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[D] And Then There's the Mothership... - Page 3

Forum Index > SC2 General
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teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
May 21 2010 10:07 GMT
#41
The idea of making the Arbiter a hero unit is so... boring. For Lategame, it means no more all-over-the-map action with stasis and recall so lategame gets a huuuuge loss
Instead, there is this one clumpy big protoss thingy that will win or loose the game in one, mostly predictable, battle. Boring.
When they were introduced, he made a witticism, hoping to be liked. She laughed extremely hard, hoping to be liked. Then each drove home alone, staring straight ahead, with the very same twist to their faces.
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-05-21 10:22:36
May 21 2010 10:18 GMT
#42
OP is full of exaggerations..
On May 21 2010 15:39 USn wrote:
Show nested quote +
On May 21 2010 15:27 Failsafe wrote:It's hard to argue that there's a better use of 400/400/8 in the game, I think


It's effectively 700/500/8 since you need a fleet beacon, which also adds an extra 60 production time... in it's current state I can think of a lottttttttt of things better than that.

When you're maxed would you rather have a colossus and a zealot, or a mothership? The choice is obvious. Mothership is a super late game unit that hasnt really been explored.. that's all there is to say
It is not enough to conquer; one must learn to seduce.
PGHammer
Profile Joined February 2010
United States132 Posts
May 21 2010 12:30 GMT
#43
On May 21 2010 15:19 Hyperion2010 wrote:
I wish they would just give the arbiters a shot for 1 or 2 patches and see what happened ;_; isnt that the point of beta? Arbiters were 1000x cooler than ANY current protoss air unit (scratch that, any air unit in the game).


Am I one of the few that dares use a Mothership as an offensive unit?

One of my two replays I posted in the SC2 replay thread shows me doing just that. (Yes; I did lose Mom; still, the opposing defensive wall was going to chew up darn near anything, as the same defense also ate two Carriers, complete with Interceptors. It's darn rare for a Protoss player to use Archons in a defensive role.)

The reason why Arbiters had a nasty rep in SC/BW was because they could cloak other units (especially Carriers); put Arbies and Carriers together and you could ruin most opponents' year. Arbiters couldn't do diddly by themselves; in fact, by themselves they were no threat. The Mothership (like the Arbiter) cloaks nearby units (ideally, you should use a Mothership like you would an Arbiter, with Carriers/Void Rays/Phoenix, along with a mix of ground units; if you have to, use Warp Pylons to carry the ground forces along to a staging area just outside the opponent's base; offload the ground forces just outside, and come in low and slow with the whole massive force). All the *opponent* sees is this great big scary Mothership coming at his base like something out of Independence Day; thanks to the Cloak, he has no idea what else is coming in to do the BOHICA on his base....

The big reason why Protoss players get rushed a lot in SC2 (regardless of the opposition) could be a video that Blizzard showed just before BlizzCon last year of a massive mixed Protoss force (complete with Mothership) chewing up darn near everything. Nobody wants to be on the wrong end of that. (And despite all the nerfing the Protoss have taken, the strategy is still viable, given a strong enough economy.)
Bad news, fellas
tancor
Profile Joined May 2009
Barbados55 Posts
May 21 2010 12:35 GMT
#44
arbiter volume 2

mothersip is sucks
I love this game
ooni
Profile Blog Joined March 2010
Australia1498 Posts
May 21 2010 12:35 GMT
#45
Zerglings /dance, hydras /dance
Marines /dance, marauders /dance, thors /dance
Protoss has the mothership

In all seriousness, I wish the mothership had its ground spell back. That looked awesome.
Hi!
rK
Profile Joined September 2002
United States371 Posts
Last Edited: 2010-05-21 12:43:34
May 21 2010 12:40 GMT
#46
Cloaked Banelings in 2v2 can be pretty sweet/hilarious, suppose Ultras would be now too. Seems just like a "fun" unit though, yeah.
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
Last Edited: 2010-05-21 13:06:24
May 21 2010 12:58 GMT
#47
maybe this:
(- increase the range and slightly the damage
- slightly increase the movement speed)


but rather that!:

- replace recall with this:

- the mothership generates a psi field that has the same range as the cloak field
- the mothership can actively use the psi field to recharge protoss shields.

mechanical/lore justification: this ability would basicly make use of warp in + it would implement the old recharging mechanic protoss had in BW but since the mothership is mobile, it would actually be usefull. similar to the medivac it would protect ground units. such an ability would make the mothership "motherly". especialy in combination with the cloak field.

balance justification: if you are not aware of the recharging battery in BW then you might fear imbalance here. but if the mechanic is the same then it would be quite simple to balance it out. the mothership could only recharge a fix amount of shield points/energy. letz say 100 casting energy = 1000 shield points (this is just an example!) spread over every unit below the mothership.

edit: the psi field overlaps with prism but it doesnt make it useless at all because theres only 1 MS in the game.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
HyperDeath
Profile Joined May 2010
United States64 Posts
May 21 2010 13:41 GMT
#48
On May 21 2010 21:40 rK wrote:
Cloaked Banelings in 2v2 can be pretty sweet/hilarious, suppose Ultras would be now too. Seems just like a "fun" unit though, yeah.


If anyone did that to me id punch a hole in my monitor...then id punch two kittens
Hide Tech, Distribute Cheese
Sueco
Profile Joined September 2009
Sweden283 Posts
May 21 2010 14:06 GMT
#49

There is also a hilarious design fail with the mothership.

It's at unique support vessel, but it cloaks anything near it so it gets inmediatly focused. I can understand running that risk with arbiters, you could make several, but when its a large, expensive, slow unit with long build time, mass cloak is even helping it fail.

Solution: First, give it back its old attack. The blue missiles are FAR cooler than blue beams. Second, fire the fool who made that change. Now give it a longer attack range so it can work like a pseudo-broodlord and do its supporting job without getting focused. Remove cloak. Keep its spells but reduce their cost/power. Make it a bit cheaper/faster to get. Make it move a bit faster

The idea is to make it a viable support unit for a warpgate army, like the arbiter once was. For that it needs to come a bit earlier and have bit a longer range, and be able to use its abilities more often since you can't spam motherships.
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
May 21 2010 14:48 GMT
#50
Its really bad that you cant make a MS and then while its getting energy, start building your next one to replace it when it dies. And it will die.

The number of problems with the mothershiT is large enough that they should have already begun drawing up possible replacements or new takes on it instead of dusting their hands off for the last few patches.
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
iounas
Profile Joined July 2008
409 Posts
May 21 2010 14:52 GMT
#51
Mothershp has so many problems.. I dont understand why they dont do something with it..
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
lololol
Profile Joined February 2006
5198 Posts
May 21 2010 14:53 GMT
#52
I really can't think of a reason why they removed the old attack, it looks a lot better than the current one or why they removed the time warp bubble in the first patch of the beta, while it was certainly more interesting then what the mothership has now. The black hole could've been made to damage units over time, with a smaller AoE and shorter duration, or something different, instead of just making it a "sucky" stasis field.
What was once an interesting unit got turned into a crappy overweight arbiter.
I'll call Nada.
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
May 21 2010 14:55 GMT
#53
what do you guys think of the solution with giving it a recharge ability?

just saw that a other guy had about the same idea as me.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
pzea469
Profile Blog Joined September 2008
United States1520 Posts
May 21 2010 15:00 GMT
#54
Mothership should be left for singleplayer!! Its too epic to be a multiplayer unit and for a unit like that to then be weak as **** doesn't fit with it and also doesn't fix it. Arbiter or Star Relic or some other toss air caster that knows recall and cloaks needs to be brought in. PLZZ drop the MS from multiplayer!
Kill the Deathball
Ceric
Profile Joined May 2010
United States36 Posts
May 21 2010 15:11 GMT
#55
Mothership needs big changest. Carriers also need changest. I personally would like to see them able to either convert there drones or make a second type of drone, albiet less, that acted like a point defence system. At the current time everyone can put out so much DPS that those little guys aren't even effective on the little units.

Mothership much the same problem. I can only have 1 thats weird. 1 per base I can see. But just 1 in its current state it just doesn't bring enough to the table and takes way to long to get out and move anywhere.
This Lingo will be the Death of me
PGHammer
Profile Joined February 2010
United States132 Posts
May 21 2010 15:15 GMT
#56
On May 21 2010 23:06 Sueco wrote:

There is also a hilarious design fail with the mothership.

It's at unique support vessel, but it cloaks anything near it so it gets inmediatly focused. I can understand running that risk with arbiters, you could make several, but when its a large, expensive, slow unit with long build time, mass cloak is even helping it fail.

Solution: First, give it back its old attack. The blue missiles are FAR cooler than blue beams. Second, fire the fool who made that change. Now give it a longer attack range so it can work like a pseudo-broodlord and do its supporting job without getting focused. Remove cloak. Keep its spells but reduce their cost/power. Make it a bit cheaper/faster to get. Make it move a bit faster

The idea is to make it a viable support unit for a warpgate army, like the arbiter once was. For that it needs to come a bit earlier and have bit a longer range, and be able to use its abilities more often since you can't spam motherships.


The Mothership *is* a viable support unit for a WarpGate army (or ground forces shuttled/blinked in); however, how many players use it that way (or, more telling, get to use it that way)? Also, that is the Mothership's *job* (to collect all the attention); this was the same job the Arbiter had. The Arbiter wasn't very fast, either; it was slower than other air units (especially the Carrier and Shuttle). The Mothership has heavier shielding than the Arbiter because it will get a LOT of attention due to its sheer size; however, that same size means it has the same amount of cloaking area as four Arbiters. The issue is that it takes a boatload of resources (both minerals and gas) to build Mom; it also takes a ton of time. And, if you are playing against a Protoss player, and you aren't rushed early, you very well figure that he may be building up forces for a combined assault, with Mom invited along to help protect the "kids" (other air and ground forces). Because of that early video showing what the Mothership is capable of (most of those capabilities are still there, even with all the nerfing), even without the wormhole nexus, a Mothership as part of a push can still create a ton of havoc. And no player wants to be on the wrong end of that havoc.

( I play Protoss exclusively, and I've noticed that I'm getting rushed just about *constantly*; in my qualifying matches, my only win was when I wasn't rushed.)

I think that rushes v. Protoss are (at least in SC2) more a case of "fear of Mom"...and having had a chance to use the Mothership as intended (as a super-sized Arbiter), I can see why.
Bad news, fellas
Blacklizard
Profile Joined May 2007
United States1194 Posts
May 21 2010 15:25 GMT
#57
Give mothership speed or acceleration, immunity to neural parasite, +1 range, and it'd probably be in good shape. I'd still like one more spell. As it stands, it seems to need some help.
iounas
Profile Joined July 2008
409 Posts
May 21 2010 15:35 GMT
#58
On May 22 2010 00:15 PGHammer wrote:
Show nested quote +
On May 21 2010 23:06 Sueco wrote:

There is also a hilarious design fail with the mothership.

It's at unique support vessel, but it cloaks anything near it so it gets inmediatly focused. I can understand running that risk with arbiters, you could make several, but when its a large, expensive, slow unit with long build time, mass cloak is even helping it fail.

Solution: First, give it back its old attack. The blue missiles are FAR cooler than blue beams. Second, fire the fool who made that change. Now give it a longer attack range so it can work like a pseudo-broodlord and do its supporting job without getting focused. Remove cloak. Keep its spells but reduce their cost/power. Make it a bit cheaper/faster to get. Make it move a bit faster

The idea is to make it a viable support unit for a warpgate army, like the arbiter once was. For that it needs to come a bit earlier and have bit a longer range, and be able to use its abilities more often since you can't spam motherships.


The Mothership *is* a viable support unit for a WarpGate army (or ground forces shuttled/blinked in); however, how many players use it that way (or, more telling, get to use it that way)? Also, that is the Mothership's *job* (to collect all the attention); this was the same job the Arbiter had. The Arbiter wasn't very fast, either; it was slower than other air units (especially the Carrier and Shuttle). The Mothership has heavier shielding than the Arbiter because it will get a LOT of attention due to its sheer size; however, that same size means it has the same amount of cloaking area as four Arbiters. The issue is that it takes a boatload of resources (both minerals and gas) to build Mom; it also takes a ton of time. And, if you are playing against a Protoss player, and you aren't rushed early, you very well figure that he may be building up forces for a combined assault, with Mom invited along to help protect the "kids" (other air and ground forces). Because of that early video showing what the Mothership is capable of (most of those capabilities are still there, even with all the nerfing), even without the wormhole nexus, a Mothership as part of a push can still create a ton of havoc. And no player wants to be on the wrong end of that havoc.

( I play Protoss exclusively, and I've noticed that I'm getting rushed just about *constantly*; in my qualifying matches, my only win was when I wasn't rushed.)

I think that rushes v. Protoss are (at least in SC2) more a case of "fear of Mom"...and having had a chance to use the Mothership as intended (as a super-sized Arbiter), I can see why.

WTF is this? I dont even..
People rushing protoss because they fear mothership.. You must be insanely low level..
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
May 21 2010 15:38 GMT
#59
Blizzard screwed the Mothership like they seem to be systematically screwing many of their units. They design them for a specific purpose and then based on PURELY statistics in the name of balance they nerf units to an unusable state.
i-bonjwa
Andtwo
Profile Joined June 2009
United States126 Posts
May 21 2010 15:47 GMT
#60
On May 22 2010 00:15 PGHammer wrote:
( I play Protoss exclusively, and I've noticed that I'm getting rushed just about *constantly*; in my qualifying matches, my only win was when I wasn't rushed.)

I think that rushes v. Protoss are (at least in SC2) more a case of "fear of Mom"...and having had a chance to use the Mothership as intended (as a super-sized Arbiter), I can see why.


That's because people rush you just about constantly in qualifying matches b/c we've had to qualify a ton of times and it's relatively time efficient. No one really fears the mothership (I'm zerg, I love MSs, I can NP them) and honestly if I saw a fleet beacon with starports I'd be afraid of fast void rays with upgrades more than anything.

Honestly, I think if you gave it a slight movement speed upgrade, it would be seen more...
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