History VideoGame / StarcraftIIWingsofLiberty

15th Jun '17 5:04:56 PM NightShade96
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** Probably Dr. Emil Narud. Emil means "to rival, to emulate, to copy". Now spell his last name [[SdrawkcabAlias backwards]] and consider the meaning of his first anew. On a more prosaic note, take a wild guess as to the profession of [[FourStarBadass Horace Warfield]].

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** Probably Dr. Emil Narud. Emil means "to rival, to emulate, to copy". Now spell his last name [[SdrawkcabAlias backwards]] and consider the meaning of his first anew. anew.
**
On a more prosaic note, take a wild guess as to the profession of [[FourStarBadass Horace Warfield]].


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* MemoryJar: Jim is given a crystal that contains Zeratul's memories of what he learned about the Zerg and the Fallen One.
9th Jun '17 9:37:24 PM DrakeClawfang
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** The third Hanson mission gives you Vikings, which can be upgraded to deal splash damage with their air attacks. Tychus' second mission involves two recurring mechanics; waves of enemy air units, and waves of tough enemy forces including Colossi, Immortals, and Archons. A force of Vikings will trivialize the air units and Colossi, leaving just the Immortals and Archons to deal with (and with proper defenses that won't be too difficult).
9th Jun '17 9:34:47 PM DrakeClawfang
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* SequenceBreaking:
** Each mission unlocks a new unit. Missions come in chains, and generally you can do a mission from a particular chain (like the ones where Tosh hires you to get stuff for him, or artifact hunting with Tychus) before switching to another. Missions late in a "chain" are more advanced than earlier ones and appropriately grant a more powerful unit. This results in quite a few of the early missions being very easy if you acquire the stronger units first. For example: The second Ariel Hanson mission pits you against swarms of low-HP, slow-moving Infested Terrans. If you do enough Artifact missions first, you have Siege Tanks which can be posted on high ground surrounding your base, and with two or three Siege Tanks overlooking every chokepoint, your base is completely impenetrable. Reapers, which you get in Tosh's first mission, will also dominate that mission, as your objectives are to hold of swarms of light-armor units by night and destroy buildings by day--two things the campaign Reapers are particularly good at. Better, in fact, than the Hellions you are given for this mission. Finally, Ghosts (from the final Tosh mission) completely change the character of this mission if they have full upgrades. Properly managed, these permanently cloaked sniper-assassins can slaughter their way across the map with near-impunity, day or night, while Battlecruisers (from the final Tychus mission) can basically bulldoze the entire map, with the only form of anti-air besides the occasional spore crawler barely able to scratch their paint. (That is, [[UsedFuture if they were painted]]).
** A significant part of the third-to-last mission can be skipped, provided you have an ability to summon infantry units behind the enemy lines via drop-pods. [[spoiler: You need to kill three nydus worms that are between you and General Warfield's downed ship. The problem is that between you and the worms is an enormous zerg hive, which you'd normally have to fight through with tooth and nail. Except that since the ship is a mission objective, and thus shines through the fog of war, there's no problem targeting it with a drop pod containing a Ghost and then wiping out all three worms with a nuke and a snipe, turning what would otherwise be a bloody slog of a level into a ten minute walk in the park.]]
** As the game progresses, it's possible to brute-force several missions with Vikings. They completely outclass Wraiths in every facet of the Odin hijack mission, they're more mobile than Goliaths in Welcome To The Jungle (in addition to countering Colossi handily), they ease the transport burden during the Moebius evacuation, and they're the overachiever's aerial spotters for the laser drill mission.

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* SequenceBreaking:
**
SequenceBreaking: Each mission unlocks a new unit. Missions come in chains, and generally you can do a mission from a particular chain (like the ones where Tosh hires you to get stuff for him, or artifact hunting with Tychus) before switching to another. Missions late in a "chain" are more advanced than earlier ones and appropriately grant a more powerful unit. This results in quite a few of the early missions being very easy if you acquire the stronger units first. For example:
** It's possible to get Ghosts or Spectres with permanent cloaking by completing Tosh's final mission. You'd be surprised how many early missions have AI opponents that don't properly use detectors, letting your invisible assassins shred enemies with impunity.
**
The second Ariel Hanson mission pits tasks you against swarms of low-HP, slow-moving with defending yourself from Infested Terrans. If Terrans during the night and destroying their spawning structures during the day. The first Tosh mission gives you do enough Artifact missions first, you have Siege Tanks which can be posted on high ground surrounding your base, and with two or three Siege Tanks overlooking every chokepoint, your base is completely impenetrable. Reapers, which you get in Tosh's first mission, will also dominate that mission, as your objectives are to hold of swarms of light-armor excel at two things; killing lightly-armored units by night and destroy buildings by day--two things the campaign Reapers are particularly good at. Better, in fact, buildings. This makes them even better at Hanson's mission than the Hellions you are Hellbat, the unit given for this mission. Finally, Ghosts (from to you specifically because it's fitted to the final Tosh mission) completely change the character of this mission if they have full upgrades. Properly managed, these permanently cloaked sniper-assassins can slaughter their way across the map with near-impunity, day or night, while Battlecruisers (from the final Tychus mission) can basically bulldoze the entire map, with the only form of anti-air besides the occasional spore crawler barely able to scratch their paint. (That is, [[UsedFuture if they were painted]]).
type.
** A significant part of the third-to-last mission can be skipped, provided you have an ability to summon infantry units behind skipped with the enemy lines via drop-pods. [[spoiler: Drop Pods upgrade. You need to kill three nydus worms that are between you and General Warfield's downed ship. The problem is that between you and the worms is an enormous zerg hive, which you'd normally have to fight your way to an ally's downed ship, except with Drop Pods (and the Merc Compound) you can just summon your army right there and mop up the handful of enemy defenders surrounding them, avoiding a long trek through with tooth and nail. Except that since the ship is a mission objective, and thus shines through the fog of war, there's no problem targeting it with a drop pod containing a Ghost and then wiping out all three worms with a nuke and a snipe, turning what would otherwise be a bloody slog of a level into a ten minute walk in the park.]]
** As the game progresses, it's possible to brute-force several missions with Vikings. They completely outclass Wraiths in every facet of the Odin hijack mission, they're more mobile than Goliaths in Welcome To The Jungle (in addition to countering Colossi handily), they ease the transport burden during the Moebius evacuation, and they're the overachiever's aerial spotters for the laser drill mission.
large enemy base.
6th Jun '17 9:30:41 AM H2SO4
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* HesBack: The first mission is made to establish this for Raynor, who has been reduced to a jaded wreck over the past three years and has decided to rise up once more. There's even an achievement called "Raynor's Back" in the mission.


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* HopelessWar: Four years have past since the first game, and Raynor feels his struggle against Emperor Mengsk has become this. Raynor may have inspired others to rise up, but no real progress has been made due to being marginalized by Mengsk, low morale, and lack of resources. Plus, the betrayals he's experienced over the years has reduced him into a jaded alcoholic.
20th May '17 6:33:26 AM Josh47
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*CuttingTheKnot:
** In "Cutthroat", you can win the mission by destroying Colonel Orlan's base without hiring Mira Han.
** In "Welcome to the Jungle", destroying the Protoss base is an InstantWinCondition and gives you a Feat of Strength.
** Averted in "The Devil's Playground". While destroying all Zerg structures gives you a Feat of Strength, you still have to mine the requisite amount of minerals to beat the mission.
7th May '17 5:46:58 PM nombretomado
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%% References to other works (including the original StarCraft) go in ShoutOut/StarCraft.

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%% References to other works (including the original StarCraft) VideoGame/StarCraftI) go in ShoutOut/StarCraft.



** The third mission is exactly the same as the third Terran mission from ''StarCraft'': in both instances, you have to defend a base from huge Zerg attacks for 20 minutes while a bunch of evacuation ships come to your rescue.

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** The third mission is exactly the same as the third Terran mission from ''StarCraft'': ''VideoGame/StarCraftI'': in both instances, you have to defend a base from huge Zerg attacks for 20 minutes while a bunch of evacuation ships come to your rescue.



* ItsPersonal: Kerrigan was the Confederate Ghost who killed Mengsk's father, mother, and ''little sister''. This leads to Mengsk [[FateWorseThanDeath betraying]] [[LoveInterest her]]. Oh, and he [[GenghisGambit killed a couple billion people]] and [[AwfulTruth lied about the foundation of his empire]]. Mengsk's betrayal of Kerrigan pushes Raynor into rebelling against him, (although he may not know about the whole Kerrigan as a Confederacy Ghost thing) and is the reason he mentions most often in both ''StarCraft'' and ''VideoGame/StarCraftII''. Horner even calls him out on it.

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* ItsPersonal: Kerrigan was the Confederate Ghost who killed Mengsk's father, mother, and ''little sister''. This leads to Mengsk [[FateWorseThanDeath betraying]] [[LoveInterest her]]. Oh, and he [[GenghisGambit killed a couple billion people]] and [[AwfulTruth lied about the foundation of his empire]]. Mengsk's betrayal of Kerrigan pushes Raynor into rebelling against him, (although he may not know about the whole Kerrigan as a Confederacy Ghost thing) and is the reason he mentions most often in both ''StarCraft'' ''VideoGame/StarCraftI'' and ''VideoGame/StarCraftII''. Horner even calls him out on it.
27th Apr '17 5:17:53 AM Josh47
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** The Terrans' MMM (marine, marauder, medivac/medic) strategy. There are plenty of specialized units, but MMM has a good chance of working no matter the circumstances.



* The Terrans' MMM (marine, marauder, medivac/medic) strategy. There are plenty of specialized units, but MMM has a good chance of working no matter the circumstances.
24th Apr '17 7:43:11 PM viking1911
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* ArmorIsUseless:

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* ArmorIsUseless:ArmorIsUseless: In cutscenes, standard Terran armor is showed to be easily defeated by just about everything. Standard marines only have 40-50HP. However, Raynor's armor is shown to be effective against rifle rounds as seen when he blocks [[spoiler: Tycus']] shot.
24th Apr '17 7:39:36 PM viking1911
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* The Terrans' MMM (marine, marauder, medivac/medic) strategy. There are plenty of specialized units, but MMM has a good chance of working no matter the circumstances.
20th Apr '17 3:36:12 AM viking1911
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* AwesomeMccoolname: Horace WARFIELD
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