Starcraft 2 - It is out there

Just noticed that the sequence in which you do the missions really affects difficulty.

The mining laser mission can be done with virtually no losses if you have Vikings that can scout for you.
But if you don't have Vikings, you have to scout on foot and often get some significant losses when scouting the nothern side of the map.

Also doing the protoss missions ASAP is a great help.
 
I only played the first three levels and part of the fourth (The one on the right, where you get marauders or whatever they're called) before my Uncle's PC started yelling at me (combination of old processor, low ram and old GPU), but I am highly disappointed in the sound of the infantry rifles. They sound just like the AR's from Halo 3/ODST, i.e. less threatening than an airsoft gun.
 
SuAside said:
Also doing the protoss missions ASAP is a great help.

i think that protoss tech research is >> zerg one, which reminds, which research you guys choose ? (list of all available research follows)
[spoiler:8a4c0a0d8b]--Protoss:
* Ultra-Capacitors
Weapon upgrades increase attack speed by 5%.
Applies to Armory and Engineering Bay.
* Vanadium Plating
Armor upgrades increase life by 5%.
Applies to Armory and Engineering Bay.

* Orbital Depots
Supply Depots are built instantly.
* Micro-Filtering
Refineries produce vespene gas 25% faster.
Also applies to the Automated Refinery.

* Automated Refinery
Refinery no longer requires SCV to harvest vespene gas.
* Command Center Reactor
Allows 2 SCVs to be trained simultaneously.

* Raven
Detects cloaked and burrowed enemies.
Can drop Auto-Turrets.
Can place Point Defense Drones.
Can deploy Seeker Missiles.
Built at the Starport.
* Science Vessel
Detects cloaked and burrowed enemies.
Can Irradiate enemy units.
Repairs nearby mechanical units.
Built at the Starport.

* Tech Reactor
Combines the Tech Lab and the Reactor.
* Orbital Strike
Barracks units now arrive by Drop-Pod.
Drop-Pod lands at the Barracks' rally point.

--Zerg:
* Shrike Turret
Outfits all Bunkers with an automated turret.
* Fortified Bunker
Bunkers gain +150 life.

* Planetary Fortress
Command Center can upgrade to a Planetary Fortress.
Upgrade grants extra armor and the Twin Ibikis Cannon.
A Planetary Fortress cannot lift off.
* Perdition Turret
Flame turret.
Deals massive area damage.
Conceals itself when not in combat.

* Predator
Anti-infantry specialist
Periodically emits a powerful area shock attack.
Built at the Factory.
* Hercules
Massive transport ship.
Deploys loaded troops almost instantly.
Loaded troops survive if Hercules is destroyed.
Built at the Starport.

* Cellular Reactor
Specialist units start with +100 energy.
Specialist units gain +100 maximum energy.
* Regenerative Bio-Steel
Ships and vehicles slowly regenerate life.

* Hive Mind Emulator
Defensive structure.
Can permanently Mind Control Zerg units.
* Psi Disrupter
Defensive structure.
Slows movement and attack speeds of nearby Zerg.
Constant effect.[/spoiler:8a4c0a0d8b]

i choose, protoss:
Vanadium Plating
Micro-Filtering
Automated Refinery
Science Vessel
Tech Reactor

Zerg:
Fortified Bunker
Perdition Turret
Hercules
Regenerative Bio-Steel
Psi Disrupter
 
Went the same as you except on Vanadium Plating (wanted more dakka so they wouldn't reach my units) and Psi Disrupter because I didn't realise how damn handy that would of been in the last level. :P
Couldn't use the mind control thing because the enemies kept getting siege tanked before I could target them. 8-)

Just completed the campaign today. Built a total of 2 thors and 3 Hellions during it. Didn't like either unit really, during the hellion introduction mission I just massed reapers as they go through infested terrans and buildings in seconds.
 
Just played through the campaign for the second time, redid the missions I didn't the first time around. (replayed for the secret mission... because a replay doesn't unlock it in the list...)
And man, I missed some great missions the first time around. :)


Protoss:
Ultra-Capacitors (But armor would've been a good choice too. doesn't really matter either way, both are great upgrades.)
Micro-Filtering
Automated Refinery
Science Vessel (I like being about to repair air units on the fly. Ravens are cool and useful, but require too much micromanagement to really shine.)
Tech Reactor (I'm an air force kinda guy, Orbital Strike ain't my bag, baby. Besides, the only mission where it could be really handy doesn't change one bit by using the drop pods...)

Zerg:
Shrike Turret (But the other might be the better upgrade, I'm not sure. Especially if you buy the 6 slot upgrade, the shrike sucks due to lower range.)
Perdition Turret (Burn baby, burn. Static defenses without taking up unit slots.)
Hercules (I'm an airforce guy... Nothing like hauling some Siege Tanks around the map. With some support units to boot. The carry capacity of the Hercules is fucking insane...)
Regenerative Bio-Steel (Doesn't help a whole lot, but it's nice to have.)
Psi Disrupter (Slowing the fuckers down to get BBQ'ed by Perdition Turrets and blown to smithereens by Siege Tanks? Yes, please.)

Alphadrop said:
Just completed the campaign today. Built a total of 2 thors and 3 Hellions during it.
Thors are meh for the cost and size. They're very fragile too. There's an upgrade to help with that, but still...

As for Hellions? They can be quite handy and their straight flame fire attack makes them quite decent quick assault and base defense units. Park them behind a bunker being rushed and they'll burn the shit out of the enemy.

I usually go for Viking + Banshee raids. Later supplemented by Science Vessel & BattleCruisers.
And Hercules assault teams... 2-3 Siege tanks, 2-5 combat walkers (probably Goliaths, probably not Thors, but might be), some infantry and an SCV.
 
I can see why Hellions would be usefull but as I prefer to go infantry I tend to have a lot of Firebats which I hold a special place in my heart, just wished they looked more like the SC1 versions.
 
SuAside said:
Perdition Turret (Burn baby, burn. Static defenses without taking up unit slots.)

most of my research was easy to pick, always defense oriented, so we can stall enough until the scv corp can get working.
and i dont know if anyone noticed but those turret also work as gates (taking away the necessity of "barracks gate")

so for example take the last level, just place 3 bunkers equip them with marauder with concussive shells put psi disrupter on both sides and compliment it with one fire turret and air turrets or depots to make a little maze (not need for something elaborate as in ground control, just enough for those zerglings have only one access point and nevern be able to reach your tanks) put tanks a little away from the bunkers to leave enough space for the scv's corps and go hunting for those tunnelers with your air force, one of the easiest missions (on hard).
 
Only Kerrigan could take out part of my siege tanks anyway, mor. Don't see the issue and the hassle of building a maze.

And yeah, 4 Banshees will utterly rape the nydus worms if used correctly.
 
like i said its not a tower control "maze" just a simple extension but the principle behind is the same, make them run around while they are getting pounded, here you dont need more than that:
spfc4o.jpg
 
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