Starcraft 2 Tech Reactor Or Orbital Strike

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I know this should be in the campaign section, but I can't open it for some reason, along with technical difficulties (Having a problem with login) Disclaimer:.Spoiler Alert. If you haven't finished the campaign and you want to be surprised, don't read this. If you are having trouble with the campaign or want to raise your difficulty for achievments, check out this thread. About the Author Anyway, I just want you guys to know that while I have only beat the campaign on normal, it is only because I don't spend a lot of time playing. I have yet to lose a campaign mission.

Build at least 4 Orbital Command Centers and drop Mules to quickly boost your mineral income. Ensure you always have enough energy for Scans, as that will be where most of your detection comes from. It is recommended to have at least 5 Barracks in the game if doing a Bio-based build (2 Tech'ed, and 3 Reactor'ed). Feb 8, 2019 - A Starcraft 2 hub listing the top 5 best campaign tech upgrades I used. Their counterpart at the top tier is Orbital Strike, which is little more than a novelty. But as it stands, it's garbage compared to the almighty Tech Reactor.

I have tried all of the research options and story options and this is the data I have collected. Please tell me if you dispute this, agree, or think it is flat out stupid. I also was masterleague once, but that was a long time ago. I haven't played a multiplayer game outside of arcade or comp stomp for 55 weeks, according to my matches log.

Eventually I just dropped to bronze. Anyway, here is my walk-through! Mission Options There are only three occasion where you must make a decision to determine which mission you will play in the campaign. First, the haven decision. This mission I would save for later because you want to see which research you need more of.

The levels are equally challenging (Not challenging at all) and you should just choose the mission that gives you the research you need. I typically fill both research bars easily, but if you struggle, this mission can help you out. The Nova/Tosh mission line is an easy choice. Specters have more health, damage, and better abilities than ghosts, not to mention Tosh has some nice/creepy commentary for you about the ship. My only advice regarding these missions is simple: Don't use cloaked units. They are f.cking useless.

Lastly, you are given a choice.take out the fliers or the nydus worms. At first glance, you want to take out fliers.

Starcraft 2 tech reactor or orbital strike system

Fliers are annoying, and nydus worms are easy. However, you want to take out the nydus tunnels. Because fliers are helpful. Worms are easy to kill, if you just maintain some banshees, but fliers are even easier. Hive Mind Emulators.

You can use the fliers to bolster your forces. Brood lords are incredibly useful. They also help you get more troops even if you're supply capped. So destroy the nydus tunnel and use the fliers to your advantage!!! Just make sure you can kill the leviathan. USE VIKINGS!!!!

Research: Protoss Choice 1Vanadium plating increases your life by 5%, Ultra capacitors increase weapon speed by 5% I would go with the vanadium plating, because life is important for your units. 5% on weapon speed isn't much.

It is often just minus 0.05, or basically nothing. 5% life can be a few life points for marines, which could keep them in the fight longer, or a whole 30+ hp for a battlecruiser (per upgrade) It depends on what units you use. I'm all about getting more for your buck. Choice 2 Micro Filtering or Orbital depots. This is dependant on your strategy. Some players end up not being able to spend all of their resources by the end of levels, while other players, like me, always manage to find a way to spend thousands of resources in seconds and never have spare resources. If you are on casual or normal, go with orbital depots, because vespene is not a problem.

Hard and Brutal people need bit of gas they can get, so go with micro filtering. Choice 3 Build two SCVs at once or automated refineries. This depends on your play-style, too.

If you need to develop early, get the scv reactor. It helps a lot. Automated refineries don't leave you with idle SCVs when they are done and don't require SCVs to maintain, which conserves population, but in the long run, it doesn't really matter. Choice 4or Raven or science vessel. The Science vessel is better. While it's abilities are crap, it can repair mechanical units.

This way you don't need SCVs charging in with the main force or taken away from resource mining to repair units. Ravens are useful, but I prefer science vessels. If you use a lot of infantry, though, and few ships and vehicles, then use a raven.

Choice 5 Tech Reactor or Insta-build supply depots. This is like ravens and science vessels. If you use a lot of infantry and few vehicles, then get the orbital strike. However, I, like most players, do use 2nd and 3rd tier units so I get a tech reactor. The speed is worth it. Besides, two battlecruisers or thors at once?

Zerg Research Choice 1 Strike turret or bunker health IT doesn't really matter, but if you upgrade bunkers at the armory to hold more units, then definitely increase bunker life. I typically go with bunker life, but the upgrades are practically equal. Slight edge to the life, though. Choice 2 This choice is kind of easy. Planetary fortress or perdition turret? Easy, perdition turret. 1: I use the orbital command upgrade from the armory, which is more useful than a PF.

Starcraft 2 tech reactor or orbital strike 4

2: If the zerg have reached your base, you're dead anyway, a PF won't change that. If they get by your troops, the turret won't be able to kill them. Your workers will die, so even if you do survive, it is hard to rebuild. If you ever need a PF, you won't survive the level anyway.

This does not mean the mod has less customized skill builds compared to the original game, you can still take skills from other skilltrees as long as the prerequisites are met.Generally, each class has three skill tabs. The first one, the 'base' skill tab shares the same skill tab as the class uberskills. For the full descriptions, please see the official website atAll skill trees are arranged in a linear cascade - there are no branching trees. The uberskills have a level requirement of 90 (in addition to their challenge requirements). The other two skill tabs are usually divided into specialized functions, and there may be other restrictions between them, such as the Paladin's need to pick between the Light and Dark skillsets, or the Sorceress' restriction to two out of four elements.The topmost skill tier has a level requirement of 1, and following that the next skills are available at levels 6, 12, 18, and 24. Black road challenge median xl.

Choice 3 Hercules or Predators? I have used predators, they are useful. However, a Hercules is better.

You probably think, 'what? But we have medivacs!!!' Newsflash: Medivacs can only take so much heat and hold so many units. You lose more units to spore crawlers before they deploy then you would just charging a line of ultralisks. Hercules' can punch through them and deploy quickly. The only downside is that they require a fusion core. Choice 4 Cellular reactor or Regenerative bio-steel.

Strike

Easy, a cellular reactor is only for specialist units, which no one uses, and frankly, there aren't a whole lot of abilities people use either. Regenerative bio-steel can be the difference between life and death, and cellular reactors don't do anything. Both upgrades aren't great, but one is definitely better than the other. Choice 5 Psi Disruptor or Hive Mind Emulator?

Psi disruptors don't really help because the maps in the campaign have few ledges that you can sit them AND a bunch of units on. Meanwhile, hive mind emulators can give you broodlords, hydralisks, and ultralisks. All at no population room!

Emulators All the Way. Tips This thread has already taken a lot of work so I'm leaving out the armory upgrades and other things, but these are some important tips for you that I feel are important enough to be mentioned. If you have questions about stuff I didn't cover, just ask me in the replies and I will answer it. As soon as you get the eon crystal from zeratul, beat all of the missions before continuing with the main story line. The extra research helps you a lot in missions. Plus, the time you do them doesn't matter since your decisions don't affect these missions. Use the 'A' button on your keyboard to kill civilians and neutral units.

It's not important, but it is fun. Buy mercs whenever you can.

Mercenaries cost a much as normal units, but are far better. They don't cost any extra supply or resources, so what are you losing anyway? On the 'Media Blitz Mission,' go to the bottom right corner of the map. There will be a laboratory on a small island connected by a bridge. If you destroy it, you unlock a secret mission, which offers more credits and research.

Not to mention.it's fun! I understand it is on the internet, I checked, but I actually found it on my own, because I was just walking around, exploring korhal and shooting civilians, so I figured what the hell, shot it, got a new mission. The mission is awesome, BTW. Any questions, comments, or concerns, just ask me in the replies. Boominator out. We seem to have very different opinions on tech choices. I've beaten the campaign on brutal.

My opinions are this: Ultra Capacitors over Plating: Because I tend to upgrade +1 attack a lot more than I upgrade +1 armor. Plus, +3 attack siege tanks with Ultra Capacitors is brutal. I can see an argument for Plating, but I still think Ultra Capacitors. Bunker Health over Turret: We're in agreement here, but I think Bunker Health is WAAAAY better than turret. A slight extra bit of dps hardly ever makes a difference, however extra bunker life has saved my butt on several occasions because it gives you more time to repair. Planetary Fortress over Perdition Turret: omg I LOVE the PF.

It's especially useful on the All-In mission. True, you'll not be upgrading your main to a PF too often since you'll be using it as an Orbital, but in missions where strongpoint defense is critical PF is super good. I often build one at my base enterance just because. I also found PF was pretty useful in the Mira Hann Scrapyard mission. I've just never seen Perdition Turret be impresssive. Cellular Reactor over Regenerative Bio-steel. This was another shock moment when I read your post.

Presumably you are already building science vessels to help out your mech. So why do you need Regenerative Bio-Steel? +100 energy on medivacs, science vessels and medics makes them healing BEASTS. +100 energy on Spectres is obscene, because Spectres are stupid good. Story-wise I prefer Nova, but Spectres are stupid good. And yes, I use their abilities all the time. Even if you dont, Cellular Reactor is the clear winner just for no-micro benefactors like Medivacs, Science Vessels, and Medics.

Psi Disruptor over Emulator. Psi Disruptor can slow zerg.

I don't particularly need a broodlord or ultralisk. I'd rather have them slowed down so my siege line can pound them for longer. @AWP I can see your logic on capacitors, but I tend to upgrade both, so I give a slight edge to armor. They are both great, I guess it is just the units I use. A PF is useless on ALL IN!!!! THey go after the artifact, not your CC!!!!

To be honest, I never use the turrets or the PF I use medics, not medivacs. Cellular reactors?! I considered that the second most obvious, second only to emulators!!! And you!@#$ed that up, too!!! Also, when science vessels and SCVs aren't available, like in a campaign with heavy air cover and far from base, like in the first char mission, you need bio steel.

I just never use specialists, so I never need the reactor. I'd rather have them on my side, rather than slowed. If they are on your team, you can throw them against the next group of zerg. It doesn't cost you anything but energy. Zerg die against siege tanks and marines anyway!!! Why slow them down?!

Comps don't feel fear. Ultra Capacitors are better than Vanadium Plating because all terran units have high dps and low hp (with the exception of BCs and somewhat Thors). A percentage increase of DPS will provide your army with more effective dps whereas a percentage increase of hp will provide almost no flat hp due to the inherent hp deficiency. Additionally, terran units usually out range their counterparts and therefore more dps would mean more free damage.

Also, I disagree with your pick for scv reactor. Auto vespene is better in almost every way. To optimally mine a resource node, you would need 16 scvs on minerals and 6 on gas. 22 workers in total. Usually you are given 6 scvs to start, so you only need to build 16 scvs.

Starcraft 2 Tech Reactor Or Orbital Strike Download

If you have auto refineries, you only need to build 10. With scv reactors you need to spend an additional 300 minerals and 6 supply for 34 seconds of faster saturation. Which would definitely not earn you back the initial investment. My argument for the PF in general -and especially in the All-In mission- doesn't come from upgrading your main base into a PF. You'll hardly ever want to do that (maybe in the Scrapyard mission). It's for making extra CCs at critical locations and upgrading them to PF.

I placed 2 PFs at each choke going up the ramp to the artifact in the All-In mission, it's like having super bunkers. Whether you use medics or medivacs is largely irrelevant (I use medics too), but you seem to not quite understand that Specialist means: Absolutely anything that has energy. So specialists arent just ghosts and specters, it's also medics and science vessels. If you're saying you didn't use medics, science vessels, specters, ghosts or medivacs.

Then you made the campaign way harder on yourself. I dunno, I can only see the Emulator being useful really in the All-In mission; and even then only really if you do the air variant. I've done the air variant exactly one time (just cause) and I feel the ground variant is way easier, so I pick that one. In which case, zerg doesnt throw a lot of 'big' units at you that you'll want to take over. Occasionally an Ultralisk, but even those are of questionable use. Research: Protoss Choice 1Vanadium plating increases your life by 5%, Ultra capacitors increase weapon speed by 5% Weapon speed Choice 2 Micro Filtering or Orbital depots.

Gas Choice 3 Build two SCVs at once or automated refineries. Gas Choice 4or Raven or science vessel. Doesn't matter Choice 5 Tech Reactor or Insta-build supply depots. Tech Reactor Zerg Research Choice 1 Strike turret or bunker health Bunker Choice 2 This choice is kind of easy. Planetary fortress or perdition turret? Really doesn't matter Choice 3 Hercules or Predators?

Really doesn't matter Choice 4 Cellular reactor or Regenerative bio-steel. Reactor Choice 5 Psi Disruptor or Hive Mind Emulator? Boominater, I don't think you are understanding the logic behind the planetary fortress. The planetary fortresses would be command centers built at the entrances to your base for defence, not near the mineral nodes. I love planetaries, but I'm always conflicted with them just because of their gigantic size. In fact, I am completing a brutal play through of the wol campaign because wol is the best campaign and came here wondering which to choose for brutal. Cellular reactor is great.

When you think of that upgrade, you probably think of ghosts/spectres. Well think about it this way: battlecruisers and thors, but mainly battlecruisers. It's great for 1 or 2 missions with bcs but also healing units like the science vessel and medics. Another thing, you can't really get brood lords from the hive mind emulator because brood lords outrange it also, energy is a problem with it.

Slowing down all of the Zerg is pretty good though. Now when you think about it, the attack research upgrade is literally better than the armour one because of bunkers n tanks The other upgrades I don't care too much about.