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[G] Protoss Shield Upgrade Defense - Page 3

Forum Index > StarCraft 2 Strategy
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Jayrod
Profile Joined August 2010
1820 Posts
April 06 2011 23:28 GMT
#41
After getting pissed off, excited, and flattered at the same time that TT1 used my opener against Nada in the GSL world champs team I decided to look into a double forge variation that involves a 1-2-1 timed attack. Its like Tylers build, but its a little more immortal centric and it gets +1 shields at the cost of 1 rank of attack to achieve the same timing. I'll post a guide if its any good ~ mid masters
MilesTegM
Profile Joined April 2011
22 Posts
April 06 2011 23:35 GMT
#42
On April 07 2011 07:23 Jonas wrote:
Show nested quote +
On February 28 2011 00:03 Mr.Minionman wrote:
I research shields for 2 reasons only:
1: Heavy Phoenix play (they can retreat so easily, they almost always reheal their shields)
2: Blink Stalkers (If you ever see a stalker with red hp but full shields, you'll know it worked)


Pretty much this. Unless your units are constantly losing their shields and then regenerating them then it will always be better to research regular unit armor.



This was my point, only with different emphasis. It takes micro skill to engage with your units, do damage, then back off without taking any hull damage. Most people don't even bother.

1A syndrome will benefit more from armor upgrades than shields, but a good player who puts effort into keeping units alive will get more benefit over the long term from shield upgrades.

Pretty much every protoss unit except the zealot has enough shields to benefit more from the shield upgrade if they are kept alive for more than 2 engagements.

Phoenix and Blink Stalker just happen to be the fastest units, so they are the easiest to keep alive from one fight to the next. Other units are slower, so it is harder for them to disengage from a fight and survive. (in other words, it takes more skill to keep slower units alive)

Shield Upgrades reward good micro and tactics/strategies that keep units alive.
indigoawareness
Profile Joined October 2010
Slovakia273 Posts
April 06 2011 23:45 GMT
#43
Your section on usefulness makes no sense. Increasing percent damage reduction means nothings. A probe with +1 armor is shot by a marine, the armor absorbs 4 total damage. With +1 shield, same thing, 4 damage absorbed. In fact it is my opinion that it is better to get +1 shield before +3 armor percisely because adding 1 to armor and 1 to shield do the exact same in terms of damage reduction, but you will save 75/75.

However and important point is is many units HAVE LESS SHIELDS THEN LIFE.
To sleep, perchance to dream.
regulator_mk
Profile Joined June 2010
United States127 Posts
April 07 2011 00:01 GMT
#44
On April 07 2011 08:45 indigoawareness wrote:
Your section on usefulness makes no sense. Increasing percent damage reduction means nothings. A probe with +1 armor is shot by a marine, the armor absorbs 4 total damage. With +1 shield, same thing, 4 damage absorbed. In fact it is my opinion that it is better to get +1 shield before +3 armor percisely because adding 1 to armor and 1 to shield do the exact same in terms of damage reduction, but you will save 75/75.

However and important point is is many units HAVE LESS SHIELDS THEN LIFE.

Not quite. While percent reduction per se doesn't matter, it does in some sense. Specifically: An upgrade reduces by 1 damage per hit. If you already have some armor, you take more hits, so you get more reduction. For example, a stalker starts with 1 armor and 0 shield armor, so it takes a ling 80/5=16 hits to remove the shield and 80/4=20 hits to remove the hp. So the armor upgrade will give a greater benefit in terms of the number of hits to kill the unit from full life.
nodule
Profile Joined February 2008
Canada931 Posts
April 07 2011 00:08 GMT
#45
The effectiveness of -1 dmg is determined by the current amount of damage inflicted. This is the main reason why +1 armor is better than +1 shield, because many units start with 1 natural armor.

Similarly, going from +2 to +3 armor is going to be way more beneficial than getting +1 shield.

Another way to think about it is as follows: even for units that have equal health/shields (e.g., stalker), the 1 natural armor means that they effectively have more health than shields, which make armor ups more effective.
FinestHour
Profile Joined August 2010
United States18466 Posts
April 07 2011 00:15 GMT
#46
I like the part talking about how well sentries compliment immortals, didnt really understand it until i read this. Thanks!
thug life.                                                       MVP/ex-
TheHumanSensation
Profile Joined September 2010
Canada1210 Posts
April 07 2011 00:26 GMT
#47
Regarding Mutas, the bounce scales terribly in a way that means that +1/+1 armour/shields is significantly more powerful than +2/+0.

Muta attack deals 9/3/1, with +3 attack it becomes 12/4/1. The first point of armour on any unit will reduce the net damage dealt by 3, whereas the next two points (three at max attack upgrade) only reduce net damage dealt by 2, and all points of armour past that only reduce net damage by 1.

Unless you plan to keep a sentry for guardian shield around everything at all times, I think getting the first shield upgrade is the strongest possible upgrade to get as long as the zerg gets at least one muta. Helps that shields applies to everything to help out with the whole 'net damage' thing, too.
Rassy
Profile Joined August 2010
Netherlands2308 Posts
April 07 2011 00:27 GMT
#48
This is something i never have understood
Shield upgrades are basicly way better then armour upgrades if hp and armour for both would be the same even if shields would not regenerate
The reason for this is that you will only profit from the armour upgrade once your shield is down (in situations where you fight till death) wich does not happen in every engagement while you will always profit from the shield upgrade
There are some twists like emp ,immortal shield, the base armour nearly all protos units have wich makes an extra armour upgrade often more efficient then a shield upgrade and the difference in healthpoints between shields and armour
Still am realy suprised that all thoose twists make the armour upgrade "better" (since i realy never see or hear about a pro researching shields first)
Personally i think shield armour is extremely underrated though am only gold lvl player
maybe there are more reasons why people dont research it, am still puzzled with it
Whitewing
Profile Joined October 2010
United States7483 Posts
April 07 2011 00:31 GMT
#49
Shields for protoss units recharge, hit points don't. If your unit survives any engagement, the shields reduce damage dealt over the course of that units life for more. The more fights the unit survives, the more efficient shield upgrades are.

Shield upgrades also make archons freaking awesome at tanking damage, and of course it's good when you're going air+ground units together. I tend to get shield upgrades in PvZ.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Jayrod
Profile Joined August 2010
1820 Posts
April 07 2011 01:50 GMT
#50
Well if the numbers in the OP don't paint the picture.

1 marine shooting an immortal w/ +1armor upgrade + guardian shield takes 1:30 gametime to kill the immo

1 marine shooting an immortal w/ +2 armor upgrade + guardian shield takes 3:30 gametime to kill the immo.

Protoss shields are always at 0 base for this reason because you want to hit 5 total armor with guardian shield ASAP against terran in this bio-based metagame.

Now whether or not getting 1 shields before your + 2 attack is better in PvT isn't entirely clear and it really kind of depends on the nature of the game. If you will be using blink stalkers to poke, then the 1 shields seems to be worth it... if you are deathballing it up with colossus instead you might want the +2 attack. Ill be doing a 2-1-1 upgrade scheme into 3-1-3 over the next couple weeks to compare and contrast.

Vs. Zerg I can only see shields as useful if you are using air. or mass blink stalker. Immortals dont benefit the same way from it in this matchup.
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2011-04-07 01:55:45
April 07 2011 01:55 GMT
#51
Thanks for making TvP harder

If Toss starts doing this EMP is really gonna be a must in TvP when using Marine Tank Against Immortals.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
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