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[G] Welcome to the Jungle - Hard (spoilers) - Page 3

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crate
Profile Blog Joined May 2009
United States2474 Posts
Last Edited: 2010-08-03 01:48:57
August 03 2010 01:19 GMT
#41
I just went marine/medic, didn't bother with marauders. There aren't many colossi and only the right side has templar and they don't come till late, so marines are just better (there are a fair amount of stalkers and air units, plus stimmed marines just way out-dps marauders without stim anyway). Make sure you have stim, shield, and medic healing upgrades before this (but they're awesome upgrades anyway so you should have them). Reactor medics is nice, but you can build an extra barracks instead, no big deal.

Build up an M&M force and start working on infantry upgrades. Stick near your base, head out to stop any terrazine sealing attempts. I left my goliaths back home (imo they're pretty mediocre without their upgrades) for token defense in case the protoss attacked while I was off killing a sealing team. You can make it to any terrazine site in time to stop them if you hang out just north of your base. I was running 3 reactor barracks at this point, making 2:1 marines to medics (and occasionally throwing in an all-marine round because medics don't die), but a bit more marines is probably better. Make War Pigs when you can since they're good.

When I got to about 40 units, I started working on a second force. At this point I also started taking my first group and killing the protoss bases in the middle and at the left, and generally clearing out the area, since I didn't need to worry about attacks any more. Keep your main force at about 40 units. You can expand once you clear out the middle base.

When you get both groups of M&M to 40 units, finish clearing out the protoss in the main part of the map, then go camp each of your groups at one of the exits to the protoss base in the north. From here it's basically over, you just go start to mine terrazine, wait about five seconds, stim up on the side near where you're mining, and then your stimmed marines rape face when the protoss come out to try to stop you. You could build bunkers if you want or something, but it really doesn't matter. You can focus down the colossi if you want, but I only did that maybe half the time.

The right side does have templar sometimes, you do want to move out of any storms they use. I mined most of my Terrazine from the left.

edit: This was on Brutal.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
SplashbackFerret
Profile Joined October 2009
New Zealand846 Posts
Last Edited: 2010-08-03 03:51:04
August 03 2010 03:49 GMT
#42
I played this very same mission/difficulty turtle style.

First terrazine is free, so no point not collecting one to start.
After that I add a tech lab to the barracks and take the base to the north for the extra resources asap and add a second factory and start turtling and massing goliaths off 2 bases.

Now, the key element to make this strategy work: reapers.
I use the early tech lab to build early reapers. Whenever the protoss begins to cap a terrazine node, I immediately send out a group of 4 or so reapers to snipe the capping probe and then run - reapers are the only unit quick enough to reach any node on the map quickly, snipe the probe in one salvo and run away with terrain abuse, I find that on average you lose one reaper per run so overall it's not prohibitively expensive to maintain about 6 or so reapers.

By denying in this fashion you can effectively negate the "timer" on this mission and move out at your own leisure.

It's also an easy way to get the achievement involved with not letting the CPU cap any node.
Splashy the Splashback Awareness Ferret
ClicheGuevara
Profile Joined May 2010
United States11 Posts
Last Edited: 2010-08-05 04:27:43
August 05 2010 04:25 GMT
#43
Anyone else think this mission would make a good multiplayer mode? Capture the nodes, get 7 of 13 to win. Could even up the ante to 2v2, 3v3, and 4v4 node capture matches. Obviously you'd have to do something about worker sniping, maybe buff them up or have some type of shield around the nodes.
TriniMasta
Profile Joined December 2009
United States1323 Posts
August 17 2010 10:34 GMT
#44
On July 31 2010 20:38 Trizz wrote:
Show nested quote +
On July 31 2010 20:37 Doomgaze wrote:
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


Nvm, somehow I already had the achievements, eventhough they never popped up t-t

yeah sometimes the achievements don't popup, just go back to the Hyperion and press F9 to see if you have it.
정명훈 FIGHTING!!! Play both T and P.
baconbits
Profile Joined April 2010
United States419 Posts
August 17 2010 19:55 GMT
#45
Mass medic and marine, couple mauraders don't hurt but they aren't necessary.

Don't collect gas, just clear map and camp 2 MM balls at the northern toss entrances and camp out roasting marshmallows.

then just send 7 scvs to 7 different terrazine, and collect your win/acheivement.
Archon_Wing
Profile Joined May 2004
United States378 Posts
Last Edited: 2010-08-17 20:48:36
August 17 2010 20:42 GMT
#46
Mass Marauder/Medic/Marine with the concussive shells make this mission fairly easy, but you must watch out for collosi. I didn't bother with goliaths because their pathing seems so bad.

The easiest way to deal with this mission is to clear the middle Toss base as quickly as you can and expand there. You will need a decent sized force first though, to stop the first few sealing attempts though. With your army positioned in the middle you can react quickly to any sealing attempt. With a CC out there, it also makes the scv trips much safer and quicker. With the better econ, you can build tons of defense and more units (especially turrets vs the air) and just lol at attempts to attack you.

I use stimmed marines to snipe probes, but there's probably better ways with reapers or helions if you have them.

Main base defense?-- About a bunker, turret and maybe 2 perdition turrets-- make another bunker if you don't have it.

Basically if you secure the middle, take it slowly and have any kind of macro you'll crush this mission even on Brutal and score the "It's so easy" achievement along the way. I didn't get the other achievement because I was too cocky and tried to get all 7 at once though. Just be very careful at mining the gas as because they react very violently to you trying to take any.

Oh yea, and kill the scattered toss units and cannons when you have free time. You do not want to be interrupted by them.
Nothing witty here atm
Alvas
Profile Joined August 2010
United States309 Posts
August 18 2010 04:40 GMT
#47
this mission is continuously kicking the piss out of me, but I don't want to bump down to easy difficulty! Going to try and do a different mission, and then come back. If I can't beat it then, it will be down to the panzy difficulty level. IGN even has a warning label in their guide about this mission being a lot tougher than any you have faced up til then.
Every bullet counts...
Alventenie
Profile Joined July 2007
United States2147 Posts
Last Edited: 2010-08-18 05:02:13
August 18 2010 05:01 GMT
#48
On August 18 2010 13:40 Alvas wrote:
this mission is continuously kicking the piss out of me, but I don't want to bump down to easy difficulty! Going to try and do a different mission, and then come back. If I can't beat it then, it will be down to the panzy difficulty level. IGN even has a warning label in their guide about this mission being a lot tougher than any you have faced up til then.



This mission is not hard, just macro decently and build like 3-4 reapers to kill the terrazine sealing group since you have them from the redstone mission. If you have to you can suicide them to kill the sealing probe, because once the probe is dead, the escort runs away if you just run your reapers away. 2 rax reactor + 1 rax tech lab will do just fine for this map, build a few marauders to soak up damage then strong marine and medic numbers will make this map a joke. You don't even need any upgrades on normal and only the medic upgrade on hard if you really are having trouble. Just get 1/1 marine upgrades and a-move a group of 20-30 marine/medic into the toss and once you clear the map just have a decent size group (25-30 is good) to protect your scvs, and another group to just run around and kill stuff/collect gas. If you want the feat of strength, just rush the expo with 10-15 units (2 medics + 6-10 marines and your starting gols) and expo asap, go 6 rax mmm and a-move into the toss base at 150ish food.
Alvas
Profile Joined August 2010
United States309 Posts
August 18 2010 05:09 GMT
#49
the reaper strategy is the next thing I am going to try. I am going to upgrade their range, which will make it easier to harass the sealing parties to kill the probe. With Reapers constantly eliminating the sealing parties, I can essentially turtle the map.
Every bullet counts...
Alvas
Profile Joined August 2010
United States309 Posts
August 18 2010 17:45 GMT
#50
UPDATE: Used the reaper strategy and it worked like a charm. Near the end it kinda failed because getting the reapers across the map without being wiped out was impossible, but still, it makes it easy to build an MMM army while you just use reapers to kill the seal parties. Also, using them without suicide bombing is a lot harder than it sounded... I usually lost at least 1-2 reapers if not the whole squad.
Every bullet counts...
UisTehSux
Profile Blog Joined June 2009
United States693 Posts
August 18 2010 17:58 GMT
#51
I just kept massing Medic/Marine while taking terrazine with SCVs each time. Once you take the two on the bottom left, don't take the two above it right away or it will trigger an air battle. Mass more troops while you stop them from sealing the top right. And Take out the middle base for lulz.
I underestimated that boy. No... it was not the boy I underestimated, it was the Triforce of Courage.
Vimsey
Profile Joined May 2010
United Kingdom2235 Posts
Last Edited: 2010-08-18 21:46:30
August 18 2010 21:42 GMT
#52
First time through i battled with a mix of gols and mmm but second time just went mmm and creamed it to get the crazy achieve, contrary to what some say marauders are also good against stalkers which are armoured and there are plenty of those around but you dont need many marauders (you dont have to have them but they will reduce your losses) in the mix mostly marines and medics.

Also of note is that when you start collecting you bring down a counter attack on that area the more you collect at once the more that come. Just take it easy at the start get your macro going and build up your army. Not collecting at all till you clear most of the protoss just stopping the caps or just go for the kill everything can make this a lot easier.
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
August 18 2010 22:08 GMT
#53
Beat it on brutal with just marine medic.
Gols are fat and you can't even heal them.
Marauders are meh when they can't stim.
People are imbeciles, lucky thing god made cats.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
Last Edited: 2010-08-19 00:22:52
August 19 2010 00:19 GMT
#54
I completely disagree with the OP. Goliaths are BAD for this level. Do not waste money on them. They are terrible. I cant stress that enough. They die way to easy.

And why give a guide for hard instead of brutal?

Doing the following will make this level very easy on brutal.

Get both marine and both medic upgrades. Planetary fortress and turret ups also help.
Get +1 attack at ebay immediately. Lift your rax and place it tight to your CC. Dont touch the fact the entire game. If the enemy tries to kill it, let them. When +1 attack finishes start +1 armor immediately.
Pump marine + medic. Add on barracks when you can. Place the barracks tight to your CC.
Macro like a champ. After collecting the 4 closest gases then you will want to add on a couple turrets and make a planetary fortress. This is so you dont have to return to your base to defend it.
What I did now was move up the right side of the map and collect 3 more gases. You could also move up the left side imo if you wanted to but I thought the right side was easier because you dont have to attack any protoss structures. Mass marines with stim kill everything so fast and the medics with their fast heal make sure you dont lose many marines.

edit: I cant stress how easy this level is if you do what I just said. I struggled with this level on hard difficulty trying to use goliaths and took a couple tries to beat it, but once I realised that m&m would be better I found this level easy on brutal.
coko
Profile Joined November 2002
United Kingdom570 Posts
August 19 2010 09:46 GMT
#55
I did this on hard at first, completed the main objectives and the save the SCV's, but was unable to stop the Protoss.

So, starting again, I planned only to stop them from closing any. To achieve this, marine and medic is key, with at least a few marauders for handling the stalkers.

Best idea is to clean out areas as quickly as possible.

I destroyed all units on the left hand side as quickly as possible, before massing my army in the centre.

I then split into two, 2/3 of my army went up the south east side, killing all the units and stopping the cap from there, while on the left and centre I had my reinforcement group handle any attacks on the base or the cap on the left.

Then once I'd cleared it up and round to the 3 centre ones, I went back and held the choke to the south east as I took those two.

I then moved that army to the centre to handle Protoss reinforcement and caps. (They will probably die, but with enough marines and a bit of micro away from Colossus you might survive a while. Meanwhile my ever growing force in the centre went to the left and I took all 4 at the same time AND sent an SCV round to the centre ones, via the South East entrance.

He collected while I escorted the left hand side ones back (with my depleted forces). Then they went round to defend the South East in case a unit appeared from around the corner, and my central/right just held the back as the SCV ran home.

Key points:

Kill all Protoss units on the left up to the middle (just before some Photo Cannons).
Kill all Protoss units on the right, up to the arched gate.
Collect from the right (both at same time).
Move around to the centre to stop capping.
Build army and defend the arched gate on the left (and your base with reinforcements if required).
Collect all four from the right.
Send an SCV round the right hand side to the centre and begin collecting
peddroelm
Profile Joined September 2010
Romania3 Posts
Last Edited: 2010-09-07 06:50:25
September 07 2010 06:44 GMT
#56
Some Brutal hints:

UNITS:

Goliaths will lack armory upgrades(as this is their first mission) and therefore not be very effective.
ATG they're not impressive - stimmed marines+marauders will do it better, cheaper and live longer with (upgraded)medic support.
ATA will be handled again by stimmed marines and double upgraded MISSILE TURRETS.

Marrines: stimpack is a must. Life shield is very nice to have.
Medics: Stabilizer Med-packs again a must.
Marauders: Concussive Shells must have(AREA SLOW). The life upgrade is also nice but probably out of budget at this point.
Missile turrets: Both upgrades are must but if you must choose pick the area damage first.
Sensor Towers: Use them to intecept protoss attacks.

CHECKLIST:

1. Develop starting base (secure economy) and start pumping MMM. 2 Barraks , latter 3 should be enough.
2. Upgrade infantry weapons&armor ASAP.
3. Prevent all(almost) sealing attemts on the left and center side of the map - ignore sealing of rightside geysers.(use sensor tower network to get advanced minimap notice).
4. Capture mid map expansion and expand there.
5. Secure NW and NE choke points (protoss base exits) using bunkers and missile turrets. Have SCVs behind bunkers&turrets ready to rep. Have medics behind SCVs to heal SCVs. Have MMM ball ready to support defence line when blobs apear on sensor towers. Use marauders to focus Colossi. With enough missile towers prottos air&collosi will be quickly nullified.
6. Eliminate protoss forces on "your side" of the map.

At this point protoss forces are isolated in their bases and cannot break trough. Collect missing protoss artifacts for research. Send 7-8-9 SCVs to harvest from every geyser you managed to secure on your side of the map at once. Protoss will attempt a final attack that will be crushed by your defence line and mission will soon end in victory..




tofucake
Profile Blog Joined October 2009
Hyrule19012 Posts
September 07 2010 09:42 GMT
#57
The Bio guide on Liquipedia 2 ((Wiki)here) worked well. It was designed for Brutal. If you can get that strategy working effectively on Brutal, please add it.
Liquipediaasante sana squash banana
BigAndrew5000
Profile Joined September 2010
United States17 Posts
September 15 2010 02:18 GMT
#58
Hey guys, I was breaking my head here a few minutes ago, to beat it on hard without letting them cap anything. Then I read here and decided to go with faith on the power of M&M (medics with heal upgrade, reactor upgrade and marines with stim+shield).

It was so easy, I just made 3 barracks with reactors, hotkeyed and rallied them on a marine (check in case he dies) and kept pumping marines and medics every now and then.

Forget goliaths and marauders. It's just no use, as with stim and medic power up, it's like FREE! :-D

Just stay calm and send some 10 marines with 5 medics each time you have to kill the terazine retrievment. Or maybe 15 marines, at least when you are starting out. Trust me, with the heal upgrade and stim, they will kill all the protoss easily. Start with the probe, to make sure.
If you must do it... Do it with honor!
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