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How to play Starcraft Master mod - Page 21

Forum Index > SC2 General
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Coal
Profile Joined July 2011
Sweden1535 Posts
Last Edited: 2012-03-04 15:25:37
March 04 2012 15:20 GMT
#401
Nvm ^_ ^
In order to succeed, your desire for success should be greater than your fear of failure.
YouthSC
Profile Blog Joined October 2010
United Kingdom355 Posts
March 04 2012 16:18 GMT
#402
This is so wrong... Just make all the marines follow the HT and with 2 storms that hit all of the marines you win.
The more I practice, the luckier I get!
WeedRa
Profile Joined February 2011
Germany815 Posts
March 04 2012 21:34 GMT
#403
finally did challenge #9 in 43,3 seconds :D
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2012-03-05 19:19:34
March 05 2012 18:59 GMT
#404
so am i the only one who struggled harder on level 12 (infested terrans to kill marines/tanks) than levels 28 (ghost snipe on banelings), 29 (3 marines kiting 2 zealots), and 30 (tank/medivac vs stalkers) combined? (but not harder than 27, banshees kiting marines)
ModeratorBlame yourself or God
s.a.y
Profile Blog Joined October 2007
Croatia3840 Posts
March 05 2012 19:01 GMT
#405
On March 06 2012 03:59 Zelniq wrote:
so am i the only one who struggled harder on level 12 (infested terrans to kill marines/tanks) than levels 28 (ghost snipe on banelings), 29 (banshee kiting marines), and 30 (tank/medivac vs stalkers) combined?


oh, guess i'm not the only one /joy
I am not good with quotes
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2012-03-05 19:05:06
March 05 2012 19:04 GMT
#406
From my guide stats on youtube, it seems like hardest rounds for players (or at least, people wanting help on specific rounds) are:

30 (tank drop)
28 (ghost snipe)
27 (banshee kite)
29 (2 zealots, 3 marines)
21 (zealot + baneling)
12 (infestor, tank, marine)

Minus 29, this was my list too. I'm most surprised about 29, really, but I suppose if you don't get the agro setup correct, it gets pretty dicey.
Chewbacca.
Profile Joined January 2011
United States3634 Posts
Last Edited: 2012-03-05 19:20:47
March 05 2012 19:06 GMT
#407
On March 06 2012 03:59 Zelniq wrote:
so am i the only one who struggled harder on level 12 (infested terrans to kill marines/tanks) than levels 28 (ghost snipe on banelings), 29 (banshee kiting marines), and 30 (tank/medivac vs stalkers) combined?


Yeah that IT one was so annoying, I can't even remember if I ever beat it. The ghost/tank one was pretty easy I thought...banshee one required a few resets for me though.

I have no idea why people struggle on 30. All you have to do is pick the tank up properly like 4 times and then it can just solo the stalkers without any micro at all...
Zorkmid
Profile Joined November 2008
4410 Posts
March 05 2012 19:14 GMT
#408
For some reason I'm struggling with the infestor vs. zealot one (16?). And I'm a Zerg player!
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
March 05 2012 19:16 GMT
#409
On March 06 2012 04:14 Zorkmid wrote:
For some reason I'm struggling with the infestor vs. zealot one (16?). And I'm a Zerg player!

Each infestor also has enough energy for 2 ITs. have each infestor lauch 2 ITs, and each will have nough energy for 4 fungals also, so you can finish off the weakened zealots with ITs
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2012-03-05 19:19:57
March 05 2012 19:18 GMT
#410
Edit: mistook the round zorkmid was stuck on. Please delete! ^_^
Zorkmid
Profile Joined November 2008
4410 Posts
March 05 2012 19:20 GMT
#411
On March 06 2012 04:16 Blazinghand wrote:
Show nested quote +
On March 06 2012 04:14 Zorkmid wrote:
For some reason I'm struggling with the infestor vs. zealot one (16?). And I'm a Zerg player!

Each infestor also has enough energy for 2 ITs. have each infestor lauch 2 ITs, and each will have nough energy for 4 fungals also, so you can finish off the weakened zealots with ITs


I know, I just can't seem to keep the fungal timer in my head while I launch ITs. I'll fungal the group, and then launch ITs, but then I miss the zealots with the 2nd fungal. Must have tried 10 times!
Danzo
Profile Joined March 2011
2820 Posts
March 05 2012 19:20 GMT
#412
Level 28 was hard for me. I thought it was going to be near impossible to beat that.
Getting too old for this..
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
March 05 2012 19:22 GMT
#413
On March 06 2012 04:20 Zorkmid wrote:
Show nested quote +
On March 06 2012 04:16 Blazinghand wrote:
On March 06 2012 04:14 Zorkmid wrote:
For some reason I'm struggling with the infestor vs. zealot one (16?). And I'm a Zerg player!

Each infestor also has enough energy for 2 ITs. have each infestor lauch 2 ITs, and each will have nough energy for 4 fungals also, so you can finish off the weakened zealots with ITs


I know, I just can't seem to keep the fungal timer in my head while I launch ITs. I'll fungal the group, and then launch ITs, but then I miss the zealots with the 2nd fungal. Must have tried 10 times!


;_; well the timer is 4 seconds for what it's wroth
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 05 2012 19:22 GMT
#414
oh wow i just realized why 12 was so hard..was doing it way harder than necessary (when there's only 2 marines left in each marine group, should have used next infested terrans next to tanks)

sadly enough i thought of the correct method before too but i dismissed it for some reason
ModeratorBlame yourself or God
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 05 2012 19:31 GMT
#415
(lvl 27) has anyone ever figured out how to always make it so your banshee never moves towards the marines when attacking? (in other words, to make it always keep sliding away from the marines as it fires)
ModeratorBlame yourself or God
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
March 05 2012 19:35 GMT
#416
On March 06 2012 04:31 Zelniq wrote:
(lvl 27) has anyone ever figured out how to always make it so your banshee never moves towards the marines when attacking? (in other words, to make it always keep sliding away from the marines as it fires)


I don't think there's any trick, if you notice your banshee moving towards them you should just spam your mouse forward and skip to attack that round. I think the key is to get the rythm down, once you do that you can kill all of them without getting hit. Also I found it easier to hit them around those boulders and rocks etc, since even if they hit you it won't be as many if you make mistakes.
Flying, sOs, free, Light, Soulkey & ZerO
Forikorder
Profile Joined August 2011
Canada8840 Posts
March 05 2012 19:35 GMT
#417
im having trouble on 29 sometimes the zealot on the left will randomly aggro the one in the middle, im making sure the marines hit the zealot before kiting and generally dont move the leftmost marine until the zealot is right in his face yet hell still switch to a different target
TheV
Profile Joined August 2010
Brazil107 Posts
March 05 2012 19:38 GMT
#418
On March 06 2012 04:04 Kambing wrote:
From my guide stats on youtube, it seems like hardest rounds for players (or at least, people wanting help on specific rounds) are:

30 (tank drop)
28 (ghost snipe)
27 (banshee kite)
29 (2 zealots, 3 marines)
21 (zealot + baneling)
12 (infestor, tank, marine)

Minus 29, this was my list too. I'm most surprised about 29, really, but I suppose if you don't get the agro setup correct, it gets pretty dicey.



The zealot baneling was a one shot for me, Banshee took me over 45mins tho lol, infestor marine siege tank as well. And 20 mins + to get the timing on the siege tank medvac micro
Storm is coming that cannot be avoided.
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
March 05 2012 19:38 GMT
#419
On March 06 2012 04:31 Zelniq wrote:
(lvl 27) has anyone ever figured out how to always make it so your banshee never moves towards the marines when attacking? (in other words, to make it always keep sliding away from the marines as it fires)


Use Hold instead of Stop. If the banshee begins to pivot, as soon as it fires, click to keep it moving. If it the banshee does not stop to pivot, this means it is too far away, start it moving and try again later. The difference is that with stop it might change direction ;_;
When you stare into the iCCup, the iCCup stares back.
TL+ Member
TheV
Profile Joined August 2010
Brazil107 Posts
March 05 2012 19:40 GMT
#420
On March 06 2012 04:35 Forikorder wrote:
im having trouble on 29 sometimes the zealot on the left will randomly aggro the one in the middle, im making sure the marines hit the zealot before kiting and generally dont move the leftmost marine until the zealot is right in his face yet hell still switch to a different target


What I did was:

Made the marine 1 run in a very broad circle around the platform while microing marines 2 and 3 just like on the first challenge, from then on it is very easy.
Storm is coming that cannot be avoided.
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