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[D] And Then There's the Mothership... - Page 6

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goswser
Profile Blog Joined May 2009
United States3519 Posts
May 21 2010 19:41 GMT
#101
Mothership is useful in some situations, I remember watching some high level ZvP with Kwark (maybe) in it where the mothership along with high tech protoss units was used to great effect. Also if terran goes mass air (banshee/viking 5 port) in TvP, mothership is a very good addition to the mainly stalker army the protoss will have.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Executioner.zealot
Profile Blog Joined April 2010
United States60 Posts
Last Edited: 2010-05-21 19:56:28
May 21 2010 19:56 GMT
#102
For what its worth I posted the similair topic. Here were my thoughts along the same line but with a twist:


If your in the beta and play Protoss your fairly familiar with the fact that mothership is getting little love from the Protoss community. For the most part on the rare occation that the mothership is used in combination with an attacking; it gets taken down fairly quickly.

Even in pro league when one is brought it last a short amount of time. For example when HD Starcraft commentated the Gerper v Isskincom game, the mothership lasted about + Show Spoiler +
3 minutes

http://www.youtube.com/user/hdstarcraft?blend=2&ob=4#p/u/5/N6ewuQsPzlw

I happen to think the current edition of the mothership is not conducive to offensive play. It really feels more like a defensive ship, a base support tool. The cost of the mothership makes it hard to justify summoning just for defensive use. In fact I was hoping to pull a video for you all but cant find one.

So let’s back up on where it came from and its use. In SC lore it was a unit to support colonist to the edge of the galaxy and back. And some were turned into command ships which would lead armadas.

So to keep in the spirit of it being a far reaching ship means, it must be there to support Protoss expansions. But, in its current state, it is far to high up the tech tree, and far too expensive to support them. (a player is expanding because they are in need of resources).

Well then, it must be a command ship to lead my armada. However at the moment, the general consensus is that its abilities are easily counterable.
-Cloaking : Good players already have detectors when the mothership comes out
-Vortex : their army can hide in the hole with more backup to on the way only for you to get pwned when they come out of the hole.
-Mass recall : The motherships speed makes it too slow to stage a assault with warping in an armada before it will get caught.

I think it IS useful at the moment(minus price and teching cost) for supporting your expansion. Which gets us back to the problem of cost while trying to save up for an expansion.

My solution!
Make Mothership available after stargate is built. Now it makes more sense for expansions. Bring worm hole back and restrict it worming between nexus buildings only. If there is a fear of balance, make the mothership even slower to emphasize its need to be near Nexus for base support so its needs to use Nexus wormhole.

Now lets do the following, add an upgrade in the Fleet Beacon and call it “Command Ship”(or something). The Command Ship button turns your Mothership into an armada support tool. Once upgraded it looses all or part of the following:
-Cloak
-"Nexus wormhole"
-Recall
-Vortex

And it gains all or part of these(from the old beta):
-Recharge Energy
-Planet Cracker
-Faster Speed (match carriers)
-Temporal Rift

We are now matching game lore, while meeting the needs of the Protoss players. Now the mothership is a great Outpost support unit and can be converted (making it balanced through tuning the expense of time, and resources) as needed.

As a Protoss player, I would have a lot of fun with this while it still maintains balance. I think that adjusting cost, time, and energy use; can balance it.

My thoughts for the Mothership and getting it actually used. Constructive thoughts on A) If you like it, B) How do you seeing balancing any kind of implementation of the above, would be appreciated.


For what its worth, they really need to do something with this unit. It has no point at the moment.
Raz0r
Profile Joined September 2008
United States287 Posts
May 21 2010 19:58 GMT
#103
what about a unit that can reflect projectile attacks? that would be such an awesome unit. so the reflector or w/e unit it would be called, would have a reflect barrier activated with r as the hotkey and you would target the unit that the attack backfires to. but it would have to be timed well in order to properly negate and bounce the atk back.
Count9
Profile Blog Joined May 2009
China10928 Posts
May 21 2010 20:09 GMT
#104
I mean, ideally every unit will be useful in some way, but it's always nice to have a screw you unit and since we don't have scouts anymore...
afirlortwo
Profile Joined April 2010
United States161 Posts
May 21 2010 20:32 GMT
#105
On May 21 2010 16:13 Blekk101 wrote:
i thought of some ideas for it a little while back, so i think i'll list them for fun .

1) remove the AoE cloak ability and replace it with an AoE shield regen - adding say 3 shield every tick for every unit in the same radius.

2) remove mass recall and the AoE cloak and give the mothership basically a pylon warp in radius (maybe larger) so you can constantly warp in units. adding to this you would most likely want to get boost it's movement speed a little and get rid of the warp prism.. warp mode and keep it as a drop ship.

3) bring back the planet cracker

those are just some random ideas i had for it to make it more fun and maybe more useful for you toss players.



I like the ideas, but the shield regen wouldn't work solely due to immortals.
Just a momentary diversion on the road to the grave
PorkSlap
Profile Joined May 2010
United States3 Posts
May 21 2010 21:03 GMT
#106
On May 22 2010 03:36 EmeraldSparks wrote:
Mothership should get a siege mode and become faster. Protoss is mobile enough as is. The Mothership can signify a transition into a positional mass combat playstyle. Basically, a problem with the mothership that a fast mothership (say, fast enough to harass and easily run away) would be absurdly obnoxious, but a super slow mothership is super useless. Having a deployed mode would solve both of these problems in an elegant fashion. In particular, having a deployed mode with some battlefield presence would retain the Mothership's usefulness after having dropped the first (unreliable) vortex, or we could throw that ability out entirely. Finally, it should stop being killed in three seconds by a bunch of hydralisks because that's really lame.

Sample implementation:
+ Show Spoiler +
Fleet Beacon - 400/400 - Great Celestial Fleet - Unlocks deployed mode for the Mothership. Halves capital ship construction time.

Deployed Mode - The Mothership takes eight seconds to deploy unwieldy defensive arrays.
- Passive
- Restoration Field - Units near a deployed Mothership's power field regenerate 2 shield per second to a maximum of twenty bonus shield (begins to decay upon leaving the field).
- Psionic Missile Battery - A deployed Motherships switches its primary from the mobile laser batteries to six roboteching splash-damage missile launchers.
- Active
- Mass Recall - Exactly what it says on the tin.
- Feedback Web - The Mothership gains damage return for five seconds.

Justification: The Mothership needs some battlefield AOE presence, hence the restoration field and introduction of AOE. It should also be slightly harder to instantly snipe to death (well, it's just as easy, but it'll cost you.) Also, it's slow as hell and that's really stupid, but if it became too fast it would be really obnoxious. Having a reasonable speed but requiring it to be immobile to gain great benefits, I think, would be a fine compromise.


I think this is a great solution

Alternately, since the Mothership is the size of a building, why not allow it to be chrono boosted? Chrono boosting could allow it to move and regenerate energy twice as fast. That would be a great use of all the extra Nexus energy one starts to accumulate late game with multiple expansions.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-05-21 21:23:43
May 21 2010 21:23 GMT
#107
Another idea (maybe it was discussed here, or not, but here it is) that from all the ones i read, i find it the best by far.

Basically, let it have the ability to land!! When landing, it becomes able to act as a nexus in that probes can return resources to it. It would still have all of its abilities active though, cloaking the probeline, attacking any enemy units that gets nearby, although now being able to be attacked by ground attacks of course. This would in no way be overpowered or underpowered, since the mothership is more expensive than a nexus, and have less hitpoints, also lacking the chrono boost ability. It would just be a cool little ability that would put back the MOTHER in MOTHERSHIP! If attacked by ground units it could of course liftoff again while decimating them from the skies, then land again.
undergo
Profile Joined May 2010
Finland15 Posts
Last Edited: 2010-05-21 21:50:45
May 21 2010 21:45 GMT
#108
I suggest that Protoss could upgrade a nexus to a mothership with decent cost (300,300?) out of those nexuses that are no more used when there is no minerals or gas left at main for example. Nexus will get wings and fly to the battle.

That way all three races would have a viable use for their main base nex/hatch/comcenter even in the late game. Terran can lift it off and go where there still is minerals, zerg can still make more units out of outmined hatch and now protoss could upgrade Nexus to mothership and use it for battle.

That would even make sense why there is a city inside the mothership. Nexus is the headquarters of Protoss I believe?
lol
fuzzehbunneh
Profile Joined May 2010
United States66 Posts
Last Edited: 2010-05-21 21:52:07
May 21 2010 21:51 GMT
#109
"The biggest problem with the Ultralisk balance-wise is that it costs a ton of money, requires a tech pattern that is never used, takes forever to build, and serves no crucial role in a standard zerg army composition. Currently the Ultralisk is so slow that it can only really be used defensively, supposedly at one's most vulnerable expansion (and assuming that you actually want to spend that much money for an 6 supply unit to just sit at an expansion all day)."

sorry, but as a zerg i read that paragraph this way
Never do today what you can put off until tomorrow
Opinion
Profile Joined May 2010
United States236 Posts
May 21 2010 22:00 GMT
#110
A simple request to all with access to the map editor.

Open the map editor
Open the Data menu
Click on Mothership
Under the Behaviors + add Pylon - Power source

Now go into the map and test it out.

It is fun and it looks cool too.

Personally i think being able to toggle between either the Cloaking field OR the Pylon power would be fun, but having both at once would really justify the cost and slow speed of the Mothership.

I'm not going through all the trouble of creating a Youtube video to demonstrate the Mothership with Pylon power warping in Units when it is so easy to test out yourself.

Have fun
Stormscion
Profile Joined March 2010
Serbia27 Posts
May 21 2010 22:12 GMT
#111
it should have ability to throw shield battery like recharge on the battlefield that would power all protos units ... that would be really cool. And change its graphics it is ugly ... very ugly.
phyvo
Profile Blog Joined April 2009
United States5635 Posts
May 21 2010 22:13 GMT
#112
On May 22 2010 02:46 PGHammer wrote:
Show nested quote +
On May 22 2010 01:11 phyvo wrote:
On May 22 2010 00:15 PGHammer wrote:
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.


The arbiter's job wasn't to "collect the attention". In SC1 the arbiter's job was to allow protoss units to close the distance to the entrenched siege tanks by effectively decreasing their range. Terrans would have to use positioning, scans, turrets, and later sci vessels to regain their siege tanks' range advantage, as well as goliaths to keep arbiter count low. Arbiters also played a key role in separating the Terran army with good stasis usage, which had to be countered with EMP.

Now compare this to the mothership:
Vortex can't effectively split the army unless there's high templar support for AoE, because vs a MMMG ball they'll all just run into the vortex. The best you can get out of that is a surround with zealots before the battle ensues
Unless Terran is going tanks, cloak doesn't serve the same function. It's more like using DTs because vs a MMMG ball a few ravens or a scan will give enough sight for the infantry to fire using most of their range.

You also, in an earlier post, suggested
(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)


I'm not sure you know what you're talking about. Yes, arbiter + carrier is a pretty potent combination lateltaelatelate game. But I can't recall that many pro-games where I ever saw that in action. Maybe... one. Arbiters were mainly used for Protoss ground forces as I detailed above.

As for using the mothership with carriers/void rays/pheonix, that's just a horrible idea. On the one hand, Zerg has an easy counter to mothership: neural parasite. So why bother making the mothership when it will never be yours anyways. Terran has an easy counter to all protoss air: Vikings. Terran is already going to be getting vikings to counter your mothership, the last thing you need to be doing is encouraging him to build even more so that your mothership and half of your army all go down like paperweights.

Going all ground just seems to me to be a better option, since they buffer vs your opponent's ground, are not countered by the vikings shooting down your mothership, and make more storms available in case your opponent runs into a vortex. This was sort of the situation in thelittleone vs white-ra, thelittleone had mainly marine/medivac and white-ra had a ground force with storm. However, when white-ra lost all his templar at the end of the game his vortex did nothing for him and thelittleone won.

The way you describe things seems to me to indicate that while you've had success with your strategy, it's mostly because your opponents never see motherships and so have no idea what the crap they should do. I just don't think motherships in their current state will ever be able to hold up to scrutiny.



And just how did the Arbiter manage that task you so correctly gave it? It cloaked anything (in fact, everything) else within range; unless you had a cloak detector, the Arbiter is all you'd see. (That was why Missile Turrets made for a great anti-Arbie defense.).

Also, the Medivac is a glorified shuttlecraft that functions as a mobile sickbay; you need other air units in addition to the ground units. (In fact, Battlecruisers or even Hellions would have made a great balancing addition.) Go back and look at the replay I posted (of mine) at Desert Oasis; my mistake with Mothership deployment wasn't that I didn't give it enough air cover; I lost the Mothership to ground-based defenses (specifically, to Archons) because I employed no ground troops. Had I followed my own later post and added a proper ground assault-force mix (Stalkers/Immortals/Colossi/Dark Templar, with possibly some Zealots and Archons thrown in), I could have ended things much sooner. (In short, a multi-faceted defense will squish a one-dimensional attack or push, as thelittleone proved against white-ra, who had no air cover.)
As you yourself pointed out, Arbiters in BW were primarily used with *ground* forces, as opposed to Carriers (though they are indeed useful as part of a Carrier/Shuttle-based assault force in BW or even original SC). With both Terrans and Zerg, though, we're seeing things devolve into cheese/harass/spam (especially in the early game); the Protoss, however, can only counter that to an extent with ground forces (Stalkers primarily), as their air units are mostly either too expensive, too specialized, or both. (While you can spam Zealots, it makes a lot more sense to spam Stalkers, as they have better shields and more firepower than Zealots.) Terrans can build air units quicker than Protoss, and the Zerg are faster still (in fact, they typically start with an Overlord), which is why Medivac/Marine rushing can work early against the Protoss (especially if the P player concentrated on Photon Cannon *or* Stalkers, as opposed to a mix of both for defense). In fact, you just pointed out why I prefer a mixed assault (air and ground units) and mixed defenses; however, success using spam/cheese as opposed to a *proper* defense or even attack leads to mass-of-unit devolution, and I'd really rather NOT see SC2 head that way.


I honestly don't know what to say. I read words, but deciphering what your argument is exactly and why you believe it to be true is beyond me. Is it the tangents? The random details? I don't know man. All I know is that you seem to be advocating teching the entire Protoss tech tree vs most of the races for no reason that you can clearly articulate..
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Ideas
Profile Blog Joined April 2008
United States8084 Posts
May 22 2010 03:45 GMT
#113
On May 21 2010 17:39 Legendary- wrote:
I've still definitely made more motherships than I have carriers. I rather them fix carriers than motherships at the moment because VR are definitely overlapping with what carriers are supposed to be. Two units that are air/ground support and VR is just better in every way (especially once upgraded).

As far as mothership is truly concerned, keep it the way it is, maybe make it a little faster, but reduce the build time as well. For a unit that we can only have one of it takes a lot of chrono boosts to really get it out


yea I was thinking about saying something about how carriers are almost as bad as motherships because their role overlaps with void rays so much but everyone uses void rays because they're cheaper, most cost effective, and way cooler. But I didn't want to go on a tangent that wasn't too related to the main topic.

I was doing some brainstorming and here are a few ideas I had for possible new mothership abilities:

- the ability to turn it's attack from focus fire to spread, so instead of 1 attack that is 6x6=36, it can be 6 seperate attacks that attack 6 different targets. I'm not sure if it actually would make a difference at all but it'd be nice for protoss to get another AoE type attack

- I like the idea of the mothership either having a sorta shield battery ability or possibly an energy distribution ability (some way to help get energy back to your casters faster). Maybe either by just having the mothership channel it or summon some temporary structure or something. Can be balanced as needed by either having units being affected by it unable to attack or have it not do too much actual healing.

- I kind of like the idea of giving back time warp or whatever to the mothership, or more specifically a form of disruption web (which I think time warp basically was but just for ranged units).

- maybe give the mothership the overload ability that the phoenix had before (IE stands still but does a shitload of splash damage for a bit).

I dont really like the idea of giving the mothership pylon power where it goes since that takes away from the warp prism too much.
Free Palestine
morpheus2480
Profile Joined May 2010
Philippines76 Posts
May 22 2010 04:03 GMT
#114
I have an idea for a Mothership spell...

Why don't they make it so that a Mothership can restore energy? Similar to how a Medivac heals terran units? That would make late game play more interesting , IMHO.
go go go
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
Last Edited: 2010-05-22 04:41:00
May 22 2010 04:40 GMT
#115
On May 21 2010 15:28 Failsafe wrote:
Show nested quote +
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).


Yeah, it's weird to speculate why a super intelligent race would get rid of their best unit. What kind of Lore explains that? :o


Glad you asked, because I actually know the answer to this. In fact, the Arbiter was crewed by Protoss Judicators, whose powerful psionic powers were likely very valuable in warping space and time as the Arbiters' abilities did. However, during the Zerg invasion of Aiur, the Conclave and much of the Judicator caste was slaughtered, and when the survivors moved to Shakuras, there was some animosity between the Dark Templar and the Judicator. Anyway, as it happens at the time of StarCraft II the Protoss society has had a massive overhaul, with the caste system that divided the khalai in StarCraft and Brood War replaced with the new Hierarchy (which is its actual name, incidentally) which, as far as I gather, has representatives of a number of Protoss Tribe arguing in a form of Senate and Artanis as Hierarch with the dictatorial war powers.

Anyway, Judicators no longer exist (as a Caste, anyway, I imagine there are still a number of surviving ex-Judicator) so there's nobody to crew the Arbiters, or more accurately, there won't be any new Arbiters made.
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
zomgzergrush
Profile Joined August 2008
United States923 Posts
May 22 2010 05:02 GMT
#116
I think ultralisk is a more pressing concern than the mothership. At the very least you can use the mothership. THe ultralisk is just a very fragile large paperweight with teeth.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
hoptime
Profile Joined January 2010
Australia35 Posts
May 22 2010 05:07 GMT
#117
they should just scrap it and replace it with the arbiter / swap the wormhole with stasis

it basically comes down to the amount of time they've invested in the mothership and it being extremely cool on paper but in reality extremely awkward

conceptually speaking it is too big and slow and unique and these design factors are so closely tied to its "image" that they cant really be done away with practically without dumping the unit in its entirety
hoptime
Profile Joined January 2010
Australia35 Posts
May 22 2010 05:09 GMT
#118
also carriers would probably make a come back if void rays only charged on buildings and massive units, but that is another discussion
Chronopolis
Profile Joined April 2009
Canada1484 Posts
May 22 2010 05:23 GMT
#119
Time-bomb should be reintroduced, except that is effects ALL units and projectiles. Make it a 90% slow or something, all units and projectiles operate 90% slower. It would be a statisish effect, but could also be used to maximize how much your units can attack before they die.

Or, change the role of the mothership to an aerial battle platform, with actual offensive abilities (psi torpedoes lolol)
Ayestes
Profile Joined April 2010
United States106 Posts
May 22 2010 15:18 GMT
#120
On May 22 2010 04:40 BigDates wrote:
Show nested quote +
On May 22 2010 02:51 Ayestes wrote:
Allow one Mothership per Nexus and make it so Vortex only instantly captures the units and doesn't continually do it over the duration. Then tweak it's damage giving it independent Air to Ground and Air to Air attacks. Then match the DPS/Cost efficiency with a Battlecruiser in terms of boosting the damage. I honestly think that's all it needs.



Yes, lets also give it the power of simultaneously firing 20 marauder rockets, and 20 viking rockets.


Except that's not what I said at all, and I'm unsure if you are being sarcastic or what you mean by it if you are.

After consideration, I don't think we should get more then one Mothership anymore due to Blizzard wanting that as its' role. However, I still think Vortex needs a change and the Mothership certainly needs a damage boost. While it certainly doesn't need 20 Marauder Anti-Armor Rockets underneath it and 20 Viking Rockets, a tweak to the Attack Cooldown of it's attacks and adding an additional attack that can target ground wouldn't be a bad idea - for it's price it has an extraordinary low effect on Damage Output. With that much investment, it should at least make up for a lot of that differential of spending those gas and minerals on other more traditionally used units.

Right now it has very little combat presence on the field. Sure it could teleport and army to it, but with it's speed it's usually only defensive which while effective doesn't quite seem like that was it's only intention. Vortex is useless as the army can simply jump into it and wait it out - it doesn't split forces like Stasis Field. It would only win battles that you would have already won by a large margin. It's cloak can win battles, but if by the time you have the Mothership - if they don't have cloak detection it's likely again, you have already won. It's combat effeciency in terms of damage output actually hinders you in terms of cost. It's better to mix in gateway/robo/stargate units in if you want to fight.

The Mothership doesn't turn fights in your favor. It's either a defensive or a humiliation unit. If that is the intention, then so be it. Otherwise, I do think it needs a Damage Efficiency boost.
Would you kindly?
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