
Many people asked me about the single-player campaign and what choices I made for Zerg and Protoss research, trying to win the brutal game. First, I must say that taking Brutal mode to Starcraft 2 is not an easy task, if not more. I am going to show you that, in my opinion, the best research path to be taken, trying to overcome the cruel difficulties.
Zerg Research:
1st level: The first choice is between Shrike Turrets, which puts an automatic turret on each Bunker (which basically does damage to additional marines) or Fortified Bunkers, which is an additional +150 health on each Bunker. I personally went with Shrike Turrets simply because the best defense is a good offense, and I usually leave extra SCVs around my defensive wall for quick repairs, and as soon as you upgrade Dual-Fusion Welders, these extra hits will inflict full damage to technology. Having 2 bunkers (upgraded by Neostil bunker) using Shrike Turrets, he deals damage to 14 marines, which is approximately 84 DPS or damage per second. Now this is a good defense against bunkers that can fight longer.
Winner: Shrike Turrets
Level 2: The second option is between the Tower of Doom and the Planetary Fortress, which equips the Command Center with Twin Ibiks cannons, which pump 40 strokes in a decent range and increase armor by 3, which is actually more than 3 sounds. For me, the Tower of Destiny, which does a great deal of damage to the land, is a complete and complete stunt. The protection provided by these towers is completely obscured by damage to a fully upgraded Bunker with several Siege Tanks behind them. This is the same tactic that I used in Starcraft 1, and I used the same exact tactic in Starcraft 2. If something didn't break, why fix it? The planetary fortress is an excellent addition to any defensive wall, and in particular, I found it most useful in the final All In mission, as well as in others.
Winner: Planetary Fortress
Level 3: The third option is between the Hercules class cargo ship and the Predator. I had a hard time setting out my mind here, because using the methods I use, they are both close to useless, but since you have to choose one, I would go with Hercules. I honestly have no idea how they expected you to use Predator, because by the time you research it, you usually use Air units for the majority of those remaining in the campaign. At least with Hercules, he makes missions such as The Moebius Factor 10 times easier, and also ideal for dropping his medicines / marauders / naval units behind enemy lines without risking losing units if and when will be destroyed.
Winner: Hercules
Level 4A: The fourth choice is between Cellular Reactor, which forces specialized units to start with +100 energy and receive +100 additional energy when they appear, and Regenerative Bio-Steel, which allows your vehicles and vehicles to slowly restore life. While the Cellular Reactor really seems like an amazing choice, most levels have no time limit, and if you have any patience (which you obviously do, or you never even dreamed that this game was fierce) This is not very useful. Regenerative Bio-Steel keeps your units in battle longer and returns you faster, especially when combined with scientific vessels.
Winner: Regenerative Bio-Steel
Level 5: The final choice between Psi-Disrupter (which constantly slows down all nearby zergs down 50% in radius), and the Hive Mind emulator (which allows you to constantly monitor the Mind Control of any Zerg block) is a matter of personal preference. However, I found that Psi-Disrupter became a more significant asset slowing down zerg to make extreme beatings with my super bunkers and sediment tanks and stop them before they really reach me, in my opinion, much more than control of one Ultralisk or Broodlord or whatever you choose minus Kerrigan, of course. The Hive Mind intelligent emulator requires additional micro-levels that I did not want to save by dealing with the rigidity and speed of a brutal difficulty.
Winner: Psi Destroyer

