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We Must Fight For The Carrier - Page 31

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SnipedSoul
Profile Joined November 2010
Canada2158 Posts
March 11 2012 06:23 GMT
#601
Carriers definitely need a reduction in build time. Even with constant chronoboost they take forever to build.

Interceptors are also too fragile. I think it would be cool if carriers had energy that either repaired interceptors or acted as a shield battery for them so they could live longer.
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2012-03-11 07:16:23
March 11 2012 06:39 GMT
#602
I just found this video + Show Spoiler +
(See 2 minute and 30 seconds.)

Also this is an old preview from 2008 + Show Spoiler +


The old Tempest (which was the cooler, more hip version of the Carrier that fired shurikens instead of interceptors). (The shurikens look really neat actually when they attack.)

The sad part is that the (old) Tempest was removed in favor of the Carrier (the reason was because Blizzard thought the Carrier was too iconic to remove/be replaced by the Tempest) but despite saying that, Blizzard has not modified the Carrier in anyway since beta I think?

I like the new Tempest model too but disappointed that we never got to try out the DT Carrier (old Tempest) and disappointed that Blizzard hasn't attempted BW style Carrier. (See my previous post on the previous page if anyone is interested in trying out BW style Carriers.)

On March 10 2012 23:18 MajorityofOne wrote:
What I've yet to understand is why any units are being cut at all. Why can't the Tempest and Carrier coexist in the Protoss arsenal? Why is the Mothership getting axed when recently it's becoming an important part of the endgame in PvP and PvZ? Why can't Zerg keep it's Overseer, which while useless as a caster is highly useful as mobile detection and scout?

It's not like giving the races more options is going to break the fundamentals of the game. I say keep not just Carriers, but Overseers and Motherships (and I'd say Thors too, but at least those will still exist in some capacity). At the end of the day you get 200 supply no matter how many options you have on how to use it. Yes, having more units creates redundancy and makes the game harder to balance, but those things have a funny way of working themselves out over time if the foundation is good. Wings of Liberty (and more indirectly, Brood War) is a great foundation...keep what you've given us thus far, and give us new toys to play with. Don't take things away from the game just as people are finally starting to work them into high level play!


I agree. Look at DotA. DotA keeps getting more and more heroes added but game is still played competitively.

There are certain exceptions though but there's no reason for the Carrier to be removed. Same with Overseer.
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
Sinedd
Profile Joined July 2008
Poland7052 Posts
March 11 2012 11:55 GMT
#603
Hands off from our beloved carrier Blizzard !!!

hands OFF !!!
T H C makes ppl happy
Flix
Profile Joined June 2011
Belgium114 Posts
Last Edited: 2012-03-11 13:47:05
March 11 2012 13:41 GMT
#604
On January 26 2012 09:24 Tppz! wrote:
The problem is that the Carrier was only used in BW because of PvT. There was no Voidray or Phoenix that could have lifted Tanks. Terrans didnt need Antiair until the opponent goes for Carriers. The only real Flying Air-Ground Threat. Nowadays in SC2 we have sick DPS and every Race has a longrange Air-Air Counterunit. Carriers melt like they are flys. And they arent even a big threat to Terrans cause Terrans cant go mech. And if they go Voidrays, Immortals, Chargelots, Blinkstalkers etc are a lot better at dealing with mech.
So there is no Unitrole where the Carrier fits. The Colossus is also a longrange siegeunit but has AoE, doesnt depend so hard on upgrades, is faster, you can micro him, and benefits on the same upgrades as your gteway units do.

There is no place in SC2 for Carriers. Its sad but its just a decorative element of the game. There are a lot units taht do a lot better than the carrier in its "role" in the game.
You cant save something that isnt used AT ALL.



IF Blizzard wants to keep the Carrier they have to remove the Voidray, remove the Viking and nerf Terran Bio A LOT. So if you look at it you could
a) edit the game while removing at least 3 units and break the whople game or
b) remove a unit that isnt needed and hasnt had a use in nearly 2 years of SC2 (beta included)


Completely disagree with you for a couple of my own reasons:

- Carriers can be a viable tech switch although they're maybe not SUPER uselful in the current metagame they are are certainly not total dead wood. We all have seen a game won somewhere at high level of play with a smart carrier switch. Probably more vs Zerg.

- Your view on how to solve the problem is quite limited. Why not issue creative buffs to the unit instead of eliminating other units or nerfing units, why does that have to be the only solution? Open your eyes Blizz to being creative. Nerfing makes strats go away whereas buffing/adding abilities can open doors to new strats (think warp prism buff). I know which of the two I prefer...

- Also it's my opinion that it's too early to dismiss the unit completely. The meta game is constantly changing, remember when Marines were OP?
The drone became an extractor !
Faiz Ali
Profile Joined March 2012
Canada8 Posts
March 11 2012 15:23 GMT
#605
This is my first post on TL, hi everyone. This is an issue that's very important to me, so I decided to create an account and actually get my ideas out there (which are great in my head, let me tell you).

The BC gets as little play as the Carrier, maybe marginally more, and it's getting an upgrade in an attempt to make it more playable - I'm referring to the "Redline Reactor" upgrade which temporarily increases the movement speed.

As a community I think we can agree that Blizzard should at least have the decency to try making changes to the unit, and test these changes through patches and new expansions, before removing it in it's entirety.

These are some changes I propose:

Change: At least +1 armor, I think it should be +2. +50 heath (BC got +50 from BW to SC2, why not Carrier, why was Carrier armor decreased from 4 to 2 in the first place from BW to SC2?)
Reason: I disagree with the point that the carrier is too slow and it's speed should be increased, rather I believe it should be a more durable unit. This is a way to create a role for the carrier that the colossus doesn't already fill (colossus is high damage, medium speed + maneuverability, low health, carrier is high health + armor, medium damage, low speed + maneuvarability)

Change: Removal of the "Graviton Catapult" upgrade
Reason: The investment in tech, and the cost (resources and time) to build the carrier is enough to justify the removal of this upgrade. Upgrades like this are present so a unit isn't awesome right after it is built, but Carriers come out relatively late and therefore don't need their awesomeness monitored in this way. If Colossus started with 9 range, or Zealots started with charge: T_T, but if Carriers start with whatever the heck Graviton Catapult even does, it's not a big deal.

Now for some crazy, out there proposals:

Change: Give the Carrier energy-based abilities. The Arbiter's "Stasis Field" is one I think would be good.
Reason: Even with the changes I mentioned above, I still don't think the benefit to Protoss players for investing in Carriers is enough. The Colossus is a siege unit, that deals heavy splash damage, the Carrier is a siege unit that deals high single-unit damage. Giving the Carrier higher health and armor as I mentioned above are minimum requirements in my opinion, ultimately the only way the Carrier will be used over the Colossus is if it provides some other benefit(s).
Argument for Stasis Field: Assuming the removal of the Mothership (which is a good thing in my opinion, there should be no hero units in SC, that includes the B345T-Thor!), Protoss will need something to replace Vortex (not saying Vortex is balanced, am saying Protoss need a way to remove key units from late game battles). This is an opinion I'm basing off of pro games I've seen, where it seems like Protoss are dead to the Zerg's BL + Infestor combination without an awesome Vortex, so a more balanced way to "Vortex" such as Stasis Field, could work.

Change: Add some sort of passive(s), I don't know what. Regenerate army's shield faster in a radius under the carrier? Maybe always have a warp-in field under the Carrier? I don't know how difficult to implement, or practical these are so I'm not going to give reasons.

It will be completely unacceptable if the Carrier is let go without being given a chance, I know 95% of SC fans agree, so we should keep this issue as hot as possible so Blizzard doesn't forget about it. David Kim should wake up every morning, with the first thought in his mind being: Frack, how do I fix the Carrier...

vicml21
Profile Joined May 2007
Canada165 Posts
Last Edited: 2012-03-11 15:34:49
March 11 2012 15:34 GMT
#606
+ Show Spoiler +
On March 12 2012 00:23 Faiz Ali wrote:
This is my first post on TL, hi everyone. This is an issue that's very important to me, so I decided to create an account and actually get my ideas out there (which are great in my head, let me tell you).

The BC gets as little play as the Carrier, maybe marginally more, and it's getting an upgrade in an attempt to make it more playable - I'm referring to the "Redline Reactor" upgrade which temporarily increases the movement speed.

As a community I think we can agree that Blizzard should at least have the decency to try making changes to the unit, and test these changes through patches and new expansions, before removing it in it's entirety.

These are some changes I propose:

Change: At least +1 armor, I think it should be +2. +50 heath (BC got +50 from BW to SC2, why not Carrier, why was Carrier armor decreased from 4 to 2 in the first place from BW to SC2?)
Reason: I disagree with the point that the carrier is too slow and it's speed should be increased, rather I believe it should be a more durable unit. This is a way to create a role for the carrier that the colossus doesn't already fill (colossus is high damage, medium speed + maneuverability, low health, carrier is high health + armor, medium damage, low speed + maneuvarability)

Change: Removal of the "Graviton Catapult" upgrade
Reason: The investment in tech, and the cost (resources and time) to build the carrier is enough to justify the removal of this upgrade. Upgrades like this are present so a unit isn't awesome right after it is built, but Carriers come out relatively late and therefore don't need their awesomeness monitored in this way. If Colossus started with 9 range, or Zealots started with charge: T_T, but if Carriers start with whatever the heck Graviton Catapult even does, it's not a big deal.

Now for some crazy, out there proposals:

Change: Give the Carrier energy-based abilities. The Arbiter's "Stasis Field" is one I think would be good.
Reason: Even with the changes I mentioned above, I still don't think the benefit to Protoss players for investing in Carriers is enough. The Colossus is a siege unit, that deals heavy splash damage, the Carrier is a siege unit that deals high single-unit damage. Giving the Carrier higher health and armor as I mentioned above are minimum requirements in my opinion, ultimately the only way the Carrier will be used over the Colossus is if it provides some other benefit(s).
Argument for Stasis Field: Assuming the removal of the Mothership (which is a good thing in my opinion, there should be no hero units in SC, that includes the B345T-Thor!), Protoss will need something to replace Vortex (not saying Vortex is balanced, am saying Protoss need a way to remove key units from late game battles). This is an opinion I'm basing off of pro games I've seen, where it seems like Protoss are dead to the Zerg's BL + Infestor combination without an awesome Vortex, so a more balanced way to "Vortex" such as Stasis Field, could work.

Change: Add some sort of passive(s), I don't know what. Regenerate army's shield faster in a radius under the carrier? Maybe always have a warp-in field under the Carrier? I don't know how difficult to implement, or practical these are so I'm not going to give reasons.

It will be completely unacceptable if the Carrier is let go without being given a chance, I know 95% of SC fans agree, so we should keep this issue as hot as possible so Blizzard doesn't forget about it. David Kim should wake up every morning, with the first thought in his mind being: Frack, how do I fix the Carrier...



I agree with the first 2 changes. Not sure how a carrier spell would do, I'd just rather have the carrier ability to micro a little better. But that last change, seems like a really good idea, but maybe not for the carrier, as that would probably encourage more deathball play.I'd REALLY like to see a skill like that for the mothership though lol. That kind of stuff would definitely be possible to test in the editor right now, that thing is a beast.
"Meow" - Probe
Faiz Ali
Profile Joined March 2012
Canada8 Posts
Last Edited: 2012-03-11 17:37:38
March 11 2012 17:35 GMT
#607
I think having another passive for the Mothership would have been cool for as long as the Mothership has been around, but this thread is talking about how to save the Carrier. I only brought up the Mothership in the context that an ability could be given to the Carrier to mimic Vortex, assuming the Mothership is indeed removed in HOTS, and assuming Protoss need an ability like Vortex.

Another thing I want to point out is, Blizzard is creating a whole new unit to deal with Mutalisks (Tempest) when they could rework the Carrier to deal with Mutalisks, giving the Carrier 4 armor would by itself make it that much better vs. Mutalisks. I wonder how well having 1 Carrier, 1 HT w/ Storm, and 2 Cannons at each expansion would protect againt a flock of 20 Mutalisks, and how much the Carrier would actually contribute to the defense in that setup.
BeeNu
Profile Joined June 2011
615 Posts
March 11 2012 20:13 GMT
#608
I wish people would fight for the Lurker.


Lurker has been just as an iconic unit for me as Carrier ever was.
HelioSeven
Profile Joined February 2012
United States193 Posts
March 12 2012 08:11 GMT
#609
On March 12 2012 02:35 Faiz Ali wrote:
Another thing I want to point out is, Blizzard is creating a whole new unit to deal with Mutalisks (Tempest) when they could rework the Carrier to deal with Mutalisks, giving the Carrier 4 armor would by itself make it that much better vs. Mutalisks. I wonder how well having 1 Carrier, 1 HT w/ Storm, and 2 Cannons at each expansion would protect againt a flock of 20 Mutalisks, and how much the Carrier would actually contribute to the defense in that setup.


Carrier + storm is actually a terrible combination, because storm deals splash to interceptors, which usually don't survive as a result. I do agree that the carrier should be more viable against muta balls, but I don't think extra armor would do it. Maybe the ability to spawn a secondary unit similar to the interceptor but with air splash? That way it wouldn't be totally imba by giving Zerg a chance to split his mutas to avoid damage.
If I smite you, have you been smitten?
HelioSeven
Profile Joined February 2012
United States193 Posts
April 24 2012 15:54 GMT
#610
Also, having tried using the carrier a fair amount more in league play, I would also like to point out that I think a range buff could do a lot for the carrier in it's current siege-unit role.
If I smite you, have you been smitten?
Garmer
Profile Joined October 2010
1286 Posts
April 24 2012 15:56 GMT
#611
restore it to the BW carrier? problem solved
ooozer
Profile Joined August 2011
Germany231 Posts
April 24 2012 16:09 GMT
#612
A Carrier with graviton catapult beats 4 carriers without
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
April 24 2012 18:46 GMT
#613
The carrier shouldn't gain straight buffs IMHO but more options for micro and trade-offs.

Most of this should be in the interceptor AI, so that you can send them out and slowly retreat while having them out.

E.g.:
Interceptors will check after every 2nd volley if the carrier is still engaging. If the carrier has an attack command (not attack move) they will stay out and combat target in the area they were originally launched at. Else they will return.

This allows carriers to move while keeping their interceptors out and also to pull them back if needed by using the move command.

One could think about an ability that sacrifices interceptors to negate 50% on the incoming damage as soon as the shields are down. This would significantly increase the longevity of carriers.
Fueled
Profile Joined October 2011
United States1610 Posts
April 24 2012 20:05 GMT
#614
The Carrier is such an iconic unit, yet its so broken at the moment. Rather than scrap it, just fix it. I didn't really see the point in making a whole new unit in the Carriers place when they could have just as easily fixed whats already broken.

I don't know how they would change the Carrier to be worth getting, but it should atleast be given a look at.
The Wood League - Where a double gas opening can still mean a Marine/SCV all-in
Mohdoo
Profile Joined August 2007
United States15723 Posts
May 28 2012 16:34 GMT
#615
Anyone else see Crank vs Freaky in NSH vs Slayers in the GSTL?

Carriers don't need to be removed! They made that game amazing!
topschutter
Profile Joined June 2011
Netherlands93 Posts
May 28 2012 16:41 GMT
#616
I think de problem is, if you counter colosus you counter cariers. And also the building time and cost are so high.
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
May 28 2012 16:52 GMT
#617
On March 12 2012 00:23 Faiz Ali wrote:
This is my first post on TL, hi everyone. This is an issue that's very important to me, so I decided to create an account and actually get my ideas out there (which are great in my head, let me tell you).

The BC gets as little play as the Carrier, maybe marginally more, and it's getting an upgrade in an attempt to make it more playable - I'm referring to the "Redline Reactor" upgrade which temporarily increases the movement speed.

As a community I think we can agree that Blizzard should at least have the decency to try making changes to the unit, and test these changes through patches and new expansions, before removing it in it's entirety.

These are some changes I propose:

Change: At least +1 armor, I think it should be +2. +50 heath (BC got +50 from BW to SC2, why not Carrier, why was Carrier armor decreased from 4 to 2 in the first place from BW to SC2?)
Reason: I disagree with the point that the carrier is too slow and it's speed should be increased, rather I believe it should be a more durable unit. This is a way to create a role for the carrier that the colossus doesn't already fill (colossus is high damage, medium speed + maneuverability, low health, carrier is high health + armor, medium damage, low speed + maneuvarability)

Change: Removal of the "Graviton Catapult" upgrade
Reason: The investment in tech, and the cost (resources and time) to build the carrier is enough to justify the removal of this upgrade. Upgrades like this are present so a unit isn't awesome right after it is built, but Carriers come out relatively late and therefore don't need their awesomeness monitored in this way. If Colossus started with 9 range, or Zealots started with charge: T_T, but if Carriers start with whatever the heck Graviton Catapult even does, it's not a big deal.

Now for some crazy, out there proposals:

Change: Give the Carrier energy-based abilities. The Arbiter's "Stasis Field" is one I think would be good.
Reason: Even with the changes I mentioned above, I still don't think the benefit to Protoss players for investing in Carriers is enough. The Colossus is a siege unit, that deals heavy splash damage, the Carrier is a siege unit that deals high single-unit damage. Giving the Carrier higher health and armor as I mentioned above are minimum requirements in my opinion, ultimately the only way the Carrier will be used over the Colossus is if it provides some other benefit(s).
Argument for Stasis Field: Assuming the removal of the Mothership (which is a good thing in my opinion, there should be no hero units in SC, that includes the B345T-Thor!), Protoss will need something to replace Vortex (not saying Vortex is balanced, am saying Protoss need a way to remove key units from late game battles). This is an opinion I'm basing off of pro games I've seen, where it seems like Protoss are dead to the Zerg's BL + Infestor combination without an awesome Vortex, so a more balanced way to "Vortex" such as Stasis Field, could work.

Change: Add some sort of passive(s), I don't know what. Regenerate army's shield faster in a radius under the carrier? Maybe always have a warp-in field under the Carrier? I don't know how difficult to implement, or practical these are so I'm not going to give reasons.

It will be completely unacceptable if the Carrier is let go without being given a chance, I know 95% of SC fans agree, so we should keep this issue as hot as possible so Blizzard doesn't forget about it. David Kim should wake up every morning, with the first thought in his mind being: Frack, how do I fix the Carrier...



Excellent post, at least this guy comes up with suggestions. I mean Blizzard haven't even tried to patch the carriers since the almost 3 years long WoL.
Flying, sOs, free, Light, Soulkey & ZerO
archonOOid
Profile Blog Joined March 2011
1983 Posts
May 28 2012 17:06 GMT
#618
solution: make the interceptors available at the robotics facility! When constructed they can only attack targets 2000 range away from the stargate which makes them useful in defense and when you build carriers you can use interceptors for offense as you load in them to the carrier, where you can build more of them. When an interceptor is ready for play they stay idle hovering around the stargate.

Another thing is that blizzard should listen to the community when there is a problem with a unit and they should look at how dota has evolved thanks to a great relationship between the game designer and the community.
I'm Quotable (IQ)
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-05-28 17:13:53
May 28 2012 17:13 GMT
#619
some changes that blizzard made are really no-sense, like the downgrade armor of the carrier, no motivation behind it...
Orcasgt24
Profile Joined August 2011
Canada3238 Posts
Last Edited: 2012-05-28 17:18:56
May 28 2012 17:18 GMT
#620
Making Carriers is the most sure-fire way to blow a lead in SC2. Why would such a unit be removed? Are we going to take the Hydralisk away from zerg and the Thor(closest terran game losing unit I could think of) away from Terran?
Oh wait we are taking the thor lol....
In Hearthstone we pray to RNGesus. When Yogg-Saron hits the field, RNGod gets to work
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