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BobYoMeowMeow wrote on 2010-08-01 09:44
The cat took the path where you earn more credits
tried the other path but it was more boring.
Now the cat's being split between 4 paths.
When the cat continues, he's gonna take the mission where you unlock siege tank.
Terran is nothing without Siege Tanks.
READY TO ROLL OUT.
anyways the cat's opinion on the campaign.
The first mission was a surprise.
It was very immersive into the story, you see dead bodies,
you see propaganda.
and you know the Mengsk is a douche.
Later it splits into paths of more missions.
The missions feel like filler though, like some sort of tutorial.
The plot only comes in the dialogue between missions.
You unlock a specific unit for each mission that are ideal for completing the objectives.
For example, you unlock Reapers on a map where there's a lot of ledges and cliffs.
There's no way to get around efficiently without those reapers and not waste your time.
In the mission where
you have to escort convoy ships of civilians.
The AI zerg rushes you with zerglings who own your marines unless if you stimpack.
The only effective way to do this is to use firebats, as their flame throwers do gg splash dmg.
There are many more examples but that would take forever.
As you play the campaign, there are special upgrades that would give you an advantage for your missions, making yourself progressively stronger like a RPG.
There are the kinds that can be bought with credits (which you earn from missions) and the kinds where you have to earn research points from finding secrets during the missions.
Credits upgrades gives bonus stats or a special ability (abilities recommended).
Research does various things like health regeneration, increased build speed, and even control over zerg units.
The graphics are very smooth even on the lowest settings.
This includes graphics of both cutscenes and gameplay.
Guest Pass advice.
The cat's advice with the campaign.
Pick one path and stick with it.
The cat suggests the path that has more credits at the beginning.
More research points come along that path as well.
Explore the maps, you find goodies.
The cat isn't going to play multiplayer because 7-hours isn't long enough for practice.
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doomreaper33 wrote on 2010-08-01 13:16
Quote from BobYoMeowMeow;112701:
When the cat continues, he's gonna take the mission where you unlock siege tank.
Terran is nothing without Siege Tanks.
READY TO ROLL OUT.
Where I'm up to, I just mass thors, send them with 1 SCV and never lose anything. Siege tanks are so immobile, I don't even bother trying to attack with them.
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Cucurbita wrote on 2010-08-01 14:54
The campaign has 4 plot paths that have nothing to do with each other.
These paths are like all their own mini campaigns. Tychus and his artifact collection is the main path.
The problem with sticking to one path is that it tends to focus purely on one type of research, and you don't get enough base units and upgrades to tackle the difficulty at the end.
But yeah, Thors are really OP in this game. I didn't think they'd be THAT powerful. In high resource maps its actually a good idea to go Thor with full upgrades.
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EndlessDreams wrote on 2010-08-01 15:49
Do all the paths for the credits and zerg/protoss technology upgrades. Doing different missions in different paths can sometimes give you useful units as well. You can jump from planet to planet unless you started the Final Missions (Char). If you started the Final Missions, there is no turning back.
There is an achievement for finishing the normal campaign in under 8 hours though. If you are good at the missions, you can probably finish 26 missions in around a guess pass.
Siege tanks are so much more overpowered after the two armory upgrades (100 damage main target, 75% less friendly fire). They can easily killed most ground armies, and hold a position really well when back by a few marine/medics.
For the reaper mission, a regular marine/medics/maruders (if you unlocked them) is enough to kill the zerg bases. If you managed to kill the zerg bases, you get a hidden achievement.
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Cucurbita wrote on 2010-08-01 15:57
Diamondbacks are such terrible units. Even for the mission they're made in.
Don't really get the point of helions either when you can just use Firebats + Vultures.
Too bad half these units don't exist in multiplayer.
Edit: No amount of siege tanks will save you from the final mission QQ
Kerrigan rampages your base so much. And one shots everything.
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EndlessDreams wrote on 2010-08-01 18:12
Quote from Margatroid;112756:
Diamondbacks are such terrible units. Even for the mission they're made in.
Don't really get the point of helions either when you can just use Firebats + Vultures.
Too bad half these units don't exist in multiplayer.
Edit: No amount of siege tanks will save you from the final mission QQ
Kerrigan rampages your base so much. And one shots everything.
Diamondbacks were great in that mission. They worked really well in that Hard mode mission. Don't know about the Brutal one yet. They do like 40 damage to armored units, and can kite most units a long time. Hellions can do what Firebats and Vultures can't do, which is the combination of splash and speed.
Kerrigan doesn't one shot everything constantly. Seige tanks are really important in the final mission. A few tanks and bunkers/scvs can hold off most zerg forces until Kerrigan start to make holes, which can then become a problem.
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Virtue wrote on 2010-08-01 18:13
The one thing that bugs me during the campaign is that they rendered cutscenes with the game engine instead of nice looking ones. Hell, it's 2010.
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Cucurbita wrote on 2010-08-02 03:07
Quote from EndlessDreams;112812:
Diamondbacks were great in that mission. They worked really well in that Hard mode mission. Don't know about the Brutal one yet. They do like 40 damage to armored units, and can kite most units a long time. Hellions can do what Firebats and Vultures can't do, which is the combination of splash and speed.
Kerrigan doesn't one shot everything constantly. Seige tanks are really important in the final mission. A few tanks and bunkers/scvs can hold off most zerg forces until Kerrigan start to make holes, which can then become a problem.
Which type of mission did you take? Air or Worms?
Because I did the Air one, my chock points were held off purely by mercenary units and some bunkers walling off the entrance.
Most of my units were vikings to fend off air units, and if I ever needed extra ground support (usually when Kerrigan was blowing crap up), I'd just go ground mode.
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EndlessDreams wrote on 2010-08-02 03:25
Quote from Margatroid;113230:
Which type of mission did you take? Air or Worms?
Because I did the Air one, my chock points were held off purely by mercenary units and some bunkers walling off the entrance.
Most of my units were vikings to fend off air units, and if I ever needed extra ground support (usually when Kerrigan was blowing crap up), I'd just go ground mode.
Well, if you did the Air version, you will have to worry more about air and get antiair.
I did the ground version because zerg ground is easily demolished by siege tanks. I only did the Hard mode version with using the artifact only once to get the three achievements.
I had a fleet of banshees to take out nydus canals as well. The air one sounds harder, but I didn't really tried it. However, I did the Belly of the Beast and Shattering Skies missions to see what were they like and get their achievements.
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Cucurbita wrote on 2010-08-02 03:36
Quote from EndlessDreams;113247:
Well, if you did the Air version, you will have to worry more about air and get antiair.
I did the ground version because zerg ground is easily demolished by siege tanks. I only did the Hard mode version with using the artifact only once to get the three achievements.
I had a fleet of banshees to take out nydus canals as well. The air one sounds harder, but I didn't really tried it. However, I did the Belly of the Beast and Shattering Skies missions to see what were they like and get their achievements.
Air isn't terribly difficult. I haven't tried Shattering Skies... is it similar to Belly of the Beast, like a hero travel type?
Air mission basically has a few mutalisks harassing you with attack waves, but its mostly just zerglings, roaches, and hydras that come from the ground. My mercenaries + other minor units took care of that, and my Vikings + Missile Turrets handled Mutas well.
The Brood Lords are pretty annoying as they out range missiles and marines in bunkers. But since they only appear in small numbers and not too often, you just have to react fast, snipe them off with vikings, and be back into doing whatever.
The mission gets really easy when you have auto repair for bases (the put out fire and repair to 50%). And the game itself gets very nice in economy when you pick Science Vessel over Raven. As Ravens act like Medics towards mechanical units, having about 6 of them following a group of your vikings will make your squad pretty much invincible.
The "peak" moments where you're warned about a "large group of flying units" is not a problem at all with this group of viking + science vessels. They're a huge mix of mutas, brood lords, and corruptors, but in an air vs air battle, terran seems to win out pretty well (once again, huge advantage from science vessel healing).
Two deadly moments in the mission is when they full out ambush you with massive overlord drop rush from every direction. I didn't see it coming and they really got me from behind. I had to artifact here. The second one was when they created some sort of massive boss flying unit with thousands of health. But nothing like a good beating from larger numbers of units to take care of a problem like that.
What is the Worm mission like?
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BobYoMeowMeow wrote on 2010-08-02 03:39
which protoss/zerg upgrades are good?
the cat's thinking about the tech/reactor to increase speed
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EndlessDreams wrote on 2010-08-02 04:13
Quote from Margatroid;113260:
Air isn't terribly difficult. I haven't tried Shattering Skies... is it similar to Belly of the Beast, like a hero travel type?
Nope, it a regular destroy key building with your base type map. There is an achievement for doing it less than 25 minutes in hardmode to give you an idea of how fast/easy is it. Just mass air/drop on building, and then run to next one after you kill it.
The hero one is probably more interesting though, but the Shattering Skies one is faster.
Quote from Margatroid;113260:
Air mission basically has a few mutalisks harassing you with attack waves, but its mostly just zerglings, roaches, and hydras that come from the ground. My mercenaries + other minor units took care of that, and my Vikings + Missile Turrets handled Mutas well.
The Brood Lords are pretty annoying as they out range missiles and marines in bunkers. But since they only appear in small numbers and not too often, you just have to react fast, snipe them off with vikings, and be back into doing whatever.
The mission gets really easy when you have auto repair for bases (the put out fire and repair to 50%). And the game itself gets very nice in economy when you pick Science Vessel over Raven. As Ravens act like Medics towards mechanical units, having about 6 of them following a group of your vikings will make your squad pretty much invincible.
The "peak" moments where you're warned about a "large group of flying units" is not a problem at all with this group of viking + science vessels. They're a huge mix of mutas, brood lords, and corruptors, but in an air vs air battle, terran seems to win out pretty well (once again, huge advantage from science vessel healing).
Two deadly moments in the mission is when they full out ambush you with massive overlord drop rush from every direction. I didn't see it coming and they really got me from behind. I had to artifact here. The second one was when they created some sort of massive boss flying unit with thousands of health. But nothing like a good beating from larger numbers of units to take care of a problem like that.
What is the Worm mission like?
Worm-type All in is basically massive amount of zerg ground armies everywhere. While the purple zerg occasionally send a bunch of ground zerg, but compared to the orange zerg with nydus canals, the purple zerg has an insignificant amount of army. The nydus canals produces a bunch of ground zerg if you leave it alone. If you leave canals alone long enough, the entire pathways will be filled with zerg ground units.
Quote from BobYoMeowMeow;113263:
which protoss/zerg upgrades are good?
the cat's thinking about the tech/reactor to increase speed
Personally, I like the double scv building, 25% more gas refinery, and psi disruptors. I tried the other upgrade next to the tech/reactor one before, and it was useful in getting reinforcements in battle.
Out of all the upgrades, I think the double scv building is most important for me because having a solid economy at early parts of the game is very important. The auto refinery thing only saves you like 6 scvs.
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BobYoMeowMeow wrote on 2010-08-02 04:31
what about the shrike turrets?
makes the bunkers more useful
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EndlessDreams wrote on 2010-08-02 04:34
Quote from BobYoMeowMeow;113352:
what about the shrike turrets?
makes the bunkers more useful
I never really tried it before. Not really sure how much damage it deals. I prefer the +150 hp upgrade to make bunkers more durable, especially if I am late to repair. Also, it isn't like you want to leave a bunker empty anyways.
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Cucurbita wrote on 2010-08-02 04:35
Toss Upgrades
First
Overall I'd say Ultra Capacitors, but its your preference in this section. But one thing you should know is that if you pick one, then upgrade stats to match it the same. I mean, if you pick Capacitors, theres no point in upgrading armor in-game, at least until you maxed on weapons first.
Second
Micro Filtering is far better, as you can't really get gas faster without expanding. Supply Depots can be done with just a little bit of micro management and just 1 SCV throughout the game, so the other option is pointless. And thanks to command queuing via Shift, you might have a SCV busy auto making depots throughout the game while you don't pay any attention at all.
Third
Reactor Command Center. Better that you can make two SCV's than have gas pick itself up. Double SCV creation time gives you a speed edge in campaign which is pretty useful. But lol at the protoss diss in the description for Automated Refinery.
Fourth
Ravens might have an offensive and defensive advantage (mostly their turrets), but Science Vessels are superior in campaign, hands down. They can heal mechanic units using their energy, completely removing the need for SCVs (which can't even fly anyways). It also saves money on repairs. They're vital to accompanying fleets of units. Its like having medics to infantry, but now you can have it to any group.
Fifth
This was a tough one. Orbital Strike can really help you get the advantage in a battle. But I chose Tech Lab Reactor. Being able to produce two tech lab units from one building is actually very important late game as your space becomes very limited and you just can't afford to build another building. Its also really convenient and handy.
Zerg Upgrades
First
Fortified Bunker. Hands down. The turret is too weak to be useful.
Second
Perdition Turrets. It takes the role of the turret you missed mentioned in the first tier upgrades. Its also got powerful splash to help fend off zerglings. Planetary Fortress is nice, but enemies shouldn't be able to enter your chock point to begin with anyways.
Third
Tough choice. Hercules won me over. No real reason, asides from being able to hold a ton of units and the ability to drop instantly. Unfortunately I found out medivacs have an upgrade option to insta drop too. But Predators... I dunno.
Fourth
Regenerative Bio Steel is a good choice if you pick Raven in the toss upgrades. Otherwise, Science Vessels will heal ten times faster than the bio steel will anyways. Cellular Reactor on the other hand gives all your units +100 energy. Amazing for caster units.
Fifth
Hive Mind Emulator only snatches one unit, and it won't work on bosses. Worthless. Psi Disruptor please.
Also, get auto building repair at the armory asap. Its saved my ass from burning buildings blowing themselves up before an scv can arrive many times.
And its auto repair properties actually extend its life by a lot when its facing off against enemies.