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Here is a lot of questions that people need answered or have been getting a lot of wrong info.
Here is a list of the basics
First Page and Second Page. Tech and research
Third Page Unlocking units
Fourth. The mission Archives
What upgrades are the best? How many are there?
There is a total of 20 research upgrades you can choose from. 10 for Zerg and 10 for Protoss. You need 5 points in a specific area to unlock each level of tech
A. Tech upgrade for Zerg
I. 5 points. Shrike Turret or Bunker reinforcement
Shrike turret pretty much adds another marine. Empty bunkers have an attack so they can help out with defense. A four bunker marine has the attack power of five Marines. With a 6 marine bunker, it has the power of 7 marines.
For the shrike turret, to have 4 marines with the extra turret makes it have 25% more damage. With a 6 marines bunker, it drops down to 16.66% more damage.
Bunker reinforcement adds 150 more HP to the bunker, making it have a total of 550. That is 37.5% more health and resistance.
Verdict in my opinion. I always went with the health one. The turret seems nice but it's just an extra marine. If it had a little more OOMPH to it, I would have gone with the turret.
Winner: Bunker Health
II. 10 zerg research points.
Planetary Fortress or Flame turret.
~sighs~ this one has a lot of people fighting over this. I always went with the flame turrets.
Reason being, I like orbital command and I can have siege tanks. To make a planetary fortress would have to sacrifice an orbital command. I can place a flame turret around bases plus they are very effective against swarms of weak units. I always loved the turrets but I can see why people would want the fortress.
Winner: Close but turrets are better for me
III. 15 zerg research.
Hercules transport ship or Predator
A drop ship that can hold 32 slots with instant drop vs a unit that can attack in a 360 degree range.
I can drop 8 tanks in a row wherever I want. 25 marines with 7 medics. Wherever. The predator has to have a close proxy to the unit or groups of units. They are pretty fragile and need an SVC or science vessel to assist out with the healing and repair. Firebats are a better choice due to higher armor and cheaper along with medics. Too much of an overlap.
Winner. Hercules drop ship
IV. 20 Zerg points.
Regenerating bio steel vs Power Cell Reactor (Or something. Names don't matter)
Any and all mech units (Tanks, goliaths, all starships) Have a slow healing factor to them. About as much as the zerg do. Don't need to rely on SCV's as much which means more minerals/gas in your pool.
Power Reactor adds not only an extra 100 energy for specialized units to start out with, but have an extra 100 total. Over long games, all units with energy have an extra 100 energy. Battle cruisers can shoot out two yamato cannons, specters can use two psi lashes, medics have a lot more healing. etc.
This one is another toss up. Both are good. However, with the power cell, it has a nice synergy with a protoss tech unit, the science vessel. We will get to that later. The biosteel just seems to be a long and slow process with the healing. The powercell seems to help more with supporting troops. More cloak, more healing, more damaging spells in a row.
Winner. Power Cell Reactor
V. 25 zerg points
Hive mind emulator or Psi disruptor.
This one is tough to choose from. Either perm control of a zerg unit, not going against supply or slowing down both zerg movement and attack speed by half.
It depends on what you are doing for All In. Air or ground?
Go with Hive Mind Emulator if you are going All in Air. You can get 4 brood lords to stop Kerrigan dead in her tracks, ultralisks to stop lings and roaches. It's good if you are able to macro.
The Psi disruptor is good against All in Nydus worms. It slows down lings and ultras before they reach your tanks. Easy kills and they get slaughtered easily.
Winner. Depends on the All In circumstances. Against air, Hive Mind Emulator. Against the worms, psi disruptor.
VI. 5 Protoss Research Points.
Attack speed upgrade or health upgrade.
Pretty much, with each weapon damage upgrade, you increase the attack speed by 5%, having a total of 15% damage speed boost.
With health, same thing. If a unit has an armor upgrade, it's health is boosted by 5%, then 10% then 15.
So pretty much, if a unit has a 1 second attack, it will be lowered to a .85 second attack with full upgrades.
If a unit has 100 hp. It's increased to 115 hp.
I usually increase weapon damage before I increase armor. In fact, I go through most missions with only weapon upgrades. Health just doesn't seem like that much. It's better to kill units faster than to increase the amount of damage you can take.
Winner. Damage speed upgrade.
VII. 10 Protoss points
Orbital Supply drop vs Micro filtering
Instant drop of supply commands or faster gas? This all depends on the upgrades you have, units you favor and such.
If you are supply blocked a lot, one SVC can make 10 supply depots in a matter of seconds. With SCV construction upgrade, you can get up to 8 workers to build a structure. If it takes 40 seconds to build a structure with one scv, it will take 5 seconds for 8 of them to build that same structure. doing it this way sorta replaces the orbital supply drop.
If you're tech heavy, it's better to have 25% more gas per trip. Instead of 4, you get 5. It works well with auto refineries as well.
Winner: If you are tech heavy users, go with micro filtering. If you are supply blocked a lot, go with Orbital drops.
VIII. 15 Protoss points.
Auto Refinery or SCV Reactor.
You can have a refinery pump out gas without an SCV, no matter how far away or you can have your command center pump out two SCV's at once...Yeeeah. Sorry to say. No brainer. You can free up three workers per gas geyser. There are maps with three gas geysers near your base. That is 9 workers that are freed up which means not only 450 less minerals but also, one less supply depot. Plus I can find an empty geyser and plop down a refinery and leave it. Free gas right there. No command center or scv's to carry gas.
Winner: Auto Refinery.
IX. 20 Protoss Points
Raven or Science vessel. Both are detectors.
The raven has the abilities of throwing down an auto turret which does a little more damage than a marine, a point defense drone which can block most enemy fire. Finally, the heat Seeker. Does amazing splash damage, follows a unit for 15 seconds (Is lost if the unit runs away faster than the missile)
The Science vessel like a medic for all your mech units. Instead of scv's repairing your tanks, air ships and themselves, which costs minerals and gas, you now have a science vessel to repair everything from a distance. Put these on patrol near your base to keep your tanks healed or have them following your air units around for easy healing. They can go where SCV's can't. But on brutal mode, SCV's are targeted first if they are repairing a unit and they have to be touching the unit to repair. The science vessel is out of range for most targets to notice.
Winner. Science vessel.
X. 25 Protoss Points
Orbital Barracks drop or Tech reactor.
Orbital barracks means you can drop any units made in a barracks to drop wherever on the map. I heard that you can't even need to see the point of where they are gonna land.
The tech reactor means you can build any and all units at a barracks, factory or starport two at a time. Two Battle cruisers being built at once with one starport. Two tanks at the same time at one factory. If the orbital drop included factory units and air units, this would have been a more interesting choice. Building two of all units far out beats letting you drop infantry wherever you want.
Winner. Tech Reactor.
Extra information. The synergy of research.
To have both the Micro filtering + auto refinery = amazing gas production
Power Cell + Science vessel = High healing that is better than bio steel for mech units.
Bio Steel + Science vessel + Health increase per armor upgrade = Hard to kill mechs.
I am sure there is more upgrades that help each other out. Have fun discovering which ones sync up well.
What levels unlock which units?
Mar Sara Missions
Liberation Day: Marines.
Zero Hour: Bunkers
Smash and Grab: Mauraders.
The Dig: Siege Tanks.
Super Nova: Banshees
Maw of the Void: Battle Cruisers
Devil's Playground: Reapers
Welcome to the Jungle: Goilaths
Ghost of a Chance: Ghosts
Break Out: Specters
The Evacuation: Firebats
Safe Haven/Haven's Fall: Vikings.
Great Train Robbery: Diamond Backs
Cut Throat: Vultures
Engine of Destruction: Wraiths
Media Blitz: Thors.
Char: No new units are unlocked nor new tech or mercs.
What are the limits with the Mission Archives?
First thing is, when you go back to the missions you already finished, whatever units you had available, research, tech upgrades and mercenaries are the only ones you can use when replaying a mission. If you finish Smash and Grab first after beating the Mar Sara missions, you only have marines, medics and Marauders available to you. Once that mission is done, there is no going back and using new units or research
There is an upside though. If you finish a mission, and realized there is a missing research point, you can go back and finish it, getting all the research you missed.
For example, you go through the campaign, start to finish and you are missing 10 zerg and 10 protoss points, you can go back to those missions at any time and get them. thus unlocking more research. However, there are limits. Once you go to Char, you cannot go back to previous missions that you skipped. You can only go back to missions you completed. If you missed a mission like the secret mission, once you are on Char, you cannot go back to unlock it. You can however, replay the Media Blitz mission BEFORE Char to unlock if you forgot it earlier and then go play the secret mission.
Hope all this helps. Good future gaming.
How so? For every auto refinery, I build. that means three scv's are freed up. That is 150 less minerals I need to spend. After building three of them, that means I don't need to have to build another supply depot to keep up with the 9 scv's I didn't need to buy. PLUS if there is a gas geyser half way across the map, I can build an auto refinery and leave it there. No need for a command center, another three SVC's and whatever else at risk for attack. Auto refinery is cheaper and more efficient.
To have two workers being built at once, by the time I have access to that, I already have mules. How is the scv reactor better than auto refinery?
Edit: If you are gonna make an argument, support with facts. Not make a statement and leave it at that. Has little validity for your opinion.
Edited by Xombie on 4/24/2011 8:42 AM PDT
Just a few statements that might make you look at things a little differently.
III. 15 zerg research.
I'll admit that every playthough I've done had me picking the Herc. Recently however, someone pointed out that Predators do 35 dps against buildings which is more than 4x the amount of damage that a Firebat causes. It's rather confusing since the game lists them as an anti infantry unit, but it's their anti-building capability that really makes them awesome. Medivacs can be upgraded to do most of what the Herc does, and they move faster, so this choice is actually a fairly close one.
V. 25 zerg pointsActually, if you are capable of half way decent micro, the HME is better in BOTH versions of the final mission. If you leave a nydus worm alive, it will continue to spawn stronger and stronger units until it starts pumping out Ultralisks. Having those Ultralisks hold position in front of your defense wall, with a medic or two behind your bunkers, will actually do a much better job of keeping Zerg units off of your bunkers, reducing the damage you will take in the final mission. Putting a disruptor in front of the bunkers causes it to get destroyed to often and putting them behind your bunkers greatly reduces their effectiveness.
VII. 10 Protoss points
This one comes down to your micro game. If you can't keep an eye on your population cap and make sure you always stay ahead of it, then you are going to have serious problems both in game brutal and against other players. I advise to never take a tech that can easily be invalidated by better player skill.
And the Hercules are extremely usefull for finishing certain missions in a single swoop. Off the top of my head...
The Hercules is EXTREMELY useful on Mobeius Factor. That whole mission relies on transport, the few Spore Crawlers and Hydralisks can't hurt it much and you can instantly drop huge armies on the data cores then run.
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