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[TLCH] Mission 19: Salvation - Page 4

Forum Index > SC2 General
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Gnosis
Profile Joined December 2008
Scotland912 Posts
November 13 2015 21:07 GMT
#61
Void rays + mass defense worked fine on my first try (brutal), though managed to lose 1 allied nexus
"Reason is flawless, de jure, but reasoners are not, de facto." – Peter Kreeft
PatrickBlub
Profile Joined November 2015
1 Post
November 13 2015 22:33 GMT
#62
Iam still stuck az 96-98% with mass void rays :/ And my pc is going too slow when the last wave comes....

Does anyone have maybe a replay or a savegame of it?
THM
Profile Joined November 2010
Bulgaria1131 Posts
November 14 2015 02:44 GMT
#63
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!


Don't do this if you want this mission to be at least a bit challenging

I can confirm that this works flawlessly, I struggled a few times than did exactly as said here and I was not even under pressure during the final wave, no nexuses destroyed and I don't think units even managed to enter the bases. The chrono on the expansion probes ASAP is really smart and gives u a flying start for carriers.

Only thing I can add is, you can add 2-3 corsairs for each of the 3 entrances, as explained above their ability is OP. Also since your only macro is 4 stargate carriers you can build a shitton of cannons/batteries at each entrance. It's funny because I actually spent half of the mission building gateway/cannon walls everywhere but it never came to them lol.
Mistakes
Profile Joined February 2011
United States1102 Posts
November 14 2015 21:45 GMT
#64
After 4-6 attempts trying various things, I finished this final mission with ez just going corsair/DT (with the blink/teleport version thing) and using extra minerals for cannons.
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
Juice!
Profile Joined January 2011
Belgium295 Posts
November 14 2015 22:09 GMT
#65
after 20+ attempts with everything that has been written here and on reddit i give up =(
i did every mission on brutal except for the last one ...

I would do (nearly) anything for a (good) brutal save that would give me the victory
Second place is just a fancy term for loser
CheevementSlave
Profile Joined November 2015
2 Posts
November 15 2015 03:18 GMT
#66
This was a really fun mission to wrap up Brutal playthrough, one-shotted it with the Mastery to kill the Brutalisk as well.

After doing Hostbusters (Mission 18 Mastery) on Brutal, this was a godamn cakewalk

Adun abilities: Chrono, Solar Lance, Auto Gas, Fenix, Matrix Pylons, and Solar Bombardment
Unit Composition: Purifier Colossus, Immortals, Havoc Sentries, Corsairs, Arbiter, Regen DTs, High Templar, Stalkers

the key to this is the matrix pylons... when the mission starts you want to crank out probes continuously obv, and get sexond nexus asap, and start positioning pylons so that their fields just cover enough of the entrance to lay gateways at

take your initial units to the first path to be attacked, use one beam from your first solar lance to soften up the first wave then spam the second two beams at the edge of fog of war towards brutalisk

once you get to about 5 immortals switch production to colossi, continuously be pumping sairs out of your one stargate throughout, your gateway unit production should be split between stalkers dts and the occasional sentry and in later stages high temp

once you get to a roughly one third split of colossi/sair/immortal for ~120-130 supply, with the rest of supply being probes, stalkers, sentries, dts, templar, everything literally melts, and with your whole base covered in psi field, your entire army is very fast and u keep buzzing between the walled off entrances backed up by the OP defense tower... havocs give your colossi stupid range and force fields + corsair disruption web + immortals with range, hybrids and ultras fucking melt, and corsairs when they are 15-20 in number thrash the golden armada, and at the end, you should have 2-3 arbiters, stasis lol

the brutalisk gets owned with Fenix + solar Lance + one solar bombardment, use your first solar bombardment cooldown on it, i think it takes 2 fenix cooldown

Im sure the energizer sentry would work too, you would have an even faster army bouncing back and forth at the cost of less range

In summary, Brutal one-shot, mastery done, no allied nexuses lost, Karax's wall finally broke at 99.5%, finished mission with about 130 supply still melting shit finally flooding through
XllX
Profile Joined November 2010
Germany23 Posts
Last Edited: 2015-11-15 06:41:29
November 15 2015 05:27 GMT
#67
The mass carrier strategy Phael described in post #33 is very robust and well-suited to beating this mission on brutal relatively hassle-free.

A video guide of me applying that strategy can be found here:


Even with several mistakes on my part (a mistimed time stop, sacrificing less probes than optimal, building less static defense than possible, losing several carriers due to mis-micro), this strategy still gives a solid win.
rezoacken
Profile Joined April 2010
Canada2719 Posts
Last Edited: 2015-11-15 06:08:39
November 15 2015 06:08 GMT
#68
Managed to finish this one on brutal after several tries and even managed to get the achievements
Built a lot of battery/canons/monolith on the 3 bases. Made a 10-12 void ray army to get rid of those Carriers/Tempest armies. Added templar for storms and colossus on the 3 spots.
Either we are alone in the Universe or we are not. Both are equally terrifying.
DinosaurJones
Profile Joined February 2012
United States1000 Posts
November 15 2015 06:16 GMT
#69
Corsair/DT/Stalker/Collosi was my build.

InfCereal
Profile Joined December 2011
Canada1759 Posts
November 15 2015 13:05 GMT
#70
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.



This is how I beat it. I had a ball of ~3 arbiters, ~12 corsairs, ?? DTs, 6 collosus, and dragoon/zealot remainder. I also had 2 corsairs at every entrance.

This actually became a problem, because I had an arbiter at mid, and then alarak made a mothership. So he almost lost his nexus simply because everything was running past the army.

Fenix lost hist nexus at the end, and I had to stasis the ramp for last couple of percent, but I'm sure you could do it without losing any nexus. I just messed it up.
Cereal
SnowfaLL
Profile Joined December 2008
Canada730 Posts
November 15 2015 17:16 GMT
#71
All you who are stuck on 98% or so, did you get arbiters? I beat it on my 2nd try going the dt/corsair strat, but I kept 5 arbiters at the keystone. When stuff started going to hell at 96ish %, I just statis field'd the big balls over and over again until I won. Pretty simple backup plan method to win near the end.
Favorites: Moon, Grubby, Naniwa, TAiLS, viOLeT, DongRaeGu
mostevil
Profile Joined February 2011
United Kingdom611 Posts
November 15 2015 21:18 GMT
#72
On November 14 2015 05:06 BreakfastBurrito wrote:
Idk if this has been posted yet but if you make your production structures near Karax you will get the master phasesmith bonus on them and you can crank out units really fast. Helps immensely with keeping your money low. I did the void ray strat + mothership, but never used the mothership. Automatic gas, solar bombardment, 200 shield (never used) and the 200 damage one. Chronosurged out some upgrades early too.


This is actually huge. I put my stargate by him and pushed out a stack of ~20 corsiars in seconds. Later Carriers come out in a few seconds a piece too. You wont need more than one stargate/robo if you stick it next to Karax.
我的媽和她的瘋狂的外甥都
summerloud
Profile Joined March 2010
Austria1201 Posts
November 15 2015 22:35 GMT
#73
tried massing carriers, restarted, massed taldarim voidrays and cannons/towers and beat it easily without reloading on brutal, almost got the achievement as well, taldarim nexus died at 99.8%

kinda lame, late game toss units ruined the campaign, before you got cols, missions were good and hard on brutal, afterwards it was just mass macro and win, and the missions got increasingly tedious, too much "mass shit and amove" bullshit
Destructicon
Profile Blog Joined September 2011
4713 Posts
Last Edited: 2015-11-15 22:39:23
November 15 2015 22:37 GMT
#74
I still think the easiest and most stress free way to do this is with a combo of Immortals/Colossus/Havocs to hold the ground attack, mass carriers to clean up the worst threats and 5 full energy arbiters to stasis for the final 10%.

Edit: Oh and yes, Dark Archons are good if you have the multi-tasking to jump between locations and cast either the spell that makes friendly units attack each other or mind control.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2015-11-16 01:09:01
November 16 2015 00:55 GMT
#75
I think the best composition is corsairs/arbiters/carriers. Especially arbiters are great, cloaking and stasis is so strong. Split your army in 4, 1 in each entrance + one roaming to defend where it's more needed (especially when golden armada attacks).
As upgrades I used Chrono surge (the 1st one is a huge boost to your economy, the others on upgrades), Warp in harmonization (warping air units instantly and anywhere with lower cooldowns is just great) , time stop. Solar lance to clean up golden armada ships for the achievement. Can't remember the other ability I used but it probably wasn't very relevant.
Once you're maxed out, mass cannons. They shouldn't even breach your entrances before you win (brutal ofc).

One thing I was wondering is how the heroes (karax, alarak, verazun) inevitably die during this mission but it goes completely unnoticed, there isn't even an achievement which asks you to protect them or anything... what happens to them?
ocoini
Profile Blog Joined April 2003
648 Posts
November 16 2015 01:02 GMT
#76
Here's how I did it :
http://www.twitch.tv/ocoini/v/26020278
=)
Street Vendor Crack Down Princess-Cop!
Deleted User 26513
Profile Joined February 2007
2376 Posts
Last Edited: 2015-11-16 10:59:08
November 16 2015 08:06 GMT
#77
Damn, I hate these kind of missions... So far I managed 96,5% with mass voidrays. The mid-game looked stable. And then everything collapsed. Especially at the end of the mission things get out of hand really quickly.
Alarak is a complete moron... I think, if he didnt have his charge ability(or if they let me control him), the middle path would be so much easier to hold.
When you talk about DT+Corsair tactic, what do you mean exactly ? One huge roaming corsair flock and DTs on every base ? I find the corsairs terrible vs capital ships. Often I need time stop or laser to stop the armada wave quickly.
mostevil
Profile Joined February 2011
United Kingdom611 Posts
November 16 2015 22:23 GMT
#78
On November 16 2015 17:06 Pr0wler wrote:
Damn, I hate these kind of missions... So far I managed 96,5% with mass voidrays. The mid-game looked stable. And then everything collapsed. Especially at the end of the mission things get out of hand really quickly.
Alarak is a complete moron... I think, if he didnt have his charge ability(or if they let me control him), the middle path would be so much easier to hold.
When you talk about DT+Corsair tactic, what do you mean exactly ? One huge roaming corsair flock and DTs on every base ? I find the corsairs terrible vs capital ships. Often I need time stop or laser to stop the armada wave quickly.

The disruption web is ridiculous, it derps the enemy into the wall of cannons without firing, any that get through get dt'd. Once you have enough corsairs with good upgrades you can focus down the capital ships, they go down fast individually.

Take the auto assimilator upgrade, get your natural going asap, drop a plyon and stargate next to Karax and then you can just hold the button down to get out 16-20 or so of the things. As long as you nail the detectors quickly a big ball of DT's under them will dice anything on the ground up.

Later on and as the DT's die off and the money rolls in start throwing out carriers and or collosus for the big dps (one stargate/robo next to karax, the starting ones not worth using its 10x slower!!!!). Although not many of my DT's went down before the very end. You just have to pull them back occasaionlly when they get over eager.

Also the arbiter or two by each entrance trick can put the enemy on hold while you get over there, or just statis everything towards the end, but that feels like cheating....
我的媽和她的瘋狂的外甥都
NewSunshine
Profile Joined July 2011
United States5938 Posts
November 16 2015 22:29 GMT
#79
I was having trouble just massing the Destroyer Void Rays, it sounds like the way to go, but you get ground to dust eventually. I tried my hand at a late-game build with Carriers and Colossi, but most importantly Corsairs, and a few Arbiters. They straight up let you win engagements without taking any damage. The Guardian Shell passive is amazing for extra insurance. I won the mission still having 180 supply, and if I were more dilligent I wouldn't have lost the 1 Nexus I did. It went from 'I can't see how to win this' to 'oh my God that was easy'.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
Last Edited: 2015-11-16 23:21:03
November 16 2015 23:16 GMT
#80
Ugh I keep dieing at 99%, can't stop the zealot dragoon flood before they kill it.

Really interesting to see you can keep the allies alive, mine die before 50% guess that's where it goes wrong lol
Neosteel Enthusiast
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