|
The automated refinery is so gross. Low on gas? Why bother expanding when you can just send an SCV to bogart the geysers?
|
# ? Nov 20, 2014 06:38 |
|
|
# ? Apr 29, 2024 00:00 |
|
The stuff said about Consume in Brood War was wrong. It's an instant kill, and always recovers 50 energy regardless of the unit's HP. Upgrades Nyx-Class Cloaking Module Orbital Command Zerg Research Cellular Reactor Protoss Research Automated Refinery
|
# ? Nov 20, 2014 06:40 |
|
Upgrades Orbital Command Advanced Construction Tech Automated Refinery Cellular Reactor
|
# ? Nov 20, 2014 06:44 |
|
Alpha3KV posted:The stuff said about Consume in Brood War was wrong. It's an instant kill, and always recovers 50 energy regardless of the unit's HP. These votes.
|
# ? Nov 20, 2014 08:50 |
|
Jobbo_Fett posted:Upgrades I vote for these as well. The Biorector is good and all, but honestly, you don't use THAT much energy on anything but Ghosts/Specters and in those cases they are usually pop and run. If your medics are running out of energy then uh... you should probably have more medics, or use a few Healbuses. And the Healbus brings me to my next point against the Bioreactor... It doesn't work on mechanical units, and there are only 2 Bio units with energy counts in the Terran Campaign. Medics and the Ghost/specter. Meanwhile the biosteel allows for a slight increase in the usage of all vehicles. Anything that survives the fight will have a few more HP by the time the next one runs around. Not much, but enough to survive two shots instead of one, meaning that it put that much more damage on target. Besides, if you get Nyx cloaks, ghost/specters energy consumption basically flat-lines. The difference between auto refineries and double SCV construction boils down to a fairly simple thing... Do you want a faster early game, or do you want to not have to bother building SCVs to run your refineries. I prefer the latter. It means that those Small Cramped Vehicles are mining more minerals, or repairing your units/buildings rather than stuck on gas duty, while you still gain that gas. Honestly, the campaign generally starts you out with plenty of SCVs for the early game, and doubling up on production doesn't speed things up that much. I find that the refinery snipe option is always good for a laugh too.
|
# ? Nov 20, 2014 09:44 |
|
TimNeilson posted:Voting Nyx-Class Cloaking Module, Orbital Command, Cellular Reactor, and Automated Refinery. Voting for this too.
|
# ? Nov 20, 2014 09:54 |
|
Upgrade Lets improve our base's efficiency with Advanced Construction and Orbital Command. Zerg: Let's make things interesting with Cellular Reactor. Protoss: Let's pump out the SCVs with Command Center Reactor.
|
# ? Nov 20, 2014 10:21 |
|
JT Jag posted:Upgrades Basically this. It's weird how you post once in a long silent thread and then a few days later BAM update!
|
# ? Nov 20, 2014 11:53 |
|
Zebrin posted:The Biorector is good and all, but honestly, you don't use THAT much energy on anything but Ghosts/Specters and in those cases they are usually pop and run. If your medics are running out of energy then uh... you should probably have more medics, or use a few Healbuses. And the Healbus brings me to my next point against the Bioreactor... It doesn't work on mechanical units, and there are only 2 Bio units with energy counts in the Terran Campaign. Medics and the Ghost/specter. Actually the Cellular Reactor affects all units that use energy, not just bio units, which is quite helpful for a few later tech units coming up. As for my votes: Upgrades: Nyx-Class Cloaking Module Orbital Command Research: Cellular Reactor Automated Refinery
|
# ? Nov 20, 2014 12:57 |
|
The Starcraft II LP is back? Upgrades: Nyx-Class Cloaking Module Psionic Lash Research: Cellular Reactor Automated Refinery I'll go with these. It will be interesting to see what a group of Spectres can do in the hands of someone with micro skills. I'm pretty terrible at using them myself.
|
# ? Nov 20, 2014 15:04 |
|
Glad to see this back. Upgrades: Orbital CC Research: Cellular Reactor Automated Refinery Biosteel is just too slow to justify taking when you can just send an SCV over or drop a mule for better results, and the reactor is helpful with a couple units we don't have yet and will let us do something sort of gross. Also automated refineries let us proxy gas which is super gross.
|
# ? Nov 20, 2014 16:08 |
|
Ilyich posted:The Starcraft II LP is back? Good point, we can always pick up the best detector in the game later if we want to roll more mech and seeing someone with skill abuse energy abilities sounds fun. I'm changing my answer to cellular reactor
|
# ? Nov 20, 2014 16:32 |
|
You waited for someone to call it abandoned to post an update, didn't you?
|
# ? Nov 20, 2014 16:42 |
Voting Closed! Upgrade: Nyx-Class Cloaking - 13 Orbital Command - 11 Psionic Lash - 5 Advanced Construction - 3 Advanced Medic Facilities - 2 Maelstrom Rounds - 1 Research: Cellular Reactors - 13 Regenerative Biosteel - 6 Automated Refinery - 18 SCV Reactor - 1
|
|
# ? Nov 26, 2014 08:45 |
|
I don't understand why anyone would take the SCV reactor over the auto-refineries. The refineries instantly free up at least 3 SCVs, 6 if you play a gas heavy army and need that 2nd gas.
|
# ? Nov 26, 2014 17:36 |
|
gatesealer posted:I don't understand why anyone would take the SCV reactor over the auto-refineries. The refineries instantly free up at least 3 SCVs, 6 if you play a gas heavy army and need that 2nd gas. I voted for the SCV reactor. I'm mainly trying to pick options that would require him to perform more APMs rather than less. I figure that would make more interesting videos to watch. That and I'm picking things I didn't pick on my playthrough. VV
|
# ? Nov 26, 2014 18:06 |
|
Maybe I'm just in the multiplayer mindset, but wouldn't the SCV reactor help get your economy up faster than the auto refineries?
|
# ? Nov 26, 2014 18:14 |
|
GKirby posted:I voted for the SCV reactor. I'm mainly trying to pick options that would require him to perform more APMs rather than less. I figure that would make more interesting videos to watch. Sure, I personally just don't understand why someone plaything through the game wouldn't pick auto refinery. Nalesh posted:Maybe I'm just in the multiplayer mindset, but wouldn't the SCV reactor help get your economy up faster than the auto refineries? eh, from what I remember about multiplayer I don't think you would benefit much from it ever in there, by the time your economy is high enough that you don't have to worry about saving 100 minerals for supply depots or spending those minerals on units other than SCVs so that you can survive, the extra SCVs would be pointless. Especially if you do as you are supposed to and use the Mule every chance you get. gatesealer fucked around with this message at 18:22 on Nov 26, 2014 |
# ? Nov 26, 2014 18:16 |
|
If you're going super mech-heavy auto refineries also allow you to just plop a refinery down on an out-of-the-way geyser that you have no intention of actually putting a base on yet, and start reaping the benefits of increased gas income.
|
# ? Nov 26, 2014 18:18 |
|
Every supply you free up is more military at 200/200. A single auto refinery is three more attack moving marines.
|
# ? Nov 26, 2014 19:37 |
|
GKirby posted:I voted for the SCV reactor. I'm mainly trying to pick options that would require him to perform more APMs rather than less. I figure that would make more interesting videos to watch. That's not really how APM works. It just means six more SCVs get made per base.
|
# ? Nov 26, 2014 19:41 |
|
Star Man posted:That's not really how APM works. It just means six more SCVs get made per base. See my second point. fake edit: The idea is that he has to micro more SCVs rather than setting a refinery and forgetting it. Also it makes the very beginning more interesting as he has twice as many SCVs coming out.
|
# ? Nov 26, 2014 21:03 |
|
Unless you're transferring them you aren't really microing your SCVs, ever. They're very 'set and forget'
|
# ? Nov 26, 2014 21:26 |
|
gatesealer posted:eh, from what I remember about multiplayer I don't think you would benefit much from it ever in there, by the time your economy is high enough that you don't have to worry about saving 100 minerals for supply depots or spending those minerals on units other than SCVs so that you can survive, the extra SCVs would be pointless. Especially if you do as you are supposed to and use the Mule every chance you get. Since the SCV reactor affects your command centers from the very beginning of a map, this would enormously impact a multiplayer game, as it would allow Terran players to create workers in twice the capacity, slingshotting their economy forward. It would allow Terrans to consistently match Zerg droning, without Terran needing to cut early army production or teching. Put another way, it would be like chronoboosting probes, only twice as good and without the need to actually use an ability to do it. The real comparison between SCV reactor and autorefineries is that a SCV reactor will functionally compress the early stages of a map by allowing Raldan to get his economy running faster, while autorefineries free up a small portion of supply for units (each gas requires 3 SCVs for optimum income, and there are 2 geysers/base, so functionally 6 SCVs/base) and/or allow raldan to just drop a cheap 75 mineral building on a gas geyser at a base he may have no intention of establishing. Or lifting his bases when his minerals run out, I guess. I can't remember how often that happens in later missions, though, so that might just be a null point! Poil posted:Every supply you free up is more military at 200/200. A single auto refinery is three more attack moving marines. Or a tank.
|
# ? Nov 27, 2014 01:39 |
|
Synastren posted:Or a tank.
|
# ? Nov 27, 2014 01:54 |
|
I'm not big on RTSes anymore but is this worth picking up while it's $10 on the black friday sale? So far it seems pretty generic single player even by RTS standards.
|
# ? Nov 27, 2014 02:02 |
|
Soylent Pudding posted:I'm not big on RTSes anymore but is this worth picking up while it's $10 on the black friday sale? So far it seems pretty generic single player even by RTS standards. For 10$, I'd recommend getting it.
|
# ? Nov 27, 2014 02:05 |
|
Soylent Pudding posted:I'm not big on RTSes anymore but is this worth picking up while it's $10 on the black friday sale? So far it seems pretty generic single player even by RTS standards. I found it pretty enjoyable. The main game is a pretty standard single player rts, and the expansion is a solid campaign that plays around with the game a little more to give it a more unique feel.
|
# ? Nov 27, 2014 03:01 |
|
The campaign is most certainly worth $10.
|
# ? Nov 27, 2014 07:55 |
|
FoolyCharged posted:I found it pretty enjoyable. The main game is a pretty standard single player rts, and the expansion is a solid campaign that plays around with the game a little more to give it a more unique feel. The expansion's basically 'Starcraft Does Dawn of War II', isn't it? One of the major systems for it reminded me a lot of DoWII
|
# ? Nov 28, 2014 01:33 |
|
Kaboom Dragoon posted:The expansion's basically 'Starcraft Does Dawn of War II', isn't it? One of the major systems for it reminded me a lot of DoWII Speaking of which, there's a pretty good map that remakes DoW2's last stand gamemode.
|
# ? Nov 28, 2014 01:40 |
|
Kaboom Dragoon posted:The expansion's basically 'Starcraft Does Dawn of War II', isn't it? One of the major systems for it reminded me a lot of DoWII I wouldn't go that far, but it does prominently feature a powerful hero that you can customize so they're comparable at the least.
|
# ? Nov 28, 2014 01:41 |
|
Who cares about the hero, and the terrible terrible story and characters, when you can do awesome things with jumping zerglings and jumping banelings?
|
# ? Nov 28, 2014 01:57 |
|
As for more APM with SCV reactor. He would just right click on a mineral pile at the start of the game, and mash S more with SCV reactor. Auto-refineries just make Gas less of an issue. As for Heart of the Swarm. Jumping. Banelings. This alone makes the game worth $10. Ditto zerglings. I think I ended up using lings right through the campaign just because they are adorable as heck.
|
# ? Nov 28, 2014 08:07 |
|
Speaking of banelings, I'm still sad there isn't an upgrade for overlords where they can shoot out any banelings they've picked up
|
# ? Nov 28, 2014 21:19 |
|
Nalesh posted:Speaking of banelings, I'm still sad there isn't an upgrade for overlords where they can shoot out any banelings they've picked up You've never heard of a baneling drop?
|
# ? Nov 28, 2014 21:23 |
|
Star Man posted:You've never heard of a baneling drop? I mean like, a ranged attack that used banelings, like a spud gun
|
# ? Nov 28, 2014 21:24 |
|
Nalesh posted:I mean like, a ranged attack that used banelings, like a spud gun I'm now imagining an overlord upgrade where they grow arms and toss banelings underhand at enemies as an attack.
|
# ? Nov 28, 2014 21:31 |
|
FoolyCharged posted:I'm now imagining an overlord upgrade where they grow arms and toss banelings underhand at enemies as an attack. What the Zerg need is a manapult! (And armoured war bears)
|
# ? Nov 28, 2014 21:51 |
|
|
# ? Apr 29, 2024 00:00 |
|
Jobbo_Fett posted:(And armoured war bears)
|
# ? Nov 28, 2014 23:51 |