• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:47
CEST 13:47
KST 20:47
  • 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
BGE Stara Zagora 2025: Info & Preview27Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3The Memories We Share - Facing the Final(?) GSL47Code S RO12 Preview: Cure, Zoun, Solar, Creator4[ASL19] Finals Preview: Daunting Task30
Community News
Weekly Cups (June 2-8): herO doubles down1[BSL20] ProLeague: Bracket Stage & Dates9GSL Ro4 and Finals moved to Sunday June 15th13Weekly Cups (May 27-June 1): ByuN goes back-to-back0EWC 2025 Regional Qualifier Results26
StarCraft 2
General
The SCII GOAT: A statistical Evaluation How does the number of casters affect your enjoyment of esports? CN community: Firefly accused of suspicious activities Serious Question: Mech The Memories We Share - Facing the Final(?) GSL
Tourneys
$3,500 WardiTV European League 2025 Bellum Gens Elite: Stara Zagora 2025 Sparkling Tuna Cup - Weekly Open Tournament SOOPer7s Showmatches 2025 Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance
Brood War
General
BGH auto balance -> http://bghmmr.eu/ BW General Discussion Mihu vs Korea Players Statistics Will foreigners ever be able to challenge Koreans? [BSL20] ProLeague: Bracket Stage & Dates
Tourneys
[ASL19] Grand Finals NA Team League 6/8/2025 [Megathread] Daily Proleagues [BSL20] ProLeague Bracket Stage - Day 2
Strategy
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 What do you want from future RTS games? Armies of Exigo - YesYes? Nintendo Switch Thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
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 Vape Nation Thread European Politico-economics QA Mega-thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Cognitive styles x game perf…
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
Poker
Nebuchad
Customize Sidebar...

Website Feedback

Closed Threads



Active: 20487 users

[G][D] MC vs Kas 2 base Carrier allin PvT

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 3 Next All
RandomAccount#216215
Profile Joined September 2011
76 Posts
Last Edited: 2012-08-27 14:06:58
August 27 2012 13:56 GMT
#1
--- Nuked ---
craaaaack
Profile Blog Joined June 2009
479 Posts
August 27 2012 14:11 GMT
#2
Assuming this had to be unscouted to be successful: how is it any better than having the exact same amount of gateway units but instead of the carriers you get colossus with range upgrade?
▲ I was really thirsty while playing a match. All my teammates were gone, so I drank from the water bottle that was next to me. It was very good. I thank the owner of the bottle.
RandomAccount#216215
Profile Joined September 2011
76 Posts
August 27 2012 14:22 GMT
#3
--- Nuked ---
yanot
Profile Joined March 2010
France130 Posts
Last Edited: 2012-08-27 14:28:16
August 27 2012 14:26 GMT
#4
On August 27 2012 23:11 craaaaack wrote:
Assuming this had to be unscouted to be successful: how is it any better than having the exact same amount of gateway units but instead of the carriers you get colossus with range upgrade?


I guess:

Pros:

- Surprise effect
- Swarming effect, the interceptors can create more confusion in the battle
- Carriers are cost effective against almost everything if upgrades are not too much behind
- Unlike Colossi, Carriers are actually able to hit vikings
- Carriers can't be hit by marauders
- Carriers are also tankier and can take more hits before falling down
- Unusual play means terran may overreact and focus too much on anti-air and be slaughtered by the gates units
- Faster transition to Mothership, that great unit

Cons:

- Slow production... it's a big one.
- More expensive.
- Carriers don't share upgrades with gateway units, unlike Colossi

There are probably more cons but can't think of them yet..
moskonia
Profile Joined January 2011
Israel1448 Posts
August 27 2012 14:32 GMT
#5
On August 27 2012 23:11 craaaaack wrote:
Assuming this had to be unscouted to be successful: how is it any better than having the exact same amount of gateway units but instead of the carriers you get colossus with range upgrade?

The carriers can come from behind the nat or from the 3rd into the main on CK and harass - forcing the Terran to move forces from the front - allowing the break of the bunkers more easily, and even if the Terran does not take the bait and somehow defends both sides perfectly, the carriers are better at breaking bunkers faster, since their single target damage is so much higher.

Just an idea, how about starting out with a couple phoenixes? This would allow scouting the Terran's base and would actually make the Terran not make too many marines, since the normal transition after opening phoenix is the colossus, and so the Terran normally wants to get more marauders in the mix. Also, the phoenixes would help fight the vikings, if the Terran was successful with his scouting, and since carriers are still decent vs vikings, with the help of the phoenixes they would crush the Terran air ships!
MistSC2
Profile Joined February 2012
Sweden583 Posts
August 27 2012 14:36 GMT
#6
This build seems so fun to do ;D
Maru, TY, Clem <3
Jazzman88
Profile Joined January 2012
Canada2228 Posts
August 27 2012 14:46 GMT
#7
I think the correct response for Terran is to go home, saturate the third base you have building behind this, put down a second Starport, and deal with it almost exactly the same way you would scouting a Colossus 2-base all-in: lots of Vikings, some additional Bunkers, keep producing Marines. The Carriers are fairly slow, so by the time they get to your base, you should have an adequate defense plus an economy lead. In addition, you can even sacrifice your third base because the Protoss will be WAY behind and mining out after his all-in fails.

The point is that the Terran WILL see this, because he will either be doing a Banshee/1-1-1 attack or the fast Medivac timing 99x out of 100, and both of those arrive before all of the Carriers are out. Just like if your opponent went for five gates and robo in defense, if you see that much stuff, you back off and take the third. I believe with correct defense and sufficient Vikings, this might actually be easier to hold than a 2-base Colossus play, simply because Colossi deal so much damage to mass bio, whereas the Carriers are single target units. Bunker up, target with Vikings, and I think this can be held.
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
August 27 2012 14:48 GMT
#8
Remember that these can also deal with drops although I don't know how well a carrier fares against 8 marines + a medivac.

If this becomes a really popular build they might not scrap the carrier. Haha
kiss kiss fall in love
Fairwell
Profile Joined July 2011
Austria195 Posts
August 27 2012 15:10 GMT
#9
On August 27 2012 23:22 isrtor2 wrote:
Carriers also have great dps as well(im not sure how to compare their dps to colosus dps because although carriers have more dps than colossus, they dont deal splash damage).


Why does everyone think that carriers have an insane amount of dps? Their initial burst dmg upon unleashing all the interceptors (with graviton catapult is about 3 times as high as their normal dps, this basically lasts a little bit more than 1sec ingame time according to liquipedia ...). However, after that their dps is around 26.66 vs the 18.18 from the colossus (no upgrades each). However, colossi come way faster, don't lose dps due to not losing interceptors, provide detection etc we all know that. The amount of hp for a single carrier is also lower than of a colossus compared to the cost.

But, and having watched WhiteRa doing this exact build (not exactly the same bo, but exactly the same layout, 1gate-fe into 3 gates into 3rd gas with stargate etc) and he used to push out with about 4 carriers with 2 more in production. He killed some terrans with it as no terran will have a decent viking count at the time when the protoss pushes unless he scouts it early enough. There is no reason at all for a terran do blindly get a good number of vikings that early instead of the important medivacs or even a 2nd starport on 2 base.

Basically you can compare it with going quick double robotics colossus of 2 base with like 6 range colossi instead of 4 carriers. If the terran doesn't scout it and goes for a standard 10:30-11:00min 2 base medivac timing he will likely get crushed as long as you have some kind of meatshield in front of those colossi. Now that I think about it this could be some really nasty colossus allin. :-)
The only advantages I can see for the carriers here is that if the marines kill the interceptors they will tank quite some dmg for their cost and since the protoss stopped probes, is not getting any more upgrades behind it, is not preparing a 3rd base or any transition at all this means that all the money went into that army and together with nice tanking units (zealots + interceptors) allows the protoss to kill the terran. The other big advantage I've seen from WhiteRa doing this is that once terrans scout no 3rd base around 10-11min from the protoss and see that the protoss has units at his natural they usually won't just rush in. Instead they will drop (maybe with some front aggression combined). And those 2 medivacs that are coming into the protoss base just die instantly (intial high burst dmg and the range). And from this point on the protoss keeps pushing and having the bigger army at all times. In frontal engagements I've seen WhiteRA focus fire the medivacs first always so that the terran player loses his big advantage of endurance.
Stunergy
Profile Joined July 2012
United States41 Posts
Last Edited: 2012-08-28 01:33:12
August 28 2012 01:31 GMT
#10
What about doing the proxy stargates on the harder to hide maps?

edit: I just tried this on the ladder after i practice it, and it was an easy win, he scanned my base twice, and only saw the gates, and the units at my natural. Had no idea what happened to him, when i pylon'd at his main cliff, and use the carriers to warp in the main as the 3 other carrier and gateway units attacked the natural.
Dont Make excuses, make Improvements.
Whatson
Profile Blog Joined January 2012
United States5356 Posts
August 28 2012 01:59 GMT
#11
Reminds me of this build. In a really good way
¯\_(シ)_/¯
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
August 28 2012 02:03 GMT
#12
I just think this is really based off of "omg, I hope he doesn't see me". MC was allowed to do this because he was up 1 game and playing in a Bo5. This is essentially the same as a DT rush, where, if you fail to do damage, suddenly there's no good transition and you have no observers on the map and it just feels really shaky.

I don't recommend this build for normal ladder play, that's all.
StrategyAllyssa Grey <3<3
ineversmile
Profile Blog Joined December 2010
United States583 Posts
August 28 2012 04:46 GMT
#13
There are some more fine details to this attack.

The first thing to realize is that you're running 2 fully saturated bases and you have all 4 gases by the time you push out, so you should be able to use more than just 6 gateways with that level of income. Usually one fully saturated base can handle 4 gateways with cut probe production and no other units being produced. The reason why 6 gates work here is that your interceptors are being rebuilt, which is a mineral sink. Notice that MC doesn't remake Zealots; he makes stalkers and interceptors and keeps everything ranged for the attack. This means you can forcefield as you would with Stalker/Sentry/Colossus, splitting armies in half and not allowing the bio behind your FFs to have range onto anything (as opposed to Zealots, which they would shoot at right over the FFs).

Having more stalkers also means that you have a lot of anti-viking units. If you were to go for this same push with 4 Colossi instead of Carriers, obviously the Colossi are going to be good, but the difference with Carriers is that the Carriers can fight back, and at similar range to Vikings. If you hit and run with Carriers and the Vikings fly over your ground army, you can focus them with stalkers. In a late game situation and your opponent already had 2 Starports and a full count of Medivacs already, Carriers are a lot easier to focus down with Vikings. However, in a 2base all-in at this timing, you're looking at the opponent being forced to cut Medivac production a bit early and not having enough Vikings up to trump the Carriers straight-out. Normally, they can have enough Vikings to deal with Colossi at this timing (well, it's a slightly earlier timing due to Colossi build time and move speed both being faster, but it's still pretty similar for the stage of the midgame), but that's also because Colossi don't shoot back at the Vikings to punish small numbers of them kiting as you move towards the Terran's base. Also, often there are Marauders helping to do damage to the Colossi, and since Carriers don't give a shit about Marauders, they're going to last longer. Between that, their higher HP and base armor, and the support from Stalkers, the Vikings at that stage of the game are not the biggest issue for your Carriers; it's keeping the Marines from shooting directly at the Carriers because you want to be trading Interceptors for Marines, not Carriers for Marines.

Something else to think about is that you can shoot down Medivacs with Carriers in engagements, making stim actually cost something. This is a pretty big deal. The more Medivacs you kill while you force more Viking production, the weaker the Bio army is and consequently the stronger all of your ground units are.

My next point is that people don't think a lot about the Inteceptors themselves. They actually have 80 total HP because they're 40 HP+40 Shields, so they have more HP than Marines and they each do fairly similar DPS 1-0 marines (their main nemesis during the timing window in which engagements should start). According to Liquipedia, Marines do 10.5+1.7 DPS while stimmed (1.7 accounting for +1 weapons)=12.2 DPS. Interceptors do 5 DPSx2 shots=10 DPS. Considering that Marines have lower HP (45 when stimmed plus Medivac healing shouldn't equal an average of 80 HP for 1 minute engagements with only 4-6 medivacs), you're going to trade minerals pretty well with the Terran. Marines cost double what interceptors cost, so if your carriers stay alive and keep producing (think of them like a mobile Barracks), you're going to replenish your units at a favorable rate to the Terran's production. Interceptors produce in 8 seconds. You can figure 2 of them are the same cost as a marine and produce in 16 seconds from a carrier. A reactored barracks produces 2 marines in 25 seconds, which adjusts to 1 marine per 12.5 seconds. The marines produce slightly faster than pairs of interceptors, however the interceptors also show up right at the battlefield inside carriers, just like warp gate units.

And this brings me to my next point: that Carriers and warp gates work very well together. Why? Because they both allow reinforcements to show up right there on the battlefield. If you think of your army as Interceptors, Stalkers, and Sentries, it's a lot more synergistic than thinking about Carriers with gateway units. We know carriers are slow and take a long time to rebuild, but if you think of them more like flying production buildings, that completely changes the equation. And this is what's so exciting about this build, to me. There is reason behind the function of carriers in this composition: they produce mineral units right there on the battlefield. No, they don't shoot AoE, but that's not the point of them. You wouldn't expect a Barracks to shoot AoE, either, right? How about a flying barracks that follows your army around while remaking units to a specific cap? That's the carrier.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
Havik_
Profile Joined November 2011
United States5585 Posts
August 28 2012 05:49 GMT
#14
I'd love to see this style done more, although in the game vs Kas, Kas pushed at 8:30 when MC had 6 units on the map, if Kas commits to that push, MC is dead.
"An opinion is only as good as the evidence that backs it up."- William O'Malley, S.J.
EngrishTeacher
Profile Blog Joined March 2012
Canada1109 Posts
August 28 2012 06:49 GMT
#15
I just faced against this in UMS against a GM smurf who executed the push and it hit at exactly 12:10. I scanned after my medivac push at around 11:30 and saw a ton of gateways and some gateways units, so I naturally thought it was going to be a 2-base heavily upgraded 6 or 7 gate into expansion. Then when the carriers came... even though I made mostly marines for the gateway units and my 3rd was up, I had NO chance. The DPS of the carriers backed up by FFs and zealot meat shields just tore through my bio like a joke.

We rematched, and this time I went for a 2-rax marauder opening with 3 marauders and 1 marine at his ramp @ 5:30, with 2 reinforcing marauders. He FF'ed 1 marauder but I picked off the stalker, and with 4 marauders + 1 marine I did way too much economic damage scoring the free zealot/sentry kill, a second sentry kill, and 4-5 probes while getting my expansion up.

Overall, good build, but against marauder heavy (2 tech-labs) 2 rax the terran should come out ahead, especially when the 2nd rax is hidden or proxied somewhere so not enough chrono was spent on WG research.
ineversmile
Profile Blog Joined December 2010
United States583 Posts
August 28 2012 07:18 GMT
#16
On August 28 2012 15:49 EngrishTeacher wrote:
I just faced against this in UMS against a GM smurf who executed the push and it hit at exactly 12:10. I scanned after my medivac push at around 11:30 and saw a ton of gateways and some gateways units, so I naturally thought it was going to be a 2-base heavily upgraded 6 or 7 gate into expansion. Then when the carriers came... even though I made mostly marines for the gateway units and my 3rd was up, I had NO chance. The DPS of the carriers backed up by FFs and zealot meat shields just tore through my bio like a joke.

We rematched, and this time I went for a 2-rax marauder opening with 3 marauders and 1 marine at his ramp @ 5:30, with 2 reinforcing marauders. He FF'ed 1 marauder but I picked off the stalker, and with 4 marauders + 1 marine I did way too much economic damage scoring the free zealot/sentry kill, a second sentry kill, and 4-5 probes while getting my expansion up.

Overall, good build, but against marauder heavy (2 tech-labs) 2 rax the terran should come out ahead, especially when the 2nd rax is hidden or proxied somewhere so not enough chrono was spent on WG research.


Right, but the point of the build isn't executing a 1-gate Expand, the point is after you execute that you go on to a 2-base all-in. If you see gas, you don't play the same way. That would be like FFE against a 6pool and going on to 2-base immortal all-in exactly the same way, which sometimes happens but not if the game doesn't normalize with simply delayed timings.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
ImmortalTofu
Profile Blog Joined December 2010
United States1254 Posts
August 28 2012 08:30 GMT
#17
On August 28 2012 13:46 ineversmile wrote:
There are some more fine details to this attack.

The first thing to realize is that you're running 2 fully saturated bases and you have all 4 gases by the time you push out, so you should be able to use more than just 6 gateways with that level of income. Usually one fully saturated base can handle 4 gateways with cut probe production and no other units being produced. The reason why 6 gates work here is that your interceptors are being rebuilt, which is a mineral sink. Notice that MC doesn't remake Zealots; he makes stalkers and interceptors and keeps everything ranged for the attack. This means you can forcefield as you would with Stalker/Sentry/Colossus, splitting armies in half and not allowing the bio behind your FFs to have range onto anything (as opposed to Zealots, which they would shoot at right over the FFs).

Having more stalkers also means that you have a lot of anti-viking units. If you were to go for this same push with 4 Colossi instead of Carriers, obviously the Colossi are going to be good, but the difference with Carriers is that the Carriers can fight back, and at similar range to Vikings. If you hit and run with Carriers and the Vikings fly over your ground army, you can focus them with stalkers. In a late game situation and your opponent already had 2 Starports and a full count of Medivacs already, Carriers are a lot easier to focus down with Vikings. However, in a 2base all-in at this timing, you're looking at the opponent being forced to cut Medivac production a bit early and not having enough Vikings up to trump the Carriers straight-out. Normally, they can have enough Vikings to deal with Colossi at this timing (well, it's a slightly earlier timing due to Colossi build time and move speed both being faster, but it's still pretty similar for the stage of the midgame), but that's also because Colossi don't shoot back at the Vikings to punish small numbers of them kiting as you move towards the Terran's base. Also, often there are Marauders helping to do damage to the Colossi, and since Carriers don't give a shit about Marauders, they're going to last longer. Between that, their higher HP and base armor, and the support from Stalkers, the Vikings at that stage of the game are not the biggest issue for your Carriers; it's keeping the Marines from shooting directly at the Carriers because you want to be trading Interceptors for Marines, not Carriers for Marines.

Something else to think about is that you can shoot down Medivacs with Carriers in engagements, making stim actually cost something. This is a pretty big deal. The more Medivacs you kill while you force more Viking production, the weaker the Bio army is and consequently the stronger all of your ground units are.

My next point is that people don't think a lot about the Inteceptors themselves. They actually have 80 total HP because they're 40 HP+40 Shields, so they have more HP than Marines and they each do fairly similar DPS 1-0 marines (their main nemesis during the timing window in which engagements should start). According to Liquipedia, Marines do 10.5+1.7 DPS while stimmed (1.7 accounting for +1 weapons)=12.2 DPS. Interceptors do 5 DPSx2 shots=10 DPS. Considering that Marines have lower HP (45 when stimmed plus Medivac healing shouldn't equal an average of 80 HP for 1 minute engagements with only 4-6 medivacs), you're going to trade minerals pretty well with the Terran. Marines cost double what interceptors cost, so if your carriers stay alive and keep producing (think of them like a mobile Barracks), you're going to replenish your units at a favorable rate to the Terran's production. Interceptors produce in 8 seconds. You can figure 2 of them are the same cost as a marine and produce in 16 seconds from a carrier. A reactored barracks produces 2 marines in 25 seconds, which adjusts to 1 marine per 12.5 seconds. The marines produce slightly faster than pairs of interceptors, however the interceptors also show up right at the battlefield inside carriers, just like warp gate units.

And this brings me to my next point: that Carriers and warp gates work very well together. Why? Because they both allow reinforcements to show up right there on the battlefield. If you think of your army as Interceptors, Stalkers, and Sentries, it's a lot more synergistic than thinking about Carriers with gateway units. We know carriers are slow and take a long time to rebuild, but if you think of them more like flying production buildings, that completely changes the equation. And this is what's so exciting about this build, to me. There is reason behind the function of carriers in this composition: they produce mineral units right there on the battlefield. No, they don't shoot AoE, but that's not the point of them. You wouldn't expect a Barracks to shoot AoE, either, right? How about a flying barracks that follows your army around while remaking units to a specific cap? That's the carrier.


Very well reasoned, and a very nice post. However I'd still like to know your opinion on the viability of the strategy should you get scouted early. With all of these nice benefits, is it just a really good cheese? Or is it a viable timing push?
"Friendship ain't a business deal"
Fairwell
Profile Joined July 2011
Austria195 Posts
August 28 2012 10:16 GMT
#18
On August 28 2012 13:46 ineversmile wrote:
My next point is that people don't think a lot about the Inteceptors themselves. They actually have 80 total HP because they're 40 HP+40 Shields, so they have more HP than Marines and they each do fairly similar DPS 1-0 marines (their main nemesis during the timing window in which engagements should start). According to Liquipedia, Marines do 10.5+1.7 DPS while stimmed (1.7 accounting for +1 weapons)=12.2 DPS. Interceptors do 5 DPSx2 shots=10 DPS. Considering that Marines have lower HP (45 when stimmed plus Medivac healing shouldn't equal an average of 80 HP for 1 minute engagements with only 4-6 medivacs), you're going to trade minerals pretty well with the Terran. Marines cost double what interceptors cost, so if your carriers stay alive and keep producing (think of them like a mobile Barracks), you're going to replenish your units at a favorable rate to the Terran's production. Interceptors produce in 8 seconds. You can figure 2 of them are the same cost as a marine and produce in 16 seconds from a carrier. A reactored barracks produces 2 marines in 25 seconds, which adjusts to 1 marine per 12.5 seconds. The marines produce slightly faster than pairs of interceptors, however the interceptors also show up right at the battlefield inside carriers, just like warp gate units.


You are bringing up very good points. However, you missed something very important in the quoted paragraph above. Each interceptor does 5x2 dmg each attack every 3.0sec ingame time. So the dps of each interceptor is 10 : 3 = 3.33dps not 10dps. This is a huge difference. However, the initial dmg (burst dmg, little bit over 1sec) this dps is about 3 times as high (a bit less but nearly). The reason is that the interceptors are release in much shorter time intervals when the carrier starts to attack a target instead of having a single interceptor attacking once each 3.0sec meaning that on average every 3 (attack rate) : 8 (number of interceptors) = 0.375sec 2x5dmg is dealt. However, until every interceptor is released they release way faster than that. This is why I have stated in my post that the intial burst dmg is about 3 times as high and crazy good (like to snipe an incoming drop etc) but the overal dps of carriers is not that great compared to their cost. The tanking ability of the interceptors remain though.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
August 28 2012 12:02 GMT
#19
On August 28 2012 15:49 EngrishTeacher wrote:
I just faced against this in UMS against a GM smurf who executed the push and it hit at exactly 12:10. I scanned after my medivac push at around 11:30 and saw a ton of gateways and some gateways units, so I naturally thought it was going to be a 2-base heavily upgraded 6 or 7 gate into expansion. Then when the carriers came... even though I made mostly marines for the gateway units and my 3rd was up, I had NO chance. The DPS of the carriers backed up by FFs and zealot meat shields just tore through my bio like a joke.



Again, I think this strategy is not a "solid strategy" as you sink all of your early gas into stargates and the fleet beacon, all of your minerals into probes, and try to deflect early pressure with a limited number of gateway units until all 6 gateways get up (10:00). If ANY early pressure comes, protoss is dead. Protoss CANNOT scout (hallucination or pheonix delays the carrier push), protoss CANNOT deflect banshees if they do come out, protoss CANNOT stop a heavy 3 rax push after expand, etc. The timing between 7:30 and 12:00 is a HUGE window to do damage.

That being said, when MC did it, it was a GREAT strategy because he knew Kas wouldn't commit to an early attack or do banshee shenanigans. But in any other situation, it would have been a colossal error. Against Mvp or SuperNova, MC would have likely just outright died.

That being said, I know we want to make carriers viable, but the problem is that they're just too impossible to get safely in this matchup at that time. This is a silly thread, it's like analyzing Huk's Mothership Rush. It doesn't work in the real world, it only works if MC is playing mindgames and being a total baller.
StrategyAllyssa Grey <3<3
Adonminus
Profile Joined January 2012
Israel543 Posts
Last Edited: 2012-08-28 12:37:21
August 28 2012 12:22 GMT
#20
Thanks for the guide Tor, I've always been liking carriers in any match. MC is a true president of protoss that showed us how imba carriers are. You didn't have to put my name near MC's, I'm too modest for that. I just gave you a replay and some tips for the guide.

Since this is a discussion, here's some of my thoughts:

-Discussion of getting air weapons
MC doesn't get +1 weapon, the advantages of this is being able to get some additional gateway units like a zealot and a sentry, or get faster the 3 additional gates. This also allows you to delay the 3th and 4th gas for 10-20 seconds. On the other hand getting +1 weapon or even eventually +2 allows carriers to really serve their purpose of DPS dealers in the fight if the terran has gone for fast upgrades. Usually he'll have +1 armor done, or he went for fast double upgrades then even +2 armor. +2 armor on marines is really deadly if you have +0 carriers and I think just spending the extra 100/100 on air weapons doesn't really hurt you and is a cost effective investment.

-Discussion of build weaknesses
The scout after gateway, the late nexus at 30 supply, and getting zealot-stalker-sentry early game make this build really secure. You can always transition into something more safe if you scout a gas opening, (if you don't like standard, you can do those phoenix openers that counter stuff like 111). Then it's safe from any early push the terran can execute from a 1 rax FE since you get 3 gateways and lots of sentries. It is important to have a unit at his watchtower to see if he pushes and be ready to forcefield. The only danger are those 10-11 min medievac pushes, not because you can't stop them but because they are so strong that it forces you to reveal the carriers in order to defend. However that doesn't hard counter it, even if you reveal your carriers, if you push fast enough you can still go and kill him, especially after killing his push.

The other major weakness of the build is scan. If he scans you at 8 min, and sees double stargate carrier. He has at least 4 minutes to prepare marines and vikings. Marines and vikings together really hard hard hard counter this (remember in standard you don't go pure marines with vikings, since you go marauder heavy vs colossi so they can't instantly burn them and marauders can also snipe colossi). This means pure marine viking is non standard and will never happen unless he does a lucky scan to see it. This means the core key to winning with this build is not getting your stargate scanned. This explains why you build it in the corner of your base.

-Discussion of how many carriers you need
The power of carriers increase as their number grows. However if you want a large number of carriers, you'll also have to delay your extra 3 gates (4th, 5th and 6th gate). The advantages of more carriers are obvious however it can get worst if you get scouted meaning more time for him to prepare. The solution to this is to attack with 4 carriers if you get scouted, or wait for like 6 carriers if you go unscouted and terran is unprepared.
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Wardi Open
11:00
$400 Mondays 39
WardiTV491
OGKoka 375
IndyStarCraft 118
CranKy Ducklings91
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 499
OGKoka 361
Lowko326
Rex 126
IndyStarCraft 112
ProTech81
EnDerr 41
StarCraft: Brood War
Sea 6356
Hyuk 5435
Rain 4694
Horang2 1221
Larva 385
EffOrt 366
Mini 364
firebathero 276
Stork 271
Zeus 178
[ Show more ]
Rush 132
Pusan 119
ToSsGirL 104
Hyun 77
sorry 55
[sc1f]eonzerg 47
Sharp 40
Backho 39
Movie 35
Aegong 35
Sea.KH 33
sSak 31
GoRush 30
Icarus 23
Yoon 14
Shine 12
Bale 10
yabsab 9
ajuk12(nOOB) 6
Dota 2
Gorgc1970
BananaSlamJamma478
420jenkins397
XcaliburYe384
League of Legends
Dendi1175
Counter-Strike
shoxiejesuss1067
Stewie2K955
x6flipin501
allub214
markeloff31
Super Smash Bros
Mew2King116
Heroes of the Storm
Khaldor242
Other Games
singsing1943
B2W.Neo998
crisheroes381
Fuzer 318
Pyrionflax263
XaKoH 217
Organizations
Dota 2
PGL Dota 2 - Secondary Stream3973
StarCraft: Brood War
UltimateBattle 48
StarCraft 2
IntoTheiNu 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 38
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV402
League of Legends
• Nemesis1342
• Stunt527
Upcoming Events
Replay Cast
12h 13m
Replay Cast
22h 13m
WardiTV Invitational
23h 13m
WardiTV Invitational
23h 13m
PiGosaur Monday
1d 12h
GSL Code S
1d 21h
Rogue vs GuMiho
Maru vs Solar
Online Event
2 days
Replay Cast
2 days
GSL Code S
2 days
herO vs Zoun
Classic vs Bunny
The PondCast
2 days
[ Show More ]
Replay Cast
3 days
WardiTV Invitational
3 days
OSC
4 days
Korean StarCraft League
4 days
CranKy Ducklings
4 days
WardiTV Invitational
4 days
Cheesadelphia
5 days
GSL Code S
5 days
Sparkling Tuna Cup
5 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL Season 17: Qualifier 2
BGE Stara Zagora 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
2025 GSL S2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025

Upcoming

Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Murky Cup #2
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.