• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:14
CEST 13:14
KST 20:14
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Classic wins Code S Season 2 (2025)12Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6Code S RO8 Preview: herO, Zoun, Bunny, Classic7Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3
Community News
Weekly Cups (June 9-15): herO doubles on GSL week2Firefly suspended by EWC, replaced by Lancer12Classic & herO RO8 Interviews: "I think it’s time to teach [Rogue] a lesson."2Rogue & GuMiho RO8 interviews: "Lifting that trophy would be a testament to all I’ve had to overcome over the years and how far I’ve come on this journey.8Code S RO8 Results + RO4 Bracket (2025 Season 2)14
StarCraft 2
General
Properties for Rent in Cairo The SCII GOAT: A statistical Evaluation TL Team Map Contest #5: Presented by Monster Energy Classic wins Code S Season 2 (2025) Weekly Cups (June 9-15): herO doubles on GSL week
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament EWC 2025 Regional Qualifiers (May 28-June 1) SOOPer7s Showmatches 2025 RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 478 Instant Karma Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion bonjwa.tv: my AI project that translates BW videos StarCraft & BroodWar Campaign Speedrun Quest ASL20 Preliminary Maps
Tourneys
[BSL20] ProLeague Bracket Stage - LB Round 4 & 5 [ASL19] Grand Finals [BSL20] ProLeague Bracket Stage - WB Finals & LBR3 The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Beyond All Reason What do you want from future RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread UK Politics Mega-thread Echoes of Revolution and Separation
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Pro Gamers Cope with Str…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 34196 users

We Must Fight For The Carrier - Page 48

Forum Index > SC2 General
Post a Reply
Prev 1 46 47 48 49 50 94 Next
Nyarly
Profile Blog Joined March 2011
France1030 Posts
June 13 2012 13:31 GMT
#941
Carriers, it's a good unit toi have.
Zoraque
Profile Joined February 2011
Canada120 Posts
June 13 2012 23:39 GMT
#942
i use carriers in all my pvzs =/ gonna be so sad once its gone. CARRIER MUST STAY!!!
MarineKingPrime, Reality, ST_RainBOw, Grubby, Hyun, Supernova!!
Durp
Profile Blog Joined September 2010
Canada3117 Posts
June 14 2012 00:00 GMT
#943
The problem inherent with the Carrier is that it requires it be unscouted to be effective. One strong similarity with Protoss t3 is that if unscouted, it usually can net you a win.
Colossi unscouted? You probably win.
High Templars unscouted? You probably win.
Dark Templars unscouted? You probably win (this one is a little tighter in PvT due to scans, but if you get DTs that your opponent is unprepared for in PvZ/P you will usually do enough damage to secure an easy win)
Carriers unscouted? You probably win.

The difference between the Carriers and these other 3 units is that it's almost useless otherwise. If your colossi are scouted, they will still serve a purpose. The same is true for DTs and HTs. Due to the colossus being so effective and the various templars being warped in immediately, they can serve a function immediately when scouted. The carrier, conversely, takes so long to build that if scouted, it will be countered faster than it can be built. A small number of carriers, unlike DTs, HTs, and Colossi, are useless. So, once you are scouted, your investment is a waste. You can't transition back to them later, it's just dead tech. This is not true of the rest of Protoss t3, which works very nicely as a back and forth play.

The Carrier is too costly in both build time, game time (as in time required for it to be unscouted), and resources relative to the other tier3 units. Archons are better in conjunction with a mothership- and the HT/DT are useful units- so even if you have a fleet beacon it's not often in your best interest to make carriers.

I don't necessarily have a suggestion to make them more viable, but as long as they are so exceptionally cost ineffective there will never be a legitimate reason to play them at the higher levels.

addendum: The Void Ray is as devastating if unscouted, builds faster and is cheaper. If you're trying to hide 5 minutes of stargate tech, you might as well mass voidrays.
SOOOOOooooOOOOooooOOOOoo Many BANELINGS!!
A.Delicious.Yoghurt
Profile Joined June 2012
127 Posts
June 14 2012 00:37 GMT
#944
Carrier is a no go. Dustin does not want it in the game, he thinks it's a fan service unit. (According to slasher on LO3)
i)awn
Profile Joined October 2011
United States189 Posts
June 14 2012 09:58 GMT
#945
The only reason I bought SC2 is beacause I'm was a fan of SC1. What's wrong in being a fan of a unit? In any regards, giving the carrier a speed boost ability, a build time decrease and maybe a bit of extra range to match broolord range is enough. It'll be a great backdooring unit now that you can retreat with it after the speed boost ability.
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
Last Edited: 2012-06-14 15:52:51
June 14 2012 15:50 GMT
#946
I think this discussion is really missing important points. Namely, why the Carrier is currently not viable. It's not because of a lack of microability. It's not even their production time. It's because of these:

vs Terran: Marines kill Intercepters. A lot. This was quite true in SC1 (though not quite as much, since SC2 Marines have +15 HP), but there was one big difference: going bio in SC1 TvP was suicide. Reavers kill Marines so much faster than Colossi it's ridiculous. Reavers effectively hard-counter Marines to the point that no sane Terran could ever use them past the 10-minute point. And a Terran can't tech-switch into Marines from Mech just because they see Carriers; the timing window that opens up would leave them dead.

So SC1 Carriers never had to worry about Marines. SC2 Carriers do. So long as Carriers have Intercepters, they will be vulnerable to Marines. And as long as Marines are viable against the Protoss, the Protoss will never be able to use Carriers against Terrans.

Ironically, the things that would make Carriers more viable against Terrans are coming in HotS. Terrans will be more able to go Mech. But going Mech will make them increasingly vulnerable to Carriers. Sure, Vikings still exist and have stupidly long range and high damage (which is almost certainly why the new Tempest has ludicruous range). But Carriers would be able to do something, unlike currently where their Intercepters just evaporate against Bio-balls.

vs Zerg: Here, it's a combination of factors. Roaches have lots of HP and decent armor, thus mitigating the utility of Carriers. Infestors exist, which can turn your Carriers against you. And Corruptors can push your Carriers back.

Oh, and any Zerg playing against Protoss will be using all of these regardless of whether you have Carriers or not. In short: the Zerg doesn't have to counter Carriers; the standard Zerg army is already fairly Carrier-proof.

Irony strikes again, as HotS introduces several units that won't be Colossus-proof. Swarm Hosts are basically begging to be killed by Carriers. Hydralisks, a natural pairing to Swarm Hosts, also aren't as successful against Carriers. They're expensive and, while they do good damage, they can't really take it. Of course, the Carrier can become prey to the Viper's Abduct ability, so it's not as clean as the vT situation. Though Carriers under Oracle cloak would be less able to be stolen, especially if you swat any Overseers in the area.

Yes, the Carrier needs a production time increase, and it could certainly do with more microability. But ultimately, what is needed to make them work is to change other parts of the game to allow them to be functional.

On June 13 2012 15:45 xPrimuSx wrote:
Show nested quote +
On June 13 2012 00:26 NicolBolas wrote:
By getting rid of their units, especially in favor of reintroducing what amounts to reskinned BW units, it would impinge on their ego, which is something they would try to prevent whenever possible.


Dropping reskinned SC1 units into SC2 would represent intellectual bankruptcy. If the only ideas you have for the new game are old ideas, then why bother making a new game at all?

Widow Mine. Stalker. An independently produced Spider mine that can attack air and doesn't immediately detonate? Tell me more. Similarly, a durability and damage nerfed Dragoon that learns how to teleport? Amazing. It's not like Blizzard hasn't or does not continue to reskin SC1 units and add some new quirk to them for SC2. The point is whether or not the changes made actually make the unit better than it was before or are simply changes for changes sake.


I never said that Blizzard hadn't already succumbed to intellectual bankruptcy. It'd just be nice if they didn't go further down this road.

Though I think there's a difference between a unit that is inspired by SC1 concepts (like the Widow Mine) and a unit that is basically a carbon-copy of SC1 stuff (like the older Warhammer, which was just a Goliath with a different name and stats). You can't say that Blink doesn't make the Stalker a drastically different unit.

On June 13 2012 15:45 xPrimuSx wrote:
Also, I wouldn't call the Colossus attack similar to the Void Ray at all. It was a channeled ability, more like the Thor's Strike Cannons, except that instead of the damage being constrained to 1 unit like the Thor, the Colossus would always move to a new unit if it still had damage left to deal in that attack cycle (and of course it wasn't a spell but a straight up attack),


It's like the Void Ray in that they are beams that hide the fact that it's really doing multiple packets of damage, rather than a truly continuous attack (as a beam would suggest).

On June 13 2012 15:45 xPrimuSx wrote:
nothing Carrier like about it, especially considering the Carrier immediately stops its attack and will not engage a new target with the Interceptors if outside of the 8 release range (unlike BW).


It's very much like the Carrier. The SC1 Carrier.

It fires at a particular range, but it will keep attacking a unit beyond that range. It does small blocks of damage over time. It will transfer this damage to other targets within range if one target is dead.

The only differences are that you can't weaken the Colossus's attack the way you can by destroying Intercepters, and the Colossus's attack wasn't continuous the way the Carrier was.

On June 13 2012 15:45 xPrimuSx wrote:
As to the Phoenix, it was still a range 4 unit, it would still be outranged by the Viking (Range 5 as of 2008), and the Overload ability was already headed towards nerf city. By the time of the great "reveal" where Blizzard started posting unit info on the SC2 site (mid-2007), the Phoenix Overload had a set number of targets it could engage and was no longer truly AOE, but rather massively single target (like the Colossus would eventually become), although the unit did do more damage than it currently does. Still, the OG Tempest would outrange Vikings by a bit, however it would be too slow to actually run away, and Vikings can safely attack outside of the range of Phoenices, honestly, a bunch of Phoenices going Overload would be a good thing for Vikings since they could just up and sit back and fire while the Phoenices were stuck in place.


That all basically assumes that Overload never worked. If all you have to do to avoid Overload is to back up slightly, then it would never have worked against anything, Mutalisks, Vikings, etc. Yes, the Mutas couldn't shoot them, but they'd live. So obviously, Overload would need to be able to continue hitting even if the target moved out of range. That's why it wasn't truly AoE: it just picked a number of targets and shoot at them.

Such an ability would work just fine on Vikings. Phoenixes were still very fast and could close range easily. They get close, fire their Overloads, and the Vikings die.

Also, don't forget: the Terrans had the Predator, which was a dedicated AoE AtA unit that could turn into a PDD. So Vikings probably were a lot less effective against light air than they are now. Predators were what were supposed to be anti-light air units for Terrans.

It seems to me that in such an environment, Phoenix+Tempest+Zealots could be a pretty strong combination. Obviously this depends on the exact cost and stats of these units, but it's certainly something that could be viable, depending on balancing and so forth.

On June 13 2012 15:45 xPrimuSx wrote:
Show nested quote +
On June 13 2012 00:26 NicolBolas wrote:
This ability single-handedly elevates the Stalker from 'meh' to 'awesome,' however it is also the largest contributor to why the unit is 'meh' in the first place.


Yes. And if Dark Templars only did 20 damage a hit, they'd be able to have more HP.

You can make that argument about any balanced unit.

Not the point, the point is that DT units in BW were purposefully both OP and UP in that they had some amazing strength balance out with some terrible weakness that was only mitigated through the use of some trick. It was that feel of the units which made them stand out from the regular Protoss arsenal of "I'm expensive and awesome, fear me." The SC2 DT units do not have that same feel to them. Also, if the DT still retained its cloak, you really wouldn't see too much of a health boost since passive cloak is so powerful.


I don't really buy that. Corsairs aren't particularly OP-seeming. They're not that good against air; they're good against certain air, but otherwise, no.

Furthermore, there's not a lot of room to play within the DT box as you describe it. If Blizzard was going to have the Protoss become a real mix of DT and HT units, then they had to have real line-DT units, things you built a lot of. And you can't give such units crippling weaknesses that you avoid via some trick.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
0neder
Profile Joined July 2009
United States3733 Posts
June 14 2012 15:54 GMT
#947
On June 14 2012 09:37 A.Delicious.Yoghurt wrote:
Carrier is a no go. Dustin does not want it in the game, he thinks it's a fan service unit. (According to slasher on LO3)

I'm glad the lead designer for SC2 thinks just giving a unit ridiculous range is better than an interesting combat dynamic. Ugh...
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 14 2012 16:24 GMT
#948
On June 15 2012 00:54 0neder wrote:
Show nested quote +
On June 14 2012 09:37 A.Delicious.Yoghurt wrote:
Carrier is a no go. Dustin does not want it in the game, he thinks it's a fan service unit. (According to slasher on LO3)

I'm glad the lead designer for SC2 thinks just giving a unit ridiculous range is better than an interesting combat dynamic. Ugh...


I think adding units like the Tempest will improve the game. There is nothing else with such extream range in SC2 and adding it will create new styles of play. One of the reasons the deathball happens so much in SC2 is that all the units are designed with such short ranges(with the execption of the siege tanks). Long range units with reasonable support are a key to controling space in an RTS. And hopefully, with controling space, players will be forced to slip up their units.

The carrier is nice, but I don't think it is useful in the current game. It is a cool idea, but I don't want a use to be in the game because it is cool.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
bhfberserk
Profile Joined August 2011
Canada390 Posts
June 14 2012 16:57 GMT
#949
I think the problem is the Colossus overlapping the Carrier's row. A post above from "Nicolbolas" have said a really good point about the Carrier's DPS can be weaken by shooting down the Interceptors. This is a really interesting point of view.

*While we are not talking about Balance Issues, but the mechanic of the units:

A siege tank is short in range in general, but once deployed it will gain 13 range and splash damage. The concept of the Terran's siege unit is really simple, but generates a strategic goal on your opponent. "I must catch the tanks un-siege"

Whereas the Colossus does not create a new dynamic in such way. (Not whining about imbalance issue here. )
However, the Carrier is different, it has a this mechanical weakness, where your opponent must shoot down the main ship or the interceptors will continue to damage. Or, you main focus to shoot down the interceptors and reduce its effectiveness.

The Tempest is a extreme long range air siege unit. Like, DB have stated, it will create a dynamic goal on your opponent. "I am killing you slowly, you better kill this ship soon." So in that sense, the Tempest has a role in the game.

Out of all 3 units the Carrier, Colossus, Tempest. I think the most boring unit, A-move friendly, death ball unit, is truly the Colossus and because of it we have such a Death Ball play style.

Of course, taking out the Colossus now would mean making the robo completely useless. But I am not here to talk about how they should balance the games, but just about what the heavy siege units in the games should generates dynamic decision-making moment.
HelioSeven
Profile Joined February 2012
United States193 Posts
June 15 2012 01:04 GMT
#950
On June 15 2012 00:50 NicolBolas wrote:
It's very much like the Carrier. The SC1 Carrier.


It will transfer this damage to other targets within range if one target is dead.


Forgive me for being ignorant of Brood War (I was an AoE2 guy up until WoL), but didn't the BW carrier automatically target new units within the extended range? That's my my whole gripe with the SC2 carrier, is that in order for a carrier to prioritize new targets for the interceptors to shoot at the carriers have to be within the standard range of 8, and the extended range of 14 is only in effect as long as the current target is still alive. If a carrier had to move into range 8 to launch newly made interceptors, but could still engage at the extended range by prioritizing new targets for the interceptors currently in battle, that would give a) the Protoss player a chance to micro and b) the opponent an incentive to kill off interceptors (in order to force the carrier back in close to launch reinforcements). How would that not fix like everything?
If I smite you, have you been smitten?
0neder
Profile Joined July 2009
United States3733 Posts
June 15 2012 03:34 GMT
#951
On June 15 2012 01:24 Plansix wrote:
Show nested quote +
On June 15 2012 00:54 0neder wrote:
On June 14 2012 09:37 A.Delicious.Yoghurt wrote:
Carrier is a no go. Dustin does not want it in the game, he thinks it's a fan service unit. (According to slasher on LO3)

I'm glad the lead designer for SC2 thinks just giving a unit ridiculous range is better than an interesting combat dynamic. Ugh...


I think adding units like the Tempest will improve the game. There is nothing else with such extream range in SC2 and adding it will create new styles of play. One of the reasons the deathball happens so much in SC2 is that all the units are designed with such short ranges(with the execption of the siege tanks). Long range units with reasonable support are a key to controling space in an RTS. And hopefully, with controling space, players will be forced to slip up their units.

The carrier is nice, but I don't think it is useful in the current game. It is a cool idea, but I don't want a use to be in the game because it is cool.

You don't get it. BW was the same in terms of range, but deathballs didn't clump so much, because the units were spaced out to look more interesting and dynamic. That, along with the interface limitations, are what made the combat spacing so good.

Browder could give the Carrier 22 range tomorrow before introducing the Tempest. To be honest, I don't really care if the Carrier stays or goes, because the new model isn't that great and it can't really be microed anymore anyway, so the SC2 unit called the 'carrier' means nothing to me.
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
June 15 2012 04:58 GMT
#952
On June 15 2012 10:04 HelioSeven wrote:
Show nested quote +
On June 15 2012 00:50 NicolBolas wrote:
It's very much like the Carrier. The SC1 Carrier.


Show nested quote +
It will transfer this damage to other targets within range if one target is dead.


Forgive me for being ignorant of Brood War (I was an AoE2 guy up until WoL), but didn't the BW carrier automatically target new units within the extended range? That's my my whole gripe with the SC2 carrier, is that in order for a carrier to prioritize new targets for the interceptors to shoot at the carriers have to be within the standard range of 8, and the extended range of 14 is only in effect as long as the current target is still alive. If a carrier had to move into range 8 to launch newly made interceptors, but could still engage at the extended range by prioritizing new targets for the interceptors currently in battle, that would give a) the Protoss player a chance to micro and b) the opponent an incentive to kill off interceptors (in order to force the carrier back in close to launch reinforcements). How would that not fix like everything?


Because it does nothing to change the fact that Marines devour Intercepters, regardless of whether the Carriers happen to be nearby or not. It does nothing to change the fact that Vikings still have ridiculous range and can fly over terrain to shoot the Carriers.

The most it might do is make a Zerg build more Corruptors, since it will be more difficult for Infestors to deal with Carriers. Though Infested Terrans can still put a good hurting on Intercepters, and Roaches still have good armor and enough HP to just take it to some degree.

The Carrier is simply not favored by the rest of SC2's units. It's just not going to be viable until that changes.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-06-15 05:03:37
June 15 2012 05:02 GMT
#953
On June 15 2012 01:24 Plansix wrote:
Show nested quote +
On June 15 2012 00:54 0neder wrote:
On June 14 2012 09:37 A.Delicious.Yoghurt wrote:
Carrier is a no go. Dustin does not want it in the game, he thinks it's a fan service unit. (According to slasher on LO3)

I'm glad the lead designer for SC2 thinks just giving a unit ridiculous range is better than an interesting combat dynamic. Ugh...


I think adding units like the Tempest will improve the game. There is nothing else with such extream range in SC2 and adding it will create new styles of play. One of the reasons the deathball happens so much in SC2 is that all the units are designed with such short ranges(with the execption of the siege tanks). Long range units with reasonable support are a key to controling space in an RTS. And hopefully, with controling space, players will be forced to slip up their units.

The carrier is nice, but I don't think it is useful in the current game. It is a cool idea, but I don't want a use to be in the game because it is cool.


It would be interesting if the tempest required seige mode, but it doesn't.

Its basically an Airborne Siege Tank with no siege mode required. Not interesting at all because there was skill in siege tank positioning and siege timing, and siege tanks did friendly fire, but with this unit, it doesn't require skill to use it effectively or in-effectively.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
bittman
Profile Joined February 2011
Australia8759 Posts
June 15 2012 05:20 GMT
#954
Yeah the tempest doesn't excite me at all. I like the idea of a super range unit beyond even siege tanks, but all they've done is like slap 21 range onto a otherwise nothing unit. And they couldn't slap 21 range on the carrier because __________?

"Oh but bittman, Carriers do sick DPS so 21 range will make them OP".

The response is: Carriers only fire interceptors which could be shot down. There could be a great chance to have a dynamic unit which can strike at ridiculous siege range with 15-mineral units (not even free thanks for asking swarm host) that can be countered with good AA placement.

Could even do a sick thing where all interceptors can have rally paths of 21-range in length. Meaning the attack direction can be thrown out by a micro-intensive Protoss player.

Fuck, carriers could be so exciting. Read tonnes of ideas in this thread which are awesome also.

Blizzard's design team for sc2 is like so half-inspired. They throw out things that are super interesting like the Oracle, Viper and battle hellions, but then show off a boring (a-move) carrier replacement with a sort of interesting niche (super range).
Mvp - Leenock - Dongraegu - MC - Gumiho - Keen - Polt - Squirtle - Jjakji - Genius - Seed - Life - sC - Dream || LG-IM - MVP - FXO
Vansetsu
Profile Blog Joined October 2010
United States1454 Posts
June 15 2012 05:29 GMT
#955
Pretty sure I have posted in this thread at least twice already, but it is my birthday today, so, my birthday wish is that the carrier remain a unit in all sc expansions. DON"T RUIN MY BIRTHDAY BLIZZARD!!!!111
Only by overcoming many obstacles does a river become - デイヴィ¯\_(ツ)_/¯ド
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-06-15 06:02:15
June 15 2012 05:37 GMT
#956
On June 15 2012 01:24 Plansix wrote:
Show nested quote +
On June 15 2012 00:54 0neder wrote:
On June 14 2012 09:37 A.Delicious.Yoghurt wrote:
Carrier is a no go. Dustin does not want it in the game, he thinks it's a fan service unit. (According to slasher on LO3)

I'm glad the lead designer for SC2 thinks just giving a unit ridiculous range is better than an interesting combat dynamic. Ugh...


I think adding units like the Tempest will improve the game. There is nothing else with such extream range in SC2 and adding it will create new styles of play. One of the reasons the deathball happens so much in SC2 is that all the units are designed with such short ranges(with the execption of the siege tanks). Long range units with reasonable support are a key to controling space in an RTS. And hopefully, with controling space, players will be forced to slip up their units.

The carrier is nice, but I don't think it is useful in the current game. It is a cool idea, but I don't want a use to be in the game because it is cool.

You did notice the rate of fire of the Tempest and the supply needed for it? It is quite ridiculous and probably the next useless unit in the Protoss arsenal. If they increase the rate of fire it will be bad by making Protoss able to kill others efficiently without actually engaging them, so that wont happen, OR they reduce the damage at the same time (but then the graphics of charging up a deadly ball of energy is off) ... which doesnt change much.

The carrier has several problems:
- Interceptors are easily shot down AND
- they cost minerals to build AND
- they take ages to be built.
The last two should be compared to the broodlings for the Broodlord and the necessary change to the Carrier is clear:
1. Interceptors are free
2. they build at the rate of 1 per second (or maybe 1 per 2 seconds, but not slower)
If that happens the Carrier will stop being dead weight after his tiny interceptors have been shot down.

Another way to "fix" the Carrier is to give the super long range attack of the Tempest to the Carrier ... since the Interceptors are shot down soo easily.


One last personal comment: Please get rid of the "new SC II graphics" and give us the good old BW Carrier graphic!!! THIS is what embodies the Carrier for me and makes the new graphics rather pathetic and stupid.
If you cant say what you're meaning, you can never mean what you're saying.
HelioSeven
Profile Joined February 2012
United States193 Posts
June 15 2012 06:00 GMT
#957
On June 15 2012 13:58 NicolBolas wrote:
Show nested quote +
On June 15 2012 10:04 HelioSeven wrote:
On June 15 2012 00:50 NicolBolas wrote:
It's very much like the Carrier. The SC1 Carrier.


It will transfer this damage to other targets within range if one target is dead.


Forgive me for being ignorant of Brood War (I was an AoE2 guy up until WoL), but didn't the BW carrier automatically target new units within the extended range? That's my my whole gripe with the SC2 carrier, is that in order for a carrier to prioritize new targets for the interceptors to shoot at the carriers have to be within the standard range of 8, and the extended range of 14 is only in effect as long as the current target is still alive. If a carrier had to move into range 8 to launch newly made interceptors, but could still engage at the extended range by prioritizing new targets for the interceptors currently in battle, that would give a) the Protoss player a chance to micro and b) the opponent an incentive to kill off interceptors (in order to force the carrier back in close to launch reinforcements). How would that not fix like everything?


Because it does nothing to change the fact that Marines devour Intercepters, regardless of whether the Carriers happen to be nearby or not. It does nothing to change the fact that Vikings still have ridiculous range and can fly over terrain to shoot the Carriers.

The most it might do is make a Zerg build more Corruptors, since it will be more difficult for Infestors to deal with Carriers. Though Infested Terrans can still put a good hurting on Intercepters, and Roaches still have good armor and enough HP to just take it to some degree.

The Carrier is simply not favored by the rest of SC2's units. It's just not going to be viable until that changes.


Haha, some things of note as someone who has used carriers in PvT at times. Vikings are not so good against carriers. While they seem like the obvious anti-air of choice, their range is still negated by the extended range of carriers with good micro. That along side with vikings low armor and mid-tier health means they melt against the opening salvo with graviton catapult. Marines are the much bigger problem (BCs in the late game but that's another story). Bio is the reason carrier rarely work in PvT. I'm still adamant that carriers will be more viable when mech TvP becomes viable, but it does sometimes work against bio if your opponent gets to marauder heavy, or goes mech heavy leaving him with not enough marines. But marines were the anti-carrier in BW too, weren't they?

In PvZ though, I think it would make huge improvements to the late game situation of infestor/BL/corruptor/crawlers. Carriers are the natural answer, they're just difficult to use at the moment because they constantly have to be within range 8 (and are thus really susceptible to anti-air). It would make them better at hit and run, it would make them better in large engagements, and it would make them more interesting and useful units in the long run. You don't really seem to understand how good late game Skytoss VR/carrier w/ HTs comp is against roaches and corruptors. Neural parasite and fungal are the real problem. Re-targeting is a serious need for carriers. Especially if it is to play against the new viper (which, sadly, it probably wont T.T).
If I smite you, have you been smitten?
Kharnage
Profile Joined September 2011
Australia920 Posts
June 15 2012 06:09 GMT
#958
On June 15 2012 15:00 HelioSeven wrote:
Show nested quote +
On June 15 2012 13:58 NicolBolas wrote:
On June 15 2012 10:04 HelioSeven wrote:
On June 15 2012 00:50 NicolBolas wrote:
It's very much like the Carrier. The SC1 Carrier.


It will transfer this damage to other targets within range if one target is dead.


Forgive me for being ignorant of Brood War (I was an AoE2 guy up until WoL), but didn't the BW carrier automatically target new units within the extended range? That's my my whole gripe with the SC2 carrier, is that in order for a carrier to prioritize new targets for the interceptors to shoot at the carriers have to be within the standard range of 8, and the extended range of 14 is only in effect as long as the current target is still alive. If a carrier had to move into range 8 to launch newly made interceptors, but could still engage at the extended range by prioritizing new targets for the interceptors currently in battle, that would give a) the Protoss player a chance to micro and b) the opponent an incentive to kill off interceptors (in order to force the carrier back in close to launch reinforcements). How would that not fix like everything?


Because it does nothing to change the fact that Marines devour Intercepters, regardless of whether the Carriers happen to be nearby or not. It does nothing to change the fact that Vikings still have ridiculous range and can fly over terrain to shoot the Carriers.

The most it might do is make a Zerg build more Corruptors, since it will be more difficult for Infestors to deal with Carriers. Though Infested Terrans can still put a good hurting on Intercepters, and Roaches still have good armor and enough HP to just take it to some degree.

The Carrier is simply not favored by the rest of SC2's units. It's just not going to be viable until that changes.


Haha, some things of note as someone who has used carriers in PvT at times. Vikings are not so good against carriers. While they seem like the obvious anti-air of choice, their range is still negated by the extended range of carriers with good micro. That along side with vikings low armor and mid-tier health means they melt against the opening salvo with graviton catapult. Marines are the much bigger problem (BCs in the late game but that's another story). Bio is the reason carrier rarely work in PvT. I'm still adamant that carriers will be more viable when mech TvP becomes viable, but it does sometimes work against bio if your opponent gets to marauder heavy, or goes mech heavy leaving him with not enough marines. But marines were the anti-carrier in BW too, weren't they?

In PvZ though, I think it would make huge improvements to the late game situation of infestor/BL/corruptor/crawlers. Carriers are the natural answer, they're just difficult to use at the moment because they constantly have to be within range 8 (and are thus really susceptible to anti-air). It would make them better at hit and run, it would make them better in large engagements, and it would make them more interesting and useful units in the long run. You don't really seem to understand how good late game Skytoss VR/carrier w/ HTs comp is against roaches and corruptors. Neural parasite and fungal are the real problem. Re-targeting is a serious need for carriers. Especially if it is to play against the new viper (which, sadly, it probably wont T.T).


forget it. I'm trying to picture carriers vs speed hydras and failing miserably.
Rabiator
Profile Joined March 2010
Germany3948 Posts
June 15 2012 08:43 GMT
#959
On June 15 2012 15:09 Kharnage wrote:
Show nested quote +
On June 15 2012 15:00 HelioSeven wrote:
On June 15 2012 13:58 NicolBolas wrote:
On June 15 2012 10:04 HelioSeven wrote:
On June 15 2012 00:50 NicolBolas wrote:
It's very much like the Carrier. The SC1 Carrier.


It will transfer this damage to other targets within range if one target is dead.


Forgive me for being ignorant of Brood War (I was an AoE2 guy up until WoL), but didn't the BW carrier automatically target new units within the extended range? That's my my whole gripe with the SC2 carrier, is that in order for a carrier to prioritize new targets for the interceptors to shoot at the carriers have to be within the standard range of 8, and the extended range of 14 is only in effect as long as the current target is still alive. If a carrier had to move into range 8 to launch newly made interceptors, but could still engage at the extended range by prioritizing new targets for the interceptors currently in battle, that would give a) the Protoss player a chance to micro and b) the opponent an incentive to kill off interceptors (in order to force the carrier back in close to launch reinforcements). How would that not fix like everything?


Because it does nothing to change the fact that Marines devour Intercepters, regardless of whether the Carriers happen to be nearby or not. It does nothing to change the fact that Vikings still have ridiculous range and can fly over terrain to shoot the Carriers.

The most it might do is make a Zerg build more Corruptors, since it will be more difficult for Infestors to deal with Carriers. Though Infested Terrans can still put a good hurting on Intercepters, and Roaches still have good armor and enough HP to just take it to some degree.

The Carrier is simply not favored by the rest of SC2's units. It's just not going to be viable until that changes.


Haha, some things of note as someone who has used carriers in PvT at times. Vikings are not so good against carriers. While they seem like the obvious anti-air of choice, their range is still negated by the extended range of carriers with good micro. That along side with vikings low armor and mid-tier health means they melt against the opening salvo with graviton catapult. Marines are the much bigger problem (BCs in the late game but that's another story). Bio is the reason carrier rarely work in PvT. I'm still adamant that carriers will be more viable when mech TvP becomes viable, but it does sometimes work against bio if your opponent gets to marauder heavy, or goes mech heavy leaving him with not enough marines. But marines were the anti-carrier in BW too, weren't they?

In PvZ though, I think it would make huge improvements to the late game situation of infestor/BL/corruptor/crawlers. Carriers are the natural answer, they're just difficult to use at the moment because they constantly have to be within range 8 (and are thus really susceptible to anti-air). It would make them better at hit and run, it would make them better in large engagements, and it would make them more interesting and useful units in the long run. You don't really seem to understand how good late game Skytoss VR/carrier w/ HTs comp is against roaches and corruptors. Neural parasite and fungal are the real problem. Re-targeting is a serious need for carriers. Especially if it is to play against the new viper (which, sadly, it probably wont T.T).


forget it. I'm trying to picture carriers vs speed hydras and failing miserably.

The only way that could reasonably work is with less-than-open-terrain and the Carriers attacking from an angle where the Hydras cant follow. You would have to whittle down the Zerg slowly but steadily, but even then the new Viper unit basically kills that concept with their - IMO really stupid - ability to drag a unit to them and into the range of other units. That ability basically counters EVERY "expensive but tough" unit for any opponent (in its current form). If the Viper was "unique" and expensive as the Mothership it might work, but as this?
If you cant say what you're meaning, you can never mean what you're saying.
Fueled
Profile Joined October 2011
United States1610 Posts
June 15 2012 09:49 GMT
#960
One last personal comment: Please get rid of the "new SC II graphics" and give us the good old BW Carrier graphic!!!

Yes! I hated the new carrier model the day I saw it. Bring back the BW Carrier model and keep the Carrier unit!
The Wood League - Where a double gas opening can still mean a Marine/SCV all-in
Prev 1 46 47 48 49 50 94 Next
Please log in or register to reply.
Live Events Refresh
Sparkling Tuna Cup
10:00
Weekly #95
CranKy Ducklings175
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .193
RotterdaM 132
Creator 84
DenverSC2 20
StarCraft: Brood War
Britney 21320
Calm 10414
Rain 4614
firebathero 3064
Horang2 1045
BeSt 484
Last 196
Hyun 143
EffOrt 142
Leta 125
[ Show more ]
PianO 118
ZerO 79
Shinee 70
JulyZerg 31
SilentControl 12
scan(afreeca) 10
ivOry 3
Dota 2
XaKoH 546
XcaliburYe406
canceldota82
Counter-Strike
Stewie2K887
x6flipin564
Super Smash Bros
C9.Mang0248
Mew2King139
Heroes of the Storm
Khaldor282
Other Games
singsing970
ceh9564
Happy519
B2W.Neo379
crisheroes372
DeMusliM337
SortOf111
ZerO(Twitch)11
Organizations
Dota 2
PGL Dota 2 - Main Stream22292
PGL Dota 2 - Secondary Stream3962
Other Games
gamesdonequick594
StarCraft: Brood War
CasterMuse 22
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Adnapsc2 45
• StrangeGG 19
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt412
Upcoming Events
Road to EWC
2h 46m
Lemon vs HeRoMaRinE
Astrea vs GuMiho
goblin vs TBD
Ryung vs TBD
BSL: ProLeague
6h 46m
UltrA vs Sziky
Dewalt vs MadiNho
Replay Cast
1d 22h
Replay Cast
3 days
The PondCast
3 days
Replay Cast
4 days
BSL: ProLeague
6 days
SOOP
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

NPSL Lushan
2025 GSL S2
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
NPSL S3
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.