Lift Off
Type: Command
The Command Center Unit can take to the air and relocate to a new area.
Load
Type: Command
The Command Center Unit can load up to 5 SCVs to transport when airborne.
Upgrades
Building Armor
- (Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Supply Depot
The Supply Depot is the main focus for all Terran resource exploitation.
Minerals: 100
Gas: –
Build Time: 30 secs
Health: 350
Energy: –
Armor: 1
Required: –
Abilities
Lower: the Supply Depot unit will lower itself into the ground to allow ground troops to pass over it.
Type: Command
Raise: The Supply Depot unit will rise up out of the ground to prevent the passage of ground units
Upgrades
Building Armor
- (Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Refinery
The Refinery processes Vespene Gas into usable resources for Terran armies.
Minerals: 75
Gas: –
Build Time: 30 secs
Health: 500
Energy: –
Armor: 1
Required: –
Upgrades
Building Armor
- (Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Barracks
The production hub for ground infantry units.
Minerals: 150
Gas: –
Build Time: 60 secs
Health: 1000
Energy: –
Armor: 1
Produces: Ghost, Marauder, Marine, Reaper
Required: Command Center
Abilities
Lift Off
Type: Command
The Barracks Unit can take to the air and relocate to a new area.
Upgrades
Building Armor
- (Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Orbital Command
The Orbital Command is an upgraded Command Center with a Scanner detection system and a satellite upload link for calling in emergency supply and MULE vehicle drops.
Minerals: 150
Gas: –
Build Time: 35 secs
Health: 1500
Energy: 200 Windows 8.1 iso fr 64 bits crack.
Armor: 1
Required: Command Center, Barracks
Abilities
Lift Off
Type: Command
The Orbital Command Unit can take to the air and relocate to a new area.
Scanner Sweep
Type: Command
Energy: 50
Duration: 12 secs
The Orbital Command unit will sensor sweep an area of the battlefield which will reveal the presnce of any burrowing or cloaked units.
Calldown: MULE
Type: Command
Energy: 50
Duration: 90 secs
Cast Time: 6 secs
The Orbital Command unit calls in a MULE drone to a targeted Mineral Field. The MULE will proceed to gather Minerals at a far faster pace than an SCV for the duration.
Calldown: Extra Supplies
Type: Command
Energy: 50
The Orbital Command unit calls in an emergency supply drop on a targeted Supply Depot, permanently increasing its ouput by a total of +8.
Upgrades
Building Armor
- (Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Planetary Fortress
Another upgrade route for the Command Center, this building unit packs a powerful punch against ground units with its twin cannons.
Minerals: 150
Gas: 150
Build Time: 50 secs
Health: 1500
Energy: –
Armor: 3
Required: Command Center, Engineering Bay
Weapons
Twin Ibiks Cannons
- Ground Attack
- Attacks: 1
- Range: 6
- Damage: 40
Upgrades
Building Armor
- (Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Hi-Sec Auto Tracking
- (Minerals: 100, gas: 100, Time: 80 secs)
This Upgrade will add a +1 Range to the following units: Auto-Turrets, Point Defense Drones, Missile Turrets, Planetary Fortesses.
Engineering Bay
The Engineering Bay is the hub for Research into infantry-based Upgrades.
Minerals: 125
Gas: –
Build Time: 35 secs
Health: 850
Energy: –
Armor: 1
Required:
Upgrades
Building Armor
(Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Researches
Infantry Weapons 1-3 (Upgrade for all of the Terran infantry units)
- Level 1: (Minerals: 100, Gas: 100, Time: 160 secs)
- Level 2: (Minerals: 175, Gas: 175, Time: 190 secs)
- Level 3: (Minerals: 250, Gas: 250, Time: 220 secs)
- Required: Armory
Infantry Armor 1-3 (Upgrade for all of the Terran infantry units)
- Level 1: (Minerals: 100, Gas: 100, Time: 160 secs)
- Level 2: (Minerals: 175, Gas: 175, Time: 190 secs)
- Level 3: (Minerals: 250, Gas: 250, Time: 220 secs)
- Required: Armory
Building Armor
- (Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Hi-Sec Auto Tracking
- (Minerals: 100, gas: 100, Time: 80 secs)
This Upgrade will add a +1 Range to the following units: Auto-Turrets, Point Defense Drones, Missile Turrets, Planetary Fortesses.
Neosteel Frames
- (Minerals: 100, Gas: 100, Time: 110 secs)
This upgrade increases the cargo space available in Bunkers, Command Centers and Planetary Fortresses.
Bunker
Bunkers act as defensive outposts, providing protection to Terran infantry units.
Minerals: 100
Gas: –
Build Time: 30 secs
Health: 400
Energy: –
Armor: 1
Required: Barracks
Abilities
Salvage
Type Command
Duration: 3 secs
This command will destroy the Bunker unit and return 100% of its Gas and Mineral value. Once triggered it cannot be halted.
Load
Type: Command
The Bunker Unit can load up to 4 Units (6 with Neosteel Frames Upgrade) to protect against attack.
Upgrades
Building Armor
- (Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Neosteel Frames
- (Minerals: 100, Gas: 100, Time: 110 secs)
This upgrade increases the cargo space available in Bunkers, Command Centers and Planetary Fortresses.
Missile Turret
Performing air defense duties for Terran bases, the Missile Turret is able to detect hidden enemies as well.
Minerals: 100
Gas: –
Build Time: 25 secs
Health: 250
Energy: –
Armor: 0
Required: Engineering Bay
Weapons
Longbolt Missile
- Air Attack
- Attacks: 2
- Range: 7
- damage: 12
Abilities
Detector: The Missile Turret unit can detect the presence of burrowing, cloaked and hallucinated enemy units.
Upgrades
Building Armor
- (Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Hi-Sec Auto Tracking
- (Minerals: 100, Gas: 100, Time: 80 secs)
This Upgrade will add a +1 Range to the following units: Auto-Turrets, Point Defense Drones, Missile Turrets, Planetary Fortesses.
Neosteel Frames
- (Minerals: 100, Gas: 100, Time: 110 secs)
This upgrade increases the cargo space available in Bunkers, Command Centers and Planetary Fortresses.
Sensor Tower
The Sensor Tower can provide Terran players with important intel on enemy troop movements otherwise obscured by the fog of war.
Minerals: 125
Gas: 100
Build Time: 25 secs
Health: 200
Energy: –
Armor: 1
Required: Engineering Bay
Abilities
Radar: The Sensor Tower unit can indicate enemy troop movements up to a 30 Range.
Upgrades
Building Armor
- (Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Factory
The Factory is the Production hub for the heavier and armored Terran ground units.
Minerals: 150
Gas: 100
Build Time: 60 secs
Health: 1250
Energy: –
Armor: 1
Produces: Hellion, Siege Tank, Thor
Required: Barracks
Abilities
Lift Off
Type: Command
The Command Unit can take to the air and relocate to a new area.
Upgrades
Building Armor
- (Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Ghost Academy
Dedicated Research structure for the Terran Ghost class of unit.
Minerals: 150
Gas: 50
Build Time: 40 secs
Health: 1250
Energy: –
Armor: 1
Required:
Upgrades
Building Armor
(Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Researches
Personal Cloaking
- (Minerals: 150, Gas: 150, Time: 120 secs)
This Upgrade allows Ghost units the Cloak Ability.
Moebius Reactor
- (Minerals: 100, Gas: 100, Time: 80 secs)
This Upgrade increases Ghost units starting Energy by +25.
(Minerals: 100, Gas: 100, Time: 60 secs)
This Upgrade allows a Ghost Unit to call in a Tactical Nuke.
Armory
The Armory researches Upgrades for Terran vehicle and ship unit weaponry and armor.
Minerals: 150
Gas: 100
Build Time: 65 secs
Health: 750
Energy: –
Armor: 1
Required: Factory
Upgrades
Building Armor
(Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Researches
Vehicle Weapons 1-3 (Upgrade for all of the Terran vehicle units)
- Level 1: (Minerals: 100, Gas: 100, Time: 160 secs)
- Level 2: (Minerals: 175, Gas: 175, Time: 190 secs)
- Level 3: (Minerals: 250, Gas: 250, Time: 220 secs)
- Required: Factory
Vehicle Plating 1-3 (Upgrade for all of the Terran vehicle units)
- Level 1: (Minerals: 100, Gas: 100, Time: 160 secs)
- Level 2: (Minerals: 175, Gas: 175, Time: 190 secs)
- Level 3: (Minerals: 250, Gas: 250, Time: 220 secs)
- Required: Factory
Ship Weapons 1-3 (Upgrade for all of the Terran ship units)
- Level 1: (Minerals: 100, Gas: 100, Time: 160 secs)
- Level 2: (Minerals: 175, Gas: 175, Time: 190 secs)
- Level 3: (Minerals: 250, Gas: 250, Time: 220 secs)
- Required: Starport
Ship Plating 1-3 (Upgrade for all of the Terran ship units)
- Level 1: (Minerals: 150, Gas: 150, Time: 160 secs)
- Level 2: (Minerals: 225, Gas: 225, Time: 190 secs)
- Level 3: (Minerals: 300, Gas: 300, Time: 220 secs)
- Required: Starport
Starport
A vital late-game production facility, spitting out aerial units for the Terran forces, including the mighty Battlecruiser.
Minerals: 150
Gas: 100
Build Time: 50 secs
Health: 1300
Energy: –
Armor: 1
Produces: Banshee, Battlecruiser, Medivac, Raven, Viking
Required: Factory
Abilities
Lift Off
Type: Command
The Starport Unit can take to the air and relocate to a new area.
Upgrades
Building Armor
- (Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Fusion Core
A building unit dedicated to researching upgrades for the Battlecruiser unit.
Minerals: 150
Gas: 150
Build Time: 65 secs
Health: 750
Energy: –
Armor: 1
Required: Starport
Upgrades
Building Armor
- (Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Researches
Behemoth Reactor
- (Minerals: 150, Gas: 150, Time: 80 secs)
This Upgrade increases a Battlecruiser’s starting energy by 25.
Weapon Refit
- (Minerals: 150, Gas: 150, Time; 60 secs)
This Upgrade unlocks the powerful ability Yamato Cannon.
Tech Lab
Tech Labs are multi-purpose units that can be attached to either Barracks, Factories or Starports, and can then Research Upgrades for the classes of units produced by those particular structures.
Minerals: 50
Gas: 25
Build Time: 25 secs
Health: 400
Energy: –
Armor: 1
Required: Barracks, Factory, Starport
Upgrades
Building Armor
- (Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Researches
Stimpack (Upgrade for Marine unit)
- (Minerals: 100, Gas: 100, Time: 140 secs)
Combat Shield (Upgrade for Marine unit)
- (Minerals: 100, Gas: 100, Time: 110 secs)
Infernal Pre-Igniter (Upgrade for Hellion unit)
- (Minerals: 150, Gas: 150, Time: 110 secs)
Siege Tech (Upgrade for Siege Tank unit)
- (Minerals: 100, Gas: 100, Time: 80 secs)
Corvid Reactor ( Increase to Raven unit starting Energy of 25)
- (MInerals: 150, Gas: 150, Time: 110 secs)
Seeker Missile (Upgrade for Raven unit)
- (Minerals: 150, Gas: 150, Time: 110 secs)
- Required: Fusion Core
Caduceus Reactor (Increases starting Energy of Medivac by a value of +25)
- (Minerals: 100, Gas: 100, Time: 80 secs)
Cloaking Field (Upgrade for Banshee unit)
- (MInerals: 200, Gas: 200, Time: 110 secs)
- Required: Fusion Core
Nitro Packs (Upgrade for Reaper Unit)
- (Minerals: 50, Gas: 50, Time: 100 secs)
Concussive Shells (Upgrade for Marauder unit)
- (Minerals: 50, Gas: 50, Time: 60 secs)
250mm Strike Cannons (Upgrade for Thor unit)
- (Minerals: 150, Gas: 150, Time: 110 secs)
Reactor
When attached to any one of a Barracks, Factory or Starport, the Reactor doubles the production capacity and allows for two production queues at once, although the individual unit costs remain the same.
Minerals: 50
Gas: 50
Build Time: 50 secs
Health: 400
Energy: –
Armor: 1
Required: Barracks, Factory, Starport
Upgrades
Building Armor
- (Minerals: 150, Gas: 150, Time: 140 secs)
Upgrades building units armor by 2 points.
Conclusion
The Terran building units may seem fairly staid and functional, but what they sacrifice in aesthetic appeal they make up for when it comes to pumping out those units at a regular rate in the heat of battle. Absorb the info in this article, and you’ll soon have a solid understanding of the essential stats, Upgrades and Researches from each of these buildings and structures, helping you form a cohesive plan to march towards Starcraft 2 multiplayer domination on Battle.net.
This post is part of the series: The Complete Starcraft 2 Building Units Guide
Bright Hub has compiled one of the most indepth guides to all the available Building Units and Structures for Terran, Protoss and Zerg players in Starcraft 2 online multiplayer available anywhere on the Web. Each article has all the stats, Upgrades, Abilities and Researches info you need for SC2.
You may wonder, every once in a while: How do I get great at StarCraft II? I cannot answer that question. But I can at least tell you how to be decent at it.
I’ve been getting back into Blizzard’s seminal real-time strategy game recently, having played it on-and-off for the past eight years. While I haven’t recovered my peak 2010 skills, when I was playing in the Diamond league and watching Day9 Daily videos every morning before work, I have shaken off some of the rust and made my way to Platinum with both Terran and Protoss. (Platinum is just below Diamond, but above Gold, Silver, and Bronze.)
With enough practice, anyone can become decent at StarCraft II. Unlike most other esports, competitive StarCraft II doesn’t require a team, which means you don’t have to share any of the glory (or frustration). A game usually takes around 15-20 minutes, and there’s no downtime. It’s never taken me more than 20 seconds to find a new match. Also, Blizzard just made StarCraft II free-to-play, so the only thing stopping you from getting decent at the game is time.
If you do have that time, and you’re willing to put in the effort, here are some key tips I’ve accumulated over the years.
Advertisement
Learn all the units
This might seem obvious, but it’s not. Even if you’ve dabbled in StarCraft II, you might not be familiar with all of the new units and upgrades that Blizzard has added over the past eight years. If you stopped playing in 2014, don’t get caught off guard by a Viper or Disruptor. If you took a break in 2016, don’t try to load a sieged Siege Tank into one of your Medivacs.
Advertisement
If you’re totally new to StarCraft II, start off with the single-player campaign and play some rounds of multiplayer against AI opponents until you’ve mastered all of the basics. Before you can make any sort of progress on the ladder, you need to know how to counter a Roach army and you need to memorize the nuances of MULE dropping and Chrono Boosts. Play some unranked matches with all three races, just to get a feel for their tech trees and unit compositions. It’s up to you whether you want to get decent at all three or just stick with one, but you need to be able to recognize every unit in the game.
Watch lots of videos
The best way to learn how to play StarCraft II is to watch other people play it. You can learn a lot from pro matches, although the nomenclature for professional tournaments can be confusing. Team Liquid is a great site for keeping up with this stuff, thanks to their weekly roundup of news and matches. For starters, try this Team Liquid thread rounding up some of the best games of 2017.
Advertisement
Sean “Day9” Plott has stopped playing StarCraft II (RIP), which is too bad, because his “Day9 Daily” videos were the greatest resource for anyone who wanted to get decent at the game. They’re still good resources, but because they were made in 2010 and 2011, they’re full of outdated information. For a more recent take, check out the player Pig.
Memorize a few basic build orders
At the beginning of every StarCraft II match, you’ll have some key goals. You’ll want to get your economy started, you’ll want to build the foundations of your army, and you’ll want to expand to the resource patch right outside of your main base (this is called your natural). To do all this efficiently, follow a specific build order.
Advertisement
A typical Terran build order might look like this:
14 - Supply Depot
15 - Barracks (once done, send this SCV to scout your opponent’s base)
15 - Refinery
16 - Reaper (send to opponent’s base to harass his or her workers a bit)
16 - Orbital Command
19 - Command Center
20 - Barracks
21 - Barracks
22 - Supply Depot
23 - Bunker
The numbers on the left refer to your current unit supply count, with the assumption being that you’re pumping out workers the entire time in addition to these buildings and units. When you enter the game, start building SCVs. Once you’ve finished two of them, send one to build a Supply Depot near the entrance to your base. Then a Barracks. And so on, and so on.
Advertisement
Your build order can and should be flexible. Don’t be afraid to change things up if your opponent decides to go all in, or tries to build Photon Cannons in your base. It’s just useful to have a blueprint for where you’re heading.
Spend all your money
This might be the most important thing you can do in StarCraft II. If you are spending all of your money, the chances of you winning are significantly higher. If you’ve got more than 1,000 minerals in your bank, you’re doing something wrong (unless your army is already maxed out).
Advertisement
I was recently playing a Terran vs. Terran match against someone who kept getting the best of me. At one point his tanks caught my Marines out of position; another time, he successfully took out my harassing Liberators and Medivacs without losing a single worker. Despite these setbacks, I somehow wound up with a larger army than him, and I wound up winning. When I watched the replay later, I figured out why—my macro was better than his. It didn’t matter that I was losing the micro battle, failing to react properly during a few individual skirmishes, because I was better at spending money and ensuring that my production facilities were ALWAYS pumping out units.
This is not simple to pull off. When you’re focusing on scouting, harassing, or attacking your opponent, it’s easy to lose track of your Starports and Factories, or forget to upgrade. But if you want to get decent at StarCraft II, you have to spend all your money. Losing a few battles won’t hurt nearly as badly if you have a stream of fresh units trickling in.
Advertisement
Use hotkeys
In order to ensure you’re spending all your money, you’ll need to produce units without having to waste time zooming back and forth between your army and your base. The solution is a magical tool called the hotkey. Pressing CTRL and a number will assign any selected unit or building to that number. Pressing SHIFT and a number will ADD any unit or building to that number. This is essential. You can’t be decent at StarCraft II without hotkeys. Every building and unit also has built-in hotkeys that are very easy to learn. You can train SCVs with S, for example. So if your Command Center is set to 1, you need to get into the rhythm of hitting 1S every few seconds, to ensure you have a constant stream of workers.
Advertisement
I usually have my main armies set to 2 and 3 while my production buildings are set to 4 (Barracks), 5 (Factory), and 6 (Starport), but your mileage may vary. Just pick whichever hotkeys you’d like. The more you play, the better rhythm you’ll find. More than anything, StarCraft II is about muscle memory—if you’ve trained yourself to be building workers, army units, and upgrades constantly, you’ll wind up being decent at the game before you even realize it.
Advertisement
Scout, scout, scout
The next step in your quest for StarCraft II decency is learning what your opponent is doing. By this point you know how to counter units, so now it’s important to understand which of those units are coming, and when they’re going to show up. A single cloaked Banshee can decimate your entire base before you know it’s there, unless you had an observer in position to see your opponent’s Starport (with Tech Lab) so you could build Photon Cannons in preparation. Each race has its own best strategies for scouting, and once you’ve gotten the rhythm of your macro down, learn how to properly anticipate your opponent’s moves.
Advertisement
Expand while you attack
Here’s a good rule of thumb that I’ve picked up over the years: The best time to make third and fourth expansions is while you’re sending out an army. Your opponent will be too busy scrambling and defending, and won’t even think to harass your new bases, which gives you time to set up your economy and a few defense structures. Don’t be afraid to look away from battle for a second or two, to move workers around or build some new structures. Having a good economy, not perfect micro, is what will make you decent at StarCraft II. (The best players in the world, of course, can do all of these things at once. You are probably not one of them. Sorry.)
Advertisement
Watch your replays
StarCraft II is nice enough to let you go back and watch any match you’ve played, and you should really take up that offer. The best way to get decent at the game is to identify and eliminate your weaknesses, and the best way to do that is to watch your own games, even if it is painful to realize you accidentally left a siege tank sitting at the bottom of the map the whole damn time when you just needed to hold off that one group of Zealots, goddamnit.
Advertisement
Finally, stay calm
I recently played a match as Protoss against a particularly aggressive Terran player who caught me off guard with a big army of Marines just as I was getting up my second base. Instead of freaking out as he took out a bunch of my workers, I turtled up and calmly started making an army, setting up a chokepoint with Stalkers so he couldn’t get into my main. By staying focused and trying to salvage the situation, I won the game.
Advertisement
The biggest mistake you can make in StarCraft II is freaking out when something goes wrong. Things will always go wrong. You’ll always lose a few workers to your opponent’s harassment, and you’ll always lose a couple of battles that make you think that the game is over. Sometimes it is. If you take a deep breath, you stick with your macro, and you adjust to whatever challenges come your way, you might even be decent enough to come back and win.
Primary Objectives:
Destroy Gorgon's cruisers (7)
Wake banshees' nests (7)
Secondary Objectives:
Find zerg biomatter (3)
Starcraft 2 Orbital Command Block
Reward for the completion of the primary objectives:
Evolution mission: Zergling
Reward for the completion of the secondary objectives:
+3 to Kerrigan's level
Just like usually, start the mission by allotting drones to mineral fields, building of the vespan extractor, and manning it with miners. The enemy will send against you a gorgon cruiser at the beginning of the mission. Don't panic though and keep on improving your base. The most important unit for you in this mission will be your swarm queens, so you should start producing them as early into the mission s possible. Apart from that, you should also mutate your evolution chamber and improve your units. Only after gorgon cruiser approaches the base, can you start working on your new biomass tumor, and activate banshee's nest [1].
Your first target is a small Dominium manufacturing base, located to the south of you. There are barracks and a factory there, whose destruction will allow you to proceed to the east. If you are going to unlock all of the achievements, you can collect zerg biomatter [A] on your way, and destroy orbital command center [B].
Another Terran base is located to the north of your starting point. In the meantime, you can make use of the new tumors and bring biomass to nest [2] and [3], but do not activate them yet. You can do it at the last moment, which will buy you more time to perform the secondary objectives. Before you launch an attack on the north-western Dominium position, you should make sure to have at least 6-7 swarm queens at your disposal, plus a small group of zerglings. Now, with the help of Kerrigan's powers, you can start damaging bunkers and destroying siege tanks, and order the remaining zergs finish off the survivors. Destroying the orbital command [B] should be no challenge at all.
Continue to expand the biomass now. As the tumor can produce only one offspring, you need to use the queens' help to create a few additional cells. You should also produce more troops - to complete the mission successfully, you are going to need at least, 15 big worms. Once you take over points [4] and [5], you can harvest the nearby zerg biomatter [A].
Starcraft 2 Supply
It's almost the end of the mission. Go south towards the centre of the map - you need to watch out for gorgon cruisers flying overhead! It is enough to just avoid the crosshair underneath the cruiser to make it. Bring biomass to the nest [6] and slowly to nest [7], without activating them yet.
You are up for the most difficult battle in the entire mission - you need to attack terran main base. It is inside the base that the orbital command centers is located. With 15 swarm queens at your disposal, and using Kerrigan's kinetic blast, you should experience no difficulties in destroying the fortifications, as well as your main target [B]. Now you only need to collect the third zerg biomatter [A] and activate the last remaining banshee nest [7].