Additional attack speed/damage for marines. If I'm using marines, I better outnumber them, so I better be hitting them more than they're hitting me. Thus, damage. I wonder if I'll regret that on non-base-building missions, though.
Instant supply depots all the way.
Obscenely fast SCV production or three total food saved per geyser? Let's go with fast SCVs.
Probably Ravens for Point Defense Drone, but it depends on what the Science Vessel does.
Might go with drop pods for awesomeness, but double Marauder production? Awesome.
Turrets for bunkers, combined with…
The ability to make flame turrets.
Pfft, transports, I'll go with the Predator—especially if I stick with drop pods.
I have no idea about the last two, I'll wait and see.
This wasn't data-mined, this was publicly distributed information. Also, you don't choose between Protoss and Zerg, every stage unlocks two options in each list, of which you can only pick one. So five total Protoss techs and five total Zerg techs.
This wasn't data-mined, this was publicly distributed information. Also, you don't choose between Protoss and Zerg, every stage unlocks two options in each list, of which you can only pick one. So five total Protoss techs and five total Zerg techs.
I'd go with more damage for marines
and then faster refinery combined with autorefinery = quick factory and tech options
No idea if i'll go vessel or raven
tech+lab and reactor, to make full use of the refinery boost
bunker turret + flame turret
predator
the self-heal
and depends on how long the cooldown for mind control is
and depends on how long the cooldown for mind control is
It says "permanent" so I am guessing it takes control of the unit and the building is "useless" until the unit dies at which point it can mind control something else. This goes with the whole lore with the beacon that calls upon zergs and the whole ghost mind tricks :D
Also, you don't choose between Protoss and Zerg, every stage unlocks two options in each list, of which you can only pick one. So five total Protoss techs and five total Zerg techs.
If i'm not wrong, protoss and zerg are 2 different skill tree. If you invested in both, you'll end up with both of them halfway done when you complete the game. Reaching the final research is a special reward so protoss seems obviously better
Hmmm really? I though you needed different artifacts for both factions so if you do all the side objectives you can have both. I guess I was wrong... oh well, protoss it is then :D Hopefully I will aslo get enough for the flame turrets (:
Which way will you go on each option and why??
Protoss:
5 - attack speed & damage / armor & health
10 - instant supply depot / faster refinery
15 - auto refinery / two SCVs at once
20 - Raven / Science Vessel
25 - Tech lab+reactor / Orbital pods
Zerg:
5 - turrets on bunker / bunker health
10 - turret for CC / flame turrets
15 - Predator / Hercules
20 - higher starting energy / self healing ships
25 - structure for mind controling zerg / structure to slow down zerg
Please refrain from posting such thing until after the game was launched.
anyway, pro-toss side are definitely better imo
Edit: Nvm, they just release the game guide
http://us.battle.net/sc2/en/game/
But zerg ones are cooler :D
At least for my first play-through:
Additional attack speed/damage for marines. If I'm using marines, I better outnumber them, so I better be hitting them more than they're hitting me. Thus, damage. I wonder if I'll regret that on non-base-building missions, though.
Instant supply depots all the way.
Obscenely fast SCV production or three total food saved per geyser? Let's go with fast SCVs.
Probably Ravens for Point Defense Drone, but it depends on what the Science Vessel does.
Might go with drop pods for awesomeness, but double Marauder production? Awesome.
Turrets for bunkers, combined with…
The ability to make flame turrets.
Pfft, transports, I'll go with the Predator—especially if I stick with drop pods.
I have no idea about the last two, I'll wait and see.
@progammer: Go
This wasn't data-mined, this was publicly distributed information. Also, you don't choose between Protoss and Zerg, every stage unlocks two options in each list, of which you can only pick one. So five total Protoss techs and five total Zerg techs.
@Sublimity: Go
I was just about to say that.
It says "permanent" so I am guessing it takes control of the unit and the building is "useless" until the unit dies at which point it can mind control something else. This goes with the whole lore with the beacon that calls upon zergs and the whole ghost mind tricks :D
@Sublimity: Go
If i'm not wrong, protoss and zerg are 2 different skill tree. If you invested in both, you'll end up with both of them halfway done when you complete the game. Reaching the final research is a special reward so protoss seems obviously better
Hmmm really? I though you needed different artifacts for both factions so if you do all the side objectives you can have both. I guess I was wrong... oh well, protoss it is then :D Hopefully I will aslo get enough for the flame turrets (: