The banshees are helpful, of course, because many of the bases that you're trying to seize is guarded by minimal ground vs air (cannons, stalkers, and sentries) while the bulk of the power is stored in heavy anti-ground (immortals, colossi, etc.) Though late in the mission there's quite a bit of HT and archons, so if you're not careful, you can lose all your banshees to storms.įor me, the urgency created by the fire wall is such a clever game design mechanic. I like to know that all the tools I collected throughout the game have good use in a place that's not limited to where I found it, but also very helpful but not necessary for where I did find it. The units introduced are very helpful for the mission, but not mandatory (unlike in some missions), which is what I want from a game that introduces a new tool. Everything about it is just perfect in my opinion. It may well be my favourite mission in all of SC2. By no means am I anything close to an expert on game design, so a lot of these details and reasons are really just why I personally like them. I get a little long winded and go into a lot of detail on why I love these missions. Keep in mind that I've only ever played brutal (except when doing the mastery achievements, I went to hard for many of them) so when talking about the design I'm only talking about the "brutal" version, and I'm only talking about the main and bonus objectives, not the achievements. I just recently played and beat all the campaigns again, so they're very fresh in my mind. #1 Since there is no thread that discusses the intricacies of campaign mission design, I figured I'd make a thread discussing it by listing some of my favourite missions in no particular order.
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