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 Post subject: terran info so far
PostPosted: Thu Dec 06, 2007 2:19 am 
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Terran

Returning Terran Units
• Battlecruiser: Gains new Plasma Turret ability.
• Dropship: Must land to release cargo.
• Firebat: Currently being tested in the current build of the game. If the Firebat is ever removed, it will still be available in the map editor.
• Ghost: Equipped with sniping and Marine summoning abilities.
• Marine: Will be able to upgrade hit points with a shield.
• Medic: Mentioned by associate producer Tony Hsu in an interview at E3.
• SCV: Repair will be "autocast".
• Siege Tank

Non-Returning Units
• Goliath: Replaced by the Viking.
• Science Vessel: Replaced by the Nomad.
• Vulture: Replaced by the Cobra.
• Wraith: Replaced by the Banshee and Viking.
• Valkyrie: Replaced by the Predator.

New Terran Units
• Banshee: A cloak-capable bomber.
• Cobra: A fast hover capable vehicle equipped with twin rail guns.
• Nomad: An aerial detecting and spellcasting unit.
• Predator: An air to air unit.
• Reaper: Uses dual pistols, can jet pack up and down ledges and lay mines.
• Thor: This intimidating mechanical unit is named after the Norse god of thunder. A tough siege unit with a devastating artillery strike ability.
• Viking This Terran vehicle can transform from a walking robot into a spacecraft.
Existing/Updated Terran Buildings
• Armory
• Barracks
• Bunker
• Command Center: Has the ability to carry up to five SCVs and can upgrade to the powerful armed Planetary Fortress.
• Engineering Bay
• Factory
• Missile Turret: The Missile Turret loses its detector ability and relies on the Sensor Tower to grant it detection.
• Planetary Fortress: This upgrade of the Command Center greatly increases its power and grants it weapons to attack enemy units with.
• Refinery
• Starport: The Starport can be upgraded into a permanently flying Star Base.
• Supply Depot: The new Supply Depot can submerge, enabling troops to walk over it. It is smaller and can be made into an important part of Terran base defenses, preventing enemy units from walking past them.
• Surveillance Station: This upgrade of the Command Center enables scanning of troop movements through the fog of war.
New Terran Buildings
• Deep Space Relay: This structure allows production of Battlecruisers and provides researches for them.
• Merc Haven: This structure produces Reapers.
• Munitions Depot: This structure allows production of Thor by SCVs and provides researches for them.
• Radar Tower: This building can sense enemy units, even if they are moving in unexplored terrain. However, enemies can sense its location and scanning radius. It is an upgrade of the Sensor Tower.
• Sensor Tower: This structure enhances detection by granting it to Missile Turrets. It can be upgraded to a Radar Tower.
• Shadow Ops: This structure enables Ghosts to be produced and provides researches for them. In addition, it stores nukes and Drop Pods for launch.
• Star Base: This permanently flying structure is an upgrade of the Starport. It produces units despite flying and can "re-arm" nearby units (increasing their energy pool).

Add-Ons
In StarCraft II, Terran add-ons work quite differently. There are only two add-ons which have been described, the Nuclear Reactor and the Tech Lab. Instead of being specific to an associated structure, each add-on can be added to any Terran unit-producing structure (Barracks, Factory or Starport), granting a specific benefit. One structure may only have one add-on attached to it, so it cannot benefit from the Reactor's bonus and the Tech Lab bonus simultaneously.
• Nuclear Reactor: When added to a Terran structure, this doubles the number of units produced from a building. (For instance, adding one to a Factory will enable it to create two Vikings at the same time.)
• Tech Lab: When added to a Terran structure, the Tech Center enables that structure to produce "higher tech" units. For instance, adding a Tech Center to a Barracks will allow it to produce Medics, while adding one to a Factory will enable it to build Siege Tanks.


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terran info so far

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 Post subject: Re: terran info so far
PostPosted: Sat Sep 20, 2008 3:27 pm 
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AW man the Science Vessel was relley useful

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 Post subject: Re: terran info so far
PostPosted: Sun Sep 21, 2008 5:11 am 
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jamesRaynor wrote:
AW man the Science Vessel was relley useful


yeah it did have its advantages..o well

nice sig btw


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 Post subject: Re: terran info so far
PostPosted: Mon Sep 22, 2008 1:52 pm 
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iF|HaloRx wrote:
jamesRaynor wrote:
AW man the Science Vessel was relley useful


yeah it did have its advantages..o well

nice sig btw

thanx man. i made it. it pwns all.

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 Post subject: Re: terran info so far
PostPosted: Tue Oct 14, 2008 8:03 pm 
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yeah i didnt read any of this. i just want to comment because i am the terran posting ninja in this site. good day to you all.


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 Post subject: Re: terran info so far
PostPosted: Tue Feb 10, 2009 10:30 am 
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Ya know, I'm actually looking forward to playing with Terran this time. Surprising because I hate Terran in the first game. Probably 'cuz I'm not very good at micromanaging. There are two things which I really want to try as Terran. Well...more than that, but the two main things are sinking supply depots, and plasma turrets on the bc.

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 Post subject: Re: terran info so far
PostPosted: Thu Jun 04, 2009 11:01 am 
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I think that Terran were the strongest race in the original Starcraft as they had medics which could heal you portably and tanks and pretty good air... they were good in all fields ...

I can't wait for Starcraft 2 to come so that i can play with the new Terran... its taking so sooo long to release this game... I hope its worth the wait but it looks like it is so far...

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 Post subject: Re: terran info so far
PostPosted: Thu Jul 16, 2009 3:29 am 
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star base? wahahaha, how would it look like?


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 Post subject: Re: terran info so far
PostPosted: Fri Jul 24, 2009 2:17 pm 
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reactors sweet terrain rush


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 Post subject: Re: terran info so far
PostPosted: Fri Oct 16, 2009 9:49 am 
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Medics and Firebats are not returning, they're only gonna be in single player and in the map editor. Along with all the other original/canceled StarCraft units.


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 Post subject: Re: terran info so far
PostPosted: Sat Mar 13, 2010 4:37 am 
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At this point in the SC2 beta terrains are very underpowered, ive heard blizzard is looking into this to fix shortly, very sad day.


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 Post subject: Re: terran info so far
PostPosted: Sun Mar 14, 2010 4:33 pm 
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Terrans against zerg seem underpowered howver against protoss they stand a chance because of ghosts.

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 Post subject: Re: terran info so far
PostPosted: Sun Mar 14, 2010 7:02 pm 
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It's gonna be awesome seeing if there will be any WC units.


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