I think they should definitely get some of these for sure, it is weird why they don't even after 3/3. Building armor is so good with Mutas since it negates the bounce damage, and +2 against a Muta's 9 damage is pretty huge. The +1 Range upgrade is also really useful because the PFs have 7 range and can hit things that... have 7 range xD. The +1 Range is also really awesome because it means you can perfectly fit two turrets in each mineral line that protects both geysers and the mineral lines, and these 8 Range Turrets can be used in many other ways to protect many build buildings (for example, u can make 2 columns of factories or barracks and put turrets in between them, the turrets would protect both columns).
[D] The "Gretorp" upgrades. - Page 6
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Yoshi Kirishima
United States10149 Posts
I think they should definitely get some of these for sure, it is weird why they don't even after 3/3. Building armor is so good with Mutas since it negates the bounce damage, and +2 against a Muta's 9 damage is pretty huge. The +1 Range upgrade is also really useful because the PFs have 7 range and can hit things that... have 7 range xD. The +1 Range is also really awesome because it means you can perfectly fit two turrets in each mineral line that protects both geysers and the mineral lines, and these 8 Range Turrets can be used in many other ways to protect many build buildings (for example, u can make 2 columns of factories or barracks and put turrets in between them, the turrets would protect both columns). | ||
obsidia
122 Posts
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cristo1122
Australia505 Posts
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zergrushkekeke
Australia241 Posts
I got the building armour upgrade for a string of games (only in gold) and found it was only marginally useful, when you were base trading or if a zerg tried to swarm a turret in a mineral line. The range upgrade is also marginally useful for PFs inTvP as without it stalkers outrange the fortress, but unless I was doing a weird build with a PF at my first expansion this was trivialised by them having colossus or them just not fighting at that base... These upgrades help ravens be slightly more annoying as they effect the auto turret, but really ravens suck so much now PDD doesnt work on broodlords. The games had some success with were where I would get mass bunkers and crawl across the map, but vs zerg this was shut down by banelings or broodlords, as like I said banes ignore armour and broods do big damage from the shot, and even though the broodlings attacks are mitigated it doesnt really do anything but take longer for them to crush you. I think of the building armour like a stealth upgrades as its not as obvious as the neosteel, but good players will just click on one of your buildings. | ||
JustProbes
United States28 Posts
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TSL-Lore
United States412 Posts
I feel like the developers just had more ideas for T than they did for the other races because of the campaign. It would be nice if the evolution chamber or the forge had some interesting "gretorp" uPgrades as well... | ||
zergrushkekeke
Australia241 Posts
http://wiki.teamliquid.net/starcraft2/Upgrades That said the abilities of the OC have their zerg counterparts supplied by the overseer for zerg: scan = changeling + detector, supply drop + mules = the inject, leaving contaminate to counter some other useless spell of terrans. I feel each race is balanced in terms of functionality, just terran have a few more things that they don't really need. | ||
Eknoid4
United States902 Posts
On June 05 2011 14:32 LaiShin wrote: When terran infantry is at 3/3 or even 2/2, zerg will stop getting mutas. For the sole reason that muta upgrades will never be able to keep up with infantry's, due to their ground upgrades. At most, it's at 2/0. [citation needed] | ||
lim1017
Canada1278 Posts
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Genome852
United States979 Posts
They can be squeezed in easily (and should be) in the lategame when resources are generally more abundant. | ||
FreedonNadd
Austria573 Posts
I also get the +1 shield first before I get +1armor/weapon, my buildings profit from it, like all my units. The best part of the shield +1 is that archons and stalkers profit most of it. I don't want my stalkers to take hull damage cause they can't regenerate it and the better their shields are, the more I will have success while attacking/harassing. | ||
Mowr
Sweden791 Posts
On June 10 2011 15:32 lim1017 wrote: Does anyone know if +1 range will allow PF to hit ranged units dropped behind the mineral line? That depends on how much space there is there, but they will likely be hit when trying to move around. | ||
dowz
20 Posts
I had a game where i did the Gretorp upgrades. It was pretty good in shutting down mutas combined with thors and rines. http://www.sc2replayed.com/replay-videos/6745 Btw, is auto-repair really broken? the other player had some BM after the game and saying it was a broken mechanic and it was a cheap win... | ||
aaycumi
England265 Posts
It's even possible to have 1 gas Banshee fast expand. Do not have as many options on two gas. Anyways the point was that upgrades are fine and all but in the end I'd rather spend my resources on everything else first and the Gretop Upgrades as you call them just are not useful enough to fit in general game plans. I'll never say that Durable Materials allowed me to survive an opponent's attack unless I was doing a mass Raven build. And even then why the hell didn't you get Seeker Missile first!? TL;DR these upgrades just do not make sense in general game play and builds. | ||
Simberto
Germany11032 Posts
On June 06 2011 01:31 iAmJeffReY wrote: My point exactly. When I get my third in TvZ I get range for turrets + PF, and armor, because I simcity around my PF with 2-3 ebays, to stop any and ALL baneling/sling run by or surrounds. Leaves me with about 4-5 ebays, gotta use em =P lol again, every TvZ I get this. Only because I 1-1-1 marine hellion elevator with a banshee cloak follow up, and then as I push, I keep my starport with a tech lab for that upgrade, until I need to swap onto a reactor later for more medics. I really don't get why you would do that. Why not instead build barracks that are actually useful, are better than useless additional ebays at blocking stuff and only marginally more expensive than those? And if you really build an additional ebay to research those upgrades, it effectively makes them a lot more expensive then before, because that additional ebay is basically only there for researching them. So you can add those 125 minerals to the cost of them, which is an important increase in cost, and might shift the cost/use calculation towards them not being worth it. | ||
Razith
Canada431 Posts
However in TvT, when I scout some cute 2-3 port mass banshee or battlecruisers as I'm pumping out tanks, I immediately start researching the armor and range upgrades. I then just spam turrets with my tank push and its insanely cost inefficient for them to take out the turrets. But its very situational and does make for a long game, but in the long run it brings you out ontop when they have to trade gas for minerals so inefficiently. | ||
Rybread
62 Posts
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mastergriggy
United States1312 Posts
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Blazinghand
United States25546 Posts
On June 05 2011 13:55 101toss wrote: Turret range researches about twice as fast as building armor and is also 50/50 cheaper, meaning it clogs up less in terms of bio upgrades (or takes up less gas when meching). It's useful since it gives 3 range mutas even less room to work with and turrets are needed to defend given the thor's speed. Building armor I feel is superfluous. If you have 2 turrets in the mineral line, you can just have scvs repair turrets under attack. If your opponents have enough mutas to brute force your turrets, you probably shouldn't count on building armor to save your ass. If you really need to defend against mass mutas, might as well buy a 300/200 thor and leave it in base instead of 150/150 armor + 2 turrets. I agree with Big T on this one. Hi sec auto tracking is more popular for a number of reasons, and I think research time is the biggest one-- in TvZ, it's important that your marine don't fall behind in upgrades relative to zerg carapace, since you need their stimmed attack power to protect your tanks from zerglings /roaches and the marines themselves from banelings. | ||
tdynasty
Canada220 Posts
While playing the Beta, I used to get these upgrades everygame because I never went Bio. I always went air/mech. having played wc3 +2 building armor is rather good. Any kind of wall-off is a bit more durable. +1 range is cool when you are getting mass turrets and PFs. I always love to build several PFs just for funzies. These upgrades are not offensive but more for casual play and defensive. Bunker upgrade is very cool. VS protoss in Macro Games I really love to throw down bunkers and get all the Tech. If you're playing on a big macro map, bunkers can really be a saving grace and safe ground for you're BIO force. 100 minerals to shield you're units is very awsome when well-used. VS protoss Mech is pretty weak. So Bio balls with defensive stuff is almost always a plus in macro maps. | ||
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