
The race upgrades end here, with our last race, the Terran. In my opinion, terran has the worst distributed basic armor and weapon upgrades in all three races. Don't forget that most upgrades can be researched in attached Tech Labs, so you have to choose between tech and numbers of units. Let's see what we have:
Probably the first upgrade-building you are going to have is:
Barracks + Tech Lab: - enables Reaper and Ghost (Ghost needs Ghost Academy as well).
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Research Combat Shield - Marines can
be equipped with combat shields increasing their hit points by 10,
which allows them to last longer in battle. A nice addon for marines.
This upgrade really make them count in big battles. Good to have with
stimpack, allowing you to stim your marines more.
Costs 100 and 100 . |
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Research Concussive Shells - Targets
hit by the Marauder are temporarily slowed. A very good ability, with a
quick research time. Your marauders will be able to hit-and-run, with a
little bit of micro. And it's pretty "cheap".
Costs 50 |
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Research Nitro Packs - Increases the
movement speed of Reapers. A good upgrade for hit-and-run mineral line
workers, or light units. Good for scouting as well.
Costs 50
and 50 . |
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Research Stimpack - Injects the unit
with powerful stimulants that greatly increase attack and movement
speed for a few seconds. Injures Marines for 10 health and Marauders
for 20. A powerful upgrade, which can turn the tide of a battle. Your
units gain massive movement and attack speed and can lay waste on your
opponent in a few seconds. Nice to pair up with some medivacs if you are
to use this skill.
Costs 100 and 100 . |
Note here, that if you place a tech lab badly and buy an upgrade in it you can loose the resources spent if the tech lab gets destroyed. This also applies if you lift up your Barracks. Pay attention to tech-lab raiders and misclicks!
Engineering bay: - enables Planetary Fortress (Command Center upgrade), building of Missle Turrets.
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Upgrade Infantry Armor Level 1 -
Upgrades the damage dealt by infrantry units to level 1.
Costs 100
and 100 . |
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Upgrade Infantry Armor Level 2 -
Upgrades the armor of infantry units to level 2.
Costs 175
and 175 . |
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Upgrade Infantry Armor Level 3 -
Upgrades the armor of infantry units to level 3.
Costs 250 and 250 . |
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Upgrade Infantry Weapons Level 1 -
Upgrades the damage dealt by infantry units to level 1.
Costs 100 |
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Upgrade Infantry Weapons Level 2 -
Upgrades the damage dealt by infantry units to level 2.
Costs 175
and 175 . |
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Upgrade Infantry Weapons Level 3 -
Upgrades the damage dealt by infantry units to level 3.
Costs 250 and 250 . |
So this is where you can get the basic upgrades for your units trained in barracks. The common formula applies here as well, you get + damage for Weapon Upgrade, -incoming damage for Armor Upgrade. It's common for terran players to get +1 weapon as soon as they can, if they go Marine+Marauder combo (both trained in Barracks). Affected units:
- Ghost
- Marauder
- Marine
- MULE
- Reaper
- SCV
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Research Building Armor - Upgrades the
armor of buidings by 2. A great ability if you want to go turtle
terran. Not a wise idea, but can be done. Your building will be able to
stand much more damage before going down.
Costs 150
and 150 . |
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Research Hi-Sec Auto Tracking - Adds
+1 range to Auto-Turrets, Missile Turrets, Planetary Fortresses and
Point Defense Drones. Same as the Building Armor, it is a turtle ability
too. Your defense units get a greater range, allowing better base
defense. See the picture below for a graph.
Costs 100 and 100 . |
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Research Nano Steel Frames - Increases
cargo spaces of bunkers by 2. Also provides extra cargo spaces for
Command Centers and Planetary Fortresses. Never used this upgrade, but
if you want to escort more SCVs in a Command Center, or you are pushing
with bunkers, you can use it.
Costs 100 and 100 . |

Factory + Tech Lab: - enables Tank and Thor in the factory ( Thor needs Armory too).
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Research Infernal Pre-Igniter -
Increases the Hellion's damage flame thrower to give +10 damage vs
Light. A great cheese upgrade to have. Get this +10 damage for hellions,
push out a bunch of them and ignite all mineral workers in 2 sec. Need a
little micro, but if you can sneak in to an enemy base, you can lay
waste on his economy. A must have for Hellions.
Costs 150
and 150 . |
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Research Siege Tech - Enables Siege
Tanks to deploy into Siege Mode. While in Siege Mode, Siege Tanks have
significantly increased range and damage, but cannot move. If you go
tanks, you get Siege Tech. No excuses. Your Tank will become the
ultimate Area Of Effect damage dealer, wiping out grups of units in
seconds. Use high-ground to your advantage if you can. You have to pay
attention against air units however.
Costs 100
and 100 . |
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Upgrade 250mm Strike Cannons - Fires
upon a single unit or structure, stunning the target dealing 500 damage
over 6 seconds. Nice to have upgrade for Thors, most useful for
Thor-drop, when you pick up a Thor with a Medivac, go in the main enemy
base and kill some units. Best used against Zerg queens, but not really
necessary. Best used against massive units with a great bunch of HP.
Costs 150 |
Armory: - enables Thor in Factory.
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Upgrade Vehicle Plating Level 1 -
Upgrades the armor of ground vehicles to level 1.
Costs 100
and 100 . |
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Upgrade Vehicle Plating Level 2 -
Upgrades the armor of ground vehicles to level 2.
Costs 175
and 175 . |
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Upgrade Vehicle Plating Level 3 -
Upgrades the armor of ground vehicles to level 3.
Costs 250 and 250 . |
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Upgrade Vehicle Weapons Level 1 -
Upgrades the damage dealt by ground vehicles to level 1.
Costs 100
and 100 . |
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Upgrade Vehicle Weapons Level 2 -
Upgrades the damage dealt by ground vehicles to level 2.
Costs 175
and 175 . |
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Upgrade Vehicle Weapons Level 3 -
Upgrades the damage dealt by ground vehicles to level 3.
Costs 250 and 250 . |
Upgrades for units trained in the Factory. List of units:
- Hellion
- Siege Tank
- Thor
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Upgrade Ship Plating Level 1 -
Upgrades the armor of units built at a Starport to level 1.
Costs 150
and 150 . |
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Upgrade Ship Plating Level 2 -
Upgrades the armor of units built at a Starport to level 2.
Costs 225
and 225 . |
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Upgrade Ship Plating Level 3 -
Upgrades the armor of units built at a Starport to level 3.
Costs 300 and 300 . |
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Upgrade Ship Weapons Level 1 -
Upgrades the damage dealt by units built at a Starport to level 1.
Costs 100
and 100 . |
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Upgrade Ship Weapons Level 2 -
Upgrades the damage dealt by units built at a Starport to level 2.
Costs 175
and 175 . |
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Upgrade Ship Weapons Level 3 -
Upgrades the damage dealt by units built at a Starport to level 3.
Costs 250 and 250 . |
Upgrades for units trained in the Starport. List of units:
Starport + Tech Lab: - enables Raven, Battlecruiser (needs Fusion Core as well)
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Research Caduceus Reactor - Increases
the starting energy of Medivacs by 25. Get this upgrade, if you really
can't wait for Medivac energy. Can be useful in certain situations, but
you can live without it.
Costs 100
and 100 . |
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Research Cloaking Field - Enables
Banshees to use the Cloak ability. Cloak renders the Banshee invisible
to enemies unless the unit is revealed by detector units or effects.
Great but costy upgrade for Banshees. If you go fast tech Banshee rush,
you probably need this upgrade for a better attack. Early cloaked
Banshee rush can finish an unprepared Zerg or Protoss enemy easily
(Terran has ability to detect units with Orbital Command's ability).
Costs 200
and 200 . |
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Research Corvid Reactor - Increases
the Ravens starting energy by 25. If you want to use Raven abilities,
spawn Auto-Turret instantly or speed up the waiting time for Seeker
Missle, you can get this upgrade. Not really used, as Reaven's main role
is to be a mobile detector unit.
Costs 150 |
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Research Durable Materials - Extends
the timed duration of Auto turrets, Seeker Missiles, and Point Defense
Drones. Get this upgrade if you really want, but it's rarely used.
Costs 150 |
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Research Seeker Missile - Missile
chases the target its target. Missile has enough fuel for 15 seconds.
Missile deals up to 100 area damage. It has a 6 click range. A nice
upgrade fo Reaven, but needs a decent micro. You have to target large
groups of units with this ability to be the most effective. It can kill a
group of Hidralisks instantly for example.
Costs 150 and 150 . |
Ghost Academy: - enables Ghost in Barrack
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Arm Silo with Nuke - Calls down a
Nuclear Strike at a target location. Nukes take 20 seconds to land, but
deal up to 300 (+200 vs Structures) damage to enemies in a large
radius. If you get Ghost Academy, you probably want this. It enables 1
Nuclear Strice called down by a Ghost. It can finish a half base, or a
complete enemy army if placed well. The strike can only be successful,
if the Ghost is not killed when calling down the Nuke.
Costs 100 |
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Research Moebius Reactor - Increases
the starting energy of Ghosts by 25. Enables you instant Cloak and EMP
Strike. If you fight against a Protoss player, this is a very useful
upgrade. EMP Strike drains the shield and mana of enemy units, so
Protoss units will be shieldless after a well placed shots. It can also
deny enemy caster units, like High Templar, Infestor, enemy Ghost,
Battlecruiser, Mothership,etc.
Costs 100
and 100 . |
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Research Personal Cloaking - Cloaks
the unit, preventing enemy units from seeing or attacking it. A cloaked
unit will only be revealed by detector units or effects. Drains 0.9
enery per second. Of course you want to get this upgrade! Well, in case
you want to use your Ghosts for nukeing.
Costs 150 and 150 . |
Fusion Core: - enables Battlecruiser in Starport
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Reseach Behemoth Reactor - Increases
the starting energy of Battlecruisers by 25. If you need Yamato Cannon
ability instantly, you want to get this upgrade. It's cool to spam big
beams on the enemy, is it not?
Costs 150
and 150 . |
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Research Weapon Refit - Enables use of
the Battlecruiser Yamato Cannon.
Costs 150 and 150 . |
Command Center:
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Upgrade to Orbital Command - Command
Centers have been redesigned and built so as to be able of converting
into a the Orbital Command. Once converted, it cannot turn back to a
conventional Command Center, but it can use Calldown: MULE, Calldown:
Extra Supplies and Scanner Sweep. You may want to get this upgrade as
soon as you can. The abilities it gives you is a must for Terran
players.
Costs 150
. |
|
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Upgrade to Planetary Fortress -
Command Centers have been redesigned and built so as to be able of
converting into a Planetary Fortress. Once converted, it cannot turn
back to a conventional Command Center, and loses the ability to
liftoff. Nice to have defense for you expansions. It does a great
damage, and it's range can be upgraded in the Engineering Bay.
Costs 150 and 150 . |
This sums up all the Terran upgrades you can get. I hope you enjoyed reading these series of articles! Check back often to see more Strategy articles written by our team! Comments are always welcome!
and 100
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