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I'm going to have to defend the Devil Dogs because 25k for cheap 160 hp 4 armor units are well worth it. Just don't get the Plating.
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# ? Jul 5, 2023 16:51 |
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# ? Jun 5, 2024 19:56 |
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I do sometimes wonder if my lore is out of date or if people are confusing the Confederacy, the Dominon, and the Directorate when we talk about things. Like ghosts, I think someone said the UED, when they actually meant the Dominion(I think), when it was the Confederacy that started the thing. Of course, the dominions MO was just "The Confederacy but I'm in charge" so it seems like all the policies stayed in place
The Chad Jihad fucked around with this message at 17:03 on Jul 5, 2023 |
# ? Jul 5, 2023 16:54 |
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UED is United Earth Directorate. Only seen in the games when a detachment came in Brood War to "set things straight". E: nvm, misread your point Felinoid fucked around with this message at 17:03 on Jul 5, 2023 |
# ? Jul 5, 2023 17:01 |
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I used to poo poo on Devil Dogs but after my last Brutal run where I noticed they had managed to drag themselves through the entire map without dying and soaking up a bunch of damage for my more valuable units they've grown on me a bit. Regular unit is still trash though.
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# ? Jul 5, 2023 17:59 |
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RevolverDivider posted:I used to poo poo on Devil Dogs but after my last Brutal run where I noticed they had managed to drag themselves through the entire map without dying and soaking up a bunch of damage for my more valuable units they've grown on me a bit. Regular unit is still trash though. The Merc units get the upgrades, right? So were the Devil Dogs upgraded, or just the base units?
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# ? Jul 5, 2023 21:20 |
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Considering you're playing a rebellious army in this campaign there was a real missed opportunity to have many more mercs and allied forces or auxiliaries, could have been really cool to have more unique squads join in on a per mission basis.
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# ? Jul 5, 2023 23:22 |
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I think we're all forgetting the most important detail, the firebats by the time of starcraft 2 hate the smell of napalm in the morning.
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# ? Jul 6, 2023 02:23 |
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they also don't say Slammin anymore
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# ? Jul 6, 2023 02:50 |
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Like I was lacking in reasons to hate Activision Blizzard.
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# ? Jul 6, 2023 05:33 |
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Can't remember, do they still mention propane and propane accessories?
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# ? Jul 6, 2023 07:19 |
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Aces High posted:Can't remember, do they still mention propane and propane accessories? Nope! Best they get is a Homestar Runner reference.
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# ? Jul 6, 2023 07:26 |
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Not good enough.
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# ? Jul 6, 2023 07:35 |
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Worth noting that there are a few campaign mods that buff the Firebats by simply removing that delay on their attack animation. Makes them more usable. Still niche, but at least they're not horrendously bad at that niche.
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# ? Jul 6, 2023 15:23 |
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Here's my hot take, the Marauder's visual design is lame and Firebats using their model/style is nowhere near as cool as them being slightly up-armored Marines that burst into flame when they die
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# ? Jul 7, 2023 13:02 |
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Man this LP is great stuff so far, I'm absolutely loving it. Keep up the good work! Do you mind if I steal the bullet-point outline for generalities in the unit spotlights? It's like a thousand times more readable than what I've been doing. Also did it take anyone else way too long to make the connection of Donny Vermillion = Ron Burgundy? Raynor feels like a very different character in SC2 to me. He's just so cowboy. He is 110% cowboy. Raynor from SC1 always seemed more redneck-y than cowboy-y to me. Like the cool, chill guy at a trailer park cookout or biker bar. Raynor from SC2 seems more like the "jock who drove everywhere in his daddy's 4x4 blasting Garth Brooks and who seems kinda nice but you really don't want to know what his views on gay people are" kinda guy. You know what? You know that farmers vs hockey players bit from Letterkenny? That's what the two Raynors make me think of.
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# ? Jul 7, 2023 20:26 |
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SC2 Raynor is just so lacking in opinions or drive. He’s supposed to be this fiery rebel, but he mostly seems to be wandering aimlessly around the sector and going “okay” when other people ask him to do stuff. And he’s supposed to be haunted by Kerrigan and his failure to save her, but he barely seems to remember except when they make him do the old-cowboy-hides-his-pain face in a cutscene here and there. This is partly the result of the non-linear campaign structure and all the oddball gimmick missions they put into it, but it’s also just a failure of the writing to give him an interesting personality.
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# ? Jul 7, 2023 22:06 |
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Raynor in SC1 rode a [hover] motorbike around. Raynor in SC2 sits at a desk.
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# ? Jul 7, 2023 22:09 |
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Cythereal posted:Raynor in SC1 rode a [hover] motorbike around. To be fair, he was forced to sell the bike.
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# ? Jul 7, 2023 22:15 |
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SC2 Raynor is Malcolm Reynolds expy written by someone who totally misunderstood "Firefly".
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# ? Jul 7, 2023 22:37 |
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Yeah, SC1 Terran was a cool pessimistic sci-fi faction where everything is run down and lovely, except for the well-protected imperial core on Tarsonis or the command decks of the big shots from the UED. Then SC2 Terran is just 40k and Firefly slapped together by someone who really, really likes Rob Liefield. They're still kinda cool, especially with some of the campaign units the LP hasn't shown off yet, but imo ramshackle SC1 Terran is a lot better art-wise.
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# ? Jul 8, 2023 00:11 |
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Covert 1: The Devil's Playground Video: The Devil's Playground Today, we'll be meeting one last friend. and I'll make it worth your while. We'll need to spend some of what we mine just to defend the operation. The more we spend, the longer this is gonna take. Let's do this. We start off with a whole heap of SCVs already set to mine. This is actually unique, most of the time your starting SCVs just stand around until you order them. Devil's Playground introduces the golden Rich Mineral Fields, which give 7 minerals per trip instead of 5. The catch is that every mineral patch on the map only has a few hundred each, so I can't just wall up here and slowly get the 8K I need. After about 30 seconds some alarms start blaring and the lava starts to rise. Lava's rising, get those SCVs to high ground right now! A few seconds after that warning, and the lava surges. Anyone left down there will die pretty much instantly. It stays up for about 10 seconds before falling again. This counter shows the estimated time until the next lava surge. Move all units and structures to high ground when a surge is imminent. We now have a bit over 4 minutes between each surge. Reapers are speedy anti-Light infantry that can only hit ground with the ability to hop up cliffs. So the map is covered in caches to encourage you to explore the place and speed up the mission. They also have a dedicated anti-building attack. The first thing to do is head north of my base. If you'll recall, this was the ramp shown in the pre-mission cutscene. So after dealing with a small handful of zerg... We find the group that fled the lava! A free Command Center plus five SCVs lets me save 750 minerals. Of course, two CCs means having to defend from the zerg on two fronts. Reapers need an attached Tech Lab to make, and also cost a whopping 50 gas per head, but they cost barely any minerals so they don't hurt my total too much. There are a number of Reaper packs scattered across the map, which will hop down and join you when you get close. Stetmann chimes in with the bonus mission. Brutalisks are big and hit hard, but they're also slow. On my way down to it, I go check out this ledge at base. There are three tiers of elevation, and Reapers can only cover one at a time. At which point I get nailed by an attack wave. Lifting the CC and loading my SCVs forces them to move to my main, giving the Reapers enough time to catch up. And by that time the lava is almost here, so I stop and withdraw before hitting the Brutalisk. You may have noticed that I don't have much in the way of non-Reaper forces. I focused way too hard on saving money to finish the mission faster and it'll bite me later. After waiting for the lava I can go take out the Brutalisk. There's a small group of Zerglings and Hydras right before it. Reapers deal 4x2 damage per attack on non-Light targets, so chipping down the Brutalisk will take a while. However, it has literally no defense against being kited. So it quickly falls. And on top of the research we also get a bunch of caches. There's something I need to find at the bottom right corner. Which sends me directly into an enemy base plus another Reaper group. Tosh will periodically ping clusters of minerals to help you out, even if you've already found them. Thanks, Tosh. To incentivize base clearing, the Hives all drop a few caches on death. Moving to this spot reveals a small island on the bottom right. It has a tiny lil Diablo on it! It is his playground, after all. I'm over halfway done, but my current bases are starting to mine out. Another lava surge. I set up at different spots. And I send my Reapers out. Heeeeeeeere's where things start to go south. Attack waves have ramped up enough that the few guys I had weren't enough. So I lure them into my base and spam out mercs to deal with the Mutalisk. After getting another Medic out and patching up my Reapers, I keep pushing out and find another free group. Oh god drat it. I probably should have been building Bunkers at my bases. They would have kept my forces alive, then I could salvage them before a lava wave to keep the 100 minerals. I was so focused on the fight I ended up losing a few SCVs to the lava. Oh gently caress, a Muta. I have literally no answer to that. Run. Okay, let's hit up here. Oh gently caress, a Roach. Reapers do poo poo to non-Light targets. Run. Upside: More Reapers! Downside: oh gently caress, a Muta. poo poo poo poo poo poo poo poo gently caress it, grab the money I may have lost all my Reapers, but I'm only a few hundred away from winning. In hindsight I was way, waaaaaaaaay too stingy with minerals. Look how many mineral nodes I never had to touch! I could have built a good sized army, swept the map and still have more than enough to clear! But gently caress it, a win's a win and it's not like you all are reading this to see me be good at video games. Starve the Beast - Kill the Brutalisk without losing a unit to it in "The Devils Playground" mission on Normal difficulty. BisbyWorl fucked around with this message at 04:50 on Feb 5, 2024 |
# ? Jul 8, 2023 04:31 |
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Boo, you didn't deal with the Brutalisk the fun way.
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# ? Jul 8, 2023 05:13 |
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Anyone who bumps up their difficulty to Brutal for this level is in for a surprise, as while the lava still rises every few minutes, the game no longer shows the timer! Hope you're good at getting everything to high ground quickly! Zerg harassment on your bases can be a bit annoying to deal with, but they're actually pretty manageable once you're familiar with the level. All the Zerg units funnel through a single passage in the middle of the map, so if you keep some defenses parked there, your bases will never get attacked.
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# ? Jul 8, 2023 05:47 |
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This mission is a lot of fun, one of my favourites.
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# ? Jul 8, 2023 06:26 |
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SirSamVimes posted:Boo, you didn't deal with the Brutalisk the fun way. Luring it into the lava when it rises?
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# ? Jul 8, 2023 09:39 |
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Reapers you say? Hell, cowboy, we gotta train no more of these guys, they're seriously bad! They're actually fine, but their big niche in multiplayer is disposible scouting and well... campaign. Add that to ther campaign design and there's really only one other map that you'll see them on, and that's Outbreak, if only because their anti-buiilding attack makes them better than the hellion at killing buildings (even ones with light armour)
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# ? Jul 8, 2023 13:08 |
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Ah, reapers! I never really make use of them in the campaign outside of this mission. In multiplayer they've got a firm niche of early-game harrassers, being able to jump into the enemy base from weird angles, make short work of workers and undefended buildings, and in MP even have passive regeneration so you hit, run, recover and go back without needing any other units for support. They scale extremely poorly though - they can't deal well with armoured units, can't deal at all with flying ones, and their survivability depends on being mobile enough to kite whatever's trying to kill them so you can't keep them alive once you have a whole army to pay attention to. Campaign missions don't really have an early game phase, the enemy is usually entrenched before the map starts. So their niche isn't really present.
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# ? Jul 8, 2023 13:12 |
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I'm surprised you were able to kite the brutalisk. (On brutal) the brutalisk will snap back to it's starting point if you try to kite it too far. I remember trying to kite it around by having reavers jump up and down elevation levels. I must have tried a dozen times without success. I eventually did it by sending in a standard bioball with medics.
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# ? Jul 8, 2023 16:30 |
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LLSix posted:I'm surprised you were able to kite the brutalisk. (On brutal) the brutalisk will snap back to it's starting point if you try to kite it too far. I remember trying to kite it around by having reavers jump up and down elevation levels. I must have tried a dozen times without success. I eventually did it by sending in a standard bioball with medics. It does snap back after a while, but there's nothing stopping you from just doing it again and again until it dies.
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# ? Jul 8, 2023 16:32 |
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BisbyWorl posted:The main issue is that his literal final lines in BW is swearing revenge on Kerrigan. Bit late, but that line was so badass to young me and really got me hyped for the continuation of the story, and what Raynor was eventually going to have to give up to achieve his revenge. And then Starcraft 2 happened and I felt like I was having an aneurysm as I experienced that plot.
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# ? Jul 8, 2023 16:58 |
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Chillgamesh posted:Yeah, SC1 Terran was a cool pessimistic sci-fi faction where everything is run down and lovely, except for the well-protected imperial core on Tarsonis or the command decks of the big shots from the UED. Then SC2 Terran is just 40k and Firefly slapped together by someone who really, really likes Rob Liefield. They're still kinda cool, especially with some of the campaign units the LP hasn't shown off yet, but imo ramshackle SC1 Terran is a lot better art-wise. Well, Andy Chambers, one of the Lead Story Writers for Starcraft II, woked for years for Games Workshop as a writer for both rules and lore.
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# ? Jul 8, 2023 20:45 |
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evilmiera posted:Bit late, but that line was so badass to young me and really got me hyped for the continuation of the story, and what Raynor was eventually going to have to give up to achieve his revenge. Same.
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# ? Jul 8, 2023 23:49 |
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Intermission 5 Of course, and he's no pirate. Rumor has it he's a renegade Ghost - and until he vanished he was one of the Dominion's top assassins. Now Mengsk hates him almost as much as he hates you. Well, I like this guy already. Just the same, we'd best keep an eye on him. Yes sir. Another day, another quick Intermission. >Watch news. Hey, Kate got through a broadcast without getting cut off, that's a first for her! >Talk to Tychus. Raynor asking Tychus of all people about Tosh strikes me as a bit odd, since he would have been on ice long, long before Tosh went rogue. I've dealt with rogue Ghosts before. It's the ones still working for Mengsk I got a problem with. Tosh is currently on the bridge, same as Hanson when she first joined. >Talk to Tosh. Tosh himself is just... Space Jamaican. He's got the accent, he's got the dreads, he does some voodoo on the side, even his wiki page describes him as a 'pseudo-Rastafarian.' Yeah I got another job for us on a world called Bel'Shir. Interested? Maybe. But what's in it for me? Piracy ain't exactly my chosen path. I'll think about it. For the time being - welcome aboard the Hyperion. We'll talk later. The specimen tanks will update every time we hit a new research milestone. >Talk to Hanson. What the hell does Tosh want that for? As you might expect from Hanson having lines for Tosh's recruitment, Tosh has lines if he's grabbed first: The Evacuation (not a full conversation, just a remark) posted:Got yourself some colonists now, oh, and a pretty doctor. Best be careful with them. Outbreak posted:What do ya' think of Dr. Hanson? Interesting how both Hanson and Tosh end up casting doubt on the other. >Examine Zerg Tank. >Check Research Console. The second pair of zerg upgrades are the Planetary Fortress- And the Perdition Turret. The Turret is the winner here. Using a Planetary at your mineral lines means it does nothing unless the enemy breaches your base, which is bad, and can't even hit air if the enemy throws a flier at you. Going for some jank play of using a Planetary as a defensive wall means you have a big, bulky, completely unmovable Command Center making it a pain to get in and out of your base, and its size makes it hard to throw in some Missile Turrets to cover air. Perditions, meanwhile, completely obsolete Bunker'd Firebats, as they hit harder, faster, and farther than them. Despite being infantry, Reapers are no-shows in the Armory. >Check Armory Console. Reapers get U-238 Rounds and G-4 Clusterbomb. (active ability that throws out a delayed explosive, 75K credits) I actually opt not to buy anything this time, and instead bank the money for later. We call it terrazine and it be worth a fortune to the right bidder. Of course those protoss'll kill us if they catch us on their holy ground - or at least they'll try. We can go bully the Tal'darim some more and get everyone's favorite combat walker and our first protoss research upgrade. Or go get even more zerg research and what I consider to be the peak of Wings designing missions around their unlocked unit. BisbyWorl fucked around with this message at 14:47 on Jul 12, 2023 |
# ? Jul 9, 2023 03:32 |
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Honestly, stereotypes aside, Tosh is an interesting character, and I really do like him. He's got some fun comments on some missions throughout the campaign, too.
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# ? Jul 9, 2023 03:45 |
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All right, time to go grab the goliath. Goliaths are the best little mechwarrior boys and I'll hear nothing about them sucking. At least their upgrades make them a solid 'useable' which is more than about half the units in wings I guess.
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# ? Jul 9, 2023 04:03 |
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The Planetary Fortress is very useful on one particular mission, but the mission is also easy enough without them.
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# ? Jul 9, 2023 04:39 |
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the PF is useful for the funniest sc2 multiplayer video I ever watched other than that, well, not so much, no
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# ? Jul 9, 2023 08:02 |
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BlazetheInferno posted:Honestly, stereotypes aside, Tosh is an interesting character, and I really do like him. He's got some fun comments on some missions throughout the campaign, too. I fully agree with you, mostly because Tosh is our only vector into how Psionic Terrans think, even if(as shown) he's a bit off-kilter even for them.
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# ? Jul 9, 2023 08:23 |
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Yeah I don't see much point in the planetary fortress. Is the other CC upgrade available in the campaign? Stupid sexy Tosh. But I like his Evil'darim punching party proposal.
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# ? Jul 9, 2023 09:09 |
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# ? Jun 5, 2024 19:56 |
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Lets punch some aliens and get some Goliaths. I know there's one unit that I completely used to trivialize the Terran campaign by just mass producing it and nothing else. I can't remember which one it was now, though, but I know I'll recognize it as soon as I see it in a mission.
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# ? Jul 9, 2023 10:26 |