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You can't change speed of game in brutal. I did NUR on brutal but only before char, there I wanted all of them
That 250mm canon very hard to use, it's really slow and unreliable and you need to predict where she will be and even more hard to catch here before she start destroy everything... MM works better, but on 80% it's not that helpfull either she is very hard there and on 96%. My best was 93% with air and psi-disrupter
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I am probably gonna stream a couple of tries for Brutal all-in nydus mode NUR this afternoon, after I've eaten lunch if anyone is interested in watching me die 
Edit: It was harder than expected. Despite saving and replaying from different places during the mission I didn't get closer than this during the 2-3 hours I played -.-
http://img716.imageshack.us/f/lamem.png/
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Eh,,,just a second right ?
P.S. Just beat it all on Brutal, with all upgrades ftw lol
What was yours ? You do not get flame towers right ? cause it's upgrade...eh... it will be fucking hard
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yeah, the artifact got destroyed at 99,9 % and even though it went up to 100% I still lost :S No need for flame towers, however, any 1 of less splash for tanks, stim, psi disruptor or planetary fortress would pretty much trivialize the map.
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My problem right now is I can't seem to kill kerrigan. I can't find a good balance in building my cc wall, getting tanks, banshees, and thors before kerrigan comes. If I invest into early thors I lose 2 tnks per thor and the zerg will just overrun me. I also cannot get enough mm force to deal with kerrigan.
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On September 05 2010 09:03 Zades wrote: My problem right now is I can't seem to kill kerrigan. I can't find a good balance in building my cc wall, getting tanks, banshees, and thors before kerrigan comes. If I invest into early thors I lose 2 tnks per thor and the zerg will just overrun me. I also cannot get enough mm force to deal with kerrigan. for me it is all about marine numbers against Kerrigan, havent't even tried getting thors. Also I use the artifact every time she comes close. One has to micro the marines quite alot to minimize the damage taken from the storm-like thing. Next to last and ofc the last time she is a royal pain in the ass though. I also don't make any CC walls. In fact I just place marines 1 by 1 in front of the tanks to slow down the opponent, since my tanks kill all my units if I place them in front :S Still kerrigan is the worst part for me too, first time I got to 75 I was at like 200/200 and went down to 100/200 when she came, and then I died to the subsequent wave.
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Yea getting marine/tanks works out fine vs Kerrigan, now the nydus are pumping out so much units they are destorying my cc wall. I need to get a better balance between banshee/tanks/marines.
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I've personally found 9-10 Banshees to work best for Nydus sniping on Brutal. Any less tends to take too long to snipe out worms and takes too much attrition; more seems to be unnecessary extra firepower that saps your resources elsewhere. Granted I haven't done it without upgrades yet, but that doesn't strike me as something that should make a ton of difference for worm sniping, as long as you're careful about managing your energy for cloak.
If you want to get crazy you could also try cutting marines and just killing Kerrigan with your tank line supported by your worm sniping Banshees. This is what I did before I learned about Marines working well on her (and still tend to out of laziness). I'm sure I take a lot more damage to the tank line on her side than necessary that way, but it would give you one less thing to worry about building. When doing that I tend to save the nova until after beating back Kerrigan, to give myself some extra time to rebuild that line. I could definitely seen no upgrades causing this to fail horribly, but hey, you wanted crazy ideas.
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My crazy idea:
~40 SCV's ~40 Siege Tanks ~36 Marines ~2 Ghosts
Kill off the merc compound and plant all your Siege Tanks under the artifiact. CC walls aren't really needed, just line bunkers in front of your tanks and load your marines into them. If you really must CC wall something, just wall off the artifact, but not the main tank chokes since those will die way too fast without the reduced friendly splash upgrade.
When Kerrigan comes, use the artifact to clear out the trash and unload all your Bunkers. Engage her with your marines when the first line of tanks are in range to fire. Try and avoid losing too many marines to her storm.
Get the 2 Ghosts last to hit 200/200. The idea here is to build 6 Ghost Academies and chain build nukes. Nukes take ~20s to land and 60s to build. Thus 3 Academies for each Ghost lets you chain nukes constantly if necessary. What you want to do is when you see a big push come, nuke both chokes constantly. In all likelihood, the speedlings and ultras will slowly encroach closer and closer to your tank line, but the Nukes should land just in time to prevent them from getting up in your face. Nukes are great here because once you are maxed supply, it lets you put your money into something that can still do damage to the enemy. If you find that you have more than enough marines to handle Kerrigan, then you can opt to make more Ghosts and Academies for even more Nukes. I would imagine that if you could get enough to have Nukes landing on each choke every ~10 seconds nothing would ever make it through.
As far as upgrade priorities, Infantry Weapons and Vehicle Weapons are obvious priorities.
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On September 05 2010 14:19 Sevenofnines wrote: When Kerrigan comes, use the artifact to clear out the trash and unload all your Bunkers. Engage her with your marines when the first line of tanks are in range to fire. Try and avoid losing too many marines to her storm.
When the tanks are in range of her, she is pretty much in range of the tanks. That includes her insta-kill and storms. Letting her get that close is a very bad idea. She also prioritizes tanks/battlecruisers/etc over marines.
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yep, her abilities works much better on mech, than bio
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On September 05 2010 14:19 Sevenofnines wrote: My crazy idea:
Get the 2 Ghosts last to hit 200/200. The idea here is to build 6 Ghost Academies and chain build nukes. Nukes take ~20s to land and 60s to build. Thus 3 Academies for each Ghost lets you chain nukes constantly if necessary. What you want to do is when you see a big push come, nuke both chokes constantly. In all likelihood, the speedlings and ultras will slowly encroach closer and closer to your tank line, but the Nukes should land just in time to prevent them from getting up in your face. Nukes are great here because once you are maxed supply, it lets you put your money into something that can still do damage to the enemy. If you find that you have more than enough marines to handle Kerrigan, then you can opt to make more Ghosts and Academies for even more Nukes. I would imagine that if you could get enough to have Nukes landing on each choke every ~10 seconds nothing would ever make it through.
As far as upgrade priorities, Infantry Weapons and Vehicle Weapons are obvious priorities.
The nukes are an interesting idea. It would be kinda like having mini-artifacts every 20 seconds.
When Kerrigan comes, maybe use the real artifact to clear away the zerg and use 2 nukes on kerrigan?
Also you can try to use small marine forces to lure her into wasting her Razor Storms while she's still some distance away, then letting your tank line do the rest.
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After one gazillion of reloads during the last 10% I finally got it down. Doesn't feel right though, I wanted to do it without loads during the map, but I can't really see myself managing that. If anyone wants to see my strategy or whatever, I recorded it with really crappy quality on my livestream channel It took about 3,5 hours total with alot of fails -.-.
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On September 06 2010 00:29 Zinbiel wrote: After one gazillion of reloads during the last 10% I finally got it down. Doesn't feel right though, I wanted to do it without loads during the map, but I can't really see myself managing that. If anyone wants to see my strategy or whatever, I recorded it with really crappy quality on my livestream channel It took about 3,5 hours total with alot of fails -.-. on to all-in air, amirite? btw, will you use vikings or ghosts for vs air or just marine/medic?
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can you put it on youtube ? I can see it on livestream, but will it be in past ? I mean it's "live" stream lol
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On September 06 2010 17:22 seolinker wrote: can you put it on youtube ? I can see it on livestream, but will it be in past ? I mean it's "live" stream lol You can see it on my channel, it gets saved there. For the all-in air my general idea is mass marine medic, maybe some ghosts for the "from behind" attacks.
Edit: Sorry Zades for hijacking your thread, if you want me to I'll make a blog or something about my tries instead. I just came here to discuss some strategies for this and then felt my part didn't warrant a new thread.
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On September 05 2010 08:25 Zinbiel wrote: yeah, the artifact got destroyed at 99,9 % and even though it went up to 100% I still lost :S No need for flame towers, however, any 1 of less splash for tanks, stim, psi disruptor or planetary fortress would pretty much trivialize the map. I have less splash for tanks, stim, and pfs vs nydus. I'd like to know how they trivialize the map because I'm having problems with this mission.
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On September 07 2010 16:55 pat777 wrote:Show nested quote +On September 05 2010 08:25 Zinbiel wrote: yeah, the artifact got destroyed at 99,9 % and even though it went up to 100% I still lost :S No need for flame towers, however, any 1 of less splash for tanks, stim, psi disruptor or planetary fortress would pretty much trivialize the map. I have less splash for tanks, stim, and pfs vs nydus. I'd like to know how they trivialize the map because I'm having problems with this mission.
Well basically your goal is to have 2 techlab facs pumping tanks (rally one to each opening) and 4 rax with reactor pumping marines (2 for each opening). You also want 2 planetary fortresses at each opening. ATTACK UPGRADES ARE SUPER-IMPORTANT. You'd want to start vehicle weapons and infantry weapons right away and keep making them until we got 3-0. Don't bother with armor, when you reach critical mass tank you are only gonna take damage from kerrigan anyway and she kills shit too fast anyway. Also get 7 banshees for nydus sniping.
The general idea is to constantly snipe nyduses with minimal banshee losses (prioritize the ones that is far away from your base since the artifact kills closer ones) and let the tanks/pf take care of the ground. When kerrigan comes, move your marines to the side from which she comes (with stim to get there in time if needed), use the artifact to clear everything and move like 5 marines in to her in an angle where you don't want to attack her, so they get the storm (does not apply first time she comes, then just move in marines stim and kill) and then stim and kill her with marines. Rinse and repeat.
On to your question Stim makes kerrigan die so quickly and makes marine movement easier (without stim you might at times be forced to engage her without all your marines at the same place). Tanks less splash makes it alot easier to tank the waves with bunkers so you never lose the tanks to normal waves. PF are super strong at tanking the waves making bunkers totally redundant, especially with 3-4 scv:s repairing.
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Uploaded Gates of Hell, Shatter the Sky, and Belly of the Beast. Still doing All In -_-
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Man i bet All In is hard as hell! Good luck.
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