Well well well.
Hmm, let's see: considering DemolitionSquid's (D.S.) definition of balance:

Originally Posted by
DemolitionSquid

Originally Posted by
Josue
Well well well, youv'e got a valid point.
Correct me if I'm wrong. Carriers come with the 8 interceptors upgrade by default in SC2 besides of already 4 when built at stargate.
I know nothing is perfect in this world, in your judgment, how balanced is SC1 from 1 to 10?
I believe that's correct.
I have two numbers, based on how you want to define balanced.
Is balance: the game playable, each race have an about equal chance to win on licensed maps?
Then, 9.5.
Is balance: every unit is useful, each race have an equal chance to win without map restrictions?
Then, 4.
I believe that every unit should be viable. Not all the time, in every matchup, of course. But there shouldn't be units we only see once every 1000 games. I also believe that final balance should not be determined by the map, and things those maps must have like chokes and cliffs.
Many people disagree with me, and that's OK. But to claim SC is "perfect" when clearly its not just by looking at the near uselessness of a unit like the Scout or the variability of the Carrier... that's absurd.
I guess D.S. focuses his arguments within his 2nd definition of what "balanced" means while most of the people seem to think something like the 1'st when "balance" is on the board.
He does have a valid point when he states that "there shouldn't be units we only see once every 1000 games" because that makes sense, a unused unit is a unit nobody likes and must be because it has a boring gameplay style and/or is worthless. However, even if SC2 is to be more balanced than SC1, "perfection" is always one step ahead from mankind. Now, Blizzard embraced the endeavor of making SC2 and they will do the effort, that's their challenge and their goal.
Now, going into the carrier issue: they fixed it being underpowered since they're spawned with 4 interceptors in SC2, however, let's analyze the Mass effect on the carrier (which can be countered with more ease than Proton Charge's "Mass effect": you must kill the probes which are sometimes God knows where the other guy expansion is!)
Following D.S. logic:
If someone goes for more than 3 carriers (let's say 5)
they're investing
5x

Originally Posted by
DemolitionSquid
Carrier + 8 Interceptors
500 minerals
150 gas
300 + 320 hit points
150 + 320 shield points
64 damage
2500 minerals
750 gas
to have:
1500 hit points + 1600 hit points (interceptors*)
750 shield points + 1600shield points (interceptors*)
*(considering you're not clever enough to avoid attacking interceptors and try to focus your fire in a single carrier)
and a whopping 320 damage (which of course isn't dealt "at once").
if we translate that into Goliaths it would be:
100 minerals
50 gas
125 hit points
20explosive(100% to large -read carrier- units) damage
at that price you could have
2500/100=25
750/50=15
at least 15 goliaths (due to gas, let's pardon the other 10). wich gives us that we outnumber that bunch of carriers at least 3 to 1! and we still have lots of minerals to have some 20 marines! (2500-1500=1000 , 1000/50=20)
Maybe if you could have 12 Goliaths and a ghost you could lockdown one or two carriers! and, you know, just focus fire on them, they're dead. Or use a Sience Vessel to cast EMP shockwave into them!
We must be forgetting something. Indeed!
1 we're not taking upgrades (excepting the Carrier capacity) into account AND
whoever exceeds your resources to be able to "waste" a quantity like 2500 M 750G must mean that
A) if you don't have a simmilar quantity, he must have a greater income per second.
B) thus having more expansions than you.
C) or he harassed to blast enough damage to your economy (Doesn't it sound like, you know, something like David Kim and his addiction to "Terrible terrible damage"?).
Now let's increase the bet with 12 carriers:
with 12 carriers you get:
12x
Carrier + 8 Interceptors
500 minerals
150 gas
300 + 320 hit points
150 + 320 shield points
64 damage
6000 minerals
1800 gas
3600 hit points
1800 shield points
6000 minerals! and clearly, at that rate, you must have more than 1800 gas. so, with such quantities, I don't think it's impossible to have 12 Battlecruisers, and with the Yamato Gun upgraded (we're counting on Carriers having the 8 interceptors upgraded).
You know 12 Battlecruisers can win against 12 carriers, specially with the Yamato Gun, with some micro (select 2 BC cast yamato to a carrier, you may end up 12 vs 6 or in the worst case 10 vs 7) they can decimate them if they don't go very carefully!
Now don't say SC1 Battlecruiser is OP. SC2 may well be (it's quite beefed up compared to the SC1 one)
Zerg could have a harder time with Hydralysks, however it's not impossible for them. Besides, Scourge are quite a good counter against carriers, since (unlike Battecruisers) interceptors tend to swarm into the target to attack it thus taking some time focusing fire on them therefore not killing Scourges as fast as BC (have you tried to focus fire into a tiny scourge with all those interceptors swarming and moving like hell? you may misclick into one of your own interceptors!).
with all that said, I think that "Mass effect" is more a situational and a psychological effect than a real effect: the carrier is not that much unless you stare at them and attack interceptors. Besides, there are many ways to counter them. if we talk about psychological effect, Carrier's bark is worse than their bite: the first time I saw them in my entire life (in a Zerg mission) their mere appearance: with those things swarming around it like bees to a honeycomb, I must confess I was scared. later I learned they are weak, just send some scourges making sure they don't get distracted with interceptors and they're history.