Tech Lab

Discussion in 'StarCraft 2 Strategy Discussion' started by Remy, Sep 9, 2007.

Tech Lab

Discussion in 'StarCraft 2 Strategy Discussion' started by Remy, Sep 9, 2007.

  1. Remy

    Remy New Member

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    The new addon system implemented in SC2, in my opinion, fundamentally improves how Terran is played.  Since the addons are now universal, you can basically "pre-build" a tier 2 or tier 3 structure at tier 1.

    The new tech lab serves to smoothen Terran's transition from tier 1 to tier 2, effectively speeding up siege tech.  As the game progresses and time comes to tech up to tier 2, you can lift off a barracks attached to a tech lab and just build a factory right on top of it.  As soon as the factory come on line, it starts out with the tech lab, so you can go right into siege tech.  So the tech lab that you built at tier 1, is technically also a tier 2 machine shop and a tier 3 control tower.  This is a huge advantage, because now Terran is less vulnerable to timing rushes, and Terran can also march out with siege mode ready tanks a bit sooner.

    This of course, also applies to tier 3 Terran tech.  Where banshee and nomad deceivingly appear to have that extra tech requirement of having to build a tech lab, it is actually already built at tier 1.  So nomad is available to the Terran a bit earlier than the science vessel was, as soon as a starport is on line.

    This in conjunction with all the other improvements, Terran might be more of a powerhouse than what people have originally thought.  Not only do they produce units much faster overall by being able to pump some units twice as fast, they can actually tech faster than before.  Terran is just looking better and better.
     
  2. BirdofPrey

    BirdofPrey New Member

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    I liked the individual addons better myself. It added detail and realism because honestly what are the chances of one building having all you need to train advanced troops outfit advanced tanks and build battlecruisers in the same place. I would like to see the factory getting the machine shop and the starport getting the control tower again. The the barracks gets the addon that adds a build queue with the acadamy existing again. One thing I want to know though is how are the top level tech: BC and Ghost going to work since I haven't seen the SCIFacility in SC2
     
  3. Remy

    Remy New Member

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    BC tech isn't from the tech lab, its tech building is the deep space relay.  And the ghost also require its own shadow ops.

    Time and time again I find myself saying this same thing over and over, I'm kind of tired.  Screw realism and logic, if the game plays better and has more strategic options as a result, it doesn't need to make sense.  I could go on and on into detail about how everything in StarCraft already defy logic and real world physics, but I'm sure everyone's heard that at least a few times by now.

    This is a game in a fake universe with fake physics, occupied by fake characters and fake creatures of fake races, raging fake war with fake weaponry based on fake technology.  Everything is fake, so anything goes.  If it's good for the game, it's fine if it's fake, everything else is.

    I posted this in the strategy section and not the Terran section because I wanted to discuss the tech lab's impact on Terran as well as the other races pertaining to strategy.  Not if it makes sense according to real world logic and standards.
     
  4. BirdofPrey

    BirdofPrey New Member

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    Having a separate add-on for each building isn't unbalanced though. The extra buildings also add to the strategic depth because why would you decide between getting a control tower and a machine shop if you can just use a tech lab and share it.

    Like I said. I liked the separate addons because I like the variety brought by them and the fact you don't have a one-size fits all building. I think one item building or unit that is universally useful does not belong in the game
     
  5. Remy

    Remy New Member

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    You don't choose between machine shop or control tower. You don't choose if you want them or not, it is automatic. If a Terran player builds a factory, he will build a machine shop. If a Terran player builds a starport, he will build a control tower. It's as simple as that.

    So there is really no such extra strategic depth, because there is no choosing betweein MacShop anc ConTower, or even choosing if you want them. The tech lab with the new mechanic only offer additional strategic possibilities previously unavailable, while still providing everything that was there before.

    Zerg hatchery.
     
  6. Wlck742

    Wlck742 New Member

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    Meh, I really don't have much of an opinion on this, but if I had to choose, I'd go with the universal add-ons as well. Looks like it'll make things faster for Terran and give them an edge. I guess it's a good thing since Terran's my best race.
     
  7. Unentschieden

    Unentschieden New Member

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    The old addons were actually anchors, they limited the usability of the liftoff feature. The new addons really act like addons now since you can switch them.
    The system doesn´t have only advantages though - In your example Remy remember that you loose the ability to produce anything but Marines at your barracks as well as all Infantry specific research.

    In SC you can´t suddenly stop producing medics just because you can build Tanks, in this game "higher" units don´t replace earlier ones.

    Switching around buildings will be a primary Terran adaptability advantage and I like that. It isn´t that Terrans get a plain tech advantage-they "just" get the option to change their "build" very fast. It will add a lot of depht and flexibility to Terran Basebuilding and Teching.
     
  8. Remy

    Remy New Member

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    I don't think you lose your tier 1 upgrades just because you lift off from the tech lab, you merely lose the ability to produce the tech units that require the tech lab. I'm not suggesting Terran players should use go with barracks without the tech lab once you use it for the factory. You can build a replacement tech lab for the barracks at the same time as you are building the factory. So I don't see any direct drawbacks other than a small gap in producing your tech units from rax.
     
  9. Unentschieden

    Unentschieden New Member

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    Yes. Thats what I said didn´t I?
     
  10. BnechbReaker

    BnechbReaker New Member

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    yeah, you can mass pre-build "wraiths" (in sc1 sense) by producing ground vikings as soon as factory is available and when star-port is finished you would attach it to a already built tech lab to research viking air, when the research finishes you would have already have quite a few "wraiths" especially if attached a nuclear reactor to your factory.
     
  11. Unentschieden

    Unentschieden New Member

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    Viking flight is researched in the Factory edition of the Techlab not the Starports. You could massproduce vikings with the Gen and once the enemy comes with air swich to Techlab to research flight.
    Or research it in the first place and switch to the Generator later.
     
  12. Hunter

    Hunter New Member

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    You're right, this tactic makes the terran defence stronger. I agree with that, but I was wondering how the protoss will survive an early rush...?
     
  13. Remy

    Remy New Member

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    After far as the tech lab goes, you don't have to worry about early rushes, because it really only applies starting from tier 2. At tier 1 it is still the same as before.

    If you were referring to the reactor allowing Terran to pump marines twice as fast, I think Blizzard would already have taken that into account for the balance they have in place so far. As far as rushes very early on in the game, I don't really see a difference from before. It's later on in tier 1 where everyone starts getting their new toys. But later on Protoss gets toys like zealot charge and warp-in(tier 2 IIRC), so everything is fair game for the most part.

    As far as I can see, the most important impact the tech lab has on Terran is facilitating a faster transition to siege tech. And later on in the game, faster tech to nomads like I said before. Instead of worrying about early rushes, I think you might want to worry about faster teching of the Terran.
     
  14. zeratul11

    zeratul11 New Member

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    i thnk the bunker has enough and improve hit points and armors now effective against heavy rushes.

    wheres the other static defense of the terran? not the bunker. =\
     
  15. DontHate

    DontHate New Member

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    the missle turret? that's all there is.
     
  16. MeisterX

    MeisterX Hyperion

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    Once again I see this logic leading back to the fundamental problem with the Terran in SC2 being a lack of melee units. I see how Blizzard wants this to be the separating factor of the Terran. They're not going to be pretty much totally ranged attacks in one way or another. They're fixing the problem by making it simpler and faster to build Marines and then making tech a LOT faster.

    Is this a bad thing? No. But I still think inclusion of a melee unit(Reaper with flamethrowers at late Tier 1) would allow a few more variations than simply teching to higher tiers and dealing with melee units in that way.

    Of course, the supply depots will help early game, but that's going to make the Terran player reliant on them. I also don't see the bunker being an effective counter to rushes simply because of its added cost of 100 minerals (or whatever it is now).

    Unfortunately I can't really bring myself to study the layout of the Terran tech tree quite yet because I'm in doubt as to whether it is decided upon yet. It also wouldn't make all that much sense to me what with my Zerg mind and all.
     
  17. Wlck742

    Wlck742 New Member

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    They're currently experimenting with the Firebat, which might solve the problem. Even so, compared to the other races' melee abilities, Terran really falls behind. Having a reactor won't necessarily mean that you can pump units twice as fast. Early game your economy tends to struggle a little, unless you've expanded super early, which in most cases is dangerous. The units are made at the same time, but you still need the resources to get them. In early game, either the units come in batches of two, or one by one, as if there was no reactor. Mid- to late-game is a different story, as you'll probably have expanded and have enough resources coming in to tech fast and pump units quickly.
     
  18. Remy

    Remy New Member

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    From what I see, the reactor goes very well with the fast tech property of the tech lab. Obviously, it won't matter much very early in the game. But as you get closer to making that transition to tier 2 tech, you can outfit your barracks, such as ones that you lift off from the tech lab for the factory, with reactors.

    This allows you to burn off the extra minerals on your hands by pumping marines, while you dump gas into higher tech units and the process of teching up itself. It's similar to what Zerg players do when they pump mutas, they pump zerglings to burn off excess minerals. In this way, you can focus your gas on a certain tech unit, while you still pump cheap basic infantry at a good rate. This lets you spend all of your resources efficiently while at the same time preventing your army from running too thin.

    I'm telling you, Terran is so sexy this time around. Each time I take a closer look at things, Terran just look better and better.
     
  19. Wlck742

    Wlck742 New Member

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    Just wait till Zerg. You'll have to change your pants when they're released.
     
  20. Remy

    Remy New Member

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    I sure hope so.