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Active: 1743 users

We Must Fight For The Carrier - Page 42

Forum Index > SC2 General
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IndridCold
Profile Joined August 2010
United States385 Posts
June 08 2012 23:49 GMT
#821
tempest looks kinda weak imo. the range is the only thing it has.... i'd rather they tweaked the carrier or find a way to keep it.
Evil Geniuses needs a LoL team.... Pobelter/Altec fan
Mohdoo
Profile Joined August 2007
United States15737 Posts
June 08 2012 23:50 GMT
#822
On June 09 2012 08:28 RUFinalBoss wrote:
GG CARRIERS
RIP carriers :D


This battle is far from over. Even Dustin Browder said that there is still heavy debate at Blizzard over whether to keep it or not. I have faith that they will eventually realize the tempest is terrible and keep the carrier.

The important thing is that Slayers`Crank came out in support of the Carrier and said it is a good unit, but takes intricate builds. I believe him. Also consider that we see Carriers more often than Battle Cruisers nowadays, despite the fact that BCs have been buffed in ways that Carrier has not.
GhostFall
Profile Blog Joined March 2010
United States830 Posts
June 09 2012 03:26 GMT
#823
I dont understand why they wouldnt just give carriers 22 range. It's the same role as the tempest.
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 09 2012 03:28 GMT
#824
Having seen the Tempest, we need to double our resolve to bring back Carriers.
MMA: The true King of Wings
Kaiyotic
Profile Joined October 2011
United States90 Posts
Last Edited: 2012-06-09 03:37:49
June 09 2012 03:37 GMT
#825
On June 09 2012 12:26 GhostFall wrote:
I dont understand why they wouldnt just give carriers 22 range. It's the same role as the tempest.

Define OP: 22 range carriers.

You can't even stop them with their current range once they hit critical mass; you want to basically double their range?
Rain: Idra's face is scary
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
June 09 2012 03:41 GMT
#826
i love the tempest from what ive seen and dislike carriers a lot... i never played BW, but well, Carriers in SC2 are just completly useless, not very cool to watch even and stuff. Tempest seems to be much more interesting and it look scooler as well^^
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
Random_Guy09
Profile Joined April 2012
Canada1010 Posts
June 09 2012 04:00 GMT
#827
On June 09 2012 08:49 IndridCold wrote:
tempest looks kinda weak imo. the range is the only thing it has.... i'd rather they tweaked the carrier or find a way to keep it.


Only because blizzard is too stubborn to remove the phoenix upgrade(as it was stupid to use it as an excuse to take away AOE in the fist place) and give tempest their AOE and make it only do AOE dmg to air units so its not completely OP. Tempest is pretty much useless against Zerg air units. Viper just drags them into the fray to get melted. And tempest requires fleet becon.

Better off keeping carrier (and tweaking it to actually be useful instead of the joke unit it is now) and giving tempest aoe against air only and getting rid of the phoenix upgrade. Right now toss air units are just a waste of tech late game when they're really needed (as it takes a while to even get there after teching for the rest). Blizzard really need to look and see how badly they messed up toss air..
MeLo
Profile Joined August 2010
Australia192 Posts
June 09 2012 04:10 GMT
#828
Why can't they just increase Carrier range, make interceptors free and auto build, or invincible?
sjperera
Profile Blog Joined April 2011
Canada349 Posts
June 09 2012 04:25 GMT
#829
22 is a little too much, but extend the carriers range... make interceptors free but manually made... and fix the micro ability and carriers will work... the Tempest is basically a lazy unit to replace the role the carrier was meant to fulfill from the beginning.
Stormbringer!!!
althaz
Profile Joined May 2010
Australia1001 Posts
June 09 2012 04:37 GMT
#830
On June 09 2012 12:37 Kaiyotic wrote:
Show nested quote +
On June 09 2012 12:26 GhostFall wrote:
I dont understand why they wouldnt just give carriers 22 range. It's the same role as the tempest.

Define OP: 22 range carriers.

You can't even stop them with their current range once they hit critical mass; you want to basically double their range?

This is absolutely wrong, a decent-size group of marines will stop them dead in their tracks and corruptors can be emergency built and wipe out any number of carriers with EASE. If you've already lost the game these things might not be doable (but I've seen players who are out of games almost come back because their opponent built ten carriers).

22 range carriers wouldn't be OP, they'd be used hardly more often than they are now, to be frank (which means giving carriers 22 range would be fucking stupid). They'd still be late-game PvZ only to force engagements. What carriers need is a general buff (eg: +2 armour, +1 armour on interceptors), repair AI on the interceptors and the ability for them to be microed whilst letting the interceptors continue fighting. They need to be faster also.
The first rule we don't talk about race conditions. of race conditions is
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2012-06-09 04:42:21
June 09 2012 04:41 GMT
#831
On June 09 2012 13:37 althaz wrote:
Show nested quote +
On June 09 2012 12:37 Kaiyotic wrote:
On June 09 2012 12:26 GhostFall wrote:
I dont understand why they wouldnt just give carriers 22 range. It's the same role as the tempest.

Define OP: 22 range carriers.

You can't even stop them with their current range once they hit critical mass; you want to basically double their range?

This is absolutely wrong, a decent-size group of marines will stop them dead in their tracks and corruptors can be emergency built and wipe out any number of carriers with EASE. If you've already lost the game these things might not be doable (but I've seen players who are out of games almost come back because their opponent built ten carriers).

22 range carriers wouldn't be OP, they'd be used hardly more often than they are now, to be frank (which means giving carriers 22 range would be fucking stupid). They'd still be late-game PvZ only to force engagements. What carriers need is a general buff (eg: +2 armour, +1 armour on interceptors), repair AI on the interceptors and the ability for them to be microed whilst letting the interceptors continue fighting. They need to be faster also.


It is not that complicated. Make carrier 22 range and make it the same DPS as tempest then the two units are basically the same. I just don't know what's point of replacing the carrier while you can adjust it to the same as tempest.
GhostLink
Profile Joined January 2011
United States450 Posts
June 09 2012 04:49 GMT
#832
Hoping for carrier to stay. Vs T, Carrier phoenix high templar is extremely strong. Phoenix to kill vikings, psi storm cleans up marines and vikings alike, and carriers kill everything else. Turrets can do well against that, but that's map control for th protoss, allowing for them to go any composition they want.
Let a man play chess, and tell him that every pawn is his friend. Let him think both bishops holy. Let him remember happy days in the shadows of his castles. Let him love his queen. Watch him lose them all.
biology]major
Profile Blog Joined April 2010
United States2253 Posts
June 09 2012 05:23 GMT
#833
On June 09 2012 13:37 althaz wrote:
Show nested quote +
On June 09 2012 12:37 Kaiyotic wrote:
On June 09 2012 12:26 GhostFall wrote:
I dont understand why they wouldnt just give carriers 22 range. It's the same role as the tempest.

Define OP: 22 range carriers.

You can't even stop them with their current range once they hit critical mass; you want to basically double their range?

This is absolutely wrong, a decent-size group of marines will stop them dead in their tracks and corruptors can be emergency built and wipe out any number of carriers with EASE. If you've already lost the game these things might not be doable (but I've seen players who are out of games almost come back because their opponent built ten carriers).

22 range carriers wouldn't be OP, they'd be used hardly more often than they are now, to be frank (which means giving carriers 22 range would be fucking stupid). They'd still be late-game PvZ only to force engagements. What carriers need is a general buff (eg: +2 armour, +1 armour on interceptors), repair AI on the interceptors and the ability for them to be microed whilst letting the interceptors continue fighting. They need to be faster also.


i have seen a lot of stupid stuff on tl, but that has to rank at #1 "22 range carriers wouldn't be OP".
Question.?
Haustka
Profile Joined August 2010
United States221 Posts
June 09 2012 05:24 GMT
#834
i wanna see carrier instead of tempest T.T
Power of Human Will
Alexj
Profile Blog Joined July 2010
Ukraine440 Posts
June 09 2012 08:00 GMT
#835
At least you can micro tempest while his attack recharges. All you can do with carriers is watch interceptors die.
More GGs, more skill
moofang
Profile Joined June 2011
508 Posts
June 09 2012 08:34 GMT
#836
carriers over tempests /signed
HelioSeven
Profile Joined February 2012
United States193 Posts
June 09 2012 10:16 GMT
#837
On June 09 2012 08:42 larse wrote:
Show nested quote +
On June 09 2012 07:58 Durp wrote:
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.


It's so easy. They can just reduce the attack speed or damage of the interceptors to match the DPS of tempest.


Or they could just extend the range of the carrier without making it the ridiculous 22 of the tempest. Hell, I think even the carrier's current extended range of 14 is perfect, it just needs the ability to re-target the interceptors without having to get back within range 8 of the new target. Think about it: if interceptors could re-target within range 14, but new interceptors could only be launched at range 8, it would make for a fairly significant incentive for your opponent to actually target down the interceptors: your carrier could easily remake them, but it would have to move in close again to be able to launch the new interceptors into battle, creating a temporary vulnerability (especially to things like fungal growth, or the new viper's abduct). Can not think of a more simple tweak that would have such a vast and rewarding impact on the usage of the carrier.
If I smite you, have you been smitten?
Arolis
Profile Joined October 2010
United States496 Posts
June 09 2012 10:36 GMT
#838
On June 09 2012 13:41 larse wrote:
Show nested quote +
On June 09 2012 13:37 althaz wrote:
On June 09 2012 12:37 Kaiyotic wrote:
On June 09 2012 12:26 GhostFall wrote:
I dont understand why they wouldnt just give carriers 22 range. It's the same role as the tempest.

Define OP: 22 range carriers.

You can't even stop them with their current range once they hit critical mass; you want to basically double their range?

This is absolutely wrong, a decent-size group of marines will stop them dead in their tracks and corruptors can be emergency built and wipe out any number of carriers with EASE. If you've already lost the game these things might not be doable (but I've seen players who are out of games almost come back because their opponent built ten carriers).

22 range carriers wouldn't be OP, they'd be used hardly more often than they are now, to be frank (which means giving carriers 22 range would be fucking stupid). They'd still be late-game PvZ only to force engagements. What carriers need is a general buff (eg: +2 armour, +1 armour on interceptors), repair AI on the interceptors and the ability for them to be microed whilst letting the interceptors continue fighting. They need to be faster also.


It is not that complicated. Make carrier 22 range and make it the same DPS as tempest then the two units are basically the same. I just don't know what's point of replacing the carrier while you can adjust it to the same as tempest.

That's not really an argument for the Carrier. I can just as easily say that if the Carrier and Tempest are functionally the same, why not just go ahead and implement the Tempest to give Protoss some extra freshness to attract new or returning players?
Evangelist
Profile Blog Joined June 2011
1246 Posts
Last Edited: 2012-06-09 10:56:57
June 09 2012 10:55 GMT
#839
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.


Ah yes. Because building a crapload of banshees is exactly what every terran in the game wants to do. What with their marvellous range 6 and all.

The Thor is remaining as it is. The simple truth is, the Carrier is a crap unit (much worse than the Battlecruiser) and the Tempest actually fills a role that the Carrier can never fill - that of a long range seige unit. The definition of a seige unit is it has low DPS. A carrier can't do this because it's DPS comes from its interceptors.

There is no fix worth using on it. Toss will use Tempests in critical numbers (4-5) to focus fire Broodlords and Ultras because of the sheer damage they do to massive units. They won't use them to deal with Terran air because of Vikings and because a Tempest is absolutely no match for a Battlecruiser in close quarters.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2012-06-09 19:47:58
June 09 2012 19:45 GMT
#840
On June 09 2012 19:55 Evangelist wrote:
Show nested quote +
On June 02 2012 05:41 VirgilSC2 wrote:
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.


Ah yes. Because building a crapload of banshees is exactly what every terran in the game wants to do. What with their marvellous range 6 and all.

The Thor is remaining as it is. The simple truth is, the Carrier is a crap unit (much worse than the Battlecruiser) and the Tempest actually fills a role that the Carrier can never fill - that of a long range seige unit. The definition of a seige unit is it has low DPS. A carrier can't do this because it's DPS comes from its interceptors.

There is no fix worth using on it. Toss will use Tempests in critical numbers (4-5) to focus fire Broodlords and Ultras because of the sheer damage they do to massive units. They won't use them to deal with Terran air because of Vikings and because a Tempest is absolutely no match for a Battlecruiser in close quarters.


Siege tanks, the epitome siege unit in SC2, doesn't exactly have low DPS.

50 damage a shot with considerable splash gives it fairly decent DPS vs small units like lings and marines...

But keep on with your argument, it sounds nice.

Personally, I'd rather they just give the tempest splash, make it attack ground only, and use it to replace the colossus.
But it doesn't really matter what I want, does it?
As it turns out, marines don't actually cost any money -Jinro
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