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Ladies of gentlemen of this fine board, I bring you a request to assist me in my darkest hour!
I am on mission 9 of the original Zerg campaign and I'm struggling to deal with the mission.
My most pressing issue at the moment is the Protoss reavers and carriers, though to be honest my focus is mostly on the reavers. My playstyle is very crude, relying on mostly groups of 36 zerglings and 12 hydralisks to break through defenses. While this works great against siege tanks due to their minimum engagement distance, I can't do much about the reavers. Even worse, Zerg airborne may as well be completely useless. Mutalisks have terrible damage and with my economy can't be made en mass(vespene shortages,) and Guardians can't protect themselves.
So, the first thing I need help on is how to counter the reavers!
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Once we figure out the reavers, it's onto to actual assault. Now my original plan was to sneak by an unprotected corridor in the left hand side and drop some drones off using overlords(red line.) A test proved the plan worked, but I had not realized that the crystal would take 10 minutes to mine(and also that it would freeze all 6 mutalisks I had made for the task.)
The dark red line is an alternative, more direct route that I'd prefer not to do because that means I have to destroy a base on the way.
I did some scouting using scourges, and I've found two potential base locations(blue diamonds). The problem is that they're in danger proximity to other enemy bases(orange triangles,) and I'm worried they'll get wiped out immediately.
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I guess if you could someway lure our the reavers to be killed. You may have to draw out this mission to make an overwhelming force for that to actually be effective. Good luck commander

http://world2ch.net/uploader/src/028.mp4
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First things first, I would use all the vespane gas I could to make as many mutalisks(the more there are the more powerful, 10+ would do well), and make a lot of zerglings and a few hydralisks.
Overrun the parts on this strategy by attack different spots with the different species.
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>>460
Interestingly, this was not dissimilar to my actual approach I took this run. I kept with my mostly consistent 36 zergling, 12 hydralisks, which easily broke through the defenses and allowed me to set up my refining bases. (Spoiler alert, the AI is retarded and doesn't care about them.)
I've innovated somewhat, and now have an attachment of 12 guardians(super fucking expensive Jesus Christ) that attack from a different direction while all of the base defenses are busy with my usual attack wave. They're usually enough to level the entire base without a worry, which is good because I spent a good hour and a half sending increasingly large Zergling swarms to that middle-left base to no avail. At one point, I had my hotkeys maxed out with zerglings and two groups of hydralisks. You can guess what took all of them down by my complaints.
Oddly this run has also just been... leagues easier? Like, "I'm not getting 8 reavers shoved up my ass" easier. I'm not sure why, but I'm not going to question it.
Not sure what my attack approach should be for the orange base down there. They've been a pain in the ass though, and they're making a lot of carriers.
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Pre-emptive verdict: The Terran campaign was more fun to play despite their missions being so incredibly scuffed because they were the first missions made for the game.
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キタ━━━(゚∀゚)━━━!!
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It was not the last mission.

And I'm frankly too tired to continue. I'll pick up my misadventures with zerg rushing later.
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2:11:50 as an elapsed time?!
You really did have to dig in.
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>>467
That's actually pretty normal for my play style. As I said. Crude. Also overly cautious. I don't ever make plays until I'm certain I have all of my forces ready and grouped up.
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I guess I'm the same way, although sometimes I do enjoy the thrill of no caution gambles. I think the longest time I've had was around 1:30:00~, but I spent a lot more time on the different attempts at the mission combined.
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There's the difference. I play (mostly) single-run missions, so I'm EXTRA cautious as my last save was 15 minutes ago and I don't feel like reloading a save unless I have to take a break. This also means during an attack I'll start building up my next attack force, partially because I'm worried of retaliation.
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My philosophy is "The best defense is a good offense"
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defilers and plague or hit & run muta swarms
mutas can easily bait fliers into hydras and spore colonies
if you can't micro at all just send fully upgraded ultras to tank for the hydras
if you have vespene problems you're not expanding aggro enough
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My man there are 3 workable vespene geysers on the entire map. There is no expansion problem, just a consumption problem. :P

In all seriousness, yeah, it's probably an expansion problem. Hard to expand when you don't know which direction, and what's safe. I don't want to deal with defending my access in an indefensible area.
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I just wasted an hour on building battlecruisers only to get overrun by infinity or more firebats
「Need a light?」
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>>509
Battlecruisers are nice but marine spam is OP(and great for augmenting the cruisers.) I have yet to find something that counters 36 marines, and with my "SCV on every crystal" policy, it's a bit hard to disrupt my economy.
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I think about 6 well placed siege tanks with siege tech and only one or two battlecruisers would obliterate as many marines as they wanted. That or my favorite move, a charge of 100 zerglings. Is multiplayer still possible?
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>siege tanks
Yeah, that's what the battlecruisers are for :P
Or wraiths, if you can't afford those.
>battlecruisers
35 were enough to defeat 2 battlecruisers without micro, and left a third one at 2 HP(there were 4 total.) I literally just ran the test, so I know for certain, though the test was slightly skewed because I entered from the wrong angle and ended up engaging the line from the top instead of the side which definitely changed matters somewhat.
>MP
Yeah, it is. You'd have to find another person to play it with.
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Siege tank in siege tech position are the ultimate defense if you have a load of them(did you read my post right?)
>You'd have to find another person to play it with.
You and I could put this theory to the test.
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>You and I could put this theory to the test.
We could, but I'm a sore loser and the fact you're in this thread MORE THAN AWARE of my piss poor tactics puts me at a massive disadvantage.
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I think my own undisclosed disadvantages would put us on even ground.
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I had a dream where I fought someone on Starcraft, and after an initial success early on, they obliterated my ass and then they had to spend like an hour and a half lying about my performance to try to comfort me, but they sucked at lying.
I don't think multiplayer is for me...
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So did you ever complete mission 10 of the zerg?
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>>631
My man, it's right there at >>>511.
Mission 10 was fucking easy compared to this shit, and part of it was that I wasn't getting overwhelmed by reavers the moment I stopped putting on the pressure.
Speaking of reavers...


I am now on mission 7 of the Protoss, and REAVERS ARE KICKING MY FUCKING ASS AGAIN.
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Unfortunately, I have no real strategy, though I did discover the defensive layout (trapezoids.) Yellow lines represent bridges. Same symbols as before otherwise.
I'm not sure how I'm going to break through these defenses. The biggest problem I have is that any attempts at approaching the base on my side will get shut down by idling reavers, dragoons and scouts. Not much I can do about this.
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My suggestion would be to, early on, separate the forces by building many photon cannons on the dotted line or somewhere better. Then, pound the forces on the right until you breakthrough.
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I hate high templars combined with reavers. It's impossible for me to penetrate despite me controlling the rest of the map(mission 8 of zerg). My only working strategy is to loathsomely inch forward by building a lot of sunken colonies until they are dead. I'll have to pick back up on it tomorrow.
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You know something? I miss the Terran music. That is the slickest OST in the game, in my opinion.
>>655
I honestly didn't have too much of a problem with this mission, it was just a looong ass slog.
Here's my tip: There's some minerals east of the upper left hatchery. Build another hatchery close to it so that the AI doesn't trip itself up. There's also a relatively poorly guarded base just south of that hatchery. Once you get rid of that base, it'll be a lot easier to attack the other bases, and no templars will go through the upper left exit either IIRC.
The reavers are annoying but they only show up in 1-2 groups so I just spammed zerglings at them. It was later missions when they came in groups of like... 5 that it become untenable.
Pic related, IIRC this is the base layout. The base that gave me the most trouble was the left most base. It was seemingly just really well defended and I couldn't break through until after I had a two-front assault on it.

The biggest problem I have is how high templars can attack air units with their psychic storm. That shit has been untenable in my Protoss campaign.

>>651
Good news: I don't need that many photon cannons. The entrance is really fucking small, and they only have one entrance.
Bad news: I'm too slow on the uptick to make this work at the current moment. I'll keep refining my strategy, but this seems like it has a chance to work.
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>left-most base
I meant right-most base. The other two bases were pancakes and waffles compared to the hard tack that is the right-most. Apologies.


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