Quote:
Originally Posted by
Quirel
Alternatively, how about changing the Interceptor's health so that they are often killed in combat, perhaps even eliminating shields or eliminating the healing process that happens in the carrier.
In StarCraft, you could build Carriers, fill them up, and your interceptors would die about once every ten minutes of combat, unless you were up against Goliaths.
1.- Interceptors heal while inside the carrier! that should not happen! why? it's simple: protoss are not supposed to be able to repair themselves excepting shields, it's their racial characteristic.
Quote:
Originally Posted by
MattII
As for the Carrier, the first thing I'd do is weaken the Interceptors a bit, because I mean, yeah, they can only operate within a limited range (up to 12 distance from the Carrier, although 12 isn't to be sneezed at either), you're paying Zergling money, for something with almost three times the Hp, twice the damage less production time, no supply cost, that can fly (which is important in a melee), oh, and they don't drag on your main unit production either.
2.- Once again Cost efectiveness makes it look overpowered. I think that 30/30 interceptors would be better, specially if they don't heal while inside the carrier. Let's make it even better: interceptor's shields also take full damage from all attacks just like in StarCraft 1, which is fair considering the new damage modifier system.
Quote:
Originally Posted by
Josue
Carrier's alternative cargo
well seeing that thread I think that there could be another interesting option:
having a scarab style ground suicide interceptors that cost 25M 5G!
(there was a similar unit in StarCraft sickel add on named the "subcarrier" instead of the reaver)
well, still weaker and auto repair removed, quite good!
3.- Carriers don't seem to have changed too much, they need something to spice them up. Blizzard tried things like those escorts but they seemed unlucky. Reading the Carrier's alternative cargo thread this idea was the trigger:
Quote:
Originally Posted by
mr. peasant
Suggestion 2
1. Interceptors (same as before)
2. Scarabs (1 use only and requires constant manufacturing; either ATG only or targets both)
Well, what I propose is this: Bring back the Shurikens! but keep the carrier the way it was in SC1. Only change it's cargo:
1.-Classic interceptors: 25M (with the fixes already stated in points 1 and 2)
2.-Shurikens: 10M 5G (Scarab Styled suicidal interceptors (melee AtG only!) )
Shurikens would not attack automatically, you will have 2 extra slots for them. you will have to issue a "launch shuriken" command, but they will be able to attack only ground with it and you would only have 2 Shurikens (10M 5G each) to spend, having to make more afterward.
Just to give them some stats they should be 40/40 (but granted their shields also take full damage like the interceptors ) since they're suicidal melee AtG units, their attack could deal 70 damage (+35 to massive) to their target and 35% (24 + 12 to massive) be splashed in a small radius.
That would make carriers a lot better against ground (Specially Massive units like the Ultralisk, Thor and Colossus) while keeping them useful against air.
Now, maybe the shuriken part could create balance problems, however the 1st and 2nd point are quite important!