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TvZ Sunk Break??

Forum Index > Brood War Strategy
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1 2 3 4 Next All
SkelA
Profile Blog Joined January 2007
Macedonia13079 Posts
April 08 2007 00:37 GMT
#1
I was wondering about this strat is it better to go +1 attack for marines or 1+ armor? +1 Armor sound more logical to me beacuse marines dies from 3 hits from sunk. But maybe im wrong pls post your thoughts. Is it better +1 attack or 1+ armor and why?
Stork and KHAN fan till 2012 ...
SteelString
Profile Joined July 2006
446 Posts
April 08 2007 00:54 GMT
#2
Depends on your micro!

Good formation and micro means you should +1 attack, but usually armor is better.
tKd_
Profile Joined February 2005
United States2916 Posts
April 08 2007 00:58 GMT
#3
+1 attack is better. Also depends on how many medics you can bring I would think. and of course focus fire.
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
April 08 2007 01:19 GMT
#4
with adequate medic support, marines would take more than 2 hits right? (i guess in an ideal case)

Considering that most pure sunk break builds use a stim/+1 attack build, I'd expect that attack is what you want... but "depends on your micro" sounds legitimate as well --;;
hanhcom
Profile Joined September 2006
37 Posts
April 08 2007 01:27 GMT
#5
at early game, M&M usually use hit and run, so +1 attack is better than +1 armor
dropthesky
Profile Blog Joined October 2005
Canada285 Posts
April 08 2007 01:29 GMT
#6
Also with +1 attack the sunks will go down faster, I know that sounds obvious, but the goal is to get those sunks down before the zerg can send support units, with +1 armor perhaps more marines will survive, the extra time it takes to break the sunks might mean mass lings on you^^
It Is Not That Impossible Is Unachievable, But Simply That Most People Refuse To Believe Otherwise...
SteelString
Profile Joined July 2006
446 Posts
April 08 2007 01:37 GMT
#7
If they make a lot of lings don't go for sunk break though :D
oshibori_probe
Profile Blog Joined July 2006
United States2936 Posts
April 08 2007 01:44 GMT
#8
On April 08 2007 09:54 SteelString wrote:
Depends on your micro!

Good formation and micro means you should +1 attack, but usually armor is better.

Or does it depend on the number of sunkens?
Fuck KeSPA.
SayaSP
Profile Blog Joined February 2007
Laos5494 Posts
April 08 2007 02:20 GMT
#9
The number of sunkens would most likely factor into this "equation." Depends on your micro, medic support and number of sunks? and number of lings? Very good question lol.
[iHs]SSP | I-NO-KI BOM-BA-YE | のヮの http://tinyurl.com/MLIStheCV , MLIS.
LuMiX
Profile Blog Joined October 2006
China5757 Posts
April 08 2007 02:30 GMT
#10
3 rax +1 armor is the way to go for an "all-in" sunken break
Last Romantic
Profile Blog Joined June 2006
United States20664 Posts
April 08 2007 02:32 GMT
#11
weapons is better, I think.

You have medics, so the extra hit you can take isn't all that useful. Reducing sunken armor by one is much more utile.
ㅋㄲㅈㅁ
wXs.Havok
Profile Joined October 2006
Argentina529 Posts
April 08 2007 02:36 GMT
#12
it also depends how good the sunkens are placed.
Read this and you`re gay
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2007-04-08 02:49:20
April 08 2007 02:47 GMT
#13
It's about equal.
With +armor your marines take 3 hits minimum, but you have to wait for your medics to heal before attacking and just a little of stimpacks duration will remain for actual attacking(and stimming in the middle of the fight will drastically increase your losses in a pretty even situation) and you'll take down the sunkens slower, giving the zerg more time to send zerglings/drones, focus fire, e.t.c.
With +attack you send medics to take the first hits, stim and charge. It's a lot faster, but you usually take a bit more losses.
I'll call Nada.
nortydog
Profile Joined December 2003
Australia3067 Posts
April 08 2007 03:02 GMT
#14
armour is much much better suited for breaking sunk lines
NoCleanFeed.com
minus_human
Profile Blog Joined November 2006
4784 Posts
April 08 2007 03:09 GMT
#15
Armor is better, however you shouldn't entirely depend on breaking those sunkens; If the zerg play it safe and has 7 sunkens when you reach him (early game, he scouts you attack party) + some lings about to hatch => bye bye sunken break, whatever upgrade you make;

Armor is the way to go if you wanna break sunkens, you'll have to stand in the rain of spikes for a short while, while you take out the lings; you most often cannot take down the sunkens before the lings attack you, even a mediocre player will anticipate a sunken break and keep his lings close;

Weapon upgrade is more efficient if you have good micro, against lurkers; that's why usually pro's go +1 weapon, because they have good control and they will almost never try to beak the sunkes early on, because at that level, it usually fails.
Vin{MBL}
Profile Blog Joined September 2006
5185 Posts
April 08 2007 03:16 GMT
#16
it seems we have mixed opinions....now to solve this!
[image loading]

Poll: Which is better for breaking sunken lines?
(Vote): +1 Attack
(Vote): +1 Defense
(Vote): This poll is stupid. -_-;;
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
Last Edited: 2007-04-08 04:48:24
April 08 2007 03:34 GMT
#17
attack. all u really need to have is an equal amount of meds to the sunks, that way u dont have any major marine deffiency. or u could use bats to absorb most of the dmg (3 hits to kill, comps always attack closest attacking units).

tiem is of the essence though. if they have a mini army of lings, then u might want to reconsider. its for like killing zergs be4 they have any lurks or mutas.
im deaf
LxRogue
Profile Blog Joined March 2007
United States1415 Posts
April 08 2007 03:46 GMT
#18
Get at least as many medics as the zerg has sunkens. That really pisses me off, i make a shitload of sunkens but he has this gigantic m&m force and just rapes me.
Excalibur_Z
Profile Joined October 2002
United States12247 Posts
Last Edited: 2007-04-09 03:15:32
April 08 2007 04:02 GMT
#19
There are two sides to the scenario.

+1 attack is favored because of the extra damage output, the fact that it benefits all of your marines rather than just the ones getting hit, and most importantly the fact that your stimmed Marines will die in 2 hits regardless of their armor value.

Then again, +1 armor is what July used in that famous sunken break game, and it seemed an invaluable decision there.

Theorycraft versus experience.
Moderator
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
April 08 2007 04:33 GMT
#20
What really matters is the amount of firebats you have, because they take three shots from a sunken even while they're stimmed, letting your marines get back to full health after the stim, in turn making them take three shots because of medics.

Of course, if you wait for an upgrade like that to break my sunken wall, I'll have lurkers .
I live in perpetual fear of terrorists and studio gangsters
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