• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:11
CEST 11:11
KST 18:11
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Evil Geniuses - shutting down14ISSL (IntoTheTV x SOOP SC2 League): Premier5Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League55Weekly Cups (October 5-11): Farewell to 5.0.167
StarCraft 2
General
Evil Geniuses - shutting down REPORT: StarCraft 2: Remastered In Development How do you feel about the mass reverts in the 5.0.17 PTR? No more SC2 streamers on team liquid? Daily SC2 Player Grid - feedback wanted
Tourneys
ScienceCraft (October 24-25) - Live Event RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier Sparkling Tuna Cup - Weekly Open Tournament WORTEX Challenger Series — Open SC2 LAN in Budapes
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 548 Shining Bright The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train
Brood War
General
Starcraft player cRuZa Passed away. Young Players Tournament Announced by SOOP Rollback Netcode in Brood War SCHNAIL now supports Remastered BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Small VOD Thread 2.0 2v2v2v2 Tournament [ASL22] Grand Finals [Megathread] Daily Proleagues
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) 50,000-Word Terran Builds Memo 2026-10-22 Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Armies of Exigo - YesYes? General RTS Discussion Thread Dawn of War IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion!
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
How Much Genes Contribute to…
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9259 users

Designated Balance Discussion Thread - Page 1180

Forum Index > SC2 General
Post a Reply
Prev 1 1178 1179 1180 1181 1182 1266 Next
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-10-29 21:10:54
October 29 2014 21:08 GMT
#23581
On October 30 2014 04:30 Spect8rCraft wrote:
I still think capital ships should require more supply.

It's a strange and somewhat counterintuitive way of balancing them, but the way I see it is that capital ships can become imbalanced on a dime, and that is usually due to quantity; having more capital ships has an exponential impact as more hit the field. I presume that's the knife's edge Blizzard doesn't want to walk on; that if capital ships were buffed so that lone units could hold their own, they'd easily be able to subsequently amass a fleet with ease. This is more true than, say, massing colossi since capital ships tend to be more multipurpose (colossi tend to be good against massed non-armored units, brood lords are great against any ground unit that can't get under it, carriers and battlecruisers can hold their own against most any unit to one extent or another, usually to a low extent, though, if they're sufficiently upgraded) And since SC2 is a max-oriented game, with one-big-pushes a very realistic theme, buffing capital ships means whichever side doesn't have them may suffer a major disadvantage.

Ergo, it may make sense to increase the supply of capital ships so that one couldn't build like 10 of them without taking a significant hit to secondary army supply. In other words, we trade supply size for faster ships and/or stronger ships. From there we can buff damage or DPS or whatever with less fallout than with smaller-supply units. That way they can be more like lite motherships--their presence have an immediate impact on the battlefield. Except, y'know, thirty of 'em won't swarm over your opponent like a zergling runby.


If they required any more nobody would build them. We seldom see the huge Tier 3 capital units anyway....

Though if you make my Mothership 20 supply and give me the Independence Day weapon..... I might go for it.....

Also, while we're discussing this.. I think the Mothership is pretty lame. Yeah it cloaks stuff, but it actually loses an ability, and its attack animation is stupid.

I want a huge ship either with huge guns on it or that releases thousands of little ships that shoot lasers. Something that feels like a mothership.

Right now its just a big slow cloaking frisbee.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Big J
Profile Joined March 2011
Austria16289 Posts
October 29 2014 21:40 GMT
#23582
Yeah, lorewise the mothership implementation is pretty lame.
But functionalitywise it is pretty good for a 400/400/8 unit imo.

Also, though its attack animation isnt impressive, personally I could do with even less visual blocking in the game. The big obvious ones - Colossi/Voidray - aside there is lots of other stuff making it hard to follow single units in combat. The size of the mothership and the airstacking engine of SC make it already a very unpleasant unit to watch in combats, no need for more effects.

I think Capital Ships as they are in the game don't really fit Starcraft. I like the idea of a smaller hit&run carrier. Similarily I would like the idea of a weaker BC focused on its role to take out targets through yamato. E.g. by scaling its stats and costs down by 25-50% but leaving yamato roughly untouched.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-10-29 21:53:41
October 29 2014 21:53 GMT
#23583
On October 30 2014 06:40 Big J wrote:
Similarily I would like the idea of a weaker BC focused on its role to take out targets through yamato. E.g. by scaling its stats and costs down by 25-50% but leaving yamato roughly untouched.


In b4 IMBAAAAAA
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
October 29 2014 22:06 GMT
#23584
On October 27 2014 21:10 SatedSC2 wrote:
Show nested quote +
On October 27 2014 20:46 Grumbels wrote:
You could allow reapers to make use of the existing bio upgrades. There are various options:
- reapers with stim pack, combat shields
- concussive shells turned into an upgrade that changes both marauder and reaper attack
- additional reaper upgrade at the tech lab
- ghost academy changed into academy with some bio upgrades placed there

Reapers are so useless past a certain point that you could honestly go wild with T2+ upgrades.

But why?

What problem does making Reapers useful later in the game solve?

What deficiency does late-game Terran have that requires the Reaper to be different?

It does its job. It doesn't need to be useful throughout the whole game. Plenty of units aren't useful throughout the whole of a game, or are only used situationally in response to a specific enemy composition.

Having a lot of fun and useful units to play with beats being shoehorned into doing the same thing over and over again.

Then again, Blizzard has developed this annoying habit of nerfing every unit that is even slightly interesting or fun (or god forbid, both).
TokO
Profile Joined July 2011
Norway577 Posts
October 29 2014 22:14 GMT
#23585
On October 30 2014 07:06 maartendq wrote:
+ Show Spoiler +
On October 27 2014 21:10 SatedSC2 wrote:
Show nested quote +
On October 27 2014 20:46 Grumbels wrote:
You could allow reapers to make use of the existing bio upgrades. There are various options:
- reapers with stim pack, combat shields
- concussive shells turned into an upgrade that changes both marauder and reaper attack
- additional reaper upgrade at the tech lab
- ghost academy changed into academy with some bio upgrades placed there

Reapers are so useless past a certain point that you could honestly go wild with T2+ upgrades.

But why?

What problem does making Reapers useful later in the game solve?

What deficiency does late-game Terran have that requires the Reaper to be different?

It does its job. It doesn't need to be useful throughout the whole game. Plenty of units aren't useful throughout the whole of a game, or are only used situationally in response to a specific enemy composition.

Having a lot of fun and useful units to play with beats being shoehorned into doing the same thing over and over again.

Then again, Blizzard has developed this annoying habit of nerfing every unit that is even slightly interesting or fun (or god forbid, both).


But you can do other stuff if you want. You just have to realise that other compositions aren't going to be as flexible/mobile/powerful as bio.
Spect8rCraft
Profile Joined December 2012
649 Posts
October 30 2014 01:38 GMT
#23586
On October 30 2014 06:08 DinoMight wrote:
Show nested quote +
On October 30 2014 04:30 Spect8rCraft wrote:
I still think capital ships should require more supply.

It's a strange and somewhat counterintuitive way of balancing them, but the way I see it is that capital ships can become imbalanced on a dime, and that is usually due to quantity; having more capital ships has an exponential impact as more hit the field. I presume that's the knife's edge Blizzard doesn't want to walk on; that if capital ships were buffed so that lone units could hold their own, they'd easily be able to subsequently amass a fleet with ease. This is more true than, say, massing colossi since capital ships tend to be more multipurpose (colossi tend to be good against massed non-armored units, brood lords are great against any ground unit that can't get under it, carriers and battlecruisers can hold their own against most any unit to one extent or another, usually to a low extent, though, if they're sufficiently upgraded) And since SC2 is a max-oriented game, with one-big-pushes a very realistic theme, buffing capital ships means whichever side doesn't have them may suffer a major disadvantage.

Ergo, it may make sense to increase the supply of capital ships so that one couldn't build like 10 of them without taking a significant hit to secondary army supply. In other words, we trade supply size for faster ships and/or stronger ships. From there we can buff damage or DPS or whatever with less fallout than with smaller-supply units. That way they can be more like lite motherships--their presence have an immediate impact on the battlefield. Except, y'know, thirty of 'em won't swarm over your opponent like a zergling runby.


If they required any more nobody would build them. We seldom see the huge Tier 3 capital units anyway....

Though if you make my Mothership 20 supply and give me the Independence Day weapon..... I might go for it.....

Also, while we're discussing this.. I think the Mothership is pretty lame. Yeah it cloaks stuff, but it actually loses an ability, and its attack animation is stupid.

I want a huge ship either with huge guns on it or that releases thousands of little ships that shoot lasers. Something that feels like a mothership.

Right now its just a big slow cloaking frisbee.


I highly doubt supply is going to be the biggest deterrent to building capital ships (or really anything, from marines and roaches to colossi and brood lords). After all, if they were supply efficient, then it wouldn't matter if they were 50 supply, so long as they were worth the army they would replace, right?

'Course, that's taking the logic to its extreme. Even raising capital ships to, say, 10 supply could give a bit more breathing room in the buff/change department.

The intent is to avoid going into the "mass capital ships, get to 200 supply and roll out like Autobots" kind of game, and try to find a happy balance like where the colossus sits.

And yes, the mothership with the purifier ability would be something to see.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
October 30 2014 05:43 GMT
#23587
On October 30 2014 10:38 Spect8rCraft wrote:
Show nested quote +
On October 30 2014 06:08 DinoMight wrote:
On October 30 2014 04:30 Spect8rCraft wrote:
I still think capital ships should require more supply.

It's a strange and somewhat counterintuitive way of balancing them, but the way I see it is that capital ships can become imbalanced on a dime, and that is usually due to quantity; having more capital ships has an exponential impact as more hit the field. I presume that's the knife's edge Blizzard doesn't want to walk on; that if capital ships were buffed so that lone units could hold their own, they'd easily be able to subsequently amass a fleet with ease. This is more true than, say, massing colossi since capital ships tend to be more multipurpose (colossi tend to be good against massed non-armored units, brood lords are great against any ground unit that can't get under it, carriers and battlecruisers can hold their own against most any unit to one extent or another, usually to a low extent, though, if they're sufficiently upgraded) And since SC2 is a max-oriented game, with one-big-pushes a very realistic theme, buffing capital ships means whichever side doesn't have them may suffer a major disadvantage.

Ergo, it may make sense to increase the supply of capital ships so that one couldn't build like 10 of them without taking a significant hit to secondary army supply. In other words, we trade supply size for faster ships and/or stronger ships. From there we can buff damage or DPS or whatever with less fallout than with smaller-supply units. That way they can be more like lite motherships--their presence have an immediate impact on the battlefield. Except, y'know, thirty of 'em won't swarm over your opponent like a zergling runby.


If they required any more nobody would build them. We seldom see the huge Tier 3 capital units anyway....

Though if you make my Mothership 20 supply and give me the Independence Day weapon..... I might go for it.....

Also, while we're discussing this.. I think the Mothership is pretty lame. Yeah it cloaks stuff, but it actually loses an ability, and its attack animation is stupid.

I want a huge ship either with huge guns on it or that releases thousands of little ships that shoot lasers. Something that feels like a mothership.

Right now its just a big slow cloaking frisbee.


I highly doubt supply is going to be the biggest deterrent to building capital ships (or really anything, from marines and roaches to colossi and brood lords). After all, if they were supply efficient, then it wouldn't matter if they were 50 supply, so long as they were worth the army they would replace, right?

'Course, that's taking the logic to its extreme. Even raising capital ships to, say, 10 supply could give a bit more breathing room in the buff/change department.

The intent is to avoid going into the "mass capital ships, get to 200 supply and roll out like Autobots" kind of game, and try to find a happy balance like where the colossus sits.

And yes, the mothership with the purifier ability would be something to see.


The supply problem is not an efficiency problem.

X supply produced over Y time. Meaning everytime a unit is in production you will be down X supply over Y time.

When X is low and Y is low, its a unit you spam like marines/zerglings

When X is high, but Y low, you can hit very strong timings (Muta tech switch for example)

When X is low, but Y is high, you can support them with low tier units and replace those low tier units over time (zealots slowly replaced by Archons for example)

When X is high and Y is high, then you will essentially be nuking your current army as you wait 2-4 minutes while being down 12-18 supply.
Hark, what baseball through yonder window breaks?
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-10-30 07:27:52
October 30 2014 07:26 GMT
#23588
On October 30 2014 14:43 Thieving Magpie wrote:
Show nested quote +
On October 30 2014 10:38 Spect8rCraft wrote:
On October 30 2014 06:08 DinoMight wrote:
On October 30 2014 04:30 Spect8rCraft wrote:
I still think capital ships should require more supply.

It's a strange and somewhat counterintuitive way of balancing them, but the way I see it is that capital ships can become imbalanced on a dime, and that is usually due to quantity; having more capital ships has an exponential impact as more hit the field. I presume that's the knife's edge Blizzard doesn't want to walk on; that if capital ships were buffed so that lone units could hold their own, they'd easily be able to subsequently amass a fleet with ease. This is more true than, say, massing colossi since capital ships tend to be more multipurpose (colossi tend to be good against massed non-armored units, brood lords are great against any ground unit that can't get under it, carriers and battlecruisers can hold their own against most any unit to one extent or another, usually to a low extent, though, if they're sufficiently upgraded) And since SC2 is a max-oriented game, with one-big-pushes a very realistic theme, buffing capital ships means whichever side doesn't have them may suffer a major disadvantage.

Ergo, it may make sense to increase the supply of capital ships so that one couldn't build like 10 of them without taking a significant hit to secondary army supply. In other words, we trade supply size for faster ships and/or stronger ships. From there we can buff damage or DPS or whatever with less fallout than with smaller-supply units. That way they can be more like lite motherships--their presence have an immediate impact on the battlefield. Except, y'know, thirty of 'em won't swarm over your opponent like a zergling runby.


If they required any more nobody would build them. We seldom see the huge Tier 3 capital units anyway....

Though if you make my Mothership 20 supply and give me the Independence Day weapon..... I might go for it.....

Also, while we're discussing this.. I think the Mothership is pretty lame. Yeah it cloaks stuff, but it actually loses an ability, and its attack animation is stupid.

I want a huge ship either with huge guns on it or that releases thousands of little ships that shoot lasers. Something that feels like a mothership.

Right now its just a big slow cloaking frisbee.


I highly doubt supply is going to be the biggest deterrent to building capital ships (or really anything, from marines and roaches to colossi and brood lords). After all, if they were supply efficient, then it wouldn't matter if they were 50 supply, so long as they were worth the army they would replace, right?

'Course, that's taking the logic to its extreme. Even raising capital ships to, say, 10 supply could give a bit more breathing room in the buff/change department.

The intent is to avoid going into the "mass capital ships, get to 200 supply and roll out like Autobots" kind of game, and try to find a happy balance like where the colossus sits.

And yes, the mothership with the purifier ability would be something to see.


The supply problem is not an efficiency problem.

X supply produced over Y time. Meaning everytime a unit is in production you will be down X supply over Y time.

When X is low and Y is low, its a unit you spam like marines/zerglings

When X is high, but Y low, you can hit very strong timings (Muta tech switch for example)

When X is low, but Y is high, you can support them with low tier units and replace those low tier units over time (zealots slowly replaced by Archons for example)

When X is high and Y is high, then you will essentially be nuking your current army as you wait 2-4 minutes while being down 12-18 supply.


Yes, this is the problem. Now other units have high production times and are somewhat costly as well, but Carriers/BCs PTs are extraordinarily high while they aren't units that are really powerful one at a piece. Their design makes them useless in the low numbers which leads to having long phases of vulnerability.
To give an example:
In the time you have 3 Carriers in production (1050/750/18;80-120second, depending on chronoboost) a Terran opponent can build two medivacs with 12-16supply of bio units (given a standard lategame production setup; 42seconds), load them up, cross the map (~30second rush distance by air with speedivacs), harass with the units and get out before the carriers even pop. And then you have 3 Carriers which aren't going to be changing the world as they are just flying stalkers currently.
Svizcy
Profile Joined May 2010
Slovenia300 Posts
October 30 2014 08:40 GMT
#23589
Lets just introduce Epic units and get this over with. Some 30 suply heavy unit that is good vs everything, has lots of spells at dissposal and so on and so forth.

Ohhh wait...no that wont be so good on second thought...
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
October 30 2014 10:24 GMT
#23590
On October 30 2014 02:12 SC2Toastie wrote:
Show nested quote +
On October 30 2014 02:07 DinoMight wrote:
On the topic of Carrier build time though..

Is there anyone who is against reducing this? At all? Can we petition Blizzard to just do it?

I'd rather see cost for interceptors greatly reduced, to like 10m/unit. Also, make their attacks single instead of double, Interceptors attack with low damage, twice per shot. Making that one shot makes the damage a lot higher when, in lategame, everything has 3/4/5 armor.

As for time, maybe slightly. Rember dat chrono, which nobody takes into account.



Carriers take more time fully chronod than Colossi do without chrono (each chrono lets 30 seconds of work to be done in 20, 120 seconds total therefore 80 seconds per Carrier, Colossus is 75 without any boosts). And who doesn't chrono their Colossi when possible? I don't think "getting them too quick" is likely to be an issue until you're getting to the point of doubling the speed of production.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
Last Edited: 2014-10-30 11:01:04
October 30 2014 11:00 GMT
#23591
On October 30 2014 19:24 -Celestial- wrote:
Show nested quote +
On October 30 2014 02:12 SC2Toastie wrote:
On October 30 2014 02:07 DinoMight wrote:
On the topic of Carrier build time though..

Is there anyone who is against reducing this? At all? Can we petition Blizzard to just do it?

I'd rather see cost for interceptors greatly reduced, to like 10m/unit. Also, make their attacks single instead of double, Interceptors attack with low damage, twice per shot. Making that one shot makes the damage a lot higher when, in lategame, everything has 3/4/5 armor.

As for time, maybe slightly. Rember dat chrono, which nobody takes into account.



Carriers take more time fully chronod than Colossi do without chrono (each chrono lets 30 seconds of work to be done in 20, 120 seconds total therefore 80 seconds per Carrier, Colossus is 75 without any boosts). And who doesn't chrono their Colossi when possible? I don't think "getting them too quick" is likely to be an issue until you're getting to the point of doubling the speed of production.

They're build time is long, I know. But you HAVE to keep in mind we're talking about multiple major buffs to a unit that barely has any counters. What checks Carriers after these proposed buffs? Vikings, Corruptors, Infestors, Ravens, possibly Marines. Note these are all EASILY dealt with by using HT.
All these battles snowball real hard; the Carrier player in theory has Recall, but the opponent will not be able to succesfully disengage. It's dangerous to make Carriers too accessible, IMO. They're not bad units, buffing their attack AND build time AND cost can make them OP really fast.

Don't get me wrong, I'm all for experimenting with the carrier, but a unit that versatile should be treated with great care.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Eraz0rZ
Profile Joined December 2010
Netherlands47 Posts
October 30 2014 12:19 GMT
#23592
Only problem i see is that interceptors die too fast.

They need to buff armor of them, health or buildtime/cost.

Carriers are a good unit and its accessible if you know the builds right.

Particulairly in PvP carriers are viable.
Just another PROtoss u knowwaddamean
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 30 2014 13:10 GMT
#23593
On October 30 2014 21:19 Eraz0rZ wrote:
Only problem i see is that interceptors die too fast.

They need to buff armor of them, health or buildtime/cost.

Carriers are a good unit and its accessible if you know the builds right.

Particulairly in PvP carriers are viable.

What.

Tempest are the most ridiculous fucking hardcounter to Carriers I can think of. Sorry, but Tempest take 2/3rds of the supply, cost almost half, have 8 more range and I think they 5/6 shot Carriers?

Interceptors dieing fast is part of the Carrier, obviously. Repairing them within the carrier and reducing the cost allows static defense and marine/hydra/queen etc. to delay Carrier critical mass.

Apparantly the Carriers are viable at your level. If they were viable, we'd see them by those guys that earn their money by winning, don't you think...
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Eraz0rZ
Profile Joined December 2010
Netherlands47 Posts
Last Edited: 2014-10-30 13:49:13
October 30 2014 13:46 GMT
#23594
On October 30 2014 22:10 SC2Toastie wrote:
Show nested quote +
On October 30 2014 21:19 Eraz0rZ wrote:
Only problem i see is that interceptors die too fast.

They need to buff armor of them, health or buildtime/cost.

Carriers are a good unit and its accessible if you know the builds right.

Particulairly in PvP carriers are viable.

What.

Tempest are the most ridiculous fucking hardcounter to Carriers I can think of. Sorry, but Tempest take 2/3rds of the supply, cost almost half, have 8 more range and I think they 5/6 shot Carriers?

Interceptors dieing fast is part of the Carrier, obviously. Repairing them within the carrier and reducing the cost allows static defense and marine/hydra/queen etc. to delay Carrier critical mass.

Apparantly the Carriers are viable at your level. If they were viable, we'd see them by those guys that earn their money by winning, don't you think...


hahah

Its all about the build dude. I got my own few builds pros havent even figured out yet.Tempest are strong vs carrier. But not versus voidrays, they do minimal damage to voidrays. And with a few of your own tempest backing it up...

Think, voidrays are closest range so they take aggro, they are also the "strong" protoss faster air unit... Perfect counter to tempest.
Not to forget if you want to tech safely versus a standard composition You need 5 tempest to oneshot a collosi. And from there magic can happen.

My build is atm; chargelot archon fast 3rd if i see collosi double stargate/tripple if he has more then 3. Build 5 tempest, make more chargelot archon if he doesnt engage insta start building carriers. If he does, snipe collosi win with chargelot archon (the more archons you have the stronger your composition is due to the enemy not having decent splash)
At this stage you should either be able to build a few carriers, or your maxed out, or hes constantly trading vs chargelot archon with gateway units.

If he doesnt aggro you and your maxedout, harrass with half of your zealots on his natural and third at the same time + warpprism in main, Or slowly aggro with a few zealots so you can stay maxed if hes out on the map.

So far i can hold any 2 base allins with pure chargelot archon on 3 base. and because im harrassing at multiple fronts i have time to build carriers.

Im r23 masters on EU btw.

Maybe i should do a tutorial here.
Just another PROtoss u knowwaddamean
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-10-30 13:58:42
October 30 2014 13:57 GMT
#23595
--- Nuked ---
Spect8rCraft
Profile Joined December 2012
649 Posts
October 30 2014 14:07 GMT
#23596
On October 30 2014 16:26 Big J wrote:
Show nested quote +
On October 30 2014 14:43 Thieving Magpie wrote:
On October 30 2014 10:38 Spect8rCraft wrote:
On October 30 2014 06:08 DinoMight wrote:
On October 30 2014 04:30 Spect8rCraft wrote:
I still think capital ships should require more supply.

It's a strange and somewhat counterintuitive way of balancing them, but the way I see it is that capital ships can become imbalanced on a dime, and that is usually due to quantity; having more capital ships has an exponential impact as more hit the field. I presume that's the knife's edge Blizzard doesn't want to walk on; that if capital ships were buffed so that lone units could hold their own, they'd easily be able to subsequently amass a fleet with ease. This is more true than, say, massing colossi since capital ships tend to be more multipurpose (colossi tend to be good against massed non-armored units, brood lords are great against any ground unit that can't get under it, carriers and battlecruisers can hold their own against most any unit to one extent or another, usually to a low extent, though, if they're sufficiently upgraded) And since SC2 is a max-oriented game, with one-big-pushes a very realistic theme, buffing capital ships means whichever side doesn't have them may suffer a major disadvantage.

Ergo, it may make sense to increase the supply of capital ships so that one couldn't build like 10 of them without taking a significant hit to secondary army supply. In other words, we trade supply size for faster ships and/or stronger ships. From there we can buff damage or DPS or whatever with less fallout than with smaller-supply units. That way they can be more like lite motherships--their presence have an immediate impact on the battlefield. Except, y'know, thirty of 'em won't swarm over your opponent like a zergling runby.


If they required any more nobody would build them. We seldom see the huge Tier 3 capital units anyway....

Though if you make my Mothership 20 supply and give me the Independence Day weapon..... I might go for it.....

Also, while we're discussing this.. I think the Mothership is pretty lame. Yeah it cloaks stuff, but it actually loses an ability, and its attack animation is stupid.

I want a huge ship either with huge guns on it or that releases thousands of little ships that shoot lasers. Something that feels like a mothership.

Right now its just a big slow cloaking frisbee.


I highly doubt supply is going to be the biggest deterrent to building capital ships (or really anything, from marines and roaches to colossi and brood lords). After all, if they were supply efficient, then it wouldn't matter if they were 50 supply, so long as they were worth the army they would replace, right?

'Course, that's taking the logic to its extreme. Even raising capital ships to, say, 10 supply could give a bit more breathing room in the buff/change department.

The intent is to avoid going into the "mass capital ships, get to 200 supply and roll out like Autobots" kind of game, and try to find a happy balance like where the colossus sits.

And yes, the mothership with the purifier ability would be something to see.


The supply problem is not an efficiency problem.

X supply produced over Y time. Meaning everytime a unit is in production you will be down X supply over Y time.

When X is low and Y is low, its a unit you spam like marines/zerglings

When X is high, but Y low, you can hit very strong timings (Muta tech switch for example)

When X is low, but Y is high, you can support them with low tier units and replace those low tier units over time (zealots slowly replaced by Archons for example)

When X is high and Y is high, then you will essentially be nuking your current army as you wait 2-4 minutes while being down 12-18 supply.


Yes, this is the problem. Now other units have high production times and are somewhat costly as well, but Carriers/BCs PTs are extraordinarily high while they aren't units that are really powerful one at a piece. Their design makes them useless in the low numbers which leads to having long phases of vulnerability.
To give an example:
In the time you have 3 Carriers in production (1050/750/18;80-120second, depending on chronoboost) a Terran opponent can build two medivacs with 12-16supply of bio units (given a standard lategame production setup; 42seconds), load them up, cross the map (~30second rush distance by air with speedivacs), harass with the units and get out before the carriers even pop. And then you have 3 Carriers which aren't going to be changing the world as they are just flying stalkers currently.


So... we want capital ships to do work in low numbers. But, to extrapolate from that, they would be nigh unstoppable in high numbers (barring crucial preparation with hard counters, like an extensive counter-fleet of vikings or tempests; lord knows what Zerg needs to build).

That's kind of the odd logic I'm getting at. If we want to make capital ships better--be it by time or by power, though I'm more supportive of the latter--we also need to account for potential endgame scenarios. If shortening carrier build time by a few seconds grants the Protoss player enough opportunity to amass a golden armada, that's a little different than trying to make lone carriers work.

But maybe I'm getting ahead of myself; perhaps I should wait for buffs before suggesting nerfs. Still, I think army quantity may become a critical factor if capital ships become viable as standalone vehicles.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
October 30 2014 14:19 GMT
#23597
On October 30 2014 23:07 Spect8rCraft wrote:
Show nested quote +
On October 30 2014 16:26 Big J wrote:
On October 30 2014 14:43 Thieving Magpie wrote:
On October 30 2014 10:38 Spect8rCraft wrote:
On October 30 2014 06:08 DinoMight wrote:
On October 30 2014 04:30 Spect8rCraft wrote:
I still think capital ships should require more supply.

It's a strange and somewhat counterintuitive way of balancing them, but the way I see it is that capital ships can become imbalanced on a dime, and that is usually due to quantity; having more capital ships has an exponential impact as more hit the field. I presume that's the knife's edge Blizzard doesn't want to walk on; that if capital ships were buffed so that lone units could hold their own, they'd easily be able to subsequently amass a fleet with ease. This is more true than, say, massing colossi since capital ships tend to be more multipurpose (colossi tend to be good against massed non-armored units, brood lords are great against any ground unit that can't get under it, carriers and battlecruisers can hold their own against most any unit to one extent or another, usually to a low extent, though, if they're sufficiently upgraded) And since SC2 is a max-oriented game, with one-big-pushes a very realistic theme, buffing capital ships means whichever side doesn't have them may suffer a major disadvantage.

Ergo, it may make sense to increase the supply of capital ships so that one couldn't build like 10 of them without taking a significant hit to secondary army supply. In other words, we trade supply size for faster ships and/or stronger ships. From there we can buff damage or DPS or whatever with less fallout than with smaller-supply units. That way they can be more like lite motherships--their presence have an immediate impact on the battlefield. Except, y'know, thirty of 'em won't swarm over your opponent like a zergling runby.


If they required any more nobody would build them. We seldom see the huge Tier 3 capital units anyway....

Though if you make my Mothership 20 supply and give me the Independence Day weapon..... I might go for it.....

Also, while we're discussing this.. I think the Mothership is pretty lame. Yeah it cloaks stuff, but it actually loses an ability, and its attack animation is stupid.

I want a huge ship either with huge guns on it or that releases thousands of little ships that shoot lasers. Something that feels like a mothership.

Right now its just a big slow cloaking frisbee.


I highly doubt supply is going to be the biggest deterrent to building capital ships (or really anything, from marines and roaches to colossi and brood lords). After all, if they were supply efficient, then it wouldn't matter if they were 50 supply, so long as they were worth the army they would replace, right?

'Course, that's taking the logic to its extreme. Even raising capital ships to, say, 10 supply could give a bit more breathing room in the buff/change department.

The intent is to avoid going into the "mass capital ships, get to 200 supply and roll out like Autobots" kind of game, and try to find a happy balance like where the colossus sits.

And yes, the mothership with the purifier ability would be something to see.


The supply problem is not an efficiency problem.

X supply produced over Y time. Meaning everytime a unit is in production you will be down X supply over Y time.

When X is low and Y is low, its a unit you spam like marines/zerglings

When X is high, but Y low, you can hit very strong timings (Muta tech switch for example)

When X is low, but Y is high, you can support them with low tier units and replace those low tier units over time (zealots slowly replaced by Archons for example)

When X is high and Y is high, then you will essentially be nuking your current army as you wait 2-4 minutes while being down 12-18 supply.


Yes, this is the problem. Now other units have high production times and are somewhat costly as well, but Carriers/BCs PTs are extraordinarily high while they aren't units that are really powerful one at a piece. Their design makes them useless in the low numbers which leads to having long phases of vulnerability.
To give an example:
In the time you have 3 Carriers in production (1050/750/18;80-120second, depending on chronoboost) a Terran opponent can build two medivacs with 12-16supply of bio units (given a standard lategame production setup; 42seconds), load them up, cross the map (~30second rush distance by air with speedivacs), harass with the units and get out before the carriers even pop. And then you have 3 Carriers which aren't going to be changing the world as they are just flying stalkers currently.


So... we want capital ships to do work in low numbers. But, to extrapolate from that, they would be nigh unstoppable in high numbers (barring crucial preparation with hard counters, like an extensive counter-fleet of vikings or tempests; lord knows what Zerg needs to build).

That's kind of the odd logic I'm getting at. If we want to make capital ships better--be it by time or by power, though I'm more supportive of the latter--we also need to account for potential endgame scenarios. If shortening carrier build time by a few seconds grants the Protoss player enough opportunity to amass a golden armada, that's a little different than trying to make lone carriers work.

But maybe I'm getting ahead of myself; perhaps I should wait for buffs before suggesting nerfs. Still, I think army quantity may become a critical factor if capital ships become viable as standalone vehicles.


For carrriers to be useful, what they don't need is power but interaction.

Carriers were useful in PvT because they could abuse terrain, but goliaths could not. In open combat carriers would lose every time. But hit and runs of the interceptor swarms *actually* happened. Because carriers could be leveraged against their counters, and their counters could swarm them, there was an advantage to gaining air dominance in BW.

You can't run to the cliffs from vikings.
You can't retreat while a force of zealots stalls the ground forces vs vikings.

Wraiths were also a great game vs carriers. If you snipe all the observers, then carriers instagibs the carriers. So on and so forth. Without a dynamic like that, carriers will be no different than just making more stalkers.
Hark, what baseball through yonder window breaks?
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
October 30 2014 14:35 GMT
#23598
On October 30 2014 23:19 Thieving Magpie wrote:
Show nested quote +
On October 30 2014 23:07 Spect8rCraft wrote:
On October 30 2014 16:26 Big J wrote:
On October 30 2014 14:43 Thieving Magpie wrote:
On October 30 2014 10:38 Spect8rCraft wrote:
On October 30 2014 06:08 DinoMight wrote:
On October 30 2014 04:30 Spect8rCraft wrote:
I still think capital ships should require more supply.

It's a strange and somewhat counterintuitive way of balancing them, but the way I see it is that capital ships can become imbalanced on a dime, and that is usually due to quantity; having more capital ships has an exponential impact as more hit the field. I presume that's the knife's edge Blizzard doesn't want to walk on; that if capital ships were buffed so that lone units could hold their own, they'd easily be able to subsequently amass a fleet with ease. This is more true than, say, massing colossi since capital ships tend to be more multipurpose (colossi tend to be good against massed non-armored units, brood lords are great against any ground unit that can't get under it, carriers and battlecruisers can hold their own against most any unit to one extent or another, usually to a low extent, though, if they're sufficiently upgraded) And since SC2 is a max-oriented game, with one-big-pushes a very realistic theme, buffing capital ships means whichever side doesn't have them may suffer a major disadvantage.

Ergo, it may make sense to increase the supply of capital ships so that one couldn't build like 10 of them without taking a significant hit to secondary army supply. In other words, we trade supply size for faster ships and/or stronger ships. From there we can buff damage or DPS or whatever with less fallout than with smaller-supply units. That way they can be more like lite motherships--their presence have an immediate impact on the battlefield. Except, y'know, thirty of 'em won't swarm over your opponent like a zergling runby.


If they required any more nobody would build them. We seldom see the huge Tier 3 capital units anyway....

Though if you make my Mothership 20 supply and give me the Independence Day weapon..... I might go for it.....

Also, while we're discussing this.. I think the Mothership is pretty lame. Yeah it cloaks stuff, but it actually loses an ability, and its attack animation is stupid.

I want a huge ship either with huge guns on it or that releases thousands of little ships that shoot lasers. Something that feels like a mothership.

Right now its just a big slow cloaking frisbee.


I highly doubt supply is going to be the biggest deterrent to building capital ships (or really anything, from marines and roaches to colossi and brood lords). After all, if they were supply efficient, then it wouldn't matter if they were 50 supply, so long as they were worth the army they would replace, right?

'Course, that's taking the logic to its extreme. Even raising capital ships to, say, 10 supply could give a bit more breathing room in the buff/change department.

The intent is to avoid going into the "mass capital ships, get to 200 supply and roll out like Autobots" kind of game, and try to find a happy balance like where the colossus sits.

And yes, the mothership with the purifier ability would be something to see.


The supply problem is not an efficiency problem.

X supply produced over Y time. Meaning everytime a unit is in production you will be down X supply over Y time.

When X is low and Y is low, its a unit you spam like marines/zerglings

When X is high, but Y low, you can hit very strong timings (Muta tech switch for example)

When X is low, but Y is high, you can support them with low tier units and replace those low tier units over time (zealots slowly replaced by Archons for example)

When X is high and Y is high, then you will essentially be nuking your current army as you wait 2-4 minutes while being down 12-18 supply.


Yes, this is the problem. Now other units have high production times and are somewhat costly as well, but Carriers/BCs PTs are extraordinarily high while they aren't units that are really powerful one at a piece. Their design makes them useless in the low numbers which leads to having long phases of vulnerability.
To give an example:
In the time you have 3 Carriers in production (1050/750/18;80-120second, depending on chronoboost) a Terran opponent can build two medivacs with 12-16supply of bio units (given a standard lategame production setup; 42seconds), load them up, cross the map (~30second rush distance by air with speedivacs), harass with the units and get out before the carriers even pop. And then you have 3 Carriers which aren't going to be changing the world as they are just flying stalkers currently.


So... we want capital ships to do work in low numbers. But, to extrapolate from that, they would be nigh unstoppable in high numbers (barring crucial preparation with hard counters, like an extensive counter-fleet of vikings or tempests; lord knows what Zerg needs to build).

That's kind of the odd logic I'm getting at. If we want to make capital ships better--be it by time or by power, though I'm more supportive of the latter--we also need to account for potential endgame scenarios. If shortening carrier build time by a few seconds grants the Protoss player enough opportunity to amass a golden armada, that's a little different than trying to make lone carriers work.

But maybe I'm getting ahead of myself; perhaps I should wait for buffs before suggesting nerfs. Still, I think army quantity may become a critical factor if capital ships become viable as standalone vehicles.


For carrriers to be useful, what they don't need is power but interaction.

Carriers were useful in PvT because they could abuse terrain, but goliaths could not. In open combat carriers would lose every time. But hit and runs of the interceptor swarms *actually* happened. Because carriers could be leveraged against their counters, and their counters could swarm them, there was an advantage to gaining air dominance in BW.

You can't run to the cliffs from vikings.
You can't retreat while a force of zealots stalls the ground forces vs vikings.


Wraiths were also a great game vs carriers. If you snipe all the observers, then carriers instagibs the carriers. So on and so forth. Without a dynamic like that, carriers will be no different than just making more stalkers.

Which goes to show that typically air vs air battles are quite boring. Especially vikings or corruptors versus capital ships.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-10-30 15:04:02
October 30 2014 14:50 GMT
#23599
On October 30 2014 23:07 Spect8rCraft wrote:
Show nested quote +
On October 30 2014 16:26 Big J wrote:
On October 30 2014 14:43 Thieving Magpie wrote:
On October 30 2014 10:38 Spect8rCraft wrote:
On October 30 2014 06:08 DinoMight wrote:
On October 30 2014 04:30 Spect8rCraft wrote:
I still think capital ships should require more supply.

It's a strange and somewhat counterintuitive way of balancing them, but the way I see it is that capital ships can become imbalanced on a dime, and that is usually due to quantity; having more capital ships has an exponential impact as more hit the field. I presume that's the knife's edge Blizzard doesn't want to walk on; that if capital ships were buffed so that lone units could hold their own, they'd easily be able to subsequently amass a fleet with ease. This is more true than, say, massing colossi since capital ships tend to be more multipurpose (colossi tend to be good against massed non-armored units, brood lords are great against any ground unit that can't get under it, carriers and battlecruisers can hold their own against most any unit to one extent or another, usually to a low extent, though, if they're sufficiently upgraded) And since SC2 is a max-oriented game, with one-big-pushes a very realistic theme, buffing capital ships means whichever side doesn't have them may suffer a major disadvantage.

Ergo, it may make sense to increase the supply of capital ships so that one couldn't build like 10 of them without taking a significant hit to secondary army supply. In other words, we trade supply size for faster ships and/or stronger ships. From there we can buff damage or DPS or whatever with less fallout than with smaller-supply units. That way they can be more like lite motherships--their presence have an immediate impact on the battlefield. Except, y'know, thirty of 'em won't swarm over your opponent like a zergling runby.


If they required any more nobody would build them. We seldom see the huge Tier 3 capital units anyway....

Though if you make my Mothership 20 supply and give me the Independence Day weapon..... I might go for it.....

Also, while we're discussing this.. I think the Mothership is pretty lame. Yeah it cloaks stuff, but it actually loses an ability, and its attack animation is stupid.

I want a huge ship either with huge guns on it or that releases thousands of little ships that shoot lasers. Something that feels like a mothership.

Right now its just a big slow cloaking frisbee.


I highly doubt supply is going to be the biggest deterrent to building capital ships (or really anything, from marines and roaches to colossi and brood lords). After all, if they were supply efficient, then it wouldn't matter if they were 50 supply, so long as they were worth the army they would replace, right?

'Course, that's taking the logic to its extreme. Even raising capital ships to, say, 10 supply could give a bit more breathing room in the buff/change department.

The intent is to avoid going into the "mass capital ships, get to 200 supply and roll out like Autobots" kind of game, and try to find a happy balance like where the colossus sits.

And yes, the mothership with the purifier ability would be something to see.


The supply problem is not an efficiency problem.

X supply produced over Y time. Meaning everytime a unit is in production you will be down X supply over Y time.

When X is low and Y is low, its a unit you spam like marines/zerglings

When X is high, but Y low, you can hit very strong timings (Muta tech switch for example)

When X is low, but Y is high, you can support them with low tier units and replace those low tier units over time (zealots slowly replaced by Archons for example)

When X is high and Y is high, then you will essentially be nuking your current army as you wait 2-4 minutes while being down 12-18 supply.


Yes, this is the problem. Now other units have high production times and are somewhat costly as well, but Carriers/BCs PTs are extraordinarily high while they aren't units that are really powerful one at a piece. Their design makes them useless in the low numbers which leads to having long phases of vulnerability.
To give an example:
In the time you have 3 Carriers in production (1050/750/18;80-120second, depending on chronoboost) a Terran opponent can build two medivacs with 12-16supply of bio units (given a standard lategame production setup; 42seconds), load them up, cross the map (~30second rush distance by air with speedivacs), harass with the units and get out before the carriers even pop. And then you have 3 Carriers which aren't going to be changing the world as they are just flying stalkers currently.


So... we want capital ships to do work in low numbers. But, to extrapolate from that, they would be nigh unstoppable in high numbers (barring crucial preparation with hard counters, like an extensive counter-fleet of vikings or tempests; lord knows what Zerg needs to build).

That's kind of the odd logic I'm getting at. If we want to make capital ships better--be it by time or by power, though I'm more supportive of the latter--we also need to account for potential endgame scenarios. If shortening carrier build time by a few seconds grants the Protoss player enough opportunity to amass a golden armada, that's a little different than trying to make lone carriers work.

But maybe I'm getting ahead of myself; perhaps I should wait for buffs before suggesting nerfs. Still, I think army quantity may become a critical factor if capital ships become viable as standalone vehicles.


I haven't given any suggestion right here what should be done. The conclusions you draw here - accounting for endgame armies - are the same as mine. Which is why I prefer solutions that change how those units work.
E.g. I was talking about a -1damage +2 vs light for the Carrier a few pages back. Which would give it more of a role as anti-light unit, but weaken it against other units, hence, make it more counterable.
Or focusing the BC on his ability to Yamato - which would give it more a counterrole to big units - then to focus it on overall combat strength.
In particular I think BCs are not well-designed, they are flying stalkers without blink. Yamato is at a powerlevel where it kills the BCs designated counters - like Corruptors - but isn't overkill, while it offers no strategic value as to why you would build BCs to begin with. In general, there is no reason to build a BC besides having too many resources and the unit being a little harder to deal with than just massing Thors instead.
Carriers are interesting, but plainly badly implemented - Interceptors don't behave like units on their own, but just like delayed attacking range 8 carriers. And still somewhat lack a role, given that they are kind of good vs everything, but again, not really good enough that you would consider going carrier if you see something in particular from your opponent, minus Mech I guess (which is again pretty weak to begin with vs Protoss, so you can do whatever you want...).


On October 30 2014 23:35 Grumbels wrote:
Show nested quote +
On October 30 2014 23:19 Thieving Magpie wrote:
On October 30 2014 23:07 Spect8rCraft wrote:
On October 30 2014 16:26 Big J wrote:
On October 30 2014 14:43 Thieving Magpie wrote:
On October 30 2014 10:38 Spect8rCraft wrote:
On October 30 2014 06:08 DinoMight wrote:
On October 30 2014 04:30 Spect8rCraft wrote:
I still think capital ships should require more supply.

It's a strange and somewhat counterintuitive way of balancing them, but the way I see it is that capital ships can become imbalanced on a dime, and that is usually due to quantity; having more capital ships has an exponential impact as more hit the field. I presume that's the knife's edge Blizzard doesn't want to walk on; that if capital ships were buffed so that lone units could hold their own, they'd easily be able to subsequently amass a fleet with ease. This is more true than, say, massing colossi since capital ships tend to be more multipurpose (colossi tend to be good against massed non-armored units, brood lords are great against any ground unit that can't get under it, carriers and battlecruisers can hold their own against most any unit to one extent or another, usually to a low extent, though, if they're sufficiently upgraded) And since SC2 is a max-oriented game, with one-big-pushes a very realistic theme, buffing capital ships means whichever side doesn't have them may suffer a major disadvantage.

Ergo, it may make sense to increase the supply of capital ships so that one couldn't build like 10 of them without taking a significant hit to secondary army supply. In other words, we trade supply size for faster ships and/or stronger ships. From there we can buff damage or DPS or whatever with less fallout than with smaller-supply units. That way they can be more like lite motherships--their presence have an immediate impact on the battlefield. Except, y'know, thirty of 'em won't swarm over your opponent like a zergling runby.


If they required any more nobody would build them. We seldom see the huge Tier 3 capital units anyway....

Though if you make my Mothership 20 supply and give me the Independence Day weapon..... I might go for it.....

Also, while we're discussing this.. I think the Mothership is pretty lame. Yeah it cloaks stuff, but it actually loses an ability, and its attack animation is stupid.

I want a huge ship either with huge guns on it or that releases thousands of little ships that shoot lasers. Something that feels like a mothership.

Right now its just a big slow cloaking frisbee.


I highly doubt supply is going to be the biggest deterrent to building capital ships (or really anything, from marines and roaches to colossi and brood lords). After all, if they were supply efficient, then it wouldn't matter if they were 50 supply, so long as they were worth the army they would replace, right?

'Course, that's taking the logic to its extreme. Even raising capital ships to, say, 10 supply could give a bit more breathing room in the buff/change department.

The intent is to avoid going into the "mass capital ships, get to 200 supply and roll out like Autobots" kind of game, and try to find a happy balance like where the colossus sits.

And yes, the mothership with the purifier ability would be something to see.


The supply problem is not an efficiency problem.

X supply produced over Y time. Meaning everytime a unit is in production you will be down X supply over Y time.

When X is low and Y is low, its a unit you spam like marines/zerglings

When X is high, but Y low, you can hit very strong timings (Muta tech switch for example)

When X is low, but Y is high, you can support them with low tier units and replace those low tier units over time (zealots slowly replaced by Archons for example)

When X is high and Y is high, then you will essentially be nuking your current army as you wait 2-4 minutes while being down 12-18 supply.


Yes, this is the problem. Now other units have high production times and are somewhat costly as well, but Carriers/BCs PTs are extraordinarily high while they aren't units that are really powerful one at a piece. Their design makes them useless in the low numbers which leads to having long phases of vulnerability.
To give an example:
In the time you have 3 Carriers in production (1050/750/18;80-120second, depending on chronoboost) a Terran opponent can build two medivacs with 12-16supply of bio units (given a standard lategame production setup; 42seconds), load them up, cross the map (~30second rush distance by air with speedivacs), harass with the units and get out before the carriers even pop. And then you have 3 Carriers which aren't going to be changing the world as they are just flying stalkers currently.


So... we want capital ships to do work in low numbers. But, to extrapolate from that, they would be nigh unstoppable in high numbers (barring crucial preparation with hard counters, like an extensive counter-fleet of vikings or tempests; lord knows what Zerg needs to build).

That's kind of the odd logic I'm getting at. If we want to make capital ships better--be it by time or by power, though I'm more supportive of the latter--we also need to account for potential endgame scenarios. If shortening carrier build time by a few seconds grants the Protoss player enough opportunity to amass a golden armada, that's a little different than trying to make lone carriers work.

But maybe I'm getting ahead of myself; perhaps I should wait for buffs before suggesting nerfs. Still, I think army quantity may become a critical factor if capital ships become viable as standalone vehicles.


For carrriers to be useful, what they don't need is power but interaction.

Carriers were useful in PvT because they could abuse terrain, but goliaths could not. In open combat carriers would lose every time. But hit and runs of the interceptor swarms *actually* happened. Because carriers could be leveraged against their counters, and their counters could swarm them, there was an advantage to gaining air dominance in BW.

You can't run to the cliffs from vikings.
You can't retreat while a force of zealots stalls the ground forces vs vikings.


Wraiths were also a great game vs carriers. If you snipe all the observers, then carriers instagibs the carriers. So on and so forth. Without a dynamic like that, carriers will be no different than just making more stalkers.

Which goes to show that typically air vs air battles are quite boring. Especially vikings or corruptors versus capital ships.


Air battles are boring because of air stacking. Air in Starcraft is only really interesting in the context of ground vs air units. With air stacking there is no positioning, flanking or other formations. There is only clumping up as much as possible so that everything can attack and in case of splash, spreading out. There is no difficulty to get units into the battle or out of the battle. Every target is always reachable or unreachable by unit design, but never situation dependend.
In air vs air it is always just a numbers game until splash - which is nearly always a ground thing - comes into play. Then it is engage spread or don't engage at all.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
October 30 2014 15:06 GMT
#23600
Valkyrie from broodwar is an interesting unit?
It has the positioning atleast.
Prev 1 1178 1179 1180 1181 1182 1266 Next
Please log in or register to reply.
Live Events Refresh
FEL
18:00
ScienceCraft - Day 1
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Britney 3866
Hyuk 358
firebathero 348
Jaedong 343
Bisu 261
Stork 186
Mong 159
EffOrt 128
ggaemo 61
NaDa 48
[ Show more ]
Shinee 34
Barracks 29
Bale 19
yabsab 14
zelot 7
Terrorterran 6
Dota 2
Gorgc7314
Other Games
summit1g9523
Sick227
Livibee224
crisheroes169
Organizations
Counter-Strike
PGL16160
Other Games
gamesdonequick843
StarCraft: Brood War
UltimateBattle 22
[ Show 9 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV265
Upcoming Events
Patches Events
3h 49m
AI Arena Tournament
7h 49m
FEL
1d
Sparkling Tuna Cup
1d
Replay Cast
1d 13h
WardiTV Weekly
2 days
IntoTheTV X SOOP
3 days
ByuN vs Lambo
MaxPax vs Bunny
PiGosaur Cup
3 days
The PondCast
4 days
Kung Fu Cup
4 days
[ Show More ]
IntoTheTV X SOOP
5 days
SHIN vs GuMiho
Clem vs Classic
WardiTV Invitational
6 days
Epic.LAN
6 days
Liquipedia Results

Completed

Acropolis #5 - GSC
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
BSL Season 23
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

IPSL Winter 2026-27
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.