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On July 28 2010 09:04 sev1 wrote: I'm stuck on the Meinhoff mission right now (night/day one). My setup has been two (fortified) bunkers on each entrance, 4-5 SCVs hold positioned on auto-repair next to them, and two medics on each side to heal the SCVs through marine damage. My problem is, I'm running out of minerals. I make about 20 hellions, just enough to kill a depot in one hit, and then nothing but 12 firebats + 6 medics + a small number of marauders / marines to help deal with the bigger units. I'm left with about 2-3k to spare before I'm mined out, but this wears down ridiculously fast with the bunkers constantly taking damage...
Anyone have any tips? I've tried expanding to the top, they find and kill it within 2 waves 100% of the time (I haven't tried lifting the CC during night yet...). Do I need the extra bunker space? Bigger firebat radius? I've been getting marine upgrades so far and they've proven pretty useless for this mission. Any help appreciated.
+ Show Spoiler +One of the easy missions if you don it right I didn;t bother with helions or even bunkers at all (actually I made 1 bunker at each side at the start cuz well he said so  ) You will never get hold of managing repairs well (and they cost too). I just massed marines, firebats and medics at around 2:1:1 Just keep your forces cohesive so firebats dont run away from medics. Firebats make the most damage but you dont need way too many just a healthy number (if you bought the upgrade for them before it certainly helps), they are bio so medics keep em alive and rest is marines to shoot big guys, straglers and help take down buildings faster. You can really afford to stim all the time. Just make 2 big chunks of bio balls and should be fine. Can also do the kill 15 buildings at night achievement. Helions are pretty fail. I know it's the theme of the mission but... The are mechanical so they slowly die even with extreme micro, wile you can attack move with you bioballs If you repair you have to keep SCV close and waste minerals, and those SCV are not working and prone to dieing They are pretty bad vs buildings anyways
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First three missions are quite easy. However getting all the achievements makes it harder. Bed time now 
l33t 5555 post :D
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On July 28 2010 09:04 sev1 wrote: I'm stuck on the Meinhoff mission right now (night/day one). My setup has been two (fortified) bunkers on each entrance, 4-5 SCVs hold positioned on auto-repair next to them, and two medics on each side to heal the SCVs through marine damage. My problem is, I'm running out of minerals. I make about 20 hellions, just enough to kill a depot in one hit, and then nothing but 12 firebats + 6 medics + a small number of marauders / marines to help deal with the bigger units. I'm left with about 2-3k to spare before I'm mined out, but this wears down ridiculously fast with the bunkers constantly taking damage...
+ Show Spoiler +Build Marines and Medics and make sure stim is reasearched.
Just build marines and medics. Wall off your chokes with depots and bunkers if you want, I did, I don't think it really helped. Just make sure to have lots of marines and medics. Keep stimming as much as you want (esp last 30 seconds of each night wave) When day breaks just run your guys out, stim and kill as much as you can, and run back in when there are 30 seconds left.
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the mission with the fire hunting u was brutal and one of the toss things where some mutant comes at u. other missions feel like its too easy.
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The Odin mission on brutal is... + Show Spoiler +BRUTAL. :O
15/29 missions complete on brutal now. I feel so pro. But seriously, ouch, I heard going ghosts/tanks is good for the odin mission but this jackass just dies so fast, and they always focus fire repairing scvs.
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Anyone else had problems getting the achievements from the 4th mission i think "The evacuation" I did it on brutal secured 5/5 and didn't lose any trucks, yet I didn't get any of the achievements.... ?
edit: nvm apparantly I had lost connection to the internet in the middle of the game and that was why I didn't get em
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I found "Devil's Playground" pretty hard, couple tries on brutal with no luck. Brutal is quite a fun difficulty, without the o shit I missed up 45 minutes down the drain feeling.
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Brutal is indeed uite fun, some mission gave me trouble ("Welcome to the Jungle") but overall its challenging as fun :p Right now I think I have 24 missions done, and I'm kinda stuck at "All in" <<
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"The Great Train Robbery" was the hardest for me so far
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I can't seem to get through "Supernova" (the wall of fire one) on Brutal. I can crush the first Protoss base with mostly Banshees but that just plays into their Templar/Archon defense at the next base, so I can't get to the artifact. Anyone have any tips?
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I used a few tanks with banshess for the first 1-2 bases, then after that switched to pure banshee/vikings
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Frustratingly enough, my ability seems to smack-dab in between hard and brutal. I find hard pretty dang easy, and brutal annoyingly hard. Take the train robbery level, for example. 4-5 failures on brutal, so then I tried it on hard. I ended up sitting at the food cap and a-moving everything. As much as it hurts my ego, I think I'm going to play the rest of them on hard to save myself a headache, and come back later for brutal.
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Anyone of any advice for Engine of Destruction of Brutal (one with the Odin). The push into the BC Yamatos just rape the Odin. I don't know what to do there.
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I completed the Odin mission on brutal by massing wraiths with marine/medic backup. Clear out siege tanks and BC's with your wraiths and make sure Odin tanks all the damage from the bases so your wraiths don't die. The medics will be able to heal the SCV's repairing Odin for long enough to make a difference.
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On July 28 2010 09:16 Kultcher wrote: I've completed about 13 missions on Brutal so far. "Utter Darkness" is a beating, I didn't even come close on my first attempt. Might have to drop down to hard to finish that one and come back to it later.
Utter darkness is actually a lot easier than it seems at first. + Show Spoiler [guide to beating In Utter Darkness on…] + First thing is don't panic. There are 3 entrances to your base. The enemy will come in waves 1 entrance at a time for a good part of the game. Start by queueing up more probes and putting down a 2nd forge + robotics bay so you can train colossi. Hotkey all your ground forces together, and hotkey all your air units together. Watch the observers closely. You'll see the enemy massing in front of them before attacking. Move your army to protect the cannons. Don't cross the bridges. Keep making colossi and keep up all the upgrades both air and ground. Non stop. Also, try to replenish your phoenix numbers if any die. I started to float on minerals around the 16th minute mark before the archives achievement, so I walled off the south-eastern bridge with lots of cannons. When the hybrids will start coming, lift them up with the phoenixes and focus fire. Do this on the ranged ones preferably, but later on use it on all the hybrids you encounter. Finishing the archives bonus mission should be a cake-walk at that point. I was floating on around 5K mins and 200/200 food army worth of colossi/phoenixes/voids. Once the archives submerge, retreat to the higher ground of your base and start to wall off with cannons too. If you start losing units, make colossi and void rays. No more phoenixes. At this point you should easily have 3-3-3 ground army and 3-0 air army. When I killed the 2500 necessary, I just kinda gave up after that. I didn't build anything any more. The enemy needed another 25 minutes to finally beat down my whole army :/. The corruptors and mass mutas come waaaay too late for the Z. Before that, the heroes+ void rays are unkillable.
In the end I defended for 49 mins and killed 3100 units.
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Here are a few thoughts on some things I found very useful during the campaign.
+ Show Spoiler +A good tip to keep SCVs alive when repairing (esp on brutal) is to have a medic nearby them healing them as they repair. They are worth their weight in gold and saves loads of SCVs. Also Maurauders with stim are useful at chokes in bunkers (esp. the drilling mission) with he concussive shell upgrade. They slow the first unit down, so the whole column slows whilst the seige tanks blast away and take em out
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On July 28 2010 18:00 UberThing wrote:Here are a few thoughts on some things I found very useful during the campaign. + Show Spoiler +A good tip to keep SCVs alive when repairing (esp on brutal) is to have a medic nearby them healing them as they repair. They are worth their weight in gold and saves loads of SCVs. Also Maurauders with stim are useful at chokes in bunkers (esp. the drilling mission) with he concussive shell upgrade. They slow the first unit down, so the whole column slows whilst the seige tanks blast away and take em out
Can maurauders even get stim?!?!
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I seem to be caught in a no-mans land at the moment LOL
"Hard" is, well, pretty easy for me. But "Brutal" is just that...I can't even get the first mission done on brutal
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Ugh, I'm stuck on Supernova right now. I don't see how its possible to get a ground army that's capable of doing anything. I've been trying to sneak banshees in to kill the vault, but no success as yet.
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On July 28 2010 20:50 samalie wrote:I seem to be caught in a no-mans land at the moment LOL "Hard" is, well, pretty easy for me. But "Brutal" is just that...I can't even get the first mission done on brutal 
Wait what, the first first mission?
Or like the first mission after Hyperion?
Ugh, I'm stuck on Supernova right now. I don't see how its possible to get a ground army that's capable of doing anything. I've been trying to sneak banshees in to kill the vault, but no success as yet.
After a while of faceplanting when I tried to be tricky on that, I went to the tried and true fallback of marine/marauder/medic. 1 or 2 reactored rax, 1 lab rax, 1 lab starport, and I pumped basically marine/marine/medic/marauder/banshee every cycle.
I ended up barely managing the last push, but I pushed a bit earlier than I needed to as well.
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