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On April 07 2014 10:39 Blazethesage wrote:By 7 minutes in, game-time, my primary base is assaulted by a *MASSIVE* amount of ground troops via overlord drop; large numbers of zerglings and hydralisks, and several Ultralisks. An attack this large is unprecedented that early, and I see no possible way to defend against something that intense that quickly. Maybe with professional-level macro dedicated specifically to building up a defense against that attack, but it would be a close shave.
Worth noting is that I'm even playing on Easy. I shudder to imagine what might happen on higher difficulties. Even if you survive the attacks, you can't really progress in the mission because you're spending your entire time turtling. Also, a Nydus Canal gets built in your base during the second attack wave, unloading more units. I agree something seems broken about this.
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On April 10 2014 18:05 frajen86 wrote: Even if you survive the attacks, you can't really progress in the mission because you're spending your entire time turtling. Also, a Nydus Canal gets built in your base during the second attack wave, unloading more units. I agree something seems broken about this. It is broken. A silly error that makes the AI goes berzerk and somehow slipped through the testing. Ignore that level until we publish the fix, probably next week.
On April 10 2014 04:12 xxxtellerxxx wrote: Great work guys, but please, can someone explain me strategy on normal difficulty in invasion of aiur mission? AI attacks just too intense, I think it bit too much for a normal difficulty, ok I can build defence for my base and I even can destroy one or two nexuses, but AI attacks as if nothing happened, and I run out of resources, and if I try to build another base for resources i get it instantly wiped out by protoss , come on Blazethesage gave a very good answer. The Invasion of Aiur was my favorite of the levels I didn't make. Between reaver and templar, you need to it the Zerg way: ride the storm (pun intended) and charge with reinforcements when you have destroyed the AoE. It is very satisfying once you found the right tactics.
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Not gonna lie, one of the main reasons I go for a ground attack is because I get impatient waiting for the gas to get enough Mutalisks to really make a dent; I prefer to save them for when air attacks are neccesary... or when they have no air defenses, like the red zerg base in the third UED mission; aside from two or three Hydralisks and two Spore Colonies, they have *NO* air defenses. Wraiths are absolutely the answer there.
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Russian Federation3 Posts
Hi Ghost range 7 Firebat no attack on high ground
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Russian Federation4295 Posts
SC1 - Zerg mission 5 Pink dragoons
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Firstly let met say that I'm enormously impressed with your work and this fantastic remake. Two minor issues that don't seem to have been posted yet: 1. As Protoss, I don't seem to be able to storm up cliffs. I'm sure this was possible in SC1? 2. In 'The Battle of Braxis' in 'The Stand' campaign, merging HTs into archons allows them to remain after destroying the second last generator on hard difficulty.
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I don't think the Corsair splash damage is working properly (or at all)
Great job again, just finished a playthrough. Looking forward to more updates..
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I don't know if this has been suggested, but I think that the unit portrait of Raszagal should be changed for the portrait of an Oracle. The current portrait is Executor Selendis from WOL, but I think an Oracle fits best since it's a female Dark Templar and also because Oracles don't appear (so far) in the campaign. Watching Raszagal and later on Selendis with the same portrait kind of throws me off a bit.
Anyway, I've been enjoying the mod a lot!
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Really enjoying this campaign, you guys did awesome work. A few things of note, some are nitpicks, others not. Not sure which of these are already known and which are deliberate.
- In a few missions it seems the resources are misaligned to as not allow base construction in an area where there was room in the original game. For example, though an inconsequential one, in the first Terran mission, the hill with the minerals on it has room for a command center in the original game, not here. There are a few other instances where I remember thinking I used to build my new base here and now I can't.
- As an offshoot of that problem, there are a smaller handful of missions where you can move and build in areas you couldn't in the original game. The biggest example is Terran 1-3, in the original game you couldn't build Turrets on the building over the minerals, here you can and it really shatters the threat of muta harass you face from there.
- Sunken Colonies look rather indescript, which threw me a few times because they don't look like Sunken Colonies. Additionally, they seem to be upgradable. Though clicking on them shows 0/0 stats, their damage increases, and I got them up to 44/33/22 at one point. Not sure which upgrade it is that does this but it happened in numerous missions.
- In Episode VI where you invade Korhal, you don't receive any infested command centers you had in the previous mission. I got two and when I went to the next mission they were gone.
- When you have multiple Templar selected and order them to Archon merge, you cannot give the command to more than one pair, you have to reselect the individual Templar and do it pair by pair. At least, that's how the Dark Templar/Archons went. Tabbing between unit types in the group did not solve this.
- Reaver scarabs seem to have some problems with their targeting. I remember they did in the original game too, but this is really silly stuff like the scarab getting caught on a building or on a cliff when the Reaver is shooting up a ramp.
- In Protoss 3-7, I recall in the original game you had to destroy the Nexus in the far lower-right corner to win. I did it when I destroyed the Nexus of the auxiliary force to the east of the starting base.
- Protoss 4-4, the Terrans don't start off with a ComSat station that early. Seems a nitpick but I recall using cloaked Kerrigan to harass the base near the starting position in the original game, and it took me by surprise to see the comsat sweep and the two bunkers firing on her when I tried it here. Of course given the difficulty of the missions is all-around tweaked this may be deliberate, just saying.
- In Protoss 4-6, in the original game you were allowed Carriers, in this remake you are not.
- Protoss 4-7 and 4-8, Mind Controlling units does not give you their unique upgrades, such as Zealot speed, Dragoon range, etc.
- In general, F2 only selects units of one species type, such as only Protoss in 3-10 and 4-6. It's also a pain in the ass to have heroes included, when I want to command all my units to attack with but don't want to put my heroes at risk.
- Battlecruisers seem to have a lag when you order them to use Yamato Cannon, at times it took up to five seconds for them to even start charging it up. This mostly seems to happen when I have them grouped together and order the group to Yamato Cannon one at a time. Science Vessels seem to have a similar problem with EMP, and it got my sci vessels killed a few times when they pause and wait before firing the missile. I actually had to start leading the Protoss, aiming for where the Dragoons and Scouts would move to when they made to attack the vessel, because by the time the EMP fired that was where they'd be.
- Corsairs don't seem to deal splash damage.
- Stukov looks like he hasn't seen the sun in years, he's surprisingly pale. Add some color to his cheeks please, he looks weird.
Some general comments now.
- The higher difficulties are VERY brutal, often to the point I collapsed into a sobbing wreck. Not a complaint however, as it never seemed unfairly difficult, it was usually due to me getting lax in my defenses and not keeping out scouts to watch for attacks. I learned my lesson and I could overcome the challenge eventually with a lot of save scumming and trial and error. The exception is...
- Zerg 6-3 is INSANE. I was constantly getting attacked by three forces, sometimes two attacks at once, and then the other two join in late in the mission. I was constantly rebuilding my forces and moving them around, and any time I tried to move out to attack I had to reload because I got attacked while my forces were away. I eventually restarted the mission after an hour of game-time, several hours real time, and was more aggressive early on to take out the brown and red bases. From there the remaining three forces nicely divided their attention between the seized brown and red bases and my original base, letting me divide up my forces to deal with them appropriately (white uses air so Hydras go over there, blue uses firebats and ghosts so Ultralisks over here). After an hour and a half game-time, I finally won. Still, very frustrating and surprisingly difficult mission.
- I love the cinematics you guys have done, not just recreating the original end cinematics but also the new ones you've done, they're very impressive. My one complaint with them is Terran 5-5, where Mengsk escapes. I found it kinda silly that once you destroy the Command Center on the ground, Mengsk suddenly escapes to low orbit in the Norad III. What I would suggest, if you guys are still working on this, is show a dropship escape the CC and fly to the Norad III, implying Mengsk is rendezvousing with Duke, or have the Norad III fly in to the ruins of the CC to pick Mengsk up. Also, given the updated SC2 capabilities, I don't think anyone would cry "betrayal" if you ditched the CC for that mission and give Mengsk a palace or fortress of some sort. I actually think it would be cool if you compromise and give him a Planetary Fortress with a scaled-up model and a bit more HP.
- In general I think it'd be cool if you guys tried to fit in more cinematics. Not recreating the original game's effects, exactly, but say, little things like when you see Kerrigan enter the command center to kill the Confederates on Antiga, showing Kerrigan and her allies breaking an orbital blockade in Zerg 6-4, or having you start outside the installation in Terran 1-4 and then you head inside. Little touches like that add a lot, and it'd be nice to have more of it. For example, maybe in Protoss 3-7, you see Zeratul and the Dark Templar slip away as the Conclave arrests Tassadar, or in Zerg 2-6 where Kerrigan duels Tassadar, since the confrontation is nothing anyway, make the duel a cinematic. Or in Terran 1-2, we could actually see the Confederates arrive and arrest Raynor. Just throwing ideas out.
- Terran 5-6's intro was INGENIOUS. I laughed my ass off, then started the mission over to watch it again. The Valkyrie's introduction is my favorite part of this remake.
- Any plans to add in Enslavers, Dark Vengeance, or the other two Stukov missions?
Overall, you guys have done an amazing job, worthy of Blizzard themselves. Congratulations.
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I'll confirm the Sunken Colony's attack getting boosted by attack upgrades; I figured out which one at one point, but I can't remember. I think it might be melee attacks its benefiting from.
Regarding Episode 6 and the Command Center issue, I actually did not have that issue. When I last went through it, I only managed to infest two command centers, but I did indeed receive those two in map 4. The starting Infested Terran by one actually took out the first attack force on his own before I realized it was there XD. Is it possible this might be affected by difficulty? I was playing on easy.
Protoss 3-7: in the original game, you could win by destroying both of Red's Nexus, or by destroying Orange's. I remember this primarily because I only discovered it thanks to watching Husky's playthrough of the actual Brood War campaigns; he never touched Orange, as he was being thorough.
Protoss 4-4: I'm a bit confused as to when they start scanning, actually; I've had them start right away when I try to harass, but other games I've been able to destroy more than one bunker before she was discovered. There seems to be some discrepancy here.
The F2 issue is a side-effect of the second race's forces technically belonging to a different player; you simply have control of their forces. It was probably one of the easiest ways to recreate having separate supply banks for the different races.
I can't comment on the Yamato bit for certain, but I do know sometimes it takes a moment for them to get into position to be in range to use it without being shoved back out of range by other air units. I remember this being an issue in normal Starcraft 2 as well, if not Brood War.
I thought I noticed Corsairs doing splash damage, but I'll probably go double-check at some point. Not right now though, as I'm heading out for a week, soon 
I can't really comment on difficulty issues unless you're playing on easy, so I won't bother here >.>
I'm willing to ignore the bit with the Norad 3 and Mengsk's escape; mainly because, while we have to take out that Command Center since it's shown as his main central point of power and such, we're never actually told he's actually in there. Blowing that up could easily simply represent that we've penetrated their defenses and broken their power base enough to crack their central seat of power, and whatnot, while Mengsk is commanding from afar, leaving before we get there, or even already aboard the Norad.
I will absolutely mirror the Terran 5-6 bit. Join the club, my friend. Join the club. *hums the music*
I don't know about Enslavers/Dark Vengeance, but the other two Stukov missions make me iffy. The first one, the installation mission as the pirates, MAYBE. It's only very vaguely a hint at the Stukov bit, despite being considered one of the Stukov missions, and I think you even only see him if you take a "wrong" turn. The second one however, no way. It's simply a "Mercenaries" map where you can choose a hero/beefed-up-unit combo, and take out random computer bases. Aside from being hired by Stukov, the only other connection is the name of the Battlecruiser that serves as the third base's commander, and they only show up in the original if there are three players. If you ask me, the only part of those three missions that really has any relevance was Resurrection; the other two did nothing but serve as teasers for him still being alive, and frankly, Resurrection stands really well on its own. In fact, it DID stand on its own in its only official release. The N64 game didn't have either of the other two missions, just Resurrection. I personally don't see any reason to include the others, but then again, it's not my project, so who knows.
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As a follow up, I officially give up with Omega on Hard. I restarted once already, but I could not do it. Early aggression is not possible because you have to defend on three fronts from varied unit compositions, I tried to move out at 10 minutes to hit Artanis. 10 became 15, then 20. I had to keep stalling because my army was too weak, early on, like 2-3 minutes in, all three of them hit you one after the other, so I get one batch of new Drones at the start of the level, then have to start pumping lings and hydras because the handful you start with is not enough.
I finally took out his peripheral base along the eastern edge, but attempts to move into his main proved impossible. I couldn't see his units thanks to Arbiters, which included DTS, Reavers, Archons, and HTs, which shredded my forces. Any Overlords or Queens I sent were Mind Controlled by DAs or killed by Corsairs. I can't even try to whittle him down because probes rebuild anything I take out literally the minute I retreat. And continuous pressure wasn't an option because my main was still getting hit by all three forces, forcing me to retreat my army to defend. I faked out HT storms with small teams of lings, focused down Reavers and Carriers. Nothing worked. I had to give up, hoping to do it on normal now.
Is there supposed to be an intended order we take them out in? Because I always took out Artanis first in the original game and it was never this difficult.
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In 6-3, Fenix says the same thing about not underestimating the effects of Terran greed for each additional CC you infest. Also, I seem to remember an (undocumented) victory condition for infesting all CCs. This doesn't seem to be present here.
With regard to Omega, I haven't tried it since the new release, but if it's the same as in the older version, Protoss was definitely the hardest to take out. I started with DuGalle, and didn't have much trouble with it. The mission gets *much* easier once you've eliminated one opponent, as you have access to more resources and fewer attacks to deal with.
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Okay. I'll try DuGalle first. Thanks.
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I always started with Mengsk on Omega, then Artanis, and then DuGalle.
So far, I'm in love with the new features! The cancelled missions are fun, Resurrection IV was great (since I botched a bunch of stuff and lost half my army, then crawled my way across, one unit at a time), and I love the hard difficulty. I haven't had this much trouble with the 3rd Terran mission since I was 6.
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Thanks for the tip, aye, DuGalle went down easily. I then took down Mengsk, and finally was able to overwhelm artie with over a dozen hatcheries pumping out mutas and hydras.
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Is anyone else unable to launch Resurrection IV? The other maps have all worked fine, but not this one.
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On April 19 2014 12:31 DrakeyC wrote: Is anyone else unable to launch Resurrection IV? The other maps have all worked fine, but not this one. Mine worked fine.
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Not sure if this has been mentioned yet, but attacks seem to deal reduced damage to protoss shields based on armor type. In SC1, shields took full damage from all attacks.
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Idk if gradius is here, but the infesteds in Resurrection IV are only supped to do 50 instead of 500.
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On April 17 2014 02:57 DrakeyC wrote: - In a few missions it seems the resources are misaligned to as not allow base construction in an area where there was room in the original game. For example, though an inconsequential one, in the first Terran mission, the hill with the minerals on it has room for a command center in the original game, not here. There are a few other instances where I remember thinking I used to build my new base here and now I can't.
TBH in the original nearly every missions required you to move you CC closer to the mineral patches, in the remake I think only "Norad II" has it, although I haven't noted it thoroughly. I personally think having to move you CC at the start of every mission being an annoyance and maybe a trap for new players rather than a good map design.
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