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PVP - Upgrading Reaver Damage

Forum Index > Brood War Strategy
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JimBobRay
Profile Joined May 2005
128 Posts
February 24 2007 08:59 GMT
#1
I have never upgraded reaver damage in PVP because there seems to be no benefit for doing so - most every protoss unit dies to two scarabs upgraded or not, as far as I can tell. Does anyone ever make this upgrade, and if so, what situations call for it?
Has anyone ever tried diplomacy in starcraft?
Cpt Obvious
Profile Blog Joined November 2006
Germany3073 Posts
Last Edited: 2007-02-24 09:17:23
February 24 2007 09:07 GMT
#2
Nice question, i have never even thought of it too because it didn't look like it was worth the resources in any MU, not only PvP.

Reavers aren't that overused in PvZ anyway, and i can't think of any zerg unit that would die from one upgraded shot but wouldn't if you don't make the upgrade.
maybe defiler, but would that be worth it?

In PvT reavers are seldomly used for more than drops, in which case you don't need the upgrade either.

In PvP reavers are both used for drops and for timing attacks/bigger battles. in both cases i don't see any obvious reason for making the attack upgrade. i would instead rather the "more scarabs" upgrade if i had any spare resources, because you don't have to micro your reavers that heavily then, especially when they are used as a defensive unit. (more scarabs per reaver = less times you need to rebuild). *maybe* it helps a *little* bit in *very* close battles where both sides have reavers and almost equal amounts of dragoons. but i guess many other factors like dragoon micro/focus firing and positioning outweigh that by far. and on a pro level the upgrade is too costy to be worth it.

in conclusion i don't really know why that upgrade even exists :O

-- question was answered, thanks. doesn't matter when and where exactly :D this is not SC trivia --
Nobody ever reads signatures of people like me, do they?
yubee
Profile Blog Joined May 2006
United States3826 Posts
February 24 2007 09:09 GMT
#3
i believe reavers can one-shot lurkers in PvZ before they get an armor upgrade. whether it's useful, since carapace is upgraded relatively soon anyway... i guess is for someone better to say.
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
February 24 2007 09:11 GMT
#4
to cpt: it was reach in wwi

SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
February 24 2007 09:13 GMT
#5
On February 24 2007 18:11 fusionsdf wrote:
to cpt: it was reach in wwi



almost certain it was blizzcon.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
February 24 2007 09:17 GMT
#6
On February 24 2007 18:09 yubee wrote:
i believe reavers can one-shot lurkers in PvZ before they get an armor upgrade. whether it's useful, since carapace is upgraded relatively soon anyway... i guess is for someone better to say.

nope! They have like 1 hpt left or soemthing haha :p
Maybe you group a scout w/ him hmm interesting now!
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
nemY
Profile Blog Joined July 2006
United States3119 Posts
February 24 2007 09:19 GMT
#7
i do it in pvz but never pvp or pvt. Not really sure why i do it now though perhaps for the dmg benefit
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
February 24 2007 09:19 GMT
#8
On February 24 2007 18:13 thedeadhaji wrote:
Show nested quote +
On February 24 2007 18:11 fusionsdf wrote:
to cpt: it was reach in wwi



almost certain it was blizzcon.


possible. I may have got my blizzard events mixed up
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
metroid composite
Profile Joined February 2007
Canada231 Posts
Last Edited: 2007-02-24 09:47:43
February 24 2007 09:46 GMT
#9
Let's see....

Lurkers (even with no armor upgrades) survive with 1 HP due to inherent armor.
Goliaths (even with no armor uprgrades) survive with 1 HP due to inherent armor.
Zealots are always 2HKO (although...now you can kill them with one 50% splash combined with one full damage hit).
Dragoons are always 2HKO (though again: see above about the splash+full hit...except now it depends what upgrades they have).
Reavers...see Dragoons
Tanks...see Zealots
Archons go from 4HKO to 3HKO
Dark Archons go from 3HKO to 2HKO
Ultralisks go from 5HKO to 4HKO
Dark Templar go from 2HKO to 1HKO
Photon Cannons go from 2-3HKO (depending on shield upgrade) to 2HKO
Eggs go from 3HKO to 2HKO (mmmm...omlets)

Everything else dies in one hit. HOWEVER, some stuff can survive 50% splash if you don't upgrade, but die to 50% splash if you do upgrade (SCVs, for instance).
Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
February 24 2007 09:48 GMT
#10
always good to upgrade dmg w/ reavers
you know why? cus of the splash dmg.. even if it's same w/ or w/o upgrade vs a unit, it's different when there's a group of those units
ModeratorBlame yourself or God
JimBobRay
Profile Joined May 2005
128 Posts
February 24 2007 10:20 GMT
#11
Always good? The upgrade is really expensive. I'd rather have another reaver in PVP ,although I wonder about the influence the upgrade would have on a large army clash (without templars) where each side is sportning at least one reaver.
Has anyone ever tried diplomacy in starcraft?
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
February 24 2007 10:36 GMT
#12
On February 24 2007 18:19 nemY wrote:
i do it in pvz but never pvp or pvt. Not really sure why i do it now though perhaps for the dmg benefit


Well, why else would you do it? It IS a DAMAGE upgrade.
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
metroid composite
Profile Joined February 2007
Canada231 Posts
February 24 2007 10:56 GMT
#13
On February 24 2007 19:36 mikeymoo wrote:
Show nested quote +
On February 24 2007 18:19 nemY wrote:
i do it in pvz but never pvp or pvt. Not really sure why i do it now though perhaps for the dmg benefit


Well, why else would you do it? It IS a DAMAGE upgrade.

Trying to maximize your score at the end of the game by burning unspent minerals? >_> <_<
Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision
Locked
Profile Joined September 2004
United States4182 Posts
Last Edited: 2007-02-24 11:41:54
February 24 2007 11:41 GMT
#14
when getting upgrades from bay i almost always prioritize shuttle speed over reaver damage

it helps multitask pvp when you can quickly look for drop spots or head back to army, helps pvt in battles, and pvz too for mobility

second would be reaver damage over scarab capacity because if you're doing something like reaver/sair pvz the splash is really nice

other than that i don't really see it being helpful
though 1-shotting scvs with 50% splash is amusing

nice analysis metroid
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
KwarK
Profile Blog Joined July 2006
United States42690 Posts
February 24 2007 12:05 GMT
#15
I always upgrade damage if I'm going to use a reaver based strategy. Unless you've seen 4 damage upgraded reavers in the field you won't understand. If you're just using them for harass then it's obviously not a wise move. But if your ground army has reavers in support you will notice the difference. I generally go reaver grade over shuttle speed. You must remember it's not just reavers there so while it doesn't change the number of hits it takes for a reaver to kill something it still produces much faster kills.

If you want I'll PvP you. I've always considered myself a mean reaver user in PvP.
ModeratorThe angels have the phone box
kyari_
Profile Blog Joined November 2006
Romania558 Posts
February 24 2007 12:11 GMT
#16
On February 24 2007 21:05 Kwark wrote:
I always upgrade damage if I'm going to use a reaver based strategy. Unless you've seen 4 damage upgraded reavers in the field you won't understand. If you're just using them for harass then it's obviously not a wise move. But if your ground army has reavers in support you will notice the difference. I generally go reaver grade over shuttle speed. You must remember it's not just reavers there so while it doesn't change the number of hits it takes for a reaver to kill something it still produces much faster kills.

If you want I'll PvP you. I've always considered myself a mean reaver user in PvP.


i will second this man's statement, however i will make the distinction that i would only get this upgrade after shuttle speed in PvP, and that's only if i'm going dual robo.
http://www.myspace.com/kyarikicksass
Remmargorp
Profile Joined February 2007
United States28 Posts
February 24 2007 12:14 GMT
#17
The main reason I personally upgrade this whenever I go reaver/sair pvz is because the extra 25 damage kills buildings faster, but more importantly, you are actually saving minerals by upgrading the extra damage, as you have to use less scarabs to destroy buildings - and this is very important using a reaver/sair style because money goes fast.
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
February 25 2007 02:21 GMT
#18
On February 24 2007 20:41 Locked wrote:
when getting upgrades from bay i almost always prioritize shuttle speed over reaver damage

it helps multitask pvp when you can quickly look for drop spots or head back to army, helps pvt in battles, and pvz too for mobility

second would be reaver damage over scarab capacity because if you're doing something like reaver/sair pvz the splash is really nice

other than that i don't really see it being helpful
though 1-shotting scvs with 50% splash is amusing

nice analysis metroid


What are you talking about - "nice analysis metroid"?

That was an EXCELLENT analysis ^_^

But IMO I would make 2 Reavers instead of wasting my vespene on upgrading this, especially in PvZ. What's the point of making your Reaver do extra damage if it dies before it's able to fire on anything?

I'm sorry - it's just I played a horrible game today (PvZ, I went Reaver/Corsairs, and the guy ended up making hordes of Queens just to Spawn Broodling all my Reavers ... then he sends a horde of lurklings vs my 5-6 Reavers T_T)
^-^
oshibori_probe
Profile Blog Joined July 2006
United States2933 Posts
February 25 2007 02:39 GMT
#19
If you have money after shuttle speed, get dammage, when u think about it, its going to be alot more usefull than 5 more scarabs as reavers need to be picked up, moved around alot. When u drop with damage upgrade, all the scvs/probes/drones that would have just been at 1/2 health die instead, thats alot, when u have 3 or 4 that dammage adds up.
+ Show Spoiler +

It also helps to actually try something before asking questions about it
Fuck KeSPA.
KwarK
Profile Blog Joined July 2006
United States42690 Posts
February 25 2007 02:47 GMT
#20
On February 25 2007 11:21 Equinox_kr wrote:
Show nested quote +
On February 24 2007 20:41 Locked wrote:
when getting upgrades from bay i almost always prioritize shuttle speed over reaver damage

it helps multitask pvp when you can quickly look for drop spots or head back to army, helps pvt in battles, and pvz too for mobility

second would be reaver damage over scarab capacity because if you're doing something like reaver/sair pvz the splash is really nice

other than that i don't really see it being helpful
though 1-shotting scvs with 50% splash is amusing

nice analysis metroid


What are you talking about - "nice analysis metroid"?

That was an EXCELLENT analysis ^_^

But IMO I would make 2 Reavers instead of wasting my vespene on upgrading this, especially in PvZ. What's the point of making your Reaver do extra damage if it dies before it's able to fire on anything?

I'm sorry - it's just I played a horrible game today (PvZ, I went Reaver/Corsairs, and the guy ended up making hordes of Queens just to Spawn Broodling all my Reavers ... then he sends a horde of lurklings vs my 5-6 Reavers T_T)


Spawn broodling doesn't affect reavers.

Obviously you don't get damage if you're only using 1 or 2 reavers as a harassing force. Pointless in any matchup. But if you're using 4 or 5 as a part of your main army, which is definitely a viable move in pvp and pvz, you definitely want damage. I'd get it over speed too because the speed is for harass, which isn't useful with the main army, and may actually get them killed as the shuttles zoom forwards ahead of the main force. You will really notice that extra 25 splash damage.
ModeratorThe angels have the phone box
dream-_-
Profile Blog Joined April 2006
United States1857 Posts
February 25 2007 02:55 GMT
#21
The simple answer is that late game storm/zeals rape reaver room because it is so much more cost effective, and early game its not worth it to get the upgrade(its as more than a reaver if I remember right.. havent played sc for loooong time so i could be wrong).

However there are times I will go for it. Reavers can be effective if you plan on playing agressive and never leting him get his feet planted. However if he does then you will be hard pressed to take him out with some sort of 2 robo goon reaver or whatever.

I miss the old days when people used to fly around with speed shuttles, picking off goons and probes for the first 15 mins of the game. Now its all turtle/macro sigh. Unfortunatly that works better.
metroid composite
Profile Joined February 2007
Canada231 Posts
Last Edited: 2007-02-25 03:16:35
February 25 2007 03:15 GMT
#22
On February 25 2007 11:39 oshibori_probe wrote:
If you have money after shuttle speed, get dammage, when u think about it, its going to be alot more usefull than 5 more scarabs as reavers need to be picked up, moved around alot. When u drop with damage upgrade, all the scvs/probes/drones that would have just been at 1/2 health die instead, thats alot, when u have 3 or 4 that dammage adds up.

Nono, it's only SCVs that can survive the 50% splash without upgrade. Basically...

Nothing gets killed by the 25% splash. Not even Zerglings.

Anything with less than 50 HP gets killed by the 50% splash either way. Anything with more than 62 HP survives the 50% splash either way. So the full list of units who survive 50% splash without upgrade, and die to 50% splash with upgrade are...Firebats, Medics, SCVs, and Infested Terrans. (So...pretty much just SCVs).
Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2007-02-25 05:24:28
February 25 2007 05:18 GMT
#23
You're looking at it wrong, it doesn't matter how much direct hits kill a unit, because your army is not 100% reavers and they have splash. If you're you're gonna use reavers for something more than an early drop the upgrade is very useful, thats hundreds of splash damage each battle, which allows your goons/zealots to kill the softened targets faster. The diameter of reaver splash is 40/80/120 for 100%/50%/25% damage and for comparison - mutalisk attack range is 96, so the upgrade definitely helps.
I'll call Nada.
Cpt Obvious
Profile Blog Joined November 2006
Germany3073 Posts
February 25 2007 05:27 GMT
#24
wait. 25% splash has more range than mutalisks? O_ö
Nobody ever reads signatures of people like me, do they?
SteelString
Profile Joined July 2006
446 Posts
February 25 2007 06:18 GMT
#25
With damage upgrade, you can kill sunkens in 3 hits instead of 4. ...Like that makes a difference at all.
itemlock
Profile Joined January 2007
United States256 Posts
February 25 2007 07:59 GMT
#26
On February 25 2007 11:21 Equinox_kr wrote:
I'm sorry - it's just I played a horrible game today (PvZ, I went Reaver/Corsairs, and the guy ended up making hordes of Queens just to Spawn Broodling all my Reavers ... then he sends a horde of lurklings vs my 5-6 Reavers T_T)


Why does this seem strange to me?
???
metroid composite
Profile Joined February 2007
Canada231 Posts
February 25 2007 08:06 GMT
#27
On February 25 2007 14:27 Cpt Obvious wrote:
wait. 25% splash has more range than mutalisks? O_ö

The diameter--as in the distance from the very edge of the 25% splash to the opposite edge on the exact other side of the explosion--is wider than Mute range is long. The radius from the center of the explosion to the edge of the 25% will be half that, of course.

Incidentally, where can I look up splash radius numbers? I've never seen them listed before....
Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
February 25 2007 10:13 GMT
#28
If you are using Reavers late game to complement your army in PvZ damage upgrade is definitely a must do unless you are really short on cash, because you'll want to deal as much damage as possible, especially vs Ultras. If you go Reaver/Sair it's pretty much always good.

PvP it's of less use, because most of the time you will switch to Templars anyway and in many cases stop to use Reavers to accompany you army. However if you continue using them, especially if you use like 4 or 6 then the upgrade is definitely worth it.
ModeratorHi! I'm a .signature *virus*! Copy me into your ~/.signature to help me spread!
J_RIGGED
Profile Joined February 2007
United States10 Posts
February 25 2007 10:39 GMT
#29
On February 24 2007 18:46 metroid composite wrote:
Let's see....

Lurkers (even with no armor upgrades) survive with 1 HP due to inherent armor.
Goliaths (even with no armor uprgrades) survive with 1 HP due to inherent armor.
Zealots are always 2HKO (although...now you can kill them with one 50% splash combined with one full damage hit).
Dragoons are always 2HKO (though again: see above about the splash+full hit...except now it depends what upgrades they have).
Reavers...see Dragoons
Tanks...see Zealots
Archons go from 4HKO to 3HKO
Dark Archons go from 3HKO to 2HKO
Ultralisks go from 5HKO to 4HKO
Dark Templar go from 2HKO to 1HKO
Photon Cannons go from 2-3HKO (depending on shield upgrade) to 2HKO
Eggs go from 3HKO to 2HKO (mmmm...omlets)

Everything else dies in one hit. HOWEVER, some stuff can survive 50% splash if you don't upgrade, but die to 50% splash if you do upgrade (SCVs, for instance).


well i think killing workers is important and probes would get killed in 50 % damage splash
=]
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
February 25 2007 13:20 GMT
#30
On February 25 2007 11:21 Equinox_kr wrote:
Show nested quote +
On February 24 2007 20:41 Locked wrote:
when getting upgrades from bay i almost always prioritize shuttle speed over reaver damage

it helps multitask pvp when you can quickly look for drop spots or head back to army, helps pvt in battles, and pvz too for mobility

second would be reaver damage over scarab capacity because if you're doing something like reaver/sair pvz the splash is really nice

other than that i don't really see it being helpful
though 1-shotting scvs with 50% splash is amusing

nice analysis metroid


What are you talking about - "nice analysis metroid"?

That was an EXCELLENT analysis ^_^

But IMO I would make 2 Reavers instead of wasting my vespene on upgrading this, especially in PvZ. What's the point of making your Reaver do extra damage if it dies before it's able to fire on anything?

I'm sorry - it's just I played a horrible game today (PvZ, I went Reaver/Corsairs, and the guy ended up making hordes of Queens just to Spawn Broodling all my Reavers ... then he sends a horde of lurklings vs my 5-6 Reavers T_T)


I will pay you my life savings for that rep.
But Garimto was always more than just a Protoss...
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
February 25 2007 14:16 GMT
#31
Enough bashing on him, let's continue the discussion.

Anyway, think about it this way: You'd have to upgrade Psi storm if you went templars.
I live in perpetual fear of terrorists and studio gangsters
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
February 25 2007 19:30 GMT
#32
yes, but then again that's not the point at all becouse templars are not usable whitout that upgrade while reavers are. I'd say that if you fight most battle having pop-limit you should get it.

And reavers with upgrade and cannons hold of zerg attacks pretty good, offensive it's a help aswell. In PvP id skip it becouse of what Carnac said in almost all cases

j0ehoe
Profile Joined September 2006
United States2705 Posts
February 25 2007 22:42 GMT
#33
On February 25 2007 22:20 Aphelion02 wrote:
Show nested quote +
On February 25 2007 11:21 Equinox_kr wrote:
On February 24 2007 20:41 Locked wrote:
when getting upgrades from bay i almost always prioritize shuttle speed over reaver damage

it helps multitask pvp when you can quickly look for drop spots or head back to army, helps pvt in battles, and pvz too for mobility

second would be reaver damage over scarab capacity because if you're doing something like reaver/sair pvz the splash is really nice

other than that i don't really see it being helpful
though 1-shotting scvs with 50% splash is amusing

nice analysis metroid


What are you talking about - "nice analysis metroid"?

That was an EXCELLENT analysis ^_^

But IMO I would make 2 Reavers instead of wasting my vespene on upgrading this, especially in PvZ. What's the point of making your Reaver do extra damage if it dies before it's able to fire on anything?

I'm sorry - it's just I played a horrible game today (PvZ, I went Reaver/Corsairs, and the guy ended up making hordes of Queens just to Spawn Broodling all my Reavers ... then he sends a horde of lurklings vs my 5-6 Reavers T_T)


I will pay you my life savings for that rep.


i second that.

i think this is kind of like the defiler thread a while back. its the third thing you upgrade, only late game if youve got resources. shut speed and reaver capacity seems more important.
Only communists disconnect.
KwarK
Profile Blog Joined July 2006
United States42690 Posts
February 25 2007 22:53 GMT
#34
Capacity over damage?
Why would you want that?
Anything that is still there after 5x125 isn't going away any time soon. Damage is crucial.
ModeratorThe angels have the phone box
j0ehoe
Profile Joined September 2006
United States2705 Posts
February 25 2007 22:59 GMT
#35
On February 26 2007 07:53 Kwark wrote:
Capacity over damage?
Why would you want that?
Anything that is still there after 5x125 isn't going away any time soon. Damage is crucial.


yea, but wouldnt it be more beneficial late game? when grades are maxxed, ults are out etc. i dont play p a lot, but say in pvp, reav/goon wars, its a bitch having 5 and having to smash r r r rr when youre trying to macro, esp since they dont rebuild real fast. where the hell is FA goddamnit, we need him

Only communists disconnect.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
February 25 2007 23:03 GMT
#36
People always bring the same question with armor upgrade PvT.

I've been hearing stuff like "it doesn't change the number of shots to get killed, so screw it". Well, answer me then, why does terran upgrade damage in that case? Hint: no, number of shots to kill goon/zealot (and even probes) does NOT change in this case as well.

It's in the splash and multi-unit interaction. For example, you have 1 reaver and goons. Obviously, damage upgrade for reavers saves at least 1 goon shot to kill another goon, therefore, the benefit is there. Noone is gonna give you the exact formula when to get it, but when the game is long and you're using reavers on a large scale it's worth it.

For PvZ, damage upgrade is a good thing because it kills hydras in many situations. For example, two reavers shoot a bunch of hydras. Let's take a hydra that takes a 50% splash hit for one reaver and 25% from another. Without damage upgrade it will be 50+25 damage, which leaves the hydra alive with 5 hp left. Bad. With damage upgrade it will be 50+12,5 + 25+6,25 = 93,75 damage which is more than enough to kill that hydra regardless of the armor upgrade amount it has. There are more situations involving second shot and/or more reavers on field. Generally, you will start to notice how more hydras that are far from the actual target will get one-hit KO'ed. So, it's worth it. Also splash weapon upgrade is always good for mixed armies, so it is useful late-game as well.

For PvP, you will get to fight mostly goons that have larger collision size than hydras (meaning less units will fit into the splash radius) and their hp value is not that close to reaver's damage. (someone could prove a theorem that any splash weapon upgrade will be the most effective when damage ~= target's hp). By the time you will get enough reavers to justify the upgrade cost, the game will probably transition into templar phase where reavers are not that effective, but if your reaver numbers are for some reason getting high, I say the upgrade is worth it.

For PvT, it's not generally what you want to do because of how much reavers get ineffective after 10 minute mark. Yes, it's fun to kill SCV with 50% splash, but staying alive is even funnier, so I'd take shuttle speed first any time. By the time I will have shuttle speed, I would generally prefer making storm drops, not reaver. So, getting that upgrade PvT for me doesn't justify the cost and, even more importantly, time invloved.

IMO, it's good PvZ, average PvP and undesireable PvT, but then again, that's just me.
You want 20 good men, but you need a bad pussy.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2007-02-26 00:43:35
February 26 2007 00:42 GMT
#37
On February 25 2007 17:06 metroid composite wrote:
Show nested quote +
On February 25 2007 14:27 Cpt Obvious wrote:
wait. 25% splash has more range than mutalisks? O_ö

The diameter--as in the distance from the very edge of the 25% splash to the opposite edge on the exact other side of the explosion--is wider than Mute range is long. The radius from the center of the explosion to the edge of the 25% will be half that, of course.

Incidentally, where can I look up splash radius numbers? I've never seen them listed before....


You can check them out with DatEdit and the likes. They are all around 1MB or something.
I'll call Nada.
ChApFoU
Profile Blog Joined July 2004
France2982 Posts
February 26 2007 03:17 GMT
#38
On February 26 2007 08:03 BluzMan wrote:
People always bring the same question with armor upgrade PvT.

I've been hearing stuff like "it doesn't change the number of shots to get killed, so screw it". Well, answer me then, why does terran upgrade damage in that case? Hint: no, number of shots to kill goon/zealot (and even probes) does NOT change in this case as well.

It's in the splash and multi-unit interaction. For example, you have 1 reaver and goons. Obviously, damage upgrade for reavers saves at least 1 goon shot to kill another goon, therefore, the benefit is there. Noone is gonna give you the exact formula when to get it, but when the game is long and you're using reavers on a large scale it's worth it.

For PvZ, damage upgrade is a good thing because it kills hydras in many situations. For example, two reavers shoot a bunch of hydras. Let's take a hydra that takes a 50% splash hit for one reaver and 25% from another. Without damage upgrade it will be 50+25 damage, which leaves the hydra alive with 5 hp left. Bad. With damage upgrade it will be 50+12,5 + 25+6,25 = 93,75 damage which is more than enough to kill that hydra regardless of the armor upgrade amount it has. There are more situations involving second shot and/or more reavers on field. Generally, you will start to notice how more hydras that are far from the actual target will get one-hit KO'ed. So, it's worth it. Also splash weapon upgrade is always good for mixed armies, so it is useful late-game as well.

For PvP, you will get to fight mostly goons that have larger collision size than hydras (meaning less units will fit into the splash radius) and their hp value is not that close to reaver's damage. (someone could prove a theorem that any splash weapon upgrade will be the most effective when damage ~= target's hp). By the time you will get enough reavers to justify the upgrade cost, the game will probably transition into templar phase where reavers are not that effective, but if your reaver numbers are for some reason getting high, I say the upgrade is worth it.

For PvT, it's not generally what you want to do because of how much reavers get ineffective after 10 minute mark. Yes, it's fun to kill SCV with 50% splash, but staying alive is even funnier, so I'd take shuttle speed first any time. By the time I will have shuttle speed, I would generally prefer making storm drops, not reaver. So, getting that upgrade PvT for me doesn't justify the cost and, even more importantly, time invloved.

IMO, it's good PvZ, average PvP and undesireable PvT, but then again, that's just me.


Best answer with carnac's one imo, I agree 100%
"I honestly think that whoever invented toilet paper in a genius" Kang Min
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
February 26 2007 04:33 GMT
#39
On February 25 2007 14:18 lololol wrote:
You're looking at it wrong, it doesn't matter how much direct hits kill a unit, because your army is not 100% reavers and they have splash. If you're you're gonna use reavers for something more than an early drop the upgrade is very useful, thats hundreds of splash damage each battle, which allows your goons/zealots to kill the softened targets faster. The diameter of reaver splash is 40/80/120 for 100%/50%/25% damage and for comparison - mutalisk attack range is 96, so the upgrade definitely helps.


I've always thought about this, including upgrade disucssions with a mix of units and their respective attacks. Only problem is that it's very difficult to quantify such a thing
Leath
Profile Blog Joined July 2006
Canada1724 Posts
February 26 2007 05:27 GMT
#40
Im pretty sure it kills HT in one hit. Also it destroye photo cannons with 2 hits instead of 3 (unless in the seldom event of 2 shot hitting simultaneously)
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CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 26 2007 05:43 GMT
#41
PvP Reaver upgrade works good for canons for one, and in general the splash radius is upgraded so the same amont of units take more damage.
..and then I would, ya know, check em'. (Aka SpoR)
Purind
Profile Blog Joined April 2004
Canada3562 Posts
February 26 2007 06:44 GMT
#42
On February 24 2007 17:59 JimBobRay wrote:
I have never upgraded reaver damage in PVP because there seems to be no benefit for doing so - most every protoss unit dies to two scarabs upgraded or not, as far as I can tell. Does anyone ever make this upgrade, and if so, what situations call for it?


I don't think this is a good way of looking at it. You have more than just reavers doing damage. 25 extra damage (not even counting splash) means 1 less goon hit to kill.
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