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Thread: Game: Starcraft 2

  1. #241
    Awesome user with default custom title KrayZ33's Avatar
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    not at all, for me it was the other way around, at least until certain units and Kerrigan get seriously OP

    and the missions are alot more stressfull because of a freaking timelimit in every single one of them that wasn't a bad MOBA
    its so annoying, I can't convince myself to play though it a second time, because I hate to play under artificial pressure.

    its like having to escort someone who is unarmed, underwater, with limited breath, who swims more slowly than you, but yet so fast that you have to keep swimming while fighting the bad guys.

    another thing I couldn't get to like is that I basically played the whole game with 2 unit types because I saw no reason to build anything other than roach/hydra except for probably mass mutas
    Last edited by KrayZ33; Tue, 03-26-2013 at 12:02 PM.

  2. #242
    Moderator Emeritus Assertn's Avatar
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    Quote Originally Posted by KrayZ33 View Post
    not at all, for me it was the other way around, at least until certain units and Kerrigan get seriously OP

    and the missions are alot more stressfull because of a freaking timelimit in every single one of them that wasn't a bad MOBA
    its so annoying, I can't convince myself to play though it a second time, because I hate to play under artificial pressure.

    its like having to escort someone who is unarmed, underwater, with limited breath, who swims more slowly than you, but yet so fast that you have to keep swimming while fighting the bad guys.

    another thing I couldn't get to like is that I basically played the whole game with 2 unit types because I saw no reason to build anything other than roach/hydra except for probably mass mutas
    Sometimes there's a time limit, sometimes there's just an implied limit. But seriously, all you have to do is...
    1) Give Kerrigan wild mutation (twin drones and automated extractors are a plus).
    2) Build a macro hatch.
    3) Fully saturate your base/expo.
    4) Get vile roaches, hydras, and/or mutas.
    5) 1A to victory.
    10/4/04 - 8/20/07

  3. #243
    What's up, doc? Animeniax's Avatar
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    Finally beat the "waking the ancients" mission on hard difficulty after several tries. Turns out using the unit introduced for this mission (the swarm hosts) was the key to victory, d'oh. No way to complete the secondary mission (killing a super-powered beast) when your base is constantly attacked by huge primal armies.


    For God will not permit that we shall know what is to come... those who by some sorcery or by some dream might come to pierce the veil that lies so darkly over all that is before them may serve by just that vision to cause that God should wrench the world from its heading and set it upon another course altogether and then where stands the sorcerer? Where the dreamer and his dream?

  4. #244
    Moderator Emeritus Assertn's Avatar
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    Quote Originally Posted by Animeniax View Post
    Finally beat the "waking the ancients" mission on hard difficulty after several tries. Turns out using the unit introduced for this mission (the swarm hosts) was the key to victory, d'oh. No way to complete the secondary mission (killing a super-powered beast) when your base is constantly attacked by huge primal armies.
    The trick is just set up all your defense on the left side, then uproot and move them to the right side, then I think left side again. By that point you should have at least a macro hatch and full harvest saturation, and can build enough to defend both sides pretty solidly. Don't even start building offensive units until you're saturated. About 5-6 swarm hosts, 2-3 spine crawlers, and 2-3 queens on each side will keep the entrances on lock down, then just mass mutas to help wherever its needed. You can also try to grab the expo fast; The enemies ignore it most of the time, and the few units that stray over there can be picked off with your mutas or a few extra spines/spores.

    Once you're impenetrable, you can fly your flock of mutas down to kill the tyrannosaur(?).
    10/4/04 - 8/20/07

  5. #245
    What's up, doc? Animeniax's Avatar
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    Quote Originally Posted by Assertn View Post
    The trick is just set up all your defense on the left side, then uproot and move them to the right side, then I think left side again. By that point you should have at least a macro hatch and full harvest saturation, and can build enough to defend both sides pretty solidly. Don't even start building offensive units until you're saturated. About 5-6 swarm hosts, 2-3 spine crawlers, and 2-3 queens on each side will keep the entrances on lock down, then just mass mutas to help wherever its needed. You can also try to grab the expo fast; The enemies ignore it most of the time, and the few units that stray over there can be picked off with your mutas or a few extra spines/spores.

    Once you're impenetrable, you can fly your flock of mutas down to kill the tyrannosaur(?).
    I tried to make a mobile defense but the units moved too slowly from side to side that I ended up having to mass swarm hosts on both sides to handle the initial 2-3 attacks. I had to set up 5-6 swarm hosts and 7-8 spine crawlers on all 3 sides and even then I wouldn't say I was impregnable, so I never had the chance to go after the tyrannosaur. Looking back, a swarm of mutas could have served for that purpose.

    I've never considered making a secondary hatchery just for units. It sounds like a good strategy. I need to check some SC2 sites to find some of these hints but I'm not that serious a player.


    For God will not permit that we shall know what is to come... those who by some sorcery or by some dream might come to pierce the veil that lies so darkly over all that is before them may serve by just that vision to cause that God should wrench the world from its heading and set it upon another course altogether and then where stands the sorcerer? Where the dreamer and his dream?

  6. #246
    Moderator Emeritus Assertn's Avatar
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    Quote Originally Posted by Animeniax View Post
    I tried to make a mobile defense but the units moved too slowly from side to side that I ended up having to mass swarm hosts on both sides to handle the initial 2-3 attacks. I had to set up 5-6 swarm hosts and 7-8 spine crawlers on all 3 sides and even then I wouldn't say I was impregnable, so I never had the chance to go after the tyrannosaur. Looking back, a swarm of mutas could have served for that purpose.

    I've never considered making a secondary hatchery just for units. It sounds like a good strategy. I need to check some SC2 sites to find some of these hints but I'm not that serious a player.
    Normally you wouldn't need a second in-base (aka macro) hatch, but since the inject larva mechanic is removed for the storyline, it's just impossible to have enough larva to spend your resources.

    As far as basic strategy goes, it really comes down to 3 macro rules:
    1) Saturate your base as early as possible (The numbers above the hatches and extractors should be a 1/1 ratio. Don't forget to replenish when you morph drones.)

    2) Minimize your time spent supply-blocked. Ideally you should have new overlords popping out just before you ever hit your supply cap, but in order to do it effectively, you need to look at your supply constantly. This is one of those things that can be a killer if you don't practice it, though.

    3) Keep your banked resources as low as possible. This means using up your larva, getting upgrades/tech, dropping an extra hatch, etc. If you have 1000 minerals floating in the bank, that could have been 40 zerglings instead. In fact, the best time to start your second hatch is as soon as you run out of larva and have 300 extra minerals lying around.
    10/4/04 - 8/20/07

  7. #247
    What's up, doc? Animeniax's Avatar
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    That's my problem, I'm not that good at micro-management. I find that after every successful base defense or offensive assault, I tend to sit back and take a breather instead of pumping out more units. I do tend to have high banked resources, which I will remedy. Also I was using improved overlords so I wouldn't have pop caps, but there are much better upgrades for Kerrigan.


    For God will not permit that we shall know what is to come... those who by some sorcery or by some dream might come to pierce the veil that lies so darkly over all that is before them may serve by just that vision to cause that God should wrench the world from its heading and set it upon another course altogether and then where stands the sorcerer? Where the dreamer and his dream?

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