Battlecruisers fire multiple relatively low damage shots, with the anti-ground attack being more powerful than the anti-air attack. This makes them better able to handle groups of weaker, low armor, units. In turn, battlecruiser' high armor make them less susceptible to weak attacks. This makes them good against marines, hydralisks, mutalisks, and sentries. However, they are weaker against vikings, corruptors, and void rays.
Yamato Cannon
The Yamato cannon out ranges defensive structures and may be used to clear out defenses. It may also be used to soften up tougher units or thin enemy ranks quickly. This is especially useful in numbers against void rays, potentially eliminating several before they can charge up.
Tactical Jump
The tactical jump allows for tactical flexibility and to travel great distances quickly:
Immediately counter-attack unprotected areas anywhere on the map after winning an engagement at your base
Immediately reinforce troops in remote location across the map right after a BC is created (with energy start upgrade)
Retreat for repairs or when losing the engagement, instead of losing a costly unit
Do a bunch of damage in a "base trade" only to come back to your base in time to defend against the enemy army.
Grants the battlecruiser the Missile Pods ability. Missile Pods deals 40 splash damage (+50 damage to light units) to air units over an area of effect.
Laser batteries are fearsome weapons across wide stretches of space, but they leave a battlecruiser vulnerable to small interceptors. The ATVX Missile Pod can show up this weakness by instantly bombarding an area with a massive barrage of anti-air missiles.
The battlecruiser produces a shield which absorbs 200 damage. The ability is not smartcast.
The defensive matrix is a temporary deflection field that helped save countless assets from a premature death during the original Brood War. Now the minds at LarsCorp have adapted this technological marvel to protect the massive hull of the Minotaur-class battlecruiser.
Attack upgrades improve attack cooldown of affected units by 5% per level.
These self-replicating ultra capacitors reduce the reload time of weapons and systems. Now each of the weapon upgrades at the armory and engineering bay increases attack speed by 5% in addition to increasing damage.
Armor upgrades increase health of affected units by 5% per level.[3]
We have created a new lightweight alloy called vanadium. Vanadium diffuses weapon impacts much more efficiently than traditional armor plating, and it better preserves the life of our units. Now each of the armor upgrades in the armory and engineering bay increases unit life by 5% in addition to increasing armor.
Damaged mechanical units recover hit points when out of combat, at a rate of 0.6015 each second.[4]
Our ship and vehicle hulls are now made from a material called Regenerative Bio-Steel. This material uses internal nanobots to slowly repair any damage the hull sustains. While this regeneration process is much slower than conventional SCV repairs, it can be the difference between life and death if no SCVs are available.
Increase starting energy of all units by 100. Increase maximum energy of all units by 100.[4]
This reactor has a larger energy reserve on startup and can hold a much larger charge. Now our specialist units can use their abilities the moment they hit the battlefield, and they can store more energy when idle for long periods of time. All "Specialists units" use energy: such as the medic, ghost, spectre, thor, wraith, banshee, raven, science vessel and battlecruiser.
100 Mastery: -2 per Research Resource Cost mastery point. Down to a minimum 40 100 Mastery: -2 per Research Resource Cost mastery point. Down to a minimum 40 60
200 Mastery: -4 per Research Resource Cost mastery point. Down to a minimum 80 200 Mastery: -4 per Research Resource Cost mastery point. Down to a minimum 80 120