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Protoss/Zerg Research - Page 2

Forum Index > StarCraft 2 HotS
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sushiman
Profile Joined September 2003
Sweden2691 Posts
July 29 2010 11:04 GMT
#21
The flame turret + psi disruptor combo was insanely good for defending against zerg, and absolutely perfect to spam if supply blocked on the last mission, or just generally if you needed something to defend your base when away.
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.
1000 at least.
LonelyMargarita
Profile Blog Joined August 2007
1845 Posts
July 30 2010 01:12 GMT
#22
Thanks for the thread. I was gonna create the exact same one, since I'm behind on the campaign (had to wait for regular shipping). I hated the fact that the research decisions are irreversible, so reading others' insight was helpful.

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.
I <3 서지훈
TheFavorite1
Profile Joined July 2010
United States27 Posts
July 30 2010 04:24 GMT
#23
I really enjoy the automated refinery. I can place the refineries at an expansion without even needing a command center when the need arises.

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
Profile Joined July 2010
109 Posts
Last Edited: 2010-08-04 01:40:42
August 04 2010 01:38 GMT
#24
Some random thoughts

predator vs hercules...I hate predators . I bought it because I thought it would come out of the reactor...well I was wrong. Even worse since I got it when I did Maw of the void! I was kicking myself for that. The predator is just very fragile which leads to it going down quickly but it isn't even that much better then the other mech at anti zergling. Hercules will serve you for maw of the void then be useless so it's really a choice between a unit that is useless 90% of the time but can be good. or a unit that works for one mission and then will never be used again.

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
Profile Joined February 2010
465 Posts
August 04 2010 01:54 GMT
#25
I took Hercules, Science Vessel, Shrike Turret, Auto-Refinery, Enhanced Vespene Filtration, Tech Reactor, Psi Disruptor, Weapon Capacitor, Perdition Turret, and Bio-Steel.

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.
Overall, there weren't many difficult missions vs. Zerg until All-In, when the difficulty ramps up from about 2 to somewhere in the 13-15 range Forget about eleven.

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.

What is a dickfour?
Leeoku
Profile Joined May 2010
1617 Posts
August 04 2010 02:12 GMT
#26
the only think i regret is getting turrets on bunkers. turrets = 1 marine while the extra hp helps more
Euphemism
Profile Joined June 2010
Canada57 Posts
August 04 2010 05:13 GMT
#27
I picked Hive Mind Emulator and played the last mission on Normal. It was glorious - having gone after the nydus network, stealing broodlords was great. Not sure how well it'll do on Hard, I'll give that a try later. Likely with the increased pressure, I'll have less time to get them up and they won't be as effective.
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