"It's So Easy!" achievement - Page 5
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Poland8 Posts
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kudlaty_true
Poland158 Posts
I had actually no trouble with this achievement. I'd show you a replay of me beating it, but that was a long time ago, actually. Can you save a replay of single player missions, anyway? Oh, back to the topic. I played on hard I think and buit only marines/medics and mercenaries marines and goliaths. Cleared first 4 terrazine to the left quite quickly I think, and the one that the first poster is talking about, the one behind the protoss base went quite quickly, because I've started attacking that base before they started to harness the gass. For each of us different missions were tougher. I for example had so much trouble with the great train robbery on brutal. The first mission I had to watch youtube cast on how to do it. | ||
TMTurtle
183 Posts
I started the attack as soon as the first probe starts sealing on the left with 5-6 marines, 2 medics, the 3 starting goliaths, and 2 SCVs. I ran the left side, started mining from the first 2, sent another 2 for the top 2, then killed the Scouts on the upper 2. Defended the SCVs for most of the way through Goliaths likely die to the VR push), then started heading to the right side. Joined my new marines (unload the bunker) and medics then I passed by base, grabbed 2 scvs to join in. Around this point, they try to seal the middle right altar. You're already on the way, so kill it then take 2 gasses from the right. Defend the push, then they try to seal one of the inner altars (and shortly after, the other one). This is why you are not using Goliaths. This is a suicide mission. Stim and run in. You'll see a Colossus start warping in (you can actually kill it easily while it's warping in, but it's not necessary and if you aren't fast enough, you'll miss the probe snipe). Snipe the top one, then head down and snipe the other. Now unload the bunker again, bring the last SCV, and head up the right side to take the top right altar. The defense force of VRs is easily defendable with your marines and medics. The important thing is that you pay attention to the SCV. After it finishes mining the gas, it'll try to go through the enemy base. You have to redirect it down the safe path, but other than that you're safe. It is integral that you keep up your macro during this. The actual fighting is trivial stim-A-move, so just make sure you don't get supply blocked and you keep up your MM production. If you keep making marines and medics, then then attacks on your base will be just fine. You might get a big push as your last SCV is bringing in the last gas, but workers have low priority, so as long as there is anything at your base, he'll actually just run past the fighting and cap the gas. | ||
deth2munkies
United States4051 Posts
6 Goliaths, 4 turrets and a bunker at the base. | ||
RyanRushia
United States2748 Posts
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Latham
9558 Posts
The most important rule is: Don't take terrazine yourself. Not even 1 canister. You want to be completely on the defensive here. Let them try to lock the altars, and deny them then. Medic/marine is perfect for the job. Highly mobile and very good DPS. Spread a little, and focus the colossi and they will become almost useless. Remember that scouts do so little DPS they actually heal your marines when they attack ._. Stalkers shouldn't really be a problem with the medic heal speed upgrade. After colossi and HTs your next priority targets will be void rays, since powered up, can rip a few marines apart before dying. You say you're plat, but you definitely should macro harder. I think I have decent macro, and just made constant MnM out of 2 raxes. Once in a while some resources would stack up, and I made a few golies from that. What you want to do, is set up containment at 2 choke points. I'm talking 2-3 bunkers with marine/mara inside and turrets. This should EASILY hold off their waves. Leave 3-4 scvs for repair and rebuilding turrets ofc. Then you can either take your 7 terrazine canisters, or you can go in for the kill to get the feat of strength. The best timing would be exactly after their wave from 1 of the entrances. Beware of random HTs and Colossi in his base, but MnM should deal with it. People suggest marauders, but without stim I find them lacking. Mow them down with pure marines. | ||
Nineite
2 Posts
Lots of folks have said it; don't bother with goliaths. I know a few people have gotten them to work, but I did strictly MM. (max upgrades for both of course). Take the expansion; the earlier, the better. I usually did it after the 3rd seal attempt. Once it's totally gone they never rebuild it, even if they push you out. I had more trouble with the mini bases than I did with the actual base. Since I'd had so much trouble for so long, I cheated; I went and got reapers and tanks (fully upgraded the tanks). A team of 4-6 reapers is ideal for sniping seal attempts. You'll loose some, so replace as necessary. Don't bother attempting to cap any gas until you own everything except the big top base. The AI kicks it into high gear after you get either 3 or 4 and it's extra hastle you don't have to put up with. Like Lath and others said, leave it alone! Oh, I nearly forgot, I had upgraded the bunkers and turrets. Those were the first things that noticably helped me out. Upgraded missle turrets will even attack colossi. | ||
KalWarkov
Germany4126 Posts
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