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how do u beat Left 2 Die Brutal before 5th night?? - Page 2

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Shi
Profile Joined August 2010
69 Posts
Last Edited: 2011-04-09 18:10:30
April 09 2011 18:09 GMT
#21
Took about 20 tries. Finished at end of 3rd day. Friend and I are both masters, me zerg him terran. Guide:

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
Profile Joined May 2010
United States1176 Posts
April 09 2011 19:21 GMT
#22
I posted this in the left 2 night thread, but for folk that want a replay to study, here's a brutal-in-5-days win:

[image loading]

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
Profile Blog Joined August 2010
Germany5364 Posts
April 09 2011 21:36 GMT
#23
You can put a planetary fortress smack in the middle of each entrance by removing bunkers at end of night 1, you should be able to repair it at the beginning of night 2 while it morphs. Helps a bit, because pfs dont ever get shot down and you can have a wider entrance for your units.

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.
If nobody hates you, you´re doing something wrong. However someone hating you doesn´t make you right
Lysu
Profile Joined January 2011
Austria21 Posts
April 09 2011 22:41 GMT
#24
Actually its pretty

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
Profile Blog Joined December 2009
United States578 Posts
April 09 2011 22:53 GMT
#25
Would anyone like to do this with me? Hard to find a decent teammate online.
I was the 5% that voted for thorzain in the TSL for round 1
Deltablazy
Profile Joined November 2010
Canada580 Posts
April 10 2011 00:05 GMT
#26
Budzlight, I would like to do it with you.

Delta.239

MSG me
GrazerRinge
Profile Blog Joined May 2010
999 Posts
Last Edited: 2011-04-10 00:30:28
April 10 2011 00:14 GMT
#27
i did it with a mate. It isnt hard, but need some teamwork and tactics.

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.
"Successful people don't talk much. They listen and take action."
eggs
Profile Joined August 2010
1011 Posts
April 10 2011 02:52 GMT
#28
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
Profile Joined April 2011
Germany7 Posts
April 10 2011 10:17 GMT
#29
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
Profile Joined August 2010
Australia25 Posts
April 10 2011 17:16 GMT
#30
thanks for sharing, i will try your method with my friend. will report back if we succed
Gahlo
Profile Joined February 2010
United States35174 Posts
April 10 2011 17:38 GMT
#31
You said it yourself. Reapers make that level easy as hell regardless of difficulty.
asdfjh
Profile Joined August 2010
Canada230 Posts
April 10 2011 20:34 GMT
#32
double fac double armory goliaths also work really well. I would honestly say 8 range 2.69 move speed is OP. If you send your initial units out before the first night you can get 80 bio just before 2nd night.
Naphal
Profile Joined December 2010
Germany2099 Posts
April 10 2011 21:28 GMT
#33
stim is key, salvage the bunker and build a second rax, then nonstop sc2 double marine production, 3 bunkers at your choke with 3 scvs for repairs, the one that got medic will get omnisteelbunker and the other one saves for siegetank, after that, you can get reaper or what you want, because you really only need a large bunch of 3 0 marines drugged nonstop during daylight and even nighttime when a huge load of zombiezerg arrive.

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
Profile Joined April 2011
Germany7 Posts
Last Edited: 2011-04-10 21:40:11
April 10 2011 21:33 GMT
#34
sorry for the question but what is rax :< im not the totaly pro gamer and i have no idea what you mean >.> do you mean reactors? :o
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
April 10 2011 21:58 GMT
#35
rax=barracks.
I'll always be your shadow and veil your eyes from states of ain soph aur.
Malhavoc
Profile Joined October 2010
Italy308 Posts
April 12 2011 08:54 GMT
#36
Managed to do it after quite a lot of tries.

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
Profile Joined March 2011
Belgium3 Posts
April 12 2011 09:10 GMT
#37
[image loading]

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.
Plenus venter non studet libenter
Elodius
Profile Joined April 2011
Germany40 Posts
Last Edited: 2011-04-12 12:08:58
April 12 2011 11:35 GMT
#38
Looking for someone on EU to do this with me. Hit me up im already close to do it solo, so i'll sure be able to do my part.

Edit: Got it now, thanks to PetePawn again.
Blower
Profile Joined February 2010
Romania8 Posts
April 14 2011 14:30 GMT
#39
Hey. Anybody from EU wants to help me get left 2 die on brutal before 5th night? pretty please ^^ it would be awesome. what strategy i wanna try is mass reapers for day time, and mass marines with bunkers/tanks for night time. send me a msg pls ! thanks guys
You can do anything you set your mind to, man!
Chalaza
Profile Joined May 2010
Canada46 Posts
April 14 2011 20:44 GMT
#40
i need help beating this too if someone would like to help me that would be great, thanks
(i am talking about the custom, NOT the campaign. many people seem to be confused about which one we are talking about)
"I am honored to receive Idra's rage" - Masq
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