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tinyE: Waiting for that Homeworld Kharak game to go on sale!!! :D
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fishbaits: One major warning for that game.
The keybind options are non-existent!
You have to screw about with editing them in text files & even then, they're horrendous to change :(
shiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiit :-(

thanks. I'm not about to push $50 for a game so I guess I'm safe now.
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tinyE: shiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiit :-(

thanks. I'm not about to push $50 for a game so I guess I'm safe now.
https://youtu.be/BYRibkfPXM0?t=196

TB mentions it too.
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timppu: I've now played the tutorial and a few of the first campaign missions, at Brutal difficulty. First two (or was it three?) missions were pretty simple, but now I am at the mission where I am supposed to defend the base for some time for a zerg attack before transports take us away. EDIT: Might be this is only the second mission in the campaign, I may be thinking of also the tutorial missions.

I think this is the same mission where I stopped playing earlier, playing the SC2 Trial version. I hate it how SC2 doesn't let me slow down the gameplay when things get hectic, like Starcraft did. You have to do so many different things at the same time across the map that it merely becomes an exercise on how fast you do multiple things at the same time, especially when the bonus objectives come where you are supposed to save some stranded soldiers outside the base (ie. besides defending the base, you should have time to build an attack party and go for those soldiers as well).

Phuck this, this is not why I play RTS games. The RTS games that I like from the past usually let me change the game speed freely, so that I have more time to think of and apply my tactics. After all, the computer AI can do several things at the same time as well, slowing the game down merely gives me the "same" ability.
You're on the third campaign mission.

Yeah, the higher difficulties lock the game speed at a higher level. On normal, you can scale back the speed significantly, on hard you can scale it back but not as much as on normal. Brutal locks the speed at the highest level. I hate that design decision, and I'm guessing it is just one method of artificially increasing the difficulty. It might also be a means of getting players used to the game speed they are likely to encounter in online matches (from what I remember from my WC2 days), where people always played at the highest speed.

If you want all the achievements, you'd need to build a large attack party anyway, since you need to go burn some hatcheries. At the start of the mission, pull all your marines and send them to clear the burrowed zerg in the walkways around your base. That will make it easier to get to the extra marines when they show up.

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huan: No idea, I didn't have chance to try anything but the tutorial. You are right, I remember at least two missions from Warcraft 3 where pause and play would be incredibly useful (both in frozen throne undead campaign). But I kinda doubt they did implement it in SC2. Blizzard is all about multiplayer these days, and this feature would not work too well in MP.
There is no Pause and Play. If you want to issue orders to units, then the clock is running. See above about the game speed lock.
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timppu: I hate it how SC2 doesn't let me slow down the gameplay when things get hectic, like Starcraft did.
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huan: It doesn't? When I tried the tutorial in starter edition, +/- on keypad worked fine. Do they really turn the ability off in certain missions?
I'll have to retry it, but I recall it depends on the difficulty level, like if you play on Brutal, it is locked on the fastest game speed all the time.

I admit i didn't check + and - yet, I just checked the game options if there is a way to change the difficulty. I guess I'll go check it now...

EDIT: I guess no need, confirmed...
Post edited November 15, 2017 by timppu
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Bookwyrm627: If you want all the achievements, you'd need to build a large attack party anyway, since you need to go burn some hatcheries. At the start of the mission, pull all your marines and send them to clear the burrowed zerg in the walkways around your base. That will make it easier to get to the extra marines when they show up.
I guess I'd need to try something like that. For now I was trying a more traditional turtling approach where I build two additional bunkers near where the existing two outer bunkers are (because one bunker doesn't seem to be enough per entrance), and a couple more missile turrets in the middle, and put a builder unit and a medic near both sets of bunkers so they repair them when needed.

And at the same time start building an attack party to get to the stranded units (bonus objective), plus trying to upgrade the base. So many things to do at the same time while trying to fend off the zergs...

I am not really after the achievements (no idea if they give any extra perk in the game?), but I do want to reach the bonus objectives.

One "interesting" design choice in the game is that while you can group much more units together than what you could in the first Starcraft, queuing units (to be built) is still just as much restricted as in the first game, something like you can queue only five or six units per building.

That's another thing that feels a bit of a fake way to make the game more difficult so that you have to go back and forth on the map in order to build more units. You can't just tell the building "build 100 units when you have enough resources, and send them to the frontlines". No, you have to constantly go back to your base to tell it build six more units. Bah...
Post edited November 15, 2017 by timppu
Starcraft II is all about the speed, it can actually be really fun to play on Brutal at highest speed but you shouldn't do that if you just want to play casually. It's called Brutal for a reason (plus many optional challenges are very very difficult on most Brutal maps). As already stated the gamespeed is based on the difficulty (in addition to the enemies that spawn with larger armies on higher difficulties). There is nothing of value you unlock from achievements, except if you like portraits but that's just fluff. The achievements are really just there as challenges and you can replay missions once you've beaten the game (including choosing different unit upgrade paths on a per mission basis). So going for all optional objectives on Brutal on a first run will likely just burn you out on the campaign. It's a choice that is up to you however.

Basically expect to fail Brutal missions a few times to learn what is the best approach, especially on later levels it can be very difficult without advanced strategies. Brutal is tuned for people that already know what is going to happen.
Post edited November 15, 2017 by Lethalvriend
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timppu: I guess I'd need to try something like that. For now I was trying a more traditional turtling approach where I build two additional bunkers near where the existing two outer bunkers are (because one bunker doesn't seem to be enough per entrance), and a couple more missile turrets in the middle, and put a builder unit and a medic near both sets of bunkers so they repair them when needed.
Defending on this mission isn't too bad, even on Brutal.

Some things to do:
-Get your SCV mineral mining to max. There is an indicator over the CC for how SCVs are mining versus how many are needed for optimal mining, and each refinery has a similar counter for that refinery. Getting your mining going takes precedence over pretty much everything else; if you only have 50 minerals, then use it to get your Command Center (CC) back to building instead of getting your barracks back to building.
-You've got two barracks. Put a reactor on one for double marine production and put a tech lab on the other for medic production. One rule of thumb is having a medic for every few marines (3-5). These should be producing units at full capacity at all times (except maybe early, while you're still getting your economy going). You should have a ball of marines and medics start accumulating in your base as the mission progresses, very quickly outgrowing all space in your bunkers.
-Slip in the Engineering Upgrades when you have the resources to start the upgrade and your buildings are all building.
-Just abandon the low ground; salvage those bunkers to preserve the resources and focus your entire defense on the upper choke point. Build 3 bunkers on either side of the ramp (at the top of the ramp), with your extra marines milling about at the top of the ramp in between the bunkers. All 6 of those bunkers should be close enough to shoot at the ramp and most of them should be able to hit at least some units on the low ground leading to the ramp.
-Add turrets at intervals along the edge of the high ground to clear mutalisks looking to bypass the ramp. Build them in groups of 3-4; too few turrets in the cluster may lead to them being overwhelmed. No need to use bunkers if the walkers can't get there without going through your front door.
-After your mining is at full capacity, build some extra SCVs to stand near your defensive structures and auto-repair them. Make sure to pair off the SCVs so they can heal each other (mutalisk shots may bounce to them). If you have no need to push out, a pair of medics with each pair of SCVs can also take care of that healing. You can set some medics on patrol to cover multiple groups of repair SCVs. As you mine out mineral clusters, you can move extra SCVs to help repair. Each "cluster" of defensive buildings should have its own SCV pair (so a pair for each group of 3 bunkers, for example).
-Make sure you move out with a sizable group of marines, if you do move out. Keep the 6 bunkers full and your base should be fine for most of the mission.
-Add an extra bunker along the left side of your base on the high ground; a creep tumor sometimes shows up down there.
-Keep an eye on your supply, and build supply depots before you hit the cap. Build them on the back end of your base, lower them after they are built, and forget about them. Come to think of it, you could throw a few down at the top of the ramp too, and just lower them when you need to move units out; I've never done this (remembering to raise and lower them is yet another micromanagement task).

-Remember that zerg units move faster on creep. Take out the tumors.
-Remember that the spine crawlers will start dying if the creep degenerates under them (so they are no longer burrowed on it)! You can kill the creep tumors and let the spine crawlers effectively starve to death, though this takes awhile. The hatchery makes creep, so crawlers close to the hatchery can't be starved without destroying the hatchery.
-Knock out Nydus worms whenever you can, especially if they show up near your forces while you're outside your base. They bring in extra zerg units to throw at you, but there is a short time delay where you can kill them before they start spitting out reinforcements.
-When the timer gets down to about 5 minutes, finish up whatever you are doing and pull everything back into your base. The non-stop assault is coming shortly.