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[D] The "Gretorp" upgrades. - Page 3

Forum Index > StarCraft 2 Strategy
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SolidSnoopy
Profile Joined September 2010
United States21 Posts
June 05 2011 09:21 GMT
#41
i think both upgrades are great and try to incorporate them into my games every chance i get.

the feeling you get when the "regular" number of banelings roll in to try to snipe a planetary, only to realize that it didn't go down because of the added armor is wonderful. i think in the current meta it throws your opponents off as well because players may think they have enough to take down buildings like a planetary and become confused as to why it seems so much stronger, since not many terrans use the armor upgrade.
Those that say winning isn't everything, are those that always lose
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
June 05 2011 09:34 GMT
#42
You forgot about Select, he also get's these upgrades.
Flying, sOs, free, Light, Soulkey & ZerO
Unwardil
Profile Joined March 2011
Canada188 Posts
June 05 2011 09:35 GMT
#43
Only upgrade I think it truly useless is the neosteel frame upgrade.

If it did something else as well like, oh, for instance, decreased bunker build time by 15 seconds allowing you to move out to a forward siege position and get defensive bunkers up around your tanks that little bit faster or if it did the campaign upgrade you could buy which would further increase the range of garrisoned units by 1, that would be pretty damn awesome and well worth the, what is it 150 150? But all it does is give your marines a bigger hole to go die to banelings in. You build bunkers to protect your marines from banelings so that the marines can protect your tanks from lings and mutas. If you put 6 marines in a bunker, that means that when the bunker gets busted, you lose 2 more marines to the same number of banelings. It's actually counter productive to have more units in there a lot of the time.
MarcH
Profile Joined January 2011
United Kingdom362 Posts
June 05 2011 10:00 GMT
#44
I think a lot depends on the style of play you use, against zergs I have been setting up a strong defensive position near to their nat/third depending on the map with a lot of siege'd tanks bunkers and turrets and using that as a pivot to swing harassing marines around either on foot or by drops.

The thing about this is you tend to encourage a ton of banelings anyway so +3 armour on marines doesn't do much then so id spent the time getting these upgrades just to make my position stronger. However I tend to run 2 engineering bays anyway so I get 3-3 quickly and then I may aswell continue the upgrades from them i tend to have the resources cos I am bad.
Zombo Joe
Profile Joined May 2010
Canada850 Posts
June 05 2011 10:01 GMT
#45
Yeah neosteel frame is pretty situational, but building armor and range upgrades are pretty damn useful.
I am Terranfying.
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
June 05 2011 10:15 GMT
#46
On June 05 2011 15:13 0neder wrote:
Show nested quote +
On June 05 2011 13:30 superbabosheki wrote:
Mech Terrans almost always get turret range and building armor to stop muta harass due to the Thor's immobility since the ebay isn't used. If you play bio, the armor/wep is much more important to get.

The bunker/cc upgrade is useless.

Incorrect. DPS per area taken up by units is important in this game. Bunker capacity upgrade boosts DPS per area while maintaining the benefits of a bunker.

When you build a bunker, it is almost always better to put one marine rather than 4(or 6). I thought that was pretty obvious. Probably not in diamond league.
Oboeman
Profile Joined January 2011
Canada3980 Posts
June 05 2011 10:21 GMT
#47
From watching terran play, I think it's more important to float 2k gas in long games than to get upgrades.

Turret range doesn't make your base invincible but it eliminates the little holes where mutas can fly and kill a depot or reactor for free. Everywhere the mutas go they are taking damage, and harass becomes less sustainable. It's also a very fast upgrade.
ejac
Profile Blog Joined January 2009
United States1195 Posts
June 05 2011 10:39 GMT
#48
So here are my comments as a mid/high master zerg player.

The +1 range for turrets always catches me off guard and I can tell when a terran has it. I'm very use to turrets having 7 range and I can skirt that range perfectly but when they're 8, I always will take a couple extra hits. That being said, by the time you probably would get +1 range (it's definitely not worth rushing to) I typically have a muta pack of 15+ and turrets getting one extra shot off before my muta's destroy them is not going to change anything. You still need marine/thor support or your base will be overrun and the +1 range is not going to help you there.

+2 armor is probably worthwhile getting. It will take a couple of extra mutas to take down turret rings and it may buy a terran an extra secondish per turret to get over there with their marines/thors. Still though, when mutas get in critical mass, +2 isn't going to help turrets that much. Obviously though, +2 armor in general will make your whole base a little less susceptible to drops and what not.

I don't know what the purpose of neosteel frames would be. The +2 armor to planetarys doesn't do anything since the only units +2 armor really does anything against (zerglings) are units you already don't engage a pf with. It's not going to stop banelings from rolling in, broodlords from destroying them, or really decrease roach damage by a worthy amount. Maybe having the +2 armor will allow reinforcements to arrive in time to stop mutas from destroying a pf, but that will only happen once every 20 games. The bunker space increase also really doesn't matter, just build more bunkers if you need, they only cost 25 minerals now.
esq>n
rmAmnesiac
Profile Joined January 2011
United Kingdom185 Posts
June 05 2011 11:28 GMT
#49
if they weren't from the engineering bay i would get them nearly every game. bio upgrades are far more important, and by the time i'm at 3 3 bio, they seem far less valuable. would love to see them being researchable from another building.
rmAmnesiac
Profile Joined January 2011
United Kingdom185 Posts
June 05 2011 11:29 GMT
#50
On June 05 2011 19:15 superbabosheki wrote:
Show nested quote +
On June 05 2011 15:13 0neder wrote:
On June 05 2011 13:30 superbabosheki wrote:
Mech Terrans almost always get turret range and building armor to stop muta harass due to the Thor's immobility since the ebay isn't used. If you play bio, the armor/wep is much more important to get.

The bunker/cc upgrade is useless.

Incorrect. DPS per area taken up by units is important in this game. Bunker capacity upgrade boosts DPS per area while maintaining the benefits of a bunker.

When you build a bunker, it is almost always better to put one marine rather than 4(or 6). I thought that was pretty obvious. Probably not in diamond league.


sorry what? it is better to put one marine in a bunker..?
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
June 05 2011 11:41 GMT
#51
On June 05 2011 20:28 rmAmnesiac wrote:
if they weren't from the engineering bay i would get them nearly every game. bio upgrades are far more important, and by the time i'm at 3 3 bio, they seem far less valuable. would love to see them being researchable from another building.


I'm wondering if it ever might be worth it to get 3 Ebay when you get 3 base.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
shizna
Profile Joined April 2011
United Kingdom803 Posts
June 05 2011 11:42 GMT
#52
in late game TvZ or TvP, you can benefit from having a proxy planetary fortress staging point placed at a key position on the map. preferably cutting off enemy far expansions from the main, natural and 2nd natural.

i feel that this 'staging point' is eventually going to become essential for late-game terran, otherwise your army is too exposed and vulnerable when out on the map. you can literally insta-lose if you botch a single baneling trap or storm etc.

once fortified with siege tanks and upgraded turret/bunkers, it's insanely cost efficient and almost impossible for enemy to break...
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
June 05 2011 11:46 GMT
#53
+2 building armour is the gift that keeps on giving. But don't be surprised that no one gets it, for the most part upgrades are neglected at the pro level for reasons I don't understand. For example, it's taken the scene very long to realise getting 2 forges and spamming upgrades in PvT is HIGHLY effective - and even now upgrades are relegated to a secondary status to everything else.

In particular, people don't appreciate armour upgrades enough. Again, I'll cite PvT as an example where +1 armour is going to be farrrr more effective than +1 attack in most cases (unless you are spamming colossi like no tomorrow) but because it's harder to notice the difference between no armour and +1 armour zealots than +1 attack and no attack zealots.

Building armour against mutalisks should be mandatory. Mutalisks deal so little damage that building life increases dramatically with +2. With +2, mutalisks only deal 6 damage to buildings and their splash damage deals 1, then zero. In a raw comparison of # of hits, with no upgrade it takes 32 hits to kill a turret, with +2 that number jumps to 42. Say the Zerg had 9 mutalisks, that gives your turret an extra volley of mutalisk hits - and gives you that much more time to get home.

But it doesn't stop there. Zergling counter attacks/harass are completely ineffective as (without upgrades) they deal 2 damage. lol. Banelings still are a problem obviously, as they deal such massive raw damage, but for the most part a muta/ling/bling zerg will find it much harder to attack your buildings. I've tried to convince nazgul of its worth, but afaik, it was difficult to fit in with the styles that were being played. However, I think that if you start making a habit of researching it every TvZ (at least) you'll find a good place for it.
Administrator~ Spirit will set you free ~
ZeromuS
Profile Blog Joined October 2010
Canada13407 Posts
June 05 2011 11:49 GMT
#54
neosteel to me seems really cool if you put 2 scvs inside the bunker to repair it from within instead of trying to repair it from outside. Forcefields wont stop you ever that way :D
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
Last Edited: 2011-06-05 11:51:24
June 05 2011 11:49 GMT
#55
On June 05 2011 20:29 rmAmnesiac wrote:
Show nested quote +
On June 05 2011 19:15 superbabosheki wrote:
On June 05 2011 15:13 0neder wrote:
On June 05 2011 13:30 superbabosheki wrote:
Mech Terrans almost always get turret range and building armor to stop muta harass due to the Thor's immobility since the ebay isn't used. If you play bio, the armor/wep is much more important to get.

The bunker/cc upgrade is useless.

Incorrect. DPS per area taken up by units is important in this game. Bunker capacity upgrade boosts DPS per area while maintaining the benefits of a bunker.

When you build a bunker, it is almost always better to put one marine rather than 4(or 6). I thought that was pretty obvious. Probably not in diamond league.


sorry what? it is better to put one marine in a bunker..?

In TvZ you put a single marine in a bunker so that the Zerg unit AI's automatically attack it. If you have 4 marines in it, baneling splash will hit all of them as soon as the bunker goes down.

In TvP it's pretty much the same deal since forcefields can isolate bunkers it is better to keep one unit inside and the others dealing damage behind it, so that you don't lose multiple units once it goes down.


You see this mostly in high economy 2 base baneling busts and 2 base 5-6 gate pushes.

In midgame timing attacks, usually with marine/tank, bunkers are used as more of a super combat shield upgrade for marines, where you leapfrog with them and only put one unit in it to draw in enemy units while kiting/microing with the rest. A lot of the GSL TvP/TvZ's on TalDarim showcased this type of push/bunker usage.
CptCutter
Profile Joined September 2010
United Kingdom370 Posts
June 05 2011 11:58 GMT
#56
On June 05 2011 13:27 wei2coolman wrote:
For those who don't know, Gretorp is one of the very few pro Terrans (probably the only one) that get these upgrades:
Hi-Sec Auto Tracking (+1 range to auto turrets, missle turrets, pdd, and planetary fortress)
Building Armor (+2 armor to all buildings)
Neosteel Frame (Increase load size for bunker, planetary, and command center)

I've always never quite understood why, and was wondering why more terrans don't get these upgrades?

Hi-Sec Auto Tracking is 100/100, but can effectively shut down any Muta Harrass super hard, and can make 2 missle turrets completely deadly, especially with building armor.

Building Armor pretty much makes planetary invulnerable to any mass ling rush, and any muta harass.

Neosteel Frame pretty much allows mass bunker defense to be SUPER SUPER effective against both zerg and protoss, in combination w/ building armor this seems like a very very strong defense.

The only real reason I can see these upgrades not being used is simply because getting the +attack +armor upgrades are more important, but even when terrans are 3/3 they don't get these upgrades. I feel that the small investment into these upgrades can significantly alter terrans ability to push out without having to worry about any type of Muta harras, and their ability to crunch down on important offensive choke points.

What are your thoughts?


i always get the building armour and range upgrades, i dont understand why your calling them the gretorp upgrades either (i know he said he used them on NASL but that doesnt warrant them to be named after him lol)
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
June 05 2011 12:08 GMT
#57
On June 05 2011 20:46 Plexa wrote:
+2 building armour is the gift that keeps on giving. But don't be surprised that no one gets it, for the most part upgrades are neglected at the pro level for reasons I don't understand. For example, it's taken the scene very long to realise getting 2 forges and spamming upgrades in PvT is HIGHLY effective - and even now upgrades are relegated to a secondary status to everything else.

In particular, people don't appreciate armour upgrades enough. Again, I'll cite PvT as an example where +1 armour is going to be farrrr more effective than +1 attack in most cases (unless you are spamming colossi like no tomorrow) but because it's harder to notice the difference between no armour and +1 armour zealots than +1 attack and no attack zealots.

Building armour against mutalisks should be mandatory. Mutalisks deal so little damage that building life increases dramatically with +2. With +2, mutalisks only deal 6 damage to buildings and their splash damage deals 1, then zero. In a raw comparison of # of hits, with no upgrade it takes 32 hits to kill a turret, with +2 that number jumps to 42. Say the Zerg had 9 mutalisks, that gives your turret an extra volley of mutalisk hits - and gives you that much more time to get home.

But it doesn't stop there. Zergling counter attacks/harass are completely ineffective as (without upgrades) they deal 2 damage. lol. Banelings still are a problem obviously, as they deal such massive raw damage, but for the most part a muta/ling/bling zerg will find it much harder to attack your buildings. I've tried to convince nazgul of its worth, but afaik, it was difficult to fit in with the styles that were being played. However, I think that if you start making a habit of researching it every TvZ (at least) you'll find a good place for it.


The difference between the Double Forge and Building Upgrades is that those are worked into a build and also offensively useful while Building Armor and to a lesser extent Hi-Sec are somewhat timing based. You get Double Forge to get to 3/3 faster while Building Armor and Hi-Sec don't unlock any additional upgrade tiers. I think the general response is 'oh I don't need to get it right now, I could instead get something else that's potentially more useful.'

It would be cool to work at least building armor into a 8 minute timing off some of the standard openings. I could definitely see it on 2 rax/Reactor Rax (infact the Raven thing I did got it at the muta timing off 2 rax) since you don't get the armory as fast so you have some extra time.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
June 05 2011 12:11 GMT
#58
On June 05 2011 21:08 Antisocialmunky wrote:
Show nested quote +
On June 05 2011 20:46 Plexa wrote:
+2 building armour is the gift that keeps on giving. But don't be surprised that no one gets it, for the most part upgrades are neglected at the pro level for reasons I don't understand. For example, it's taken the scene very long to realise getting 2 forges and spamming upgrades in PvT is HIGHLY effective - and even now upgrades are relegated to a secondary status to everything else.

In particular, people don't appreciate armour upgrades enough. Again, I'll cite PvT as an example where +1 armour is going to be farrrr more effective than +1 attack in most cases (unless you are spamming colossi like no tomorrow) but because it's harder to notice the difference between no armour and +1 armour zealots than +1 attack and no attack zealots.

Building armour against mutalisks should be mandatory. Mutalisks deal so little damage that building life increases dramatically with +2. With +2, mutalisks only deal 6 damage to buildings and their splash damage deals 1, then zero. In a raw comparison of # of hits, with no upgrade it takes 32 hits to kill a turret, with +2 that number jumps to 42. Say the Zerg had 9 mutalisks, that gives your turret an extra volley of mutalisk hits - and gives you that much more time to get home.

But it doesn't stop there. Zergling counter attacks/harass are completely ineffective as (without upgrades) they deal 2 damage. lol. Banelings still are a problem obviously, as they deal such massive raw damage, but for the most part a muta/ling/bling zerg will find it much harder to attack your buildings. I've tried to convince nazgul of its worth, but afaik, it was difficult to fit in with the styles that were being played. However, I think that if you start making a habit of researching it every TvZ (at least) you'll find a good place for it.


The difference between the Double Forge and Building Upgrades is that those are worked into a build and also offensively useful while Building Armor and to a lesser extent Hi-Sec are somewhat timing based. You get Double Forge to get to 3/3 faster while Building Armor and Hi-Sec don't unlock any additional upgrade tiers. I think the general response is 'oh I don't need to get it right now, I could instead get something else that's potentially more useful.'

It would be cool to work at least building armor into a 8 minute timing off some of the standard openings. I could definitely see it on 2 rax/Reactor Rax (infact the Raven thing I did got it at the muta timing off 2 rax) since you don't get the armory as fast so you have some extra time.
Agreed, and that is exactly why it isn't used at the moment. It's difficult to actually tell whether the upgrade has been beneficial or not. I've looked at the numbers enough to know that you could work it in nicely to a build, but would only pay off if you know they are going muta.
Administrator~ Spirit will set you free ~
Nothingtosay
Profile Blog Joined February 2011
United States875 Posts
June 05 2011 13:14 GMT
#59
The argument that "ebays are always busy" is really poor because a third 3rd ebay isn't a huge investment. You can maybe say that the upgrades are too expensive to get at the same time as everything else but no one has been remotely saying that.
[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
EmilA
Profile Joined October 2010
Denmark4618 Posts
June 05 2011 13:22 GMT
#60
On June 05 2011 20:49 ZeromuS wrote:
neosteel to me seems really cool if you put 2 scvs inside the bunker to repair it from within instead of trying to repair it from outside. Forcefields wont stop you ever that way :D


Are you certain that this is possible? I don't think so at least - I know that SCVs can repair other units loaded into the same vehicle as them, but the vehicle itself?
http://dotabuff.com/players/122305951 playing other games
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