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Active: 1556 users

"Best" order to do the SP missions and upgrades?

Forum Index > StarCraft 2 HotS
Post a Reply
nicke10
Profile Joined August 2010
Sweden114 Posts
September 29 2010 20:35 GMT
#1
^ title.

I know you can't call any way the "best" way, but for instance, I would enjoy an order where people chose one mission before another for a strategic reason for achievement purposes.

For instance, reapers are really good on Outbreak for the 15 buildings on night, you can take them out so fast. I didn't know this so I began to think what more of these are there.

I wonder if its a order for this for upgrades as well. Again the +dmg reaper upgrade is really good on Outbreak.

I would love this so I could blast through all the missions the fastest and easiest way.
"It's not that I'm dumb, I'm just Neural Parasited by a retarded Infestor." - Sean "Day[9]" Plott
Batisterio-PiB
Profile Joined August 2007
Brazil219 Posts
September 29 2010 21:35 GMT
#2
The easiest way to win the game is to do medic marine! :D
You dont need anything else, except in 2 missions, the great train robbery(diamondback) and maw of void (BC), maybe some banshees in all in...so the only upgrades you really need is the ones from marines and medics...so the mission order in not important
heronz
Profile Joined August 2010
25 Posts
September 29 2010 21:38 GMT
#3
Mar Sara 1: Liberation Day -marines
Mar Sara 2: The Outlaws -medics
Mar Sara 3: Zero Hour -bunkers/turrets
Artifact 1: Smash and Grab 4protoss(4) -maurader
Colonist 1: The Evacuation 3zerg(3) -firebats
-
Covert 1: The Devil's Playground 3zerg(6) -reapers
Rebellion 1: The Great Train Robbery 3zerg(9) -diamondbacks
Rebellion 2: Cutthroat 3protoss(7) -vultures
Artifact 2: The Dig 3protoss(10) -S.Tanks
Prophecy 1: Whispers of Doom 3Zerg(12), 3protoss(13)
-
Prophecy 2: A Sinister Turn 3Zerg(15) 3protoss(16)
Prophecy 3: Echoes of the Future 4Zerg(19), 2protoss(18)
*Prophecy 4: In Utter Darkness 3 Zerg, 3 Protoss
Artifact 3: The Moebius Factor 3zerg(22) -Medivac
Colonist 3b: Haven's Fall 3protoss(21) -Viking
Artifact 4: Supernova 4protoss(25) Banshee
-
Artifact 5: Maw of the Void 4protoss -Battlecruiser
*Colonist 2: Outbreak 2zerg(24) -Hellion
*Covert 2: Welcome to the Jungle 3protoss - Goliath
*Covert 3b: Ghost of a Chance/Covert 3a: Breakout
*Rebellion 3: Engine of Destruction 3zerg - Wraith
*Rebellion 4: Media Blitz - Thor
*Rebellion 5: Piercing the Shroud 3 Zerg, 4 Protoss
-
Final 1: Gates of Hell
Final 2a: Belly of the Beast /Final 2b: Shatter the Sky
Final 3: All-In

*=option if not on a speed run. also note that if you save Haven, you have all research for zerg. i thought the 40,000 was more worth it since i never use psi emitter, and if its a speed run you'll probably do nyldus all-in.

Prioity Purcahses: bunkers, comm centers, SCV repair, stim, medic heal, S.Tank, Banshee, merc tanks, merc banshee, merc vikings, merc battlecruiser, turrets, viking,marauder, firebat.(in that order)
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
Last Edited: 2010-09-29 21:40:44
September 29 2010 21:40 GMT
#4
On September 30 2010 06:35 Batisterio-PiB wrote:
The easiest way to win the game is to do medic marine! :D
You dont need anything else, except in 2 missions, the great train robbery(diamondback) and maw of void (BC), maybe some banshees in all in...so the only upgrades you really need is the ones from marines and medics...so the mission order in not important


Well, actually mission order is important for ease of play. Completing the protoss missions as fast as possible gives you a big boost in upgrades that makes the levels much easier. Take the shortest route to The Dig, then complete the protoss missions, then after that it doesnt really matter what order you do the levels in.
nicke10
Profile Joined August 2010
Sweden114 Posts
September 29 2010 21:49 GMT
#5
On September 30 2010 06:38 heronz wrote:
Mar Sara 1: Liberation Day -marines
Mar Sara 2: The Outlaws -medics
Mar Sara 3: Zero Hour -bunkers/turrets
Artifact 1: Smash and Grab 4protoss(4) -maurader
Colonist 1: The Evacuation 3zerg(3) -firebats
-
Covert 1: The Devil's Playground 3zerg(6) -reapers
Rebellion 1: The Great Train Robbery 3zerg(9) -diamondbacks
Rebellion 2: Cutthroat 3protoss(7) -vultures
Artifact 2: The Dig 3protoss(10) -S.Tanks
Prophecy 1: Whispers of Doom 3Zerg(12), 3protoss(13)
-
Prophecy 2: A Sinister Turn 3Zerg(15) 3protoss(16)
Prophecy 3: Echoes of the Future 4Zerg(19), 2protoss(18)
*Prophecy 4: In Utter Darkness 3 Zerg, 3 Protoss
Artifact 3: The Moebius Factor 3zerg(22) -Medivac
Colonist 3b: Haven's Fall 3protoss(21) -Viking
Artifact 4: Supernova 4protoss(25) Banshee
-
Artifact 5: Maw of the Void 4protoss -Battlecruiser
*Colonist 2: Outbreak 2zerg(24) -Hellion
*Covert 2: Welcome to the Jungle 3protoss - Goliath
*Covert 3b: Ghost of a Chance/Covert 3a: Breakout
*Rebellion 3: Engine of Destruction 3zerg - Wraith
*Rebellion 4: Media Blitz - Thor
*Rebellion 5: Piercing the Shroud 3 Zerg, 4 Protoss
-
Final 1: Gates of Hell
Final 2a: Belly of the Beast /Final 2b: Shatter the Sky
Final 3: All-In

*=option if not on a speed run. also note that if you save Haven, you have all research for zerg. i thought the 40,000 was more worth it since i never use psi emitter, and if its a speed run you'll probably do nyldus all-in.

Prioity Purcahses: bunkers, comm centers, SCV repair, stim, medic heal, S.Tank, Banshee, merc tanks, merc banshee, merc vikings, merc battlecruiser, turrets, viking,marauder, firebat.(in that order)


Exactly what I was looking for, thanks.
"It's not that I'm dumb, I'm just Neural Parasited by a retarded Infestor." - Sean "Day[9]" Plott
Mastermyth
Profile Joined March 2010
Netherlands207 Posts
September 30 2010 02:15 GMT
#6
In my opinion, the only missions where you don't just need to mass the unit you're given (apart from Char) are Great Train Robbery and Welcome to the Jungle (doing The Dig before these is nice). Vikings are nice for Supernova (if you're massing banshees) and Moebius Factor is a ton faster with Hercules transport. Do the Protoss missions asap as they are not affected by upgrades but give you tons of research points.
Kyandid
Profile Joined September 2010
Canada124 Posts
September 30 2010 03:50 GMT
#7
Get tanks and vikings ASAP, max protoss upgrades.
Sqalevon
Profile Joined August 2010
Netherlands523 Posts
September 30 2010 10:02 GMT
#8
I did the same order as heronz, except I switched the Covert 2/3 and Rebellion 1/2 missions.
I wanted to get the Spectres early.
Birthday
Profile Joined September 2010
17 Posts
October 01 2010 07:44 GMT
#9
I've been thinking about the best mission order for a while, but on the story side of things. Since WoL story sucks as it is, I wanted to at least come up with a mission order that flows semi-logically.

This is for Normal difficulty, because that's the "storyline" difficulty(All pre-mission briefings showing enemy bases and units were recorded on Normal). Of course nothing stops you from doing it on Hard/Brutal, you will always have MMM after all.

I'll list research points too, just for kicks and show where you get the upgrades(marked with a +)

Liberation Day, The Outlaws, Zero Hour. No choices there...

1. The Evacuation - since the colony is being attacked, there isn't much time. This also lets us get Hanson as soon as possible for bullshit talks. (0P, 3Z)
2. Smash and Grab (4P, 6Z+) Okay this might be a bug, but it happened to me EVERY time I restarted the campaign. After you get the lab, you will have 6 Zerg research points instead of 3 you should have for doing The Evacuation. I'm going to include it, just substract 3 from Z if you never got it. Or get to the Archives and play through Evacuation again which will get you the three additional points.
3. Devil's Playground - rumors about an epidemic can wait one mission and Reapers are just so so good in Outbreak. This also lets us get Tosh (almost) as soon as possible for bullshit talks. (4P, 9Z+)
4. Outbreak (4P, 11Z+)
5. Welcome to the Jungle - Protoss research since we've been sitting on 4 for a while. (7P+, 11Z)
6. The Dig - not as much for the Siege Tanks but we want the Crystal ASAP. Also, more Protoss research. (10P, 11Z)
7. Whispers of Doom - the reason for doing it now is because Raynor is aggressive towards Tosh after The Dig and Whispers of Doom, after which they suddenly become BFFs. This order will make more sense. (13P, 14Z)
8. Breakout - Tosh will stay with you for almost the entire game, and Spectres are much better units than Ghosts anyway. I believe both Haven and Tyrador are available at this point, but they'll have to wait a while. Entire planet can hold off the Zerg for one mission, and Haven could simply not paid their phone bills, right? Yes, I'm sure that's what it is.
9. Sinister Turn - More research and double upgrade! (16P+, 17Z+)
10. Echoes of the Future - Research! I don't really count the Zeratul missions as passing the time in the game, since using the Crystal apparently only takes a few hours(and the entire campaign is supposed to last a few weeks). You can just assume Raynor is playing with the Crystal on route to the next mission. (18P, 21Z+)
11. The Moebius Factor - welp, let's save their asses. Also note that we have enough Zerg research to get the Hercules which makes this mission a breeze. We even have enough Zerg research to get the Regenerative Bio-Steel which makes it even easier. What a coincidence, eh? (18P, 24Z)
12. In Utter Darkness - we were waiting with it for so long because... Tosh mentions that he heard Raynor say "We are who we choose to be" which he doesn't actually do until after The Moebius Factor. Also after The Moebius Factor Raynor gets all emo about Kerrigan again, and that's his main reason for watching the end of the world in the first place apparently("I'm not sure I want to see any vision of the Overmind's. But... if it's about Kerrigan... I have to know"). (21P+, 25Z+)
13. Heaven's Fall - welp, let's... kill everything. There are several reasons why I pick this version. Hanson will not stay on Hyperion either way, so we might as well kill her, lol. The other version makes no sense at all(either Protoss are completely wrong and there is no infestation at all - wut - OR you're protecting the colonists from the Protoss only to kill the infested ones yourself later... which is almost exactly what you're doing in Heaven't Fall - double wut). Finally, there is more Zerg than Protoss research in the game, even if you don't count the bug I mentioned at the beginning. (24P, 25Z)
14. Supernova - not much to say, even though the mission has pretty heavy consequences. We're just assuming that Raynor is blue balling pretty hard about Kerrigan at this point. (25P+, 25Z)
(15) If you don't have the bug I mentioned, you could do The Great Train robbery now because it will max out your Zerg research. Not that you'll really need it until Char.
15. Maw of the Void - Blue balls cured with some good old fashioned violence. Yeah, you're just a great leader, aren't you.
16, 17, 18, 19, 20 - The entire Rebellion sub-arc, including the secret mission. We were putting it back for so long because: a) The Great Train Robbery looks like a simle pirate raid for quick cash, so pretty low on Raynor's priorities. Only later it turns out into something much, much bigger. And b) Donny - the UNN news guy - goes insane after Media Blitz. Since he appears in almost every UNN news broadcast in the game, we can't have him go bananas and then appear later like nothing happened. (Actually I believe he will appear on some UNN broadcasts when you're on Char, but there's only so much I can do to try and fix Blizzard's incompetence)

21, 22, 23 - Gates of Hell, Belly of the Beast and All-In. Why Belly of the Beast? In Fire and Fury cinematic Raynor appears with Commando Rifle he only uses in the Belly of the Beast. That's also the only mission where you can control (almost) the entire Hyperion core crew. Makes the whole "We got so far because we were leaning on each other" talk a little less cringeworthy.
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