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[Q] Stim or Concussive Shells first?

Forum Index > StarCraft 2 Strategy
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1 2 Next All
StarcraftMan
Profile Blog Joined January 2010
Canada507 Posts
April 10 2010 09:44 GMT
#1
I've asked several top Platinum players about this question and there doesn't seem to be a consistent answer. When I asked Attero about this, Attero thought that Concussive Shells were more useful for Marauders and should be researched before stim. When I asked Gretorp about this, seeing that Gretorp is a top Terran player, he didn't have an opinion on which to research first either.

I've heard various opinions on this issue, including the following:

1) If you are building a marine/marauder group, researching Stim first makes more sense because marines benefit from it

2) Reseraching Concussive Shells first is better for attacking because you can kite (although IMO, you can also kite in your base on defense)

3) Research Stim against Zerg but research Concussive Shells against Protoss (somebody needs to explain this in detail)

Would like to hear the reasoning for both sides on this if you're rushing as Terran. Please explain your rationale, including types of unit composition that favor researching Stim over Concussive Shells, or Concussive Shells over Stim.
StarcraftMan
Profile Blog Joined January 2010
Canada507 Posts
April 10 2010 09:45 GMT
#2
If a mod could add a [Q] to the title as I can't edit the title anymore, that would be appreciated!
Tropics
Profile Joined August 2007
United Kingdom1132 Posts
April 10 2010 09:48 GMT
#3
It depends what you're preparing for. Concussive shells are cheaper and the research is much, much faster so if your focus is on something early game get concussive.
blagoonga123
Profile Blog Joined July 2007
United States2068 Posts
April 10 2010 09:49 GMT
#4
i almost always get concussive shells first.
FOOL! Pain is my friend! Now let me introduce you to it!
StarBrift
Profile Joined January 2008
Sweden1761 Posts
Last Edited: 2010-04-10 09:57:44
April 10 2010 09:53 GMT
#5
Dunno if I agree with going concussive shells first vs toss. He will have an immortal out before it's done and you would rather use that to get faster stim or ghost. Unless you have both stim and EMP vs his first attack you need to pull 15ish scvs to survive assuming you FE and he 4gate robo immortal pushes you.

Then again. Don't FE, it's a freewin scenario for toss. There is no way on any map to defend an FE vs the 3 immortal push unless you have PF and if the toss scouts that he just expands to the gold mins. Been trying like 10 different scv cut builds to try and maintain the FE in this patch. Only the PF one worked. But obv not on Blistering Sands, Desert Oasis or Kulas Ravine as they can just enter your base where your PF isn't defending.
Talic_Zealot
Profile Blog Joined February 2010
688 Posts
April 10 2010 11:43 GMT
#6
I am not terran but it seems dependant on whatever you scout and/or which race you are playing against. Both are huge upgrades in any case. Although imo rushing for stim before you have medivacs never seems reasonable.
There are three types of people in the universe: those who can count, and those who cant.
lim1017
Profile Joined April 2010
Canada1278 Posts
April 10 2010 12:08 GMT
#7
stim first. its only 50/50 less and so much more useful.

cant really kite in large battles w/o stim anyways
kme
Profile Joined March 2010
Serbia176 Posts
Last Edited: 2010-04-10 12:29:55
April 10 2010 12:29 GMT
#8
The impact of concussive shells was biggest in the super early game, and now unless you rush it you won't have it in that stage. Stim gives much better DPS and movement speed, it is better then CS in every respect. I'm willing to bet that A moving with stim is more effective than heavy microing with concussive shells. IMO CS seems like a situational upgrade now.
Knutzi
Profile Joined July 2009
Norway664 Posts
April 10 2010 13:05 GMT
#9
if your going to do a fast expand i would get slow first, if not id say stim is better
duckhunt
Profile Joined June 2009
Canada311 Posts
April 10 2010 13:19 GMT
#10
get 2 tech labs lol
TurboMaN
Profile Joined October 2005
Germany925 Posts
April 10 2010 13:24 GMT
#11
On April 10 2010 22:19 duckhunt wrote:
get 2 tech labs lol


That answer won't help any1
Ranix
Profile Blog Joined March 2009
United States666 Posts
April 10 2010 13:50 GMT
#12
I always research stim first because sometimes I may have to transition out of marauders into marines (for example, if they tech switch to mutalisks). I like to have both building at the same time so stim and slow finish at about the same time.
Legends never gg
Craz
Profile Joined June 2004
United States69 Posts
April 10 2010 14:11 GMT
#13
I get stim first almost always. One of the few times I'll get Concussive Shells first is vs a reaper rush as it keeps him away from my scv, he can't escape unless right next to a cliff and it doesn't cost me 20 hp to kill the reaper before it gets to scv line when I don't have medivacs yet. Stim helps kill faster, move faster (micro). In a straight up even marauder vs marauder matchup stim will beat the guy who gets Concussive Shells.
Darox
Profile Joined October 2009
New Zealand3 Posts
April 10 2010 14:31 GMT
#14
On April 10 2010 18:44 StarcraftMan wrote:3) Research Stim against Zerg but research Concussive Shells against Protoss (somebody needs to explain this in detail)


The reasoning for this is probably because of zerglings.

Against roaches and zealots, attack/move/attack with conc works well because it keeps them out of range and they have enough hp for the slow to have any effect.

Zerglings are a lot faster (especially on creep) and have very little hp each, which means one attack volley will usually kill them outright rather than hurting and slowing them, making the conc worthless.
ImBa_JaCkAsS
Profile Joined September 2009
Canada200 Posts
April 10 2010 14:35 GMT
#15
I go Stim first. seems more efficient if I am trying to timing push or w.e
If I am dodging then maybe the shell thing
5 Pool for late games
StarcraftMan
Profile Blog Joined January 2010
Canada507 Posts
April 10 2010 17:54 GMT
#16
On April 10 2010 23:31 Darox wrote:
Show nested quote +
On April 10 2010 18:44 StarcraftMan wrote:3) Research Stim against Zerg but research Concussive Shells against Protoss (somebody needs to explain this in detail)


The reasoning for this is probably because of zerglings.

Against roaches and zealots, attack/move/attack with conc works well because it keeps them out of range and they have enough hp for the slow to have any effect.

Zerglings are a lot faster (especially on creep) and have very little hp each, which means one attack volley will usually kill them outright rather than hurting and slowing them, making the conc worthless.



I find that kiting is easier to execute against Zealots without charge because they don't have range, whereas against Roaches, although marauders have longer range than Roaches, it's harder to kite and stay outside the Roaches' range.
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
April 10 2010 18:02 GMT
#17
I almost always get stim first or both simultaneously. With stim you can still kite since you get a higher movement speed and your damage output is higher. I usually mix in more marines since the last patch too.
Kakisho
Profile Joined January 2010
United States240 Posts
April 10 2010 18:22 GMT
#18
Then because of possible builds your opponent can be going, I'm pretty sure there shouldn't be a single better one to choose first. Mass lings? Stim, mass Zealots? Concussive. When players start getting more diverse compositions (i.e. 2 zealots, 2 sentries, 1 stalker early push) then it becomes more complicated than that.

I would say that one of the reasons why Blizzard made Concussive missiles besides ability to early kite a lot, it would make the decision of which tech first something that Terran had to consider rather than "Ok, get stim, and then get concussive."

IMHO, it depends on how early a confrontation it is. Earlier it is, then that means less units, meaning that concussive shells help slow easily a large portion of the army (because there are so few units total....).

Stimming 7 units will barely help it compared to the hp loss. When you have enough units, the overlapping fire makes stim much, much better.
Cold wind, chilling.
ahcho00
Profile Joined March 2010
United States220 Posts
April 11 2010 07:33 GMT
#19
i would say that if u see the toss pump zealots, concussive shells would be more useful as stim would just kill ur units faster. if u see stalkers/immortals go with the stim first and get EMP asap as u'll need it against the immortal.

it would depend on the scout but like some people i'm almost always getting concussive shells first because i like to slow the units down.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
April 11 2010 07:48 GMT
#20
concussive shells if you are defending since kiting stalls the enemy very well. Stim when attacking since it increases your DPS. When the enemy is retreating, even though it would be nice if they were slowed down, but you can just attack their buildings.
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