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TVT GSL Why Combat Shield before stim? - Page 3

Forum Index > StarCraft 2 Strategy
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Soulish
Profile Joined April 2010
Canada1403 Posts
Last Edited: 2011-08-31 01:24:03
August 31 2011 01:20 GMT
#41
On August 31 2011 05:49 kofman wrote:
Show nested quote +
On August 31 2011 05:26 Squigly wrote:
I think i dont know something obvious lol. A marines has 45 HP without shield, 55 with.

Ignoring anything complex. After 6 seconds, the unstimmed has done 42 damage, the stimmed has done over 60. The stimmed wins.

Ive seen the number 35 HP thrown around here. I havent checked in game, but liquipedia says 45 as i thought.

EDIT: You can stim maruders too, so against P id say stim first every single time.


With marauders, yes, stim first becasue mauders are so much better with stim. However, with pure marines, shields first.


I'm actually not sure if marauders gain significant benefits from stim. It takes off a whopping 20 health from a marauder. Perhaps if they don't stim they end up doing more damage simply because they last longer? would be quite situational though.
me all in, he drone drone drone, me win
perser84
Profile Joined October 2010
Germany399 Posts
August 31 2011 01:25 GMT
#42
well shield has his advantage if you do 2 rax agression vs toss

i mean if the fight goes long enough during the push you do once the 2nd marauder is out and your mass marines with shells
you could get shields during the fight

and its nice when then 4-8 marines have all of sudden +10 hp

later you go anyway for expand and then you cans still go for stim when the first medis are out
1nMack1
Profile Joined December 2010
Canada88 Posts
August 31 2011 01:26 GMT
#43
I don't know if it's been said, but -

1. It is possible to do a combat shield marine timing attack that can hit hard vs a FE-> banshee build, essentially no bunker would mean gg.

2. Combat shield marines take 3 hits instead of 2 vs a banshee, making them significantly more durable while waiting for a viking to pop lets say.

3. Extra hp vs Blue flame - but this is likely a reason that big barracks after FE builds are less common in TvT recently.
kofman
Profile Joined August 2011
Andorra698 Posts
August 31 2011 01:28 GMT
#44
On August 31 2011 10:20 Soulish wrote:
Show nested quote +
On August 31 2011 05:49 kofman wrote:
On August 31 2011 05:26 Squigly wrote:
I think i dont know something obvious lol. A marines has 45 HP without shield, 55 with.

Ignoring anything complex. After 6 seconds, the unstimmed has done 42 damage, the stimmed has done over 60. The stimmed wins.

Ive seen the number 35 HP thrown around here. I havent checked in game, but liquipedia says 45 as i thought.

EDIT: You can stim maruders too, so against P id say stim first every single time.


With marauders, yes, stim first becasue mauders are so much better with stim. However, with pure marines, shields first.


I'm actually not sure if marauders gain significant benefits from stim. It takes off a whopping 20 health from a marauder. Perhaps if they don't stim they end up doing more damage simply because they last longer? would be quite situational though.


Well against toss, if you have stim for your maruders, you can kite zealots a lot easier even if you have concusive shells because without stim, every time you turn around to shoot the stalkers and other protoss units fire on your maraders too. However, if you have stim, then you can kite the zealots while being too fast for stalkers to fire on your maraders. Plus, you can just run from the zealots while targeting the stalkers if you have stim, which you can't if you don't because without stim, zealots run just as fast as maraders. So, in TvP with maraders as well as marines, get stimpack first.
cactusjack914
Profile Joined March 2011
United States183 Posts
Last Edited: 2011-08-31 01:57:24
August 31 2011 01:57 GMT
#45
if you were to fully stim your army and medivacs weren't close then you might as well have just had +HP and wouldnt have had to sacrafice life to make the units more efficient (early game-mid game)
"starcraft isn't a hobby, its a lifestyle."
SolidMoose
Profile Joined June 2011
United States1240 Posts
August 31 2011 02:21 GMT
#46
Combat shields win.

35hp/7 dps = 5 seconds to kill stimmed marine.
In those same 5 seconds, the stimmed marine does 10.5 x 5 = 52.5 damage, not enough to kill a 55hp combat shield marine.
jlai
Profile Joined February 2011
Hong Kong63 Posts
Last Edited: 2011-08-31 15:13:21
August 31 2011 15:13 GMT
#47
Guys,

It happened again on IMMvp VS EG_Huk Code S, Ro8 Match 2 A FEW HOURS ago.
IMMvp did a TVP timing push with medivac + tank + marine with combat shield (BUT NOT STIM)

thanks for all the replies and i summarize the main points as below to make it easier for new readers. Please correct me if it's wrong.

Reason of going combat shield before stim for TVT
- Faster than stim, potentially take advantage of the short timing that your opponent goes for gas
- 1 combat shield marines without stim beat marines with stim but no combat shield.
- +1 Hit from BF hellions, ghost snipe and from banshees to kill a marine; stimmed marine gets 1 shot by siege tank

It highly depends on situations

e.g.
TVT, FE with bio, likely to get shield first to defend( OptimusPrime.WE VS MVP_Keen Code S Round of 8 Aug GSL )
TVP, 111, get shield first as meat for tanks even you have medviac( IMMvp VS EG_Huk Code S, Ro8 Match Aug GSL )
TangFish
Profile Joined July 2011
United States17 Posts
August 31 2011 18:17 GMT
#48
it's a defensive measure, stimmed marine vs shielded marine, the shielded marine wins. also faster research
I hear you like mudkips :3
thoradycus
Profile Joined August 2010
Malaysia3262 Posts
August 31 2011 18:23 GMT
#49
a stimmed marine gets 1 shotted by siege tanks so its made redundant till medivacs and shield arrive. Also, banshees and hellions need 1 more shot to kill a shielded rine. Faster upgrade too.
Squigly
Profile Joined February 2011
United Kingdom629 Posts
August 31 2011 23:11 GMT
#50
Lol no need for the barrage is posts saying om wrong. Not a troll, just stupid

Thats what i get for 5am posts
djdoodoo
Profile Blog Joined August 2010
United Kingdom192 Posts
August 31 2011 23:33 GMT
#51
Stim doesn't immediately help you. You can't put any pressure on with them at the start, you can only defend with them.
galzohar
Profile Joined November 2010
Israel100 Posts
Last Edited: 2011-09-05 23:27:48
September 05 2011 23:26 GMT
#52
While I see combat shields first sometimes, I still mostly see stim first. My analysis:

Shields first:

- For straight out combat strength, marines with shields are (55/35)/1.5 = 4.76% stronger than stimmed marines.

- For fights where you'd win anyway stim can cost too much health, while shields can reduce the number of marines lost. Of course assuming even with stim you would not be able to catch the possibly fleeing enemy units (ex: hellions).

- Researches faster

Stim first:

- Stimmed marines have better mobility, thus in many situations spend less time moving and more time shooting, resulting in even more damage.

- Many units in the game cannot run away from or chase stimmed marines. While using stim to run is silly, when you have less marines and enemy marines used stim, or in any other situation where not stimming to run would result in losing all marines, it's better than shields. As long as the extra 4% wouldn't cut it to turn the losing battle into a winning one, or as long as the 4% less wouldn't turn a winning battle (where you would like to chase the fleeing enemy) into a losing one.

- Better kiting (though irrelevant for TvT).


As for marauders, losing 20/125 HP is much less significant than a 50% damage boost, obviously as long as you are not over-stimming (ex not stimming 5 marauders to kill 1 roach).


I hope this is actually helpful rather than terribly wrong
MonDeW
Profile Joined June 2011
Denmark369 Posts
September 07 2011 16:15 GMT
#53
I usually get combat shields before stim in every matchup, except im using bio in tvp. In tvz, i can push with combat shield now instead of stim, as my marines stay alive for longer. I really, really recommend it! ^_^
souL.soul
Profile Joined April 2010
United States31 Posts
September 07 2011 16:45 GMT
#54
I don't think its a matter of stim < combat or vice versa.

The reason combat is first is to help defend against banshee pressure. 3 shots instead of 2.

Most times if you are opening combat first you are going bio, and most bio pushes can't happen early so getting stim 2nd makes a lot of sense.
take no prisoners
JediGamer
Profile Joined August 2010
United States656 Posts
September 07 2011 17:03 GMT
#55
It provides more value, especially versus blue flame and early siege tanks. It researches faster as well.

Think about it like this, vs a huge attack or rush you couuld have some fast attacking 35 hp marines, after stimming. OR you could have some heavy 55 hp marines, 20 hp difference per active marine is huge. It just makes sense.
http://www.z33k.com/starcraft2/coach/sc2coaching Tastosis Approved Coaching
ShatterZer0
Profile Joined November 2010
United States1843 Posts
September 07 2011 17:23 GMT
#56
On August 31 2011 03:05 Cycle wrote:
I've also seen MMA get Combat Shield before Stim a few times in TvZ, and he did a push with it, so I don't know if it's always just defensive. Does anyone know about timings involving that?


vZ Combat shield makes marines much stronger marines faster than stim, allowing for quicker timing strikes. While stim might be very good for the initial fight, combat shield allows for more staying power.
A time to live.
Ragnarok87
Profile Joined June 2011
United States55 Posts
September 07 2011 17:34 GMT
#57
You get combat shields because it boosts the HP of your marines. In the early game you won't have medivacs up yet and you want your marines to stay alive for as long as possible. This upgrade is essential. It would be like a Zerg not getting pathogen glands for his Infestors.
"Immortal/roach is pretty good against stalker" IdrA
xJaCEx
Profile Joined August 2010
155 Posts
Last Edited: 2011-09-07 17:47:47
September 07 2011 17:44 GMT
#58
It used to be most players would get stim first back when the research time was the same but they added 30 seconds onto it's research time making it on par if not worse then combat shields. It also just happens that a lot of the timing attacks are based on the old stim timings and would now come really late if waiting for stim. Much like blue flame hellions are about to be nerfed out of existence so was stim. I personally get neither and just use the money on upgrading my tech or +1 upgrades. Also stim was never really about the damage increase but was more about being able to run in really fast to snipe siege tanks. However by the time you get stim they will have 1 more siege tank then they used to with the old timings so it's not really worth it.
First blood is as good as anything.
doner0
Profile Blog Joined July 2010
United States233 Posts
September 07 2011 23:07 GMT
#59
i just tested the stim vs combat shield in 1v1 and 5v5 and 10v10
1v1 goes to combat
5v5 goes to combat with 2 left
10v10 goes to combat with 4 left
Stim<Combat Shield
Jubio
Profile Joined June 2010
United States50 Posts
September 07 2011 23:36 GMT
#60
in general for all mu's, stim should really only be used when medivacs are on the field. Unless you're doing some 3 rax or timing aggresion. Usually you will not have medivacs that early so combat shield is the better option.
LOL late game terran I "Manner cc is a must, but as a ceremony it was not quite enough, manner cc needs to have at least 5 SCVs doing it" - FBH I Savior broke my heart ;_;
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