How to play Starcraft Master mod - Page 21
Forum Index > SC2 General |
Coal
Sweden1535 Posts
| ||
YouthSC
United Kingdom355 Posts
| ||
WeedRa
Germany815 Posts
| ||
Zelniq
United States7166 Posts
| ||
s.a.y
Croatia3840 Posts
On March 06 2012 03:59 Zelniq wrote: so am i the only one who struggled harder on level 12 (infested terrans to kill marines/tanks) than levels 28 (ghost snipe on banelings), 29 (banshee kiting marines), and 30 (tank/medivac vs stalkers) combined? oh, guess i'm not the only one /joy | ||
Kambing
United States1176 Posts
30 (tank drop) 28 (ghost snipe) 27 (banshee kite) 29 (2 zealots, 3 marines) 21 (zealot + baneling) 12 (infestor, tank, marine) Minus 29, this was my list too. I'm most surprised about 29, really, but I suppose if you don't get the agro setup correct, it gets pretty dicey. | ||
Chewbacca.
United States3633 Posts
On March 06 2012 03:59 Zelniq wrote: so am i the only one who struggled harder on level 12 (infested terrans to kill marines/tanks) than levels 28 (ghost snipe on banelings), 29 (banshee kiting marines), and 30 (tank/medivac vs stalkers) combined? Yeah that IT one was so annoying, I can't even remember if I ever beat it. The ghost/tank one was pretty easy I thought...banshee one required a few resets for me though. I have no idea why people struggle on 30. All you have to do is pick the tank up properly like 4 times and then it can just solo the stalkers without any micro at all... | ||
Zorkmid
4410 Posts
| ||
Blazinghand
United States25546 Posts
On March 06 2012 04:14 Zorkmid wrote: For some reason I'm struggling with the infestor vs. zealot one (16?). And I'm a Zerg player! Each infestor also has enough energy for 2 ITs. have each infestor lauch 2 ITs, and each will have nough energy for 4 fungals also, so you can finish off the weakened zealots with ITs | ||
Kambing
United States1176 Posts
| ||
Zorkmid
4410 Posts
On March 06 2012 04:16 Blazinghand wrote: Each infestor also has enough energy for 2 ITs. have each infestor lauch 2 ITs, and each will have nough energy for 4 fungals also, so you can finish off the weakened zealots with ITs I know, I just can't seem to keep the fungal timer in my head while I launch ITs. I'll fungal the group, and then launch ITs, but then I miss the zealots with the 2nd fungal. Must have tried 10 times! | ||
Danzo
2820 Posts
| ||
Blazinghand
United States25546 Posts
On March 06 2012 04:20 Zorkmid wrote: I know, I just can't seem to keep the fungal timer in my head while I launch ITs. I'll fungal the group, and then launch ITs, but then I miss the zealots with the 2nd fungal. Must have tried 10 times! ;_; well the timer is 4 seconds for what it's wroth | ||
Zelniq
United States7166 Posts
sadly enough i thought of the correct method before too but i dismissed it for some reason | ||
Zelniq
United States7166 Posts
| ||
Gladiator6
Sweden7024 Posts
On March 06 2012 04:31 Zelniq wrote: (lvl 27) has anyone ever figured out how to always make it so your banshee never moves towards the marines when attacking? (in other words, to make it always keep sliding away from the marines as it fires) I don't think there's any trick, if you notice your banshee moving towards them you should just spam your mouse forward and skip to attack that round. I think the key is to get the rythm down, once you do that you can kill all of them without getting hit. Also I found it easier to hit them around those boulders and rocks etc, since even if they hit you it won't be as many if you make mistakes. | ||
Forikorder
Canada8840 Posts
| ||
TheV
Brazil107 Posts
On March 06 2012 04:04 Kambing wrote: From my guide stats on youtube, it seems like hardest rounds for players (or at least, people wanting help on specific rounds) are: 30 (tank drop) 28 (ghost snipe) 27 (banshee kite) 29 (2 zealots, 3 marines) 21 (zealot + baneling) 12 (infestor, tank, marine) Minus 29, this was my list too. I'm most surprised about 29, really, but I suppose if you don't get the agro setup correct, it gets pretty dicey. The zealot baneling was a one shot for me, Banshee took me over 45mins tho lol, infestor marine siege tank as well. And 20 mins + to get the timing on the siege tank medvac micro | ||
Blazinghand
United States25546 Posts
On March 06 2012 04:31 Zelniq wrote: (lvl 27) has anyone ever figured out how to always make it so your banshee never moves towards the marines when attacking? (in other words, to make it always keep sliding away from the marines as it fires) Use Hold instead of Stop. If the banshee begins to pivot, as soon as it fires, click to keep it moving. If it the banshee does not stop to pivot, this means it is too far away, start it moving and try again later. The difference is that with stop it might change direction ;_; | ||
TheV
Brazil107 Posts
On March 06 2012 04:35 Forikorder wrote: im having trouble on 29 sometimes the zealot on the left will randomly aggro the one in the middle, im making sure the marines hit the zealot before kiting and generally dont move the leftmost marine until the zealot is right in his face yet hell still switch to a different target What I did was: Made the marine 1 run in a very broad circle around the platform while microing marines 2 and 3 just like on the first challenge, from then on it is very easy. | ||
| ||