The New Terran Commander

Discussion in 'StarCraft 2 Strategy Discussion' started by kehmdaddy, Jul 20, 2007.

The New Terran Commander

  1. kehmdaddy

    kehmdaddy New Member

    Joined:
    Jun 25, 2007
    Messages:
    231
    Likes received:
    0
    Trophy points:
    0
    With the huge influx of information on Terran (check http://www.sc2armory.com/forums/viewtopic.php?pid=2343#p2343), the most intriguing part of all of their new stuff is the choice that will face every Terran player on whether to build the TechLab add-on to gain access to the higher tier units at each building, or the Reactor, which allows two units to be built at once for more money (presumably a tad lower than the cost of building two at two separate buildings). I think the change to the gameplay resulting from this is going to be enormous. Now, I can't wait to start pumping out massive amounts of shield marines and mine-laying, flame thrower, jetpack reapers with my Reactored Barracks, but I want to know what are your thoughts about this? Do you like that there are the same add-ons for every unit producing structure? Do you think this is going to be more of a pain, or a very innovative, cool addition to the Starcraft universe?

    Bonus 100 minerals for a great post
     
  2. Itsmyship

    Itsmyship New Member

    Joined:
    Jun 16, 2007
    Messages:
    1,164
    Likes received:
    0
    Trophy points:
    0
    From:
    Where only cool people live... So Cal!
    I love this idea! I love how Blizz is making you make critical decisions.

    One of my favorite missions is SC was the Terran one where you chose to either destroy the Phys labs or the Nuke silos. I loved how Blizz let you chose your gameplay.

    My question though is do you actually CHOSE between the two, or is it like the command center where you build one, you get comsat, you build another you get silo?
     
  3. kehmdaddy

    kehmdaddy New Member

    Joined:
    Jun 25, 2007
    Messages:
    231
    Likes received:
    0
    Trophy points:
    0
    That's a good point, Itsmyship. I really enjoy games where you're put into a tough spot and have to make the right decision, but not impossible to adapt. I personally don't see how there could be any drawbacks from this, but I'm curious if anyone thinks negatively of this. The only thing I could see happen is that if the Reactor, the add-on producing 2 units at once, does not lower the cost at all, it might be more worthwhile to just build lots of structures with TechLabs so you can produce any unit, and with more structures, multiple units at the same time. Thoughts?
    -edit-
    I just saw your edited post, I think it's where you have one add-on per building, but if you have to make one choice for the entire game that'd be pretty intense. Regardless, I think that the choice between add-ons on each building, although less impactful and dramatic, could still have a huge effect.
     
  4. Ych

    Ych New Member

    Joined:
    Jun 1, 2007
    Messages:
    874
    Likes received:
    2
    Trophy points:
    0
    I think this is a great idea and also seperates the Terrran from the other races.
    It is all about choice. You use it accordling to what the enemy is going for, so basically, you have to scout well in order to decide.
     
  5. JudicatorPrime

    JudicatorPrime New Member

    Joined:
    Jul 20, 2007
    Messages:
    420
    Likes received:
    0
    Trophy points:
    0
    I don't think they'll make you choose faster production over higher tiers for the WHOLE game... I like it though, sounds awesome for an early/mid game Marine rush (Well.. atleast it'd look cool) Perhaps they can turn out units almost as fast... It'd be usefull when you need to base rape really quickly and you have no Reapers around.

    For the reactor is it simply you can build two of the SAME unit, at once or you can build two of any unit at once? Im leaning toward the former because build times would be weird...


    Btw- The title is very misleading, I thought there was a new unit...
     
  6. zeratul11

    zeratul11 New Member

    Joined:
    Jun 2, 2007
    Messages:
    2,315
    Likes received:
    1
    Trophy points:
    0
    its innovative. anyway you can still build more barracks or factory and add either add ons to them.

    basic units like marines can be build 2 at once while tier 2 units and above can only be build one at a time and you need the other add on.

    the reactor addon barracks and factory is nice. this will make marines, reapers, cobra etc more important in situations like if you have low minerals and needs to rush or defend asap.
     
  7. Peter.Hong

    Peter.Hong New Member

    Joined:
    Jul 19, 2007
    Messages:
    88
    Likes received:
    0
    Trophy points:
    0
    I'm pretty sure the idea is like this. Lets say you have 2 barracks. 1 Barracks you can have the ability to build 2 units at the same time but you cant build advanced units from it. On the second barracks you can have the ability to build advance units but only one at a time. So you can have both similtaneously (i spelled that wrong i know). This might be a huge advantage though because that means you can pump out smaller support units (marines etc.) at double the pace that toss can pump out lots, while at the same time you can still have you're buildings that you teched in the other direction pumping out advanced units.
     
  8. kehmdaddy

    kehmdaddy New Member

    Joined:
    Jun 25, 2007
    Messages:
    231
    Likes received:
    0
    Trophy points:
    0
    Peter, I think you're entirely right. The only thing you didn't really mention at the beginning was the the one barracks that pumps out the 2 units has to have the Reactor add-on. The other barracks that would build the advanced units would have to have the Tech Center add-on. But of course, you could also choose to have both barracks have the same add-on if you wanted to go for one particular style. The same is true for the Factory or Starport. This is going to be very cool, and the Reactor is going to be a great massing tool. I wonder though how many units will be available at any of the unit producing structures without the TechLab.
     
  9. zeratul11

    zeratul11 New Member

    Joined:
    Jun 2, 2007
    Messages:
    2,315
    Likes received:
    1
    Trophy points:
    0
    id say for barracks only marines. i think reapers, ghost and meds (as said) requires a tech add on etc.

    and on factory should only be cobra. but they say viking is included which i disagree because it looks like advance or tier 2 unit.

    starport? im guessing they will also get the 2 add ons. and the basic unit you will get is the new wraith(not yet revealed i guess) and dropship only, without the tech add ons.
     
  10. kehmdaddy

    kehmdaddy New Member

    Joined:
    Jun 25, 2007
    Messages:
    231
    Likes received:
    0
    Trophy points:
    0
    I don't know, I think only marines would be too narrow and useless. I believe there will be other structures necessary to tech up, not just the TechLabs, because having that add-on and being able to build Ghosts that early on in the game would be unfair- or it would make a nuke rush much more possible. I would guess marines and reapers, maybe medics from the Barracks. Factory would have cobra and maybe some other unannounced unit, because I agree the Viking seems unfair to mass produce since they can turn into jets. Starport is really up in the air, I'd say dropship is the only one that seems fair, but maybe the Banshee as well.
     
  11. Ych

    Ych New Member

    Joined:
    Jun 1, 2007
    Messages:
    874
    Likes received:
    2
    Trophy points:
    0
    I think this new Reactor thingy will have a similiar formula as SC1. In Sc1, units like the Firebats, medics, Tanks, Goliaths, etc.... all needed additional buildings or add-ons.

    So I am assuming in SC2, the units that would work with the Reactors are Marines, Cobras, and Banshees only because only the first line of units available in the particular building will not need addition buildings or add-ons to be built. (Similiar to SC1).Everything else, you would need a techup building or the add-ons. Although the choices are very minimal, I think it would still prove to be very useful when used right.
     
  12. zeratul11

    zeratul11 New Member

    Joined:
    Jun 2, 2007
    Messages:
    2,315
    Likes received:
    1
    Trophy points:
    0
    banshees a first line of unit? its imba i think. i think the AOE damage of the banshee is too strong early games. i think it requires an addon. i think a new terran airship (not yet revealed, like a wraith maybe weaker than the banshee) will be the first line unit in a starport with no add ons needed.