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[D] And Then There's the Mothership...

Forum Index > SC2 General
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Ideas
Profile Blog Joined April 2008
United States8084 Posts
May 21 2010 05:52 GMT
#1
And Then There's the Mothership...
[image loading]
The last worst unit in StarCraft 2



When the beta first came out, general consensus was that Protoss was the most polished of the 3 races. It had seemingly the most viable strategies, a strong non-linear macro mechanic, and it seemed that every unit had its own little mechanic to it, with basically 0 units that didn’t have something special to it. People like me raged about how Zerg were so horribly designed compared to Protoss, and that Protoss was so perfectly designed compared to Zerg. Today I feel like Protoss is still a bit ahead of Zerg, but they have one glaring problem, one party pooper ruining the parade; the Mothership.

In 2007 when StarCraft 2 was first announced, the Mothership was one of the big new units that Blizzard was showing off. It had a bunch of very powerful spells (I believe it was vortex that just instantly killed all air units, planet cracker that did a shitload of damage to ground, and time warp that was basically disruption web but real fancy looking). It was hyped as a super unit that was key to protoss late game play and had the gimmick of "being so mighty that there can only be one mothership at a time on the battlefield!" 3 Years later when the beta first came out, it was drastically different. It was basically just a pretty good base defender (albeit very very expensive) and anti-harass unit. The wormhole transit allowed it to cover all your expansions at any moment and so was removed because it made protoss too strong vs harass. It was replaced with Mass Recall and now we have the big flying pylon-heart-of-a-unit that is the modern Mothership.

[image loading]

Remember that? That shit was cool!


The Mothership requires a fleet beacon, costs 400/400, takes up a whopping 8 supply (the most in the game), takes 160 in-game seconds to build and there can only ever be 1 mothership at a time. It has 350 hp and 350 shields, it does 6x6=36 damage. It cloaks all units and buildings around it within a radius of 5 and has 2 spells: Vortex and Mass Recall. It is essentially just a super Arbitor except for the eye-gougingly slow speed it has.

The biggest problem with the Mothership 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 protoss army composition. Currently the Mothership 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 8 supply unit to just sit at an expansion all day). Both of its spell basically serve the same defensive purpose; buy time for your army to come back to the location of the mothership and defend (either by vortexing the attacking force or recalling your army back home). Offensively, Vortex and Mass Recall overlap with other Protoss abilities far too much (and are actually in fact less interesting and engaging from a gameplay perspective).

Vortex is basically just like Stasis from Brood War (although different "enough" with how any unit that walks into it becomes "stasised" until it's over), with the main goal of breaking up the opponents army so you don't have to fight it all at once. Unfortunately for Vortex fanboys, Forcefield largely serves the same purpose, and is a far far more interesting and engaging spell in just about every way. While Vortex is a simple "point and shoot" spell like psi storm, Forcefield requires much more APM and thought behind its use to be effective. Every good Protoss always makes several sentries in their army and forcefields in every battle (forcefield also has the added versatility of being able to block ramps and chokes quite easily). To sum it up: Forcefield serves the same purpose of Vortex but has more depth to it making it serve even more roles and be harder (funner) to use.

http://www.youtube.com/watch?v=9C_rK5sCmR4
This was the only good thing about the Mothership until Patch 12


Recall in Brood War allowed Protoss to be mobile and attack Terran from any place on the map. In SC2, not counting Mass Recall, Protoss is already far more mobile than they were in BW. Not just because of warp-in (which is actually the biggest reason Protoss is so mobile now), but the average protoss army is much faster than it was in Brood War, Colossi and Stalkers can move up cliffs, and it's just a lot easier to get your army places faster in general due to better pathfinding and improved UI. As an offensive spell, Mass Recall is not only unneeded, but entirely unfeasible vs a competent opponent when considering the Mothership's snail-like speed. Defensively Mass Recall overlaps with warping-in reinforcements to any danger zone, and it (defensive warp-in) is something that every protoss does in every match-up and doesn't cost 400/400.

From a design standpoint, the Mothership is one of my biggest letdowns in SC2. Originally designed to be a super unit capable of changing the tide of the battle and being a crucial part of any late game protoss army, the Mothership had several highly original spells that have since been either removed or changed drastically or moved to other units, and currently is one of the most unoriginal and boring units in the game. When I first saw that there could only be one Mothership at a time, I thought (besides that "Mothership" is a horribly lame name and I STILL can't believe that it's still called that!) that it was a horrible idea that was completely "un-StarCraftey" and some stupid idea stolen from Command and Conquer or one of those “other” RTSs. As time passed though I thought it could be a neat idea. It definitely makes Protoss more unique from the other races, and if done right it could be really cool. Unfortunately I subscribe to the idea that the Mothership right now does NOT do it right and not only is a useless unit, but a horrible missed opportunity to make a really cool unit.

If the Mothership truly was what it was originally designed to be (a large super unit that was key to Protoss lategame), it would allow for several different playstyles and be accessible in the late game and also a viable follow-up to several early and mid-game strategies. I believe the Mothership should be able to serve several (or at least more than ONE) different roles in the late game (either as a great support unit AND a great defensive unit, or at least a decent one of each), and to truly make the investment to get a Mothership worth it.

[image loading]
Sorry Blizzard but no one does this outside of the Bronze League and FFA


Here is a small list of suggestions (some small some large) to help make the Mothership something other than the lamest unit in the game:

- the easiest and laziest way to fix the Mothership is to just boost its speed and lower its costs. It would still just be a fat Arbitor and boring gameplay-wise but at least it can properly support the main army with Vortex/cloak and have SOME potential to successfully pull off an offensive recall.

- to remain a primarily defensive unit, the Mothership should be made available earlier in the tech tree (probably just once stargate is out, although that just feels really really weird and could be slightly IMBA without more stats changing). I'd feel easier about taking quicker expansion if I could have a mothership out in time to actually help defend it.

- Ideally both of the Mothership's spells should be replaced with something else. I know it's pretty dumb to just say "well it should have 2-3 new spells that are awesome and balanced and interesting!" But really that's what it needs lol. I would settle for just the removal of Mass Recall and something else to replace it (I dont want to just come up with 10 different specific Mothership spell ideas and list them all because that isn't really what this thread is about, although it is very fun to do that sorta thing and I encourage you to name some of your own ideas in the thread if you want).

[image loading]
The Mothership can be cool again!


The Mothership is a broken unit both balance-wise and design-wise, horribly ineffective in any game and horribly uninteresting in every respect. If the Mothership is not somehow reworked before the final game is released in July, it will truly be a great tragedy and a glaring scar on the Protoss race. There is still time left to fix this unit with so much potential and even if Blizzard uses none of my suggestions, I really hope that they somehow address the issue of the Mothership before release, as it truly is in my opinion the last great "horrible unit" in StarCraft 2.
Free Palestine
hasuprotoss
Profile Blog Joined March 2004
United States4612 Posts
May 21 2010 06:11 GMT
#2
But then there won't be anything like the Queen from BW... =[
http://www.teamliquid.net/forum/index.php?viewdays=0&show_part=5 <--- Articles Section on TL
Hyperion2010
Profile Joined April 2010
United States122 Posts
May 21 2010 06:19 GMT
#3
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).
My waifu for aiur!
Jadix
Profile Joined September 2004
United States134 Posts
May 21 2010 06:19 GMT
#4
As a zerg i just see them as HUGE infestor targets
Failsafe
Profile Blog Joined July 2006
United States1298 Posts
May 21 2010 06:27 GMT
#5
We really don't know anything about the Mothership at the moment because the game hasn't progressed that far. Although I think you've done a good job making this thread coherent, I'm afraid that you're addressing a problem that we don't know is actually a problem. We don't have any real understanding of SC2 late game. I do disagree with you as to the power of the Mothership's abilities, especially given what we're seeing about patch 13. We know that Massive units will be able to dispel Force Fields by simply walking over them, so the Vortex will certainly be superior in that regard. Moreover, Vortex is cast by a single unit and has a huge area of effect, so it's also superior for that. It's hard to argue that there's a better use of 400/400/8 in the game, I think
MrBitter: Phoenixes... They're like flying hellions. Always cost efficient.
Failsafe
Profile Blog Joined July 2006
United States1298 Posts
May 21 2010 06:28 GMT
#6
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
MrBitter: Phoenixes... They're like flying hellions. Always cost efficient.
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
May 21 2010 06:35 GMT
#7
--- Nuked ---
Skvid
Profile Blog Joined April 2010
Lithuania751 Posts
Last Edited: 2010-05-21 06:38:36
May 21 2010 06:35 GMT
#8
I have never encountered a mothership in my 250 games... i don't think i saw any carriers either. Those 2 units are the most underused units in the game. A shame really, just like you i really like the "idea" behind them, but they are unpractical... mayyybe in other than 1v1 modes, but having units that don't work in 1v1 while they do work in other modes would be just silly.

Heres a fun ability i thought of while reading this article:
Time arc (cheezy much?): Creates a wide arc (stationary) in front of the mothership, all projectiles (projectiles = whatever point defense drone works on) are slowed to a full stop and are "locked" for X direction, once duration runs out the projectiles instantly regain their usual velocity and hit their previosly intended targets IF they are still in range.

What this does: during a big fight this would work as a big point defense drone, nullifying incoming damage on your army, but once it runs out there would be a risk of loosing a bunch of units due to insane spike damage from all those previously "locked" projectiles,

p.s I wish they didn't removed pheonix's overcharge and reaper's d-8 (or whatever the number was) charges.
USn
Profile Joined March 2010
United States376 Posts
Last Edited: 2010-05-21 06:39:55
May 21 2010 06:39 GMT
#9
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.
PoD
Profile Joined May 2010
Canada45 Posts
May 21 2010 06:41 GMT
#10
I personally think that every Nexus should be allowed to build 1 Mother Ship. Maybe reduce the build time, cost and health so they are easier to get. In any given game this will give you 2+ Mother Ships to do Recall attacks with.
SSDD we all die in the end so que sera sera.
Skvid
Profile Blog Joined April 2010
Lithuania751 Posts
May 21 2010 06:42 GMT
#11
On May 21 2010 15:27 Failsafe wrote:
We really don't know anything about the Mothership at the moment because the game hasn't progressed that far. Although I think you've done a good job making this thread coherent, I'm afraid that you're addressing a problem that we don't know is actually a problem. We don't have any real understanding of SC2 late game. I do disagree with you as to the power of the Mothership's abilities, especially given what we're seeing about patch 13. We know that Massive units will be able to dispel Force Fields by simply walking over them, so the Vortex will certainly be superior in that regard. Moreover, Vortex is cast by a single unit and has a huge area of effect, so it's also superior for that. It's hard to argue that there's a better use of 400/400/8 in the game, I think


While i agree that sc2's late-game involving top-tier units is largely unexplored, i don't think that's the case with mothership, i cant see how this unit can be "solved" to become usefull, even in highly situational cases.
Chen
Profile Joined June 2009
United States6344 Posts
May 21 2010 06:44 GMT
#12
On May 21 2010 15:27 Failsafe wrote:
We really don't know anything about the Mothership at the moment because the game hasn't progressed that far. Although I think you've done a good job making this thread coherent, I'm afraid that you're addressing a problem that we don't know is actually a problem. We don't have any real understanding of SC2 late game. I do disagree with you as to the power of the Mothership's abilities, especially given what we're seeing about patch 13. We know that Massive units will be able to dispel Force Fields by simply walking over them, so the Vortex will certainly be superior in that regard. Moreover, Vortex is cast by a single unit and has a huge area of effect, so it's also superior for that. It's hard to argue that there's a better use of 400/400/8 in the game, I think

opponent runs all units into vortex. you just wasted 100 energy and basically wasted a 700/600 8 supply unit.
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
May 21 2010 06:45 GMT
#13
I've played at least 500 games since the start of beta and have never seen the mothership
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
PoD
Profile Joined May 2010
Canada45 Posts
May 21 2010 06:45 GMT
#14
Also giving them back Time Warp and Ground Breaker (whatever it was called) would also be awesome. Even if it meant making them cost more.
SSDD we all die in the end so que sera sera.
Denarius Jay
Profile Joined May 2010
42 Posts
May 21 2010 06:48 GMT
#15
The Mothership should just be removed. It literally is joke unit now - its that unit that will be used on money maps and UMS and thats it. I as well have played 150+ games and have run into the mothership maybe 5 times, and all 5 times it was demolished within seconds by tier 1 and 2 units. I really don't understand the point to the unit, its incredibly stupid.
State thy biding - Stalker
JaspluR
Profile Joined April 2010
Australia174 Posts
May 21 2010 06:50 GMT
#16
ive played over 500 games since i got the beta and can say ive used it once to try it out and mass recall to an island where my opponent was turtling (i already won the game)
but yeah its a slow unit (has been buffed a bit) and it really sucks, almost 3 minutes build time (carriers also take ages lol 2 mins i think) and so much food/mins/gas for a unit that dies so quick to focus fire. It can even be mind controlled i would NEVER get one against zerg (if i was to ever build one anyway rofl)
i think it is great as a defensive role though if its cost was lowered
but i would be awesome if we had it earlier to defend a fastish expo, terrans have PF i want something cool like that to make our expos a lil harder to break
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
May 21 2010 06:51 GMT
#17
Giving them the old attack animation would be the coolest. Stupid laser looks like a colossus but not as cool.
People are imbeciles, lucky thing god made cats.
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
May 21 2010 06:56 GMT
#18
People forget that arbiters weren't popular for a long time. I'm not saying that the mothership is good/doesn't need a buff, but in the vein of Artosis' zerg were overnerfed argument, protoss has a lot of units, and it's going to take awhile to figure out how some of the higher tech ones, especially the mothership, fit in.
OperationMeatshield
Profile Joined April 2010
10 Posts
May 21 2010 07:07 GMT
#19
One thing I want on the mothership is for it to constantly produce a powerfield beneath it. This would be awesome as its mere presence would allow you to reinforce your force in a late game battle. Also there would be fun strats of building the mothership than using it to setup a forward control point with cannons and a constant stream of reinforcements.

I think adding a powerfield would also make it seem more high tech, more advanced, like all protoss units are supposed to be.
What is essential in war is victory, not prolonged operations.
Tankbusta
Profile Joined May 2010
United States109 Posts
May 21 2010 07:08 GMT
#20
I liked the idea of the Star Relic much more

The Mothership should indeed be reworked. Perhaps the Protoss do not need another caster unit, seeing as the high templar and sentry do those jobs very well, so maybe the role should be focused elsewhere. With that in mind, I would be interested in seeing it turned into an air support unit so we can actually see a purpose for making carriers. Maybe an air-only AoE shield recharge? Increases speed of all air units nearby? Not very interesting, but I can't think of anything dynamic that would would a good amount of APM and thought off the top of my head.

Then again, maybe the mothership shouldn't need something so intensive? After all, the Medic concept is very simple and yet ithey are what allowed marines to be the beasts they are in BW
McCain
Profile Blog Joined February 2010
United States187 Posts
May 21 2010 07:10 GMT
#21
I really dislike the current unit model of the Mothership. One on the field at a time is just so weird to balance, and the Mothership will NEVER be viable against Zerg because of Neural Parasite.
Blekk101
Profile Joined April 2010
9 Posts
May 21 2010 07:13 GMT
#22
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.
Jimmy Raynor
Profile Blog Joined March 2010
902 Posts
May 21 2010 07:29 GMT
#23
I have played probably more than 400 games in beta and used mother ship only once if I recall correctly, and I was already losing the game so I made it for fun
InToTheWannaB
Profile Joined September 2002
United States4770 Posts
May 21 2010 07:32 GMT
#24
If they just give it back worm hole transit its a fine unit. It just be a big defensive arbitor then. The ability to warp to a drop, or counter attack and suck all the enemy units into a black hole for a few seconds while your army responds is worth its hefty price.
When the spirit is not altogether slain, great loss teaches men and women to desire greatly, both for themselves and for others.
Hyperion2010
Profile Joined April 2010
United States122 Posts
May 21 2010 07:34 GMT
#25
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.



Shield regen and mobile psi field would be so good that you would need any attack or abilities. Thats just fine with me though.
My waifu for aiur!
PoD
Profile Joined May 2010
Canada45 Posts
May 21 2010 07:49 GMT
#26
The reason Arbiters worked was because they were small, fast and you could have more than one of them so you could do a lot of hit and runs with them. Zerg expanded all over? No problem I'll just recall my forces to each expo and watch the Zerg army run around trying to catch me. Finally caught me did you? No problem, I'll just freeze half your army or your entire army and run away. Making the Mother Ship a giant Arbiters doesn't work because it's GIANT, hard to sneak that thing around the field and it's slow to boot. It's like flying a giant Bulls Eye around the field and hoping no one notices.
SSDD we all die in the end so que sera sera.
Severedevil
Profile Blog Joined April 2009
United States4836 Posts
May 21 2010 08:06 GMT
#27
The Mothership should spawn with 200/200 energy. Problem solved.
My strategy is to fork people.
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
May 21 2010 08:19 GMT
#28
I never liked the mothership, why would the Protoss suddenly go away from everything they stood for in BW with their capital ships and make stereotypical flying saucers? It's so not protoss-like.
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
syri.fef
Profile Joined March 2010
United States16 Posts
May 21 2010 08:30 GMT
#29
it's a fantastic idea to remove the mothership from the game and pretend it never happened. Who the fuck is this dumb motherfucker who managed to sneak a hero unit into SC2 anyway?
Setz3R
Profile Blog Joined March 2010
United States455 Posts
May 21 2010 08:39 GMT
#30
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
twitch.tv/setz3r
MasterFischer
Profile Joined August 2009
Denmark836 Posts
May 21 2010 08:59 GMT
#31
Removing the mothership in terms of lore is a big no no. They were present in SC1 lore aswell, at the beginning the Terran campaign in fact when Tassadar flies around and uses planet cracker on terran worlds (although this ability literally killed every lifeform on the planet) :D

bring back planet cracker as it was supposed to be with tweaks.. introduce pylon warin powerfield.. give it a shield regeneration ability, or make the cloak thing into something more useful.

Waht about an ability to permanently cloak a protoss unit.. say a colossus or immortals... it would cost alot of energy of course... :D

WHO is this who speaks to me as though I needed his advice?
go4it
Profile Joined March 2010
Croatia91 Posts
May 21 2010 09:05 GMT
#32
I really hope theyll remove MS soon and bring us back our arbiter.
Jayson X
Profile Blog Joined November 2006
Switzerland2431 Posts
May 21 2010 09:14 GMT
#33
On May 21 2010 15:19 Jadix wrote:
As a zerg i just see them as HUGE infestor targets


Ever do the mad scientist laughter when you build them?
MUAHAHAHAAH I CREATED THE MOST DEADLIEST FEARSOME WEAPON ON THIS SIDE OF THE UNIVERSE I SHALL...oh you control it now..that makes sense....who are you ron jeremy?
Wings
Profile Joined January 2010
United States999 Posts
May 21 2010 09:16 GMT
#34
On May 21 2010 16:29 Jimmy Raynor wrote:
I have played probably more than 400 games in beta and used mother ship only once if I recall correctly, and I was already losing the game so I made it for fun

I see what you did there.
The probability of Kim Carrier getting all those predictions wrong is similar to the probability Flash loses a TvT. Kim Carrier MUST BE a genius. His only big mistake... STORK.
Jayde
Profile Joined July 2009
Marshall Islands104 Posts
May 21 2010 09:23 GMT
#35
I think a simple change to recall would fix things. Recall should let you teleport any unit to the mothership's location. Be it your unit or your enemies....

Really, since you will only ever have one mothership--this could work.
Starcraft: Brood War <3
Qwerty.
Profile Joined May 2010
United States292 Posts
May 21 2010 09:50 GMT
#36
Blizzarad should tackle the other two air units I've never seen in a pro stream, carrier and battlecruiser, and then this behemoth (a bit harder).
VenomSpike
Profile Joined May 2010
Bulgaria1 Post
May 21 2010 09:53 GMT
#37
I think that the mothership will have all of the abilities they show-cased in the beginning but they will only be available in single player mode simply because they will be too OP i multiplayer games.And as to the question if it should have some kick-@ss ability so that it could be used more in pvp games i still don`t think that ppl will use it simply because then it will be a big target saying "FOCUS FIRE PLS"
Flyingdutchman
Profile Joined March 2009
Netherlands858 Posts
May 21 2010 09:59 GMT
#38
cloak is pretty useful though, and if you use the vortex (or wormhole or whatever it is called) correctly in a big battle it could have a tremendous impact. I lost a 2v2 where my ally had a mothership, unfortunately he didn't use vortex on the opponents colloxun We would have won the game if he did
sk`
Profile Joined November 2008
Japan442 Posts
May 21 2010 10:05 GMT
#39
I played a guy who made one once... I was shocked... and then I remember everyone saying it sucked so I a-moved my Hydras into it and it died.

It sucked. It still sucks.
www.pureesports.com
leveller
Profile Blog Joined April 2010
Sweden1840 Posts
May 21 2010 10:05 GMT
#40
Mothership is just a bad bad idea from the beginning to end. Bad for lore and single player (where was it when Aiur was under attack? a "mothership" is never mentioned, only carriers for Tassadar and those guys...
Multiplayer... well Im glad its not like in the first videos. Thats just impossible to balance. But as it is now it just sucks.
Just get rid of it. People say, "get rid of it for MP, its a SP unit". No. Just get rid of that fat useless ugly thing. Nobody wants it or needs it. Toss has enough units already, Im not even asking for an arbiter back...
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...
CKSide
Profile Blog Joined March 2010
United States223 Posts
May 21 2010 16:00 GMT
#61
the fact that its a giant bullet magnet doesn't help either. it cloaks everything around it, so its the only viable target. pew pew, pull off a vortex or recall and its dead.
Check
JaspluR
Profile Joined April 2010
Australia174 Posts
May 21 2010 16:00 GMT
#62
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.

i lol'd at this post
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2010-05-21 16:07:55
May 21 2010 16:04 GMT
#63
mothership is still pretty game changing if you can get it out at the right times and ur opponent doesnt realize it.

but i defiantly agree that a super unit that cost so much minerals and gass needs more abilities and needs to be more effective in battles. right now it just seems like the mothership is just a gimmick unit. also not to mention vikings and corruptors destroy MS like no tommorow =/. or better yet zerg can just parasite it with a infestor lol.
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
May 21 2010 16:11 GMT
#64
Actually I'm on another "blizzard screw up" trip again keeping on flaming SC2, so, yeah, really, did they ever dare to compare their junkpile SC2 with broodwar?
How did they imagine late game when they replace Arbiters - Action on the whole map, recall, stasis - with a only-one-at-a-time mothership that supports the stuuuuupid "2 big piles bash each other dead within three seconds" idea of a battle?
That's really nowhere near to the amount of tensity and entertainment of a broodwar match.
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.
phyvo
Profile Blog Joined April 2009
United States5635 Posts
May 21 2010 16:11 GMT
#65
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.


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.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Stiver
Profile Joined April 2010
Canada285 Posts
May 21 2010 16:23 GMT
#66
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



I'm fairly sure that Arbiters were a major part of the Conclave/Judicator class(or whatever it's called), which was destroyed during the invasion of Aiur.
"The most difficult thing in the world is to know how to do a thing and to watch someone else do it wrong without comment."
Cloak
Profile Joined October 2009
United States816 Posts
Last Edited: 2010-05-21 16:27:02
May 21 2010 16:25 GMT
#67
The Mothership should be designed more defensively. Queens are very similar in regards to their semi-uniqueness. Super vulnerable to focus fire so you keep them where it's safe, but they should be useful in their natural environment, not useful only when they get sniped 2 seconds later. Blizzard tried to fight it and make Queens do everything, but they learned real fast. Prophetic of what's to ultimately come for the Mothership.

Carriers lost their critical mass niche and their generalist air role to Void Rays, so the only generically defined role left (excluding unforseeably specific roles) for an air unit would be an air support, since offensive AtG and offensive AtA is taken. Carriers are already designed to spread mass confusion and disarray. Regardless of how good the Carriers are, you, by necessity, would have to focus fire them because of their chaos factor. I think this is a perfect opportunity for a tanking role because you can give them high survivability and low DPS, they can't be ignored not because of their stat efficiency but because of how they qualitatively affect the battle. If Protoss had an air unit that didn't have like a 1:5 investment ratio to GtA units and it pressured your opponent to get air superiority, I'd guarantee you see more use of it *cough* Broodlords *cough*.
The more you know, the less you understand.
shinigami
Profile Blog Joined June 2004
Canada423 Posts
May 21 2010 16:48 GMT
#68
I was hoping Protoss could upgrade a single unit limited by its type into a "leader" version (similar to how SC1 introduced hero units where they just had stronger stats) to grant his control group full of similar units slight passive bonuses... or something. Instead, we get the Mothership.

Motherships should just be removed from the game because they don't serve any useful purpose; by the time you can fit them into your army, the player continues to choose other units instead because it is simply more effective.

If Blizzard wants to keep them, then I think they should return as an offensive powerhouse designed to break static defenses/sieges and to consolidate map control since Protoss already has great defense/mobility with warpgates. But at that point, balance becomes too much of an issue...
I was thinking about joining a debate club, but I was talked out of it.
QuothTheRaven
Profile Joined December 2008
United States5524 Posts
May 21 2010 16:55 GMT
#69
I don't see what's wrong with having a single unit in the Protoss arsenal that's a specialty unit and rarely sees gameplay use. The rarity of it only makes it that much more exciting and memorable when we do see it.
. . . nevermore
Orion_2kTC
Profile Joined May 2010
United States80 Posts
May 21 2010 16:59 GMT
#70
120+ Games, never seen the mothership, but when I did, I was so un-prepared that it leveled me. Rare instance I'm sure, since it's never used, nobody is every truly ready for it.
DuneBug
Profile Joined April 2010
United States668 Posts
Last Edited: 2010-05-21 17:06:10
May 21 2010 17:05 GMT
#71
I feel like blizzard saw the super-huge mega units from Supreme Commander and their marketing guys said 'hey we need some of those'. And the SC2 team was like "well, we already have carriers and BC's" and the marketing guys were like "those suck, make something else."

And thus the mothership. And yes, I was super disappointed the first time I built one. Compared to the trailers you'd seen, where they were just incinerating everything on the ground. But so far this has been the case for most units they've made in SC2.

It should probably just be removed or re-designed. I could see it being used in the future, but with a limit of 1 it puts too much emphasis on where the mothership is on the map. Also please tell me how you can take over an entire mothership, BC, or carrier, with a tentacle from an infestor.
TIME TO SAY GOODNIGHT BRO!
fidey
Profile Joined May 2010
United States46 Posts
May 21 2010 17:21 GMT
#72
I think the Mothership should get a movement speed buff, because the current agonizing speed (this isn't even counting the horrid acceleration) makes me bleed on the inside

I really agree with the powerfield suggestion.

I also think it should honestly have something like the Immortal does, where all small missles (Marine fire and like Hydra fire) does very little or no damage, because honestly anything that attacks air (hard)counters the Mothership.
It is a lot like nature, you only have as many animals as the ecosystem can support and you only have as many friends as you can tolerate the bitching of
Brother Laz
Profile Joined September 2009
Belgium3 Posts
May 21 2010 17:21 GMT
#73
Give it planet cracker back. Make this destroy everything on the ground.

It's slow. It's also slow and it's slow and a huge target and it's slow. It could fulfill the role of this slow moving doom ship heading for your base and you have to throw air units at it to stop it before it annihilates your base. The equivalent of a nuke: you can stop it fairly easily, but you have to stop it or else.

Right now it's useless: support spells on a unit that's too slow to support anything. If not planet cracker, at least make its laser powerful so it can act like a moving planetary fortress cannon.
Median XL
Roblin
Profile Joined April 2010
Sweden948 Posts
May 21 2010 17:25 GMT
#74
On May 21 2010 16:07 OperationMeatshield wrote:
One thing I want on the mothership is for it to constantly produce a powerfield beneath it. This would be awesome as its mere presence would allow you to reinforce your force in a late game battle. Also there would be fun strats of building the mothership than using it to setup a forward control point with cannons and a constant stream of reinforcements.

I think adding a powerfield would also make it seem more high tech, more advanced, like all protoss units are supposed to be.


I say this seem like an awesome idea, then the protoss race would kind of be centred around the theme of pylon power, just like zerg is centred around the theme of creep much more than in broodwar.
I'm better today than I was yesterday!
shalafiend
Profile Joined April 2010
United States62 Posts
May 21 2010 17:28 GMT
#75
On May 22 2010 01:55 QuothTheRaven wrote:
I don't see what's wrong with having a single unit in the Protoss arsenal that's a specialty unit and rarely sees gameplay use. The rarity of it only makes it that much more exciting and memorable when we do see it.


wtf...has this guy been reading the thread at all..
how is a Huge SLOW ASS moving unit going to make gameplay any more exciting. yes..vortex, mass recal, and cloak...- spells that will come into effect as your mothership slowly inches its way across the map...and ONLY then..

right, i see you moving out underneath your giant bulls eye of a saucer: i can..focus fire it and own it in 1 second flat. you manage to use your spells (i will run into the vortex, or i will run away from you)
i can assume you're stupid, and just attack at another position forcing you to either pull back your whole army, and leaving your slow saucer desperately flying back to catch up..where i will snipe it.

the mothership is rare -cause it is a overnerfed, slow, useless unit that you don't get unless you're already winning and want to Bm.

cbkenned2009
Profile Joined May 2010
United States55 Posts
May 21 2010 17:30 GMT
#76
I'd sooner build a photon cannon.
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
May 21 2010 17:30 GMT
#77
why are protoss still complaining abt not having true recall replacement when you can warp your units wherever the you want and even get a warp prism to do so
Sentient
Profile Joined April 2010
United States437 Posts
May 21 2010 17:31 GMT
#78
On May 21 2010 16:07 OperationMeatshield wrote:
One thing I want on the mothership is for it to constantly produce a powerfield beneath it. This would be awesome as its mere presence would allow you to reinforce your force in a late game battle. Also there would be fun strats of building the mothership than using it to setup a forward control point with cannons and a constant stream of reinforcements.

I think adding a powerfield would also make it seem more high tech, more advanced, like all protoss units are supposed to be.


I really like this idea, though I fear it would overlap with the intended role of the Warp Prism too much.
junemermaid
Profile Joined September 2006
United States981 Posts
May 21 2010 17:31 GMT
#79
On May 21 2010 16:07 OperationMeatshield wrote:
One thing I want on the mothership is for it to constantly produce a powerfield beneath it. This would be awesome as its mere presence would allow you to reinforce your force in a late game battle. Also there would be fun strats of building the mothership than using it to setup a forward control point with cannons and a constant stream of reinforcements.

I think adding a powerfield would also make it seem more high tech, more advanced, like all protoss units are supposed to be.


This is a great idea
the UMP says YER OUT
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
May 21 2010 17:39 GMT
#80
I would not mind the time slow ability and maybe some sort of temp invulnerability field so it can break through things awesomely.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
QuothTheRaven
Profile Joined December 2008
United States5524 Posts
May 21 2010 17:43 GMT
#81
On May 22 2010 02:28 shalafiend wrote:
Show nested quote +
On May 22 2010 01:55 QuothTheRaven wrote:
I don't see what's wrong with having a single unit in the Protoss arsenal that's a specialty unit and rarely sees gameplay use. The rarity of it only makes it that much more exciting and memorable when we do see it.


wtf...has this guy been reading the thread at all..
how is a Huge SLOW ASS moving unit going to make gameplay any more exciting. yes..vortex, mass recal, and cloak...- spells that will come into effect as your mothership slowly inches its way across the map...and ONLY then..

right, i see you moving out underneath your giant bulls eye of a saucer: i can..focus fire it and own it in 1 second flat. you manage to use your spells (i will run into the vortex, or i will run away from you)
i can assume you're stupid, and just attack at another position forcing you to either pull back your whole army, and leaving your slow saucer desperately flying back to catch up..where i will snipe it.

the mothership is rare -cause it is a overnerfed, slow, useless unit that you don't get unless you're already winning and want to Bm.


I think you misinterpret me. I know that it's extremely rare, and not used very often at the high levels. But that makes it more exciting when we see it: I still remember WhiteRa's usage of it vs. TLO in the TLI 1 finals, because it was such an extraordinary thing for him to build a mothership and use it; likewise I remember KHB's game vs. Artosis where he went 1-base mothership rush (before the nerfs), because again it was a really wacky and unorthodox strategy. Everyone loves the Valkyrie and the Queen (SCBW version) or medics blinding shuttles/observers (Sea.Really) because they're so rare that when you see them it's really something special (ok, the Valk has become a lot more standard in TvZ mech these days, but when T's first started using it with mech playstyles it was a really big deal).

Moreover I'd say that Protoss armies are exciting enough with a good amount of diversity that they don't desperately need to have 1 more "standard, viable" unit in their composition, which allows for the mothership to remain as a niche specialty unit without severely damaging how interesting it is to play as or against Protoss.

Also I think we just haven't had enough time to see if it has solid uses in certain playstyles / build orders. You for example mention that the mothership is not particularly effective at pushing and attacking due to its extremely slow speed--but maybe it has interesting uses that aren't offensive. NonY for example has spoken a few times about using the mothership as an extremely effective expansion defender, and putting the unit to really good use in that way--but we haven't seen it much yet because no one has had the time or experience to play around with it enough and get a feel for whether or not it's viable.
. . . nevermore
PGHammer
Profile Joined February 2010
United States132 Posts
May 21 2010 17:46 GMT
#82
On May 22 2010 01:11 phyvo wrote:
Show nested quote +
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
Show nested quote +
(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.
Bad news, fellas
Ayestes
Profile Joined April 2010
United States106 Posts
May 21 2010 17:51 GMT
#83
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.
Would you kindly?
Ryuu314
Profile Joined October 2009
United States12679 Posts
May 21 2010 17:51 GMT
#84
It's fine as it is. As a Protoss player both in SC2 and in BW, I must say I have been missing the great utility of the scout as a humiliation unit. The mothership serves that role perfectly...no, it does it even better. Instead of paying 275/125 for a worthless unit, I can pay 400/400 for an even more worthless unit! The possibilities for humiliation are endless!

But then again...after all the recent patches I probably won't be winning many games as Protoss so...maybe my point is moot :[
PGHammer
Profile Joined February 2010
United States132 Posts
May 21 2010 18:05 GMT
#85
On May 22 2010 02:43 QuothTheRaven wrote:
Show nested quote +
On May 22 2010 02:28 shalafiend wrote:
On May 22 2010 01:55 QuothTheRaven wrote:
I don't see what's wrong with having a single unit in the Protoss arsenal that's a specialty unit and rarely sees gameplay use. The rarity of it only makes it that much more exciting and memorable when we do see it.


wtf...has this guy been reading the thread at all..
how is a Huge SLOW ASS moving unit going to make gameplay any more exciting. yes..vortex, mass recal, and cloak...- spells that will come into effect as your mothership slowly inches its way across the map...and ONLY then..

right, i see you moving out underneath your giant bulls eye of a saucer: i can..focus fire it and own it in 1 second flat. you manage to use your spells (i will run into the vortex, or i will run away from you)
i can assume you're stupid, and just attack at another position forcing you to either pull back your whole army, and leaving your slow saucer desperately flying back to catch up..where i will snipe it.

the mothership is rare -cause it is a overnerfed, slow, useless unit that you don't get unless you're already winning and want to Bm.


I think you misinterpret me. I know that it's extremely rare, and not used very often at the high levels. But that makes it more exciting when we see it: I still remember WhiteRa's usage of it vs. TLO in the TLI 1 finals, because it was such an extraordinary thing for him to build a mothership and use it; likewise I remember KHB's game vs. Artosis where he went 1-base mothership rush (before the nerfs), because again it was a really wacky and unorthodox strategy. Everyone loves the Valkyrie and the Queen (SCBW version) or medics blinding shuttles/observers (Sea.Really) because they're so rare that when you see them it's really something special (ok, the Valk has become a lot more standard in TvZ mech these days, but when T's first started using it with mech playstyles it was a really big deal).

Moreover I'd say that Protoss armies are exciting enough with a good amount of diversity that they don't desperately need to have 1 more "standard, viable" unit in their composition, which allows for the mothership to remain as a niche specialty unit without severely damaging how interesting it is to play as or against Protoss.

Also I think we just haven't had enough time to see if it has solid uses in certain playstyles / build orders. You for example mention that the mothership is not particularly effective at pushing and attacking due to its extremely slow speed--but maybe it has interesting uses that aren't offensive. NonY for example has spoken a few times about using the mothership as an extremely effective expansion defender, and putting the unit to really good use in that way--but we haven't seen it much yet because no one has had the time or experience to play around with it enough and get a feel for whether or not it's viable.



Again, deploying the Mothership by itself (or even just with only other air units). either offensively or defensively, is almost always a bad move. (However, that can be said about darn near every unit type, even the Battlecruiser or post-nerf Roach, though not as much.) The issue is time and a strong solid economy, as building a Mothership eats a lot of both. Because of the successes players are having with early spamming/cheese, we aren't seeing much in the way of proper non-spamming assaults by any race. (In fact, I doubt we'll see it until SC2 ships, and we see some campaign/SP skirmish; unless someone has some coop replays...)

Bad news, fellas
Krikkitone
Profile Joined April 2009
United States1451 Posts
Last Edited: 2010-05-21 18:11:54
May 21 2010 18:09 GMT
#86
Ideas+Comments

Vortex is good because it affects air units (and massive units) as opposed to FF)

To Differentiate from the Arbiter

Replace Cloaking field with Recharge Field (all protoss units+buildings recharge shields at a fast rate while inside the field regardess of being in combat or not)... posibly make this an energy requiring timed ability (like the Guardian Shield

Replace Mass Recall with Mass Teleport (the mothership and all allied units nearby (possibly include enemy units) are teleported to an allied Protoss building... make it cost ~125 (ie you only do it once)... possibly give it a delay, or even limit it to an allied Nexus. (change the name back to Wormhole Transit...but the increased cost and taking other units with it would be interesting.

This makes the Proxy Pylon dangerous (unless one goes with the Nexus only.

To further make the Mothership interesting, give the Nexuses a version of Argus link, so they can beam power to the Mothership (limit the rate and or ratio if it needs a nerf)... the Mothership would probably be the caster that would most benefit from extra energy. (since you can't build extras)
pr0t0ss
Profile Joined January 2008
Russian Federation57 Posts
Last Edited: 2010-05-21 18:18:45
May 21 2010 18:17 GMT
#87
Well guys, as i think there are one very easy and obvious way to use mothership:
A) It is a late game unit, at that period of game the winner decided in one big battle.
B) In SC2 units stays very close to each other, so mothership can remove half ot them from the battlefield by his spell.
C) Well, ok, mothership is expensive, so protoss forces will be like 90% of smth of can be without mothership.
D) So in battle, after spelcast, your 90% army >> 50% eneme arme and kill it with like 15% loses. After that, your 75% army > other 50% of enemy army.
You win the battle, GG mothership.

What do you think?
Jaedong ftw
PGHammer
Profile Joined February 2010
United States132 Posts
May 21 2010 18:20 GMT
#88
On May 22 2010 02:51 Ryuu314 wrote:
It's fine as it is. As a Protoss player both in SC2 and in BW, I must say I have been missing the great utility of the scout as a humiliation unit. The mothership serves that role perfectly...no, it does it even better. Instead of paying 275/125 for a worthless unit, I can pay 400/400 for an even more worthless unit! The possibilities for humiliation are endless!

But then again...after all the recent patches I probably won't be winning many games as Protoss so...maybe my point is moot :[


The Protoss have *always* had the most expensive (in terms of resources) units and tech tree; this was true in original SC, and neither BW or SC2 have changed this rubric. However, with the artificial unit cap (yes; SC/BW had one) having gone the way of Aiur and the Dragoon, we are seeing the "invasion of the Wisconsonians and Hawaiians". (Yes; that's a hint.)

With these two groups invading, the cost of Protoss units (as opposed to Terran and Zerg counterparts) means that, more often than not, the Protoss is on the wrong side of economic warfare vs. either Terrans or Zerg (and that's given identical amounts of minerals and gas), especially with no unit caps. Therefore, the Protoss have to expand earlier than either Terrans or Zerg; however, their unit cost makes that downright tough to do. If they aren't going to lower Protoss unit costs (especially early-game ground and air units/structures, such as Gateways/Warpgates, Stargates, Forges, and Cybernetics Cores), then those same units need buffing in some way to counterbalance the unit-sea tactics that are so common now.
Bad news, fellas
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
Last Edited: 2010-05-21 18:40:25
May 21 2010 18:36 GMT
#89
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.
But why?
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
May 21 2010 18:44 GMT
#90
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.


This actually seems like a very well thought out idea. I like it. Something of this nature really should be added to the Mothership. If not this some kind of abilities that make it more than a once in a blue moon type (gimmicky) unit and something viable for more than a fast retreat option for your army, or as a very short-live army meat-shield (due to being only target when everything is cloaked).

Feedback Web in particular seems like the perfect spell for the Mothership even if it is not implemented with a deploy/transit mode. It's a very big target so having this ability (and probably a bit longer duration like 15-20 seconds) would mean for the opponent, sure you can focus down the Mothership and get rid of it, but your army will take huge damage across the board when this ability is up (a very clear animation would need to be added to make it evident the Mothership is using the Web) - also a cap on how many units can be hit with it simultaneously.
i-bonjwa
SagaZ
Profile Blog Joined May 2009
France3460 Posts
May 21 2010 18:56 GMT
#91
In all my games i have seen a mothership maybe... once. and it acomplished nothing at all (well, the "die" anymation is kinda cool so it's a plus).
Maybe this has already been said but, the fact that your one mothership, by the time it comes out will get hard hard hard countered by enemy "normal" tech is what really seals the deal for it.
what i'm talking about is that terrans will certainly have a gosth out to emp it, toss can feedback it with templars and zergs can MC it. all those units are present in normal tech paths and counter perfectly the one unit you will get from your unortodoxe (and costly) tech path
Be nice, buy wards and don't feed double buff.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-05-21 19:00:46
May 21 2010 18:57 GMT
#92
Does anyone else think it's a problem with fleet beacon and not a problem quite so much with the mothership?

400/400/8 really isn't that bad for what the mothership offers, maybe the supply and cost could be better (400/300/6?), but it's not that bad. The problem is that's NOT what you are paying. Most Protoss never need a fleet beacon, you only need one for void ray upgrade if I'm not mistaken (or lol carriers). So you effectively have to pay 700/600 for a mothership. If people could just pop out a Mothership for 400/400/8 we might see that happen even with the current mothership balance.

This is something that should be solved in steps. Step 1 is making fleet beacons viable. Once people are making fleet beacons anyways we then can get a better judgement on what Motherships are like.

If the Mothership does have to be changed, I'd rather see it be cheaper or more durable rather than more powerful. Super uber units aren't fun for anyone except noobs.
Logo
Asobitai
Profile Joined May 2010
United States20 Posts
May 21 2010 19:06 GMT
#93
As soon as I see someone going carriers or mothership, it's like I've already won the game. I just spam corruptors and once there are 16+ w/ more coming, there isn't much protoss can do with just an air army.
muta_micro
Profile Joined February 2010
United States183 Posts
May 21 2010 19:09 GMT
#94
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.


Lol at your attempt to use words such as "deployment" to try and represent your idiotic view as inelligent. Seriously, "multi-faceted defense," that's so childish its not military language if that is what your thinking, It is just nonsense.
You know when you see a planet and you see that light, that planet isn't even there thats just a light, that's just your neighbor shining a flashlight into your backyard looking for coons.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
May 21 2010 19:15 GMT
#95
On May 22 2010 03:57 Logo wrote:
Does anyone else think it's a problem with fleet beacon and not a problem quite so much with the mothership?

400/400/8 really isn't that bad for what the mothership offers, maybe the supply and cost could be better (400/300/6?), but it's not that bad. The problem is that's NOT what you are paying. Most Protoss never need a fleet beacon, you only need one for void ray upgrade if I'm not mistaken (or lol carriers). So you effectively have to pay 700/600 for a mothership. If people could just pop out a Mothership for 400/400/8 we might see that happen even with the current mothership balance.

This is something that should be solved in steps. Step 1 is making fleet beacons viable. Once people are making fleet beacons anyways we then can get a better judgement on what Motherships are like.

If the Mothership does have to be changed, I'd rather see it be cheaper or more durable rather than more powerful. Super uber units aren't fun for anyone except noobs.


This is certainly part of the problem, but I don't think anyone would mind going for Carrier/Mothership tech if the Mothership was actually useful. Carriers have their moments but are definitely not BW Carriers and serve more as a late-game addition to make your army more powerful more so than a choice as a single-unit army, so getting a Fleet Beacon as is isn't entirely a bad decision. The problem comes in when if you are trying to add simply a Mothership and do not want (or need Carriers) that it becomes costly. Of course being able to pump out even a current-balanced Mothership as soon as you get a S-gate up wouldn't work either as the Mothership would come to early to be countered at all. Right now it comes out too late to do anything at all, so perhaps a balance between those two extremes is what would be best.

This might be a little unorthodox but perhaps a small upgrade 150/150 at the Nexus that can be started once you have a Cyber Core called something like " 'Khydran Drive' - Develops the Khydran Drive technology which is needed to power Motherships. Motherships require a Stargate in order to be built at a Nexus. This upgrade can not be powered by Chrono Boost. 70 seconds" This would make the Mothership come out considerably earlier than with the current implementation but not so early as to make it possible to rush 1 VR and 1 Mothership.
i-bonjwa
muta_micro
Profile Joined February 2010
United States183 Posts
May 21 2010 19:19 GMT
#96
On May 22 2010 04:15 SichuanPanda wrote:
Show nested quote +
On May 22 2010 03:57 Logo wrote:
Does anyone else think it's a problem with fleet beacon and not a problem quite so much with the mothership?

400/400/8 really isn't that bad for what the mothership offers, maybe the supply and cost could be better (400/300/6?), but it's not that bad. The problem is that's NOT what you are paying. Most Protoss never need a fleet beacon, you only need one for void ray upgrade if I'm not mistaken (or lol carriers). So you effectively have to pay 700/600 for a mothership. If people could just pop out a Mothership for 400/400/8 we might see that happen even with the current mothership balance.

This is something that should be solved in steps. Step 1 is making fleet beacons viable. Once people are making fleet beacons anyways we then can get a better judgement on what Motherships are like.

If the Mothership does have to be changed, I'd rather see it be cheaper or more durable rather than more powerful. Super uber units aren't fun for anyone except noobs.


This is certainly part of the problem, but I don't think anyone would mind going for Carrier/Mothership tech if the Mothership was actually useful. Carriers have their moments but are definitely not BW Carriers and serve more as a late-game addition to make your army more powerful more so than a choice as a single-unit army, so getting a Fleet Beacon as is isn't entirely a bad decision. The problem comes in when if you are trying to add simply a Mothership and do not want (or need Carriers) that it becomes costly. Of course being able to pump out even a current-balanced Mothership as soon as you get a S-gate up wouldn't work either as the Mothership would come to early to be countered at all. Right now it comes out too late to do anything at all, so perhaps a balance between those two extremes is what would be best.

This might be a little unorthodox but perhaps a small upgrade 150/150 at the Nexus that can be started once you have a Cyber Core called something like " 'Khydran Drive' - Develops the Khydran Drive technology which is needed to power Motherships. Motherships require a Stargate in order to be built at a Nexus. This upgrade can not be powered by Chrono Boost. 70 seconds" This would make the Mothership come out considerably earlier than with the current implementation but not so early as to make it possible to rush 1 VR and 1 Mothership.


It would be wierd if that one upgrade can't be chrono boosted. It would be to awkward to be a actual solution.
You know when you see a planet and you see that light, that planet isn't even there thats just a light, that's just your neighbor shining a flashlight into your backyard looking for coons.
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
May 21 2010 19:31 GMT
#97
I propose that the Mothership itself should be permanently cloaked, like DT's are. That single improvement could go a long way of making it more viable. Others buffs and nerfs to spells could be still necessary, as a further means.
  • You can hide a base in its entirety with the only hint being the disappearance of minerals and gas into thin air.
  • Your mothership won't be a bullet magnet anymore, even if the enemy gets detection. The other units and buildings being cloaked will draw fire.
  • You can sneak your force around the map while hoping that the enemy doesn't detect anything.
  • You can pull of a surprise recall, at the risk of getting your mothership detected and losing it to a quickly defending enemy.
Is this overpowered? The mothership is late in the tech tree, and the investment into one leaves for an obvious timing gap for a timing attack by the opponent, unless the protoss player is already ahead. As a possible nerf, the construction of a mothership could be announced, like nukes are, just to give the opponent a bit of awareness of something that important that otherwise cannot be seen easy enough. A different possible nerf is to have the cloaking ability cost mana.
I <3 the internet, I <3 you
BigDatez
Profile Joined April 2010
Canada434 Posts
May 21 2010 19:34 GMT
#98
i LOLOLOLOLOL on the floor when a toss gets these on me. Neural Parasite + Vortex his army (focusing on stalkers cause of dark blink) FTW!!
Video games > sex (Proven fact)
Zealotdriver
Profile Blog Joined December 2009
United States1557 Posts
May 21 2010 19:37 GMT
#99
Mothership should have Planet Cracker that destroys every unit in play, including workers, and brings all buildings down to 50% health.
Turn off the radio
BigDatez
Profile Joined April 2010
Canada434 Posts
May 21 2010 19:40 GMT
#100
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.
Video games > sex (Proven fact)
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?
phyvo
Profile Blog Joined April 2009
United States5635 Posts
May 22 2010 15:31 GMT
#121
On May 23 2010 00:18 Ayestes wrote:
Show nested quote +
On May 22 2010 04:40 BigDates wrote:
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.


I saw screw intention. Intention is why, for no particular reason, archons are as bad as they are now. Blizzard sees no need for change because they "intend" archons to only be consolation for running out of energy with your templar.

The mothership would be a lot more fun if it could be used offensively, just like archons would be more fun if they were meant to actually be useful.

Besides, if Starcraft was just what it was "intended" to be we'd never have gotten a pro-scene in the first place.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
KULA_u
Profile Joined March 2010
Switzerland107 Posts
Last Edited: 2010-05-22 15:40:21
May 22 2010 15:36 GMT
#122
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).


sad fact: SC2 air is horribly boring.

edit: I'm pro removal.
Deviation
Profile Joined November 2009
United States134 Posts
May 22 2010 15:48 GMT
#123
They could bring back time-warp but have it do the opposite of what it originally did: speed up all allied unit functions within the bubble. By functions I mean: move and attack speed, energy regeneration, shield and life regeneration, special abilities and special ability cooldowns etc...
Diokhan
Profile Joined May 2010
Finland33 Posts
May 22 2010 15:51 GMT
#124
On May 22 2010 13:03 morpheus2480 wrote:
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.

What do you mean by energy? Shields or the energy used by caster units like high templars? I assume you meant shields though and I agree that would be a great idea for supporting units like immortals and archons that rely almost entirely for their shields.
Another idea would be making vortex slightly better offensively by adding a short "stun" period to targets after vortex ends. Nothing huge like 1 second, but something like 0.2-0.5 seconds so the protoss could get tiny offensive advantage from vortex instead of just using it for stalling/splitting the enemy's army. I don't think it would require more than these 2 changes to make it more useful without overbuffing it too much.
I am not opinionated, I am just always right.
TimmyMac
Profile Joined December 2008
Canada499 Posts
May 22 2010 15:55 GMT
#125
1 mothership max is just enough to realize it's useless and prevent noobs from spending all their money on it.

Perfect imo.
Ideas
Profile Blog Joined April 2008
United States8084 Posts
Last Edited: 2010-05-23 06:26:53
May 23 2010 06:18 GMT
#126
ok I think my 1st gamble on "exact changes" to mothership would be:

keep stats/cost the same, but increase speed by about twice as much

drop recall/keep vortex

add in 2 new spells:

1) Overload (75 energy): give the old overload ability from phoenix to the Mothership (stands still and fires really fast at multiple targets), functions basically exactly the same but since it's the mothership it does a whole lot of damage. Mothership must stand still while in overload and cannot move for a few seconds afterward. Lasts let's say 15 seconds. I kind of just picked this because I know how much blizzard loves to re-use old spells lol.

2) Psi channel(125 energy): mothership stands still (or maybe just reduces speed some... dunno) and stops attacking/providing cloak. Acts as a large shield battery/energy battery, any units in area (same as cloaking field area) start to regain sheilds/psi at double (maybe faster... I'm not sure how fast this actually is lol) the normal rate. lasts let's say 30 seconds.
Free Palestine
Sevenofnines
Profile Joined May 2010
United States167 Posts
May 23 2010 07:57 GMT
#127
Let the Mothership toggle between different "field" effects:
Cloaking Field: As it is now.
Psi-field: Warp Prism effect allowing reinforcements from Warpgates.
Restoration Field: Regens shields, energy, AND health at an accelerated rate.

Make it immune to Neural Parasite and increase speed a little bit.
Change Mass Recall into Mini-recall that works only on 1 unit and costs like 25 energy.

This basically turns the Mothership into a support powerhouse that would justify its investment.The psi-field effect lets you reinforce from your Warpgates and combined with the mini-recall means that you can instantly warp over Robotics/Stargate units from your base as well. Restoration field gives you a useful support effect in battle or lets you keep your army in tip-top shape. It really sucks seeing units with like full shields and like 10/HP and this lets you fix that if you are willing to get a Mothership.
Goobahfish
Profile Joined May 2010
Australia71 Posts
May 23 2010 08:59 GMT
#128
Hmmm... this one is tricky. Being only allowed to build one forces the unit to be game-changing or pointless... additionally it is so far up the tech tree that again, it has to be game-changing or pointless.

I think removing the arbiter abilities and going for something slightly more unique: Nexus alternative, warp in field (pylon), shield battery, planet cracker... That way people wouldn't immediately say to themselves, this is a big-fat-useless-arbiter...

It pretty much has to be a support unit, so I can imagine being a shield battery like SC1 except mobile with a better rate of return would make it a good 'back of the army' support unit.
The body cannot live without the mind.
kidcrash
Profile Joined September 2009
United States620 Posts
May 23 2010 09:19 GMT
#129
On May 23 2010 16:57 Sevenofnines wrote:
Let the Mothership toggle between different "field" effects:
Cloaking Field: As it is now.
Psi-field: Warp Prism effect allowing reinforcements from Warpgates.
Restoration Field: Regens shields, energy, AND health at an accelerated rate.

Make it immune to Neural Parasite and increase speed a little bit.
Change Mass Recall into Mini-recall that works only on 1 unit and costs like 25 energy.

This basically turns the Mothership into a support powerhouse that would justify its investment.The psi-field effect lets you reinforce from your Warpgates and combined with the mini-recall means that you can instantly warp over Robotics/Stargate units from your base as well. Restoration field gives you a useful support effect in battle or lets you keep your army in tip-top shape. It really sucks seeing units with like full shields and like 10/HP and this lets you fix that if you are willing to get a Mothership.


I really like these ideas, turns the mothership into the swiss army knife of the protoss army. Only thing thats a little overpowered is restoring health, energy and shields. That would be ridiculously OP, I think just recharging shields would be good enough. The only "mode" which allows the mothership to move should be the cloaking field IMO, psi-field and restoration field should definitely lock the mothership in place. Single unit recall would be fine but I think 10 energy per unit would be a little more reasonable. Also the shield regeneration mode should cost 2-3 energy per second just because it's definitely the most powerful choice of the 3 modes.
BigDatez
Profile Joined April 2010
Canada434 Posts
May 26 2010 02:15 GMT
#130
I Think actually it can be useful to backdoor with mass recall, as its ALOT bigger than recall was in BW, and can transfer a whole archon army even probably.
Video games > sex (Proven fact)
Hiicantpk
Profile Joined March 2009
Canada72 Posts
May 26 2010 02:35 GMT
#131
I dont consider the mothership an offensive unit anyways. Although its very hard to use effectivley, its ok for breaching a turtle terran or zerg. Mass up some chargelots and voidrays, mass recall into the middle of their base and boom. Did it once, but never got the chance to use it afterwards.
Defence bound and Shit like that
Opinion
Profile Joined May 2010
United States236 Posts
May 26 2010 02:36 GMT
#132
On May 23 2010 18:19 kidcrash wrote:
Show nested quote +
On May 23 2010 16:57 Sevenofnines wrote:
Let the Mothership toggle between different "field" effects:
Cloaking Field: As it is now.
Psi-field: Warp Prism effect allowing reinforcements from Warpgates.
Restoration Field: Regens shields, energy, AND health at an accelerated rate.

Make it immune to Neural Parasite and increase speed a little bit.
Change Mass Recall into Mini-recall that works only on 1 unit and costs like 25 energy.

This basically turns the Mothership into a support powerhouse that would justify its investment.The psi-field effect lets you reinforce from your Warpgates and combined with the mini-recall means that you can instantly warp over Robotics/Stargate units from your base as well. Restoration field gives you a useful support effect in battle or lets you keep your army in tip-top shape. It really sucks seeing units with like full shields and like 10/HP and this lets you fix that if you are willing to get a Mothership.


I really like these ideas, turns the mothership into the swiss army knife of the protoss army. Only thing thats a little overpowered is restoring health, energy and shields. That would be ridiculously OP, I think just recharging shields would be good enough. The only "mode" which allows the mothership to move should be the cloaking field IMO, psi-field and restoration field should definitely lock the mothership in place. Single unit recall would be fine but I think 10 energy per unit would be a little more reasonable. Also the shield regeneration mode should cost 2-3 energy per second just because it's definitely the most powerful choice of the 3 modes.


Agree

I would like to see someone create this new Mothership in the map editor.

I made the Psi-field Mothership really easily but i don't know how to make it toggle between different abilities.



Avril_Lavigne
Profile Joined April 2010
United States446 Posts
May 26 2010 13:57 GMT
#133
I second this. At least in Team battles I've had surprise mothership spawns that have saved me from death and turned games around. I think it's a bit useful in someways however insanely depressing mobility. My army has to wait for her to keep up delaying any early aggressive attacks. (One of the more common obesity issues in America). However, the timing of gaining that 100/200 energy by the time it reaches their base is just perfect for vortex . I've used the Mass Recall once on Desert Oasis 1v1 on an island. But after winning the game clearly, I was just fooling around there. But IMHO I wish they'd bring back the Arbiters. More useful unit.
KiWiKaKi
Profile Joined February 2010
Canada691 Posts
May 26 2010 16:24 GMT
#134
wormhole transit was a cool idea , allowing to defend expos with the cloak field but i guess it was too cool for blizzard
ur pro or ur noob , thats life
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
May 26 2010 16:31 GMT
#135
On May 27 2010 01:24 KiWiKaKi wrote:
wormhole transit was a cool idea , allowing to defend expos with the cloak field but i guess it was too cool for blizzard

If they gave it Wormhole Transit back, it would be useful. We can't have that.

Seriously, Protoss suffers from being by far the easiest race to harass mid-late game. Cannons pale in comparison to Missile Turrets, Planetary Fortresses, and either crawler, plus Zerg has insane mobility thanks to creep mechanics and Nydus worms. All Protoss can do is warp in 6-8 units which is usually not anywhere near enough.

If the Mothership got Wormhole Transit back, it could go to the expos, cloak cannons and workers, thus protecting it, or recall your army there to engage. Powerful, yes, overpowered, I'd say no, especially with all the mechanic changes since it was disabled.
DMon
Profile Joined May 2010
United States4 Posts
May 26 2010 16:49 GMT
#136
Actually I have used motherships in combat and with great effect. IT's army stealth ability is a for multiplier as if you have your unit composition correct you have Anti-Air units taking out any zerg Overlords, ground unit's can slaughter anything on the ground, and pack in Colossi with range you have an invisible mobile army. I've beat zerg armies nearly double my size because of the Mother ship (Good placement of vortex and you can do more that that.

However against Terran players it is far less effective. Scanner sweep nullifies you hidden army. That said you can tick Terran's into wasting their scanner sweep by parking a mothership off their base and bringing units in and out to harass.

That all said I wish they would speed up the Mothership. It does fly very slow. Currently it does much better as a base defense than assault.
Liberty or Death!
Ideas
Profile Blog Joined April 2008
United States8084 Posts
May 26 2010 20:24 GMT
#137
On May 27 2010 01:49 DMon wrote:
Actually I have used motherships in combat and with great effect. IT's army stealth ability is a for multiplier as if you have your unit composition correct you have Anti-Air units taking out any zerg Overlords, ground unit's can slaughter anything on the ground, and pack in Colossi with range you have an invisible mobile army. I've beat zerg armies nearly double my size because of the Mother ship (Good placement of vortex and you can do more that that.

However against Terran players it is far less effective. Scanner sweep nullifies you hidden army. That said you can tick Terran's into wasting their scanner sweep by parking a mothership off their base and bringing units in and out to harass.

That all said I wish they would speed up the Mothership. It does fly very slow. Currently it does much better as a base defense than assault.


so i assume that you've never played vs a zerg who used infestors then? NP counters mothership so hardcore...
Free Palestine
Ayestes
Profile Joined April 2010
United States106 Posts
May 26 2010 20:49 GMT
#138
On May 23 2010 00:31 phyvo wrote:
Show nested quote +
On May 23 2010 00:18 Ayestes wrote:
On May 22 2010 04:40 BigDates wrote:
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.


I saw screw intention. Intention is why, for no particular reason, archons are as bad as they are now. Blizzard sees no need for change because they "intend" archons to only be consolation for running out of energy with your templar.

The mothership would be a lot more fun if it could be used offensively, just like archons would be more fun if they were meant to actually be useful.

Besides, if Starcraft was just what it was "intended" to be we'd never have gotten a pro-scene in the first place.


I whole heartadly agree with you, but I'd love to see what Blizzard has to say on the topic of the Mothership. What their intention is for it. Part of the problem with the Mothership is the Fleet Beacon tends to be really only used for the Void Ray Speed upgrade instead of for Carriers or the Mothership, since it's not cost effective to tech up for just the Mothership. Fixing Vortex to be more like Stasis Field (and still awesome to watch) and giving the Mothership a better combat presence on the field would go a long way to making increasing it's offensive utility. Vortex being offensive, with Recall being defensive, and boasting a combat presence with it's support of cloaking. I think I rattled that off a little quickly, but hopefully I still made sense.

With the case of the Archon, it is the only air splash damage unit for Protoss, so it has a minor role in countering extreme numbers of Mutalisks. At least, if it had the attributes to pull this off effectively. While mildly off topic, I feel if Blizzard intends on Archons being left over High Templar that they should at least decrease the Build Time so they can be useful fairly quickly after a transformation has begun. Currently it's more valuable to keep them regenerating energy because by the time they would be combat ready they are usually plenty closer to using a spell.
Would you kindly?
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 26 2010 21:01 GMT
#139
I don't know what you're talkin about how Vortex would overlap with any Protoss ability, it's damn effective and is the solution (or just a very powerful spell) to big balled armies that are so common in SC2...

I've also had mass recall used effectively in a ladder game, I was terran and my opponent had gone mass void ray and I was camping with a ton of Turrets and a relatively fortified position. Map had been nearly mined out, and I had tons of anti-air vs his void rays (vikings, turrets, etc.). Well in comes a Mothership after he clears out around 5 turrets with void rays and mass recalls like a 50-70 supply army into my base (yes the Mothership died RIGHT after the recall as i was targeting it with vikings, but the massive HP was too much), where my siege tanks and bunkers were at the natural and on the ramp in siege mode.

Situational, yes, but I feel taht's what a Mothership should be, a situational late game solution unit.
Ideas
Profile Blog Joined April 2008
United States8084 Posts
May 26 2010 21:11 GMT
#140
On May 27 2010 06:01 FabledIntegral wrote:
I don't know what you're talkin about how Vortex would overlap with any Protoss ability, it's damn effective and is the solution (or just a very powerful spell) to big balled armies that are so common in SC2...

I've also had mass recall used effectively in a ladder game, I was terran and my opponent had gone mass void ray and I was camping with a ton of Turrets and a relatively fortified position. Map had been nearly mined out, and I had tons of anti-air vs his void rays (vikings, turrets, etc.). Well in comes a Mothership after he clears out around 5 turrets with void rays and mass recalls like a 50-70 supply army into my base (yes the Mothership died RIGHT after the recall as i was targeting it with vikings, but the massive HP was too much), where my siege tanks and bunkers were at the natural and on the ramp in siege mode.

Situational, yes, but I feel taht's what a Mothership should be, a situational late game solution unit.


purpose of vortex: split up enemy army

one of many purposes of forcefield: split up enemy army


Free Palestine
BanelingXD
Profile Joined April 2010
130 Posts
Last Edited: 2010-05-26 21:16:25
May 26 2010 21:13 GMT
#141
Instead of being a normal unit the Mothership should be an upgrade for the Nexus. "Launch Mothership" should require the same build time as the current unit and the Mothership itself should rise from a Nexus launching pad. The Nexus ruin should remain on map as a destructible inert object (except when a Mothership holds position above it, read on). Selecting Hold Position for a Mothership should enable it to process minerals and gas from probes. The animation should be something like a beam to the ground with the resources floating up to the ship itself. The abilities and cost should otherwise remain the same, including the food cost, but as mentioned it should generate a power field. Perhaps the power field could be its own activated ability or upgrade so as to not detract from the ease of using a warp prism.
0 harvesters, 2700 minerals per minute. Mules are totally balanced!
Ayestes
Profile Joined April 2010
United States106 Posts
Last Edited: 2010-05-26 21:25:20
May 26 2010 21:21 GMT
#142
On May 27 2010 06:01 FabledIntegral wrote:
I don't know what you're talkin about how Vortex would overlap with any Protoss ability, it's damn effective and is the solution (or just a very powerful spell) to big balled armies that are so common in SC2...

I've also had mass recall used effectively in a ladder game, I was terran and my opponent had gone mass void ray and I was camping with a ton of Turrets and a relatively fortified position. Map had been nearly mined out, and I had tons of anti-air vs his void rays (vikings, turrets, etc.). Well in comes a Mothership after he clears out around 5 turrets with void rays and mass recalls like a 50-70 supply army into my base (yes the Mothership died RIGHT after the recall as i was targeting it with vikings, but the massive HP was too much), where my siege tanks and bunkers were at the natural and on the ramp in siege mode.

Situational, yes, but I feel taht's what a Mothership should be, a situational late game solution unit.


While I agree that Mass Recall can be exceptionally effective I dislike Vortex in it's current state. It does have some use with delaying the army, but I feel that in terms of using it on a big balled army that is all you are doing is delaying the battle a few seconds. If Vortex is only meant to be a "delay the battle a few seconds" spell, then by all means it is effective at doing such. It does not however give you any advantage similar to how Stasis Field worked, which seems like it may have been their intention. Admittedly, I could be horribly wrong.

I don't want the Mothership to be an must-have. But right now I don't believe it is worth the supply cap unless you use it defensively for Mass Recall.

Considering that the tech path gives you access to only Carriers, a Carrier effectiveness upgrade, and a Void Ray speed upgrade it also doesn't offer many other commonly used options either. Even if I get the Void Ray speed upgrade, I won't get the Mothership because I have a highly mobile army comprised of Phoenix and Void Rays. If I get Carriers (which I have been experimenting with to be "cover fire" for Colossus+GatewayMix) then I could see more justification for the Mothership, but in any attempt of using it seems like it hinders me compared to spending my resources in any other manner if I use it offensively. Delaying the inevitable or delaying victory never seems to have any impact. Using it for defense covering a string of expansions is wonderful. I dislike it being a purely defensive unit, and I don't think that was Blizzard's intention. If it is, you can pretty much ignore this post. To be used offensively, I think it really needs something more.

Edit:
On May 27 2010 06:11 Ideas wrote:

purpose of vortex: split up enemy army

one of many purposes of forcefield: split up enemy army




While Vortex cannot be used to split up an enemy army (They should walk the rest of their army into it as quickly as possible, meaning you simply delayed the battle), you bring up a valid point concerning my argument above. Certainly gonna make me think about it some more.
Would you kindly?
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-05-26 21:33:58
May 26 2010 21:31 GMT
#143
On May 27 2010 06:11 Ideas wrote:
Show nested quote +
On May 27 2010 06:01 FabledIntegral wrote:
I don't know what you're talkin about how Vortex would overlap with any Protoss ability, it's damn effective and is the solution (or just a very powerful spell) to big balled armies that are so common in SC2...

I've also had mass recall used effectively in a ladder game, I was terran and my opponent had gone mass void ray and I was camping with a ton of Turrets and a relatively fortified position. Map had been nearly mined out, and I had tons of anti-air vs his void rays (vikings, turrets, etc.). Well in comes a Mothership after he clears out around 5 turrets with void rays and mass recalls like a 50-70 supply army into my base (yes the Mothership died RIGHT after the recall as i was targeting it with vikings, but the massive HP was too much), where my siege tanks and bunkers were at the natural and on the ramp in siege mode.

Situational, yes, but I feel taht's what a Mothership should be, a situational late game solution unit.


purpose of vortex: split up enemy army

one of many purposes of forcefield: split up enemy army




Vortex sucks them in and they completely stop fighting, and can often allow you to get 70% of their army so you can easily pick off the rest, then reposition yourself close to the enemy so after vortex ends your units annihilate them, especially against Terran. Forcefield doesn't even come close to accomplishing that. Yes, it can split up the enemy army, which can still fight. If you have a super strong ball, forcefield does wonders, don't get me wrong, but it won't accomplish what a vortex will.

Vortex is the equivalent of SC1 how you could stasis tanks, then move your army right next to them as the stasis wore off and instantly destroy them, except that you get to stasis like 70% of their army as opposed to 15%.

EDIT:

To the poster above me, from personal experience it does owrk like a massive stasis field. You don't "resume" the big battle after because the opponent's army has been so jumbled up and out of position you're left with a huge advantage. This holds true even if the rest of the opponent's army supposedly walks inside, which still makes them be out of position and lets you get free shots of htem as it's occuring.
Ideas
Profile Blog Joined April 2008
United States8084 Posts
May 26 2010 21:34 GMT
#144
On May 27 2010 06:31 FabledIntegral wrote:
Show nested quote +
On May 27 2010 06:11 Ideas wrote:
On May 27 2010 06:01 FabledIntegral wrote:
I don't know what you're talkin about how Vortex would overlap with any Protoss ability, it's damn effective and is the solution (or just a very powerful spell) to big balled armies that are so common in SC2...

I've also had mass recall used effectively in a ladder game, I was terran and my opponent had gone mass void ray and I was camping with a ton of Turrets and a relatively fortified position. Map had been nearly mined out, and I had tons of anti-air vs his void rays (vikings, turrets, etc.). Well in comes a Mothership after he clears out around 5 turrets with void rays and mass recalls like a 50-70 supply army into my base (yes the Mothership died RIGHT after the recall as i was targeting it with vikings, but the massive HP was too much), where my siege tanks and bunkers were at the natural and on the ramp in siege mode.

Situational, yes, but I feel taht's what a Mothership should be, a situational late game solution unit.


purpose of vortex: split up enemy army

one of many purposes of forcefield: split up enemy army




Vortex sucks them in and they completely stop fighting, and can often allow you to get 70% of their army so you can easily pick off the rest, then reposition yourself close to the enemy so after vortex ends your units annihilate them, especially against Terran. Forcefield doesn't even come close to accomplishing that. Yes, it can split up the enemy army, which can still fight. If you have a super strong ball, forcefield does wonders, don't get me wrong, but it won't accomplish what a vortex will.

Vortex is the equivalent of SC1 how you could stasis tanks, then move your army right next to them as the stasis wore off and instantly destroy them, except that you get to stasis like 70% of their army as opposed to 15%.


they're close enough in purpose that the race as a whole will benefit from a different spell replacing vortex (although admittedly it's a lot better than mass recall and if they only got rid of one I'd rather them keep vortex).
Free Palestine
anyport1871
Profile Joined May 2010
1 Post
May 26 2010 21:54 GMT
#145
Poll: Do you think Blizzard plays this game or listens to feedback

yes (14)
 
56%

hell no (11)
 
44%

25 total votes

Your vote: Do you think Blizzard plays this game or listens to feedback

(Vote): hell no
(Vote): yes



They've butchered this game patch after patch.
Make units more responsive.
Take ultra and mothership out of game they dont work with this game.
I think units just do too much dmg in this game.
there is absolutly no micro in this game other than, oh snap his army is bigger i better back away.
No high ground advantage?? wtf? Your army needs only to touch the ramp to get vision so.... big advantage

The problem with ultra it died immediatly becuase ground armies in this game are balls of ranged death, there response, make it even more of a glass cannon.
Wth man.
This is a blatant and obvious troll, no super troll at blizzard. Come on man i was so excited about this game and its a flaming pile of dung
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2010-05-26 22:42:37
May 26 2010 22:41 GMT
#146
a good ability for the mothership would be to recharge all shields in a given radius, or recharge shields on individual units

i actually think carriers are even more useless than motherships right now, ive never seen carriers being used in 1on1
Augury
Profile Blog Joined September 2008
United States758 Posts
May 26 2010 22:56 GMT
#147
Definitely a really powerful unit....

I'd say buff the speed and make it as easy to kill as a raven.
Opinion
Profile Joined May 2010
United States236 Posts
May 26 2010 23:38 GMT
#148
On May 27 2010 06:54 anyport1871 wrote:
Poll: Do you think Blizzard plays this game or listens to feedback

yes (14)
 
56%

hell no (11)
 
44%

25 total votes

Your vote: Do you think Blizzard plays this game or listens to feedback

(Vote): hell no
(Vote): yes



They've butchered this game patch after patch.
Make units more responsive.
Take ultra and mothership out of game they dont work with this game.
I think units just do too much dmg in this game.
there is absolutly no micro in this game other than, oh snap his army is bigger i better back away.
No high ground advantage?? wtf? Your army needs only to touch the ramp to get vision so.... big advantage

The problem with ultra it died immediatly becuase ground armies in this game are balls of ranged death, there response, make it even more of a glass cannon.
Wth man.
This is a blatant and obvious troll, no super troll at blizzard. Come on man i was so excited about this game and its a flaming pile of dung


Those are some sweet over exaggerations you have there, where did you pick those up?
synapse
Profile Blog Joined January 2009
China13814 Posts
May 26 2010 23:42 GMT
#149
I liked the laser-beam-under-the-mothership thing... it was kind of like storm in the "MICRO OR ELSE YOURE FUCKED" sense :/
:)
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
May 26 2010 23:46 GMT
#150
On May 27 2010 08:38 Opinion wrote:
Show nested quote +
On May 27 2010 06:54 anyport1871 wrote:
Poll: Do you think Blizzard plays this game or listens to feedback

yes (14)
 
56%

hell no (11)
 
44%

25 total votes

Your vote: Do you think Blizzard plays this game or listens to feedback

(Vote): hell no
(Vote): yes



They've butchered this game patch after patch.
Make units more responsive.
Take ultra and mothership out of game they dont work with this game.
I think units just do too much dmg in this game.
there is absolutly no micro in this game other than, oh snap his army is bigger i better back away.
No high ground advantage?? wtf? Your army needs only to touch the ramp to get vision so.... big advantage

The problem with ultra it died immediatly becuase ground armies in this game are balls of ranged death, there response, make it even more of a glass cannon.
Wth man.
This is a blatant and obvious troll, no super troll at blizzard. Come on man i was so excited about this game and its a flaming pile of dung


Those are some sweet over exaggerations you have there, where did you pick those up?

Although anyport1871 is a tad brash, he is right in the regard that micro at the moment is limited to attack-move due to vastly improved Ai compared to Brood War. The mothership is also never seems to see action except for use in a more casual game.

Although I don't think Sc2 is butchered yet, it is Beta.
All the pros got dat Ichie.
Sergeras
Profile Joined May 2010
Bulgaria185 Posts
Last Edited: 2010-05-27 00:00:57
May 26 2010 23:58 GMT
#151
On May 27 2010 08:46 RoarMan wrote:
Show nested quote +
On May 27 2010 08:38 Opinion wrote:
On May 27 2010 06:54 anyport1871 wrote:
Poll: Do you think Blizzard plays this game or listens to feedback

yes (14)
 
56%

hell no (11)
 
44%

25 total votes

Your vote: Do you think Blizzard plays this game or listens to feedback

(Vote): hell no
(Vote): yes



They've butchered this game patch after patch.
Make units more responsive.
Take ultra and mothership out of game they dont work with this game.
I think units just do too much dmg in this game.
there is absolutly no micro in this game other than, oh snap his army is bigger i better back away.
No high ground advantage?? wtf? Your army needs only to touch the ramp to get vision so.... big advantage

The problem with ultra it died immediatly becuase ground armies in this game are balls of ranged death, there response, make it even more of a glass cannon.
Wth man.
This is a blatant and obvious troll, no super troll at blizzard. Come on man i was so excited about this game and its a flaming pile of dung


Those are some sweet over exaggerations you have there, where did you pick those up?

Although anyport1871 is a tad brash, he is right in the regard that micro at the moment is limited to attack-move due to vastly improved Ai compared to Brood War. The mothership is also never seems to see action except for use in a more casual game.

Although I don't think Sc2 is butchered yet, it is Beta.
Even if it is Beta for the remaining time to release how can they fix all the problems,make units like the mothership actually viable somehow and not only the mothership in that regard.For 1 month until release they can't do much let alone "fix" the game.
PS: I absolutely agree that some units right know need a huge revamp (especially the mothership )which wont happen since release is like almost here.
Opinion
Profile Joined May 2010
United States236 Posts
May 27 2010 00:03 GMT
#152
On May 27 2010 08:58 Sergeras wrote:
Show nested quote +
On May 27 2010 08:46 RoarMan wrote:
On May 27 2010 08:38 Opinion wrote:
On May 27 2010 06:54 anyport1871 wrote:
Poll: Do you think Blizzard plays this game or listens to feedback

yes (14)
 
56%

hell no (11)
 
44%

25 total votes

Your vote: Do you think Blizzard plays this game or listens to feedback

(Vote): hell no
(Vote): yes



They've butchered this game patch after patch.
Make units more responsive.
Take ultra and mothership out of game they dont work with this game.
I think units just do too much dmg in this game.
there is absolutly no micro in this game other than, oh snap his army is bigger i better back away.
No high ground advantage?? wtf? Your army needs only to touch the ramp to get vision so.... big advantage

The problem with ultra it died immediatly becuase ground armies in this game are balls of ranged death, there response, make it even more of a glass cannon.
Wth man.
This is a blatant and obvious troll, no super troll at blizzard. Come on man i was so excited about this game and its a flaming pile of dung


Those are some sweet over exaggerations you have there, where did you pick those up?

Although anyport1871 is a tad brash, he is right in the regard that micro at the moment is limited to attack-move due to vastly improved Ai compared to Brood War. The mothership is also never seems to see action except for use in a more casual game.

Although I don't think Sc2 is butchered yet, it is Beta.
Even if it is Beta for the remaining time to release how can they fix all the problems,make units like the mothership actually viable somehow and not only the mothership in that regard.For 1 month until release they can't do much let alone "fix" the game.


Patches will continue even after release.

Now if I was in charge of course everything would be perfect, all units flawlessly balanced, flawless maps and every single player from casual to pro would be ecstatic with every detail of the game.

But I'm perfect and my ideas are brilliant, Blizzard is just a game developer so i don't hold them up to such impossible standards.
AeroGear
Profile Joined July 2009
Canada652 Posts
May 27 2010 00:33 GMT
#153
In mass air battle the mothership is actually VERY powerful. Sure it will die, but it will win you a major battle by having half (or more) or the opponment(s) army stuck in a vortex. Maybe useless in 1on1 but it has some definite uses in 2on2+. In fact I have won a diamond league (serious stuff I know) 2on2 due to that clutch move, right as my mothership was dying.
Driven by hate, fueled by rage
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
May 27 2010 00:38 GMT
#154
On May 27 2010 08:46 RoarMan wrote:
Show nested quote +
On May 27 2010 08:38 Opinion wrote:
On May 27 2010 06:54 anyport1871 wrote:
Poll: Do you think Blizzard plays this game or listens to feedback

yes (14)
 
56%

hell no (11)
 
44%

25 total votes

Your vote: Do you think Blizzard plays this game or listens to feedback

(Vote): hell no
(Vote): yes



They've butchered this game patch after patch.
Make units more responsive.
Take ultra and mothership out of game they dont work with this game.
I think units just do too much dmg in this game.
there is absolutly no micro in this game other than, oh snap his army is bigger i better back away.
No high ground advantage?? wtf? Your army needs only to touch the ramp to get vision so.... big advantage

The problem with ultra it died immediatly becuase ground armies in this game are balls of ranged death, there response, make it even more of a glass cannon.
Wth man.
This is a blatant and obvious troll, no super troll at blizzard. Come on man i was so excited about this game and its a flaming pile of dung


Those are some sweet over exaggerations you have there, where did you pick those up?

Although anyport1871 is a tad brash, he is right in the regard that micro at the moment is limited to attack-move due to vastly improved Ai compared to Brood War. The mothership is also never seems to see action except for use in a more casual game.

Although I don't think Sc2 is butchered yet, it is Beta.

If all you choose to do is a-move than that is your problem, not the games.
Perfect Balance
Profile Joined April 2010
Norway131 Posts
Last Edited: 2010-05-27 00:44:14
May 27 2010 00:42 GMT
#155
Blizzard development time for Protoss: 50%
Blizzard development time for Zerg: 25%
Blizzard development time for Terran: 25%


Remember when we first got to see the game? Zerg wasn't even IN the game at that point, but all the Protoss units and abilities were. At some point during the development, the financial people decided that it was time to "finish the game" quickly and worry about the details later. What we got was a game with only one interesting race that fits the game engine.

Terran and Zerg designs look like they've been made in a hurry, especially Zerg.

The fact that Protoss players complain about the ONE unit in their arsenal that doesn't completely own in some situation, is a testament to that fact. Of all the things wrong with Starcraft 2 and the races, the mothership is the last thing they should worry about..
"Do you REALLY want chat rooms?" - You're good Blizzard! I was just fakin' it!
Ideas
Profile Blog Joined April 2008
United States8084 Posts
May 27 2010 00:46 GMT
#156
On May 27 2010 09:42 Perfect Balance wrote:
Blizzard development time for Protoss: 50%
Blizzard development time for Zerg: 25%
Blizzard development time for Terran: 25%


Remember when we first got to see the game? Zerg wasn't even IN the game at that point, but all the Protoss units and abilities were. At some point during the development, the financial people decided that it was time to "finish the game" quickly and worry about the details later. What we got was a game with only one interesting race that fits the game engine.

Terran and Zerg designs look like they've been made in a hurry, especially Zerg.

The fact that Protoss players complain about the ONE unit in their arsenal that doesn't completely own in some situation, is a testament to that fact. Of all the things wrong with Starcraft 2 and the races, the mothership is the last thing they should worry about..


i dunno i think terran is better in that they dont have a completely useless unit at all. yea sure reapers are garbage after 5 minutes but at least they last that long.
Free Palestine
Kratisto
Profile Joined June 2008
United States199 Posts
May 27 2010 00:57 GMT
#157
The fact that Protoss players complain about the ONE unit in their arsenal that doesn't completely own in some situation, is a testament to that fact. Of all the things wrong with Starcraft 2 and the races, the mothership is the last thing they should worry about..


To be fair, I think most Protoss players find that Templar tech is lacking compared to Robotics and that if you're going to go with a Stargate early, there's absolutely no reason to get Fleet Beacon tech when you should just transition to Robotics after your cute Phoenix or Void Ray harass. Dark Templars, in particular, seem suicidal since they have a huge build time and resource investment, but without the High Templar transition at the end. The Mothership is just a laughing stock, and if the Battlecruiser, Carrier, and Ultralisk are useless, the Mothership is an outright insult.
ReneFlores
Profile Joined July 2009
Mexico11 Posts
Last Edited: 2010-05-27 01:28:30
May 27 2010 01:26 GMT
#158
While i dont think the protoss army needs any more strong late game units (Colossi and void rays are enogh), if i was to rework the mothership i would:

1. Link them to a nexus and allow to build 1 mothership per nexus, if the nexus dies, the mothership dies as well.

2. Remove vortex and Mass Recall and rather, make them be a full support unit, where you can choose off 3 different auras (you can only have one active at a time) kind of like the paladin in wow, the 3 auras could be invisibility, atack speed and movement speed, whatever you pick buffs your army near the mothership. Maybe every second you have the aura active it consumes energy (if you have more than 1 mothership this seems fair).

3. Just like the Arbitrer, make it do almost no damage at all, so without an army its completly useless.

The carriers only need a range buff to work well. they need to outrange vikings and void rays, for sure.


Half
Profile Joined March 2010
United States2554 Posts
May 27 2010 01:30 GMT
#159
On May 27 2010 09:42 Perfect Balance wrote:
Blizzard development time for Protoss: 50%
Blizzard development time for Zerg: 25%
Blizzard development time for Terran: 25%


Remember when we first got to see the game? Zerg wasn't even IN the game at that point, but all the Protoss units and abilities were. At some point during the development, the financial people decided that it was time to "finish the game" quickly and worry about the details later. What we got was a game with only one interesting race that fits the game engine.

Terran and Zerg designs look like they've been made in a hurry, especially Zerg.

The fact that Protoss players complain about the ONE unit in their arsenal that doesn't completely own in some situation, is a testament to that fact. Of all the things wrong with Starcraft 2 and the races, the mothership is the last thing they should worry about..


Zerg and Terran have been in the game since the initial release and demonstrations. We have seen protoss the most because blizzard has encountered the least problems when creating the race.
Too Busy to Troll!
EvilMaishidon
Profile Joined May 2010
United States125 Posts
May 27 2010 03:53 GMT
#160
On May 27 2010 09:57 Kratisto wrote:
Show nested quote +
The fact that Protoss players complain about the ONE unit in their arsenal that doesn't completely own in some situation, is a testament to that fact. Of all the things wrong with Starcraft 2 and the races, the mothership is the last thing they should worry about..


To be fair, I think most Protoss players find that Templar tech is lacking compared to Robotics and that if you're going to go with a Stargate early, there's absolutely no reason to get Fleet Beacon tech when you should just transition to Robotics after your cute Phoenix or Void Ray harass. Dark Templars, in particular, seem suicidal since they have a huge build time and resource investment, but without the High Templar transition at the end. The Mothership is just a laughing stock, and if the Battlecruiser, Carrier, and Ultralisk are useless, the Mothership is an outright insult.

I agree with you on the majority of this post, however, the carriers and BCs are not UP. The carrier is flat out ridiculous against Terran, It forces them to go air. Thors are great against light, and marines are a good counter to voids. However, carriers flat out require the Terran to go air. BCs are a viable tech switch in an intense GtG game, I've used them to great effect as a tiebreaker.
nein
Profile Joined May 2010
Romania2 Posts
May 27 2010 03:59 GMT
#161
Most of you seem to be talking about something you never encounter or use.

Recall - useless??
How useless is something that can save your army if it's caught in a bad position when positioning is almost everything late game? Damn I didn't see those hidden hydras coming from behind and owning my collosi - guess all I have to do is recall and get another chance to win the game.

How useless is something that can help u get rid of enemy expos with minimum casualties(this requires air army most of the time as ground army is too slow)? Just get some carriers and void rays(or just void rays with upgraded speed) and go straight for the mineral gathering bases. If u get surrounded or start losing too much - recall. You can combine this with some warped in zealots on some lower defended expansions. Ofc you can use blink stalkers too for this. Won't be simple but if it was it would've been overpowered, right?

You can also use recall just to defend ur base or to bring your army into enemy base. The second one is pretty hard to do because of slow speed, scouting, ghost emp and neural parasite - but if u can do it your enemies base is doomed - forcefield on ramp and that's it. If he chooses to defend - split his army on the ramp and it might be gg right there. If not and he goes for base trade you're still in a better position as you started the attack.

About vortex - well this is motherships in-fight spell. Splitting an enemy army can do wonders. Let's say u made canons at your natural and just got your mothership. You also have some much smaller then your enemies army. Just vortex a big part of the army and kill the rest. He can retreat while vortex is active but usually this will give you the edge you needed to survive(some free kills + the time to get the energy on your high templars for example). You can also try to focus down his detectors while the army is in vortex. While most say it's really easy to destroy the mothership that is easy in open ground. When cloaking an protoss base with cannons and units it is really hard to go into defences without taking big losses - just to descover he had energy for vortex.

I think even more importantly then splitting is you have 20 seconds to position your army. If you actually manage to get whole his army in vortex, just bring ur zealots/archons inside the vortex. When it ends u'll have your melee and low range units attacking their ranged(this is especially usefull against terran who don't have a melee unit but might work against hydras/stalkers too).

About the suggestions - many sound cool but I think making a big psi field around the mothership is natural. It would allow for some easier zealot sneaky attacks and it would help mothership be more offensive(you can use recall for this but i think it costs too much). Maybe make it an 150-150 upgrade - using a warp prism + mothership brings about the same with a plus for motherships bigger range).

Mothership should be made after you saturate the natural. One thing that went unnoticed is that you cannot make probes while mothership is built - so just make it after natural fully saturated. It should help with expanding to third base and defending.

Carriers are powerfull after you reach the critical number of 6-7. With mothership's recall just use them for sniping expansions - upgrade damage to full and you'll probably win if u get to those numbers. The real problem I see with them are the interceptors that go down too fast if numbers are small.

Current metagame is focused on timing attacks. As time will pass people will know more counters to these timing attacks, and second and third expansions will become more common. With this necessity for defending / disrupting these expansions will become more important and mothership will prove to be key in toss defence and mobility.

I'm currently diamond ranked 27 and built motherships/carriers many times. About mothership/carrier rush - it won't work against diamond but it will work on gold just because of the shock(and making MS/carriers will surely make ur opponent happy even if u own him). Just start with some cannon contain or something to make him think you are trying a sneaky early game push or just delay his tech while you tech to fleet beacon.
Budzlight
Profile Blog Joined December 2009
United States578 Posts
May 27 2010 04:11 GMT
#162
i think the mothership is a great unit depending on the build and counter you are going to go.
I was the 5% that voted for thorzain in the TSL for round 1
GX.Sigma
Profile Joined April 2010
United States49 Posts
May 27 2010 06:20 GMT
#163
If you Vortex an enemy army and put a few Archons into it, they will instantly kill the entire enemy army the moment the vortex ends.

Or so I hear.
Ideas
Profile Blog Joined April 2008
United States8084 Posts
June 09 2010 02:41 GMT
#164
looks like blizzard isn't planning on changing the mothership at all:

http://forums.battle.net/thread.html?topicId=25170443827&sid=5000&pageNo=1

from Bashiok:

There are some units that just aren't going to see certain levels of competitive play (unless it's an LOL LOOK HOW MUCH MUNEY I HAV! dig at the other player), and that's fine, and we're aware and ok with that being the case, just as long as it's something we've planned for and are balancing for.


I know he's not necessarily saying "we know the mothership sucks but we're OK with that" but why else would he post what he did on a thread complaining about the uselessness of the mothership? Between this and Blizzard's design of the archon it almost feels like bizzard is purposefully keeping Protoss from being more diverse so that they aren't any more-so than the other races or something lol.

I guess we'll have to wait for the expansion and see if Blizzard decides to change the Mothership at all. Hell I'd still be OK with it being useless as long as it wasnt so godawful boring and uninteresting.
Free Palestine
JiYan
Profile Blog Joined February 2009
United States3668 Posts
June 09 2010 04:29 GMT
#165
when i first read that response from blizzard on the forums, my heart sank T_T
Backpack
Profile Blog Joined March 2010
United States1776 Posts
June 09 2010 04:37 GMT
#166
BW did fine with Queens being pretty much useless


As for Motherships, I don't think they need to be changed, but they just aren't needed unless the game goes on for a REALLY long time and you have the money/time to tech fleet beacon after your main tech. (Since nobody goes carriers)
"You people need to just generally care a lot less about everything." -Zatic
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
Last Edited: 2010-06-09 04:50:59
June 09 2010 04:49 GMT
#167
CHANGE ATTACK ANIMATION BACK PLEASE!
It was absolutely sexy before.
And change attack damage from 6x6 to like 12x3.
People are imbeciles, lucky thing god made cats.
McPwnage
Profile Joined June 2010
Canada48 Posts
June 09 2010 05:58 GMT
#168
Honestly I think they should just bring the Arbiter back to replace the mothership, make it buildable at the stargate with the fleet beacon and make it much more cost effective than the mothership.

There really isn't a point to having the mothership anymore now that blizzard decided to nerf it to a rediclous amount
Sentenal
Profile Blog Joined December 2007
United States12398 Posts
June 09 2010 06:13 GMT
#169
I like the Mothership being bad. With the Mothership being bad, that makes my Mothership rush extremely more hilarious when I manage to beat newbies in Placement matches with it.
"Apparently, Sentenal is a paragon of friendship and tolerance. " - Ech0ne
groms
Profile Joined May 2010
Canada1017 Posts
June 09 2010 08:00 GMT
#170
On June 09 2010 15:13 Sentenal wrote:
I like the Mothership being bad. With the Mothership being bad, that makes my Mothership rush extremely more hilarious when I manage to beat newbies in Placement matches with it.

this.
I have a recurring dream that I'm running away from a terran player but the marauders keep slowing me down. - Artosis
makoplux
Profile Joined April 2010
88 Posts
June 09 2010 08:06 GMT
#171
It's getting used a decent amount in custom games between good players PvT. It's an effective tool for dealing with terran who go mech and play very slowly/turtle. Recall gives a toss army great mobility and can allow you to bypass a mech wall altogether.

It's not as bad as people make it out to be. The abilities are really useful if you use them properly.
who is john galt?
0mgVitaminE
Profile Joined February 2009
United States1278 Posts
June 09 2010 08:21 GMT
#172
I actually enjoy units such as the mothership in its current state. The speed is annoying ya, but units that don't currently have a definite purpose always have that possibility of being awesome at one point or another.
Hi there. I'm in a cave, how bout you?
endGame
Profile Joined June 2009
United States394 Posts
June 09 2010 08:48 GMT
#173
I enjoyed reading your article, very well written. I disagree with some of your assertions though your major point can be very well agreed upon: the Mothership seems useless. I believe that even though the Mothership is useless now, the "meta game" hasn't developed enough to really determine that it will forever be useless. Regardless, having a useless unit doesn't make a race less able to be interesting or unique. Take the scout in Starcraft Brood War for instance: although an entirely useless unit the race was able to function without it and put on an interesting enough display. Still, the primary issue with the Mothership is balancing it; there needs to be a way where adding this unit to your composition will remain effective, yet still not throw off the entire balance of the race versus other matchups. Another issue that I believe you touched upon was that the Mothership is a highly vulnerable unit, which I believe stems from its lack of speed. For a 400/400 unit, it should definitely be more mobile, at least in its current state. Nonetheless, the unit still may need time though things don't look good for it now. And again, great write-up ^^ b
"...As the world goes, is only in question between equals in power, while the strong do what they will and the weak suffer what they must." -Thucydides
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