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Carrier
Overview
This huge, slow-moving space vessel is very expensive and fairly vulnerable, but can slaughter enemy units and level their bases with frightening efficiency if deployed in numbers.
How It Has Changed
The Carrier has been substantially improved. First, not only does the Stargate itself cost less and build faster, but the essential Carrier Capacity upgrade from the Fleet Beacon is now cheaper and faster to research. As for the Carrier itself, its Vespene Gas cost has decreased, while its hit points and armor have been increased. Interceptors also gain ten points of shields and hit points, and their base damage has increased. Finally, groups of Carriers can be ordered to build Interceptors simultaneously, making Carrier management much more convenient. The aggregate effect of all these changes is a unit that is far more powerful than before, and ideal for defense and sieges.
 Carrier |
Recommended Uses
Base defense, with help of Shield Batteries. In groups, for the coup de grace, with help from Scouts and Corsairs. Especially effective when ground attacks are impossible.
Further Detail
The Carrier's noticeably augmented offensive power is still undermined by its extreme cost and slow production time. Its functionality remains identical: It is useful only in large groups, and when supported by smaller units that can compensate for its sluggish targeting.
Carrier
|
hit points / shield points (size) |
300 / 150 (large) |
|
build time |
140 |
|
vision |
11 |
|
cost (minerals / vespene gas / psi) |
350 / 250 / 8 |
|
armor / bonus |
4 / +1 |
|
special options |
|
|
build interceptor |
30 minerals |
Interceptor
|
hit points / shield points (size) |
40 / 40 (small) |
|
build time |
20 |
|
vision |
6 |
|
cost (minerals / vespene gas / psi) |
30 / 0 / 0 |
|
damage (type) / bonus |
6 (normal) / +1 |
|
armor / bonus |
0 / +1 |
View the table legend
The Protoss Units, continued
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