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so, i've heard that any tech path should be planned out prior to playing the game. so far, for this replay i'm going for all-in ground, haven's fall, and tosh.
i know for a fact that the OC and fire suppresion upgrades are the best armory upgrades in-game
would any1 please share techs that worked?
The best upgrades are
Medics healing (You can get away without having to get the ability to reactor it cuz once you get Tech reactors, it makes it obsolete)
Both Tank upgrades
Both Viking upgrades
Fire suppression and Orbital Command
Both Banshee upgrades
These are the most needed ones.
Secondary ones (Which help out but are not all that needed) would be
Firebats Juggernaut plating
Both Goliaths upgrades
Both Marauder upgrades
Both Ghost/Specter upgrades
Anything else is pretty much a waste of money unless you REALLY love those units. I just never bothered with anything else.
For the research upgrades, Bunker health, fire turrets, Hercules, Cellular reactor, Psi distrupter for the zerg tech tree. For the protoss side, Weapon speed, micro filtering, auto refineries, science vessel and Tech reactor.
Edited by Xombie on 7/22/2012 8:38 PM PDT
I would agree with most of Xombie's list.
But if there is one thing you should know is that everyone has their own preference and style.
Personally I would not get the SCV's Advance Construction upgrade, as I never used it even when I bought it.
Nor would I get either of the Banshee's upgrade because I never found much of a use for them. Tho I do know a lot of people use them for taking out the Worms on All In(Ground.).
Same thing with the research choices. I found PFs to be more useful to me then the turrets. And I would get mech regen rather then Cellular reactor because I personally found myself almost never making any units that has energy(only exception is the Medic.).
I like making new command centers and more production facilities in less than 10 seconds if I have to which is why I chose that one.
The reason I chose the banshee ones was due to All in. Double cloak means they last twice as long plus their splash held back a lot of lings and hydras.
With the PF, granted, it's very useful. The only problem I had was a the build time. With the turrets, they seemed to hold back a lot more units especially with tank support. When I used the PF's, the hydras and other ranged units were outside the siege line and then build up a huge force attacking the PF. When the dam broke, there were too many units for my tanks to take out.
With the cellular reactor (+100 energy) I just used a lot of special forces such as wraiths, banshees and specters where I needed the extra energy. Plus with the synergy of the science vessel, I felt it made bio steel obsolete.
With the PFs I tend to place my tanks right next to the PF, this way even if a hydra attacks the PF from the opposite side of where the tank is, the tank would still be able to hit it.
2x cloak--bah. one of the funniest things i've done in WoL is get cellular and tomahack power cells b4 doing haven's fall, if you're smart the zerg ai will almost never even see them. however, it's an ai, so it still sends overseers with unnerving prescision
I get both medic upgrades, mainly because tech reactor comes much later in the game. Once you have it it does make the Medic upgrade obsolete, but until then it is nice to pump two at a time. (Insert sexual joke here)
I also get drop depots aside form micro-filtering, but i ten to wall off and like the speed of being able to do so.
Edited by Gashnaw on 8/7/2012 7:48 PM PDT
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