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Reactor make gameplay worse (Games : StarCraft : Mods : SC Revolution Mod : Forum : General Discussion : Reactor make gameplay worse) Locked
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Feb 5 2017 Anchor

Reactor make the game more wearing and should be removed. Because;

  • increase the amount of units under your control. Unit selection group is 12. Vanilla army size was better.
  • limit the usability of other units. Reactor narrow the unit selection into 1 or 2 types. Making the game more mono-thematic.
  • force you to constantly top up the recruit queue.
  • if you forgot about recruitment you are penalize much more than in vanilla.

    you can build 2 barracks and have same effect, but you have to pay for it more. More structure for opponent to raze (fun both for you and enemy), more possibility for moving second barrack over the hill.

    with slower army grow, action like; preserving your units, retreating, repairs, skills affecting single unit, smart strategies that kill or save more units - gaining in importance. Which is good.

    with fast army grow rate. Defending the base from attack didnt allow you to counter, because enemy instantly replenish his forces. The one who first control most map resource usually win (even vs cheating AI).

    Reactor diminish influence of tactics on winning the match, while increasing the economy importance (which is already too high even in vanilla).

    If the only reason Reactor is introduce was to copy solutions from SC2 then I would ask for reconsideration.
Feb 6 2017 Anchor

Reactors do offers an strategic choice, They have bonuses and drawbacks. If you go for reactors you will get behind upgrades and limit your production of advanced units.

For example, going two factories one with reactor and other with tech lab vs two factories with tech lab:
In one you can get an early attack with more vultures but only one of their upgrades. Vs have less vultures but with speed and mines researched. And also ability to pump 2 tanks at a time for defence.

Reactors offer a way to fast spend resources but for basic units, and to quickly build a defence against Air units (marines, goliath, valk) but limits your army composition. An army of mostly marines can be easily countered (banelings, storms) without enough support from other units (firebats, medics)

Personally i mostly use reactors to complement builds, If I play bio, i go factory or Starport reactor to complement anti air.
If i go mech i go barracks reactor to pump marines in early game defence and late to dump minerals

Feb 7 2017 Anchor

UI : need to constantly refuel the queue's. Its lots soften with few structures. Also reactors give you too quick too much unit under control.

army of Marines can be produce early, and I'm not convinced about this easily countering Marines. I win few vsAI games with solely reactor marine rush (mostly vs ZERG !). In mid game Marines have no problem with taking down any aircraft (BC*, wright, scout, mutalisk). With normal range attack they are decent at concentrate fire at destroying single mechanical units and razing base defenses. They swarm nature make them 100% expendable.

Add-ons can be swap. i use TechLab only for tanks.
Mid game after you develop crucial upgrades. (medics). It makes me under-use Dropships.
Late game you have enough structures. (ghost,bc)

*its shame that group of few marines can take down BCruiser.

Feb 14 2017 Anchor

AI has no potential to adapt to counter strategies, so mass marines will eventually kill the AI.

May 24 2017 Anchor

early game, Marine spam gives too big leverage for terran.

to fix it: let reactor be available in Late game
f.ex: require Fusion Core. But even Science Facility req. would improve it.

late game when all map is controlled, Reactor would allow quick resource dump, with less micro (need less barrack). It would work good and as intended.

if you dont plan to make FB reactored, then I really hope for burst damage for Marines. To make it a real choice, if i need cannon fodders from reactor or specialist from techlab.

Sadly, third option - "no add-on" is not viable. IMO it should be. Even simply by eco/time reasons, but its not the case now.
what if:
reactor - allow to build only marines
no-add-on - allow also to build FB
tech-lab - you can build all units, but you need to waste time and resources on it. But give access to ghost and med.

I'm pushing FB over Med, beacuse as frontliner he die more often and need to be able replace sooner than medic. On the other hand Med with Academy, and FB with tech lab feels more natural.

you have any thought how Academy will works together with tech-labs?

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