We Must Fight For The Carrier - Page 16
Forum Index > SC2 General |
Sprouter
United States1724 Posts
| ||
HiSi
United States68 Posts
On January 28 2012 13:05 BlueBoxSC wrote: I don't play Protoss, and a lot of the complaints I generally hear are based around the 'limited' tech path of P, or rather, the rigidity. So, what if... Say the Cybernetics Core is a T1 building. Robo, Stargate, Council = T2 Bay, Beacon, Archives/Dark = T3 Building any T2 building allows toss to build any T3 building? Then the units are built from the level three buildings. Upgrades would need to be reworked... ;~; Just a random idea. The real issue with this idea is it doesn't actually give protoss any added flexibility. The cyber core already acts in this manner, but if you unlocked the tier 3 tech with any of the tier 2 buildings, you couldn't utilize the buildings. A robo bay needs a robo to be worthwhile same with the fleet beacon. Personally I would really like to see the dark shrine merged with the Templar archives like in was in broodwar. I feel like this would help Templar openings quite a bit. | ||
Hypatio
549 Posts
Ultralisk: 55 seconds Battlecruiser: 90 seconds Carrier: 120 seconds I think I know why we never see carriers in game. | ||
Jakkerr
Netherlands2549 Posts
It needs a complete remake since it's so terribly broken atm. | ||
Ballack
Norway821 Posts
| ||
Mohdoo
United States15391 Posts
On January 28 2012 21:48 Hypatio wrote: Unit build times: Ultralisk: 55 seconds Battlecruiser: 90 seconds Carrier: 120 seconds I think I know why we never see carriers in game. Yeah, its so weird how Blizzard looked at underused units, identified them, then drastically reduced the build time on (almost) all of them. Reduce the build time and make it attack while moving and I guarantee it'll be seen in competitive play. | ||
m3rciless
United States1476 Posts
| ||
v3chr0
United States856 Posts
On January 29 2012 04:49 Mohdoo wrote: Yeah, its so weird how Blizzard looked at underused units, identified them, then drastically reduced the build time on (almost) all of them. Reduce the build time and make it attack while moving and I guarantee it'll be seen in competitive play. QFT. My sentiment exactly. Don't get rid of it! The Carrier just needs attention, at least try to fix it and give it a run before it goes to HotS. We haven't seen Protoss users fully utilize Carriers, or even Phoenix for that matter. Can't a few Phoenix with great micro kill any amount of Mutas? This is hardly ever played out as such. Keeeeep it! | ||
Incognoto
France10239 Posts
| ||
RogerChillingworth
2781 Posts
wouldn't mind if zerg got scourge. otherwise.... | ||
Pyre
United States1940 Posts
| ||
Belha
Italy2850 Posts
The key to the success of the carrier is how micreable was in Bw. Now in sc2 is useless cose is mainly another 1a unit. Why not make it like in Bw with even more anti air in Sc2?? Please Blizz, fix it, make it a useful unit again. Edit: IMPORTANT: Some people think that Carrier in bw was just a moving 1a beast. It wasn't. It was a must-micro unit. | ||
ODKStevez
Ireland1225 Posts
| ||
Mohdoo
United States15391 Posts
On January 29 2012 05:07 Pyre wrote: Let it die, It doesn't work in this game. Everyone hates the tempest but atleast it has a roll as decent air to air unit. If the Carrier was able to attack while moving, it would actually be a really great anti-air unit as well. Carriers were not afraid of mutalisks in BW. Scourge, yes, Mutas, no. And lets not forget that the Carrier was also very micro intensive. How micro intensive does the tempest look to you? Its just aiming mini-storms. | ||
Plansix
United States60190 Posts
On January 29 2012 05:12 Belha wrote: Agree 100% The key to the success of the carrier is how micreable was in Bw. Now in sc2 is useless cose is mainly another 1a unit. Why not make it like in Bw with even more anti air in Sc2?? Please Blizz, fix it, make it a useful unit again. Edit: IMPORTANT: Some people think that Carrier in bw was just a moving 1a beast. It wasn't. It was a must-micro unit. I think another issue people do not take into account is the smart targeting in SC2. The fighters do not mess with the unit AI like they did in BW and marines/hydras/stalker just gun them down as they fly in. I don't think the ability to micro it more would help much, since viking/ruptors maul it so well and cost so much less. Maybe longer range and make it unable to move and fire, a super siege unit. I don't hate the tempest. Really, as a protoss I am excited for any air unit that can fire, do a burst of damage and be microed away. Both the void ray and phoenix nickle and dime their targets to death. | ||
winthrop
Hong Kong956 Posts
| ||
ooozer
Germany231 Posts
| ||
AfricanPsycho
South Africa158 Posts
| ||
Scarbo
294 Posts
| ||
Kharnage
Australia920 Posts
On February 01 2012 04:39 Scarbo wrote: I think the problem is with the Colossus. Besides being an A-move boring unit, it forces tons of anti-air, thus rendering a switch to carriers unreasonable, unless you can suddenly pop 10 carriers out of nowhere, which is not possible in a realistic scenario. I say remove the Colossus (put something else there) and give carriers the ability to fire while moving. Why would it even be logical to transition from colossus into carrier? If the carrier was actually good and didn't take forever to build why not open VR into carrier with air upgrades? ie; 2 viable tech paths! The problem isn't transitioning from colossus, it's that at certain timings Z and T can almost blindly start viking/corruptor production because regardless which tech path you're going (colossus or carrier) they are countered with the same units. | ||
| ||