-No Pfortress
-Mind control, not slow tower
-AIR
This is a mind blowing level... One quick and easy way to deal with the occasional air units behind your mineral lines is just to patrol 3-4 vikings.
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VonLego
United States519 Posts
-No Pfortress -Mind control, not slow tower -AIR This is a mind blowing level... One quick and easy way to deal with the occasional air units behind your mineral lines is just to patrol 3-4 vikings. | ||
red_
United States8474 Posts
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VonLego
United States519 Posts
My brother was pretty flabbergasted at how difficult my air fight was in top of having to fight the levi. | ||
Jyvblamo
Canada13788 Posts
On July 30 2010 20:00 Whalecore wrote: If I had tech reactors this mission would be easy I guess. :< Haha, I feel for the people who got the infantry drop pods... Tech reactors are a blessing. Though, I'm considering reloading to an earlier save because I entered the last mission without flame turrets, bunker health upgrade, or scv repair upgrade... | ||
TheFinalWord
Australia790 Posts
- build about 30 marines and upgrade weapons as the mission progresses. When kerrigan appears and is near your base use the crystal to kill all other troops. - stim and run out of your base away from your vulnerable tanks. - attack her with your marines avoiding her psy storms. - you should be able to take out most if not all of her health. | ||
Mitosis
United States24 Posts
On July 30 2010 20:18 red_ wrote: Out of curiousity, do you fight the Leviathan regardless of your choice of ground vs air? Or is that another 'Fuck You' for being retarded and electing to fight broodlords? You fight the Leviathan in the mission previous when you're destroying the flyers' orbital platform, should you go that route. I just did this one on Hard last night without Planetary Fortress, completely forgetting that the slow tower even existed (oops), fighting air. First and foremost, use your perdition turrets! Those things are extremely powerful; i had 2-3 at each choke and they did an incredible amount of damage. I built up siege tanks at the two main chokes until I had 6 and then replenished as they died. Three bunkers I rebuilt when possible with 6 marines in each, and 3-4 goliaths at each choke as well. Two science vessels and 4-5 SCVs per side repairing. I also built a couple perdition turrets around the artifact itself and in the spots in the base where the zerg "drop pods" would land, to mop up those few hydras and zerglings that appear every once in a while. Lined the edge of the artifact platform with missile turrets and a number of SCVs to repair them (I did have the increased HP and splash on turrets). I also had 4 turrets around my mineral line to distract the flyers that appeared there. The main force I controlled was a steadily increasing number of vikings, with splash and range, that flew around taking care of broodlords when they appeared and everything else when there weren't any. Absolutely remember to upgrade all your stuff, you have the resources for it. It wasn't the easiest fight against the Leviathan; I lost about half of my 20 vikings between that and the mutas that come with it. Anyway, that's my strat, good luck! | ||
Snowfield
1289 Posts
On July 30 2010 20:50 TheFinalWord wrote: I have an easy way to kill kerrigan. - build about 30 marines and upgrade weapons as the mission progresses. When kerrigan appears and is near your base use the crystal to kill all other troops. - stim and run out of your base away from your vulnerable tanks. - attack her with your marines avoiding her psy storms. - you should be able to take out most if not all of her health. I tried to save up blasts for kerrigan waves, but its just not possible at times on brutal edit: to the ones that took out nydus: sucks also: every strategic mind know you should take out air | ||
VonLego
United States519 Posts
That being said the "nuke the canals" mission is a ton of fun and those who took out the air should go back and play it. | ||
Groovyschlumpf
Germany75 Posts
On July 30 2010 18:28 soki wrote: Was finally able to beat this mission (on brutal) thanks to Snowfield's strat (thanks for the screenshots, that's not where I had my tanks originally set up!) I still had to load a few times when Kerrigan decided to RNG too many units, but it was still a pretty comfortable victory in the end. Even in the last 5-10% I was completely safe, didn't even have to turtle and move all my tanks up to the plateau, so it was sort of anti-climatic. I'm really surprised the most effective strat (mass tanks + bunkers) doesn't involve hunting down the nydus canals with banshees... I do not have Psi-Emitters ... are they mandatory? | ||
wristuzi
United Kingdom1168 Posts
Anyway, I did it like this: 4 bunkers at each entrance, filled with marines/marauders, with 5-6 tanks behind them, and psi disrupters on the cliffs nearby to slow as much as possible, with 2 SCVs to repair and the medics you get at the start to heal the SCVs . To take out the nydus worms I went banshees followed by battlecruisers. Banshees work great at the start for taking out nydus worms, just cloak and snipe them. Later on banshees just get trolloped, so I found BCs to pretty effective, as you can take out a nydus worm from long range with 2 yamato shots. Just be proactive about getting rid of them, as BCs are dead slow. BCs also help with kerrigan. Yamato the crap out of her. In fact kerrigan was the real problem with the banshees, as she just shreds them to pieces. Also, get your attack upgrades as quickly as you can. Since your bunkers are taking the hits for your troops you just need the attack upgrades for infantry and vehicles, and then both for air. Nuking kerrigan also sounds like a good idea, I might try that | ||
TheFinalWord
Australia790 Posts
On July 30 2010 21:44 VonLego wrote: I was having a lot of fun with all the anti-air goodies I had recently picked up and figured it would be the way to go -- didn't know there was such a huge difficulty gap between the missions. That being said the "nuke the canals" mission is a ton of fun and those who took out the air should go back and play it. have you played with the nydus in the last mission. Its still very hard. Are you sure the flyers aren't offset by the severly reduced ground forces? | ||
fieros
United States5 Posts
I finally beat this mission after my 900th attempt (exaggerating but not really by much). Going to post my strat to help other people out since this can be insanely frustrating and most advice is with nydus. I tried to record it but it ended up a black screen (definitely never doing this mission again so sorry for lack of video). Difficulty = Brutal Mission choice= No Nydus Necessary Armory/Research Upgrades = Mind Control Tower, Medics (had both upgrades), Stim+shields rines, and tech/reactor. Others I had and used but not necessary (just helpful) = both hellion, missile turret barrage, Auto refinery. Originally I tried mass Thors +Vikings (mine were not upgraded) and this failed entirely. After watching Rob (ScienceRob? sorry cant remember the name:/ i'll edit if someone informs me) stream his attempts last night I started using Marine and Medic. At start. Move all SCVs except the ones given for gas onto minerals (start building a few more SCVs at start and make sure you are always using your OC energy on MULES). With the ones for gas build 2 more barracks + tech/reactor attachment. And the third building another engineering b. This obviously takes 3 SCVs, so send the remaining 3 to separate places. The first to the North choke and build 3 mind control towers just where the cliff on the left ends (positioning is very important). The second to the south to build 3 MC (closer to the fusion core), and the final SCV to the Artifact to build 2 MC towers (on the cliff nearest your base). (Note: I salvage the given bunkers for additional minerals in order to build this many. You don't want them as they hinder the MC towers later on. Start immediately pumping out marines and medics from the 3 barracks, and additionally start getting a few hellions from the un-upgraded factory. You will need them for the first few waves while you upgrade your bio. So btw upgrade bio guns+armor ASAP and keep them running. 4 Side notes= 1) Send 3 Merc vikings to your mineral line as soon as possible. This will cover the back from air the entire game you don't need anymore as long as you pay attention to them ( I built 2 missile turrets there as well (next to the refinery), and when they came i moved my vikings around the 2 Mutas and went straight for the Blord. Turrets with upgrade destroy the 2 mutas. 2) Build 3 Missile turrets at the northern spaces above your northern Supply Depots (the given ones) You build two north and one slightly Southeast on the edge. This will prevent the Overlord wave from destroying them. 3) Don't forget to build your supply depots to Max supply when you have additional cash. 4) I do not kill the Leviathan. It stops short and out of the way so I just leave it there. This is a kiting+MC strategy so it isn't important. So back to the main strategy. With your two MM balls at each choke with some hellions you need to pump out a few vikings to the center near the artifact. If you feel you have the cash and supply try building an MM ball to go up there as well. With the 3 MC towers on each side your priority is to mind control, at first, Roaches. These destroyed my marines in previous attempts so I just took them over. The hotkey is C to cast it so just Spam it on them when you see them. Another Note: MC'd units take no supply and yes it is forever no time limit so use it liberally until around 60%. With the MC towers in the center your priority is to MC w/e Orange Mutas you can, unless the Blords come in range. For some reason these towers can cast outside their range so click as often as possible even when units are remotely close to the range limit. By now you should have a reasonable amount of MM and zerg units. So now more Blords start to come. Also, I used my Nova whenever I felt I really needed it, maybe 3 times. Kerrigan goes down fast to MM early on but her Storm ability can really mess up your army in later stages. The key here is to MC her Hydra guards (Hunter killers). This is done by running your MM ball away towards your MC towers (This is why you don't build Bunkers as Kerrigan and the Broodlords will attack them instead of going for the army). She will storm right on the hydras, wait for two then run in, Stim, and take her down. Taking out Broodlords is done in a similar fashion. When you see them shooting, run back, MC them, and move them to your army. By the end of the game I had more Zerg units than terran ones. You can save a lot of novas as well by simply MCing the front of a large push. You HAVE to MC the Ultras, so you may need to go back to a save to know when they are coming. Save the energy and MC all six (3 from each side, you'll survive if you just get two). They are also key when you need to bail to cover the artifact at 85+%. Put one on each ramp and hit hold position, and no lings are gonna get past them. I hope this advice helps you guys out and at least sparks some new ideas for you on how to beat it. It was incredibly frustrating, so I feel your pain. | ||
Snowfield
1289 Posts
But well done! sounds like you have to micro alot more | ||
Groovyschlumpf
Germany75 Posts
Thank you Snowfield ... worked fine for me ... even without psi-emitters! Good Job! Brutal - solved | ||
Kisra
United Kingdom466 Posts
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Daxten
Germany127 Posts
Used Banshees to kill nydus worms and used a mix of flame turrets / bunker + repair SCV's and Tanks to defend | ||
Snowfield
1289 Posts
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soki
United States40 Posts
On July 30 2010 23:35 Groovyschlumpf wrote: YAY! Thank you Snowfield ... worked fine for me ... even without psi-emitters! Good Job! Brutal - solved Haha, I was going to say yes, psi-emitters are necessary. I had 4 up in my base and they just make tanks that much better, and I only had to rebuild one the entire mission. But good job anyway =P On July 30 2010 20:49 Jyvblamo wrote: Show nested quote + On July 30 2010 20:00 Whalecore wrote: If I had tech reactors this mission would be easy I guess. :< Haha, I feel for the people who got the infantry drop pods... Tech reactors are a blessing. Though, I'm considering reloading to an earlier save because I entered the last mission without flame turrets, bunker health upgrade, or scv repair upgrade... Indeed, I feel bad for the people got the drop pods... I actually really wanted to get them at first but then I realized it was for Barracks only so I had to go with the Tech Reactors. | ||
Veritassong
Canada393 Posts
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Stratos_speAr
United States6959 Posts
On July 30 2010 21:55 TheFinalWord wrote: Show nested quote + On July 30 2010 21:44 VonLego wrote: I was having a lot of fun with all the anti-air goodies I had recently picked up and figured it would be the way to go -- didn't know there was such a huge difficulty gap between the missions. That being said the "nuke the canals" mission is a ton of fun and those who took out the air should go back and play it. have you played with the nydus in the last mission. Its still very hard. Are you sure the flyers aren't offset by the severly reduced ground forces? Nydus Worms really aren't a problem because Tanks at your entrances take out any that pop up in your base. Seriously. Mass Tanks and you don't even need to go out and take out the Nydus Worms. Did it on Brutal and it was pure rape. | ||
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