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Uses for caduceus reactor and neosteel frame upgds - Page 3

Forum Index > StarCraft 2 Strategy
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roflSloth
Profile Joined September 2010
Canada43 Posts
Last Edited: 2011-09-29 17:14:13
September 29 2011 17:13 GMT
#41
On September 20 2011 16:39 DkVZ wrote:
Also a good point for the capacity of CC vs hellions. Enter 10, spread the rest, get your shit there. No lining up.


Keep in mind you cannot load SCVs into Orbitals; only CCs and PFs have the Load command.

As for the Caduceus Reactor upgrade, I think the reason it's researched so infrequently is because of the opportunity cost. You need to have a Starport attached to a Tech Lab for 80 seconds (Medivac build time is 42 seconds) - so let's compare the options, assuming equal gas expenditure (since gas is more commonly the limiting factor for Terrans):

1. Research Caduceus Reactor:
0 seconds, Caduceus and Medivac 1 start
42 seconds, Medivac 1 finishes, Medivac 2 starts
80 seconds, Caduceus finishes
84 seconds, Medivac 2 finishes

Totals: 125 effective Medivac energy for 300 gas, healing 2 units at once

2. Don't research Caduceus Reactor:
0 seconds, Medivacs 1 and 2 start
42 seconds, Medivacs 1 and 2 finish, 3 starts
84 seconds, Medivac 3 finishes

Totals: 150 effective Medivac energy for 300 gas, healing 3 units at once


Now, of course, Caduceus will net more energy the more Medivacs are built, but we also need to consider the fact that more total Medivacs are usually better, since they can only heal one target at a time. For example, after I stim my army, I'd much rather have 2 Medivacs with 25 energy than 1 Medivac with 50 energy.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-09-29 17:36:47
September 29 2011 17:34 GMT
#42
On September 19 2011 22:28 Sbrubbles wrote:
Show nested quote +
On September 19 2011 22:12 DkVZ wrote:
It's not so uncommon to see drained out medivacs. How much is a +25 starting energy going to help ? I really don't know.
I guess it's more of a protoss situation but going against a MM force backed up by 14 or more medivacs is pretty scary. They can escape through huge storms and still fully heal up afterwards (although it drains a lot of energy).

Of course if you can't seem to use up all your medivac energy the upgrade is completely useless without discussion.


In TvP or TvT maybe, but I don't think I've ever seen a drained out medivac in TvZ. Then again you can't go pure bio in TvZ.

...what? I never have energy on medics in TvZ.

Stim harasses, drops, and stopping muta/ling run bys require lots of stim, and lots of energy.

I find medic energy very useful in any late game situation where I need to hit cycles of mara marine and medic pushes, like once the medics pop a new group hits. If I ever get 2 port, I try to always tech lab one, for the medic upgrade, then lift and reactor out.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
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