Lets Play Starcraft 1 Part 24: ''The Battle Of Shakuras''
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- Опубліковано 10 лют 2025
- The infamous, world famous, master difficulty campaign level known as ''Countdown'' the apex of both protoss campaigns and the end of chapter 4, the climax of the story arc of artanis and zeratul as of sc1, as well as the story line foundation of their characters in sc2. Use corsairs (unlike me) to disruption web spore colonies/sunken colonies (which I totally forgot about), observers to find lurkers (they jump scare you if you dont), and zealots to chew down spore colonies to help your dark templars, and storm to help the dark templars with zergling waves and mutalisk waves, until you can tech to reavers and fight your way to the temple from both bases, but neglect to put both heroes on the beacon until absolutely certain you are 200/200 supply ready, and be sure to save before hand. Then, prepare, for massive waves for the next 15 minutes, featuring virtually every unit of the zerg roster with rare exceptions such as devourers, from hidden preplaced lurkers to defiler plague drops to guardians and mutalisks death balls and even dropped ultralisks all topped off by the zealot/high templar/zeratul hunting queens, and alot of scourge to the south, which will hinder shuttle movement north from your eastern base, these 2 factions of zerg do different things, so different responses north west and south east may be required. Once starting the timer feel free to abandon your 2, 3, or even 4 original bases in favor of your 5th and last base, watch out for the very large guardian wave at the last 3 minute mark, from the north, and very large ultralisk drop south east at about the 6-11 minute mark, and the zergling wave from the east, at the 10 minute mark. Be sure to surround the temple with nexi, as the temple is not as crunchy as it looks, it is infact quite squishy with only 5000 health, and only 1 armor, should it die, you will immediately lose. Its weakness is being surrounded by zerglings or hovered atop by mutalisks, sometimes zerglings will ignore high templar in favor of attacking the temple, Use the temple its self as a last resort to tank damage for the local nearest available high templar, to cast storms on the temple its self, since it is a structure it is immune, and rescue it from the zergling surrounds and mutalisk death balls with the high templar's storms that are not immediately killed by the zerglings around it, by hiding them behind their closest local nexus, since the nexus has a higher priority to the zerglings then the high templar do. There are too many scourge to make use of scouts for the guardians, so use other things like dragoons or high templar instead. There is also the option of dark archons. Do note, that the zerg do not target the temple at all, until you begin the timer. Good luck!