Protoss Shield upgrade - Page 2
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Twitch89
Canada24 Posts
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Patriot.dlk
Sweden5462 Posts
You will need to dump minerals in cannons and zealots and your main stuff is air. Cannons, zealots and air all benefit from shields so it might be cool especially since you only stay as long as you have shields with the air before you pull away for a long time | ||
Patriot.dlk
Sweden5462 Posts
One interesting detail: when an attack depletes a shield and starts removing hit points, both the shield armor and standard armor damage reductions are applied. | ||
hitman133
United States1425 Posts
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Porneus
Poland68 Posts
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orotoss
United States298 Posts
The problem is the cost. The armor upgrade is much cheaper and can actually be more useful in certain situations. Against a Terran with any amount of ghosts, I would go with the shield upgrade. If you are planning an early all-in timing push, I would go with the armor, since you are only going to be having one battle and there won't be much regeneration going on. The money saved from doing armor instead of shields could go to reinforcing units. They are both useful upgrades, so ideally you will be getting both, but it seems that shields is a far more useful one, even considering the high price of the upgrade. | ||
Tandoori
United States3 Posts
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gcoin
United States89 Posts
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McMonty
Canada379 Posts
1) They affect all units(and buildings too if im not mistaken?) 2) Shields regenerate fast in this game so while armour can only be reduced once, limiting the total number of damage reductions, shields can be reduced multiple times. This is especially important for units like stalkers that have a lot of shields, and lots of mobility to run away. especially blink stalkers! So if you fight a small army where they only can do enough damage to barely deplete your shields after you have an armour upgrade, then you avoided taking damage that you would have taken without the shield upgrade. 3) The upgrade takes the same time as an armour or weapon upgrade, so to get something that is more powerful than weapon or armour, only one structure is needed. Basically, if you are going something like a phoenix opening, or blink stalkers where you have to use either really mobile units, or air and ground units, then I recommend going shields instead of armour. For blink stalkers, go just sheilds instead of weapons, because the armour upgrade for stalkers is pitiful. | ||
TheGiz
Canada708 Posts
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Markwerf
Netherlands3728 Posts
Almost every unit has more (or equal) amount of armor then shield. Archons are the only exception but because of their gas cost they are basically always mixed with lots of zealots who benefit from armor more. Either way a zealot and archon heavy army should focus on getting 3 attack before even considering lvl 2 armor or a shield upgrade. Stalkers and mixed ground / air armies benefit decently from shields but those armies don't benefit much from upgrades at all really (so you shouldn't even get a forge early) and they are gas heavy (so you shouldn't be upgrading much). Voidrays and phoenix both have alot more armor then shield so they don't even benefit much from it. Finally most protoss units have 1 base armor. Armor upgrades are better if they let you go from 1 to 2 instead of from 0 to 1. The only scenario where getting shield reasonably early is worth considering is when you're playing against mutaling. Muta's divide their damage by nature and do alot of hit and runs. Since their damage is 9 + 3 + 1 and your units most have 1 base armor already an additional armor upgrade will only decrease the damage by 2. A shield upgrade however decreases damage by 3 from muta. Also against muta you will often be using a gateway + phoenix mix so shield also affects your phoenix while armor only affects your ground. I'd still focus on getting 1 and probably 2 ground attack upgrades first in this case but afterwards shield is actually reasonable (if zerg continues to mass air). Cannons, pylons and probes also benefit relatively well from the shield upgrade which is relatively useful vs muta's. In every other scenario i'd go 3-2 attack & armor first before getting shield. imo shield should just be reduced to 150/150. In BW there was shield regeneration during combat making shield upgrades slightly better there, in sc2 however shield doesn't regenerate at all during most combat (it just regenerates MUCH faster out of combat) making the upgrade quite crap. | ||
PhiliBiRD
United States2643 Posts
On December 15 2010 21:10 zdarr wrote: that's what i thought, it's really a lame upgrade its pretty good for units that have a high shield point value, definitely a little underused but its because attack and armor are 9/10 times better | ||
Treemonkeys
United States2082 Posts
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Mystgun
Hong Kong311 Posts
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nalgene
Canada2153 Posts
Attack = 50 Shield Armor = 3 Shield HP = 20 HP Armor = 4 HP = 80 Remaining HP = 50 - 3 = 47 vs Shield HP 47 - 20 = 27 Remaining Damage 27 Remaining Damage - 4 HP Armor = 23 Remaining Damage 80 HP - 23 Remaining Damage = 57 Remaining HP HP Armor is applied if there's still damage, but not together. | ||
stanik
Canada213 Posts
The fact that shield upgrades effect every single protoss unit and building seems to justify its cost. I would say shield level 1 research seems to be overlooked but from my analysis, in SC1 shield research at the pro level was rare and it seems as though that trend has spread to SC2. Then again the mechanic of shield regeneration differers between SC1 and SC2. In sc1 it was a steady tick whilst in SC2 there needs to be a pause of X seconds before shield regeneration starts, but the regeneartion process is orders of magnitude faster than in SC1. Said another way in SC1 shield regeneration would be akin to zerg auto heal but in SC2 shield regeneration is akin to SCV auto repair. | ||
adius
United States249 Posts
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