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[D] TvZ High Sec Auto Tracking - Page 3

Forum Index > StarCraft 2 Strategy
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Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
October 07 2011 14:42 GMT
#41
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.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
DemiSe
Profile Blog Joined May 2010
883 Posts
October 07 2011 14:43 GMT
#42
Spoiler regarding the GSPA - Pro Lower Finals.

+ 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.



Let's See Who's Stronger, Your Tricks, Or My Skills.
Tenks
Profile Joined April 2010
United States3104 Posts
October 07 2011 14:48 GMT
#43
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.
Wat
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 07 2011 14:51 GMT
#44
On October 07 2011 23:48 Tenks wrote:
Show nested quote +
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.

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).
Administrator~ Spirit will set you free ~
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
October 07 2011 14:58 GMT
#45
It would be 7-1-0.5 wouldn't it?

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.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
secretary bird
Profile Joined September 2011
447 Posts
October 07 2011 15:06 GMT
#46
Well Hi-Sec auto tracking only takes 80 seconds while building armor is 140 so if you actually get infantry upgrades hi-sec is easier to squeeze in there and that minute could be crucial if he attacks then. Also only 2/3 the cost, if you only scare the mutas away the armor doesnt really matter and if he has 32+ mutas he can one-shot turrets anyway.

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.
DusTerr
Profile Blog Joined January 2011
2520 Posts
October 07 2011 15:28 GMT
#47
First, don't forget Hi-Sec_Auto_Tracking has multiple uses. Also, getting it and/or building armor can really surprise a zerg player who thinks he knows the range and hits needed to take out a turret or two. (NOT that I'm recommending that.)

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.
Quotidian
Profile Joined August 2010
Norway1937 Posts
October 07 2011 15:37 GMT
#48
I don't get how people can say that it's not worth getting the upgrade - and I've seen it used in pro games quite a bit. For some reason I associate it with Clide and his tvz..

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.
Rabid Wookie
Profile Joined August 2010
United States68 Posts
October 07 2011 15:44 GMT
#49
Better suited for some maps than others when their's plenty of open ground and no real way to zone Muta's. I would say even if you're just going marine,tank,medivac to start hi sec after infantry 2/2 then get armor. Armor is better but it takes longer and the longer you sit in your base the harder it is to push the zerg. If nothing else start getting them about the time you throw down your Ghost Academy.
Theovide
Profile Joined September 2010
Sweden914 Posts
October 07 2011 15:49 GMT
#50
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).
secretary bird
Profile Joined September 2011
447 Posts
October 07 2011 17:11 GMT
#51
Generally it would be a good idea to get a 100/100 upgrade that affects something you have a lot of.

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.
Huggerz
Profile Joined May 2011
Great Britain919 Posts
Last Edited: 2011-10-07 21:23:59
October 07 2011 21:22 GMT
#52
On October 07 2011 12:02 Bonkerz wrote:
Show nested quote +
On October 07 2011 09:40 Huggerz wrote:
There are much better things to spend your gas on. It is not worth it... I don't think I have ever seen a pro get it in TvZ.

Overinvesting in turrets in the main is probably more than 4... 2 in mineral line 2 covering production. I would try to get away with just 2 if I have a good number of marines with medivacs


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
“It's like poker. You can play your best, but you've got to know when to fold your cards and take a rest, and know when to hold your cards, hold your breath and hope that nobody else is stacking the deck."
ScarFalco
Profile Joined May 2011
United States13 Posts
October 07 2011 23:29 GMT
#53
Late game TvZ I get it, other than that, no.
SooWoo AD
Mobius_1
Profile Blog Joined April 2011
United Kingdom2763 Posts
October 08 2011 00:56 GMT
#54
I'd definitely get it after infantry upgrades are done, mainly for the lols but also because your bases can be safer, if only just a little bit. It also makes sense to invest in the building upgrades if you are armory blocked for 2/2, as is wont to happen in the lower leagues.

I swear, one time I almost won a TvT with Neosteel Frames because my opponent was laughing too hard at the funky bunkers.
Starleague Forever. RIP KT Violet~
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