On May 13 2009 22:03 Highways wrote:
I believe it is:
1 forge: attack.
2 forge: attack + armor.
3 forge: all upgrades.
I believe it is:
1 forge: attack.
2 forge: attack + armor.
3 forge: all upgrades.
yep. thats how i do it too.
Forum Index > Brood War Strategy |
Raithed
China7078 Posts
On May 13 2009 22:03 Highways wrote: I believe it is: 1 forge: attack. 2 forge: attack + armor. 3 forge: all upgrades. yep. thats how i do it too. | ||
InDaHouse
Sweden956 Posts
I´ve seen many progamers do that. E.g Tester vs iloveoov at Shin Peaks Of Beakdue | ||
MuR)Ernu
Finland768 Posts
I think that in mid-lategame TvP you should have enough money for those upgrades anyways. and you should get a forge anyways, to defend your expos from vult harass. So why not just get 3 forges right away and start upgrading like crazy. And like someone said, shields make the world of difference in carriers PvT. | ||
TheFoReveRwaR
United States10657 Posts
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xhuwin
United States476 Posts
On May 14 2009 06:20 The Raurosaur wrote: +1 air attack is also useful if you are going for a sair-heavy build, or carriers. Because most people have answered regarding ground weapons, I'll comment about this. +1 air attack is very useful because 1) it's a big increase in damge for sairs (+1 from 5 to 6 is a 20% increase) and 2) it's really cheap. Works great for overlord hunting | ||
Cheerio
Ukraine3178 Posts
On May 14 2009 01:43 antrax wrote: Example: 1 zealot with upgrades 3,2,2 and 1 shield point remaining receive 7 normal attack (upgraded ling) in that moment your total armor would be 5 so you only receive 2 effective damage. Every time you have at least 1 shield point this apply. Hm. armor bonus is not involved in the process untill the shield are off: the above zealot will receive 5 damage before shields are off and 4 damage when shields are down | ||
yrag89
Malaysia315 Posts
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ReCharge
Philippines505 Posts
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ExSoldier
378 Posts
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Reason
United Kingdom2770 Posts
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Chef
10810 Posts
On May 17 2009 01:53 ExSoldier wrote: what exactly does the shield upgrade do again? does it reduce the damage the shield takes or it just makes the shield recharge quicker? It reduces the damage shield take (1 for every upgrade). However, the reason upgrading shields is bad, is because although it strengthens both ground and air units, it does not strengthen them as much as an armour upgrade, and it's a lot more expensive. This is because shields take full damage from all attacks, whereas health takes either normal (full) concussive (bad against large units) or explosive (bad against small units) damage. Also, most units have more hp than they do shields, which means you're subtracting more damage. Shields are good if you have an archon heavy army, but this doesn't happen until very late in a PvZ. In general, you should be relying on "well my shields recharge, so in the long run they will absorb more benefit from the upgrade" because if you're upgrading shields, chances are your units are dying in the battle before their shields ever recharge enough times to make that true. In short, shields are more expensive and less effective. | ||
Hiicantpk
Canada72 Posts
On May 13 2009 21:58 Gunman_csz wrote: What is the general rule of thumb for upgrades for protoss units against Zerg / Terran / Protoss? 1) Ground Attack 2) Ground Armor 3) Palsma Shield I usually upgrade all my plasma shield first, then start upgrading attack. Sorry to sound so noobish. I am veteran warcraft3 player, and just started starcraft1 for get in preparation for Starcraft2. I must say starcraft is billion times better then warcraft3. Welcome to the forums Gunman. I must admit i am not the best of protoss players, but here's my 2 cents. There is no reason you should be going for shileds first. It is possible to go attack-shields+airattack- airarmour if you are going for some kind of a scout/corsair/dragoon/archon mix (i only use this in phantom BGH but you never know), but dont take my word for it. I have not won a single game on iccup 1v1. My advice is to normally go attack to 2, armour to 1, attack to 3 and shields to 1 and from there get armour/shields back to back. Gl with future matches. | ||
MiniRoman
Canada3953 Posts
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KwarK
United States42763 Posts
Most Protoss units already have base armour 1. Zealots are 60 shield, 100 hp as far as I remember but I could be wrong. With no upgrades that's 12 hits to kill the shield and 25 for the hp. With +1 shield that's 15 to kill the shield and 25 for the hp. With +1 armour that's 12 to kil the shield and 33 for the hp. You want to stack the upgrades for maximum effect. You already have +1, make it +2. | ||
Mastermind
Canada7096 Posts
pvt - 1 forge, sometimes 2. first fgorge for attack, second for armor. pvp - 1 or 2 forges. attack first, then armor, then shields. I like 1-2 shield ups late game for archons pvz - 2 or 3 forges. I add 1 or 2 forges when my +1 attack is approximately done. | ||
Amber[LighT]
United States5078 Posts
On May 14 2009 14:01 TheFoReveRwaR wrote: Armor is somewhat important in TvP for P simply because without it vultures become pretty cost effective vs goons. I'm just curious, why does the +1 armor make such a difference? | ||
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KwarK
United States42763 Posts
(20+2X)/4-(1+Y)/4 X=Terran Attack Upgrade Y=Dragoon Armour Upgrade So if both are unupgraded then it's 4.75 a hit A +3 Vulture is 6.25 a hit If both are +3 it's 5.5 a hit TheFoReveRwaR is wrong. The only useful instance of armour vs vultures is if he ambushes a lot of probes in the small window when you have 1 armour and he still has 0 attack. And that'd pretty much need timing so you'd need to make a plan which involves his vultures hitting your probes. | ||
SoulMarine
United States586 Posts
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Nevuk
United States16280 Posts
On May 18 2009 07:40 Kwark wrote: Vulture vs Dragoon armour. (20+2X)/4-(1+Y)/4 X=Terran Attack Upgrade Y=Dragoon Armour Upgrade So if both are unupgraded then it's 4.75 a hit A +3 Vulture is 5.25 a hit If both are +3 it's 5.05 a hit TheFoReveRwaR is wrong. The only useful instance of armour vs vultures is if he ambushes a lot of probes in the small window when you have 1 armour and he still has 0 attack. And that'd pretty much need timing so you'd need to make a plan which involves his vultures hitting your probes. Really? I tested this a while back, and I think I came to the conclusion that a +3 vulture kills a 0/0/0 goon in 21 hits, but it takes 27 with +3 armor and 30 with both unupgraded. (of course, this is one vulture vs one dragoon at a time). It's not entirely useless like shields probably are (with the exception of carriers and arbiters, due to goliath's x2 dmg). | ||
Racenilatr
United States2756 Posts
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