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Starcraft 1 tech tree
Starcraft 1 tech tree







starcraft 1 tech tree

If that's so, it could do damage over time instead of a big chunk of instant damage, and this way go around the tough Immortal shields. As Gasmaskguy said, Blizzard is trying Firebat's attack as a sweep similar to the Colossus.

starcraft 1 tech tree

Who knows what this could be useful for?īut the Firebats could pose as a counter to Immortals (and that's why so late). Should the enemy try to keep the battle on the ground, you could choose the reactor and spam Vikings without the air upgrade, in example. This way, all units from the factory could benefit from a reactor add-on, but air-Vikings and Siege-mode siege-tanks would require a Tech-lab. With this, getting Missile turrets won't be a tech delay, and would encourage players to get the upgrades of Engineering-bay too.įirebats would come from the Armory along with the Cobras. It would require Engineering bay as prerequisite instead of Merc Haven, allowing the player to get upgrades for infantry (such as the Ghost itself) on the path to Special Ops., and making it a smooth upgrade, still keeping the nukes and cloaking for later. would be both a nuke and drop-pod factory, as well as research building for Ghost's cloak (as it is currently being tested already).

starcraft 1 tech tree

This way all buildings will enable 2 new units each, making none less important. Here goes the tech and units that I think should come with each:Ģ- Barracks + Tech-lab: Medics and Ghosts Ĥ- Factory + Tech-lab: Siege-tank (siege-mode) and Viking (air mode) ĥ- Factory + Armory: Cobras and Firebats Ĩ- Starport + Tech-lab: Nomads and Battlecruisers

starcraft 1 tech tree

Ok, I did this already for the Zerg, and since Terrans we know a lot more, this should be easier.









Starcraft 1 tech tree