Artosis, you make my wife laugh when you say there is offensive gas coming out of a player. She doesn't play Starcraft and by now, she understands why you say it, but still.
One group with stimmed marines + few medics in background works very well in killing interceratops. Goliaths in front. I haven't seen any pro used this.
Hey, I'm pretty new to StarCraft and something has me puzzled. Do carriers ever lose? To my untrained eyes it seems as if you arrive at carriers at some point during the game and then it's just gg from there. Any insight is much appreciated. Nice content btw
The best way to counter mass Carriers is to prevent them from being built in the first place with good scouting and applying pressure as soon as you see the fleet beacon. Goliaths with Charon Boosters are the best Terran unit counter to carrier, you would just mass those and out micro the carrier player by focus firing the carriers. EMP Shockwave helps against carriers as well. Defensive Matrix on goliaths after you get the EMP hit. Turrets are helpful as well if you have an excess of minerals. Use dropships to attack their economy and starve them out with vulture + tank drops. Attack multiple locations at the same time to split the carriers. With all those you can get a Protoss player to loose. Protoss may use High Templars to counter the Goliaths along with Dragoons. Protoss needs to scout heavily to position their carriers correctly, so they may want to make plenty of observers. They need to pull back carriers correctly and to focus fire Goliaths to trade well. Protoss may need photon cannons in their bases to defend against drops if they are carrier heavy. Protoss might have Arbiters as well to stasis the goliaths. So that is kind of an idea of the dynamics involved. If Protoss gets mass carrier, but Terran does a lot of the above well and Protoss does the above poorly, then Protoss will still loose.
@charlescook5542 @thehound2835 Thx alot for the explanations. I'm fascinated with SC1 recently and I've been trying to understand the reasoning behind the different units, playstyles etc. and I couldn't for the life of me figure out why Protos just didn't go carriers every game. I'll definitely look out for these counter plays next time I see carriers
The carrier decision feels almost weird when YSC could have just walked across the map and won the game if he got zealot speed and just kept pumping units after killing those first 2 attacks. Soso had basically nothing to defend for a while, though of course, he couldn't see that as clearly as the one playing the game.
@@peterbach1126 Eh, it's also a risk though. Investing so much into tech gives Terran a potential window to push. The time from when you start the first stargate to when the first carriers are combat ready is close to 5 minutes (on fastest speed), during most of that time, you're sinking some 1500+ resources into tech, upgrades, and incomplete units that are doing nothing for you, instead of getting more immediately relevant units. IMO, the fastest option to achieve victory is usually the safest in such situations. If you can flood units and end the game, there's no reason not to do so. The damage dealt early and crushing the first 2 pushes meant he was so far ahead he could do anything reasonable and win as long as he didn't screw something up, so the carrier choice was fine; It just felt weird to me because it's the slowest option and gives the opponent a relatively large window to attack and potentially deal damage.
@@Matt-ln7lbYeah but if you go carriers when Terran is that far behind it's basically a guaranteed win. While pushing with gateway units could have also won, it does leave a larger margin of error, especially because this map allows for all sorts of chokepoints that can exploit the terrible dragoon ai. The easy mobility and air-to-ground dominance of carriers eliminates that concern unless terran has wraiths or an ungodly amount of goliaths, which YSC knew soso had neither of. Even if he did, over-investing into either of those leaves you extremely weak to gateway units so I think carriers were the safest play.
I'm a noob and I have a question: Why does Terran not take his own gas earlier before the probe took it away? Enough ressources are available to build it (he queued his second SCV way too early), and having to pull 4 SCVs to start damaging it takes way more time and it seems like it's a way more significant ressource loss than not using 1 SCV for mineral mining that you aren't spending.
Hmmm, I guess it was kinda tight ressource wise? Refinery is 100 minerals in SC1, right? So its basically a fight of who gets to the gas first, but I don't see how the marine would've been delayed considering he was floating 150 minerals when he queued up the first marine with the second depot already in production. Feels to me like he'd lose 2-3 mineral trips early but lost 8-12 mineral trips when he had to destroy that building and then 2-3 mineral trips when he has to build the refinery. Is not building another SCV for like ~3 seconds that much of a deal, compared to not having your gas earier? I know that SCVs early game are more important than late game, but as long as you can pump out the marine, I don't see the disadvantage considering that only 1 minute later, he has to pull 4 SCVs to start working on the gas which was taken by the protoss player. edit: I'm specifically looking at 1:19 - 1:26 - 1:34 But I guess he would've been missing ~10 minerals. Too bad, he almost had it - just that one second more and he would've been able to snipe it away from the probe, darn.
the " Hey guys, Artosis here " I always so nice to hear. love it
Artosis, you make my wife laugh when you say there is offensive gas coming out of a player. She doesn't play Starcraft and by now, she understands why you say it, but still.
"are your flanks protected" 😂
does not seem to be the case 🤔
mind 🤯 games
that guy was a blank flank
finally you are here!
Front facing baby chick 🐥
That was some sick smacktalk asking if his flanks were protected
Thanks for being the hardest working nerd in the room, Artosis.
5:40 I think the cannon is also for mines cause he doesn't have any other detection
One group with stimmed marines + few medics in background works very well in killing interceratops. Goliaths in front. I haven't seen any pro used this.
He said the thing!
Not posting the rest of the series?
Artosis on asl 17
Hey, I'm pretty new to StarCraft and something has me puzzled. Do carriers ever lose? To my untrained eyes it seems as if you arrive at carriers at some point during the game and then it's just gg from there. Any insight is much appreciated.
Nice content btw
Carriers can’t be everywhere at once so if protoss rushes carriers on low base or army count terran can push out to kill nexuses.
The best way to counter mass Carriers is to prevent them from being built in the first place with good scouting and applying pressure as soon as you see the fleet beacon.
Goliaths with Charon Boosters are the best Terran unit counter to carrier, you would just mass those and out micro the carrier player by focus firing the carriers.
EMP Shockwave helps against carriers as well. Defensive Matrix on goliaths after you get the EMP hit. Turrets are helpful as well if you have an excess of minerals.
Use dropships to attack their economy and starve them out with vulture + tank drops. Attack multiple locations at the same time to split the carriers.
With all those you can get a Protoss player to loose.
Protoss may use High Templars to counter the Goliaths along with Dragoons. Protoss needs to scout heavily to position their carriers correctly, so they may want to make plenty of observers. They need to pull back carriers correctly and to focus fire Goliaths to trade well. Protoss may need photon cannons in their bases to defend against drops if they are carrier heavy. Protoss might have Arbiters as well to stasis the goliaths.
So that is kind of an idea of the dynamics involved. If Protoss gets mass carrier, but Terran does a lot of the above well and Protoss does the above poorly, then Protoss will still loose.
@charlescook5542 @thehound2835 Thx alot for the explanations. I'm fascinated with SC1 recently and I've been trying to understand the reasoning behind the different units, playstyles etc. and I couldn't for the life of me figure out why Protos just didn't go carriers every game. I'll definitely look out for these counter plays next time I see carriers
@@theconqueror1111its "lose" and not "loose"
where can i download this map?????
Anyone ever tried using Valks to kill swarms of carrier interceptors?
YAY! Bitch boy is back! We missed you! 🎉😂
Damn, I was kinda rooting for soso.
Cool Beans
The carrier decision feels almost weird when YSC could have just walked across the map and won the game if he got zealot speed and just kept pumping units after killing those first 2 attacks. Soso had basically nothing to defend for a while, though of course, he couldn't see that as clearly as the one playing the game.
CAPTAIN HINDSIGHT !
The safer move won him the game.
@@peterbach1126 Eh, it's also a risk though. Investing so much into tech gives Terran a potential window to push.
The time from when you start the first stargate to when the first carriers are combat ready is close to 5 minutes (on fastest speed), during most of that time, you're sinking some 1500+ resources into tech, upgrades, and incomplete units that are doing nothing for you, instead of getting more immediately relevant units.
IMO, the fastest option to achieve victory is usually the safest in such situations. If you can flood units and end the game, there's no reason not to do so.
The damage dealt early and crushing the first 2 pushes meant he was so far ahead he could do anything reasonable and win as long as he didn't screw something up, so the carrier choice was fine; It just felt weird to me because it's the slowest option and gives the opponent a relatively large window to attack and potentially deal damage.
@@Matt-ln7lbYeah but if you go carriers when Terran is that far behind it's basically a guaranteed win. While pushing with gateway units could have also won, it does leave a larger margin of error, especially because this map allows for all sorts of chokepoints that can exploit the terrible dragoon ai. The easy mobility and air-to-ground dominance of carriers eliminates that concern unless terran has wraiths or an ungodly amount of goliaths, which YSC knew soso had neither of. Even if he did, over-investing into either of those leaves you extremely weak to gateway units so I think carriers were the safest play.
Yay finally a protoss win,
I'm a noob and I have a question:
Why does Terran not take his own gas earlier before the probe took it away?
Enough ressources are available to build it (he queued his second SCV way too early), and having to pull 4 SCVs to start damaging it takes way more time and it seems like it's a way more significant ressource loss than not using 1 SCV for mineral mining that you aren't spending.
You want marines earlier for zealots. If they 2 zealots and you just have 2 marines you can die to it
If there’s a proxy gate and you do that, you lose.
Hmmm, I guess it was kinda tight ressource wise? Refinery is 100 minerals in SC1, right? So its basically a fight of who gets to the gas first, but I don't see how the marine would've been delayed considering he was floating 150 minerals when he queued up the first marine with the second depot already in production.
Feels to me like he'd lose 2-3 mineral trips early but lost 8-12 mineral trips when he had to destroy that building and then 2-3 mineral trips when he has to build the refinery.
Is not building another SCV for like ~3 seconds that much of a deal, compared to not having your gas earier?
I know that SCVs early game are more important than late game, but as long as you can pump out the marine, I don't see the disadvantage considering that only 1 minute later, he has to pull 4 SCVs to start working on the gas which was taken by the protoss player.
edit: I'm specifically looking at 1:19 - 1:26 - 1:34
But I guess he would've been missing ~10 minerals. Too bad, he almost had it - just that one second more and he would've been able to snipe it away from the probe, darn.
Is there a good way to counter carriers in tvp? It always seems like once they get carriers out they have won the game
Focus fire the carriers with goliaths, it's certainly difficult. Soso lacked resources and production to keep up with Ysc this game
ghost - lock down but i dont see to yet any pro did that even if they have 123192398123871 expansions.
Still waiting for the fabled switch to BCs
Kill protoss before. Dragoons are useless and get melted by siege tanks. (And cost similar). On theory battle cruiser are amazing against carriers.
Cloaked wraith destroys carriers if you know they going carrier early enough.
just dance all day
Why Valks are not used against Carriers? I know they have great armor, but Valks can wipe those interceptors over, right?
Interceptors don’t take splash damage from air units.
@@ArtosisCastsWait what!? 😮
Protoss beats Terran beats Zerg beats Protoss.
Aren't you angry that your logo actually looks like the word 'Protoss' ?
weak?
xd
Bring back ban/unban