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[D] TvZ, better to get +1 armor first? - Page 6

Forum Index > StarCraft 2 Strategy
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Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
September 30 2011 16:11 GMT
#101
+1 armor is interesting proposal especially if you are going fast medivacs. You can always heal up damaged marines so its a interesitng idea.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
nath
Profile Blog Joined May 2010
United States1788 Posts
September 30 2011 16:15 GMT
#102
stim with +1 weapons is far better

if you cant micro/at low levels, you may do better with armor.
Founder of Flow Enterprises, LLC http://flow-enterprises.com/
Blazinghand *
Profile Blog Joined December 2010
United States25563 Posts
September 30 2011 16:15 GMT
#103
On September 30 2011 23:16 Iatrokles wrote:
Well +1 armor also would help out with say Infestors as well with their fungal growth, it does 1 second of damage every four seconds, with the extra armor, that is 4 more damage taken off of Fungal Growth's damage, and if your marines are fairly split, this could provide pretty durable it would seem.

I haven't done any research / testing on this, I'm just giving a bit of input before I go to work. Let me know what ya'll think, because I actually have been going Weapons over Armor but might be going Armor in the future.


Armor does not prevent any damage from Fungal Growth.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
statikg
Profile Joined May 2010
Canada930 Posts
September 30 2011 17:56 GMT
#104
loooool, this thread is full of hilarious idiots who can't understand the concept that unit retention = damage no matter how awesome your micro is. That said I would still get +1 weaps first for all the other things you shoot other then lings, typically I am not losing the game to mass lings.
Peanut Butter
Profile Joined September 2011
Canada155 Posts
September 30 2011 18:40 GMT
#105
Early-game vs a zerg I always get +1 armor and combat shield up, since the life expectancy of a marine is increased by almost 50% (9 hits + 2 for armor + 2 for Combat Shield) vs lings and queens. I usually do my push at 8 min FYI for the person who said that the earliest you can get +1 armor is 9 min. However, as stated above, these upgrades do nothing against banelings or roaches. That is why I push early and bring a few marauders with concussive so I can deal with banelings. This build outright wins about 40% of the time, and since I expand behind it (1-racks FEing) this sets you up really well for mid-game.
Did you see that? Exactly
zakmaa
Profile Blog Joined November 2010
Canada525 Posts
September 30 2011 18:44 GMT
#106
I can see how with no micro (in lower leagues) this will be helpful as they're letting their marines get hit many more times than they would with good micro. The reason pro players get attack instead of armor is because they are microing amazingly the whole time, so armor is basically counter-productive since they're not taking many hits anyway.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-09-30 19:44:58
September 30 2011 19:41 GMT
#107
I think many people stated the many good reasons to get attack over armor (not to say that it's always better), but there should be a summary:

1. Armor is most effective vs mutalisks and zerglings. In fact those are probably the only 2 units where it's better than getting attack. Banelings is the biggest issue in this sense since banelings' damage is not mitigated much by armor (it's effectively useless), and banelings are the biggest counter to marines (at least when used well). Armor is also useless against fungal growth.

2. Critical mass. When an engagement is unbalanced, such as only 2/3 as may zerg units attacking as there should be, +1 attack would get the advantage I think, due to more enemies being killed before they even get to their target.

3. Similar to #3, exposed marines. Versus ground units of poor range (pretty much all the zerg ground units used in ZvT), marines will do better with +1 attack when they are sitting in a protected area such as behind the mineral line, on a ramp, behind a wall, behind or inside a bunker, behind held position (or attacking) SCVs, behind marauders, etc.

4. Stim buffs marine's DPS, so it gets even more DPS when +1 attack is researched. It's not a big difference on it's own, but It is also —or especially— amplified when used with good micro control.


Also, something I'm proposing that I don't think has been said: It would depend on what the zerg is upgrading as well — attack or armor (or nothing). It might not make (in fact very likely wouldn't) armor a worse choice than attack, but it would even things out so there's less difference.

Overall... I'd say due to the effectiveness vs zerglings, it could be very good to use when running mass-marine early-game timing attack. I also think some tests should maybe be done regarding the effectiveness of marine-marauder with +1 attack compared to just marines (or marine-marauder) with +1 armor if they want to get a bigger picture of which may be more effective in the right circumstances
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
September 30 2011 19:55 GMT
#108
We know there are pros and cons to having +1 attack first or +1 armor first.... but honestly, everyone should get both upgrades same time. Earlier upgrade > slightly bigger army.
Blazinghand *
Profile Blog Joined December 2010
United States25563 Posts
September 30 2011 20:10 GMT
#109
On October 01 2011 04:55 DreamRaider wrote:
We know there are pros and cons to having +1 attack first or +1 armor first.... but honestly, everyone should get both upgrades same time. Earlier upgrade > slightly bigger army.


I'm not sure this is always the case. There will be times and game states where the extra 250 minerals and 100 gas for an earlier 2nd ebay and +1 or /+1 could set you behind. I personally enjoy double upgrading, but one fairly common thing that I (and others) do is to single-upgrade +1/+1, then as it finishes, armory and 2nd ebay finish and double upgrade to +2/+2. A lot of the time you just don't have the resources in a tight early game for double upgrades, though I can see how you could make a build order that allows for it.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
SheffiTB
Profile Blog Joined July 2011
Canada223 Posts
October 01 2011 04:36 GMT
#110
On October 01 2011 04:41 Xapti wrote:
I think many people stated the many good reasons to get attack over armor (not to say that it's always better), but there should be a summary:

If you're going to do a post like this, make sure someone didn't alreaqdy do a summary on the previous page of the pros/cons of +1 attack vs. +1 armor early on.

1. Armor is most effective vs mutalisks and zerglings. In fact those are probably the only 2 units where it's better than getting attack. Banelings is the biggest issue in this sense since banelings' damage is not mitigated much by armor (it's effectively useless), and banelings are the biggest counter to marines (at least when used well). Armor is also useless against fungal growth.

Stimmed marines w/o medivacs or combat shields, but with +1 armor, can take 2 baneling hits. Without +1 armor, they take 1 hit before dying, because that +1 armor lets them survive on 1 hp, and unless your opponent is IMNestea, he won't be able to micro it so that a second baneling won't hit and do only 1 damage.

2. Critical mass. When an engagement is unbalanced, such as only 2/3 as may zerg units attacking as there should be, +1 attack would get the advantage I think, due to more enemies being killed before they even get to their target.

This would be true if +1 weapons affected the number of shots needed to kill zerglings (the main unit in the most popular ZvT composition, muta/ling/bling).

3. Similar to #3, exposed marines. Versus ground units of poor range (pretty much all the zerg ground units used in ZvT), marines will do better with +1 attack when they are sitting in a protected area such as behind the mineral line, on a ramp, behind a wall, behind or inside a bunker, behind held position (or attacking) SCVs, behind marauders, etc.

Yeah, but this would only happen either if you're dropping your opponent (which, on the previous page, I say in my conclusion that it's better to get +1 weapons if opening marine/medivac) or your tank line was broken (which it would be a hell of a lot tougher to break if you had +1 armor, tested and calculated)

4. Stim buffs marine's DPS, so it gets even more DPS when +1 attack is researched. It's not a big difference on it's own, but It is also —or especially— amplified when used with good micro control.

Once again, the main problem with this is that zerglings don't die faster when you have +1 weapons. How about combining the extra dps of stim with the extra survivability of +1 armor? I've tested it, and it's better against ling/bling/muta comps.

Also, something I'm proposing that I don't think has been said: It would depend on what the zerg is upgrading as well — attack or armor (or nothing). It might not make (in fact very likely wouldn't) armor a worse choice than attack, but it would even things out so there's less difference.

Thought I am not sure exactly what difference it would make, you are right that it is likely to make some kind of difference.

Gold level player who watches day9 and loves helping other low level players.
ROOTIllusion
Profile Blog Joined August 2010
United States1060 Posts
October 01 2011 04:41 GMT
#111
On September 23 2011 15:21 PhiliBiRD wrote:
Show nested quote +
On September 23 2011 15:03 the p00n wrote:

These results are without micro. When you stutter step back (allowing for slightly more attacks from the marine's side and slightly less from the speedling's side), the results are approximately the same.



Wait, what? How is no micro vs micro = same results. That makes no sense at all.

I can understand how with no micro +1 armor is better. But the reason you want +1 attack is because, your supposed to be microing. And if your doing that well, you aren't taking many attacks. That's the entire point behind micro, to minimize damage.

Add in terrain, other Terran units and micro and you will more than understand why you should always have +1 attack over armor. Ontop of the fact that stim adds to the effect of +attack and not with +armor.


Wholeheartedly agree, and this is the reason I will transition to a +1 attack sometimes from a 2rax. One of my main reasons is b/c of Banelings though, takes less shots to kill em and they are significantly more important to focus.
www.twitter.com/rootillusion & www.facebook.com/illusionsc2
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
Last Edited: 2011-10-10 04:55:18
October 10 2011 04:53 GMT
#112
EDIT: Nvm I misread.

Stimmed marines w/o medivacs or combat shields, but with +1 armor, can take 2 baneling hits. Without +1 armor, they take 1 hit before dying, because that +1 armor lets them survive on 1 hp, and unless your opponent is IMNestea, he won't be able to micro it so that a second baneling won't hit and do only 1 damage.

Seems like a highly unlikely situation where you'd have 1+ armor but not combat shields!
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
HansK
Profile Blog Joined March 2011
249 Posts
October 10 2011 05:36 GMT
#113
This is why I choose to go 1/1 16 marine drop instead of 1-0 or 0-0 16 marine drop at the cost of a couple of tanks[little bit of a plug http://www.teamliquid.net/forum/viewmessage.php?topic_id=267242].

Marines come insanely cost efficient vs zerglings with proper micro and position against 0-0 zergling when you have 1-1 stim and combat shields.
SheffiTB
Profile Blog Joined July 2011
Canada223 Posts
October 10 2011 05:55 GMT
#114
On October 10 2011 13:53 Liquid`Jinro wrote:
EDIT: Nvm I misread.

Show nested quote +
Stimmed marines w/o medivacs or combat shields, but with +1 armor, can take 2 baneling hits. Without +1 armor, they take 1 hit before dying, because that +1 armor lets them survive on 1 hp, and unless your opponent is IMNestea, he won't be able to micro it so that a second baneling won't hit and do only 1 damage.

Seems like a highly unlikely situation where you'd have 1+ armor but not combat shields!

Actually what I was trying to imply with that post is that it's better to get stim and +1 armor than combat shields and +1 armor.

P.S. Huge fan and I'm honored you replied to my post.
Gold level player who watches day9 and loves helping other low level players.
NiNLicorice
Profile Joined July 2011
Sweden84 Posts
October 10 2011 06:08 GMT
#115
I always get double upgrades.
SheffiTB
Profile Blog Joined July 2011
Canada223 Posts
October 10 2011 07:04 GMT
#116
On October 10 2011 15:08 Licorices wrote:
I always get double upgrades.

Thank you for your extremely insightful post. Now everyone will know and the argument will be settled: Some random guy gets double upgrades in TvZ.

But seriously, If you're going to make a post, please make sure it contributes to the discussion. Some builds don't allow for double upgrades, like most tank push builds. If the discussion at hand doesn't affect you, just move on. Even saying "just get double upgrades" is better than this kind of post (though saying double upgrades are better, without saying why, doesn't contribute much either).
Gold level player who watches day9 and loves helping other low level players.
Grndr101
Profile Joined March 2011
Belgium125 Posts
October 10 2011 07:25 GMT
#117
Honestly from what I've read in this thread it seems armor would be more beneficial to a '10 minute' tank push with siege. It would certainly help to get stim first instead of combat shield.

In short;
what i did before: siege, combat shield, +1 attack
what seems bettter: siege, stim, +1 armor
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
October 10 2011 07:55 GMT
#118
On October 10 2011 14:55 SheffiTB wrote:
Show nested quote +
On October 10 2011 13:53 Liquid`Jinro wrote:
EDIT: Nvm I misread.

Stimmed marines w/o medivacs or combat shields, but with +1 armor, can take 2 baneling hits. Without +1 armor, they take 1 hit before dying, because that +1 armor lets them survive on 1 hp, and unless your opponent is IMNestea, he won't be able to micro it so that a second baneling won't hit and do only 1 damage.

Seems like a highly unlikely situation where you'd have 1+ armor but not combat shields!

Actually what I was trying to imply with that post is that it's better to get stim and +1 armor than combat shields and +1 armor.

P.S. Huge fan and I'm honored you replied to my post.

I guess I could see some very specific fast upgrade builds around this idea o.O Would need a lot of testing tho.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
SheffiTB
Profile Blog Joined July 2011
Canada223 Posts
October 10 2011 08:15 GMT
#119
On October 10 2011 16:55 Liquid`Jinro wrote:
Show nested quote +
On October 10 2011 14:55 SheffiTB wrote:
On October 10 2011 13:53 Liquid`Jinro wrote:
EDIT: Nvm I misread.

Stimmed marines w/o medivacs or combat shields, but with +1 armor, can take 2 baneling hits. Without +1 armor, they take 1 hit before dying, because that +1 armor lets them survive on 1 hp, and unless your opponent is IMNestea, he won't be able to micro it so that a second baneling won't hit and do only 1 damage.

Seems like a highly unlikely situation where you'd have 1+ armor but not combat shields!

Actually what I was trying to imply with that post is that it's better to get stim and +1 armor than combat shields and +1 armor.

P.S. Huge fan and I'm honored you replied to my post.

I guess I could see some very specific fast upgrade builds around this idea o.O Would need a lot of testing tho.

I was thinking along the lines of a 3 tank push w/stim (MKP transition from reactor hellion) and follow up with +1 armor or a 2fact transition from 2rax with a bit of a later stim/+1. Stim and +1 armor with a tank push is nearly unstoppable.
Gold level player who watches day9 and loves helping other low level players.
LionsFist
Profile Joined April 2010
Australia164 Posts
Last Edited: 2011-10-10 15:23:53
October 10 2011 14:59 GMT
#120
On October 10 2011 13:53 Liquid`Jinro wrote:
EDIT: Nvm I misread.

Show nested quote +
Stimmed marines w/o medivacs or combat shields, but with +1 armor, can take 2 baneling hits. Without +1 armor, they take 1 hit before dying, because that +1 armor lets them survive on 1 hp, and unless your opponent is IMNestea, he won't be able to micro it so that a second baneling won't hit and do only 1 damage.

Seems like a highly unlikely situation where you'd have 1+ armor but not combat shields!


An example I use for TvZ is after reactor hellions with 2 fact transition, with a double armory/single eng bay after I go for the 3 siege/bfh timing. In this case, I always get +1 armor, since I'm going mech, and the marines are only for anti-mutalisk support to my main army, not for the damage. Typically at this point in game, I will not have combat or stim done, nor would it prove anywhere near as beneficial.

Ohh, forgot to say that +1 armor also benefits scvs, which when pushing with mech based armies is a big advantage.
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