Are people opposed to

Having air units attack carriers directly, rather than having to shift click them? I would like to hear reasons why people do, or do not like the current state of this. No, I am not making a complaint thread, I am simply curious as to what people see as the good and bad of it.

Sometimes it’s good to kill the interceptors and otherwise you can’t click them. Other times your units aggroing on interceptors is frustrating. It’s a mixed bag, I guess.

They aggroing because ceptors in range of unit who get aggro

You simply hold position them outside of the range of the carrier so they target the interceptors. But yes something needs to be done about the insanity of carriers. With the interceptors they have more HP than an ultralisk and the shield regen multiplied across all the interceptors is nuts. Furthermore the AI movement of the interceptors helps to distribute damage which then compounds with the insane shield regen. And all this is a completely separate issue from how difficult it is to focus fire the carriers themselves or the DPS output of the interceptors (highest DPS in the game), nor the insane 16 range on the interceptors (the siege tank is 13 for comparison).

David Kim I believe once said that they design SC2 units to be good at 2 things at most. So the carrier massively exceeds that probably by a factor of 10. It is good at dozens of things. It has the highest healing rate in the game, the longest range in the game, the most hp in the game, the only AI in the game that auto-microes the movement of the units, the only production facility that can produce while moving, the only flying production, the list goes on and on.

They need to take away some of these advantages. Make it stationary while producing interceptors. Remove the auto-micro of the interceptors. Etc, etc.

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Yeah, that’d be a good way to deal with it, but it wouldn’t be perfect either. I think having to focus fire carriers is fine in principle though, more difficulty is good, but the problem is how lopsided the micro requirements are against carrier compositions.

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It’s an impossible task. You have to charge forward 16 range to get to the carrier while moving sideways, not forwards, thanks to the disruptor balls / storms. It isn’t possible unless the Protoss misplays. The ground control is too strong and both Zerg’s Air to Air and Terran’s AtA is too weak. Voids hard counter corruptors to an extreme, and that’s only one option protoss has (he can mix in archons and storm, or trade then remax on stalkers).

If you put the current skytoss deathball in the hands of alphastar it would have a 100% win-rate.

Well, you don’t attack directly into carriers, Maru gives up his main instead of having to do that. In TvP endgame, you have a retard magnet, normally turrets, that the carriers attack and then you flank with a viking army and then pick off 1 or 2 carriers while the interceptors are distracted. I think it’s a really cool interaction, but all this coolness is a 1 sided affair where the Terran has to massively outplay the Protoss.

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Widowmines handle carriers quite well imo.

That’s fantastic, how do I make widow mines work in a composition that beats colossus/disruptor carrier?

Genuine question, if they have an endgame composition of the most expensive high tech units in their tech tree, why shouldnt they be able to finish the game? Its not like getting to that point is a trivial endeavor.

People like to make fun of the idea of “dont let them get there” but past a certain point you do genuinely need SOME capacity in the game to just punch through all resistance and end the game before the map starves out of resources. The Swarm Host wars of HotS are the best example of what happens when you can just meet the enemy’s offense with your defense forever.

Somehow it’s always protoss that gets to have that army be a realistic threat in real game scenarios though.

Like if the opponent is also getting counter tech, then NO, you shouldn’t just get to win because lulcarriersaresohardtoget. This is especially dumb when the race with the army win condition also has things like super batteries to make getting to their lategame comps easier.

Eh. Terran mech balls are no less intimidating once they get rolling, and zerg has had plenty of times where they just mass up their favorite combination of ultralisks, infestors and brood lords and just methodically kill their way across the map. For a brief time in TvZ, Ghosts were even the deathball of choice because they could snipe everything to death really fast, and kill whatever survived from cloak with their spitgun rifles.

Protoss has always, always, ALWAYS been the race most whined about, even and especially when they werent performing well at all. Ive been here for about 10 1/2 years of people whining about protoss for any reason or no reason at all. Im completely unimpressed, especially given that all the current complaints rely on avoiding talking about the actual metric used to balance the game: winrates.

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I add ravens for the interference matrix which heavily frighten the colossi, and for the disruptor, I try to micro mines. Difficult to do however.
I have yet to incorporate ghosts in the mix. I need way better macro skills. :nerd_face:

Tempest, storm, disruptor.

Just mass battle cruiser and you save

Because having a high tech army shouldn’t be a win condition? Were you saying this about broodlord infestor? No of course not.

LOL there’s a reason people make fun of it. Take TvZ for example, Terran’s win condition in late game isn’t hurr hurr tech xd or kill the Zerg xd xd, it’s suck up resources from the map, split it and trade.

Sadly, units cost money now and trading is a thing. There will never be another era analogous to the swarm host era, so the comparison just shows a profound ignorance.

They really are awful. They’re only effective because they’re off meta and players aren’t very good at figuring things out on their own.

Yeah, the range from both the raven and the widow mines would make that a losing composition. So we’re back to square one, you beat carriers with missle turrets and enough vikings to 1 shot carriers.

Yeah well terran can move buildings and zerg can’t.

A good protoss will have them deployed before the fight even begins. It really shows you just how bad Protoss players are. Pre-deploying isn’t a new thing, either. Even zergs do it with broodlings. When you push with the broods into a risky spot, you drop a changeling, kill it with the broods to get a double broodling spawn, and quickly move them to attack into the position. This means a huge wave of broodlings are already on the ground before the fight begins. This is even more important with the brood’s range nerf. Using changelings you can sometimes spawn the broodlings in range to aggro automatically.

No, he lost the production.

No, that’s how you exploit carriers. Because the interceptors are on the wrong side of the carriers, they have an even slower reaction time to vikings coming from an opposite angle.

The protoss needs to pre-deploy them in the right direction. You know, common sense.

Right, that’s what the retard magnet is for, to make them deploy them in the wrong direction. Like I said, it’s a cool interaction.