|
On November 12 2015 03:39 Plexa wrote:Show nested quote +On November 11 2015 23:45 fezvez wrote: Dark Archon are OP as fuck. I mean, I had 200/200. And probably an additional 150/150 in mind controlled carrier/tempest/colossus toward the end. I thought about that as a strategy (similar to WoL where you mind control mutalisks/air units to victory) but I couldn't get DA's to work in Brutal. Problem being they cost so much gas that its difficult to hold out against the early waves while you're building up your DA flock.
If you take the "Extractor passively get gas" then you easily build a shit ton of gas in the early game (when you spend all your minerals chrono boosting probes anyways)
DA suck a bit because they can't mind control ultralisks, so you have to place them where Protoss attacks hit. Basically, I have steamrolled every map where I would use them. This map included
|
I play on brutal and up to this mission it was a good difficulty. had to reload here and there but until this everything was fine. But this mission seems totally undoable for me:
First try: In the Solar Thingy i had Reinforcement Pylon, Temporal Field, Warp Stargates/Warp Robo, Mass Recall, Guardian Shell and Time Stop. Since that was the configuration that worked best in the missions before. Nexus first of course, then i tried walling off asap and tried massing carrier. I got overrun when the first double pronged attack comes (around 30% charged).
Second try: Swapped the solar thingy to: Chrono Surge, Temporal Field, Auto-Geysiers, Mass Recall, Guardian Shell and Solar Bombardement. Nexus first again then all the minerals into DTs (used the Blood Hunters) and Corsair. This Unit Mix is really great, it beats everything but is way to slow. Managed to get to 65% charge, when there was just to much shit on the screen to kill.
I do not like this kind of mission.. i think its stupid and i just want to get it over with. I think i'll wait for a youtube howTo.
|
On November 11 2015 22:35 Plexa wrote:+1 to Corsairs being OP. This is a real pain in the ass on Brutal before realising that. + Show Spoiler [Tips] +So I had a lot of difficult with this until I sat down and work out what units/abilities would be most useful. Here are some of the more useful things: - Chrono surge is super good. Use it to spam out upgrades before it gets disabled.
- Orbital Assimilator is useful to get more gas (and boy, you'll need it).
- Guardian Shell really really useful for my strategy since it relies on maintaining arbiters and this keeps them alive
- Solar Bombardment is great for cleaning up Golden Armada forces
- Arbiters are fucking amazing. Get one at every entrance asap while you build up an army. Add more when your economy is online. Stasis field is an amazing stall; use it against Armada attacks, detection units (nerazim especially) and pretty much any time you can. Great for stalling out the end.
- Corsairs are also fucking amazing. Get +3 air weaps and they wreck shit. Disruption web is so amazing at keeping stuff alive and is super underrated.
- Energizers are really useful.
- Colossus. AoE OP.
- Tempests. Great once you're army is established, long range siege is really useful against Guardians etc.
- Defenses aren't as essential as you might think. Fortifying the purifier side is worth it since they can almost take care of themselves. The other sides need bare-bones defenses if you keep your army near.
For what it's worth, I got all the achievements for this level on Brutal with this strategy.
THANK YOU.
I spent many hours trying to beat brutal with mass void ray and never got past 97%. Then I did it your way and it wasn't too bad. Just had to constantly save in case I screwed up micro and let my arbiters die.
|
On November 12 2015 07:27 rangi wrote:Show nested quote +On November 11 2015 22:35 Plexa wrote:+1 to Corsairs being OP. This is a real pain in the ass on Brutal before realising that. + Show Spoiler [Tips] +So I had a lot of difficult with this until I sat down and work out what units/abilities would be most useful. Here are some of the more useful things: - Chrono surge is super good. Use it to spam out upgrades before it gets disabled.
- Orbital Assimilator is useful to get more gas (and boy, you'll need it).
- Guardian Shell really really useful for my strategy since it relies on maintaining arbiters and this keeps them alive
- Solar Bombardment is great for cleaning up Golden Armada forces
- Arbiters are fucking amazing. Get one at every entrance asap while you build up an army. Add more when your economy is online. Stasis field is an amazing stall; use it against Armada attacks, detection units (nerazim especially) and pretty much any time you can. Great for stalling out the end.
- Corsairs are also fucking amazing. Get +3 air weaps and they wreck shit. Disruption web is so amazing at keeping stuff alive and is super underrated.
- Energizers are really useful.
- Colossus. AoE OP.
- Tempests. Great once you're army is established, long range siege is really useful against Guardians etc.
- Defenses aren't as essential as you might think. Fortifying the purifier side is worth it since they can almost take care of themselves. The other sides need bare-bones defenses if you keep your army near.
For what it's worth, I got all the achievements for this level on Brutal with this strategy. THANK YOU. I spent many hours trying to beat brutal with mass void ray and never got past 97%. Then I did it your way and it wasn't too bad. Just had to constantly save in case I screwed up micro and let my arbiters die.
not exactly sure what do you use to kill shit if ur not massing voids and using arbiters?
|
hmm, arbiters sounds like a good idea. I just massed up carriers n got a few voids in @ the end, then i just split up my forces n roflstomped everything. I had to reload the ending a few times because the damn immortals kept recking the keystone, but i just had to focus fire them all down n win. carriers with the heal + VR's really roll over everything though.
|
On November 12 2015 08:03 Tankz123 wrote: hmm, arbiters sounds like a good idea. I just massed up carriers n got a few voids in @ the end, then i just split up my forces n roflstomped everything. I had to reload the ending a few times because the damn immortals kept recking the keystone, but i just had to focus fire them all down n win. carriers with the heal + VR's really roll over everything though.
how do you survive early? i was only successful with vrs lol, tried healing carriers, but early part was so shit they couldnt kill shit even if i boosted upgrades
|
Damn corsairs+DTs are so freakin easy on brutal! :D I was just a-moving them where the enemies were attacking and building random walls of gateways, shield batteries and cannons in the meantime. Lost only one friendly nexus because I was careless.
|
On November 12 2015 08:37 FanaticCZ wrote: Damn corsairs+DTs are so freakin easy on brutal! :D I was just a-moving them where the enemies were attacking and building random walls of gateways, shield batteries and cannons in the meantime. Lost only one friendly nexus because I was careless.
which upgrades/abilities?
|
99.99% defeat on brutal
)))))))))
Edit: got the final 00.01% by pulling probes to distract the enemy, my army was 90% jumping DTs, Corsairs and cannons with a few filler zealots here and there.
|
5-8 healer carriers+mass maxed out void ray, throw away all your probes and make mass gateway/nexus/cannon on entire map- you should have lots of minerals left
Make Nexus your first thign to build w/o any prob ebuliding, hold out intiial 3-4 waves with your reglar, get 4 stargate asap.
Use the max chrono trait on your nexus asap to get the probe count up.
I retreated every single air into the center of map when the wave struck but the immortal/zealot wave didn't even reach the cetner until it hit 99% because of how much building was blocking their advance.
|
On November 11 2015 22:21 Merchz wrote: Go for Corsairs + Dark Templars and use all of your excess minerals to build canons. Doing it this way was really ridiculously easy. The corsairs disable all of the enemy's attacks while your DTs completly massacre everything. I did it like this:
1. Fast expand 2. Get all the gasses (Have the Spear of Adun abilitty that allows for automatic gas extraction) 3. Use Spear of Adun abilitties to fend off initial waves 4. Start upgrades 5. Build DTs and Corsairs. Use these to move around and defend where necessary 6. Put mass canons + shield batteries at the lower right attack path 7. When your have excess minerals, use it to build canons + shield batteries at top left and bottom left.
Like I said before, this was totally OP. None of the nexuses fell.
On November 12 2015 08:39 whiteLotus wrote:Show nested quote +On November 12 2015 08:37 FanaticCZ wrote: Damn corsairs+DTs are so freakin easy on brutal! :D I was just a-moving them where the enemies were attacking and building random walls of gateways, shield batteries and cannons in the meantime. Lost only one friendly nexus because I was careless. which upgrades/abilities?
DT & Corsairs make this really easy. I would just add the ability that allows your units to fend off death for 5 seconds when they are critical, forgot what it was called. Also..make sure you have 20+ corsairs at all times w/ +3 air weapon upgrade ASAP.
|
Go max crowd control:
Blood Reavers, Corsairs, Arbiters, Tal'darim Immortals, even a mothership if you can get it. The AI doesn't know how to react to disruption web and will usually bottle itself up trying to get around it. Dump minerals into tons of static defense on the left and right sides, and position your army at the middle. Solar Beam (or whatever it's called) if timed right can destroy the first couple golden armada waves.
|
I did this mission on brutal on my second try massing carriers, nailing all the achievements too. Here's a quick rundown of the strat I used:
Relevant upgrades:
Spear of Adun Tier 1 - Chrono boost Tier 2 - Lasers Tier 3 - Automated gas Tier 4 - Mass recall Tier 5 - Mechanical healing Tier 6 - Time stop
Units - Zealots - reviving zealots Stalkers - dragoons Immortals - normal immortals Carriers - healing carriers
1.) Make 2 probes off the bat, send the first one to your natural and take it. Continuously make probes from your first nexus and plant those 4 assimilators down when you have minerals to do so without interrupting probe production.
2.) Your first 75 energy goes into a chronoboost on the natural to pump out a dozen more probes or so. At this point you should be broke.
3.) Start a fleet beacon, then drop 3 more stargates as income allows. Spam carriers out of them when you can. Ramp up to max mineral saturation slowly, could maybe stay with 2 probes per patch.
4.) During this macro period, you should just be a-moving the initial units you started with to the lanes that are being attacked. Don't worry if you lose a few (or all) of them, they're just to tide you over until carriers.
5.) Second 75 energy to chronoboost out two carriers as soon as fleet beacon is done. You'll start roaming with this force. Start air attack upgrade asap.
6.) During the mid-game, use time stop and lasers to help you when the mass attacks are coming. Normal attacks are easily held off by carrier dps and allies tanking.
7.) Try to use a chronoboost on air attack upgrades since you need to work on air armor too. You can make another cybernetics if you'd like, but I recall that by the time I had minerals to spare, I was almost done with air upgrades anyway. Otherwise, spend all your energy on lasers. Shield upgrades are well, they're available to get, but I wouldn't be too concerned about it because most of the damage will be on armor anyway.
8.) Once you get 12 carriers, split them into two groups of 6 and assign newly minted ones to a third group. These should be generally static defenses - you'll want them to be a little ahead of your allies to soak damage if possible (they heal really fast - about the most micro you need to do is pull an injured carrier back to let it heal up in like 15 seconds. They have such a long range that it'll probably be attacking the whole time too.)
9.) During the mid-game, just keep carrier production up, try to distribute new ones fairly into the three groups, and not lose too many carriers during engagements. As your minerals start stockpiling, feel free to mass some cannons around where your allies are holding position. I only bothered to cannon up the right side since the other sides were so full of stuff.
10.) As you get into the late game, if you've stockpiled around 5k+ minerals, just suicide all but two of your probes so you can end up with 11 carriers per side. Your last two probes can just build stuff - defensive cannons, or to be more useful, just ring the keystone with pylons, cannons, and gateways.
Reading this thread during work I thought this was going to be tough, but noob mass carrier strat worked out. I guess if you get overwhelmed at one base you can just pull back and defend the keystone, but I was able to nab both achievements (one is damaging a bunch of ships with your laser, other is keeping all nexuses up), without too much trouble. Good luck!
|
just finished on brutal using the DT/Corsair method. was pretty straightforward. just my extra 2 cents
1. attack upgrades for DT and corsair are both pretty good. I used whirlwind DTs.
2. dunno about production but i used 3 starports. i started emphasizing corsairs more and more after 50%, effectively going corsair/cannon/arbiter.
3. you only need ~2 arbiters per base I feel until 80% so long as you dont lose them. I mixed them in a bit after that (I think I had 12 at the end?) starting around then in order to chain disrupt at the end.
4. cannons everywhere. if i was struggling, since i kept my self at or near 0 gas, i just resolved that i needed more cannons
5. finally, maybe it seems obvious, but just try to be good about disrupting optimally to maximize damage. usually when i reset it was because i disrupted too many units and wasn't killing enough
|
On November 12 2015 16:07 Phael wrote: I did this mission on brutal on my second try massing carriers, nailing all the achievements too. Here's a quick rundown of the strat I used:
Relevant upgrades:
Spear of Adun Tier 1 - Chrono boost Tier 2 - Lasers Tier 3 - Automated gas Tier 4 - Mass recall Tier 5 - Mechanical healing Tier 6 - Time stop
Units - Zealots - reviving zealots Stalkers - dragoons Immortals - normal immortals Carriers - healing carriers
1.) Make 2 probes off the bat, send the first one to your natural and take it. Continuously make probes from your first nexus and plant those 4 assimilators down when you have minerals to do so without interrupting probe production.
2.) Your first 75 energy goes into a chronoboost on the natural to pump out a dozen more probes or so. At this point you should be broke.
3.) Start a fleet beacon, then drop 3 more stargates as income allows. Spam carriers out of them when you can. Ramp up to max mineral saturation slowly, could maybe stay with 2 probes per patch.
4.) During this macro period, you should just be a-moving the initial units you started with to the lanes that are being attacked. Don't worry if you lose a few (or all) of them, they're just to tide you over until carriers.
5.) Second 75 energy to chronoboost out two carriers as soon as fleet beacon is done. You'll start roaming with this force. Start air attack upgrade asap.
6.) During the mid-game, use time stop and lasers to help you when the mass attacks are coming. Normal attacks are easily held off by carrier dps and allies tanking.
7.) Try to use a chronoboost on air attack upgrades since you need to work on air armor too. You can make another cybernetics if you'd like, but I recall that by the time I had minerals to spare, I was almost done with air upgrades anyway. Otherwise, spend all your energy on lasers. Shield upgrades are well, they're available to get, but I wouldn't be too concerned about it because most of the damage will be on armor anyway.
8.) Once you get 12 carriers, split them into two groups of 6 and assign newly minted ones to a third group. These should be generally static defenses - you'll want them to be a little ahead of your allies to soak damage if possible (they heal really fast - about the most micro you need to do is pull an injured carrier back to let it heal up in like 15 seconds. They have such a long range that it'll probably be attacking the whole time too.)
9.) During the mid-game, just keep carrier production up, try to distribute new ones fairly into the three groups, and not lose too many carriers during engagements. As your minerals start stockpiling, feel free to mass some cannons around where your allies are holding position. I only bothered to cannon up the right side since the other sides were so full of stuff.
10.) As you get into the late game, if you've stockpiled around 5k+ minerals, just suicide all but two of your probes so you can end up with 11 carriers per side. Your last two probes can just build stuff - defensive cannons, or to be more useful, just ring the keystone with pylons, cannons, and gateways.
Reading this thread during work I thought this was going to be tough, but noob mass carrier strat worked out. I guess if you get overwhelmed at one base you can just pull back and defend the keystone, but I was able to nab both achievements (one is damaging a bunch of ships with your laser, other is keeping all nexuses up), without too much trouble. Good luck!
This strat did it for me.. though i lost two of the three nexi, but whatever 
|
the cossair DT method worked wonders for me, tried it after 2 failed tries and i didn't even lose an allied nexus, the web thingie of the cossairs is crazy op
|
On November 12 2015 08:39 whiteLotus wrote:Show nested quote +On November 12 2015 08:37 FanaticCZ wrote: Damn corsairs+DTs are so freakin easy on brutal! :D I was just a-moving them where the enemies were attacking and building random walls of gateways, shield batteries and cannons in the meantime. Lost only one friendly nexus because I was careless. which upgrades/abilities?
The respawning DTs and Corsairs. I had the time stop so that I could stop enemies if there were attacks on all three sides. The three solar lance strikes and shield boost. Maybe even that thing that makes your units invulnerable for 5seconds upon dying. Really EZ.
|
On November 12 2015 08:08 whiteLotus wrote:Show nested quote +On November 12 2015 08:03 Tankz123 wrote: hmm, arbiters sounds like a good idea. I just massed up carriers n got a few voids in @ the end, then i just split up my forces n roflstomped everything. I had to reload the ending a few times because the damn immortals kept recking the keystone, but i just had to focus fire them all down n win. carriers with the heal + VR's really roll over everything though. how do you survive early? i was only successful with vrs lol, tried healing carriers, but early part was so shit they couldnt kill shit even if i boosted upgrades
DT's and canons/the big canon thing till a sizeable carrier fleet gets up.
|
I beat it by going mass tal darim void ray and throwing up as many buildings around the keystone as possible. They were tearing into my elite team of nexus and couldn't even get close; my army however, was torn to shreds at that point anyways.
|
Got frustrated about 20 tries in on brutal with each ending at 97%-99% doing different builds so i dropped it down to hard.. i felt like was on casual mode and almost fell asleep beating it with all nexas's up and 2 of the heroes still alive.
|
|
|
|