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Reply Twilight Council: Game Mechanics, and Strategy Discussions
Zerg: Upgrades - situational?

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Your first Zerg upgrade?
  Melee (Ground)
  Range (Ground/Air)
  Armor (Ground/Air)
  None
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Primity Aurora
Vice Captain

PostPosted: Thu Sep 30, 2010 1:01 am


it's my opinion that armor upgrades for Zerg are staple: 1 armor allows Zerglings to withstand two hits from 0-0-1 Zealots, as well as a direct hit from an unupgraded Tank in siege mode (though left with one health). it further increases the durability of both Roach and Ultralisk, both of which are already base armored 1 to a max of 4 and 6, respectively. air armor increases the longevity of Mutalisks, with 1 armor reducing Marine and Sentry damage down to 5. it just seems fairly obvious to me that Zerg benefit the most from armor upgrades than Terran or Protoss do.

but, are there times when it's more advantageous to upgrade attacks over armor? Mutalisk attack upgrades effectively increase their damage output by 3 per shot, as their attack splits twice. which could be good for sniping off units with a smaller health pool such as workers or Tier1. Ultralisks will simply deal that much more damage if upgraded for attack, even if just once. Zerglings already have one of the highest DPS rates in the game, especially when coupled with the Adrenal Gland upgrade (ASPD boost) but can be raised even higher if upgraded for attack. even ranged units Hydralisk and Roach benefit from attack upgrades due how often they are made in games, and it is understood that attack upgrades become increasingly effective in bigger numbers, which Zerg tend to excel at.

just wondering what upgrades you guys run as Zerg. for those of you who play Zerg, of course. and upgrade. what do you guys think?
PostPosted: Thu Sep 30, 2010 1:35 am


For Mutalisks I tend to focus on attack power since they go down pretty fast anyway. For ground units I have two Evolution Chambers hotkeyed and I always queue up armor and ranged attacks simultaneously. I use Zerglings as cannon fodder so I don't bother with the melee upgrade until I have at least level 2 upgrades for range and carapace if I'm still below Hive tech (which I usually am since my tech tree tends to stall once I get the Hydralisk Den and the Spire. I neglect to buy the Infestor Pit).

Immortal Nobody
Crew


kenjiro yume
Crew

PostPosted: Thu Sep 30, 2010 3:06 pm


I also stick with attack upgrades on Mutalisks if I can. The main reason is that they're mainly used for harrassment, and you should prefer to get them out of the enemy's base when they attempt to engage. But the other biggie is the cost. Why would you spend 50 more minerals AND gas for a unit that is rarely defensive in nature?

On the other hand, for my ground units, carapece is almost always the first thing I get. Especially because I love the roach as a staple army unit. They are so effective at eating hits (except from tanks and marauders) that you might as well play to their strength. I use banelings or Hydras for the DPS anyways.
PostPosted: Fri Oct 22, 2010 11:13 am


It's taken me a while to really reply to this question mostly because I've never had a strategy for my upgrades before as my builds were sloppy and still experimenting, but now that I have a solid build I also have a solid order of upgrades.

My core build revolves around muta-ling, and for this the strategy is mainly hit and runs, so it's imperative that my units do as much damage in a short period of time as possible, which is why I focus heavily on my air and ground melee attacks. The air attack for Mutas is essentially, as you're not just getting +1 but you're getting +1 per glaive per rebound, adding up to a +3 over a number of units, which is perfect considering the muta's main task is essentially to clean out worker lines and pick off bunched up supply buildings.

The lings also get the attack strength bonus due to their attack speed, it's not just +1 extra damage, it's +1 per attack. They are cheap and quick to rebuild so getting all that extra attack damage in for crushing expansions, or surrounding armies is perfect, however the armor upgrades comes into play if I'm facing a Terran player with tanks, so that my zerglings can survive the splash tank damage a little bit more effectively, long enough anyways to close the distance between them and the tanks and do their damage, seldom will I go past the +1 though for ground armor.

C4D
Captain

Newbie Noob


Evataph

PostPosted: Fri Oct 22, 2010 6:57 pm


I normally only purchase upgrades if I need to shave off excess resources or if I'm going Roach/Hydra.
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Twilight Council: Game Mechanics, and Strategy Discussions

 
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