![]() The best reason to take attacks however is if you have marauders with slowing aoe upgrade. Tier 1: Ultra-Capacitors 5% attack speed can matter a lot on marines in a bunker. Slow zerg are dead zerg (don't forget to use marauder slow combined with it to make the zerg sluggishly slow. Although the control tower is manually targeted and can demolish enemy waves by controlling an ultralisk in that wave, and when properly used can even be used to build a second army with separate food supply, in the end the slower allows you to move down any zerg units with them doing little or no damage to your base, even on brutal. Tier 5: The zerg slower is many times better than the control tower. Also, in call of the void your battle-cruisers wont even get hurt by the rift generators. The mana upgrades and starting energy increase are very useful in many scenarios but in the end the regenerative bio steel will allow you to sweep any map on any difficulty with more ease than normally. This is actually a matter of personal taste as far as I'm concerned. The predator unit is very decent when combined with regenerative biosteel and science vessels, especially in scenarios with many waves of enemies. Normal drop ships will work fine and even heal nearby units, despite the incredible amount of units a hercules can travel it requires a special building to be built and you won't have your first one until you have spent hundreds of minerals and gas. Tier 3: Neither hercules nor predator unit are really required in any mission. The fortress upgrade is only really good in a few scenario's but packs a decent punch, is repairable, and adds hp's to your building, allowing you to use it as a wall to slow down enemy advancement, including on the last map. The perdition turret isn't better than a bunker with 4 marines and a firebat, gets destroyed often, and costs precious gas which you need for units and upgrades. Tier 2:The fortress is much better than the perdition turret. Shrike turret is ground only and has crappy damage. more hits b4 it goes down, starts repairing itself at half health so at 75 hp earlier, especially with increased SCV repair speed. As a result, she came to dominate the Swarm.Tier 1: 150 life on bunkers is MUCH better than the shrike turret. When the Protoss destroyed the Overmind during the invasion of Aiur, the Queen of Blades manipulated the Dark Templar into eliminating the surviving cerebrates. Taking a powerful psionic Terran, Sarah Kerrigan, the Overmind evolved a new and unique creature: the Queen of Blades. The cerebrates' commands were disseminated in turn by the Overlords, which directly ordered and controlled the mass of Zerg creatures both in their nests and on the battlefield.Īlthough the Overmind was primarily driven by its desire to consume and assimilate the advanced Protoss race, it found useful but undeveloped material in humanity. ![]() The first and most important tier of these consisted of the Cerebrates, each entrusted with direct control of a sizable section of the Swarm. ![]() ![]() The Overmind ultimately directed the actions of every Zerg creature in the Swarm, functioning through a hierarchy of lesser sentiences. When the Zerg first arrived in the Koprulu sector, they were unified by their absolute obedience to the Zerg collective sentience known as the Overmind. Even Zerg buildings are in fact specialized organs within the living, growing organism of a Zerg nest. Instead, these functions are efficiently fulfilled through biological adaptation and planned mutation of the Zerg strains. The Zerg make no use of technology to create their weapons, armor, or starships. These creatures are rapidly and selectively evolved into deadly and efficient killers to further the driving Zerg imperative of achieving absolute domination. They are composed of many different species integrated into the Swarm via Zerg infestation. The Zerg are a race entirely unlike the Terrans or the Protoss. ![]()
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