Orbital command, you would be nuts not to buy immediately MULEs are still as amazing as always, particularly for timed missions. Rating: 3 and 9.Ĭommand Center For auto-repair, follow the same logic as stated above for the first SCV upgrade it can possibly help but not as much as other upgrades, particularly when credits are tight. As you don't actually have too many mech units until the mid to late game, you can hold off spending the 80k on this until you need it. 2x repair is EXTREMELY important for certain missions, and is nice in general if you plan to be running around with mech units. SCV: I would forgo the faster build time upgrade for the first half of the game, and leave yourself enough cash to be able to pick it up if you need it later. You should not need to build any until then. Missile Turret: Skip unless you are fighting air on All-In, in which case both upgrades are mandatory. Rating: 9 and 9, less if you choose to fight air on All-In. Defensive missions and achievements are not very common, but tend to be the most difficult challenges on Brutal. Read along with the list, found here: - don't really have time to make this all nicely organized.īunker: I would upgrade the range ASAP, then pick up the extra capacity midway through the campaign (or skip altogether, see further). My advice is to have enough saved at any one point to be able to pick up at least one extra upgrade for any specific mission / achievement. I will be ranking these on a 1 to 10 scale. Hive mind emulator is eclipsed by psi disruptor if you want to play the last mission legit (if you prefer MC broodlord cheese, link here) Mech regen and specialist energy are both good choices, although l would say specialist energy wins out if you opt for nydus worms in All-In. I picked the Predator but never found a use for him, picked the Hercules on my speedrun and got some good mileage out of him on the Moebius mission (be warned, requires Fusion Core). Definitely go with PF for the same logic. You will not be building bunkers for the (puny) turret, you will be building them to hold a location. Unlike myself, you will want to do this chain immediately after you unlock it, particularly since you do not need any upgrades or unit unlocks to complete it.ĭo NOT make the mistake I made picking the automated turret. One note about all research - the missions launched from the Laboratory reward a huge amount of both protoss and zerg research. As far as the final tier, I would go tech reactors all the way as it gives the most flexibility yeah you can always build more unit-producing structures, but gas can come at a premium in some missions, and there is no real advantage of the drop pods outside of possibly for a Normal speedrun. The science vessel is amazing in a few missions, I would pick it over the raven without a second thought. Automated refineries are the alternative they are a strong choice as well if you want to spend less time on macro they are also more efficient by about 100 minerals / gas, see 4th page for math. Reactored SCVs are amazing for cranking out an economy for timed missions / achievements and replacing your repairers. In general, stay away from gimmicks such as instant supply depots, and pick the upgrades that best suit your playstyle (although I highly recommend attack speed over more health). It will be as spoiler-free as possible.Ĭredentials: Kerrigan icon and the majority of Hard achievements earned on Brutal, including Aces High after about 80 loads and 4 restarts of the final mission. #1 Making this thread for others to learn from my mistakes.
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