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Shadow ops/Development

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The following section contains information from a previous version of StarCraft II which is no longer valid.

The old shadow ops was required for the production and upgrading of ghosts, as well as the purchasing and storage of nuclear missiles.

It was replaced by the ghost academy[1] but was later brought back[2][3] as a replacement for the merc haven.[4] By April 2009, it had been replaced by the merc compound.[5]

Researched Abilities and UpgradesEdit

Main article: Arm Nuke
ShadowOps SC2 DevGame1

A missile being launched from the shadow ops

When the shadow ops supported ghost, it used to hold one nuke.[6]

Afterward, when it was geared to supporting reapers, it had the following research:

Increases the hit points of marines by 10. The marine model changes to have a shield attached to the left shoulderguard.[7] The M98 combat shield is composed of 30 mm of bonded carbide.[8]

Acquisition
Purchased from Tech lab attached to barracks
Hotkey C
Cost 100 Minerals Terran SC1 100 TerranVespene SC2 Game1 110Time SC2 Game1
ve

Enables affected infantry to attack and move 50% more quickly.

Usage
Hotkey T
Cost 10 (marines) / 20 (marauders)HP
Duration 12Time SC2 Game1
Acquisition
Purchased from Tech lab attached to barracks
Hotkey T
Cost 100 Minerals Terran SC1 100 Gas Terran SC1 170Time SC2 Game1
ve

The reaper throws a demolition charge on the ground; two seconds later,[9] it detonates, damaging friendly and hostile ground units and buildings in the vicinity.[10] A red timer bar shows how long until it detonates.[11][12]

The mines deal 30 damage + 30 against armored units and buildings.[10] Mine explosions do not detonate other mines[10] and do not deal damage to burrowed units unless the player can detect them.[13]

The mines are very small but visible. They can be hidden by units moving past them.[10]

The mines do not take damage.[9]

Usage
Cost 2 seconds[9]Time SC2 Game1
Cooldown 20[14]Time SC2 Game1
ve

ReferencesEdit

  1. StarCraft Legacy staff. 2009-04-04. WWI 08 Coverage - Terran Buildings. StarCraft Legacy. Accessed 2009-06-20.
  2. Zetaras Xal'Kurat. 2008-10-17. BlizzCon 2008: Changes to StarCraft 2. SC2 Blog. Accessed 2008-10-17.
  3. GearvOsh. 2008-10-14. Community Q&A [Batch 2]. StarCraft II Armory. Accessed 2008-10-16.
  4. MrJack, Buckwald. 2008-10-17. Race Review: The Protoss. StarCraft Source. Accessed 2008-10-19.
  5. Dustin Browder, Robert Simpson, Matt Cooper, David Kim. 2008-12-19. Battle Report (2). Blizzard Entertainment. Accessed 2009-04-16.
  6. Karune. 2008-01-11. StarCraft II Q&A - Batch 25. Battle.net StarCraft II General Discussion Forum. Accessed 2008-01-11.
  7. Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard) (in English). July 27, 2010
  8. Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard). PC. Armory upgrades (in English). 2010.
  9. 9.0 9.1 9.2 In the current build you cannot destroy D-8 Charges. By that I mean that you can select them, but they are indestructible (they don't have HP like other units do, just like units caught by Arbiter's Stasis Field in SC:BW for example). If you are playing against Reapers though, you can still dodge the charges, as it takes them around 2 seconds to blow up. Kapeselus. 2010-01-29. Reaper Charges. Battle.net StarCraft II Gameplay Discussion Forum. Accessed 2010-01-29.
  10. Cite error: Invalid <ref> tag; no text was provided for refs named QA37
  11. Browder, Dustin (Cavez). 2007-08-29. Can reapers enter bunkers? StarCraft II General Discussion Forum. Accessed 2007-08-29.
  12. Karune. 2007-10-05. StarCraft II Q&A - Batch 16. Battle.net StarCraft II General Discussion Forum. Accessed 2007-10-05.
  13. Cite error: Invalid <ref> tag; no text was provided for refs named InvincibleD82
  14. Grrrrr. 2009-07-04. Terran Late Game Experience (page 2). Inc.Gamers. Accessed 2009-07-13.

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