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  1. #1
    KoD
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    The Perfect Tech Build?!

    Thow this is very based on your style of play, i'm woundering what would be considered the "perfect" Tech/Merc/Research Build for a Normal/Hard/Brutal route,

    If You Wish, You can Post what you wouldn't upgrade instead, Please state that thow ^^;

  2. #2
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    Quote Originally Posted by KoD View Post
    Thow this is very based on your style of play, i'm woundering what would be considered the "perfect" Tech/Merc/Research Build for a Normal/Hard/Brutal route,

    If You Wish, You can Post what you wouldn't upgrade instead, Please state that thow ^^;
    I'm not sure if there is any "perfect" build, but there is definitively a few skills that are better than others.


    Tech:
    -Every building tech are worthwhile to a certain extent. Bunkers and turrets are used in most missions, same deal with scv repair. Orbital command bonus is always welcome, and putting out fire/autorepair is going to trigger eventually.

    -Marines and medics are going to be used a lot, and should be upgraded. Firebat and marauder bonus are nice (both firebat upgrade, and concusive shells), especially if you favor mmm strategy, but mech strategy is equally viable.

    -Siege tanks upgrade are way too good to pass. Goliath upgrade are excellent if you're planning to go for a mech build (longer range, attack air and ground at same time)

    -Banshee and viking splash dmg are great, and the longer range on viking is helpful as well to snipe air unit

    -Ghost and thor upgrade are nice and fun, but not needed at all. Ghost permacloak make nuking a joke, and thor autorepair make them worthwhile in most battles since they regen quickly

    With the remaining money, I would just grab every mercenary squad. Banshees, vikings, tanks, goliath are my favorite, but ground units can be useful as well to fill bunker, or increase the size of your balls!


    Research:

    Zerg tree
    Biosteel in zerg tree is the first important tech. You can't go wrong with it.
    I enjoyed mind control more than the psi disruptor, but it's mostly a questions of how much you want to micro them.

    Protoss tree
    Attack > defense. More hp is nice, but attacking faster is even better
    Orbital depot > +25% gas. Gas is rarely the limiting factor in the campaign. Orbital depot on the other hand prevent you from ever being supply capped for more than a few seconds, which happen quite often in the campaign (you need to summon mercenary reinforcement immediatly, you received additional units...)
    Auto rafinery > build 2 scv. Not only are you going to start harvesting gas immediatly, it means 3 more scv are going to be on mineral (150mineral saved, with more income early). You rarely have the mineral early in the mission to build 2 scv at the same time anyway. Also, with autorafinery, gas will never be the limiting factor, which is another reason why "+25% gas is useless.
    science vessel > raven. Tank/goliath/banshee/viking medic! It's hard to pass this one

    For the last upgrade, I would go with fusion reactor since it's conveniant to build an army, and once you move out of your base, you will usually steamroll the place. Summoning reinforcement anywhere isn't bad either (summoning tank on a high ledge after scanning allow you to cheese a few missions)

  3. #3
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    You're talking about research and what to spend your credits on? The credits thing would really be personal preference (Like when I did brutal I didn't buy a single merc and it went well). A lot of the research though is one sided.

    For protoss side I would say the best would be: Ultra-Capacitors (For timed achievements) -> Orbital Drop (Free mining time) -> Auto Refinery but the SCV one is good also -> Science Vessel strictly for the ripfield generator mission -> Tech Reactor

    For zerg side I would say the best would be: Fortified Bunker -> Perdition Turret (nice on the final mission) -> Hercules (both options suck) -> Bio Steel -> Psi Disruptor

  4. #4
    Nidhogg
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    I never really found myself needing the Hercules at all as Transporting units wasn't a huge issue. The predator came really hand during missions where you fought a fair bit of infantry units. Especially the ones against the Confederate( I think that is what the "evil" humans are called). Though essentially its only weighing out which one is less useless than the other and the Predator has a lot more situational uses in my opinion.