Campaign/Research

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You can acquire Research Points for two different lines in SC2: Zerg and Protoss. There are a total of 10 possibilities for each research line, but you can only choose 5 from each. You can research a new upgrade with each 5 points in a particular research line.

After you have received the maximum number of research points on a particular line, each additional research point you receive will be converted to 10,000 credits.

Protoss[edit]

5 Research Points[edit]

Ultra-Capacitors.png
Minimap research protoss.png 5
Researched from: Laboratory Console
Weapon upgrades in the Armory and Engineering Bay increase attack speed by 5% in addition to increasing damage.
VanadiumPlating.png
Minimap research protoss.png 5
Researched from: Laboratory Console
Armor upgrades in the Armory and Engineering Bay increase life by 5% in addition to increasing armor.

Choosing Ultra-Capacitors will increase the damage output of your units, which is very good. However, take into account it actually increases the rate of fire, and not the damage per shot. This means that this upgrade will be most useful when you are actually NOT micro-ing your units. Indeed, if you make heavy use of the run-shoot-run technique, this upgrade will be of no use to you, as your units will fire at the rate you order them to, which is always slightly lower than their max rate. Regardless of your play style, this upgrade will not reduce the amount of shots required to kill an enemy. But this upgrade becomes more valuably when you begin to build bunkers, because bunker fires at its inhabitants rate. Sometimes it also simplifies microing: for example when fighting aggressive worker or zergling you can let your reaper to stand still and do second (deadly) shot instead of running away trying to save his life during non-upgraded long cooldown.

Choosing Vanadium Plating will greatly increase the resilience of your units. The Terran's ability to repair/heal units means that this upgrade is more than 5% life, it can be entire extra units that survived the previous battle, and have been fully repaired/healed. Given the nature of the single player campaign to build up a big ball of indestructible death before "mowing" enemy bases 1 by 1, it could be more important to make sure your ball survives, than to shave a few seconds of in mission time. It's also important to note that this upgrade will positively affect all of your units on the battlefield and not just those that can attack.

Suggested: Either is fine.

10 Research Points[edit]

Orbital Depots
OrbitalDepots.png
Minimap research protoss.png 10
Researched from: Laboratory Console
Supply Depots are built instantly.
Micro-Filtering
Micro-Filtering.png
Minimap research protoss.png 10
Researched from: Laboratory Console
Refineries and Automated Refineries produce vespene gas 25% faster.

Orbital Depots is mostly a convenience upgrade. The upgrade will mostly remove some micro and need to watch your control from you as the player, but not actually bring much in terms of in-game benefits. You should choose this upgrade mainly on how comfortable you are with managing your control. If you find out you are regularly supply blocked, then it will help. If you have a thorough play style, and manage your supply correctly, then this research will not do much for you. The two in-game advantages it provides if that you'll need a few less SCVs to build your Depots, but not that much. Orbital Depots can also be used for an emergency wall-off, but chances are you'll never need to do it anyway.

Micro-Filtering can be very useful as it gives you that much needed gas faster, allowing you to get upgrades faster, move up the tech tree faster, and bring out high tier units sooner. Do note however that this upgrades does not provide any extra Gas, you just mine it faster.

Suggested: The choice will probably end up in how much you value Orbital Depots. Micro-Filtering is always useful to all players, but Orbital Depots can be a life saver to some, or useless to others.

15 Research Points[edit]

Automated Refinery
AutomatedRefinery.png
Minimap research protoss.png 15
Researched from: Laboratory Console
Refinery no longer requires SCVs to harvest vespene gas.
Command Center Reactor
CommandCenterReactor.png
Minimap research protoss.png 15
Researched from: Laboratory Console
Allows two SCVs to be trained simultaneously.

Both of these upgrades improve your economy. The first one, by making your Refineries work by themselves, the second, by increasing your SCV output.

Automated Refinery is a solid research path. While at first though it sounds a bit "meh", keep in mind it means you can have the equivalent of 6 SCV extracting gas right of the start of a mission, without even paying for them, or taking them out of mining Minerals. What's more, this upgrade will make your 200 army much more powerful, as less control will be spent on SCVs. Finally, because the Refineries are automated, a single SCV can build and forget a Refinery in some remote part of the map. The refinery will extract gas with no attached Command Center, and no vulnerable SCVs either. It requires less investment, less management, and less risk: worst case scenario, you lose 100 minerals' worth of Refinery, which is not much.

Command Center Reactor is also good, but is only really useful in the first 5 minutes of the game. After the 5 minute mark, you won't be building SCVs any more. That said, it WILL give you a HUGE head start in the economy department.

Suggested: If you're aiming to complete missions REALLY quickly, the reactor is the way to go. Otherwise, the automated refinery is best as you won't need as many SCVs and can instead put your minerals toward more units. Although not confirmed, the refinery may not be as efficient as having 3 SCVs mining it.

20 Research Points[edit]

Raven2.png
Minimap research protoss.png 20
Researched from: Laboratory Console
Requires: Starport with Tech Lab
Detector. Can drop Auto-Turrets, place Point Defense Drones and deploy Seeker Missiles.
ScienceVessel.png
Minimap research protoss.png 20
Researched from: Laboratory Console
Requires: Starport with Tech Lab
Detector. Can Irradiate enemy units and repair nearby friendly mechanical units.

Suggested: Both are viable, depending on your playstyle. The Raven is probably more useful if you're comfortable using its abilities. But the Science Vessel is great for repairing your mech quickly for free (Irradiate isn't too useful in the campaign) if you're lazy about bringing along SCVs for that purpose. It also makes Engine of Destruction a little easier on Brutal and can save some situations, though bringing in SCVs with improved repair is still nearly mandatory to complete it.

25 Research Points[edit]

TechReactor.png
Minimap research protoss.png 25
Researched from: Laboratory Console
Combines Tech Lab and Reactor allowing two units of any type to be trained simultaneously.
Orbital Strike
OrbitalStrike.png
Minimap research protoss.png 25
Researched from: Laboratory Console
Barracks units now arrive by drop-pod. Drop-pods land at Barracks' rally point.

Tech Reactor is a solid research choice that will increase your construction capacity greatly, for any unit type. You can't go wrong with this research path.

Orbital Strike allows you to reinforce on Infantry on the spot. While it sounds gimmicky at first, if you build a 200 army comprised only of infantry, with 10+ Barracks and a big economy, this research path will allow you to literally crush your opponent with huge infantry ball, and a constant and massive rain of infantry smashing into their base. It is great fun, extremely effective, and really impressive. Overall though, it is not a sustainable strategy, nor useful on all missions.

Suggested: By the time you can access this research, you are probably going to want to use mechanical units to complete the campaign, making the Orbital Strike less useful. The Tech Reactor is great, allowing you to quickly and more cheaply build high Tech units.

Zerg[edit]

5 Research Points[edit]

Shrike Turret
ShrikeTurret.png
Minimap research zerg.png 5
Researched from: Laboratory Console
Outfits all Bunkers with an automated turret. Attacks air and ground units.
Fortified Bunker
FortifiedBunker.png
Minimap research zerg.png 5
Researched from: Laboratory Console
Bunkers gain 150 life.

Suggested: Given the defensive nature of many of the missions, the fortified bunker is your best bet. The turret doesn't do enough damage to compensate for the massive life boost of the fortification. However, a defense composed of perdition turrets and some empty bunkers with Shrike Turrets may hold the line against a weak-medium zerg attack. Shrike turrets might be useful in warding off limited numbers of Mutalisks.

10 Research Points[edit]

PlanetaryFortress.png
Minimap research zerg.png 10
Researched from: Laboratory Console
Requires: Engineering Bay
Command Center can be upgraded with Twin Ibiks Cannon and extra armor. Can no longer lift off.
PerditionTurret.png
Minimap research zerg.png 10
Researched from: Laboratory Console
Requires: Engineering Bay
Flame Turret with massive area damage. Conceals itself when out of combat.

Suggested: The Perdition Turrets are less expensive and complement bunkers quite well. Planetary fortress replaces Orbital Command (although both options are available in mission), but they can be used as a very durable wall-in with SCV support when needed (such as in All-In).

15 Research Points[edit]

Predator.png
Minimap research zerg.png 15
Researched from: Laboratory Console
Requires: Factory with Tech Lab
Anti-infantry specialist who periodically emits a powerful area shock attack.
Hercules.png
Minimap research zerg.png 15
Researched from: Laboratory Console
Requires: Starport with Tech Lab, Fusion Core
Massive transport ship. Can deploy troops almost instantly. Loaded troops survive if Hercules is destroyed.

Suggested: Drop play generally isn't too useful in this campaign. But the Firebat does essentially the same thing as the Predator, but better. Pick whatever you want, but you probably won't use either unit much. On a side note, using Hercules will make The Moebius Factor a breeze, even on Brutal. More information on the mission page.

20 Research Points[edit]

Cellular Reactor
CellularReactor.png
Minimap research zerg.png 20
Researched from: Laboratory Console
Specialist units (any non-hero with energy) gain +100 starting energy and +100 maximum energy.
RegenerativeBio-Steel.png
Minimap research zerg.png 20
Researched from: Laboratory Console
Ships and vehicles regenerate life at a rate of 36HP/min.

Suggested: While Regeneration is somewhat decent for mech, the rate of regeneration is relatively slow. In any case, Cellular Reactor benefits all units that uses energy (such as the Science Vessel which repairs your mech much faster). One important use of Cellular Reactor is allowing the spamming of Stun/Psionic Lash (by the Spectres) and/or Yamato Cannon on Kerrigan in All-In.

25 Research Points[edit]

HiveMindEmulator.png
Minimap research zerg.png 25
Researched from: Laboratory Console
Requires: Engineering Bay
Defensive structure. Can permanently Mind Control Zerg units.
PsiDisrupter.png
Minimap research zerg.png 25
Researched from: Laboratory Console
Requires: Engineering Bay
Slows all nearby Zerg units by as much as 50%.

Suggested: The Psi Disrupter is generally more useful. However, the Hive Mind Emulator is invaluable in All-In, particularly if you chose to destroy the Nydus Worms in Belly of the Beast. Do note that you cannot Mind Control Drones.

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