[TLCH] Mission 19: Salvation - Page 4
Forum Index > SC2 General |
Gnosis
Scotland912 Posts
| ||
PatrickBlub
1 Post
Does anyone have maybe a replay or a savegame of it? | ||
THM
Bulgaria1131 Posts
On November 12 2015 16:07 Phael wrote: I did this mission on brutal on my second try massing carriers, nailing all the achievements too. Here's a quick rundown of the strat I used: Relevant upgrades: Spear of Adun Tier 1 - Chrono boost Tier 2 - Lasers Tier 3 - Automated gas Tier 4 - Mass recall Tier 5 - Mechanical healing Tier 6 - Time stop Units - Zealots - reviving zealots Stalkers - dragoons Immortals - normal immortals Carriers - healing carriers 1.) Make 2 probes off the bat, send the first one to your natural and take it. Continuously make probes from your first nexus and plant those 4 assimilators down when you have minerals to do so without interrupting probe production. 2.) Your first 75 energy goes into a chronoboost on the natural to pump out a dozen more probes or so. At this point you should be broke. 3.) Start a fleet beacon, then drop 3 more stargates as income allows. Spam carriers out of them when you can. Ramp up to max mineral saturation slowly, could maybe stay with 2 probes per patch. 4.) During this macro period, you should just be a-moving the initial units you started with to the lanes that are being attacked. Don't worry if you lose a few (or all) of them, they're just to tide you over until carriers. 5.) Second 75 energy to chronoboost out two carriers as soon as fleet beacon is done. You'll start roaming with this force. Start air attack upgrade asap. 6.) During the mid-game, use time stop and lasers to help you when the mass attacks are coming. Normal attacks are easily held off by carrier dps and allies tanking. 7.) Try to use a chronoboost on air attack upgrades since you need to work on air armor too. You can make another cybernetics if you'd like, but I recall that by the time I had minerals to spare, I was almost done with air upgrades anyway. Otherwise, spend all your energy on lasers. Shield upgrades are well, they're available to get, but I wouldn't be too concerned about it because most of the damage will be on armor anyway. 8.) Once you get 12 carriers, split them into two groups of 6 and assign newly minted ones to a third group. These should be generally static defenses - you'll want them to be a little ahead of your allies to soak damage if possible (they heal really fast - about the most micro you need to do is pull an injured carrier back to let it heal up in like 15 seconds. They have such a long range that it'll probably be attacking the whole time too.) 9.) During the mid-game, just keep carrier production up, try to distribute new ones fairly into the three groups, and not lose too many carriers during engagements. As your minerals start stockpiling, feel free to mass some cannons around where your allies are holding position. I only bothered to cannon up the right side since the other sides were so full of stuff. 10.) As you get into the late game, if you've stockpiled around 5k+ minerals, just suicide all but two of your probes so you can end up with 11 carriers per side. Your last two probes can just build stuff - defensive cannons, or to be more useful, just ring the keystone with pylons, cannons, and gateways. Reading this thread during work I thought this was going to be tough, but noob mass carrier strat worked out. I guess if you get overwhelmed at one base you can just pull back and defend the keystone, but I was able to nab both achievements (one is damaging a bunch of ships with your laser, other is keeping all nexuses up), without too much trouble. Good luck! Don't do this if you want this mission to be at least a bit challenging I can confirm that this works flawlessly, I struggled a few times than did exactly as said here and I was not even under pressure during the final wave, no nexuses destroyed and I don't think units even managed to enter the bases. The chrono on the expansion probes ASAP is really smart and gives u a flying start for carriers. Only thing I can add is, you can add 2-3 corsairs for each of the 3 entrances, as explained above their ability is OP. Also since your only macro is 4 stargate carriers you can build a shitton of cannons/batteries at each entrance. It's funny because I actually spent half of the mission building gateway/cannon walls everywhere but it never came to them lol. | ||
Mistakes
United States1101 Posts
| ||
Juice!
Belgium295 Posts
i did every mission on brutal except for the last one ... I would do (nearly) anything for a (good) brutal save that would give me the victory | ||
CheevementSlave
2 Posts
After doing Hostbusters (Mission 18 Mastery) on Brutal, this was a godamn cakewalk Adun abilities: Chrono, Solar Lance, Auto Gas, Fenix, Matrix Pylons, and Solar Bombardment Unit Composition: Purifier Colossus, Immortals, Havoc Sentries, Corsairs, Arbiter, Regen DTs, High Templar, Stalkers the key to this is the matrix pylons... when the mission starts you want to crank out probes continuously obv, and get sexond nexus asap, and start positioning pylons so that their fields just cover enough of the entrance to lay gateways at take your initial units to the first path to be attacked, use one beam from your first solar lance to soften up the first wave then spam the second two beams at the edge of fog of war towards brutalisk once you get to about 5 immortals switch production to colossi, continuously be pumping sairs out of your one stargate throughout, your gateway unit production should be split between stalkers dts and the occasional sentry and in later stages high temp once you get to a roughly one third split of colossi/sair/immortal for ~120-130 supply, with the rest of supply being probes, stalkers, sentries, dts, templar, everything literally melts, and with your whole base covered in psi field, your entire army is very fast and u keep buzzing between the walled off entrances backed up by the OP defense tower... havocs give your colossi stupid range and force fields + corsair disruption web + immortals with range, hybrids and ultras fucking melt, and corsairs when they are 15-20 in number thrash the golden armada, and at the end, you should have 2-3 arbiters, stasis lol the brutalisk gets owned with Fenix + solar Lance + one solar bombardment, use your first solar bombardment cooldown on it, i think it takes 2 fenix cooldown Im sure the energizer sentry would work too, you would have an even faster army bouncing back and forth at the cost of less range In summary, Brutal one-shot, mastery done, no allied nexuses lost, Karax's wall finally broke at 99.5%, finished mission with about 130 supply still melting shit finally flooding through | ||
XllX
Germany23 Posts
A video guide of me applying that strategy can be found here: Even with several mistakes on my part (a mistimed time stop, sacrificing less probes than optimal, building less static defense than possible, losing several carriers due to mis-micro), this strategy still gives a solid win. | ||
rezoacken
Canada2719 Posts
Built a lot of battery/canons/monolith on the 3 bases. Made a 10-12 void ray army to get rid of those Carriers/Tempest armies. Added templar for storms and colossus on the 3 spots. | ||
DinosaurJones
United States1000 Posts
| ||
InfCereal
Canada1740 Posts
On November 11 2015 22:35 Plexa wrote: +1 to Corsairs being OP. This is a real pain in the ass on Brutal before realising that. + Show Spoiler [Tips] + So I had a lot of difficult with this until I sat down and work out what units/abilities would be most useful. Here are some of the more useful things:
For what it's worth, I got all the achievements for this level on Brutal with this strategy. This is how I beat it. I had a ball of ~3 arbiters, ~12 corsairs, ?? DTs, 6 collosus, and dragoon/zealot remainder. I also had 2 corsairs at every entrance. This actually became a problem, because I had an arbiter at mid, and then alarak made a mothership. So he almost lost his nexus simply because everything was running past the army. Fenix lost hist nexus at the end, and I had to stasis the ramp for last couple of percent, but I'm sure you could do it without losing any nexus. I just messed it up. | ||
SnowfaLL
Canada730 Posts
| ||
mostevil
United Kingdom611 Posts
On November 14 2015 05:06 BreakfastBurrito wrote: Idk if this has been posted yet but if you make your production structures near Karax you will get the master phasesmith bonus on them and you can crank out units really fast. Helps immensely with keeping your money low. I did the void ray strat + mothership, but never used the mothership. Automatic gas, solar bombardment, 200 shield (never used) and the 200 damage one. Chronosurged out some upgrades early too. This is actually huge. I put my stargate by him and pushed out a stack of ~20 corsiars in seconds. Later Carriers come out in a few seconds a piece too. You wont need more than one stargate/robo if you stick it next to Karax. | ||
summerloud
Austria1201 Posts
kinda lame, late game toss units ruined the campaign, before you got cols, missions were good and hard on brutal, afterwards it was just mass macro and win, and the missions got increasingly tedious, too much "mass shit and amove" bullshit | ||
Destructicon
4713 Posts
Edit: Oh and yes, Dark Archons are good if you have the multi-tasking to jump between locations and cast either the spell that makes friendly units attack each other or mind control. | ||
KingAlphard
Italy1705 Posts
As upgrades I used Chrono surge (the 1st one is a huge boost to your economy, the others on upgrades), Warp in harmonization (warping air units instantly and anywhere with lower cooldowns is just great) , time stop. Solar lance to clean up golden armada ships for the achievement. Can't remember the other ability I used but it probably wasn't very relevant. Once you're maxed out, mass cannons. They shouldn't even breach your entrances before you win (brutal ofc). One thing I was wondering is how the heroes (karax, alarak, verazun) inevitably die during this mission but it goes completely unnoticed, there isn't even an achievement which asks you to protect them or anything... what happens to them? | ||
ocoini
648 Posts
http://www.twitch.tv/ocoini/v/26020278 =) | ||
Deleted User 26513
2376 Posts
Alarak is a complete moron... I think, if he didnt have his charge ability(or if they let me control him), the middle path would be so much easier to hold. When you talk about DT+Corsair tactic, what do you mean exactly ? One huge roaming corsair flock and DTs on every base ? I find the corsairs terrible vs capital ships. Often I need time stop or laser to stop the armada wave quickly. | ||
mostevil
United Kingdom611 Posts
On November 16 2015 17:06 Pr0wler wrote: Damn, I hate these kind of missions... So far I managed 96,5% with mass voidrays. The mid-game looked stable. And then everything collapsed. Especially at the end of the mission things get out of hand really quickly. Alarak is a complete moron... I think, if he didnt have his charge ability(or if they let me control him), the middle path would be so much easier to hold. When you talk about DT+Corsair tactic, what do you mean exactly ? One huge roaming corsair flock and DTs on every base ? I find the corsairs terrible vs capital ships. Often I need time stop or laser to stop the armada wave quickly. The disruption web is ridiculous, it derps the enemy into the wall of cannons without firing, any that get through get dt'd. Once you have enough corsairs with good upgrades you can focus down the capital ships, they go down fast individually. Take the auto assimilator upgrade, get your natural going asap, drop a plyon and stargate next to Karax and then you can just hold the button down to get out 16-20 or so of the things. As long as you nail the detectors quickly a big ball of DT's under them will dice anything on the ground up. Later on and as the DT's die off and the money rolls in start throwing out carriers and or collosus for the big dps (one stargate/robo next to karax, the starting ones not worth using its 10x slower!!!!). Although not many of my DT's went down before the very end. You just have to pull them back occasaionlly when they get over eager. Also the arbiter or two by each entrance trick can put the enemy on hold while you get over there, or just statis everything towards the end, but that feels like cheating.... | ||
NewSunshine
United States5651 Posts
| ||
FueledUpAndReadyToGo
Netherlands30538 Posts
Really interesting to see you can keep the allies alive, mine die before 50% guess that's where it goes wrong lol | ||
| ||