
Instead, there is this one clumpy big protoss thingy that will win or loose the game in one, mostly predictable, battle. Boring.
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teekesselchen
Germany886 Posts
![]() Instead, there is this one clumpy big protoss thingy that will win or loose the game in one, mostly predictable, battle. Boring. | ||
cartoon]x
United States606 Posts
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 | ||
PGHammer
United States132 Posts
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.) | ||
tancor
Barbados55 Posts
mothersip is sucks | ||
ooni
Australia1498 Posts
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. | ||
rK
United States371 Posts
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clickrush
Switzerland3257 Posts
(- 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. | ||
HyperDeath
United States64 Posts
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 | ||
Sueco
Sweden283 Posts
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
United States388 Posts
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. | ||
iounas
409 Posts
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lololol
5198 Posts
What was once an interesting unit got turned into a crappy overweight arbiter. | ||
clickrush
Switzerland3257 Posts
just saw that a other guy had about the same idea as me. | ||
pzea469
United States1520 Posts
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Ceric
United States36 Posts
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. | ||
PGHammer
United States132 Posts
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. | ||
Blacklizard
United States1194 Posts
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iounas
409 Posts
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.. | ||
SichuanPanda
Canada1542 Posts
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Andtwo
United States126 Posts
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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