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how do u beat Left 2 Die Brutal before 5th night??
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marine63
43 Posts
User was warned for this post | ||
checo
Mexico1364 Posts
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marine63
43 Posts
Any help regarding this will also be of great use. Also if anyone would like to play with me to try to get it done my infomation is: DHo CCode: 209 I'll also be in the achievement chat channel begging someone to help me QQ *also my bad on the double threading ![]() I | ||
Sanguinarius
United States3427 Posts
On April 08 2011 10:57 marine63 wrote: sad face What are you trying? When are you dying? Give us a bit more info if you want us to help. | ||
Xxazn4lyfe51xX
United States976 Posts
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Whitewing
United States7483 Posts
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Cofo
United States1388 Posts
On April 08 2011 11:31 Xxazn4lyfe51xX wrote: You don't need too much defense on this map; your attacking force can be your defending force as well. The easiest way to do this is with mass reaper, perhaps with a few bunkers at the chokes with marines/firebats to hold during the day. Constantly building reapers, hellions and marines, it's quite possible to finish the map on brutal before the 3rd night even starts. Be sure to split your armies during the day and go around the map in both directions, meeting up at the bottom. This sounds interesting, haven't heard that strategy before. Do you have a replay, perchance? | ||
marine63
43 Posts
On April 08 2011 12:35 Cofo wrote: This sounds interesting, haven't heard that strategy before. Do you have a replay, perchance? +1 User was warned for this post | ||
Cyber_Cheese
Australia3615 Posts
another one of those times id gotten the report button already... +1's are highly discouraged in team liquid i haven't played the map yet, but if its anything like the campaign, simply massing reapers will EASILY annihilate everything long before night 5, you won't need a replay | ||
SnipedSoul
Canada2158 Posts
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Xxazn4lyfe51xX
United States976 Posts
+ Show Spoiler + *Edit: Facepalm, I thought we WERE talking about the campaign here. Haven't actually tried the custom o.O | ||
Zefa
United States297 Posts
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Cofo
United States1388 Posts
On April 08 2011 13:52 Xxazn4lyfe51xX wrote: *Edit: Facepalm, I thought we WERE talking about the campaign here. Haven't actually tried the custom o.O It's okay, it's almost exactly the same as the campaign mission, with a few special new zombies thrown in. To the mass reaper crowd - How do you defend at night? Make medic/marine too? | ||
57 Corvette
Canada5941 Posts
Reapers > all buildings, spine crawlers and infested bunkers can be annoying though. At night, Vults can kill light targets and the hunter things that jump on your units, and the tanks/marauders can clean up the rest. If Stank or a boomer comes up, just focusfire with tanks and marauders, and leave the vults to kill the rest. PFs are really useful too, never used them myself though so I can't comment on effectiveness. And don't forget upgrades. They are more important than you would think. | ||
thehitman
1105 Posts
If you mine fast enough you can try and mass ghosts as they are pretty gosu, but yeah just mass marines and marauders with medics and just go on a killing rampage when the night ends. You should be able to do it in 3 days. Don't use siege tanks as they are pretty slow and are slowing you down. you can use few siege tanks for defense, but not in an offensive way. | ||
Ruhk
Canada7 Posts
Reapers could work, but they cost 110 Biomass to get, and you need tanks/bunker tech to stay alive. Stimmed Marines and Medics do a decent job, but often my defenses break near the end of the night and I lose most of my army. On Brutal there are some key issues that you need to watch for: -On night 1, Kaboomers will appear, and Hydralings will attack your front -On night 2, the swarm will break the destructibles on the north-east (top right) at the end of the night. -On night 2, Spotters start to arrive, and will gum up your bunkers/turrets/PFs, and also attack your mineral lines -On night 2, Hyrdalings (sp?) will hit your mineral line On night 3, Chokers will be attacking your front (they out range PFs and Bunkers, so you need tanks to hit them for the most part) On night 3, the swarm will break down the south-west (bottom left) rocks and attack through there. On night 4, the Stank arrives at a random side, and a second one comes about 30 sec before daybreak. In night 3 or 4 you may also be attack by a nydus worm. -------- If you're aggressive in day 1, you can get enough biomass to have bunker tech or medic tech by the end of night 1. Generally it takes until night 3 to get tanks ------- I tend to get, in terms of reserachable upgrades: -Inf weapon 1 right at beginning -PF/Turret +1 range -Building Armor 1 - inf weap 2 -stimepack -increased healing for medics -shaped charges for tanks --- I've not been able to get it done in only 5 days so far, but I've attempted it a lot, and helped a bunch of new players through it as well. | ||
Blitzkrieg0
United States13132 Posts
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MrArarat
Argentina132 Posts
Rite now im trying tanks into reapers and PFs/Bunkers. You definitely need a good partner. Will update as soon as i get this. | ||
KillerPlague
United States1386 Posts
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Ruhk
Canada7 Posts
we massed goliath, using bunkers and PFs to hold the defense, didn't get tanks. Had to pull everything in to do it, but killed the last building just at the end of day 4. | ||
Shi
69 Posts
Intro: Salvage bunker. Build scv constantly. Barracks builds marines while factory gets reactor. Take initial marines and vulture and destroy the 4 undefended huts and cocoons. You will need to in order to have 40 biomass by end of first night. They are right outside left entrance, and north of right entrance. Minerals only until 3 bunkers are down. I played bottom position and always built 2 bunkers on bottom ledge to take care of hunterlings. Factory goes at choke with space left below is. Bunker to the left of factory. Put 3 SCV on gas at about night time. +1 infantry weapons first, since it takes 140 seconds. You need a second barracks when you can afford it, along with tech lab and stim. Get one marauder and medic tech by end of night. Add 3rd rax with reactor before end of night. You don't need second gas yet. Pump SCV's till about ~22 on minerals, 3 on gas. Yes, this is oversaturation for 6 patches, but you'll get your second gas and need repair scvs. General zerg unit info: Do not tank kaboomers with light units. They kill marines/scv's in one hit with damage over time. Their attack tooltip is misleading. Hunterlings will pop in your mineral line occasionally. This is why I recommend bunkers. They will jump to random units nearby, eventually leading to your SCV's. Don't let chokers have vision of your units. Snipe with tanks or units on a ledge. 1st day: Move out at day with ~15-20 marines, 2 hero medics, and marauder. Salvage bunkers. Destroy 12 o clock and 2 o clock (2 players, 1 each). Tank bunker with marauder while killing with stimmed marines. Kill buildings efficiently (stutter step with stim and focus buildings while stim is on). If done almost perfectly, you and your partner should be able to kill the 1 o clock hatchery/spire/hydra den as well. Don't get caught in the night beside a building. It will spawn aberrations. Ideally you want to practice until you can get this done by 2nd night, though it isn't absolutely necessary, as we finished with a lot of time buffer for the achievement. 2nd night: rebuild salvaged bunkers. I would recommend one planetary. Keep pumping marines and a few medics. Your partner should have enough biomass to get goliaths if you bought the medics. Goliaths are best counter to spotters (overseer heroes). Their contaminate completely incapacitates bunkers and turrets, do 21 damage to buildings, and have 350 hp. You do the math. Goliath heroes do 36 damage per shot to air armored without upgrades. So get them. Put 3-5 goliaths on the bottom/left ledge, depending on your position. Try not to lose units. Get more marines and medics, and repair your PF or bunkers if you want to get them. Top right rocks will be broken about halfway through the night. Two bunkers with marines can handle them. 2nd day: salvage all bunkers, keep on pumping marines with a few medics. Right side player should take out 3 o clock and 4 o clock leading down the road. Also, try to go up the ramp (2 bunkers and 2 spines though) and poke and kill a few buildings. That's good enough. Left position should kill 11 o clock and head down the left pathway. Once again, don't get caught at night, and use stim efficiently (stutter step; you want marines always to be shooting). Only ~6-9 o clock should be left at this point if you've been macroing halfway decently and not losing units. 3rd night: same as before. Chokers will appear now. You now should have enough biomass to get tanks. Siege them at the bottom of your ramps; they will take care of chokers. Bottom left rocks will be broken eventually this night. You can get 2-3 bunkers or just a PF, or, if you have enough biomass, a few hellions (this is what I did on left 2 die, it works wonders). Remember to keep a few goliaths around for spotters. Stank will appear eventually. Watch out for his special triggered attack. It does about 200 damage and knocks back. Tank with PF or 1 hellion running around, etc. At this point we knew we won, so I just got 7-8 tanks and pushed with them alone and with M&M along another path during the 3rd day. Remember that if you get behind in the beginning/lose too many units, you should probably just restart. Good luck :D and hope this helps. If anyone wants help on left 2 die mode, just PM. | ||
Kambing
United States1176 Posts
![]() This is just standard MM/tank play. I think the key is making the most of your day time building smashing by being consistent with stims and ensuring that your army is always moving forward through the infested areas. | ||
Mataza
Germany5364 Posts
Speaking of units, It´s easiest to go 3 rax marine medic. Dont forget stim and attack upgrades. At the end of each night take the marines out of all bunkers(you obviously should have to make the entrance around the pf smaller) and take out as many shit as you can. At the end of night 4 you are all-in: pull all workers, buy any upgrades that give you units(especially reapers) and rush the shit out of the zergbases. If night 5 begins you lose after all. As for teamplay, I advise you and your freind each taking a side and going both the same direction. Hope this helps. | ||
Lysu
Austria21 Posts
Defend first wave build bunker in range to your cc 1-3 build some more marines get medics after 1st night and go out with marines. And kill as much as possible. defend 2nd rax more marines and upgrad (attack) also get stim and the improvement upgrade for the medics ... build more marines and medics. Kill Spotter kaboomer and so on ... for the next night you need pf's. the also the will come through the middle take care. Just mass marines during the day stim run stim run medics will heal it all just do stutter steps for not loosing time after 2nd day you shoul already have tanks. you dont have to build additional ones... you will finish few minutes before the 5th night will start good luck | ||
Budzlight
United States578 Posts
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Deltablazy
Canada580 Posts
Delta.239 MSG me | ||
GrazerRinge
999 Posts
get 4 bunkers each front and stay one rax with reactor. keep making units and get building armor upgrade. important is getting units in bunker and dont let it die until u unlock medics which u should be able to unlock before the end of first night. bring 4 scvs and keep repairing till daylight. at day, you both divide and destory buildings. clear area by area. also add 2nd rax and start stim. keep making units. at 2nd night, your mineral line will be attacked. Build a bunker with full marine and a turret and you will be fine. when u face chokers stay behind bunker line unless you can snipe it quickly upon the ramp. rest of time u just keep massing marines and medic (maruaders isnt useful imo). at 2nd night east side wall will be attacked by mobs. Makes bunkers and fill marines. when you have enough mass, get bunker upgrade. with additional biomass, you can get whatever you want at this point. I prefer tanks. if you didnt lost a lot units and have nice eco und unit production running, now it is just about destorying rest of infested buildings. keep repairing bunkers at night and at day you destroys with your upgraded marines and medics. (at the end of 3rd night your sup should be at least around 120) in sum important points are: 1. get bunkers, 4 each choke: it prevents your units to die in early stage of game and also makes you invulerable vs these mutant infestor which neural and pull your units to enemy crowd. 2. key upgrades: my personal reference is: building armor -> stim -> ground attack and shield 3. fluid production: you dont need many rax and fac at the beginning. get just reactor, keep making units and scvs until you get solid defence and eco. You can add barracks when you are done with building armor. (again, my personal reference). important is keep use full potential of your production facilities. 4.usage of biomass: when you play with mass bio, you have to get medic asap (before end of 1st night). Then get biosteel bunker upgrade which makes you pretty unvulerable with building armor upgrade. rest is your choice. 5. teamwork: divide armies and clear area by area. make sure that you didnt left any infested building behind. also pull your units back around 20 sec before the night or your units will be die pretty quickly outside of base. | ||
eggs
1011 Posts
On April 10 2011 03:09 Shi wrote: Intro: Salvage bunker. Build scv constantly. Barracks builds marines while factory gets reactor. Take initial marines and vulture and destroy the 4 undefended huts and cocoons. You will need to in order to have 40 biomass by end of first night. They are right outside left entrance, and north of right entrance. Minerals only until 3 bunkers are down. I played bottom position and always built 2 bunkers on bottom ledge to take care of hunterlings. Factory goes at choke with space left below is. Bunker to the left of factory. Put 3 SCV on gas at about night time. +1 infantry weapons first, since it takes 140 seconds. You need a second barracks when you can afford it, along with tech lab and stim. Get one marauder and medic tech by end of night. Add 3rd rax with reactor before end of night. You don't need second gas yet. Pump SCV's till about ~22 on minerals, 3 on gas. Yes, this is oversaturation for 6 patches, but you'll get your second gas and need repair scvs. 1st day: Move out at day with ~15-20 marines, 2 hero medics, and marauder. Salvage bunkers. Destroy 12 o clock and 2 o clock (2 players, 1 each). Tank bunker with marauder while killing with stimmed marines. Kill buildings efficiently (stutter step with stim and focus buildings while stim is on). If done almost perfectly, you and your partner should be able to kill the 1 o clock hatchery/spire/hydra den as well. Don't get caught in the night beside a building. It will spawn aberrations. Ideally you want to practice until you can get this done by 2nd night, though it isn't absolutely necessary, as we finished with a lot of time buffer for the achievement. this opener is really strong. my variation is i sent a vulture to out-range and solo a bunker while my marines killed the easy stuff. spawning in P1 spot on the right, i had 2 bunkers on the bottom ledge and rallied all my barracks to the north ledge. nearly finished in 3 nights, but played it safe and retreated back to refill bunkers with a bunch of daylight remaining. i also went siege tanks instead of goliaths. i had a few missile turrets and just ran stimmed marines with medics to deal with spotters. | ||
hadeskrieger
Germany7 Posts
1st day: Move out at day with ~15-20 marines, 2 hero medics mhm how can i send medics at the first day ? i start with 30 biomass :< | ||
sunnybear
Australia25 Posts
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Gahlo
United States35114 Posts
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asdfjh
Canada230 Posts
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Naphal
Germany2099 Posts
oh and on a sidenote: your initial vulture outranges the infested bunkers, so you may want to save your marines until medic arrive, since at the beginning the few units you have are quite precious! | ||
hadeskrieger
Germany7 Posts
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Blitzkrieg0
United States13132 Posts
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Malhavoc
Italy308 Posts
At the beginning it's very important to go mass marines, so that you have enough for defending against spotter on night 2 (don't overdo on bunkers the second night: just had 1 + PF, cause spotters disable bunkers too). However, while my teammate got medics, I got goliaths: they rock against spotters and let you go more mech-oriented, letting you get good use of all that gas. Goliaths have huge antiair range and do additional damage against the armored spotters, who were my main problem every game. A friend of mine even went full mech, using the regenerative steel upgrade to heal his units, going mass goliath + tanks, and a few marines just as mineral sink, and succeded pretty well. | ||
Pilmou
Belgium3 Posts
![]() It might be interesting I think for lower level players. My mate and I aren't as good as Kambing/Xolo's already uploaded replay. Globally same tactic. | ||
Elodius
Germany40 Posts
Edit: Got it now, thanks to PetePawn again. | ||
Blower
Romania8 Posts
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Chalaza
Canada46 Posts
![]() (i am talking about the custom, NOT the campaign. many people seem to be confused about which one we are talking about) | ||
lxanderl
United States629 Posts
I didn't try this personally, but he said that he walled off his side with barracks and, because the barracks aren't considered attacking units, the zombie ai ran into them without attacking, trying to reach the infantry on the other side. | ||
marine63
43 Posts
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Rupyness
52 Posts
I need help doing this. | ||
Steel
Japan2283 Posts
If anyone wants to do this with me PM me (master zerg) Steel.706 | ||
Blower
Romania8 Posts
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Dailyleaf
Netherlands10 Posts
I still need the achievement for brutal completion before the 5th night. Dailyleaf.523 | ||
Blower
Romania8 Posts
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JoshRulz
Australia16 Posts
The spider mines help out with defence too early on, and ur better off spending 75 minerals for a new vulture (3 mines) then paying 45 mins for 3 mines and no vulture. The vultures (dont know about hellions.. maybe..) outrange the infested bunkers so u can attack them without losses before the first night, just keep ur marines away from them. If anyone wants help add me, i still need to do the 15 night achieve. Joshrulz 356 (SEA SERVER) | ||
Fiend13
Germany140 Posts
there are many ways to do this but this is the easiest (regarding effort and required skill) + Show Spoiler + -> 2 bunkers at every entrance; one bunker on both downside highgrounds + 1 - 2 turrets there -> 1 bunker + 2 turrets at mineral lines -> 3 rax (2 reactor 1 techlab [stim!]) -> mass marine + few medics + call down goliaths as spotter defense (optional: reinforced bunkers/tanks) -> use your mobil force to kill chokers -> get bunkers on top and bottom up in time (2nd night mineral line harass; 3rd night top breaks down; 4th night bottom breaks down) -> constantely produce marines/medics -> clear the map with stim -> bio attack upgrades don't hurt either "night2die" Mode + Show Spoiler + -> use your barracks and your factory to wall off the front asap(ai will focus bunker exception are all special types but that can be dealt with) -> 2 bunkers on the lowground in the beginning with sufficient repair -> then bunkers on the highground + turrets -> 2 bunkers at your mineral line -> reinforced bunker upgrade recommended (also the building armour and the turret range) -> 3 rax (2 reactor 1 techlab [stim!]) -> bio attack upgrades don't hurt either -> tanks as early as possible same with goliaths -> produce marines/medics non stop -> the skank must be dealt with with micro (if there is any - i don't remember; stim kiting works fairly well) IMPORTANT: the nydus worms (plural!) will spawn at random locations but can all be hit with tanks positioned in the mid of the base -> FOCUS THE NYDUS AND THE NYDUS ONLY (if you don't bring it down within 10 seconds you are breached and there will be no Gandalf to save the day) the 14th wave will most likely breach your defenses no matter what you do but do not despond despite your entire people dying a horrible horrible death you will get your achievement. | ||
Blower
Romania8 Posts
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Freezard
Sweden1010 Posts
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FatManIsFat
Australia9 Posts
Remember to attack all night, EVERY night, and defend all day whilst constantly producing marines/medics/barracks and researching any upgrades relevant to marines and medics. If you have well practiced macro skills this is quite an easy achievement, if not it's great practice to bring them up to a higher level. Good luck =) | ||
Freezard
Sweden1010 Posts
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xHassassin
United States270 Posts
> ![]() Anyone up to do it with me add me on the NA ladder. xHassassin 402 | ||
reapsen
Germany559 Posts
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mage36
415 Posts
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PhiliBiRD
United States2643 Posts
in order to do it using primarily MM, you will need good stutter step micro and efficiency of every second given to you, i often salvage bunkers as day hits for a small eco boost during the day and rebuild them 45 seconds before night hits again. i dont advise getting tanks really as they are only good for defense, same for PF's. also, when day 4 comes, send every single frikkin unit you got. | ||
xaeiu
432 Posts
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Necosarius
Sweden4042 Posts
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Ghatak
Belgium13 Posts
Ghatak 614 EU server | ||
Tonttu
Finland606 Posts
![]() Just go to base when it is night time and defend with your marines that you use for attacking. Then take all and go kill one base at time | ||
LoneWolf.Alpha
United States115 Posts
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LoneWolf.Alpha
United States115 Posts
On May 25 2011 04:13 Tonttu wrote: What we did with my friend. Few bunkers, mass marine and medic. Split so other clears top and other bottom. Mass marine marine marine marine marine medic was the key for us ![]() Just go to base when it is night time and defend with your marines that you use for attacking. Then take all and go kill one base at time wtheck, you had tanks in that level? i thought tanks weren't allowed yet at that time... tanks are totally imbalanced in the single player, even if you are playing brutal | ||
Shaithis
United States383 Posts
On May 25 2011 05:03 LoneWolf.Alpha wrote: wtheck, you had tanks in that level? i thought tanks weren't allowed yet at that time... tanks are totally imbalanced in the single player, even if you are playing brutal Sup, wrong thread? | ||
Stratos_speAr
United States6959 Posts
On April 08 2011 11:09 marine63 wrote: I simply wanted to know how would one go about getting the achievement for beating left 2 die on brutal before the 5th night... I usually go defensively with marines and medics protecting myself with bunkers, turrets, siege tanks and planetary fortress. My friend and I were only able to get only half of the map by the 5th night. My assumption is to rush for reapers or get a strong MMM with high ups and stim to win. Also I found out the vulture bikes can out range the infested bunkers. Any help regarding this will also be of great use. Also if anyone would like to play with me to try to get it done my infomation is: DHo CCode: 209 I'll also be in the achievement chat channel begging someone to help me QQ *also my bad on the double threading ![]() I Make a lot of M&M right away, and attack every day (including the day that the mission starts on). You should be able to mass enough M&M (if you are macroing properly) to beat the mission pretty easily. I hold off at night with several upgraded Bunkers (3 at your entrance and 1 on each high ground, surrounded by Turrets). You can also just wall off with a small hole in it by using Barracks/Factory and just make mass units, works just as well. | ||
Psychologic
33 Posts
A relatively fast and safe build is to get goliaths with auto-heal since they can outrange bunkers and can defend the base well at night. Get Reapers after that to take down buildings extra fast. If you want a really fast (but fragile) build, just go with Reapers and Medics. They die easily if you screw up your micro, but they kill stuff fast enough to clear the map before the 4th night. | ||
Steel
Japan2283 Posts
quite a few youtube videos cover this, and another thread covers this. come on. | ||
Shaithis
United States383 Posts
On May 25 2011 12:59 Steel wrote: http://lmgtfy.com/?q=left 2 die brutal 5th night quite a few youtube videos cover this, and another thread covers this. come on. Love it! For the purpose of avoiding a band for a 2-word post, let me also include a helpful link: http://www.teamliquid.net/forum/viewmessage.php?topic_id=211570 | ||
OminouS
Sweden1343 Posts
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PenumbralRadiance
United States8 Posts
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double1185
Vietnam211 Posts
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Arceus
Vietnam8332 Posts
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GrassEater
Sweden417 Posts
move your bunker line back a bit.so you get better angle. Get a lot of bio with medics split it during days to kill faster | ||
Xavv
Canada168 Posts
Maybe something about it has been nerfed since then I duno, Not that I'm aware of. | ||
ScottishMoo
Australia23 Posts
Brutal Difficulty (incl Stank) Night2Die (15 nights) It's just one video on each and focuses on the best strategies for you to take and key timings. I made it because all the other ones I could see out there were just replays following a player camera. I also wrote a guide to accompany them, you can find this here. Please let me know what you think, as I had a lot of fun doing them and want to see what I can do to improve for future ones. | ||
Smajdalf21
Czech Republic26 Posts
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