[G] Shield Battery - Page 3
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Grobyc
Canada18410 Posts
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antrax
Peru191 Posts
Another point is if you invest in shield upgrades (let's say middle or late game) now your shield regeneration is more meaningful due to upgrades, could be useful in PvZ or PvP. Don't forget the fact that when your shields are almost depleted the next attack will activate your shield upgrade + your armor upgrade, at this moment you can perform a multiple minirecharge, so several units could use again this protoss property. I know is very situational and mostly defensive but I've never seen anyone using it. Also, I think that before you get +3 attack you should invest in +1 shields, the cost is the same but any +1 upgrade takes significant less time than any +3 upgrade. One last idea for PvT when T does 14 CC, bunker at nat and you start shooting the bunker with ranged goons (3 or 4) why don't you build a pylon and a shield battery behind your goons and start sniping SCV's, retreat, recharge damaged goons and engage again, 3 or 4 dead SVC's plus cost of repairing the bunker could be an advantageous trade. | ||
aimaimaim
Philippines2167 Posts
On March 20 2011 14:47 Mystlord wrote: Shield Batteries are really only good for certain defense situations, and not much use for any sort of offense maneuvers. And they're pretty much useless for Carriers because of EMP, so... As a general rule, shield batteries are only useful in defensive situations with only a few key units. Otherwise they really aren't worth their cost. They cost like 150 mins and can heal a single batch of EMPd carrs. It's handy I'd say but not really cost effective. | ||
Sayle
United Kingdom3685 Posts
On March 21 2011 23:33 antrax wrote: OP didn't mention that recharge sequence can be interrupted at any moment if you command move or attack to the unit, meaning that you can attack-recharge (some shield points)-attack-recharge-... with zealots, goons or archons, could be useful in defensive situations. I thought this was discussed already, like the post about a reaver benefitting a lot due to the long cooldown between shots. Another point is if you invest in shield upgrades (let's say middle or late game) now your shield regeneration is more meaningful due to upgrades, could be useful in PvZ or PvP. Don't forget the fact that when your shields are almost depleted the next attack will activate your shield upgrade + your armor upgrade, at this moment you can perform a multiple minirecharge, so several units could use again this protoss property. I know is very situational and mostly defensive but I've never seen anyone using it. Also, I think that before you get +3 attack you should invest in +1 shields, the cost is the same but any +1 upgrade takes significant less time than any +3 upgrade. The reason people generally get attack upgrades first is because they provide the biggest bonus. Armor and shield upgrades always give +1 to each, but a +1 attack upgrade actually increase damage by +2 for zealots/dragoons and +3 for archons/dts, meaning they scale better. The reason armor is favored over shields is that shields do not benefit from damage types/unit sizes. For example, a dragoon does explosive damage and a zealot is a small unit. Normally, explosive damage vs a small unit is reduced to only 50% of its original damage (so a dragoon would do 10 damage). For protoss units, however, this only applies to hp damage and not shield damage. So a dragoon shooting a zealot would do the full 20 damage to the zealot's shields, but once the shields were gone it would only do 10 damage to the zealot's hp. Hence, the armor upgrade would be much more beneficial. Another reason armor is better is because a lot of protoss units start with some base armor value and generally have more hp than they have shields. For example, a zealot has 100 hp with 1 base armor and 60 shields. Here are some comparisons of how many hits it takes for them to die with different upgrades: +1 armor: 35 shots from marine 15 shots from dragoon +1 shields: 32 shots from marine 14 shots from dragoon One last idea for PvT when T does 14 CC, bunker at nat and you start shooting the bunker with ranged goons (3 or 4) why don't you build a pylon and a shield battery behind your goons and start sniping SCV's, retreat, recharge damaged goons and engage again, 3 or 4 dead SVC's plus cost of repairing the bunker could be an advantageous trade. This is an interesting idea. It would certainly be cool to try out, but remember that you're investing in the pylon + shield battery + probe that is sent out. I think even if the benefit is slightly more than the cost, the other common responses to a 14 CC are probably even more cost efficient, meaning it won't see much use. For interesting usage of defensive shield batteries in PvP, check out the recent ICCup Attack with Shauni. The VOD isn't up on blip yet (I'll do it ASAP I promise!), but you can see the recordings on my Ustream page. | ||
antrax
Peru191 Posts
The way recharge is described in previous posts is that you recharge your unit, wait to complete the process (full shields or empty battery) and then you go back to fight, in the meantime your unit does nothing; none of them mention that you can recharge just a bit of shields and then command something else, specially with goons: right click on battery-hold-rigth click-hold-... or right click-focus attack-right click-attack-... very micro demanding but could help in defensive positions. About the TvP opening, use your scouting probe to build the pylon, make sure the timing helps to raise your psi cap, so the real cost for the moment is 100 min for the battery. Later you will have a better income to replace the lost pylon. One battery with good energy can cause troubles to the first siege tank, if you spread well your goons the siege tank shot will only hit one goon and you will have enough time to recharge its shields completely. | ||
BisuDagger
Bisutopia19144 Posts
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dRaW
Canada5744 Posts
+ Show Spoiler + If you are doing a PvT and the game is even/you are in a slight advantage at the point of you being close to max say with 2 arbiters and enough NRG for recall. The turtling terran may have 1-2 vessels and defending recalls, so you can place 1-2 shield batteries in a proxy location near his base (where it wont easily just die). Next, you go for the recall and what normally happens? EMP! Ahh that sucks man... but wait, what did you do? Shield battery? No... that doesn't recharge NRG for recall... but wait it does recharge shield, will terran know it's the same arbiter? Oh... wow he just might not... Let's see (recharge same EMP'D arbiter)... Continue for the "recall" with 0 NRG... Damn he used his other vessel to EMP this arbiter too so I guess I will just have to use my second unused arbiter to recall :D Clearly it's situational but sometimes people don't think like this. | ||
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