We used Joeltee opener in our walkthrough, however some major improvements were added.
1. Non stop vulture production off 1 factory until u get goliath tech, after that just pure goliath tank in 2:1 ratio,
2. We walled with only 2 pfs on each side the same style he uses in video, however all tanks and goliaths should be positioned on those small highgrounds - this way u dont have to build turrets there as goliaths annihilate spotters.And u get a few free shots on stank.
3. No pfs inside base - instead u cover ure base with perdition turrets.
Managed to pull this one off in second try after losing to the second last wave t.t
In the start it's fairly easy, but as soon as you got the overmins for CCs start building them and asap fly them to each of the entrances to get as good as a walloff as you can. And then place 3-5 scvs at each.
Meanwhile you're gonna wall off the rest with barracks or factories. Place a bunch of turrets around - specially behind your mineral line, because it will be crucial to keep your scvs alive, due to the fact that you have probably pulled off 20 to repair around on the base.
When nyduses starts popping you need to have a mobile army at base. Most likely a PF there as well just to take some of the damage. Focus fire the nydus and finish off the infested units that came from it.
Also make your main CC a PF, because a nydus popped up twice next to mine. It was crucial it was a PF.
Rest is pretty simple. Get tech reactor - get a f- load of tanks and siege them up on each.
It's a mirror tactic and your co-op buddy has to do the exact same.
Eventually you'll have ~6-8 tanks at each entrance, the same amount of turrets and at least one bunker behind your planetary fortresses just to do some additional damage.
In the end we went pure marauder+medics.
We could've held the waves for way longer, but I had to go after the 17th wave. Tactic was bulletproof.
Our tactic was early barracks with reactor and +1 weapons upgrade, three bunkers on the low ground and one on each high ground and spam marines. We shared control and then went different tech paths, I went for fully upgraded bio and he went pure tanks using my spare gas.
We got to wave 20 on our second attempt.
Spotters were quite a problem, so if we had added some Goliaths we could have probably lasted longer.
I wonder how long it's possible to survive in this. After quite a bit of trial and error, a friend and I got to wave 18 and lost to some really stupid mistakes (losing a PF to a stank, not having enough anti air for mass spotters). We had tons of money built up, if we just kept enough repair SCVs near the PF and spammed more turrets and gotten some more goliaths out, I think we could have kept going until the vespene geyser runs out.
After completing this, we decided to go for the Left 2 Die brutal difficulty achievements, expecting it to be easy after surviving Night 2 Die. I had it all backwards... it's way wayyyyyyyyy harder on Left 2 Die mode. You have to leave your base to go get biomass instead of having it come to you, and you'll lose units while doing it. It takes much longer to tech up and it's nearly impossible to get siege tanks out before chokers show up.
It's really crazy how hard this is, and I can't imagine how you're supposed to defeat it by night 5. I won on this map on Hard settings with a random bnet player and it took no effort at at all... but one skill level higher and I can barely imagine how it's beatable with a dedicated partner.
Winning by night 5 is something only an insane few will ever accomplish, I honestly think Blizzard will nerf the difficulty level on this since it's an achievement, it's just that far out of whack.
On April 10 2011 00:24 Chocobo wrote: I wonder how long it's possible to survive in this. After quite a bit of trial and error, a friend and I got to wave 18 and lost to some really stupid mistakes (losing a PF to a stank, not having enough anti air for mass spotters). We had tons of money built up, if we just kept enough repair SCVs near the PF and spammed more turrets and gotten some more goliaths out, I think we could have kept going until the vespene geyser runs out.
After completing this, we decided to go for the Left 2 Die brutal difficulty achievements, expecting it to be easy after surviving Night 2 Die. I had it all backwards... it's way wayyyyyyyyy harder on Left 2 Die mode. You have to leave your base to go get biomass instead of having it come to you, and you'll lose units while doing it. It takes much longer to tech up and it's nearly impossible to get siege tanks out before chokers show up.
It's really crazy how hard this is, and I can't imagine how you're supposed to defeat it by night 5. I won on this map on Hard settings with a random bnet player and it took no effort at at all... but one skill level higher and I can barely imagine how it's beatable with a dedicated partner.
Winning by night 5 is something only an insane few will ever accomplish, I honestly think Blizzard will nerf the difficulty level on this since it's an achievement, it's just that far out of whack.
I actually found brutal by night 5 to be not that bad compared to night 2 die. Here's a replay of me and Xolo finishing it up last night:
We really didn't have a set plan either. Just MM with tanks and going all-in on day 5 to seal the deal.
btw winning after 5 rounds is easy too, both should make Marines and medics only for a longer time, after 2 round u should get some tanks in ya base to defend 3+4 round
your mobile trupp should leave as early as they can after defending the zombies ! yeah =)
dont care about the health of your marines, 3-4 mediacs should do fine just stim stim stim ! and run home like 10sec before zombies are incomeing, with stim ofc xD
On April 10 2011 00:24 Chocobo wrote: I wonder how long it's possible to survive in this. After quite a bit of trial and error, a friend and I got to wave 18 and lost to some really stupid mistakes (losing a PF to a stank, not having enough anti air for mass spotters). We had tons of money built up, if we just kept enough repair SCVs near the PF and spammed more turrets and gotten some more goliaths out, I think we could have kept going until the vespene geyser runs out.
After completing this, we decided to go for the Left 2 Die brutal difficulty achievements, expecting it to be easy after surviving Night 2 Die. I had it all backwards... it's way wayyyyyyyyy harder on Left 2 Die mode. You have to leave your base to go get biomass instead of having it come to you, and you'll lose units while doing it. It takes much longer to tech up and it's nearly impossible to get siege tanks out before chokers show up.
It's really crazy how hard this is, and I can't imagine how you're supposed to defeat it by night 5. I won on this map on Hard settings with a random bnet player and it took no effort at at all... but one skill level higher and I can barely imagine how it's beatable with a dedicated partner.
Winning by night 5 is something only an insane few will ever accomplish, I honestly think Blizzard will nerf the difficulty level on this since it's an achievement, it's just that far out of whack.
you can beat it before night 5 if you go mass marine marauder medics and reapers (with tons of upgrades and good micro). it took my friend and I a few tries but we got it.
For left 2 die mode till wave 15, we (friend and I) found that mass mech works the best. We got 3 planetaries at bottom left, and around 7-8 to cover left, upper right, and right. You definitely need to make sure your base is clear, which is why mech helps: you need only about 2 factories with tech labs/tech reactors. Goliaths are the best against spotters. Don't make vultures, IMO. You can use initial vulture to plant 4-6 mines in mineral line if you're scared of hunterlings. You want to get hellion asap because they are good against hunterlings. Then add gol/tank. Two tanks on bottom left side on the ledge can hold that until aberration masses come. Make sure to back up with goliaths. Having ~20-30 hellions between the both of you also really helps on aberration waves (they're light, so people massing marauders might have problems against them...hero hellions do like 40 damage to light fully upgraded lol). Besides that, just mass tanks, and even nydus worms should melt. No replay though, good luck!
Build scvs (not too many, just saturate), marines, bunkers, missile turrets, siege tanks, production buildings for more marines and a few medics to heal your roaming group that handles the boss and nyduses.
Make sure to get full attack upgrades for both marines and tanks. Also get the reduces friendly splash for siege tanks. Stim and extra heal is also good.
You can do bunkers with 5 marines and one medic and stims if you want to, isn't needed until after wave 15 though.
Repair with scvs, once tanks reach critical numbers there is no real threat to completing level 15.
edit
As for completing before wave 5. Just do marine, vulture medics. Make sure to get marine attack upgrades, stim and extra heal.
As the map starts, get +1 and go out and kill ~4 buildings since you have the time, helps not having to kill them later. Day 2/3 kill the top half. Day 3/4 kill the rest. I did it on my first try with a competent ally (one that survived the first night...).
On April 09 2011 12:57 joeltee wrote: If anyone is still having trouble surviving 15 waves on night2die mode, I recorded a vid. There are a few little tricks in there that might help like the rax/factory block at the start, leaving 4 vultures in the mineral line etc.
We don't even bother getting the bunker upgrade but the '+2 building armor', '+1 range on PF and turrets', siege tank and goliath techs are all vital.
thanks so much for the wc2 music :D gave me the chills. man it's been a while since then
why are there so many people advising units in the mineral line when you can just upgrade your cc to a pf for a minor cost, cheaper than enough units to deal with a hunterling anyway
On April 11 2011 10:33 turdburgler wrote: why are there so many people advising units in the mineral line when you can just upgrade your cc to a pf for a minor cost, cheaper than enough units to deal with a hunterling anyway
Because even if you have a planetary there, some scvs will die if 4 or more hunterlings come.
Finally got it done, thanks Kambing/Xolo for the replay, it helped to show me my mistakes. I was investing too much in base defense when really as much money as possible needs to be dumped into a mobile army.
Before watching that replay I was almost certain that mass vultures had to be the way to go here... but stimmed upgraded marines are just plain effective. I'd love to see a replay of someone beating this with vultures or using some other tactic though. (edit: just saw Brew's mass vulture Night 2 Die replay, pretty cool.)
I also got to wave 21 on Night 2 Die with mass PFs/tanks/turrets/goliaths. 12,000 hp Stanks and 10,000 hp Nyduses (Nydii?) are pretty insane. We inevitably ran out of gas and then there's no more repairing of the PF, so that was gg.
I was hoping it would end with something funny, like at wave 20 it could start sending 4 Stanks at once or something.
A friend and I got to wave 16 on first try, neither of us play terran so I'm sure you can get a lot further. The only thing ud really be limited by would be money, only a finite amount of minerals in the base otherwise you could no doubt go on forever.
On April 12 2011 18:46 GeForceFX wrote: I dont think you can get past 21st wave.. My record is 61:51. http://i.imgur.com/MJSIW.jpg
Someone in this thread already reached wave 25.
Elodius: Can't believe you completed 15 waves solo. It took my team mass, mass tanks and tons of SCVs to repair all over the place. Having the DPS and repair-power to survive on only 200 supply is crazy.
Darth: After you unlock all the tech, biomass turns into minerals so you have all the minerals you need. Once the gas runs out though, there's no more repairing and your PFs fall.