly as i play random, even in masters all expect allins from me, so they allin me in return, or only expand as i do, so it won't be as effective.

As a way to counter this in a TvP i believe all kinds of early agression are fatal. Also sneaking a helion in could scout it, or at least make the terran believe something is cooking, if he sees only 3 gates. Granted, he will probably suspect a hidden shrine somewhere, but he can multiple scan or float a building in. Also a 2 tank marine push will kill the protoss on the spot, at 7-8 minutes, not to mention a cloack banshee followed by a 1-1-1 Puma style...

I think this is a great thing to have in your arsenal against opponents you know or in a competition, but on the ladder it could backfire a lot more than it will bring benefits.
www.comanda-caricaturi.ro
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
September 16 2012 18:45 GMT
#56
May I include this in a Carrier build thread?
Cauterize the area
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