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Thread: Research and Armory Upgrades

  1. #1

    Default Research and Armory Upgrades

    I'm wondering which ones you used. For the research upgrades, personally in most cases I found the choice to be obvious with one upgrade being far more useful than the other. Like "25% faster gas, insta-build Supply Depos. Hmmmm....double-pump SCVs or let Refineries mine without workers? Hmmmmm...." I'm glad I didn't take the Planetary Fortress upgrade, considering a lot of the missions rely on you relocating your base it would have screwed me.

    For armory upgrades I prioritized Marine, Marauder, Medivac, Goliath, Viking and Thor upgrades. The Medivac upgrade especially, heal two units at once? Effectively doubled their efficiency!

    So yeah, which did you take?
    Last edited by Drake Clawfang; 07-28-2010 at 09:49 PM.
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  2. #2

    Default Re: Research and Armory Upgrades

    I fully upgraded my Marauders early, with increased heal rate and energy for my Medics. Air was handled by Vikings... and I pretty much only built those 3 units for a long time.

    Once I got Thors I upped them completely and went pure Thor. Combined with Science Vessels instead of Ravens from the Protoss Research to heal my mechs... easiest thing in the world

  3. #3

    Default Re: Research and Armory Upgrades

    Marines and Medivacs Spectres and Cruisers Siege tanks and some of viking and Maxed out Banshee

  4. #4
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    Default Re: Research and Armory Upgrades

    In zerg tree I went all up the right,

    Don't need weakass turrets

    Don't need planetary fortress (tough it was the one I put most thought in)

    Don't need a dog and I never put the medivac in my build when you have medics with 33% better heal

    Self heal is self explanatory, nearly never a need for svc's and is godlike on lighter units or for tank lines



    Don't need mind control when you get a op building capable of reducing zerg speed and rot by 50%


    __________________________________________________ __________
    with protoss the choices was easy as well

    Attack speed especially in mind for marines and tanks

    Faster gas as I just want my units out quickly, faster supply depots really no need as you just well... don't get supply blocked


    auto refineries as I don't have to waist 6 scv's in gas freeing up 6 pop, the dual scv's are negligible


    Science vessel all the way, don't care if it didn't have irradiate just the ability to heal mech units is huge, imba bc fleets and tank lines

    Tech lab and reactor in one package all the way, now I don't have to build additional barracks, factories, starports etc.

    Rather take that then ''warp in''

  5. #5

    Default Re: Research and Armory Upgrades

    I went Goliah + Diamondback until near the end when Battlecruisers were unlocked. I then went Science Vessels and Battlecruisers.

  6. #6

    Default Re: Research and Armory Upgrades

    I used the mind control thing in the last mission. Ultralisks with medics = OP frontline defense.

  7. #7
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    Default Re: Research and Armory Upgrades

    Quote Originally Posted by Triceron View Post
    I used the mind control thing in the last mission. Ultralisks with medics = OP frontline defense.
    I didn't pick it because I just didn't know enough

    How much energy does it have/take, how fast does it recharge, the range and so forth.

  8. #8

    Default Re: Research and Armory Upgrades

    50 or 75 energy (I forget how much exactly), and you can make as many as you want.

    But to be honest I didn't use it too often. I just zapped ultras, infestors and overseer/lords that got too close. Everything else died too fast to tanks.

  9. #9

    Default Re: Research and Armory Upgrades

    Itīs a pain because you need to use it manually and if your defense is good enough the Zerg wonīt get close enough - and if they do converting 3 or 4 Zerg wonīt help. Yeah itīs nice to control Ultralisks but that is itīs only real use.

  10. #10

    Default Re: Research and Armory Upgrades

    Most of the choices were pretty easy.

    For Armory: Marine/Marauder/Medic, Tank, Thor, Viking, Medivac. Tried a few others that I knew weren't going to come in handy and... surprise, surprise, they didn't come in handy. And all of the defensive stuff maxed out, I believe.

    Thor/Science Vessel/Battlecruiser combinations demolished everything on Char. I'm very glad I went with the Zerg slow as opposed to mind control, since that came in super handy in the last mission.
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