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You only live once Complete the campaign without losing a single unit (also applies to mind controlled units). Buildings are expendable but every unit must survive. Post: http://www.teamliquid.net/forum/viewpost.php?post_id=7520123Note: this is going to be extremely frustrating, even on Normal. You can't do Utter Darkness. Good luck trying to prevent Kerrigan from getting any kills on all-in. But it might be possible...
Did you know that in "piercing the shroud" (secret mission), if you use that warbot to kill the brutalisk, DON'T loose the warbot, and let him timeup after killing the brutalisk you still got a "lost" in the mission stats ?
but the second warbot (the one that slow the hybrid down on his own without your control), and the autoturret don't give you a lost in the stats.
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Ok i'm nearly done with the "no death" chalenge on normal. here are the missions stats until now (spoilers for save space) :
+ Show Spoiler +
And nearly done because of this :
![[image loading]](http://img4.hostingpics.net/thumbs/mini_817570Screenshot20110121190335.jpg)
only 1 death T.T i think i know when i scrwed up, at a moment i was like "i was sure i had 3 scv here and there is just 2 now... was i wrong ? did i sent it elsewere ? don't remember...". I think the scv died by a kerigan storm on my hive emulators. i'll try again (or just load a old enough save) and post the update.
so far i didn't got realy a mission that was particulary hard.
Liberation day is easy, for the middle of the town part just lower the marines rates until the new marines come and you will save them all (if you just chill out one of the new marines will probably die from the damage burst of all the marines surrounding)
Outlwas i didn't go the the enemy base until i got one medic per marine and microed a little for the bunker part
Zero hours have no change, bunkers beat them all in normal
smash and grab i left all my marines in a bunker in my base for the zergs with one scv repairing, and got out with marauders, 2medic and scv for bunkers. after doing the merc only chalenge my micro on this mission is good enough to save every units
evacuation have no change, mass marines and medics kill fast enough to have no death
devi'ls playground i have bring one medic with my reapers to heal them. a reaper can get hit by spine crawler once and will die the second time so put it back after the first hit and let the medic heal it. marauder + bunker kill the brutalisk easly.
great train robbery i massed diamondback to victory with scv repairing
welcome to the jungle i used the planetary fortress+turret technique adding goliaths
the dig have no change, mass tank kill just everything
whisper of doom : no change. did you know that "surviving stalkers" at the end show you only the stalkers that actualy go into the ship ? if the stalker is alive hiden at a end of the map it doesn't appear here.
sinister turn : on normal you can run through the protoss base with 3 DT and don't loose any if you go by the northern side of the base. the rest do not change.
echoes of the future : no change, zeratul solo rush to tendril
breakout : no change
outbreak : no change, planetary fortress defence and mass reapers (be aware of the few spine crawler but devil's playgorung give practice for reaper vs spine crawler)
safe heaven : 3 starport reactor vikings. i massed a lot of vikings and attacked the mothership. i let him spawn the first defence units and retreated to kill them and came back to finish the mothership. enough vikings make a good burst to kill it before it can kill a single viking
cutthroat : no change, just mule your way to minerals and create few tanks. when you have the second base get out with the tanks, siege them at the south of the planetary fortress, scann and one-shot it.
engine of destruction : mass viking and let the odin take care of every ground forces
media blitz : no change, odin + 1thor + scv to take the towers, few thors to defend
piercing the shroud : see my previous post
moebus factor : don't drop the unit on the bulding but a little before to clean the areas and don't loose any tanks.
supernovae : no change, banshee + vinkings for victory
maw of the void : no change, mass battlecruiser + repair. when there is cannons and your DTs can kill anymore use them as a wall to prevent your second base to get attacked
gate of hell : i didn't rescue everything. massed banshee and BC as fast as i could. got 4 banshee and 6 BC (merc included) when i reached 100 army. took only those to snipe the nydus with very little micro needed
belly of the beast : strange enough it did make me load a few times to save thise weak marines. but not realy hard to do.
all-in : ah here we come to the only real difficulty of this chalenge. double PF defences at each choke, 2-3 scv per PF and 2-3 bunkers full of marines for mutas. hice emulator near the artefact as always. kerrigan is not realy a problem in normal. i let her attack a Pf first (unsiege all tanks and get them away or she'll one shot them). when she start to attack a PF i came from the high ground with mass specters to do their 200damage (well like 70 on kerrigan) burst to one shot her. save the nova to weaken her if you can. i did the leviathan exactly the same way with a shielded BC to take the aggro and the nova to weaken it. don't take too many muta or it'll be a pain to make sure everyone of them is alive. PF kill ground, muta are only used to kill faraway broodlords so you don't need much.
![[image loading]](http://img4.hostingpics.net/thumbs/mini_576035Screenshot20110121182447.jpg)
![[image loading]](http://img4.hostingpics.net/thumbs/mini_279100Screenshot20110121182458.jpg)
![[image loading]](http://img4.hostingpics.net/thumbs/mini_139121Screenshot20110121184505.jpg)
General points : - don't make too many units. 10marines with good micro is better for this chalenge than 20 marines (too difficult to put the weakens one in the back if you have too many) - mech > bio obviously - bio is inside a bunker or is not ! - i get the +100 starting energy/+100 max energy research for specters burst on kerrigan in all-in, pretty usefull. - save very often... like always with the chalenges on this thread :p - make groups just to count quickly the units. "ok i have 23 units in this group, this count must not change at the end of this battle". it make it easier to make sure you didn't loose anything on confusing battles (all-in for exemple :p). it's better than seeing at the end of the mission that you got to try again :p
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Bloody hell, I'm impressed you pulled that off... reading your descriptions, it seems I overestimated how difficult this would be, but it is still quite astounding. Would be nice if something like that were possible in a real war ...
Are you going to redo all-in? otherwise I'll update the OP.
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yeah i'm watching the code A finals VOD then i'll try all-in again. if i can make it one death i can make it 0, was just a small error
i think most missions would be doable on hard, but there is no way i'll try all-in in hard :p i'll go to the second "impossible" chalenge after : scv all-in :p (or more likely planetary fortress heaven ^^)
EDIT : oh btw i didn't mention it but i did every single bonus objectives for every mission as well (but not every achievement conditions)
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![[image loading]](http://img4.hostingpics.net/thumbs/mini_444344Screenshot20110121232207.jpg)
It is done  more well placed novae made it easier the second time, but still need to reload quite a lot. i think hard will definitely not be possible because at the end your are just overrun. you can't make a lot of hive emulator because you need a lot of specters so you can't burst with them and risk to loose some.
improvement of the secodn run : - better novae, don't need it a each kerrigan and it's better on levi; - less specters, they have time to respendish energy between each kerigans so you don't need to constantly produce them (on 1st attempt i was like always making them cuz i though i could only use their first energy available then put them away like HT, but no ) - more hive emulator (cuz less specters) and few more broodlords (espacialy thoose on the edge of the base that i killed because i didnt't want to put hive emulators there) - 4 scv per choke and 4scv around the hive emulators (put them away before the storms) seem to be a good number, easy to spot to put them back quickly, and still repair quick enough. - medivac to heal mutalisk (why didn't i though about that earlier ?)
now let's go for SCV chalenge. few precisions : - obviously marines in bunkers are counted as marines kills - can unit kill ennemies structures ? i would go for yes because its not realy a kill and because i don't see myself doing maw of the void with scv to kill generators - odin in engine of destruction obviously can kill stuff (difficult to be otherwise) but what about odin pre-alert in media bliz ? must let him die without firing to let the scvs do all the work ? EDIT : - and what about the laser drill ? it's a structure right ?
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@zeross: CONGRATULATIONS! I'll update the OP.
As to the SCV challenge: I think you may have a chance to kill the generators with PFs in maw of the void, so that particular mission may be doable without units killing buildings (?) But I suppose it will not be avoidable altogether - you decide.
I think the Odin pre-alert should not be used to kill any units - perhaps one if you can't get the mission started otherwise. If you decide that units can kill buildings, you can try to get some buildings with the odin before you fall.
Laser drill is a structure so is OK to use - agreed.
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well i'll start with no building kill and see how far i can make it. maybe outbreak with only scv will take me like 14 hours to finish.
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outbreak: if you're willing to get shrike turrets, you could build LOTS of those and salvage them when no enemies are in range anymore. (see the no units thread). Should be possible to go through the mission pretty damn fast that way. The occasional spine crawler can be handled with your units. Only problem is holding your base at night - you'll probably need PFs for that but on Normal perhaps you can get away with only shrike turrets? Don't really think so though :-)
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oh yeah didn't tough of shrike turrets :o obviously they'll be a must with those restrictions (er that mean even evacuation will be less painfull that i thought ? disapointed :p) i think it'll be the first time i ever use them ^^
thanks for the tip
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You think i saturate my mineral line enough ?
![[image loading]](http://img4.hostingpics.net/thumbs/mini_192197Screenshot20110122011521.jpg)
Quite an army
![[image loading]](http://img4.hostingpics.net/thumbs/mini_551349Screenshot20110122011604.jpg)
Helions love scv but that maybe too much for them
![[image loading]](http://img4.hostingpics.net/thumbs/mini_126066Screenshot20110122011708.jpg)
Even the bunker go fast
![[image loading]](http://img4.hostingpics.net/thumbs/mini_456996Screenshot20110122011749.jpg)
drill drill drill...
![[image loading]](http://img4.hostingpics.net/thumbs/mini_509946Screenshot20110122011834.jpg)
did loose less units that i though i would and didn't realy care to try to save them
![[image loading]](http://img4.hostingpics.net/thumbs/mini_665725Screenshot20110122011913.jpg)
well comic mission is finish, now zero hours should be pretty hard ^^
Edit :
![[image loading]](http://img4.hostingpics.net/thumbs/mini_824993Screenshot20110122023213.jpg)
well this is the only way i've found to got through zero hours in casual ... it's lame but...  i've just fly my cc away and wait, in casual there is no mutalisk so your cc is perfectly safe
i've tried for 2hours to find another way but it's just not possible, either i kill a ling by mistake or i get overrun and my scv die too quickly
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LOL @ images. Zero hour: I'm thinking, but can't see a way to do it. My only idea, don't know if it would work: use NO marines. Use your buildings to make a very narrow choke to funnel the lings so only a few of them can attack two SCVs at a time, who are constantly healed by medics and replenished when they fall. Also, did you check if the SCV attack is affected by the weapons upgrade? Is it helpful to build a second CC to get SCVs out more quickly? Finally, you don't need to do the bonus objectives, is it helpful to retreat to the high ground immediately and salvage the bottom bunkers?
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For buldings choke the problem are the hydralisk that become hard to hit in the sea of lings and do sick damages to scv. Infantery weapon upgrades don't work, sadly, even if the icon is the same. but infantery armor upgrades do work.
Building a second CC is not helpful right at the begining, you do start with 400minerals so i just build it right away, but the first ling wave came as soon as it finish so you just don't have enough scv at that time.
For the low ground i did retreat as soon as possible, but didn't salvage them right away. i've let the ling hit them and salvage them whan they have just few hit point left (first at around 250-260 hp left to let it salvage just before it die) to gain some precious seonds to have maybe one or two more scv.
i'm not sure i'll finish this one. it's too hard to prevent your units to kill anything, you can lower the hp of only some enemy units that have quite a lot of hp and micro to avoid the kill is a real pain. and killing everything with scv only is just not possible...
so dunno, i'll think about it
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have you tried walling with bunkers and then mass repairing with scvs? you don't have to attack anything and you can place medics behind the scvs to heal them up if necessary. if the wall gets beaten up you can lift off and see if you can survive the rest of the level. ill try it now and see if i can pull it off.
Edit: i did it.
at the start of the game, i created an scv and salvaged ALL 4 buunkers. i then flew the barracks to the ramp and sent the marines to die (without killing anything). then i made a third barracks and a missile turret behind to close the walloff and protect me from mutalisks.
i got +1 infantry armor, and put scvs between the repairing and the mineral line until i had 43. of those 43, 24 would be mining and 17 repairing, to create a ramp setup alike this:
![[image loading]](http://img692.imageshack.us/img692/4444/rampsetup.png)
the walloff held strong until 1:30 left, that is when i flew away and survived the mutalisks.
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wow gratz  i was trying to do something like that but i couldn't got the timming right for the first wave so i gived up.
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Video communications blackout: A building you own must always be centered on screen, unless the mission itself moves the screen against your will in which case you must put it back at the first opportunity. This means that most of the time you're not going to be able to micro your units (unless of course you center the view on a bunker that's in on the action.) If the building you're centered on is losing health, you must change to a different building when/if it falls under half HP.
This means that while you're able to access a control group and give the orders to attack, retreat, and stim or whatnot, you can't actually view what they're doing yourself. You must rely on the information given by the unit status panel and the audio cues to determine what is happening outside of your base.
This obviously doesn't apply to missions where you don't have buildings. You may think another exception to this may be Welcome to the Jungle but for those unaware- that mission can be automatically completed by destroying every protoss on the map. I think the Reaper mission follows this as well.
Mutiny Approximately every 4 minutes you must somehow destroy at least half of your own current supply of units. This can be accomplished by killing them yourself, endlessly move-commanding them into the enemy, or by any other creative method you can think of. Round up for odd numbers if needed. This doesn't apply to missions where you have no production facilities as that would make them impossible.
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on normal i did the 'you only live once' challenge on liberation day. This level is extremely hard because of 1. you can't make more units to support the fight and add more DPS to you ball 2. you cant heal units (all you have is marines) 3. when the drop pods come down with more marines during the middle of the level a lot of them will die so it took me MANY playthroughs to get it right here are my results
![[image loading]](http://imgur.com/I66OO.png) note that it is a good idea to let the civilians kill all the vikings/marines during the end of the level
edit: sorry of the poor picture quality
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Minimalistic
Skip as many missions as you can, i.e. only do artifact missions and some missions required to get to those. youll have limited upgrades, but im pretty sure this is doable on brutal.
No abilities
Do not use any of the non-autocast abilities at any point in the campaign. This includes stimpack and siege mode.
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thx for the new ideas guys! I'm especially excited about the scv defense. Although it will have to be followed up with a crazy strategy to beat smash and grab.
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On January 11 2011 08:57 MOARpylons wrote: Pirate mode! (RELEASE THE GRACKEN!) Marauders, Vikings. I know both are kinda far apart in the campaign so substitute marines until Safe Haven/Smash and Grab
Should this be done with or without upgrades?
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There are no restrictions beyond those specified. That's why I put it under "unit restrictions". I also think it'd probably more fun to up the difficulty to brutal with the upgrades, than do it on hard without the upgrades. However, you should obviously feel free to combine more than one constraint in your campaign if you want to be totally bad-ass!
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