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[D] mercs only - Page 3

Forum Index > StarCraft 2 HotS
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shoop
Profile Joined November 2009
United Kingdom228 Posts
January 09 2011 19:33 GMT
#41
@aimlessamoeba: in the protoss missions, I built no units at all. This means I had to beat "a sinister turn" with only an immortal, two DTs, and some probes. But you can just run through the enemy base and keep one or both DTs alive; among the preservers the protoss have no detection.

@BlueSorc: I completely agree, but I found that the difficulty ramps up dramatically from normal to hard. It's still quite doable on hard, but much more challenging. I think some of the early missions are going to be extremely hard on brutal, mostly The Outlaws and Smash and Grab. You might also have to drop A Sinister Turn and In Utter Darkness. Since MiKTeX also said he had a hard time with Welcome to the Jungle I delayed it a bit, so I had more mercs and more research/upgrades. That way it was not that hard at all. So it is crucial to do missions in order from easy to hard.



ManyCookies
Profile Joined December 2010
1164 Posts
Last Edited: 2011-01-10 04:48:11
January 10 2011 04:35 GMT
#42
After running through this challenge on Nomal, I'm attempting this on Brutal. Thus far, I am getting absolutely brutalized on The Outlaws. It's basically 10 Marines and 3 Medics versus waves of 1-1 Marines, Warpigs, Medics and 2-2 Hellions (which basically obliberate SCV meatshields). I floated my CC with an SCV to rescue the rebels (and more importantly, the medics), then ran them back to my base. Now I'm VEEEEEEERY slowly gaining ground with a lot of barracks, using them to create artifical chokepoints and death traps. I've gotten back to where the rebel base was, but I have absolutely no idea how I'm going to assault the Dominion base.
BlueSorc
Profile Blog Joined October 2009
United Kingdom119 Posts
January 10 2011 07:48 GMT
#43
Just had a bash Outlaws on Brutal myself. Clever use of barracks chokepoints allow you to take on the hellions and waves of M&M. If you land a barracks next to the siege tank, it will unsiege, so I assume its possible to find a way to deal with it.

The thing I can't find a way to deal with is the bunker. I slowly wore it down, darting in and out, 5 HP at a time... unfortunately the AI is smart enough to send SCVs to repair, eventually. Needs a clever idea to get past or 1000 useful apm to correctly juggle marines. in and out of range.
ManyCookies
Profile Joined December 2010
1164 Posts
Last Edited: 2011-01-10 16:21:09
January 10 2011 14:14 GMT
#44
Land a good amount of Barracks behind the bunker. That prevents the SCVs from reaching the bunker and gives you time to retreat to your previous barracks wall when the other units come to reinforce.

EDIT: So a wave of Hellions + M&M attack right as you "pass" the bunker. I recommend saccing a barracks over the bunker to provoke the units, dealing with the ball at your previous chokepoint, then going after the bunker.

shoop
Profile Joined November 2009
United Kingdom228 Posts
January 15 2011 15:07 GMT
#45
It would be great if you guys got past this... although I'm afraid Smash and Grab on brutal will be even more impossible. It took quite a lot of effort on Hard. After that, it may even be doable, especially if you drop sinister turn and further protoss missions.

MiKTeX
Profile Blog Joined October 2010
United States234 Posts
January 18 2011 20:41 GMT
#46
i imagine the train mission on brutal would be really hard as well (the fast trains are protected by blue flame hellions)

i can see a lot of missions getting done on brutal, but some of them i really just dont see how you can do it (like smash and grab)

if someone proves me wrong and can do it on brutal then i am seriously impressed
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
January 18 2011 23:33 GMT
#47
What's NUR Marine stand for?

Also, this sounds like fun
How devious | http://anartisticanswer.blogspot.com.au/
Pure.Calm
Profile Blog Joined November 2009
United Kingdom196 Posts
Last Edited: 2011-01-23 17:31:42
January 23 2011 17:16 GMT
#48
Anyone managed to do havens fall with only mercianeries

Edit: I can just prevent the things being taken but just dont have enough units to attack the bases, felt like i got a little close, built up enough to protect a settlement and then had a few tanks and tank/ bunker hopped up to the top zerg base, managed to take it out but then a settlement at the bottom got taken over and with so few units got overwhelmed.
shoop
Profile Joined November 2009
United Kingdom228 Posts
January 24 2011 11:08 GMT
#49
Didn't do haven's fall, may be more difficult than saving it. In haven's fall it's crucial that you attack bases quickly once they're threatened, so if you can't get units out fast enough it may be very difficult compared to safe haven, although there you're also under time pressure.

One tip may be to delay this mission until you have all relevant upgrades and armory research. The OC, planetary fortress and regenerative bio-steel come to mind, as well as bunker upgrades, and firebat and marine upgrades. All together it really makes a huge difference. Perhaps you can preserve your units by building PFs and turrets near the villages and then drawing enemy units into the PF fire. Use MULEs if you have to do repairs.

I'm just guessing here though, let me know if you manage to beat this!
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