Starcraft 2 Zerg Tech Tree Average ratng: 4,4/5 4413 votes
  1. Starcraft 2 Building Tree
  2. Starcraft 2 Zerg Units Guide

A rather silly finale to the Zerg research tree, both of these will dominate the final mission. The Hive Mind emulator requires you to control it carefully though, and the Psi Disruptor is best used when in front of your defenses to maximize the range that the Zerg are slowed to a crawl and thus demolished by the defensive tank and bunker fire. StarCraft 2: Redux is an alternate retelling of the StarCraft 2 trilogy story. I'm currently working on uploading not only the Protoss and Terran campaign within 2 months as well as a reworked Zerg campaign. So currently I'm working on the Protoss chapter of my campaign and I've been playing around with how the tech tree is going to.

Starcraft 2 Building Tree

Tech

.The technology tree, or tech tree is a hierarchical visual representation of the possible building sequences a player can make, in accordance with a selected,. These sequences thus unlock and enable various new or abilities/ for use as the game progresses.The diagram is tree-shaped in the sense that it branches at certain intervals, allowing the player to choose between one of several sequences in terms of, with the process continuing iteratively further down the tree for additional technologies.

Typically, at the beginning of a game, a player may only have a few options for technologies to research. For example, the player will only be able to produce one unit, the. Not until the player makes a will additional units be unlocked.Each technology that a player researches will enable more options until that branch of the technology tree is exhausted at its end point, as in, for example, the Protoss, which makes various research upgrades available, but without further unlocking of new units or spells.A player who is engaged in research activities is said to be 'teching up,' 'going up the tech tree,' or 'moving up the tech tree.' Analysis of a tech tree can lead players to memorize and use specific build orders. During competitive play, players must often balance between 'teching' and amassing attack units, as one can be caught off guard without sufficient defense or various (eventual intended) spells/units should an opponent time an attack to occur during the teching process. For example, in the, the Protoss player may be careless in teching up without sufficient defenses by starting with a Gateway-first build, such that an aggressive player may exploit advantages to attack with speed-upgraded before the Protoss player has the opportunity to build sufficient, or other defenses.Presented below are two representations for each race:. The first, the technology tree, shows the progression of possible building structures and the unit that is unlocked by each.

As such, the unit that is enabled by that building appears alongside the structure, alongside the available research upgrades or abilities that can be performed at the structure. The second focuses only on the production buildings to indicate the location where each unit is produced, or what can be produced by a given structure. As such, it does not indicate the pre-existing technology that is required before production of a given unit.

I like this campaign on the whole, but i feel like it needs more dialogue in most missions, there's not really any confirmation of doing objectives and sometimes it's completely silent dialogue-wise after the initial breifing which doesn't feel great. I'd like at least some dialogue at the end because it's very jarring to have it jump right into the victory screen.In protoss04 in particular the latest mission is kind of confusing, Mohandar appears in the beginning to tell you his forces will assist you. But they don't? I was thinking maybe he had an AI base that'd help me from the wording of his dialogue, but then I checked to see if i'd unlocked any new nerazim units and that wasn't it either, so it's really confusing for him to say that.Also from that mission. Was mohandar supposed to be inside selendis' carrier? I assumed shooting the vault with her carrier was how she was retrieving the crystal but then she started yelling about Mohandar, and at the end of the cutscene her carrier warped away- despite being there when the cutscene ended?I'm also a little confused over what the tal'darim are in this setting, Mohandar's words imply they're a nerazim separatist group, and their goals are aligned with the destruction of the khalai, but all of the protoss involved are khalai? Mohandar seems to be the only nerazim in the entire organisation so far which makes me a little confused on what's going on there.

Update: So currently I'm working on the Protoss chapter of my campaign and I've been playing around with how the tech tree is going to look like, so here's what I've got planned so far. The basic template will be the WoL multiplayer tech tree Changes:-Adding Shield Battery-Replacing Stalker with Dragoon-Add Scout to Stargate-Replace Phoenix with Corsair-Replace Void Ray with Arbiter(Requiring Fleet Beacon)-Replace Colossus with Reaver-Add Dark ArchonI might remove Dark Shrines and just place Dark Templar under Templar Archives, not sure yet.Now the biggest change I've thought about would be to Dark Templars, I was thinking about giving them an energy bar and giving them the cloak ability, what do you think? What purpose would it serve to give them limited cloak, and how would that change their use/position in the tech tree?If they'd just be sc2 dark templar with their main draw (and what they're balanced around) basically removed in favour of a less effective version, what does that add to the game? Do you have a particular purpose for that change, or a way you'll be making missions more interesting by implementing this change?Personally, I wouldn't be interested in using them at all if they had limited time, activated cloaks.

Starcraft 2 Zerg Units Guide

Well the idea behind changing the Dark Templar cloaking ability, which I'll admit at this point I probably won't do, is that there's no lore reason why they have permanent cloaks, as far as I know and I was planning on giving them an extra ability, say Void Stasis for example.Also the Void Ray will be replaced by Arbiters, but will not require Fleet Beacon.Lore wise, this campaign will take place only about a year after Brood War, and each faction will have either new units or improvements on their older units. For Example:Protoss: Sentry + ImmortalsZerg: Roaches + Classic Queens replacing New Queens at Hatcheries but require Lair instead of Queen's Nest.Terran: Medics & Medivac & Science Vessels. I don't think there's anything in lore that states they can't remain cloaked for long periods of time, it's just that most of the time they're present it's in a story with a short time period or they need to be visible to be described/take action from a narrative standpoint.

I'm just going off of the idea that Dark Templar use void energy to use their cloaking powers, so if they can be permanently cloaked, then does that mean they have infinite void energy to waste? Again it's just something that never made sense to me from a lore=gameplay perspective, but in the end there's no really need to mess with it now.Well here's what I can tell you about the air units overall.-I'm using the LotV Scouts, which have a 5x2 air attack and the 16+16 vs light ground attack and they will be cheaper from their SC1 equivalates: 150 Mineral, 100 Gas.-Phoenixes will be replaced will Corsairs, and the Arbiters have their 10 damage attack vs ground and air.-Vikings are being replaced with Wraiths.-Zerg will have Mutalisks and Corruptors will be replaced with scourges.