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Upgrades
Upgrading is important in ladder games. More important is upgrading smartly. Unlike mucho money maps, here you upgrade only what you need. Ever seen an overlord drop without speed upgrade? Well people do it and it's very effective. It sure gets those lurkers in they enemy base faster than waiting for speed. Here are a list of things to upgrade and against who. When I say don't do something, I mean do it later if you have extra money.
Terran
-General- Stim is more important than range. Upgrade your stim first. The only exception is if you play heavy metal and only have a few marines placed in bunkers. For this situation, get your range first and stim if you have money later. With your extra minerals, you build either marines or vultures. If you use a lot of vultures, the speed and mine upgrades increase the use of the vultures.
-Vs Terran- You'll need the goliath range upgrade if your opponent goes wraiths. Unless you plan on using a lot of wraiths as one of your main attackers, don't upgrade cloaking. This is important if you just want wraiths to scout the high ground for your tanks or pick off other tanks.
Research irradiate if your enemy has a lot of infantry. Irradiated medics do a hefty amount of damage to the army and infantry trying to protect a tank that is irradiated works nicely.
-Vs Zerg- Firebats with level 1 attack can kill a zergling in 2 shots instead of 3. Irradiate is pretty much a must. If you don't have medics yet, level 1 armor will let your m&f live through one extra hit from a lurker.
-Vs Protoss- Level 1 armor will make DT's take 2 hits to kill a marine instead of 1. This is no good if they have level 1 attack though. You should make sure to upgrade your metal armor. Toss players will tend to try and kill your tanks first and this is a lot of help.
Zerg
-General- Ling speed is pretty much one of the most important upgrades. Your extra minerals will be spent on these guys so at least make them a little stronger. Melee upgrade in essence increases their damage by 33% and this is a favorite among the good zerg players. Burrow is an under used ability. If your minerals are attacked you can burrow your drones. If your army is losing a battle, it is better to burrow them and bring reinforcements than let them die. It is good early where your enemy probably doesn't have detection yet. Hydra speed before range. Defiler's consume makes them use spells quickly by eating a ling.
-Vs Terran- Spawn is a must get against a good terran. Make sure you get hydra range and speed. It's bad enough hydras have the shortest range of the 3 basic shooters of the races and the slowest speed. Marines will really kick some hydra ass otherwise. Lurkers are strongly recommended against infantry, provided you back them up with lings and hydras. Terran is vulnerable against swarm so make sure you have that later on.
-Vs Zerg- N/A
-Vs Protoss- Have spawn when they get templars. Get plague against carriers. Protoss is best know for popping overlords. Since zerg has the worst detection of the 3 races, upgrade your overlord sight. This gives you a slight edge against protoss.
Protoss
-General- Observers will be at their full potential when their speed and sight range is upgraded. Speed before range. Goon range should be done every game and as early as possible. Next comes zealot speed. Stasis and storm are great helpers in the later game. Dropships should have speed upgrade if you plan on using those a lot. Templar energy upgrade will let them storm one more time.
-Vs Terran- Always get level 1 attack. Dts will be able to kill marines in 1 shot.
-Vs Zerg- Always get level 1 attack. Zealots will be able to kill lings in 2 hits instead of 1.
-Vs Protoss- N/A
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