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Active: 1652 users

The future of the carrier - Page 12

Forum Index > SC2 General
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CCalms
Profile Joined November 2010
United States341 Posts
January 19 2012 01:19 GMT
#221
http://www.filedropper.com/masscarriervgmzergagain

Mass carrier vs grandmaster zerg

http://www.filedropper.com/antigashipyard94

Mass carrier vs grandmaster terran

Both of these replays are from within two days ago. Please stop whining in threads and spend your time actually making the units to see that they DO work and they work well. In the PvT game, I think there are VERY few other solutions that would have saved me the game.
WombaT
Profile Blog Joined May 2010
Northern Ireland26815 Posts
January 19 2012 01:30 GMT
#222
Will check them out man, always cool to see carriers. Are you utilising them often or just every so often as an 'out there' build?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
CCalms
Profile Joined November 2010
United States341 Posts
January 19 2012 01:32 GMT
#223
On January 19 2012 10:30 Wombat_NI wrote:
Will check them out man, always cool to see carriers. Are you utilising them often or just every so often as an 'out there' build?

I usually have to resort to them vs mech terrans but I hardly ever play against mech. On large maps like tal darim, though, I have found mass air to be SOOOO good in PvZ
Jarree
Profile Joined January 2012
Finland1004 Posts
January 19 2012 02:17 GMT
#224
On January 19 2012 10:19 CCalms wrote:
http://www.filedropper.com/antigashipyard94

Mass carrier vs grandmaster terran

Both of these replays are from within two days ago. Please stop whining in threads and spend your time actually making the units to see that they DO work and they work well. In the PvT game, I think there are VERY few other solutions that would have saved me the game.


You had this game won 8:30 already, supplies are 58-27 in your favor. Yet the game lasted for more than 20 minutes more. You could have picked any unit in the game and made only those and won. Actually, you could say you won this game despite the carriers.
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
January 19 2012 02:23 GMT
#225
I think in order to make both the BC and the Carrier better, they have to find a way to make them worthwhile to get. Prehapps giving them a upgrade that gives them an interesting ability to deal with vikings or corruptors ect ect
drop271
Profile Blog Joined May 2011
New Zealand286 Posts
January 19 2012 02:39 GMT
#226
On January 19 2012 11:23 HeeroFX wrote:
I think in order to make both the BC and the Carrier better, they have to find a way to make them worthwhile to get. Prehapps giving them a upgrade that gives them an interesting ability to deal with vikings or corruptors ect ect


Yeah, BCs need some sort of ability that can stop kiting vikings from escaping. Maybe some sort of cannon that one shots vikings...
Belisarius
Profile Joined November 2010
Australia6233 Posts
January 19 2012 02:56 GMT
#227
On January 19 2012 08:43 Wombat_NI wrote:
Show nested quote +
On January 19 2012 08:37 Belisarius wrote:
There's two things here that OP seems to have overlooked.

The first is that carriers are actually really good in PvZ, just absurdly hard to get to. A late game carrier/mothership/storm deathball turns out to be borderline broken.

PvT, the problem is SC2's smarter targeting. Autotargeting and instant shot means a marine ball efficiently melts interceptors the instant they fly near it. They never live long enough to do damage, and don't confuse armies like they did in BW. Combine that with their reduced range and lack of regen, and the most expensive unit in the Protoss arsenal is completely useless against mineral-only T1. If Terran went mech, carriers would be really useful... but no terran in his right mind goes mech against protoss.

Personally, I'd be interested to see reduced targeting priority for interceptors tried out. I think it would help without breaking them completely. I'd also be happy to see the mothership removed in return for stronger carriers to stop the ball being completely broken lategame PvZ. It would be nice to bring back the ninja cliff-attack as well, for carriers and broodlords.

I propose a trade-off. Reduced targeting priority for carriers if the same provision is expanded to broodlings! The problem with broodlings is that they block your entire army and soak up your entire army's DPS. You blink under BLs and snipe a few, get rooted and stuck/fungalled. Then the process repeats and everything is stuck out of range until blink cooldowns. Bl/Infestor is incredibly different to deal with on anything other than open ground like in the middle of Shattered Temple for this reason.

Interceptors aren't even as big an issue as this as they don't have collision detection, and it's a pretty small change annoyed I didn't think of it myself! Worst Blizz can do is try it.


I don't think BL's are broken, and that would be way too much of a nerf. In fact, ironically, if you're having trouble with BL infestor, try carriers. They kick ass when you get a good number and have a vortex on hand.

I do think it would help carriers vT though. Unless the Terran has a brain meltdown and decides to go mech, interceptors die unreasonably quickly against rine balls.
Legion710
Profile Joined November 2010
Canada423 Posts
January 19 2012 03:06 GMT
#228
Why would you write such a long article on a unit that's getting removed?
Tyrion Lannister
B-Roll
Profile Blog Joined March 2008
United States403 Posts
January 19 2012 03:14 GMT
#229
Thread is amazing nice write up!
sjperera
Profile Blog Joined April 2011
Canada349 Posts
January 19 2012 03:19 GMT
#230
the Tempest won't solve anything... Zerg' can do Muta switches in a matter of minutes... by that time, if you don't have a SG or a FB... which you probably wouldn't... you won't be able to get one Tempest in time to ward off the Mutas... which is the reason it' made for right? and 4 range? It'll be kited to death... it'll just join the deathball which is what Blizzard wants to avoid in general with Protoss right? (example Oracle)...

Blizzard hasn't even tried making the carrier work and after seeing Jangbi in the OSL, I was like... we got to find a way. During SotG they came up with some interesting suggestions... like:

1. free interceptors (but they gotta be pumped out manually)
2. fixing the micro-issue (perhaps have a hot key to make intercepters return back to the carrier?)

...
Stormbringer!!!
Mobius_1
Profile Blog Joined April 2011
United Kingdom2763 Posts
January 19 2012 03:34 GMT
#231
Carriers are beautiful. Shame they are (most likely) getting removed in HotS.

I would agree that the Carrier could use a few buffs, maybe cost less minerals and build faster? Also come out with fewer interceptors but have each one build faster and have slightly more HP whatever it is?

I tried to think of more suggestions but they just all end up reverting to BW, and not in a million years will Browder et al be able to accept such changes then.

Also Tempest is by no means a good enough replacement for the Carrier. It's more of a less useful Thor than a good old game-ending capital ship.
Starleague Forever. RIP KT Violet~
TheTurk
Profile Joined January 2011
United States732 Posts
January 19 2012 03:35 GMT
#232
This is so well put together, and I agree wholeheartedly. (I am Zerg so no bias there.)
I think a range upgrade and the ability to move and still have interceptors shoot would make the Carrier really usable and hopefully not too OP.
I'm with you on this one though; startup an online petition soon and hopefully this gains momentum.
Starcraft is a lifestyle.
Techno
Profile Joined June 2010
1900 Posts
Last Edited: 2012-01-19 03:45:09
January 19 2012 03:39 GMT
#233
Viking
Range 9, acceleration 2.625, top speed 2.75. Those are the only stats that actually matter, because of the following thing stats of the carrier - speed 1.875 acceleration 1.063.

As you can see the viking out-ranges the carrier by just enough to hit and run, and they also move fast enough that carriers can't keep up. This is the same as Vikings vs Battlecruisers, Vikings have just enough range and are just fast enough that they can absolutely decimate BC.

In the case of the Viking, with proper micro you can take out carriers while taking minimal losses, and this is compounded by the problems noted above, like the interceptor AI problem, the upgrade problem and the production problem.

Please stop spreading this myth of vikings countering carriers.
http://drop.sc/94145
+ Show Spoiler +
Mech Rant:
Classic Mech Engagement at 22 minutes
3/3 mech vs 0/0/2 protoss. 5 tanks outta the battle: 3 for defense, 2 reinforcing. Still though, it woulda been gg right after that lost battle if he had killed my expos. Thank god he didnt. Kinda hiliarous how I have 3/3 mech for like 10-15 minutes against his pathetically upgraded protoss units and he still comes out on top


Anyways the important battle is at 39 minutes.
Note that I have 3/3 air and 3/3 mech. He is vastly under upgraded with 1/0/3 ground and 0/0 air.

5 carriers (in the battle, 3 reinforcing) vs 16 vikings and 2 ravens.

5 carrers cost 1250 gas.
16 vikings is 1200 gas. The vikings get dominated. I realise that storms are the victor here, but still.... T_T

Maybe if my ghosts werent afk and actually EMPd every templar. I dunno, you'd think 3/3 vikings would be better against carriers.

I've had more viking vs carrier games than this one and I really don't wanna see viking > carrier anymore.

Hell, its awesome to LOSE to nukes!
GohgamX
Profile Joined April 2011
Canada1096 Posts
January 19 2012 04:10 GMT
#234
I personally will hate to see the carrier go T_T It's a staple for me. Beautiful, graceful and majestic
I would much rather see it get some buffs but on the other hand maybe there's an application that hasn't been explored o_O
Time is a great teacher, unfortunate that it kills all its pupils ...
Jinx...
Profile Joined September 2011
South Africa32 Posts
January 19 2012 05:04 GMT
#235
The carrier can never be viable in sc2 until all terran switches to mech. in sc1 terrans build siege tanks and vultures with spider mines, so no anti-air. So when the carrier pop in bw they did allot of damage before the terran can scrap together some anti-air.

stim marines are too good vs carrier and the fact that terran goes mmm anyway doesn't help(not hating on terran )

In Hots the battle-hellion seems to to be good for soaking up splash damage, so hopefully mech(tanks and battle-hellion) can be viable in hots and that in turn will make carriers good again. Just throw in the carrier bug.
Scouting is the link between Micro and Macro
TeTrodoToxIn
Profile Joined November 2011
United States18 Posts
January 19 2012 06:44 GMT
#236
I wish they would just give it micro capability back. I wouldn't care if they only had 4 interceptors that had to be upgraded to 8 like in BW if it could be microed.

This unit has been broken for too and just ignored so that it could ultimately be removed?

Prior to this Blizz, has never removed a unit with an expansion, I am just disappointed that this is how they intend to approach the game. Removing an iconic unit because they don't feel like fixing it is just sad. Would be like removing hydralisks entirely because they aren't used much.
Rimak
Profile Joined January 2012
Denmark434 Posts
January 19 2012 09:23 GMT
#237
Honestly, i think Blizzard did a bad job on Protoss air units, not just carriers.
In every aspect of the story Protoss are presented as superior tech race with their fleet counted as almost Unbeatable.
And yet in the game we see that Toss are stuck with:
1. Fragile Phoenixes, which is a good scouting unit and for harrasment in descent numbers, but they are not so cost-efficent in straight-up battles, almost useless.
2. Void-rays - a big, slow, flying, heavy-fire turret. Would be very nice to use it for good hit and run on key buildings, except right now there is no Run. Speed makes efficency of void-rays go down heavy.
3. Carriers. Well a lot is explained in OP, i would only add that it's hard to think out a build with carriers as a backbone.

But lets just switch to what is said about Protoss fleet, as being air-dominant.
What are Protoss Air counters to:
1. Muta - Phoenix, but muta usually overwhelms them, due production speed and quantity.
2. Corrupters - Phoenix? - nope too fragile. Void-ray - probably, but again zerg is just going to overwhelm void-ray count. Carrier? no wait, it's massive and corrupters do well agains massive, oh yes and there's corruption ability.
3. Brood lords - ALL PROTOSS AIR COUNTER BROODS CUZ THEY DONT ATTACK AIR. Hm, no wait there are usually a ton of corrupters flying with them, damn, failed. So see p.2
4. Vikings: Range 9. coolface.jpg
5. Banshee - Phoenix, yes! cuz they dont attack air, but they do have cloak, so u should get obs and speed for obs also.
6. Battlecruisers - Void ray? - Yamato fire!
7. Raven - Void ray.

So as i see it dominance of protoss in the sky is very doubtfull.
2000 Jungler 66% Hecarim, 63% Volibear, 60% Jarvan IV
PsyChoRo
Profile Joined October 2010
Romania85 Posts
January 19 2012 13:04 GMT
#238
i think blizz said it may have a comeback [probably Hollywood style ] in the Legacy of the Void, right ?
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-01-19 13:07:07
January 19 2012 13:05 GMT
#239
void rays were good, before the stupid nerf to range and speed; changes the minerals/gas when you want to nerf something, not always the stats, damn blizzard.
Starcraft2Germany
Profile Joined June 2010
Switzerland19 Posts
January 19 2012 13:19 GMT
#240
@Techno & @Topic
Carrier in PvT just work with Storms over vikings, but carriers are so strong in Late Game with Storms and Chargelots and so on.

@Topic
Carrier need a huge build time buff and a little speed buff, then they work (Late game).
Carrier could work today if you could actually micro them. But when you micro them back the intercepters are stopping to attack... Then have to be like broodlords: go back - throw broodlings - go back - throw broodlings....
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