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Let's make Carriers fun: Constructive Analysis

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NMxSardines
Profile Joined February 2012
77 Posts
Last Edited: 2018-05-18 01:28:59
May 18 2018 00:46 GMT
#1
[image loading]

TL;DR: Carriers are not fun to deal with as the receiving player due to large gap in micro necessary to fight the Carriers as opposed to use them. This is because Interceptors are treated, aggro wise, as every other attacking unit; despite the fact that attacking them (as opposed to the Carrier) is generally highly inefficient and leads to losses. Most Carrier fights are spent preventing your units from attacking the Interceptors, and telling them to attack the Carrier instead; which is very micro intensive and is thus not fun, because no such micro is necessarily required from the Carrier side. A change is proposed to reduce the Interceptor 'aggro' level to that below of other attacking units. A lot of analysis is done justifying the change and accounting for potential reservations.

For further abridged reading, scroll down and read 'Proposed Change', 'Why is this a good design change for the Carrier?', and 'In Conclusion' sections; they're the most core. The rest of the post is largely supporting information/arguments.

NOTE: This was simultaneously posted on Reddit. Edits may occur post factum for clarity and factual correctness.

Prologue :

      Lately, Blizzard has been releasing more patches aimed at resolving design issues with Starcraft 2 rather than merely balance. While before we generally had to wait for a whole expansion to receive effective design changes, now Blizzard seems to alter the game's design whenever it is called for. I am very happy with this and thus motivated to write a lengthy constructive post on the unit which I believe should be considered next for design reevaluation - the Carrier.

      I have played and watched a lot of Starcraft 2 since its release, and throughout that time I haven't seen much positive reception to playing on the receiving end of Carriers. Even when a player wins, it is often accompanied with a sigh of relief rather than exultation. Over time, I tried to analyze what makes Carriers potentially frustrating and think of ways to improve their design. I believe that currently there is a large disparity between the enjoyment of using Carriers and the experience of being subjected to Carrier use. This is due to the micro difficulty from Interceptors being treated the same as any other attacking unit; each time a Carrier is killed, your own units begin attacking the Interceptors instead. Further in this post is the elaboration as to why reducing the Interceptors' aggro would be a step forward in the design of the Carrier, and make the unit more fun overall.

Background Information :

Balance vs. Design :

      Balance deals with the consistency of each side to be able to attain victory against the other side. Design, on the other hand, deals more with the 'fun' aspect of playing Starcraft 2. When we're talking about a unit, design would be how fun the unit is to use, and how fun it is to have the unit used against you. The closer both of those perspectives are to being 'fun', and to each other - the more the unit could be considered to be 'well designed.' Design also encompasses balance within itself, as the fun reduces on all fronts when committed practice with said units does not yield consistent results. Even though the changes I will propose here will affect design, and thus incidentally balance, the focal point will be primarily on the design of the unit. My desire is to make Carriers more fun to respond to, and perhaps even more fun to use after a few patch iterations.

Carrier Patch History :

      All Carrier patches for reference. The ones you see from patches 2.5.0 to 2.5.5 are not from Heart of the Swarm but LotV Beta.

      Carriers have gone completely unchanged all the way from WoL to end of HotS. LotV Beta has made some attempts at redesign with the 'Release Interceptors' change, but that has been unsuccessful (as it has likely exacerbated the design issues I will soon address) and thus reverted. Carrier has also had a long history of balance changes being made and then reverted - the build time, release interceptors, interceptor cost. The only true changes we are left with across the many years of Starcraft 2 are an hp reduction (from 300 hp and 150 shields to 250 hp and 150 shields) and Interceptor cost reduction (from 25, to 5, to 10, and finally, to 15). They all address balance rather than the design of the unit. Sure, players are now able to address Carriers somewhat more consistently than they have before, but is the unit fun to play against? Being able to win a bit more often does make it marginally more fun, but I argue that there is a large discrepancy between fun of using Carriers and having them used against you, and here is why :

Proposed Change :

  • Interceptor
    • ATP (Attack Target Priority) reduced from 20 to 19.

      What is ATP? Attack Target Priority is the value that determines the perceived threat level of a unit. The higher the ATP, the higher in the kill list will the unit be for other units. According to the ancient Wings of Liberty-era Liquipedia link on ATP, only 5 values are ever used for units. 20 for normal attacking units, 19 for for special attacking units (like unburrowed spines, spores or widow mines; or empty bunkers), 11 for non-aggressive buildings, 10 for zerg cocoons, and 0 for, uh, Forcefields (they're a unit apparently). So, essentially, by setting Interceptors' ATP to 19, other attacking units would be prioritized over the Interceptor. Effectively, this would eliminate the undesired (for the receiving end of the Carriers) effect of units automatically attacking Interceptors when they could rather be attacking other units, or the Carriers themselves. This is a big design change that will significantly impact how Carriers are used and how they are reacted to, and one that I believe will make Carriers considerably more fun to play against without necessarily sacrificing the fun of using them. I expect a lot of players, especially those of Protoss persuasion, to have strong initial reservations about this change. I will first elaborate on why I believe this change is good for Starcraft 2, and then I will address potential reservations.

Why is this a good design change for the Carrier ? :

1. Reduction of the micro input gap between Carriers and other units -

      As of now, the proper micro response to a significant Carrier force would be to attack the Carriers themselves, as opposed to the Interceptors. Reasoning for this is the sheer hit point value of the Interceptors. A single Interceptor possesses 40 hit points and 40 shields; thus, 8 Interceptors in a Carrier results in a total of 640 hit points. Additionally, 1 or 2 Interceptors may be made during battle (depending on how long it takes to kill the Interceptors and THEN the Carriers), which could total up to 720 - 800 hit points. For reference, the Mothership, an 8 supply unit, has a total of 700 hit points. So, were an opponent choose to kill Interceptors, rather than the Carriers, they would have to get through an hp worth of a Mothership for each Carrier present. Afterwards, they would have to kill the Carrier themselves(which is another 400 hit points) stationed at 8 - 14 range away from the Interceptors.

      So, what is the problem with just killing the Carrier? The problem is the input gap in micro between using Carriers and beating Carriers. In order to defeat a multitude of Carriers, you must always be babysitting your units, preventing them from ever attacking the Interceptors. This is especially troublesome with the units that are most often used in killing Carriers. Take Vikings and Corruptors, for an instance; those units attack in slow volleys. Should they ever get distracted from the Carriers, an entire volley of missiles could be spent on Interceptors instead, and that is a game ending waste of DPS. When there are major input gaps in micro between the action and the reaction, it results in significantly less fun for the receiving end. By removing much (not all) of the babysitting currently required in big battles with Carriers, that input gap is lessened, and more equal fun is had by either side.

  • This is an example of good a-click micro vs. Carriers. This is hard to do while simultaneously microing against Storm or Disruptors.
  • This is an example of less than perfect a-click micro vs. Carriers. This is how a lot of fights vs. Carriers go while the reacting player is busy microing against Storm or Disruptors. 'Minor' mistakes like this are game ending.
  • This is an example of shift-click micro vs. Carriers. This works well but is very hard to do because Carriers are often out of your vision(especially as Zerg, because they don't have scans), and Carriers are often stacked on top of each another and other units.

2. Reduction of Losses to other elements of the Protoss arsenal because you were too busy microing against Carriers.

      You're not going to be facing just Carriers. Protoss has a whole arsenal of elements that require precise reactions from the opponent. Psionic Storms, Disruptors, Colossus, Stasis Traps, and more. Losing because you targeted the Interceptors over the Carriers is not the only danger; even if you microed against the Carriers correctly, while you were doing so you might have mismicroed against a Psionic Storm or a Disruptor ball. You have to always prioritize, and choosing the reactions in the wrong order would result in your death. I do not consider Psionic Storm or Disruptors to have as much of a micro input gap between action and reaction as Carriers do; but the problem occurs when a Protoss has preemptively 1Aed their Carriers and is ready to Storm or Disrupt, and the opponent has to perform splits and Carrier targeting micro at the same time; lest they lose due to one or the other. This ties into the first problem of Carrier micro input gap and further makes reacting to Carriers less fun.


Potential concerns in relation to this Carrier change :

1. The Carrier will simply be too weak now and nobody will use it.

      This change, like every other successful design change that has occurred within Starcraft 2, will not be of a single iteration. There were several balance patches after the design patch of removing the Mothership Core or reworking the Raven. If the Carrier is too weak as a result, there would be balance patches making the Carrier stronger. Remember all of those patches Carriers had in the past that simply got reverted? Release interceptor, reduced Carrier production time, etc.. I believe that a big part of why they were not feasible is because dealing with Interceptors is as micro intensive as it currently is. With more manageable Interceptors, it would be considerably easier to buff (or nerf) the Carrier without breaking the game for either side. You could reduce its production time or you could increase its range to 9 and leash range to 15, and more... Possibilities are endless when design problems are resolved.

  • Fun Fact #1: Carrier has the production time of 86 seconds, 2nd longest of any combat unit and trailing only to the Mothership - 114 seconds. 3rd is the Battlecruiser, with 64. Should Carrier ever need a buff, this could be one of the things to improve; as currently its production time and expensiveness slows down the pace of the game considerably, often forcing the Protoss to turtle until their arrival.
  • Fun fact #2: Carriers in Brood War had 4 base armor, at +3 upgrades they had more armor than a fully upgraded Ultralisk; and are the units with highest armor in the entire game.


2. It is in the Carrier's identity since Brood War for the Interceptors to be distracting, by removing this feature you would make Carriers less unique and characteristic.

      This point is sentimental, and whenever somebody loses to Carriers in Starcraft 2 they rarely think about the Carrier's identity across the ages. In my experience, every time I've talked to somebody after they've lost to Carriers, it has always been the bitterness about having to micro against the Interceptors and just the general lack of enjoyment. I believe Starcraft 2 should take from Brood War what would benefit Starcraft 2, and leave the rest, as these games are played quite differently. (and that is a topic for another time). Not to mention, Starcraft 2 has already done an excellent job of appropriating Brood War elements - Shield Battery replacing the Mothership Core was a sublime move, and I think Lurkers have made ZvZ a lot more interesting. It is more important to value the fun one has in a game rather than keeping unfun elements for the sake of tradition.

      Secondly, the Carriers would still be effective at distracting opponents with Interceptors. Carriers fire their Interceptors at range 8, but there is a range 14 leash on the Interceptors before they return to the Carrier. Carriers can essentially move while firing (just like the Phoenix) as long as the Interceptors are within range 14 of the Carrier. With the design change, the only time units would prioritize Carriers over Interceptors is when Carriers are within their aggro range (the aggro range of a unit is generally the same or slightly larger than their attack range). If Carriers were to release their Interceptors and then immediately kite, it is perfectly possible for Carriers to stay outside of the range of those units, thus prompting the units to attack the Interceptors instead. The distracting element of the Interceptor would not disappear as a result of this change, but it would require micro from the Protoss player to make happen. 14 range is a vast distance.

  • This is an example of Carrier kiting in action. Carriers can essentially run away while attacking any unit whose range is lower than 14 (though after the Interceptors have been released at range 8). Note that this is only a demonstration of kiting thus I did not use Battlecruisers' ability to their fullest. Also note how halfway through the clip Interceptors have returned to the Carrier prematurely; this is a bug. Fixing that bug could be one of the things that helps return strength to the Carrier were this design change ever go through.


3. It is possible to micro against Carriers in the current state by taking all of your anti-air and shift-attacking every single one of the Carriers. They would kill one Carrier after another without getting distracted by Interceptors.

      This is true but there are problems putting that approach to practice. First of all, if you have attempted this before you know that there is a danger of misclicking. If while shift clicking the Carriers you were to accidentally click on the ground (which would queue an attack move order), you would have to redo it all over again. This is harder the more Carriers there are. There is also the issue of vision, as a Zerg player would not see the Carriers to properly shift click each one until Zerg units are on top of the Carriers; though the Terrans do have scans. Additionally, there is still a big micro input gap, because in contrast to your preemptive shift clicking the Protoss would merely magic box their Carriers and and attack move, which is considerably easier.

      Secondly, say you have a bunch of Vikings or Corruptors and you shift clicked all of the Carriers. You also pre-spread your Vikings and Corruptors because you wish to avoid Psionic Storm. When the battle begins, Carriers release their Interceptors and then the Carriers start moving back (as they do damage with the leashed Interceptors). Because your Vikings or Corruptors need to move to keep up with the kiting Carriers, your prespread is ruined and the air units start to stack. Then Psionic Storm or Archons performs lethal damage upon your air ball. If you try to spread your Vikings/Corruptors again mid battle, then they start attacking Interceptors and you die because Carriers remain alive and doing damage to Interceptors is worthless. Then, if you lose the game you're left with a bitter feeling of having to deal with insurmountable micro odds; or if you win, you feel relief rather than excitement that you had barely enough to defeat them. The proposed change would allow you to micro against both Storm and Carriers mid battle, as opposed to betting everything on your original pre-spread; the former would be more rewarding and fun, rather than punishing.

  • This is an example of how shift clicking kiting Carriers can ruin a pre-spread of air units. The Interceptors might also get stormed but compared to the Corruptors they're cheap and this is thus cost efficient. With the design change, a player would be able to keep their Vikings/Corruptors spread more easily while still attacking the Carriers.


In Conclusion :

      As I've written before, this change is proposed in the same vein as the Mothership Core removal and Raven redesign - I am trying to address design first, and balance second; though I believe both will benefit in the end. Blizzard is more aggressive in addressing problems with the game than ever before, and I believe LotV is currently the best iteration of Starcraft 2. I wish to continue this pattern of design and balance resolutions until Starcraft 2 is viewed in the same way balance wise as Brood War (BW, I think, was much easier to balance because of the higher mechanical skill ceiling, but that's a story for another time), and eventually reach the end of the seemingly endless cycle of balance and design updates - to become complete.

  • Fun Fact #3: For the two decades since its release, Starcraft 1 had only two patches which affected balance. Patch 1.04 (Brood War release patch) and Patch 1.08


I would be happy to address any further concerns in the replies.
Boggyb
Profile Joined January 2017
2855 Posts
May 18 2018 01:27 GMT
#2
Your attack priority complaint applies to broodlords and swarmhosts as well.

Your complaint about carriers being harder to play against than use applies to almost the entirety of SC2.
NMxSardines
Profile Joined February 2012
77 Posts
Last Edited: 2018-05-18 02:22:29
May 18 2018 01:35 GMT
#3
Your attack priority complaint applies to broodlords and swarmhosts as well.

Your complaint about carriers being harder to play against than use applies to almost the entirety of SC2.


No matter how much one tries to elaborate, there will always be a subjective element to Starcraft 2. That subjective element is that even though, you're right, the 'harder to defend than to attack' applies to almost every single unit in Starcraft 2 - I believe that difference is the strongest with Carriers by a good margin. I think that the Carrier is an outlier in that dichotomy.

Brood Lord's attack rate is 1.79 seconds. Brood Lord keeps 2 Broodlings on its back, and fires both of them with each attack; but it regenerates 1 Broodling with each attack cycle. So, when battle starts, Brood Lord fires both of the Broodlings, and every attack after fires only 1 at a time. A Broodling has 30 hp. So, that's 60 hp on the first attack and then 30 every 1.79 seconds. A Carrier fires off all 640 hp worth of Interceptors in 1 second.

Swarm Hosts fire off only 100 hp worth of units every 42 seconds. Here is the kicker, while the Locusts fly - they're prioritized lower than other flying attacking units. It is only when they land do they become equal with the rest.

What's worse, is that almost every solution to Brood Lords and Swarm Hosts involves fighting through their free units. Terrans make Hellbats vs. Locusts, Protoss Storm them - you name it. With Carriers, though, unless there is like 2 of them, you simply cannot afford to kill the Interceptors in an even battle. That is what elevates Carriers above those other units in terms of frustration. With other free units, you kill them and then you kill the brood mothers. With Carriers, you have to constantly order your army to ignore ignore ignore the Interceptors.

Were the Interceptor's threat level lowered and Interceptors randomly returning to the Carrier during kiting fixed(thus making kiting a lot more consistent and viable), I believe it is perfectly possible to retain their roles as a 'distractor,' albeit with some more micro from the user; which would be quite easy, you just release the interceptors and move back with the Carrier.
Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
Last Edited: 2018-05-18 01:42:21
May 18 2018 01:41 GMT
#4
Props to the OP for devoting a lot of time in thinking through and making this thread.
As to the proposal, all I can say for now is that I certainly agree it will make Carriers less cumbersome to deal with.
Celebrating Starcraft since... a long time ago.
yubo56
Profile Joined May 2014
688 Posts
May 18 2018 01:43 GMT
#5
I think the spirit of this is fair, but I'm not sure I agree this is the best approach. I think this produces the situation where air vs air battles just become two sides amoving into one another, since additional micro helps very little

Instead, I would propose a carrier usage nerf. Part of the reason carriers in BW were slightly more difficult to use was that the interceptor launch speed was basically nonexistent if carriers weren't on the move, and I think this meant carriers were less "select and amove" and more "constantly keep them moving," which encourages active usage vs turtling behind them.

Another part of the BW carrier mechanic I liked though was that the leash range and attack range weren't *that* different, iirc it's 8 vs 10 or so? So if you wanted to take advantage of leash range, you had to be on top of the opponent's army movement, else they'd get out of leash range. If the difference is really 8 vs 14 like you say, that's probably partly why carriers feel overly effective at kiting and easy to use.

I'm not going to say we should adopt these nerfs; just because they're tested in BW doesn't mean they're good for SC2. But I think making carriers harder to use is a more exciting avenue than making its counters easier to use
Jung Yoon Jong fighting, even after retirement! Feel better soon.
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
May 18 2018 01:50 GMT
#6
On May 18 2018 10:27 Boggyb wrote:
Your attack priority complaint applies to broodlords and swarmhosts as well.

Your complaint about carriers being harder to play against than use applies to almost the entirety of SC2.


Something to keep in mind is that, at least for Terran, the thor AI + BL range are almost perfectly synergised as design features to negate this aspect of how broodlords work. The combination of changes very much had the effect of making them a good, easier to use response vs broodlords, because you didn't really have to worry about the broodlings mucking with your ability to hit the broodlords without constant babysitting. Corruptors play a very similar role vs Carriers.

@OP: While I'm not too sure either way, I do feel agree that the ease of use for carriers vs difficulty of mitigation is bad, and it's certainly an interesting solution.
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2018-05-18 02:36:53
May 18 2018 02:34 GMT
#7
This is a lengthy, well-reasoned post that deserves careful thought and scrutiny, meaning it will probably end up buried under a flood of balance whine.

But kudos to OP for putting in the time and effort. The fewer air deathballs in the game, the better.
Denominator of the Universe
TL+ Member
Parcelleus
Profile Joined January 2011
Australia1662 Posts
May 18 2018 03:58 GMT
#8
The steady decline of Team Liquid into Team Terran Liquid.

This site is like a Terran whine fest.



User was temp banned for this post.
*burp*
xTJx
Profile Joined May 2014
Brazil419 Posts
May 18 2018 04:02 GMT
#9
Good skill toi have.

Seriously tho, might be a healthy little change for the game.
No prejudices, i hate everyone equally.
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2018-05-18 04:03:17
May 18 2018 04:02 GMT
#10
I don't initially like this suggestion because I'm not sure about the unit behavior that will result. Sometimes it actually is better to target the interceptors, like when you already have an army that's especially good at killing them (hydras or marines) or when it's unreasonable to expect to get in range to kill the carrier. The carrier player will have other units but it'll be the interceptors doing the most damage. With this change, the interceptors will be the very last things to die. The only way to kill interceptors would be to hold position when nothing else is in range or use spells.

Maybe that would actually be good for the game? I don't know but it seems like weird behavior to me. When you focus on mass corruptors and vikings it seems ok, but that seems more like a really late game or really passive way to play. The first moment carriers come out, the interactions are typically different.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
xTJx
Profile Joined May 2014
Brazil419 Posts
May 18 2018 04:03 GMT
#11
On May 18 2018 12:58 Parcelleus wrote:
The steady decline of Team Liquid into Team Terran Liquid.

This site is like a Terran whine fest.



Terran is a whine fest.

User was temp banned for this post.
No prejudices, i hate everyone equally.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
May 18 2018 04:14 GMT
#12
Hold shift, right click a bunch of carriers. Problem solved.

Why is this a thread?
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Drfilip
Profile Joined March 2013
Sweden590 Posts
May 18 2018 04:40 GMT
#13
On May 18 2018 13:14 DinoMight wrote:
Hold shift, right click a bunch of carriers. Problem solved.

Why is this a thread?

The original post showed with videos why shift-clicking is not working. The protoss have got splash damage that takes advantage of the shift-clicked units' behaviour.
If you shift-click with no additional micro, you lose. If you shift-click with additional micro, you'll need to use a lot more micro than the carrier+splash damage army.
It is the big difference in micro that is one of the problems.
Random Platinum EU
NMxSardines
Profile Joined February 2012
77 Posts
Last Edited: 2018-05-18 05:21:43
May 18 2018 04:53 GMT
#14
On May 18 2018 13:02 NonY wrote:
I don't initially like this suggestion because I'm not sure about the unit behavior that will result. Sometimes it actually is better to target the interceptors, like when you already have an army that's especially good at killing them (hydras or marines) or when it's unreasonable to expect to get in range to kill the carrier. The carrier player will have other units but it'll be the interceptors doing the most damage. With this change, the interceptors will be the very last things to die. The only way to kill interceptors would be to hold position when nothing else is in range or use spells.

Maybe that would actually be good for the game? I don't know but it seems like weird behavior to me. When you focus on mass corruptors and vikings it seems ok, but that seems more like a really late game or really passive way to play. The first moment carriers come out, the interactions are typically different.


Interceptors have a range of 2, and whenever they attack a unit they distribute themselves in a vague circle with the unit it in the direct middle of it. So, yes, holding position would essentially guarantee you only attacking the Interceptors.

A single Interceptor has 80 hit points and does 4.675 DPS, significantly less if the unit has any armor. So, say, you're trying to kill the Interceptors with your Marines or Hydralisks in Hold Position and then a Zealot suddenly comes in their range. A Zealot has 150 hit points and does 18.6 DPS. The Zealot has 87.5% more hp than the Interceptor, but, it does 398% more DPS. Zealots also cost 666% more minerals than the Interceptor. At any rate, the point is that even if you have an army that's good vs. Interceptors - it would still be more cost efficient and more decisive in a battle to kill all other units in the immediate vicinity before you start killing the Interceptors.

On May 18 2018 12:58 Parcelleus wrote:
The steady decline of Team Liquid into Team Terran Liquid.

This site is like a Terran whine fest.



I have 12,000 Protoss games played.
algue
Profile Joined July 2011
France1436 Posts
May 18 2018 06:13 GMT
#15
Not opposed to the change nor totally down for it, I just don't understand how that makes the carrier funnier.
rly ?
MockHamill
Profile Joined March 2010
Sweden1798 Posts
May 18 2018 07:49 GMT
#16
I agree 100% with OP. This change should have been implemented a long time ago.

Nothing in this game is as infuriating as going up against Carrier and lose the entire game because the interceptors make your units refuse to target the Carriers for half a second.

Balance is not only about win rates. There should also be some kind of balance between the effort the players have to put in to win a fight. The game should feel hard but fair, not hard and unfair.

Carriers are strong and extremely easy to use. There is no reason that they should have the ability to mess up the opponents targeting fire as well.
Shuffleblade
Profile Joined February 2012
Sweden1903 Posts
May 18 2018 07:54 GMT
#17
I absolutely love this idea, I think there are a few effects that comes with your idea that fail to get through to most of the readers here.

- Like you explained above with the Zealot example, units will only target carriers or other units besides the interceptors if there are units besides the interceptors in the units attack range. This is huge, this opens up tons of micro potential on both sides, carriers can kite but other protoss units could also use this. An army that moves in close to the carrier army and attack commands will initially target the closest none interceptor unit, if all none interceptors microes away however the interceptors will be targeted instead. The carrier army will have to micro more to reach the same result, for the protoss player using the carrier deathball will in some situaitons be very micro intensive because all of a sudden if protoss needs to kite with carriers that will make everying on the ground archons/HTs and so on vulnerable.
Imagine kiting carriers being fungaled to stop them from running away or a zoning nuke, where the fight happens, how the P kites and controls the rest of the army will with this change start to matter a lot more.


- Like you say in your post the micro disparity between carriers and their "counters"/other armies are huge, a protoss deathball is in my opinion not a called a deathball because it is objectively stronger than any other races army. It is as you said because the same level of army from other races require such an insane amount of micro to fight on an even footing that its basically not doable. A protoss air army with carriers, mothership, HTs and archons is basically so strong because of the micro disparity. If you would turn SC2 speed down to 0.1 or something I'm sure the protoss deathball wouldn't really be a deathball anymore. The crazy thing is, you mention it in your post but don't really expand on what it means, the carrier build time is the longest in the game by a very wide margin. That they had to do that to balance it out really proves your point, carriers are balanced because the opponent is supposed to be able to kill or starve out the protoss player before the carriers have snowballed. It is due to the micro disparity OP but the amount of resources and time you need to get a critical mass of them the game is balanced due to how big of a window the opponent have to punish you. This is really bad game design even beyond the fact that it is not fun to play against, which I can argree with from T and Zs perspective.

This really is great idea and I think it would make playing with and against carriers more fun, if it also makes it possible to shorten the carrier build time maybe we would actually see them used in more interesting ways than just air army of doom. To be honest I love carriers but I don't love that they are only ever used in one way, the amount of resources you sink in for such a long time makes them not worht getting unless you are building the ultimate sky army, if that would change it would make me happy.
Maru, Bomber, TY, Dear, Classic, DeParture and Rogue!
DSh1
Profile Joined April 2017
292 Posts
May 18 2018 08:18 GMT
#18
How do you target interceptors if you want to do that? Much easier to change to carrier, than to change to targeting interceptors.
inuh
Profile Blog Joined January 2010
Korea (South)15 Posts
May 18 2018 09:40 GMT
#19
Why does everything have to be equal in terms of input/micro? StarCraft is great because it has 3 asymmetrical races that differ from each other. Some units and compositions should be harder and some easier. You say its more fun if input gap is lessened but I disagree if something is really hard to pull off and I manage to do it its way more fun.

I think your argument would be reasonable if the input gap is like really drastically different where one guy has to have 500apm to pull of a decent fight and the other guy can just a click and afk but this is not the case when it comes to carriers to be honest.
Ej_
Profile Blog Joined January 2013
47656 Posts
May 18 2018 10:11 GMT
#20
On May 18 2018 18:40 inuh wrote:
Why does everything have to be equal in terms of input/micro? StarCraft is great because it has 3 asymmetrical races that differ from each other. Some units and compositions should be harder and some easier. You say its more fun if input gap is lessened but I disagree if something is really hard to pull off and I manage to do it its way more fun.

I think your argument would be reasonable if the input gap is like really drastically different where one guy has to have 500apm to pull of a decent fight and the other guy can just a click and afk but this is not the case when it comes to carriers to be honest.

I think the problem most people have with carriers it's that they are nearly braindead in usage - most of the time it's better to just amove them and trade interceptors for real units, instead of using carriers leash range. They also are slow units with near 0 harass potential so it's just feels like playing vs a flying ball of death. There's near 0 finesse to using carriers and they are extremely frustrating to play against.
Carrier is everything the people used to complain about brood lords except it also shoots at flying units and has more hit points.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
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