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What to do in case where you and your opponent had equal amounts of well developed expansions(between 4-5 ) and equal limit army(170 +) and while massing from many gates you realize that part of his limit is 5-6 carriers already out and another 5-6 wraping in the stargates.Sometimes I build several stargates and start making scouts,sometimes I try to make carriers of my own,sometimes I try to go Mind Control while avoiding his carriers or holding them with Storm(this strat gave the best results ),but it looks like I lose this scenario every time. My main race is terran and I play toss for fun ,thats why I ask more experienced PvP players for help:-)) Somehow with terran thanks to comsats its so much harder for my toss oppponents to surprise me with carriers and even they catch me offguard first goliaths + mass turrets works so much better than goons+cannons+storm
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if something like that happens, i pause the game and post on TL.net for help
actually, you could probably use observers more. they are harder to micro than a comsat but they get the job done. usually i'd prefer to remain with all ground units, but of course it depends on the map. having a group of 12 zealots or so to attack his expansions while he's out with the carriers is helpful also
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arbiters/storm/goon
suicide your zealots at his expos, starting with the least defended
you wont really need them, you should have a few archons to hold off his zealots anyways
anyways, freeze his carriers when he groups them, if he doesnt group them, he really cant use them effectively. then put a ton of shit under it, and when they unfreeze, they are basically dead.
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Make more carriers of course.  But seriously DAs are the best counter IMO.You gain ~800/500 from 1 mind control and the worst that can happen is to lose the dark archon for 250/200.Plus you can take care of every templar or arbiter he has.
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imo they should lower the cost for DAs, would ensure more variety.
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What happens if u mind control when u have full psi? and do stolen units retain upgrades?
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if you MC with full psi, you'll still get the unit and your psi will go like 206/200. you dont get the weapons/armor/shields upgrades, but you'll get the other upgrades (like +4 interceptor carrier capacity, upgraded speed/range, etc etc)
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On November 29 2004 08:54 karelen wrote: imo they should lower the cost for DAs, would ensure more variety. It would also make DT's better +_+
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Australia4514 Posts
Mind Control is best.
Your main problem seems to be not realizing he is switching to carriers. Thus a failure at scouting, just spend a small amount on observers and have them searching all game. It will probably help your overall game anyway by seeing his movements and new exps.
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i like arbiters tho the stasis is e-zer to cast then having to mc one @ a time freezing all there carriers then attacking expansions usually works for me....i think if mc would cost 100 i would use it but doing that would probably over power the DA so that might be a bad idea i dono i just think its e-zer to stasis
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MaTRiX[SiN]
Sweden1282 Posts
what bigballs said...my games r usually over be4 any1 goes carrier but when it happens thats what i do..
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I like switching to Scouts/storms and then Carriers/storms but DA with mind control can be very usefull too.
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Mind Control not only works on 5-6 carriers, it gives you extra style points ;-) However it comes at the price of becoming immobile, you constantly have to babysit your DA's and use shuttles to get them on cliffs etc. Furthermore MC is a "reactive strat" that is it is good only if you scouted your opponent well in advance.
Most robust counter in my opinion is arbiters with stasis, + storms as you can effectively immobilize your opponents carrier fleet and even lowly below 200 APM players like us have a chance to pull it off You shouldn't kill his carriers if you got less money than your opponent btw. FrozenArbiters (edit: FrozenCarriers of course ) are a total waste of supply and very annoying for a very long time :p
Stratwise arbiters easily integrate into a standard infantry build. You don't really have to have the carriers scouted, arbiters are totally good as a "preemptive strat" as they improve your infantry army no matter what his units are.
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On December 01 2004 09:25 Monsen wrote: MC Carrier = 1100/500
you need some more DA's if you really want to battle a fleet. One arbiter is much cheaper and good vs pretty much any number, at least to keep you in game.
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hallucinations mind control storm
that an goons or scouts work very nicely. arb is pretty decent. stasis works wonders.
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Some people are saying get arbiters but doesn't the tech take way too long? Maybe I'm just being a newb but I thought stargates weren't a standard part of non isle PvP.
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You should go arbs in every pvp when you can secure 3 gas. If you cant secure 3 gas and he has, you should lose anyways. If he cant secure 3 gas he cant carrier.
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Norway28609 Posts
arbiters and mind control supplement with goon and storm
arbs take a while to get but so does a very large amount of carriers. (one you can't beat without arbiters) if he surprises you with 8+ carriers in pvp that means you've done a horrible job scouting and deserve to lose anyway. (because even if you don't notice his stargates for some reason, you shouldve noticed that he has 30+ ground units less than he should have. )
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United States10774 Posts
well, if you were unprepared, goon/storm would be the best answer. If you KNEW it, then the answer would be different. Since its high eco game, you would definitely have many high templs, right?
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