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[D]Why Colossi instead of Carriers? - Page 4

Forum Index > SC2 General
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TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
Last Edited: 2010-08-18 07:52:06
August 18 2010 07:48 GMT
#61
The difference I'd say is that Collosi rip apart infantry while carriers are exceptional at focusing down large, threatening units quickly. (The catapult upgrade is pretty much a must.)

They have different uses.
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2010-08-18 07:54:17
August 18 2010 07:53 GMT
#62
Why don't we see more carriers?
Because mothership rushing is more funny to watch.
Ask Huk

On August 18 2010 16:48 TedJustice wrote:
The difference I'd say is that Collosi rip apart infantry while carriers are exceptional at focusing down large, threatening units quickly. (The catapult upgrade is pretty much a must.)

They have different uses.


Well the catapult upgrade is a must but so is the extended lance to a degree.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Liquorshot_852
Profile Joined July 2010
Korea (South)72 Posts
August 18 2010 08:11 GMT
#63
counter to hydras are colossi, not carriers
Jarmam
Profile Joined June 2010
Denmark140 Posts
August 18 2010 08:27 GMT
#64
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.


That's funny, cuz I see BCs all the time, but never Carriers. I've seen them 4 games so far, and only once were they actually contributing to a victory.
"Freedom for Colossus" - White-Ra
Ryuu314
Profile Joined October 2009
United States12679 Posts
August 18 2010 08:35 GMT
#65
Carriers suck. There's nothing they can do that another unit can't do better.

Sure they have insane DPS with catapult upgrade, but their interceptors die so fast it's retarded. Add to the fact that you can no longer micro carriers and you have naught but a shadow of the original behemoth.
Ownos
Profile Joined July 2010
United States2147 Posts
August 18 2010 09:13 GMT
#66
Are you serious... You need a few carriers to make them useful. 1 colossus is still very useful because of splash and so supports gateway units very well.
...deeper and deeper into the bowels of El Diablo
Ghad
Profile Blog Joined April 2010
Norway2551 Posts
August 18 2010 09:15 GMT
#67
As a zerg I would say one reason to go for colossus before carriers is that you need at least 4 carriers for them to be really effective, where one or two colossus can come out so early and cause lots of mayhem.

You are simply too exposed while teching and building carriers, you are going to need some kind of robo tech to get there.
forgottendreams: One underage girl, two drunk guys, one gogo dancer and starcraft 2. Apparently just another day in Europe.
LolnoobInsanity
Profile Joined May 2010
United States183 Posts
August 18 2010 16:17 GMT
#68
On August 17 2010 19:23 Lighioana wrote:
I'm not a protoss play, but just looking at the numbers, I have to wonder why protoss players go Colossi instead of Carriers.

The facts:
After the cybernetics core a protoss player could go 2 ways:

1. Colossi
Robotics Facility
200 minerals
100 minerals
65 seconds

Robotics Bay
200 minerals
200 gas
65 seconds

Tech total:
400 minerals
300 gas
190 seconds


1 Colossus
300 minerals
200 gas
75 seconds
6 supply

2. Carriers
Stargate
150 minerals
150 gas
60 seconds

Fleet Beacon
300 minerals
200 gas
60 seconds

Tech total:
450 minerals
350 gas
180 seconds


1 Carrier
350+100 (4 interceptors) minerals
250 gas
120 seconds
6 supply

The Carriers tech is 10 seconds faster and remember that tech cannot be chrono boosted.
While the carriers themself take more amount to build, chronoboost should help a lot and I think that 1 Carrier is better then 1 Colossus in most circumstances, unless you are going against a lot of marines. So, am I wrong that in theory we should see more Carriers?


Well this is for one colossus and one carrier. If you want to have a nice carrier fleet you'd need at least another stargate, and the other unit options from the stargate aren't as easily viable as the ones from the robo. Observers immortals and warp prisms are all useful for many different purposes, and voids are used for pretty much the same thing as carriers.

Also you can pump out a good number of colossi from one robo (they take almost half as long and can also be chronoboosted) and you can't really get a good carrier fleet from one stargate. And even then, one colossi is more useful than one carrier.
Cloak
Profile Joined October 2009
United States816 Posts
August 18 2010 16:36 GMT
#69
If Carriers were actually as good as BCs, you'd see more of them.
The more you know, the less you understand.
youngminii
Profile Blog Joined May 2010
Australia7514 Posts
August 18 2010 16:38 GMT
#70
Carriers are terrible in this game. I'm not even kidding, try using them one day. Unless you're like 2 expos ahead or your opponent is a complete scrub, your carriers will get gunned down in two seconds before doing any damage, even with the interceptor launch upgrade.
lalala
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