The Glade 4.0

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PostPosted: Sat Jul 31, 2010 12:56 pm 
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I truly hate this sacred gas collecting mission.

I guess I'll have to just churn out Goliaths and hope for the best.

Kinda disappointed that this game emphasizes zerg tactics so much. Not much strategy really.


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PostPosted: Sat Jul 31, 2010 6:12 pm 
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I found marines with doctors suprisingly effective on that mission.


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PostPosted: Sat Jul 31, 2010 6:24 pm 
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After the first probe came to seal off a chamber, I went and killed it with my small force, then I built a couple of bunkers in the areas with a lot of gas shrines. I picked the turret for the bunker research, so they could at least do something. I slowly filled them as the level went on. Then I built up some vikings to take care of the rest of the probe groups that would come and try to seal the shrines, since the probes were almost always escorted by a couple of scouts and later a warp ray or two. But I would always land first to kill the probe first. Golaiths are good as well...but they aren't nearly as mobile as Vikings are. Still, having a roaming ground force is always a good idea anyway.

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PostPosted: Sat Jul 31, 2010 7:30 pm 
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Yeah, I finally got past it. Didn't do the bunker thing, but basically prioritized gathering the gas and continually adding units to the main escort.

BTW, I hate these decisions you have to make -- right now I'm:
Spoiler:
deciding to help Nova or Tosh. Gut tells me to help Nova, but I dunno . . .


EDIT: Ok coolest little cutscene so far:
Spoiler:
After you finish the Ghost mission (assuming you ally with Nova), and Tosh gets pwned in the face . . . literally. Matt: "Can't you meet any normal girls?" LOL
P.S. Nova = teh hawntess


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PostPosted: Sat Jul 31, 2010 9:36 pm 
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I bought SCII the other night, played for 30-40 minutes this morning...

I suck.

I'm still going to get all the achievements in one level before moving to the next, but dang, I suck.

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PostPosted: Sat Jul 31, 2010 9:41 pm 
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Yeah, I hate the resource-juggling of strategy games. Hence why no SC2 for me. I tried WC3, to no avail, so I figure I'd probably just be wasting money.


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PostPosted: Sat Jul 31, 2010 11:04 pm 
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Rodahn wrote:
Yeah, I finally got past it. Didn't do the bunker thing, but basically prioritized gathering the gas and continually adding units to the main escort.

BTW, I hate these decisions you have to make -- right now I'm:
Spoiler:
deciding to help Nova or Tosh. Gut tells me to help Nova, but I dunno . . .


EDIT: Ok coolest little cutscene so far:
Spoiler:
After you finish the Ghost mission (assuming you ally with Nova), and Tosh gets pwned in the face . . . literally. Matt: "Can't you meet any normal girls?" LOL
P.S. Nova = teh hawntess


Spoiler:
The "right" choice is allying with Tosh. Nova's lying to you about spectres being homicidal killers, and all the free-thinking, philosophers, artists, and political idealists who ran afoul of Arcturus Mengst are in that prison to be released. (I'm not sure of the "right" choice on the other mission, except...well...Ariel's research on a zerg cure is proven to be very dangerous if you side against her. I suspect siding with her, the colony ends up lost.)


So...just a side point, everyone make sure they don't miss the secret mission!

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PostPosted: Sun Aug 01, 2010 12:54 am 
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Spoiler:
There is no right and wrong choice. If you side with Nova, everything she said was true. If you side with Tosh, she was lying. Just as if you side with the protoss, the doctor was infested, but if you decide to save the colonists, she isn't infested. They made it so no matter which choice you make, it was the "right" decision.

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PostPosted: Sun Aug 01, 2010 5:40 am 
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Raltar wrote:
Spoiler:
There is no right and wrong choice. If you side with Nova, everything she said was true. If you side with Tosh, she was lying. Just as if you side with the protoss, the doctor was infested, but if you decide to save the colonists, she isn't infested. They made it so no matter which choice you make, it was the "right" decision.


I played each mission through both ways, and ...
Spoiler:
Siding with Nova/Ariel were both left "ambiguous." Ariel leaves the ship to try to find a cure for the infested colonists on Haven (like there's time for that!). Nova kills Tosh, but you never find out if she was right. It's only when siding with Tosh/The Protoss that you get definitive answers that you were right. (Although seeing Tosh use a voodoo doll that's effective on Tychus instead of Raynor was amusing.) Also, if you side with Nova, she gives you ghost tech, but goes back to working for the goddamned Dominion afterward. Side with Tosh, he remains in your crew. They are subtle differences, but the only definitively "right" choices are siding with the Protoss and Tosh (my instincts were to side with Nova and Ariel in both cases, too.)


Also, for the third choice...

Spoiler:
...on Char, there's only one choice once you know the results, and it has nothing to do with Nydus Worms or zerg flyers. If you choose to go after the zerg, you get Stetman, Swan, Findlay and Raynor as playable on a bug hunt mission. It's sweet. The other one is just a standard "blow up the enemy bases" thing.

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Last edited by Talya on Sun Aug 01, 2010 5:57 am, edited 2 times in total.

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PostPosted: Sun Aug 01, 2010 5:48 am 
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Spoiler:
Well, when you side with the colonists, the Selendis respects you even more after. That makes me feel better about it all. And I never trusted Tosh, so it wasn't a big deal. It's not like he does a god damn thing anyway except sit around on the ship talking to himself. The dude is not stable.

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PostPosted: Sun Aug 01, 2010 5:55 am 
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Raltar wrote:
Spoiler:
Well, when you side with the colonists, the Selendis respects you even more after. That makes me feel better about it all. And I never trusted Tosh, so it wasn't a big deal. It's not like he does a god damn thing anyway except sit around on the ship talking to himself. The dude is not stable.



Spoiler:
Selendis respects you more as well if you do the cleansing for her. (And you don't have to wipe out the colonists. The mision is to take out the infested sites (which at this point are outright zerg bases) without letting them infest the clean colonies.) They did keep your standing with the protoss the same regardless of outcome. As for Tosh, yeah. He's not stable. But I have to think old Arcturus has to be a little more worried with Tosh still alive.

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But master you in luck 'cause up your sleeves you got a brand of magic never fails...
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Let me take your order, Jot it down -You ain't never had a friend like me

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PostPosted: Sun Aug 01, 2010 5:58 am 
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Spoiler:
Well, siding with Nova allowed me to experience a little bit of what Starcraft: Ghost could have been. Plus, she's pretty hot.

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PostPosted: Sun Aug 01, 2010 6:15 am 
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Raltar wrote:
Plus, she's pretty hot.


That's what I figured. Doesn't take a telepath to know.. ;)

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Let me take your order, Jot it down -You ain't never had a friend like me

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PostPosted: Sun Aug 01, 2010 6:43 am 
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It just seems like Jim has a thing for hot female ghosts.

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PostPosted: Sun Aug 01, 2010 7:11 am 
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Tosh all the way. He's a troll from WarCraft too.

Spoiler:
I helped Tosh, and it was the better way to go. The specters aren't so bad. He only recruits volunteers, unlike the ghosts.


Did anyone else notice the night elf dancing in the Cantina? I didn't realize what it was until one of the talking scenes where it was right behind Tosh.
Other references include New Folsum prison - Johnny Cash

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PostPosted: Sun Aug 01, 2010 7:38 am 
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The dancing night elf has been around for a while. It was a map thinger back in the original Starcraft 2 gameplay video at the WWI 2008. Plus, it has been on Tosh's Starcraft 2 page for a while as well.

Spoiler:
Raynor's Ghosts aren't Dominion Ghosts. Nova just gives him the tech to train his own Ghosts. Plus, Snipe is better than anything Spectres get.

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PostPosted: Sun Aug 01, 2010 8:16 am 
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Wwen wrote:
Tosh all the way. He's a troll from WarCraft too.



Yes. The whole "Jamaican Voodoo" thing is unique to blizzard characters such as Warcraft Trolls and Tosh. Voodoo doesn't really exist in Jamaica (Obeah isn't really the same thing). Voodoo is a Creole (French) syncretism of Catholicism and African Vodun practiced in Haiti, Louisiana, and a little bit in Martinique. Creole speakers sound nothing like Jamaicans. Jamaican Voodoo is, therefore, a Blizzard invention.

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But master you in luck 'cause up your sleeves you got a brand of magic never fails...
...Mister Aladdin, sir, What will your pleasure be?
Let me take your order, Jot it down -You ain't never had a friend like me

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PostPosted: Sun Aug 01, 2010 9:02 am 
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I have definitely decided that I'm probably better off, sanity-wise, backing down to Normal to play through the campaign, and then going back and replaying missions on Hard for kicks.

I shudder to contemplate Brutal.

I am, I've decided, just a hair beneath the adaptation curve for Hard. First play-through on the last mission on Mar Sara? Annihilation at 37 seconds left. Second playthrough: 12 seconds. Third one, I got it by the skin of my teeth.

And now, I'm banging my head against the wall on the Firebat mission -- I keep ending up with 47 - 49 civilians evacuated, and having to escort a final transport through hell. Right around the time it's ready to pull the chocks and head out, my bunkers at the far end of the road get swamped and die. I pull troops from bunkers as the truck passes them, in order to supplement the escort and fight a retreat, but they get too bogged down to forward of the truck and sweep the road effectively. The truck keeps dying about 3/4s up the road, and then the civilians get run down by zerglings.

Clearly, I need to keep that first or second truck from exploding, but I've been repeatedly having trouble ramping up production fast enough to meet that first or second run in force.

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PostPosted: Sun Aug 01, 2010 9:39 am 
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Ok, who's hotter:

Queen of Blades

Nova

or Ariel?


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PostPosted: Sun Aug 01, 2010 12:08 pm 
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Rodahn wrote:
Ok, who's hotter:

Queen of Blades

Nova

or Ariel?


Pre-infestation Kerrigan
Nova
Ariel
Queen of Blades Kerrigan

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PostPosted: Sun Aug 01, 2010 12:30 pm 
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Nothing against Tricia Helfer, but I don't understand going for big name voice actress over Glynnis Campbell. Helfer's voice is adequate, perhaps even good (I also don't understand getting models who are *also* actresses to do voice roles. They didn't get into acting because of their voices), but there was nothing wrong with Glynnis Campbell's Kerrigan voice. I think continuity is worth keeping the same actor unless there's a serious problem with them.

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PostPosted: Sun Aug 01, 2010 2:17 pm 
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Hotter at cons?

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PostPosted: Sun Aug 01, 2010 2:34 pm 
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Hotter in the game.

EDIT: Ok need help with:
Spoiler:
The supernova mission where the wall of fire is chasing you. I can keep ahead of the fire pretty well, that's not the problem. What I am stumbling with is clearing that last Protoss base. Banshees and Wraiths seem ideal as far as air vehicles go, but they have like no armor and they get r0x0rd pretty quickly when see-stealth units attack them. I can't seem to find any other units that are decent for base clearing.


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PostPosted: Sun Aug 01, 2010 8:28 pm 
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Again, pretty much any mission in this game can be completed with mass Marines and Medics. With Marauders for terran and protoss levels and firebats for zerg levels. Everything else is just gravy. You can pretty much M&M all of the levels save the very last level which will require a specialized force.

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PostPosted: Sun Aug 01, 2010 8:59 pm 
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Rodahn wrote:
Hotter in the game.

EDIT: Ok need help with:
Spoiler:
The supernova mission where the wall of fire is chasing you. I can keep ahead of the fire pretty well, that's not the problem. What I am stumbling with is clearing that last Protoss base. Banshees and Wraiths seem ideal as far as air vehicles go, but they have like no armor and they get r0x0rd pretty quickly when see-stealth units attack them. I can't seem to find any other units that are decent for base clearing.


Spoiler:
Get about 10 Banshees and 10 Vikings (One starport with a reactor, one with a techlab) Use them both in flight mode to start with, then drop the Vikings down for extra damage on ground targets. If something air shows up, hop the Vikings back into the air and they'll blow most things out of the sky very quickly

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