
Psi Disruptor - I turtled a lot and this seemed to be the most effective choice for holding a base defence, turrets, bunkers, perdition turrets, and tanks with a psi-disruptor meant the zerg was never getting in. I also had tanks in mind the whole time, I utilized tanks quite heavily in the campaign, so it seemed the be the best choice, meant I wouldn't have to repair my base defences. Regenerative Biosteel - Probably my hardest choice and made entirely because I didn't have Spectors/Ghosts at the time and this seemed to have the most instant reward. The amount of units you can pack into a single transport and then into an instant auto drop was absolutely hilarious, I used it A LOT. Hercules - This thing is actually so imba it's ridiculous. Perdition Turret - mostly because I already decided I was getting orbital command so it would have made the PF void anyways, also Perdition Turrets seem like an obvious choice going up against the Zerg. Shrike Turret to improve my defences, a fortified bunker seemed kind of pointless as 150 life is nice and all, but is easily remedied by just throwing an scv on auto-repair next to it. Tech Reactor - I can make 2 CATTLE BRUISERS?! At the same ******** time?! This not only saves you money on buildings but is obviously imba, of course I'm going to take it. Science Vessel because I loved it in BW, it healed my mech, detected, and awesome for burning through swarm life. Automated Refinery - meant less need to build more scv's, and constant resource gain, just seemed easier and was something that would be beneficial throughout the entire mission, rather than doubling up on scv's for a few minutes and then finding it's usefulness wearing out by mid-late game. Orbital Depots meant my SCV's weren't busy as often with building supply depots, and thus increased my income, also it made it easier to recover from a supply block. I felt armor was easily substituted with bunkers or extra medics. Ultra Capacitors - Often I wouldn't even get armor upgrades during a mission, but I would ALWAYS get weapon upgrades. Hive Mind Emulator: chosen purely for the last mission of the campaign.ġ. but not by a whole lot since the Mech I produce is en masse anyway. Regenerative Bio-Steel: makes the Science Vessel's life a little easier. Hercules: i used neither during the course of the game. Planetary Fortress: another easy selection IMO. Fortified Bunker: seems like an easy selection. also, as I've pointed out, infantry doesn't cut it in Brutal. Tech Reactor: double Tank output beats insta-infantry. Science Vessel: the ability to heal Mech is overpowered. it frees up 3 SCVs per refinery and allows proxy Refineries without the use of any defensive measures or additional SCVs.
STARCRAFT 2 CAMPAIGN ORBITAL COMMAND PLANETARY FORTESS UPGRADE
Automated Refinery: this upgrade effectively allows free gas-mining. mineral dumps such as Marines and Hellions don't cut it in Brutal difficulty. Micro-Filtering: more gas yield means I can produce bigger tech units more often. especially useful on units with large cooldowns that benefit greatly from attack upgrades by being given more damage per upgrade such as Siege Tanks or Thor, and couples very nicely with stimpacked infantry assisted with Medivac for healing. Ultra-capacitors: more attack with more damage. on Brutal where I actually have to play through the missions, I choose the following: 1. on Normal, I just totally went for a speedrun, grabbing all of the "instant" or "double" power-ups such as Cellular Reactor, Orbital Depots and Command Center Reactor. The new Perdition Turret help even the score.ĭepends on the difficulty I play. The Zerg's ability to burrow has allowed them to massacre countless Terran soldiers in deadly ambushes. The turret also conceals itself beneath the ground when out of combat, luring unsuspecting enemies into its field of fire. or Perdition Turret: - Flame turret -Does massive area damage -Conceals itself when not in combats This turret fires a deadly wall of flame that is ideal for holding off large waves of enemy units. Also note that a Command Center that has been upgraded to a Planetary Fortress can no longer lift off because the added weight is far too much for the Command Center's Atlas Boosters. Please note that this upgrade, nicknamed the Planetary Fortress, must be triggered after the Command Center has been built. We can now outfit the Command Center with the Twin Ibiks Cannon and additional structure plating. Upgrade grants extra armor and the Twin Ibiks Cannon. Planetary Fortress: - Command Center can upgrade to a Planetary Fortress.
