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[D]Why Colossi instead of Carriers? - Page 3

Forum Index > SC2 General
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FortuneSyn
Profile Blog Joined July 2008
1826 Posts
August 17 2010 23:49 GMT
#41
carriers might not be mass only in sc2 as they (usually) were in bw. check out socke vs tarson on metalopolis as an example.
FatkiddsLag
Profile Joined May 2010
United States413 Posts
August 17 2010 23:49 GMT
#42
you cant build carriers vs terran because they will have a starport and its too easy to get vikings, which own every air unit. especially carriers because they are so slow.
kxr1der
Profile Joined March 2009
United States213 Posts
August 17 2010 23:51 GMT
#43
On August 17 2010 19:26 Lighioana wrote:
Show nested quote +
On August 17 2010 19:24 NoNoNoNoNyoron wrote:
Most of the time a player is using colossus is because they are fighting against MMM or a Hydra composition. Either would destroy all the interceptors in the carrier before it can do anything.

At the same time, lots of people go voidrays but they don't transition into Carriers. Fells like a waste of tech.


I love when protoss players tech from voidray to carriers, all the vikings I built to kill the voids can now be used destroying carriers.
groms
Profile Joined May 2010
Canada1017 Posts
August 17 2010 23:54 GMT
#44
On August 18 2010 08:47 tetrash0t wrote:
does anyone even attempt to use colossus without the range upgrade? i feel like that should be factored in

I often do if the terran is pushing me hard with MMM I often opt to get a second colossus before getting range. If you micro it ok its perfectly fine to not have range. People say they are useless without range but I can assure they are not. Stimmed marauders are obviously the most dangerous threat to them but as long as you have enough zealots to clog the ground you should be fine.

TO OP: Carriers are definitely an option, however robo play is just so strong against terran that I would rather go that route instead. If I was partial to VR(i'm not) I would experiment with more air play but I've found that a terran going 1/1/1 can pump a ridiculous amount of vikings without too much trouble if he scouts well enough.

I will say however that I love getting carriers when I mothership rush.(which I do on ladder occasionally)
I have a recurring dream that I'm running away from a terran player but the marauders keep slowing me down. - Artosis
RandomAccount#49059
Profile Blog Joined June 2009
United States2140 Posts
August 17 2010 23:56 GMT
#45
--- Nuked ---
KillerPlague
Profile Joined June 2010
United States1386 Posts
August 18 2010 00:00 GMT
#46
personally i just feel like i need at least one observer on the map to scout as well as detect banshees, dt's, and to a lesser degree burrowed units. once i have my robo up it is easier/cheaper/quicker to get collossi over carriers.
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
bjornkavist
Profile Blog Joined June 2009
Canada1235 Posts
August 18 2010 00:04 GMT
#47
Overall a carrier is a better unit than a Collosus but Collosi gel so much better into regular Protoss army compositions, Carriers dont really have a Niche like they did in PvT in BW
https://soundcloud.com/bbols
Stargazer
Profile Joined May 2010
United States10 Posts
August 18 2010 00:23 GMT
#48
I think carriers can be viable as T3 stargate tech against zerg. White-ra/Duckload ra's match against Madfrog recently was really fun to watch. He 2stargated off of 2-base, harassed with phoenixes and void rays and then followed it up with carriers after they both did significant econ damage to each other.

PvP seems almost moot to talk about anything past 10 minutes right now. I don't fancy late-game stargate play in PvT but I don't think it would be as effective as robo or twilight tech trees.
Juxx
Profile Joined April 2010
325 Posts
August 18 2010 00:23 GMT
#49
because if you can get 6-8 collosi, with proper micro and backing units its unstoppable, when have you seen someone get 6-8 carriers and it be GG? What about immortals and observers? The problem is we have trouble reaching that tech because gateway units and void rays are much worse than gateway units and immortals/observers
Grubby Fighting!
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
August 18 2010 00:26 GMT
#50
I think that the reason why colossi are more viable than carriers is because collossi have an area with their attack, so they can kill more ground units and faster.

Even if you say that carriers + chrono boost makes them come out faster, you can also get colossi out faster with chrono boost, and its much cheaper overall.
I like haikus and / I can not lie. You other / brothers can't deny
Exyia
Profile Joined July 2010
United States17 Posts
August 18 2010 00:37 GMT
#51
On August 18 2010 09:23 Stargazer wrote:
I think carriers can be viable as T3 stargate tech against zerg. White-ra/Duckload ra's match against Madfrog recently was really fun to watch. He 2stargated off of 2-base, harassed with phoenixes and void rays and then followed it up with carriers after they both did significant econ damage to each other.

PvP seems almost moot to talk about anything past 10 minutes right now. I don't fancy late-game stargate play in PvT but I don't think it would be as effective as robo or twilight tech trees.


uhhhhh...White-Ra/Duckload-Ra did not win simply because of his tech path/decision of stargates. Rewatch the cast and notice how much Day9 emphasizes the consequences of the far gold expansion and spreading too thin. He had hydra tech to counter air, but with no creep linking the gold expansion, he couldn't defend the higher mobility of air units.

In a much normal situation, I haven't seen many successful stargate play PvZ. Hydra's just deal too much dps in numbers. Not to mention Corrupters absolutely destroy carriers, even when you have a good number of them

There's much more strategy to SC than what tech to pick
Powster
Profile Joined April 2010
United States650 Posts
August 18 2010 00:43 GMT
#52
With antimage's voidray fast expand.. I use colossus without ranged upgrade a lot its not useless. It takes a lot of microing though.. but still useful to use till ranged upgrade finishes..

Anyway.. observers > everything.. so even if I was going carriers instead of colossus I would still definitely make a robotics bay..
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
August 18 2010 00:47 GMT
#53
Carriers are actually incredibly effective against hydras... I think if the maps were different we'd be seeing them.
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
Stargazer
Profile Joined May 2010
United States10 Posts
Last Edited: 2010-08-18 00:58:15
August 18 2010 00:54 GMT
#54
On August 18 2010 09:37 Exyia wrote:
Show nested quote +
On August 18 2010 09:23 Stargazer wrote:
I think carriers can be viable as T3 stargate tech against zerg. White-ra/Duckload ra's match against Madfrog recently was really fun to watch. He 2stargated off of 2-base, harassed with phoenixes and void rays and then followed it up with carriers after they both did significant econ damage to each other.

PvP seems almost moot to talk about anything past 10 minutes right now. I don't fancy late-game stargate play in PvT but I don't think it would be as effective as robo or twilight tech trees.


uhhhhh...White-Ra/Duckload-Ra did not win simply because of his tech path/decision of stargates. Rewatch the cast and notice how much Day9 emphasizes the consequences of the far gold expansion and spreading too thin. He had hydra tech to counter air, but with no creep linking the gold expansion, he couldn't defend the higher mobility of air units.

In a much normal situation, I haven't seen many successful stargate play PvZ. Hydra's just deal too much dps in numbers. Not to mention Corrupters absolutely destroy carriers, even when you have a good number of them

There's much more strategy to SC than what tech to pick



Actually, White Ra did win in this very specific instance bc of carriers following-up the stargate tech. They base traded and he ended up having the only army left on the map save madfrog's probes. White ra's phoenixes and vr's were able to abuse madfrog's hydra army bc of mobility, yes. But I emphasized carriers as a follow-up tech, and so does day9. And the carriers were super-important since white-ra lost his expo halfway through and was short on resources.
dolpiff
Profile Joined June 2010
France300 Posts
August 18 2010 01:00 GMT
#55
carriers need energy and a spell like BCs...
roymarthyup
Profile Joined April 2010
1442 Posts
August 18 2010 01:31 GMT
#56
ive been going stargate / carrier against zerg alot and its pretty effective against hydralisks. a carrier beats 3 hydras and loses to 4.

3 hydras costs 300min/150gas
4 hydras cost 400min/200gas

1 carrier costs 450min / 250gas (to fill up to 8 interceptors)


what makes carriers so strong against hydras is their range against hydras plus the interceptor launch speed that lets the carriers launch all the interceptors and deal lots of damage then run away and the interceptors return to the carrier then you can attack again and launch all the interceptors again

my carrier strategy seems to beat hydras but lose to curruptors if the zerg is smart and gets air armor upgrades. curruptors with 5 armor will heavily reduce my fully upgraded carriers 8 damage down to 3.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2010-08-18 01:35:14
August 18 2010 01:34 GMT
#57
On August 18 2010 08:56 stormtemplar wrote:
Show nested quote +
On August 18 2010 07:26 link0 wrote:
Carriers are like an awesome version of BC. They are way faster and deal massive damage to air as well as ground. Teching to Carriers in the late game is always a good idea against Terran.

The days of TLO's BC play are long over.


Two words: Yamato cannon. Where are your carriers now?


one word: feedback


counters to counters! isnt sc nice?
life of lively to live to life of full life thx to shield battery
moopie
Profile Joined July 2009
12605 Posts
August 18 2010 05:21 GMT
#58
On August 18 2010 08:47 tetrash0t wrote:
does anyone even attempt to use colossus without the range upgrade? i feel like that should be factored in

Attempt to? of course. If you transition Collossi into your army relatively early vZ, you'll still be up against mainly roach/ling, so range 6 still works. You should always try to get the range asap (in time for hydras) but the Colossus is far from useless without it.
I'm going to sleep, let me get some of that carpet.
bokchoi
Profile Blog Joined March 2010
Korea (South)9498 Posts
Last Edited: 2010-08-18 07:44:54
August 18 2010 07:42 GMT
#59
a) Colossus are very cost-effective
b) You want observers, so you're gonna get a Robo anyways
c) Stargate units aren't as popular/effective in most scenarios
d) Carriers much more easily countered, and not as menacing (in comparison to BW)
Nixda
Profile Joined August 2010
119 Posts
August 18 2010 07:45 GMT
#60
On August 17 2010 19:40 escruting wrote:
Show nested quote +
On August 17 2010 19:34 shawabawa wrote:
1 carrier costs 450-250 and in the majority of cases is much, much worse than 1 colossus which is 300-200. The tech is also 50/50 cheaper.

Carriers only really get good when you have like 4-5 of them and even then they aren't great. Plus their abysmally slow speed makes it incredibly difficult to use them effectively, especially against zerg.

I think carriers need a little bit of a buff, it's almost always more worth it to just spam void rays instead, maybe carriers could also benefit a little bit from flux veins?

edit: plus lack of observers is a huge setback, especially against Terran

350-250*


Not really. Sure, 350/250 is the price for them to come out, but that is with 4 interceptors only.
Its 450/250 for a fully stocked one, and it makes no sense at all wanting to save 100 mins to use a carrier at half power.
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