Don't worry guys it will come back but it just doesn't seem to have a place in WoL/HoTS right now
We Must Fight For The Carrier - Page 41
Forum Index > SC2 General |
AsymptoticClimax
United Kingdom249 Posts
Don't worry guys it will come back but it just doesn't seem to have a place in WoL/HoTS right now | ||
CrtBalorda
Slovenia704 Posts
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. | ||
Crownlol
United States3726 Posts
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. | ||
VirgilSC2
United States6151 Posts
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. | ||
RavenLoud
Canada1100 Posts
Quick, someone make a custom map of this to test it out! | ||
dacimvrl
Vatican City State582 Posts
![]() | ||
Sufinsil
United States760 Posts
| ||
zmansman17
United States2567 Posts
Thank you for this! ![]() Makes me happy to hear all those BW sound bytes | ||
Krallman
Sweden713 Posts
| ||
Grimzzy
United Kingdom19 Posts
| ||
larse
1611 Posts
| ||
Kettchup
United States1911 Posts
| ||
Durp
Canada3117 Posts
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. | ||
Killmouse
Austria5700 Posts
| ||
FeyFey
Germany10114 Posts
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
United States2624 Posts
| ||
RUFinalBoss
United States266 Posts
RIP carriers :D | ||
MateShade
Australia736 Posts
| ||
larse
1611 Posts
On June 09 2012 07:58 Durp wrote: I actually really like the concept of this suggestion 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
Ireland485 Posts
| ||
| ||