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[G] Welcome to the Jungle - Hard (spoilers)

Forum Index > StarCraft 2 HotS
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1 2 3 Next All
Fiel
Profile Joined March 2010
United States587 Posts
Last Edited: 2010-07-27 19:55:38
July 27 2010 19:50 GMT
#1
Some people might be having a hard time with this. I was able to beat it on Hard difficulty with little problem after I played the mission a few times.

RECOMMENDED HYPERION UPGRADES:
- The one that makes your medics heal faster and cheaper is great
- Any marauder upgrades. The +25 life one is better because there aren't many platforms on the map and Zealots are few and far between.
- Bunker upgrades are useless. Don't bother.

TIPS:
This way to beat the mission is very mineral heavy and requires decent micro to beat it.

Do not build the second refinery. Only put 3 SCVs on the first refinery that you have. If you find that refinery running low, only then bother with the second refinery. You shouldn't need to expand to another base, though. Gols/Marauders use a lot of minerals and not much gas. Put as much as you can on minerals.

The best unit arrangement to get would be Medic Maurauder Gol. M&M takes out the stalkers/zealots with ease, and gols take out void rays and scouts. The problem, though, is that Gols move faster than Marauders. If you don't micro them to stay in the back, the Gols will get slaughtered by Stalkers. The idea is to put the Marauders in the front to take out the stalkers, then use M&M to tank hits from VR/Scout while the Gols pummel them. Ideally you should have a 1-2-1 Medic-Marauder-Gol ratio.

Because your gols are so fragile against enemy stalkers and VR and because P get so much air in this mission, go single armory and get armor/attack upgrades as soon as you can. P will begin sealing altars quickly, so you need the upgrades quick. Don't bother with the EBay - your marauders are fine how they are.

Build turrets as if your life depends on it. Every time you push out he will backstab with VR/Scout/Zealot. Leave a few marauders and build a lot of turrets on the north side of your base (mostly near the entrance). Put SCVs up there so that they auto repair as needed. P tends to target the missile turrets instead of the SCVs, so the more you have the better. It is MUCH better if P destroys turrets than gols. Turrets build fast, gols build very slow. Turrets have more HP and cost fewer minerals than gols. Always sacrifice a turret over a gol.

Go 2 rax with a tech lab on each so you can build Medics & Marauders from both. Stick with 1 fact tech.

If P begins sealing an altar and you don't have the forces to hit it yet, send out 4 marauders on a suicide run to kill the probe. This will buy you time to get more gols.

Good luck.
Toadily
Profile Blog Joined April 2010
United States837 Posts
July 27 2010 19:55 GMT
#2
Just get MMM, build 2 bunkers on the north side, I had 4 scvs harvesting the terrazins on Brutal since I just rolled through everything with MMM. Stimmed marines just burn through voidrays and marauders kill colossus in 2 volley, only thing you have to watch out for is the storm, it can decimate your marines if you're not watching.
Fruscainte
Profile Blog Joined December 2009
4596 Posts
Last Edited: 2010-07-27 21:39:51
July 27 2010 21:39 GMT
#3
I prefer to get the medic upgrade so you can build them from a reactor. That way I can spam marines, and every so marines I can do a Marine + Medic at the same time while spamming marauders from a tech rax.
Sabu113
Profile Blog Joined August 2009
United States11075 Posts
July 27 2010 21:44 GMT
#4
You can skip the Gols really. So much anti armor running around there that mass rines work fine. A few gols are nice against the collosi forsure, but massing reactor barracks might be just as effective.

Rolled through it quickly with stim and the Medic healing upgrade. (That upgrade is Imba... it makes stim free) Only problem is when I was search for the third relic, I got stormed to all hell trying to break Into the toss primary base.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
monk
Profile Blog Joined May 2009
United States8476 Posts
July 27 2010 23:40 GMT
#5
I think MMM is the best unit composition for this level. Goliaths kinda suck on this level the first time around, cause you can't get either of their upgrades. Also, they can't as easily be healed as marines. I get 2 rax with reactors and 1 rax with a tech lab to start. Mass marines with a few marauders and medics to support. If you're going for the 2 achievements, which are: SCVs can't die and you can't let the toss cap any of the gas at all, then I recommend the following strategy:

1. Split your force into 2 groups, one to hunt the capping group and one for base defense. The units that guard the capping force is something like 2 stalkers, 2 scouts, 1-2 void rays
2. Don't bother sending scv's to gas until the end of the mission.
3. After you build up a decent force, take mid and expand there.
4. Add more barracks.
5. Kill all protoss on the map except for the 2 bases at the very north of the map.
6. Split your army in half and contain both bases.
7. Send 7 SCV's to 7 different gas locations and harvest.


Moderator
Itsarabbit
Profile Joined May 2010
Sweden58 Posts
July 28 2010 00:00 GMT
#6
I just made a ton of marines and medics, no need for marauders as the colossi are few and far between.
This is not my signature.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
July 28 2010 02:12 GMT
#7
I just skipped this mission until I had siege tanks and vikings, its a walk in a park that way.
i-bonjwa
iNfeRnaL *
Profile Blog Joined August 2005
Germany1908 Posts
Last Edited: 2010-07-28 02:32:31
July 28 2010 02:32 GMT
#8
Take scv's with you, like 5 always, keep making scvs and reinforce them once they died, goliaths basically get unbeatable and void rays often end up targetting your scvs cause cpu ALWAYS tries to snipe your workers if they repair something.
Pretty ez if you follow that concept, just takes a lot of scv casualties.
Other than that, gol and m&m is obviously right - m&m&m even better due to not having a lot of gas anyway.
(playing on hardest, fyi)
Snowfield
Profile Blog Joined April 2010
1289 Posts
July 28 2010 02:42 GMT
#9
Im playing it on brutal, had to give up and take some other missions first, its just too hard
CynanMachae
Profile Blog Joined September 2006
Canada1459 Posts
July 28 2010 07:47 GMT
#10
I think I tried that one 10+ on Brutal :\ Marauder/Goliath just wasn't working well enough <<
Jang Yoon Chul hwaiting!
NukeTheBunnys
Profile Joined July 2010
United States1004 Posts
July 28 2010 15:06 GMT
#11
I went pure medic marine and had a pretty easy time on brutal. Got the expo and sent out my marine medic ball(stim+shield+medic heal upgrades) when ever they tried to cap one of the nodes. I didnt even really try to harvest the stuff past the first one till I had my expo saturated on minerals, then I just harvested the nodes like 2 -3 at a time. I think they got 1-2 nodes capped when I won.
When you play the game of drones you win or you die.
TheFinalWord
Profile Joined May 2010
Australia790 Posts
July 28 2010 15:10 GMT
#12
On July 28 2010 06:44 Sabu113 wrote:
You can skip the Gols really. So much anti armor running around there that mass rines work fine. A few gols are nice against the collosi forsure, but massing reactor barracks might be just as effective.

Rolled through it quickly with stim and the Medic healing upgrade. (That upgrade is Imba... it makes stim free) Only problem is when I was search for the third relic, I got stormed to all hell trying to break Into the toss primary base.

I agree, I thought golitaths were useless on this mission, I just went marine medic. The third relic isn't in the protoss base, its in the top right guarded by 2 cannons.
Twisted
Profile Blog Joined September 2002
Netherlands13554 Posts
Last Edited: 2010-07-28 15:13:26
July 28 2010 15:12 GMT
#13
Marine/medic/goliath worked for me on brutal. I expanded pretty fast to the base north of your main. In the beginning 2 vultures to snipe the probe that's closing the gas thing works nicely.

I think I only killed one small protoss base and mined the gas from the beginning.
Moderator
justiceknight
Profile Blog Joined May 2008
Singapore5741 Posts
July 28 2010 15:25 GMT
#14
On July 29 2010 00:12 Twisted wrote:
Marine/medic/goliath worked for me on brutal. I expanded pretty fast to the base north of your main. In the beginning 2 vultures to snipe the probe that's closing the gas thing works nicely.

I think I only killed one small protoss base and mined the gas from the beginning.


i did the same.What i did was build a bit of marauders and destroy the nearest base and expand,thenI gather the terrazine from the from the top 1st.Build lots of army and place them on terraine then just bring all my scv to gather and instant win.
peppermintschnaps
Profile Joined June 2010
Germany28 Posts
Last Edited: 2010-07-28 15:34:51
July 28 2010 15:34 GMT
#15
played also in brutal but I didnt expand (shouldve done that tho in retro) - I didnt have medivacs or vikings either. Gol/Marine with stim and medics worked fine for me, at some point I built 2 bunkers at the double gas thing on the right part of the map which were the last two i needed to get and held it pretty well.
It took me some time to finish it though
“One martini is all right. Two are too many, and three are not enough.” - James Thurber
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
July 28 2010 19:40 GMT
#16
Easily did this on brutal, I was gathering 3-gas at once at one point... mass medic marine, didn't even get marauders or expand, my scv ran back through the toss base in the middle returning my last one, had to go destroy the base and retrieve it...
KingRajesh
Profile Joined July 2010
United States927 Posts
July 28 2010 19:43 GMT
#17
I just made reapers which killed probes hella quick.
"Zerg are the absolute worst thing that can happen to your day" - Dustin Browder
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
Last Edited: 2010-07-28 19:44:00
July 28 2010 19:43 GMT
#18
Oh man, this mission kicked me in the nuts. It came down to my SCV holding the terrazine along with a super weak army, but I my main base was being razed by the toss. I ended up having to build a command center with an scv so that I would have a place to return the gas to. I was very close to being eliminated too.
Trizz
Profile Joined June 2010
Netherlands1322 Posts
Last Edited: 2010-07-31 11:18:07
July 31 2010 10:41 GMT
#19
Is the achievement bugged or so? I'm sure I stopped the protoss from taking the gas all the time, yet the achievement shows me otherwise.. or isn't that the achievement at all?
weird names like tal'darim confuse me

edit: http://yfrog.com/mqhowdoesthismakesensej

how does that make sense? look at the achievements and the tab, shouldn't I have gotten all 3 achievements here? :S
nope
Doomgaze
Profile Joined March 2010
Sweden89 Posts
Last Edited: 2010-07-31 11:38:07
July 31 2010 11:37 GMT
#20
On July 31 2010 19:41 Trizz wrote:
Is the achievement bugged or so? I'm sure I stopped the protoss from taking the gas all the time, yet the achievement shows me otherwise.. or isn't that the achievement at all?
weird names like tal'darim confuse me

edit: http://yfrog.com/mqhowdoesthismakesensej

how does that make sense? look at the achievements and the tab, shouldn't I have gotten all 3 achievements here? :S


You probably got disconnected from battle.net

That, or you were cheating or not playing hard mode
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