Picked the dropship instead of the predator since I hadn't unlocked the medivac yet at that time. Didn't use it once though, the requirements were far too high and expensive. A fusion core for a transport, wtf? Loved the self generating upgrade for mech and ships, never had to worry about repairs, which made the mission with BC's much easier.
Protoss/Zerg Research - Page 2
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sushiman
Sweden2691 Posts
Picked the dropship instead of the predator since I hadn't unlocked the medivac yet at that time. Didn't use it once though, the requirements were far too high and expensive. A fusion core for a transport, wtf? Loved the self generating upgrade for mech and ships, never had to worry about repairs, which made the mission with BC's much easier. | ||
LonelyMargarita
1845 Posts
If a mod sees this, could you maybe add the word "laboratory" to the title so it shows up in more searches? Maybe "Laboratory Research - Zerg/Protoss" or something that would put both the key search terms in the title (and in the sidebar for non-forum-view people). Thanks. | ||
TheFavorite1
United States27 Posts
Firing turrets was fantastic as it allowed for basic anti air while i trained marines. I chose the hercules because I wanted to see it and it was great for the level on the planet next to the star about to go nova. I could pick up all my SCVs and move to the next base very quickly. The predator looked nice but my flame turret provided the anti-zergling that i needed. I chose the turret because I prefer the enemy not even get close to my command center. Lifting off is a huge bonus anyways. Droppods was an easy choice for me. The only apply to barracks whereas the tech reactor helps me get tons of units quickly. | ||
alsowikk
109 Posts
predator vs hercules...I hate predators ![]() bunker health vs gun: To much fun for me to get the gun. I know it sucks but I have a minimalist unit strategy for defence so the extra firepower is good for me(I can spare an scv but not a marauder). That and it can help a bit when you have two or three(gates of hell for instance) tech reactors vs drop pods: I went with drop pods because I was on normal and...well the drop pods are just cool! It makes you feel like your a bad ass when you summoon an army in the middle of a giant battle...from orbit! In practicle use though the tech reactor is better. Science vessel vs raven: Science vessel made my factory and starport usefull. Until then I did heavy barracks builds with medics healing everything in sight. If I didn't feel like using the helion so much I probably would go with the raven to support my bio army. energy vs mech regen: Simply put if you want to go bio then the energy is godly(medics suddenly became that much better). The regen is good but the mech units tend to me either be support(siege tank, science vessel, raven) or to fragile to benefit much (helion,vulture). | ||
Gedrah
465 Posts
I made a total of one Hercules, ever, on the mission where you're at the Xel'naga wreck trying to disable rip-field generators. It's the only mission I can think of where I had any reason to move ground forces through the air; the exception being the Moebius Data Core mission where you need Medivacs for the healing they provide. I doubt I would have made any Predators, so meh at that entire choice. Biosteel combined with Science Vessel healing gives unmatched mech survivability, especially fighting inside ripfields. Filtration and Auto-Refinery literally negates gas as a concern. Your sole involvement in gas economy is remembering to order an SCV to create the 75-mineral refinery and go back to harvesting minerals or patrolling with auto-repair active. I finished most missions with 2000+ gas in reserve because I played M&M style. I only used Psi Disruptors during All-In, and they go well with Perdition Turrets when you start getting rushed by exponential Zergling waves. + Show Spoiler + Saved me from wasting the Artifact pulse when I would need it much more during Kerrigan pushes. ![]() The Tech Reactor is unquestionably the best thing Terrans could ever ask for. Having 2 factories shit out four siege tanks instantly turns a losing battle front into a well-defended base. I'm not sure what application Drop Pods have at any point in the campaign, though I suppose it's nice to grow your MMM ball on-site, and if not for Science Vessels I would probably not have used mech nearly enough to warrant Tech Reactors. I skipped the Medics from Reactors upgrade in favor of other things which I didn't use nearly as often as I used Medics, and by the time Tech Reactor became available, I was desperate to produce 2 Medics at a time. Hindsight is 20\20, right...? Since I used heavy Medics in the campaign, I almost wonder if HP would have made a bigger difference than damage, but 15% of 55 HP is only 63.5, and that's at Armor 3. Killing enemies is the best way to avoid incoming damage, so stimming 15% attack speed upgraded marines were probably the right choice. The Shrike Turret is another HP vs. DPS issue. Those turrets killed Mutas faster, which was important to me. I didn't mind putting 2-3 SCVs at each battle front to repair the lower-HP shrike bunkers. | ||
Leeoku
1617 Posts
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Euphemism
Canada57 Posts
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