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[G] Deciding on armor or attack in early PvT

Forum Index > StarCraft 2 Strategy
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Nothingtosay
Profile Blog Joined February 2011
United States875 Posts
Last Edited: 2011-03-12 03:24:33
March 11 2011 23:37 GMT
#1
Deciding to get + attack or + armor in PvT

IF YOU DO NOT READ THIS POST THOROUGHLY ESPECIALLY THE BOLD PARTS IT MAY EASILY CONFUSE YOU




The first number represents how many attacks a unit takes to be killed by the listed unit without the +1 attack upgrade while the second number reflects how many attacks it take to be killed with the +1 upgrade

Directly underneath each unit that unit's damage is listed for your referencing.

Terran Units

The Marine 0 armor
6 damage per shot

Hp
45 (Unstimmed or Stimmed with Combat shield) Zealots 6/5 Sentries 8/7 Stalkers 5/5

55 (Unstimmed With combat shield) Zealots 7/7 Sentries 10/8 Stalkers 6/5

35 (stimmed no combat shield) Zealots 5/4 Sentries 6/5 Stalkers 4/4

Zealots often only kill marines one psi blade swipe faster. It is unlikely that a zealot will only launch half of its attack round on a marine and unless the zealot is able to attack another target with the other psi blade (I’m not sure they will even do this) the upgrade is wasted. Please note that this principle applies to any situation where a zealot takes one less psi blade swipe to kill a target.

Stalkers only kill a non stimmed marine with combat shield faster with attack upgrades.
Sentries receive good benefits but they are not primary damage dealers and are the only ones that significantly benefit.

The Marauder 1 armor
10 damage per shot +10 armored

125 HP (Unstimmed) Zealot 16/14 Sentry 21/18 Stalker 9/9

105 HP (Stimmed) Zealot 14/ 12 Sentry 18/15 Stalker 8/7

The Ghost 0 armor

10 dmg + 10 versus Light

100 HP Zealot 13/12 Sentry17/15 Stalker 8/7

Protoss Units (Only Health points are being calculated because shields do not benefit from the +1 armor increase) (+1 armor is not calculated on the first amount of damage that splashed over from shield damage.)

The first number represents how many attacks a unit takes to be killed by the listed unit without the +1 armor upgrade while the second number reflects how many attacks it take to be killed with the +1 upgrade. Health is adjusted for damage after shields are down and armor is calculated.

The zealot 1 armor
8 damagex2

96HP Marine 20/24

100 HP Marauder 12/13

90HP Ghost 5/5

The Stalker 1 armor

10 damage +4 vs armored

76 HP Marine 16/19

80 HP Marauder 4/5


80 HP Ghost 9/10

The sentry 1 armor

6 damage per attack

38 HP Marine 8/10

40 HP Marauder 5/5

40 HP Ghost 3/3

This data shows that against terran armies with a healthy marine count that the + 1 armor upgrade is more beneficial. The data for ghost is mostly gratuitous seeing as there is rarely a high enough number of them early game to account for a large amount of damage. Against a marauder heavy army it may be more beneficial to get a + attack upgrade but by the time large numbers of marauders are frequent immortals (or colossi) should be present which will 3 shot or overkill them frequently no matter what upgrades are present.

Guardian shield be accounted for also because armor does not scale linearly. A zealot with one armor takes 20 shots for a marine to deplete its hp. A zealot with 2 armor (base + +1) takes 24 shots to for its hp to be depleted by a marine. A zealot with total 3 armor (base + GS) takes 32 shots for its hp to be depleted by a marine. While a zealot with 4 armor (+1 + GS) takes 48 shots to be killed by a marine. Armor is more effective per point when more armor is added.

In my opinion + 1 armor is generally the safer bet. When a terran player micros their units away from zealots it prevent them from constantly firing (also prevents your stalkers) This means that ever extra hit your zealots take will make a terran army move backwards (if possible) and spend apm to avoid zealot melee damage. It should be noted that while a +1 armor upgrade will counter a +1 damage upgrade for a marine it will not do so for marauders as they receive +2 damage (+2 vs armored ) per attack upgrade. Also a Terran + one armor upgrade will always equalize the effects of a gateway unit’s attack upgrade. In my experience by the time colossi are being produced one can expect to be upgrading both ground attack and ground armor. The effects of armor versus marines may look more powerful than they actually are if you don't take into account that marines attack very quickly.


[QUOTE][B]On October 16 2011 13:00 Anihc wrote:[/B] No, you're the one who's wrong. Nothingtosay got it right.[/QUOTE]:3
nalgene
Profile Joined October 2010
Canada2153 Posts
March 11 2011 23:42 GMT
#2
The way you worded that makes it seem like marauders do 10/12/14/16 and 20/22/24/26 instead of 10/11/12/13 and 20/22/24/26
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
Nothingtosay
Profile Blog Joined February 2011
United States875 Posts
Last Edited: 2011-03-12 00:14:41
March 11 2011 23:46 GMT
#3
I have no idea what you mean by this marauders aren't killed in or kill anything in 20+ hits with anything here.
[QUOTE][B]On October 16 2011 13:00 Anihc wrote:[/B] No, you're the one who's wrong. Nothingtosay got it right.[/QUOTE]:3
sOm
Profile Joined January 2011
United States43 Posts
March 12 2011 00:01 GMT
#4
your post is very confusing, i guess the wording makes it very hard to differentiate what the different numbers are representing according to the first few sentences.
TrickyGilligan
Profile Joined September 2010
United States641 Posts
March 12 2011 00:03 GMT
#5
I`m a huge fan of +armor chargelots vs bio. If you load up a unit tester, you can see that 100 supply of +3 attack chargelots will lose to an equivalent supply of MMM, while +3 armor chargelots wipe out the ground forces and survive with about 8 zealots. If you`re going Colossus, I can see a strong argument for attack, but armor is the way to go for gateway units.
"I've had a perfectly wonderful evening. But this wasn't it." -Groucho Marx
Nothingtosay
Profile Blog Joined February 2011
United States875 Posts
March 12 2011 00:05 GMT
#6
I really don't see how its confusing if you actually read. I even bolded parts to try to get people to read the important ones.
[QUOTE][B]On October 16 2011 13:00 Anihc wrote:[/B] No, you're the one who's wrong. Nothingtosay got it right.[/QUOTE]:3
Lmui
Profile Joined November 2010
Canada6213 Posts
March 12 2011 00:48 GMT
#7
Read through it, pretty interesting data

Just a fyi I think your sentry vs marauder is mistyped (18/21 vs 21/18) even though it doesn't make much of a difference anyways.

I think armour matters more early game since it's base on forcefields cutting the terran ball in half if not more pieces in order for the zealots to close and do damage. Increasing the lifespan of the zealots(meatshields) results in greater damage done by stalkers before they start being killed off. Later in the game however I think with tech, e.g. colossi, weapons is more important since if colossi can reduce a marine to being one shot by a stalker/zealot vs 2 shot, that makes a far larger difference than the zealot(assuming you have charge) getting to the army alive to deal the damage.
BaLoO-
Profile Joined January 2011
France318 Posts
March 12 2011 01:00 GMT
#8
Really interesting post, i had already noticed that ToD and Adel usually go armor first (not only first upgrade). Yet i think looking at those numbers isn't enough, as it was said above if you're going for colossi attack has a really strong argument. Furthermore, a lot of timing pushes arrive before your first upgrade is done, even if you chronoboost, making the case of early upgrade not so signifiant.
freetgy
Profile Joined November 2010
1720 Posts
March 12 2011 01:03 GMT
#9
i think this is common knowledge these days in PvT.

Armor has to come first, even if it is only to counter their +1.
Nothingtosay
Profile Blog Joined February 2011
United States875 Posts
March 12 2011 01:08 GMT
#10
Thanks Lmui for pointing out that error.
[QUOTE][B]On October 16 2011 13:00 Anihc wrote:[/B] No, you're the one who's wrong. Nothingtosay got it right.[/QUOTE]:3
OriginalBeast
Profile Joined September 2010
United States709 Posts
March 12 2011 04:18 GMT
#11
Choose +1 attack if there are some kind of priority targets that effect your build, like you need to kill vikings with stalkers if you go colossus

Choose +1 armor if you are being put under a bunch of pressure with marine marauder.

Liquid tyler double forges... just sayin...
More gg, more skill.
KevinIX
Profile Joined October 2009
United States2472 Posts
Last Edited: 2011-03-12 04:24:11
March 12 2011 04:20 GMT
#12
Agreed. Do a double forge like Tyler. :D

I've been trying it out in ladder and it works so well against bio Terrans.

But yes, Stalker attack upgrade scales terribly. I would prefer armor against the rapid fire bio units of Terran. But the plus side is that the inevitable colossi later on get a huge boost from attack upgrades (because of AoE).
Liquid FIGHTING!!!
sikyon
Profile Joined June 2010
Canada1045 Posts
March 12 2011 06:01 GMT
#13
Armor is better when zealots can't hit the MM ball but can tank shots against it, which is most of the time against a good T player. Even with charge, zealots are not reliable damage dealers, only damage takers.
CodECleaR
Profile Joined November 2010
United States395 Posts
March 12 2011 06:22 GMT
#14
+ 1 armor b4 + 1 attack because simply, terran units shoot more than toss units so each extra armor benefits us more than each attack thats more damaging because we fire less than t units.
How do you beat a terran who's hardcore turtling off 3 base? Flip him on his back and walk away."
SheaR619
Profile Joined October 2010
United States2399 Posts
March 12 2011 06:29 GMT
#15
I think the main reason why toss got + damage was to prepare for the collossi. I think +1 immortal will 2 shot stimmed marauders but not sure. So considering if you are going robo heavy than damage isnt a bad choice but if you opt to go for gateway heavy than armor is defintely the way to go. I am not sure how +damage effects collossi though.
I may not be the best, but i will be some day...
Tsabo
Profile Joined September 2010
Russian Federation266 Posts
March 12 2011 07:30 GMT
#16
All the theorycraft is worthless realy. I mean you didn't account for the fact that with +1 it only takes 2 zealot attacks and 1 stalker shot to kill a marine insted of 2 zealot + 2 stalker. Or maybe its a hurt marine, what then?

IMO this "amount of hits" concept is greatly overrated by many.



Armor is great against marines, but absolutly worthless against tanks. Weapons are allways good. You should just upgrade weapons or bouth at the same time, unless you have a very good reason to get armor with your build.
OriginalBeast
Profile Joined September 2010
United States709 Posts
March 12 2011 08:01 GMT
#17
On March 12 2011 16:30 Tsabo wrote:
All the theorycraft is worthless realy. I mean you didn't account for the fact that with +1 it only takes 2 zealot attacks and 1 stalker shot to kill a marine insted of 2 zealot + 2 stalker. Or maybe its a hurt marine, what then?

IMO this "amount of hits" concept is greatly overrated by many.



Armor is great against marines, but absolutly worthless against tanks. Weapons are allways good. You should just upgrade weapons or bouth at the same time, unless you have a very good reason to get armor with your build.


Debbie downer...

Armor is good against tanks too, I'd rather have it than not have it...
More gg, more skill.
Tsabo
Profile Joined September 2010
Russian Federation266 Posts
March 12 2011 08:09 GMT
#18
On March 12 2011 17:01 OriginalBeast wrote:
Show nested quote +
On March 12 2011 16:30 Tsabo wrote:
All the theorycraft is worthless realy. I mean you didn't account for the fact that with +1 it only takes 2 zealot attacks and 1 stalker shot to kill a marine insted of 2 zealot + 2 stalker. Or maybe its a hurt marine, what then?

IMO this "amount of hits" concept is greatly overrated by many.



Armor is great against marines, but absolutly worthless against tanks. Weapons are allways good. You should just upgrade weapons or bouth at the same time, unless you have a very good reason to get armor with your build.


Debbie downer...

Armor is good against tanks too, I'd rather have it than not have it...


No shit? I'd rather have warp prism speed then not to have! According to your logic, thats reason enough to get it before anything else, right?
Nothingtosay
Profile Blog Joined February 2011
United States875 Posts
March 12 2011 08:13 GMT
#19
A lot of these comments don't make sense. Tanks, vikings, colossi, these things all come latter in the game you're ignoring the word EARLY. I specifically said early because later in the game you can almost always afford to have two forges running at once.
[QUOTE][B]On October 16 2011 13:00 Anihc wrote:[/B] No, you're the one who's wrong. Nothingtosay got it right.[/QUOTE]:3
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
March 12 2011 08:16 GMT
#20
I find that it is often good to get + armor earlier on in the game unless you are going for some type of timing attack with +2 on colossus, and if your going templars you want armor over attack 100% of the time. Also note that +armor is always better against a marine heavy army but generally terran get more marauders then marines as the game progresses due to the potency of storm and colossus.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Tsabo
Profile Joined September 2010
Russian Federation266 Posts
Last Edited: 2011-03-12 08:51:31
March 12 2011 08:50 GMT
#21
On March 12 2011 17:13 Nothingtosay wrote:
A lot of these comments don't make sense. Tanks, vikings, colossi, these things all come latter in the game you're ignoring the word EARLY. I specifically said early because later in the game you can almost always afford to have two forges running at once.


Define EARLY. Define your build. Define your lategame plan. Define the map. Define what you scouted from the T. And then you might just get a clear answer what is better in this situation.


I stand on my point. If you have a good reason - get the armor. If you just want to upgrade from 1 forge - get weapons first.
Barca
Profile Blog Joined October 2010
United States418 Posts
March 12 2011 09:01 GMT
#22
I find that defending an expansion with early +1/+2 armor chargelots and sentries is ridiculously effective against early bio pushes.
- I hate threads that end with "Thoughts?" -
Guppers
Profile Joined October 2010
United States94 Posts
March 12 2011 09:16 GMT
#23
On March 12 2011 16:30 Tsabo wrote:
All the theorycraft is worthless realy. I mean you didn't account for the fact that with +1 it only takes 2 zealot attacks and 1 stalker shot to kill a marine insted of 2 zealot + 2 stalker. Or maybe its a hurt marine, what then?

IMO this "amount of hits" concept is greatly overrated by many.



Armor is great against marines, but absolutly worthless against tanks. Weapons are allways good. You should just upgrade weapons or bouth at the same time, unless you have a very good reason to get armor with your build.


so theory crafting is a waste of time because you can't account for every single factor including every possible integer of unit health? perhaps you need to look up what theory crafting means.

And also, if that's the case wtf are any of us doing here anyway.

"hey you think if built more zealots at time xx I can get more templars out when I need them"

"theory crafting is pointless nub, just get +1 atk you'll be fine"


well shoot, guess i can take teamliquid out of my book marks, thanks tsabo!!
remember that anyone who has accomplished less than you is a noob, and anyone who has accomplished more has no life.
Tsabo
Profile Joined September 2010
Russian Federation266 Posts
March 12 2011 09:42 GMT
#24
On March 12 2011 18:16 Guppers wrote:
Show nested quote +
On March 12 2011 16:30 Tsabo wrote:
All the theorycraft is worthless realy. I mean you didn't account for the fact that with +1 it only takes 2 zealot attacks and 1 stalker shot to kill a marine insted of 2 zealot + 2 stalker. Or maybe its a hurt marine, what then?

IMO this "amount of hits" concept is greatly overrated by many.



Armor is great against marines, but absolutly worthless against tanks. Weapons are allways good. You should just upgrade weapons or bouth at the same time, unless you have a very good reason to get armor with your build.


so theory crafting is a waste of time because you can't account for every single factor including every possible integer of unit health? perhaps you need to look up what theory crafting means.

And also, if that's the case wtf are any of us doing here anyway.

"hey you think if built more zealots at time xx I can get more templars out when I need them"

"theory crafting is pointless nub, just get +1 atk you'll be fine"


well shoot, guess i can take teamliquid out of my book marks, thanks tsabo!!


Care to explain where I should look it up? FYI it is not even a real word.

And you would likely do yourself a favor by discontinuing visiting Team Liqid. Since you fail to grasp the meaning of a post, instead reading it as a sequence of unrelated sentances, likely you will only end up with incomplete and incorrect info.

I mean I even made it stand out. There is little reason in discussing how many hits it takes to kill with and without an upgrade due to the presence of uncontrolable and/or unpredictable factors in a battle.

Instead a less arrogant version of you would bring himself to "theorycrafting" strategy. Such as in a post just above yours:

I find that defending an expansion with early +1/+2 armor chargelots and sentries is ridiculously effective against early bio pushes.


Clearly this person doesn't care exactly much how many hits it takes a marine to kill a zealot with +1 armor and a guardian shield. Instead he thinks about his build, what units he makes, what transitions he can do.
Guppers
Profile Joined October 2010
United States94 Posts
March 12 2011 10:08 GMT
#25
Theory - "a proposed explanation whose status is still conjectural, in contrast to well-established propositions that are regarded as reporting matters of actual fact. "

craft - "to build or create"

Tsabo writes - "All the theorycraft is worthless realy. I mean you didn't account for the fact that with +1 it only takes 2 zealot attacks and 1 stalker shot to kill a marine insted of 2 zealot + 2 stalker. Or maybe its a hurt marine, what then?"

this is the first thing you said so I'm not taking it out of context.
theorycrafting (creating an idea in contrast to the standard) is worthless because (insert a true statement about said standard)

this game gets better and advances because people choose to play outside of the norms until they happen upon something that blows the game out of the water and everyone enters a new understanding of the game.

so he may be right about +1 armor and he may not be right. But in no way is his theory crafting useless. It gives people a chance to look at his numbers and get some ideas of their own and try it out before making some sort of absolute statement like.. um.. shoot idk I'm bad at coming up with good examples, maybe this one Tsabo writes-"You should just upgrade weapons or bouth at the same time"

so evidentally +1 atk is so mind numbingly common knowledge that crafting a theory that doesn't get it first is worthless "realy" because, come on bro like you know.. attack is good and stuff

remember that anyone who has accomplished less than you is a noob, and anyone who has accomplished more has no life.
Tsabo
Profile Joined September 2010
Russian Federation266 Posts
March 12 2011 10:10 GMT
#26
Wow, you went even further, cliping my sentances in half. Good job.
eXwOn
Profile Joined January 2011
Canada351 Posts
Last Edited: 2011-03-12 10:47:41
March 12 2011 10:44 GMT
#27
If you're up against mass bio in PvT then I agree, armour is the safer bet. But there's allot more units then gateway-barracks, even in early game. What if he goes banshee marine, and you want to transition after into phoenix-colossi? (armour might be good as well, but it's a little more indepth thinking).
#2 in the world on the ladders!!! 3.31.11 :D:D:D
DryIce
Profile Joined January 2011
New Zealand30 Posts
March 12 2011 11:47 GMT
#28
If you are planning on colossus get +attack otherwise armour. If you are a boss be like tyler and get double forge.
Nothingtosay
Profile Blog Joined February 2011
United States875 Posts
March 12 2011 12:08 GMT
#29
On March 12 2011 19:44 eXwOn wrote:
If you're up against mass bio in PvT then I agree, armour is the safer bet. But there's allot more units then gateway-barracks, even in early game. What if he goes banshee marine, and you want to transition after into phoenix-colossi? (armour might be good as well, but it's a little more indepth thinking).


Versus a banshee marine army armor is clearly better than attack because

A You will be fighting lots of marines

B Banshees attack twice

@ Tsabo early game is before t2 units start generally rolling out, as people are securing their fast expansions or executing their 1 base play. I don't see why I should have to define it. It varies from game to game.
[QUOTE][B]On October 16 2011 13:00 Anihc wrote:[/B] No, you're the one who's wrong. Nothingtosay got it right.[/QUOTE]:3
Mr_Kyo
Profile Joined November 2010
United States269 Posts
March 12 2011 15:17 GMT
#30
Armor helps more than weapons against marines. Weapons are better otherwise. This was all very obvious.
Owii
Profile Joined July 2010
United States357 Posts
March 12 2011 15:25 GMT
#31
Or you could just go dual forges, like Tyler did vs Jinro in their showmatch. It looked very safe, and it set up a devastating 2/0/2 timing push. I know that that kind of circumvents the entire argument of "which is better, attack or armor?", but maybe you don't have to choose?
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2011-03-12 15:56:37
March 12 2011 15:55 GMT
#32
as a first upgrade unless you plan some specific +2 attack push, armor pretty much always beats attack.

armor HEAVILY cuts the marines dps which are the staple unit of evry early tvx. no matter if its a bio opening or a mech opening, you always have many marines and they always deal a big part of the damage.

a marine deals 4 dmg to +1 armor P hulls. with guardian shield that comes down to 2. thats nothing.



infact a friend of mine is experimenting with +1 armor zeal/sentry heavy timing attacks against 1/2rax expands and its quite scary when your rines do 2 dmg and your marauders do 6 vs zealots.stuff just doesnt die.
life of lively to live to life of full life thx to shield battery
Spacekyod
Profile Joined December 2010
United States818 Posts
Last Edited: 2011-03-12 16:22:39
March 12 2011 16:20 GMT
#33
I thought it was common knowledge how effective armor upgrades + guardian shield is vs T. Plus if you simply search upgrades quite a few topics will pop up discussing this. Someone actually did a pretty long guide on all the +1's for each race awhile back but i'm having trouble finding it.

Here it is:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=187603
Riders of the Plastic Groove. "When all-in fails, all-in again!" Finally... Make way for the real DONG!
Jayrod
Profile Joined August 2010
1820 Posts
March 12 2011 17:49 GMT
#34
I've never read a more confusing OP. When I don't double forge but am going gateway heavy I tend to emphasize armor because they almost always get +1 attack first on their bio.
Professor Chaos
Profile Joined January 2011
United States25 Posts
March 12 2011 18:31 GMT
#35
i'm lost!
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
March 12 2011 19:05 GMT
#36
On March 12 2011 17:16 Whiplash wrote:
I find that it is often good to get + armor earlier on in the game unless you are going for some type of timing attack with +2 on colossus, and if your going templars you want armor over attack 100% of the time. Also note that +armor is always better against a marine heavy army but generally terran get more marauders then marines as the game progresses due to the potency of storm and colossus.


Agreed, though I feel that double upgrades are even more effective when the opponent has expanded and you have good scouting to make sure he isnt moving out and are able to fight in chokes whenever possible.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
DrGreen
Profile Joined July 2010
Poland708 Posts
March 12 2011 19:13 GMT
#37
Since the only reason to get forge in PvT are upgrades (cause cannons just die to everything) its better to just go double forge and get oth upgrades ;>
It's a bad idea only when you dont plan to add twilight council in the near future.
deadmau
Profile Joined September 2010
960 Posts
Last Edited: 2011-03-12 19:25:51
March 12 2011 19:14 GMT
#38
On March 12 2011 13:18 OriginalBeast wrote:
Choose +1 attack if there are some kind of priority targets that effect your build, like you need to kill vikings with stalkers if you go colossus

Choose +1 armor if you are being put under a bunch of pressure with marine marauder.

Liquid tyler double forges... just sayin...


I dunno if you watched GSL, but Hongunprime was first to popularize Double Forging in Season3 GSL vs TSL Rain. (Game1 to be specific). His unit control was crap in this game but this build was just spectacular. Discussed it here a while ago while i was very curious about the style http://www.teamliquid.net/forum/viewmessage.php?topic_id=175847

Also, LiquidTyler typically 2-3Gate Robo to Double Forges, where as Hongun uses 1Gate FE Double Forge. Both cool styles.
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