Additionally, getting +1 building range only affects 2 buildings, armor affects everything.
[D] TvZ High Sec Auto Tracking - Page 3
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Antisocialmunky
United States5912 Posts
Additionally, getting +1 building range only affects 2 buildings, armor affects everything. | ||
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DemiSe
883 Posts
+ Show Spoiler + Here is a game where IM.mvp went mech against darkforce on metalopolis and upgraded High-sec and building armor. GSPA - Pro Lower Finals - aTnDarkforce vs IM.mvp IM.mvp starts researching high-sec at ~11:34 ingame time, and the vod time is 8:33. It's the same time where he starts to construct an armory. IM.mvp starts researching building armor at ~14:40 ingame time, and the vod time is 10:40. | ||
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Tenks
United States3104 Posts
On October 07 2011 23:42 Antisocialmunky wrote: Actually Mutas don't shoot very fast. They shoot a little slower than Stalkers AFAIK which off topically makes PDD absurdly effective against and do slightly more damage when factoring in glave bounces. Mutas are actually quite front loaded. Additionally, getting +1 building range only affects 2 buildings, armor affects everything. Yeah shooting "fast" was a bit misleading. What I meant is generally you'll get a ton of front-end damage from a bunch of mutas doing little damage. So building armor will negate a good portion of that front-end damage. | ||
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Plexa
Aotearoa39261 Posts
On October 07 2011 23:48 Tenks wrote: Yeah shooting "fast" was a bit misleading. What I meant is generally you'll get a ton of front-end damage from a bunch of mutas doing little damage. So building armor will negate a good portion of that front-end damage. If I'm not mistaken, instead of doing 9-3-1 damage, with +2 armour they deal 7-1-1. I think even with +1 it is still 8-2-1 which is good (although I can't remember whether 3.333 rounds down or up). | ||
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Antisocialmunky
United States5912 Posts
Another thought: It is also helpful to note that the purpose of defenses past the early game are to (1) deter attacks of opportunity and (2) to delay until your real army gets there. Hi-Sec really only affects #1. | ||
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secretary bird
447 Posts
With that said I think building armor has more uses and is probably better if you could choose one or the other but the Zergs I play usually get scared off by 2 turrets hitting their mutas. | ||
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DusTerr
2520 Posts
Second, just because pros do or don't do something doesn't mean you should always copy them. Learn WHY they do something and then figure out if it's something you can or should incorporate. If you don't have the reaction and control they do, spend the necessary resources to stay alive. If one turret prevents you from losing 2 scvs, it's paid for itself, also, turrets don't cost supply. | ||
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Quotidian
Norway1937 Posts
Anyway, I get the upgrade as soon as I scout a spire. ALWAYS.. it's a great upgrade that'll allow you to do more with less turrets, and will also do more to prevent your thors dying to magic boxed mutas. | ||
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Rabid Wookie
United States68 Posts
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Theovide
Sweden914 Posts
On October 07 2011 13:52 Leaky wrote: Here's my thought process on this upgrade, and I think the same one that most pros use. If you are going marine/tank, you are going to need you engi bays to constantly research attack & armor upgrades, so there's no time to really get hi sec auto tracking. Also your marines can help defend your base against mutalisk harassment, so that will take a lot of the burden off your turrets. Therefore, no need to get this upgrade. If your going mech, you still need a quick engi bay for turrets, but you won't need to get infantry upgrades. Also you are going to have a lot less anti air in general, and thors will be much slower to respond to mutalisk harass. Therefore, if going mech, this upgrade is almost mandatory. I recently watched a series of IMMvP vs Darkforce where MVP went mech in 2 of the games. Both times he got the upgrade ASAP, so I'm going to go ahead and conclude that it's not nearly as useless as some people in this thread think. (Also building armor is a really good upgrade, get that too) This basically, I'd like to add that though that at least I feel it's well worth it to get the building armor+range uppgrade after I've gotten 3-3 when playing marine tank. It really helps keeping your expansions alive (if you use a lot of PF's). | ||
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secretary bird
447 Posts
So if you are a safe player and planning to get 2-3 PFs and 10+ turrets this upgrade will do much more than if you are a greedy player with 3 turrets and orbitals in which case you will need a lot of marines to defend all your bases which is possible because of the additional minerals you will have and in that case you will want your engi bays to upgrade those marines constantly as well. So basically if you are meching or a safe player get the upgrade if you are not dont get it until late in the game at least imo. | ||
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Huggerz
Great Britain919 Posts
On October 07 2011 12:02 Bonkerz wrote: Pros get it occasionally when there is a zerg going really heavy mutas, don't make it sound worse than it is. Investing in more factorys, thors, upgrades and / or medivacs is a better choice for so many reasons. Turret range is not going to make much of a difference when he has a large number of mutalisks because he can just fly in and kill them quickly anyway... Personally I would get building armor before turret range 100% of the time in TvZ | ||
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ScarFalco
United States13 Posts
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Mobius_1
United Kingdom2763 Posts
I swear, one time I almost won a TvT with Neosteel Frames because my opponent was laughing too hard at the funky bunkers. | ||
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