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Tech Trees

Discussion in 'General StarCraft 2 Discussion' started by Fenix, Mar 19, 2008.

Tech Trees

Discussion in 'General StarCraft 2 Discussion' started by Fenix, Mar 19, 2008.

  1. Rambling

    Rambling New Member

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    I heard things are constantly changing still in the universe of SC, are these tech trees permanent?
     
  2. MeisterX

    MeisterX Hyperion

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    Of course they're not permanent....

    Here's the Protoss tree... :p

    [img width=500 height=400]http://i12.photobucket.com/albums/a246/J0neagle/protosstech.jpg[/img]
     
  3. Gasmaskguy

    Gasmaskguy New Member

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    Thanks Jon! Looks nice.
     
  4. furrer

    furrer New Member

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    In The new Terran tech tree the Terran dont have any detection beside the Surviliance Stadition do they Jon?
     
  5. Gasmaskguy

    Gasmaskguy New Member

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    Read before you post furrer. :p I made a post about that just above.
     
  6. furrer

    furrer New Member

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    Yes, but Im not talking about the Blizzcon one. As you can see on the first post, the Terran do not have a Radar dome, so no detection?
     
  7. Gasmaskguy

    Gasmaskguy New Member

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    The Radar Dome does not exist, the Sensor Tower both detects at a medium range and marks units in the FoW at a long range.
     
  8. MeisterX

    MeisterX Hyperion

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    The Sensor Tower is the only method of Terran detection. It has a VERY long range.
     
  9. Gasmaskguy

    Gasmaskguy New Member

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    What? Is the detection long-range too? DT's should not be a problem if you have a Siege Tank or two nearby then.
     
  10. furrer

    furrer New Member

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    Ok thank you for the information.
     
  11. Gasmaskguy

    Gasmaskguy New Member

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    Jon; now that the Missile Turret lost it's detection ability, is it generally stronger, or cheaper?
     
  12. MeisterX

    MeisterX Hyperion

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    Not sure. Didn't get to use the buildings :-\

    I was generally confused by the entire Terran race, which isn't that much of a change from SC1 :D hee hee.

    All I know is that when I nailed the Sensor Towers with WarpRays or other sacrificed units, I could simply walk my DTs in and just absolutely destroy any economy that was happening.
     
  13. Remy

    Remy New Member

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    I took Jon's tech trees and made slightly more graphical versions of them. For anyone who's relatively new to StarCraft but is interested enough about SC2 so far to want to get into the thick of things, I hope these would help a little.

    Some notes:

    - I ask Jon and he told me that all of these tech trees are current as of 03-11-2008.
    - Unless it's been changed, supply buildings and gas building should not require a Nexus/CC/Hatch to build in SC2.
    - I listed unit tech requirements either to the best of my knowledge or with based on my own educated guess, some are probably wrong, please correct me.
    - I do not know what the Zerg Infester's tech reqs are, so it ain't on there.
    - I do not know if Terran Thor still need the Munitions Depot, it wasn't on Jon's tech tree, so it ain't on there.
    - For Zerg, I made no mention of units evolving from other units, only the basic tech reqs.

    [​IMG]

    [​IMG]

    [​IMG]
    I'm sorry if they kinda suck, but I'm not that talented nor experienced. All the juicy info came from Joneagle_X and the credit goes to him. Thanks Jon for the awesome tech trees!
     
  14. ijffdrie

    ijffdrie Lord of Spam

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    does the hive matriarch only require a hive?
    i hoped you needed some more for it
     
  15. ItzaHexGor

    ItzaHexGor Active Member

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    Well, logically, it makes sense. The Queen requires a Hatchery, the Lair Watcher requires a Lair and the Hive Matriarch requires a Hive.
    Lastly, about supply buildings not needed a Nexus/Command Centre/Hatchery. That's pretty much invalid for the Zerg. Not only do they require their Hatchery for unit production, but Overlords are built there.
    Nice tech trees. I've already printed some out for easy viewing. Well done for the both of you.

    EDIT: I've read that the Infesters require the Nydus Warren as well.
     
    Last edited: Apr 7, 2008
  16. Remy

    Remy New Member

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    Ahhh~ so that's the tech req! Thanks Hex. Wait... then does that mean Zerg now gets filers at tier 2!!?? o_O*

    Can someone clarify on the Thor's tech reqs? I THINK(could very well be wrong) that Jon told me it was tier 3 on AIM, which is why I marked it requiring the Starport(also assumed it would need a Tech Lab). I kinda think it would need an Armory, but can't be sure. I think the Viking might also need the Armory, but even more unsure on that one. If by some small chance the Viking required the Armory to transform but not for production, please be specific about that when pointing it out. I also guessed a lot of the Tech Lab reqs(for units) for Terran, please help clarify, anyone who can.

    For Toss, most of it looked exactly like the old tech tree from way back. I assumed the Nullifier would take the place of level 1 caster and marked it as such. The other unit tech reqs, I think are accurate. Again, I'd appreciate it if anyone would help clarify on that.

    About the supply and gas building bit, there's a reason why I pointed it out. Because on the old Toss and Terran tech trees(screenshots), none of the supply and gas buildings were shown to required Nexus/CC. Although no one from Blizzard has ever said anything on that to confirm/clarify(not that I know of), it made logical sense to me so I personally think that's the way they made it in SC2. I pointed it out because Jon connected the supply and gas buildings to the Nexus/CC/Hatch on his tech trees, which I believed to be otherwise.

    This is a rather insignificant detail indeed, however, there is a difference, and thus, a point in noting. Obviously Zerg has no supply building, so that requires no further explanation. However, even for Zerg, unit production is not a prerequisite to construction of buildings, you do not need hatches for your drone to build something. Meaning, in real games, you could end up in a situation where you have drones and enough money for an extractor, but no hatches. In team games, this could save someone from elimination. And if in the final version there is resource sharing, and rules of elimination stayed the same, this little obscure detail would make the difference.