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We Must Fight For The Carrier - Page 41

Forum Index > SC2 General
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AsymptoticClimax
Profile Joined May 2012
United Kingdom249 Posts
June 01 2012 19:05 GMT
#801
I can see the carrier coming back in LoTV

Don't worry guys it will come back but it just doesn't seem to have a place in WoL/HoTS right now
i wish my motherboard would find a fatherboard so i could have anotherboard
CrtBalorda
Profile Joined December 2011
Slovenia704 Posts
Last Edited: 2012-06-01 19:17:33
June 01 2012 19:16 GMT
#802
Sometimes I really think blizzard is completly retarded. If they ask any starcraft player if they want the carrier removed, everyone will say noooooooooooooow. And I feel like blizzard actully thinks they made the carrier the same as it was in brood war just not used. Well you didnt blizz they can shoot while moving in sc1.

I still think the carrier will not be removed, Im pretty sure the new tempest will be a lamer unit and people will just jump on blizzard so they bring the carrier back.

With the beta of course.
4th August 2012...Never forget.....
Crownlol
Profile Blog Joined October 2011
United States3726 Posts
June 01 2012 20:30 GMT
#803
On May 31 2012 15:13 xPrimuSx wrote:
The big issues with the Carrier are it's build time, the fact that Interceptors evaporate under fire from just a handful of Marines, and that both Zerg and Terran already counter it by building the counter to the Colossus. A buildtime reduction, an increase to the armor of both the Carrier and the Interceptors are obvious solutions, with things like changing the range of the Carrier or increasing Interceptor health all additional options depending on how the changes affect balance. The issue with the Colossus is trickier. Now, the Colossus isn't going anywhere, it's one of Blizzards new units and there is no way they are removing it for a unit they never wanted to have in SC2 in the first place. So I suggest a way to re-tool the Colossus (much like the Thor is getting changed) to try and keep it while eliminating the counter overlap they share with Zerg and Terran.

Decrease the Colossus' health and make it a normal ground unit (no longer vulnerable to AtA attacks), but keep it's cliff-walking ability. Replace the shield of the Colossus with a version of the Hardened Shield that only works on GtA attacks, so the Colossus retains a weakness to air (now AtG attacks). With Banshees and Mutas being the new units to counter the Colossus that opens up the viability of Protoss Air, while allowing you to tech to Colossus.



Is it just me or did this guy just make the best anti-colossus and pro-carrier argument I've ever read? There have been thousands of responses and this guy just blew my mind.
shaGuar :: elemeNt :: XeqtR :: naikon :: method
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
June 01 2012 20:41 GMT
#804
On May 31 2012 15:13 xPrimuSx wrote:
The big issues with the Carrier are it's build time, the fact that Interceptors evaporate under fire from just a handful of Marines, and that both Zerg and Terran already counter it by building the counter to the Colossus. A buildtime reduction, an increase to the armor of both the Carrier and the Interceptors are obvious solutions, with things like changing the range of the Carrier or increasing Interceptor health all additional options depending on how the changes affect balance. The issue with the Colossus is trickier. Now, the Colossus isn't going anywhere, it's one of Blizzards new units and there is no way they are removing it for a unit they never wanted to have in SC2 in the first place. So I suggest a way to re-tool the Colossus (much like the Thor is getting changed) to try and keep it while eliminating the counter overlap they share with Zerg and Terran.

Decrease the Colossus' health and make it a normal ground unit (no longer vulnerable to AtA attacks), but keep it's cliff-walking ability. Replace the shield of the Colossus with a version of the Hardened Shield that only works on GtA attacks, so the Colossus retains a weakness to air (now AtG attacks). With Banshees and Mutas being the new units to counter the Colossus that opens up the viability of Protoss Air, while allowing you to tech to Colossus.

This is brilliant.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
RavenLoud
Profile Joined March 2011
Canada1100 Posts
June 02 2012 05:58 GMT
#805
On June 02 2012 05:41 VirgilSC2 wrote:
Show nested quote +
On May 31 2012 15:13 xPrimuSx wrote:
The big issues with the Carrier are it's build time, the fact that Interceptors evaporate under fire from just a handful of Marines, and that both Zerg and Terran already counter it by building the counter to the Colossus. A buildtime reduction, an increase to the armor of both the Carrier and the Interceptors are obvious solutions, with things like changing the range of the Carrier or increasing Interceptor health all additional options depending on how the changes affect balance. The issue with the Colossus is trickier. Now, the Colossus isn't going anywhere, it's one of Blizzards new units and there is no way they are removing it for a unit they never wanted to have in SC2 in the first place. So I suggest a way to re-tool the Colossus (much like the Thor is getting changed) to try and keep it while eliminating the counter overlap they share with Zerg and Terran.

Decrease the Colossus' health and make it a normal ground unit (no longer vulnerable to AtA attacks), but keep it's cliff-walking ability. Replace the shield of the Colossus with a version of the Hardened Shield that only works on GtA attacks, so the Colossus retains a weakness to air (now AtG attacks). With Banshees and Mutas being the new units to counter the Colossus that opens up the viability of Protoss Air, while allowing you to tech to Colossus.

This is brilliant.

Quick, someone make a custom map of this to test it out!
dacimvrl
Profile Joined December 2011
Vatican City State582 Posts
June 08 2012 19:25 GMT
#806
they are and have been pretty much obsolete.....
Sufinsil
Profile Joined January 2011
United States760 Posts
June 08 2012 19:30 GMT
#807
Wonder what will be in the HotS pre beta at MLG. Here is hoping!
zmansman17
Profile Joined March 2011
United States2567 Posts
June 08 2012 22:22 GMT
#808
On January 26 2012 09:36 snively wrote:
Show nested quote +
On January 26 2012 09:22 R3DT1D3 wrote:

"Carrier has arrived."






Thank you for this!

Makes me happy to hear all those BW sound bytes
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Krallman
Profile Joined February 2011
Sweden713 Posts
June 08 2012 22:24 GMT
#809
Keep the carrier!
Im better than Stefan
Grimzzy
Profile Joined June 2011
United Kingdom19 Posts
June 08 2012 22:25 GMT
#810
keep the carrier!
It's amazing that the amount of news that happens in the world everyday always just exactly fits the newspaper.
larse
Profile Blog Joined March 2012
1611 Posts
June 08 2012 22:26 GMT
#811
Now with the new tempest, I still don't understand why Blizzard just gives carrier 22 range. A long range is very suitable to carrier in concept. Interceptors should definitely reach 22 range in concept. I don't like the tempest at all. It looks not belong to the SC world. and It's just too ugly and too small.
Kettchup
Profile Joined October 2010
United States1911 Posts
June 08 2012 22:54 GMT
#812
Yeah, I'm not sure why they wouldn't just give the carrier the tempest's stats at this point. Everyone prefers it. Turning the interceptors into non-interactive attack animations would be perfectly acceptable if there's no other way to make the unit useful.
Durp
Profile Blog Joined September 2010
Canada3117 Posts
Last Edited: 2012-06-08 23:00:13
June 08 2012 22:58 GMT
#813
On May 31 2012 15:13 xPrimuSx wrote:
The big issues with the Carrier are it's build time, the fact that Interceptors evaporate under fire from just a handful of Marines, and that both Zerg and Terran already counter it by building the counter to the Colossus. A buildtime reduction, an increase to the armor of both the Carrier and the Interceptors are obvious solutions, with things like changing the range of the Carrier or increasing Interceptor health all additional options depending on how the changes affect balance. The issue with the Colossus is trickier. Now, the Colossus isn't going anywhere, it's one of Blizzards new units and there is no way they are removing it for a unit they never wanted to have in SC2 in the first place. So I suggest a way to re-tool the Colossus (much like the Thor is getting changed) to try and keep it while eliminating the counter overlap they share with Zerg and Terran.

Decrease the Colossus' health and make it a normal ground unit (no longer vulnerable to AtA attacks), but keep it's cliff-walking ability. Replace the shield of the Colossus with a version of the Hardened Shield that only works on GtA attacks, so the Colossus retains a weakness to air (now AtG attacks). With Banshees and Mutas being the new units to counter the Colossus that opens up the viability of Protoss Air, while allowing you to tech to Colossus.


I actually really like the concept of this suggestion
On June 09 2012 07:26 larse wrote:
Interceptors should definitely reach 22 range in concept.

This is ridiculous. How would you ever engage the carrier in its current state with 22 range? Zerg would have an impossibly difficult time.

Don't forget the tempest fires really, really slowly.
SOOOOOooooOOOOooooOOOOoo Many BANELINGS!!
Killmouse
Profile Joined August 2010
Austria5700 Posts
Last Edited: 2012-06-08 22:59:44
June 08 2012 22:59 GMT
#814
CARRIER > tempest anytime , tempest is just a boring unit, super SLOW BORING attack speed and super high range?? and no micro to use that unit
yo
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2012-06-08 23:20:53
June 08 2012 23:17 GMT
#815
On June 09 2012 07:26 larse wrote:
Now with the new tempest, I still don't understand why Blizzard just gives carrier 22 range. A long range is very suitable to carrier in concept. Interceptors should definitely reach 22 range in concept. I don't like the tempest at all. It looks not belong to the SC world. and It's just too ugly and too small.


well they could give the interceptors a suicide attack on range 22, reaver like haha.

But the Tempest is very different from what the carrier does. The Carrier closes in attacks and keeps attacking until the Target is gone. Can freely move around while its attacking, just have to stay in the extended range. With good micro the interceptors will never return and keep attacking. (They could be buffed here as in interceptors that are out have a new target range of 13 instead of 8)
Now the Tempest charges up its attack and fires the shot and has quiet the recharge time, but while recharging it can move around. From the battle report, it will snipe out your key units, but doesn't do alot damage in a short time, like the carrier can do.
The Tempest while being a nice idea, has some problems. If the toss is ahead, he can siege your base and deal little damage, while staying ahead. Its not like a siege tank that can be sniped while it inches forward. It will charge up fly in shoot and retreat to charge again. So the fire mechanic already increases the range a bit. Like you can use creep tumors to spawn broodlings and attack over a longer range then 10.5 or what it is.
And well mine out situations will always go to the toss if they still have this unit. Still as OP range 22 sounds, the dps of the tempest seems horrible. While the Carrier has an insane dps.

I think what the tempest does, the carrier does better, just with way less range, that will probably go down to 14ish, or the fire mechanic will be changed.

PS: i think toss will be overrun when they go tempest, this unit has nothing to offer when it comes to defending, where the carrier actually does really well.
Brutaxilos
Profile Blog Joined July 2010
United States2633 Posts
June 08 2012 23:26 GMT
#816
Honestly, Tempests look pretty sick. Why not just keep the carrier and replace the Void Ray model with the Tempest one? Personally, I feel like the Void Ray model looks pretty bad (not to mention its outdated to when there were 3 phases of damage).
Jangbi favorite player. Forever~ CJ herO the King of IEM. BOMBERRRRRRRR. Sexy Boy Rogue. soO #1! Oliveira China Represent!
RUFinalBoss
Profile Joined May 2012
United States266 Posts
June 08 2012 23:28 GMT
#817
GG CARRIERS
RIP carriers :D
Story Of My SC2 Love Life, Meets ROOT. ROOT Disbands :( JOINS COL :D COL JOINS MVP :D HYPE! Col.MvP go byebye ): BUT THEN! ROOT GAMING IS BACK OMGOMGOMG qxc - Minigun - ROOTerdam - Catz - Drewbie - TaiLS - KeeN
MateShade
Profile Joined July 2011
Australia736 Posts
June 08 2012 23:35 GMT
#818
They could just call the tempest a carrier and make it look like one
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2012-06-09 01:33:35
June 08 2012 23:42 GMT
#819
On June 09 2012 07:58 Durp wrote:
Show nested quote +
On May 31 2012 15:13 xPrimuSx wrote:
The big issues with the Carrier are it's build time, the fact that Interceptors evaporate under fire from just a handful of Marines, and that both Zerg and Terran already counter it by building the counter to the Colossus. A buildtime reduction, an increase to the armor of both the Carrier and the Interceptors are obvious solutions, with things like changing the range of the Carrier or increasing Interceptor health all additional options depending on how the changes affect balance. The issue with the Colossus is trickier. Now, the Colossus isn't going anywhere, it's one of Blizzards new units and there is no way they are removing it for a unit they never wanted to have in SC2 in the first place. So I suggest a way to re-tool the Colossus (much like the Thor is getting changed) to try and keep it while eliminating the counter overlap they share with Zerg and Terran.

Decrease the Colossus' health and make it a normal ground unit (no longer vulnerable to AtA attacks), but keep it's cliff-walking ability. Replace the shield of the Colossus with a version of the Hardened Shield that only works on GtA attacks, so the Colossus retains a weakness to air (now AtG attacks). With Banshees and Mutas being the new units to counter the Colossus that opens up the viability of Protoss Air, while allowing you to tech to Colossus.


I actually really like the concept of this suggestion
Show nested quote +
On June 09 2012 07:26 larse wrote:
Interceptors should definitely reach 22 range in concept.

This is ridiculous. How would you ever engage the carrier in its current state with 22 range? Zerg would have an impossibly difficult time.

Don't forget the tempest fires really, really slowly.


It's so easy. They can just reduce the attack speed or damage of the interceptors to match the DPS of tempest.
FlukyS
Profile Blog Joined August 2011
Ireland485 Posts
June 08 2012 23:47 GMT
#820
100% the tempest is more useful than the Carrier simply for its huge range. I think there wont be any protests when they actually try out the tempest.
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