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TVT GSL Why Combat Shield before stim? - Page 4

Forum Index > StarCraft 2 Strategy
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Chris1097
Profile Joined August 2011
United States35 Posts
September 08 2011 01:16 GMT
#61
shield is best if ur defending or playing aggresive lightly but if u r very aggresive then stim is probably better however usually combat shields r better

(btw im only talking about early game here)
MrAverage
Profile Joined June 2011
19 Posts
September 08 2011 02:18 GMT
#62
In equal numbers shield may be greater than stim.

If you outnumber your opponent I think you will lose less marines while winning the fight if you have stim rather than shields.
TheSubtleArt
Profile Joined May 2011
Canada2527 Posts
September 08 2011 02:23 GMT
#63
On August 31 2011 02:47 n0ise wrote:
+1 Hit from BF hellions and from banshees to kill a marine. both quite common

also, it's faster

They said exactly this on the last sotg
Dodge arrows
Mobius_1
Profile Blog Joined April 2011
United Kingdom2763 Posts
September 08 2011 03:08 GMT
#64
TT I've been doing it wrong all this time, it seems.

Well it makes sense. Stim is often used later on for chasing and running and dropping with huge DPS and speed, but it's just not useful pre-medivacs and when you are likely to lose a head-on fight.

Also, there's a pretty significant defender's advantage in TvT with bunkers, ramps, cliffs and tanks, so better to have the HP to make it to the engagement in the first place, I guess.
Starleague Forever. RIP KT Violet~
Xanczor
Profile Blog Joined July 2010
United States254 Posts
September 08 2011 08:49 GMT
#65
combat shields is better for holding off attacks, if you are playing a defensive style. Also, if you don't have medivacs, when you stim and your opponent can retreat, then you will lose 10 health each marine.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=100673&currentpage=22
xciLe
Profile Joined October 2010
Norway213 Posts
September 08 2011 16:40 GMT
#66
with combad shield you can take 3 banshee/hellion instead of just 2
Protoss OP
aaycumi
Profile Joined March 2011
England265 Posts
September 08 2011 20:14 GMT
#67
Timing attacks, CS is just more friendly to someone who wants an early timing attack.

It still remains true that marines are very weak to tanks with mode, but at the higher levels most skip it for some reason for infantry upgrades, blue flame or more economy. Or they just simply forget to get siege mode.

Mass marine punishes that and blue flame and banshee openings, because blue flame off of one factory is weak to mass marine rushes even with a wall-off you will still have problems.

So if the opposing player is teching to something from the factory or starport while expanding, very common tvt thing. They are weak to a mass marine rush, I'd say a two rax with combat shields and marauders or reapers, depending on preference would do the job.
CatNzHat
Profile Blog Joined February 2011
United States1599 Posts
September 08 2011 20:21 GMT
#68
Stim doesn't finish in time to defend banshees/hellions/tanks. The GSL builds you're refering to are timing based. Stim at that time would not be very useful due to lack of medivacs and combat sheilds and the low marine count.
Premier
Profile Blog Joined January 2011
United States503 Posts
September 08 2011 21:23 GMT
#69
Hellions have become a huge part in TvT, whether it be drops or multi-pronged attacks. I believe that players are getting shield before stim to minimize damage done by hellions to their marines, allowing them to stay alive just a bit longer to help reduce the amount of harass done.
Picture Me Rollin' - DJ Premier, Titan of the Tables
galzohar
Profile Joined November 2010
Israel100 Posts
September 17 2011 08:01 GMT
#70
On September 08 2011 17:49 Xanczor wrote:
combat shields is better for holding off attacks, if you are playing a defensive style. Also, if you don't have medivacs, when you stim and your opponent can retreat, then you will lose 10 health each marine.

But if you have stim and can beat his shield marines he can't run because you move faster. If neither of you have stim or both of you have stim then again the loser can retreat. So in marine vs marine, whether you go stim or shields you can run away from his marines in a losing battle, but without stim he can also run away if you're winning. So stim does have an advantage here. But of course shields have their own advantages (unrelated to marine vs marine), and of course running isn't always an option in which case shields would be a bit better.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
September 17 2011 10:17 GMT
#71
On September 17 2011 17:01 galzohar wrote:
Show nested quote +
On September 08 2011 17:49 Xanczor wrote:
combat shields is better for holding off attacks, if you are playing a defensive style. Also, if you don't have medivacs, when you stim and your opponent can retreat, then you will lose 10 health each marine.

But if you have stim and can beat his shield marines he can't run because you move faster. If neither of you have stim or both of you have stim then again the loser can retreat. So in marine vs marine, whether you go stim or shields you can run away from his marines in a losing battle, but without stim he can also run away if you're winning. So stim does have an advantage here. But of course shields have their own advantages (unrelated to marine vs marine), and of course running isn't always an option in which case shields would be a bit better.

That's certainly true, but another thing to consider is that you can often bait your opponent into wasting a stim on a retarded magnet before medivacs are out. I've lost track of the number of times I saw a clump of 4-5 marines, stimmed a few units in to kill them, and got blasted by a single siege tank or a larger force hidden by a cliff.

I think Cshields is definitely better, because the move speed isn't as important as health in the early game. I mean really, all early Terran units are pretty slow except the hellion (which is suicide to stim into because without Cshields because you get 2-shot). And Reapers in TvT...lol unless you're Nada.

I could understand getting Stim before Cshields if you're going early Marauders, but if you're doing that you really want Cshells first instead.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
Last Edited: 2011-09-18 22:41:03
September 18 2011 22:28 GMT
#72
I did a bit more analysis on this.

Stim/No Shield Marine: 35/45 HP, 6 damage, 0.57387 delay
Shield/No Stim Marine: 55/55 HP, 6 damage, 0.8608 delay

Siege Mode Tank: 35 damage
Mobile Mode Tank: 20 damage
Banshee: 24 damage
Red Flame hellion: 14 damage
Blue Flame hellion: 24 damage
Reaper: 8 damage
Marauder: 10 damage

Now we compare No Shield/Stim to Shield/No Stim:

Marine: 6 shot -> 9 shot. 33% increase in survivability
Siege Mode Tank: 1 shot -> 2 shot. 50% increase
Mobile Mode Tank: 2 shot -> 3 shot. 33% increase
Banshee: 2 shot -> 3 shot. 33% increase
Red Flame Hellion: 3 shot -> 4 shot. 25% increase
Blue Flame Hellion: 2 shot -> 3 shot. 33% increase
Reaper: 5 shot -> 7 shot -> 29% increase
Marauder: 4 shot -> 6 shot -> 33% increase

So therefore:

Stim/No Shields: 33% increase in dps and move speed, at 23% cost to health. But keep in mind, the faster you kill stuff, the less total damage you receive in the battle.
No Stim/Shields: Avg 33% increase in survivability, at no cost to health.

I think its fairly obvious that you don't want to stim in the early game unless you really need the move speed bonus to close quickly. Like vs Siege Tanks, or against low health Banshees that are running away.

Of course, after you get Stim+Shields and/or medivacs, stim away because then the health cost drops from 23% to 18%. Plus with combat shield, stimming vs not stimming makes no difference in survivability in some unit matchups. For example siege mode tanks go from 2 shots - > 2 shots, Red Flame Hellions go from 4 shots -> 4 shots, etc.
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