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We Must Fight For The Carrier - Page 40

Forum Index > StarCraft 2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94
 
 Kharnage   Australia. May 31 2012 09:48. Posts 831
Profile # 

On May 31 2012 03:08 TheKefka wrote:

Show nested quote +


Carriers are not exactly the thing you go for in BW either.
Its very situational,highly map dependent,only used in PvT and its not even that good of a transition if you get scouted in time.
The thing that kills of the carrier in SC2 is the root of all problems for protoss,the mother fucking colossus.
You can't just transition into carriers ever really because the colossus is just too good and after you get them the terran is already pumping out vikings so it auto counters the carrier.
If the colossus wouldn't exist I'm convinced the carrier would be viable to the same extent it was in BW.I don't know if you have ever seen it but a 4 carriers transition with templar and zealot support destroys fucking everything if the terran isn't making preemptive vikings.But you don't need that because LAZORS ZIUUUUUM ZIUUUUUM MASSS DANAMGZ OMGZZ exists.
I swear as soon as my exams are over I'm going to make a thread like this one "We must fight for the removal of the colossus."


Even if you removed the colossus so that terran wasn't preemptively making vikings they will definitly have a reactored starport from about 10:30 for medivacs anyway. With the carrier movement speed terran can just fall back while making vikings 2 at a time and then win.
 
Old Post

 
 xPrimuSx   May 31 2012 15:13. Posts 64
Profile # 
The big issues with the Carrier are it's build time, the fact that Interceptors evaporate under fire from just a handful of Marines, and that both Zerg and Terran already counter it by building the counter to the Colossus. A buildtime reduction, an increase to the armor of both the Carrier and the Interceptors are obvious solutions, with things like changing the range of the Carrier or increasing Interceptor health all additional options depending on how the changes affect balance. The issue with the Colossus is trickier. Now, the Colossus isn't going anywhere, it's one of Blizzards new units and there is no way they are removing it for a unit they never wanted to have in SC2 in the first place. So I suggest a way to re-tool the Colossus (much like the Thor is getting changed) to try and keep it while eliminating the counter overlap they share with Zerg and Terran.

Decrease the Colossus' health and make it a normal ground unit (no longer vulnerable to AtA attacks), but keep it's cliff-walking ability. Replace the shield of the Colossus with a version of the Hardened Shield that only works on GtA attacks, so the Colossus retains a weakness to air (now AtG attacks). With Banshees and Mutas being the new units to counter the Colossus that opens up the viability of Protoss Air, while allowing you to tech to Colossus.
Old Post

  TheKefka   Croatia. May 31 2012 16:00. Posts 8111Profile Blog # 

On May 31 2012 09:48 Kharnage wrote:

Show nested quote +



Even if you removed the colossus so that terran wasn't preemptively making vikings they will definitly have a reactored starport from about 10:30 for medivacs anyway. With the carrier movement speed terran can just fall back while making vikings 2 at a time and then win.

The same things goes for the colossus,ofc there is a way for a terran to get back in the game.But if your sitting on carriers and he is just starting to make vikings you aren't going to sit around and wait till he has 12 of them.You go siege his shit.
We are just talking out of our ass here but tweaked carriers would work and they would have their place.
Last edit: 2012-05-31 16:10:07
Cackle™
Old Post

 
 Xapti   Canada. May 31 2012 18:22. Posts 2183
Profile # 
The more and more I think about it — the more I love my originally crazy idea of a carrier-reaver hybrid.

Be it Kamikaze-able interceptors on a more-or-less regular carrier, or a super reaver that can build interceptors in addition to scarabs.

I think it would be great for giving the carrier more skill requirement, allowing it to be kept, while also great to replace the rather stupid colossus unit, so that it can be ditched.
Last edit: 2012-05-31 18:23:35
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Old Post

 
 WightyCity   Canada. May 31 2012 18:26. Posts 765
Profile # 
I use to say : get rid of the carrier. because I never use it anyways. but then i thought, who cares if I dont use it. Its been a unit in my favorit game for over 10 years now. blizzard needs to make it more accessible, that is all
90% watching it 8% talking about it and 2% playing it - sc2
Old Post

 
 Sazbak   May 31 2012 19:21. Posts 4
Profile # 

On May 31 2012 01:03 sunprince wrote:

Show nested quote +



The APM and relative mechanical requirements of each race are well-known. It's ridiculous that Terran players are so insecure about their skill level that they have to dispute this, as if being the race with medium mechanical demands is the end of the world or something.

Feel free to read this thread, and use the search button or Google to easily find more discussions like it. On average, most people have higher APM with Zerg. Aside from the data, it's also pretty intuitive: there's more stuff to do as Zerg than there is as Terran, and more stuff to do as Terran than there is at Protoss.

You can also find replays of higher level Random players, and you'll quickly see that most people conform to this trend.


"It's ridiculous that Terran players are so insecure about their skill level that they have to dispute this, as if being the race with medium mechanical demands is the end of the world or something."

Actually you know what the ridiculous thing is? The fact that you are dont reading your personnal messages(i wanted to continue this "discussion" there) and instead still blabbering the same retardness here in the carrier topic. What insecurities? I honestly think that Terran is more MECHANICALLY demanding then zerg and not just me but many other people in the Race Switching(i already said twice to check it out) topic but ofc dont check it out at all just ignore what other people say and spout your own biased nonsense like a 9 year old zerg fanboy.
"
You can also find replays of higher level Random players, and you'll quickly see that most people conform to this trend.
"

O rlly? Just read what i said above.

And here is your own sentence right back at you:
It's ridiculous that you are so insecure about your skill level that you have to dispute this, as if being the race with medium mechanical demands(Zerg) is the end of the world or something.
------------
Oh btw Carriers ftw! :D
Old Post

 
 i)awn   United States. May 31 2012 19:53. Posts 137
Profile # 
What stills shocks me is that no attempt has been made to fix any single issue in the carrier; not even a small one like build time decrease. I have a bad feeling that Blizzard don't want the carrier in the game; maybe to get rid of all those interceptors which strain their servers?
Last edit: 2012-06-01 04:08:34
Old Post

 
 submarine   Germany. May 31 2012 19:57. Posts 132
Profile # 
Hey Sazbak do yourself a favor and just ignore him. Talking to him is like talking to a brick wall.

On topic:
I just played around with the carrier in the unit tester. Basically its a cool unit. I just don`t really like the way the interceptors work. If you attack a unit the carrier lunches its interceptors at range 8 and the interceptors will continue to attack that one unit until the carrier is at range 14(?). To switch targets you need to be within range 8. This means: To attack multiple small targets you have to be at range 8 and stay there. It also means that the interceptors will chase fleeing units. The carrier could be such a cool unit when you change just a few numbers. They could increase the carrier attack range to 10. They could allow the carrier to switch targets up to range 14 without the interceptors returning to the carrier. There is a lot of potential in the carrier. All they have to do is change a few numbers. Especially the building time, the building time of interceptors and the cost of interceptors are unnecessary high if you look at the current state of the carrier. There is no need to remove a unit if you can just change a few numbers and have a very cool unique and useful unit.

And slightly off topic just because i noticed that right now: Why does the air armor of all races cost more then every other upgrade? It makes no sense. The requirement of the Fleet Beacon for the toss air upgrades above level 1 is something else that makes a air switch more difficult. There are quite a lot of requirements and upgrades in the game that were put in place in early beta to balance something and really seem to be no longer necessary if you look at the current game. (Raven upgrades, Hydra range, certain energy upgrades, carrier inceptor lunch upgrade..)
Last edit: 2012-05-31 20:45:26
Old Post

 
 JustPassingBy   May 31 2012 20:03. Posts 6266
Profile Blog # 

On May 31 2012 09:48 Kharnage wrote:

Show nested quote +



Even if you removed the colossus so that terran wasn't preemptively making vikings they will definitly have a reactored starport from about 10:30 for medivacs anyway. With the carrier movement speed terran can just fall back while making vikings 2 at a time and then win.


Well, removing the collossi would mean that you could nerf the viking and the corruptors, because, let's face it, the biggest reason why they are as strong as they are now is to fight the collossi.
Old Post

 
 HyunA   Romania. May 31 2012 20:17. Posts 358
Profile # 
carrier ftw ! please, blizzard, keep it and tweak it !
Old Post

 
 NicolBolas   United States. May 31 2012 21:37. Posts 1373
Profile Blog # 

On May 31 2012 08:23 Eiii wrote:

Show nested quote +



I don't understand why adding one unit necessitates the removal of another. The carrier arguably has some uses right now, and it might see play in the future-- why take that away when the unit's hardly been explored yet?



You don't understand that because you ignored the important part of my post. I'll quote myself:


On May 31 2012 02:37 NicolBolas wrote:
The more units you have, the harder it is to balance the game. Either something's going to be useless due to role overlap, or something's going to be over-powered. Every change you make potentially affects every unit in the game. The more units you have in the game means that it's harder to make balance changes. Giving a unit an extra +5 vs Armored means that it must be balanced against every Armored unit in the game. If there are 40 Armored units it could shoot at, then you have a much greater chance of screwing something up. Worst-case, a useless unit goes from useless to OP, because the thing that made them useless was nerfed.

It's already hard enough to balance SC2 as is. They don't need to make it harder, which is all that having useless units will do.


So there is a cap on the number of different units the game is going to have. A useless unit is a unit that is taking up valuable space. Therefore, if they want to add something, they also need to remove something.
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
Old Post

 
 Kharnage   Australia. June 01 2012 09:19. Posts 831
Profile # 

On May 31 2012 20:03 JustPassingBy wrote:

Show nested quote +



Well, removing the collossi would mean that you could nerf the viking and the corruptors, because, let's face it, the biggest reason why they are as strong as they are now is to fight the collossi.


Removing colossus would also mean that terran will immediately go for ghosts. It removes the only insecurity in the mid game that terran has which is 'are they getting templar or colossus first'.

Plus it would be super hard to nerf corruptor / viking without breaking TvZ and PvZ
Last edit: 2012-06-01 09:20:34
 
Old Post

 
 pigmanbear   Angola. June 01 2012 10:07. Posts 414
Profile Blog # 
I wish Blizzard would replace mothership with arbiter. Hero units suck.
Old Post

 
 sunprince   United States. June 01 2012 11:25. Posts 2002
Profile # 

On May 31 2012 19:21 Sazbak wrote:
Actually you know what the ridiculous thing is? The fact that you are dont reading your personnal messages(i wanted to continue this "discussion" there) and instead still blabbering the same retardness here in the carrier topic.


I have better things to do than respond to PMs from 3 post sockpuppet accounts.
Last edit: 2012-06-01 11:25:39
 
Old Post

  JiPrime   Canada. June 01 2012 11:32. Posts 688Profile # 
All I want is that the Carrier returns with better interceptors.
Maybe interceptors that drop/launch scarabs instead of shooting beams?
Old Post

 
 MateShade   Australia. June 01 2012 11:46. Posts 706
Profile # 

On May 31 2012 19:21 Sazbak wrote:

Show nested quote +



"It's ridiculous that Terran players are so insecure about their skill level that they have to dispute this, as if being the race with medium mechanical demands is the end of the world or something."

Actually you know what the ridiculous thing is? The fact that you are dont reading your personnal messages(i wanted to continue this "discussion" there) and instead still blabbering the same retardness here in the carrier topic. What insecurities? I honestly think that Terran is more MECHANICALLY demanding then zerg and not just me but many other people in the Race Switching(i already said twice to check it out) topic but ofc dont check it out at all just ignore what other people say and spout your own biased nonsense like a 9 year old zerg fanboy.
"
You can also find replays of higher level Random players, and you'll quickly see that most people conform to this trend.
"

O rlly? Just read what i said above.

And here is your own sentence right back at you:
It's ridiculous that you are so insecure about your skill level that you have to dispute this, as if being the race with medium mechanical demands(Zerg) is the end of the world or something.
------------
Oh btw Carriers ftw! :D


Fastest player in the Gsl is puzzle. Just sayin. He already looks like a fool there's no reason to keep replying ^^
 
Old Post

 
 HelioSeven   United States. June 01 2012 13:12. Posts 184
Profile # 

On May 30 2012 16:26 ppshchik wrote:
Fight for Terran Mech if you want the Carrier back, no mech = no carriers.


Which is funny, because Terran mech vs Protoss is very slowly making it's way into the meta game. It's insanely difficult, because all of the usual reasons that Terran mech is difficult are magnified several times over against Protoss, but it's been done a few times recently with mixed results. MKP smashed White-Ra with it at IPL4, but by the same token Jinro completely failed with it against Tassadar last night in the GSTL, so... not saying it's completely viable yet, but it's shown to at least be a possibility. I would keep my eyes on PL and GSTL, as those are the places you are most likely to see experimentation like that.

But I do agree that carriers will definitely start to see a lot of use when Terran mech becomes a viable option against Protoss.


On May 30 2012 16:31 lorkac wrote:
Imagine if carriers had 14 range


They do, sort of. A carrier needs to get within range 8 of it's target before it will launch all it's interceptors, but once the interceptors are out, the carrier can pull away to range 14 and the interceptors will continue to engage that unit.
If I smite you, have you been smitten?
Old Post

 
 Xapti   Canada. June 01 2012 18:08. Posts 2183
Profile # 

On June 01 2012 13:12 HelioSeven wrote:

Show nested quote +


They do, sort of. A carrier needs to get within range 8 of it's target before it will launch all it's interceptors, but once the interceptors are out, the carrier can pull away to range 14 and the interceptors will continue to engage that unit.

No. As far as I remember interceptors have a leash of 8 and a range of 3. Aparently liquipedia says a range of 2, so that makes 10 total.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Old Post

 
 submarine   Germany. June 01 2012 18:23. Posts 132
Profile # 

On June 01 2012 18:08 Xapti wrote:

Show nested quote +


No. As far as I remember interceptors have a leash of 8 and a range of 3. Aparently liquipedia says a range of 2, so that makes 10 total.


"Attack range

The Carrier's range is 8, meaning that the enemy unit must be within range 8 before the Carrier will launch Interceptors at it. But after launching Interceptors, the Carrier can move back to a range of 14 before the Interceptors disengage and return to the Carrier. This allows Carriers to effectively harass mineral lines, and with careful micro, the Carrier can even effectively engage air superiority fighters like the Viking. "

From the liquipedia article you didn't read. The numbers are right. The harassment part is debatable^^. Its also important to note that the interceptors will return to the carrier if the unit they attacked dies and the carrier is not at range 8. To switch targets the carrier has to be at range 8.
Last edit: 2012-06-01 18:25:21
Old Post

 
 Gfire   United States. June 01 2012 23:45. Posts 1479
Profile # 
One major problem which has been outlined in detail in the past (and I've tested it myself, cause of course we never see it in a real game,) is that if you move the carrier back into the 8-14 distance range, the interceptors won't acquire a new target, and will only remain until they've killed the one they are attacking. So you can't micro the carrier away and still keep attacking which apparently you could do in BW (which honestly I should know as I turtled into carriers on BGH plenty of times.)
ESV Mapmaking Team -- @TheGfire
Old Post

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