Runling Run 4 - Hard Mode Speed Run Strategy & Tactics
Class Selection
I don't think we yet have a skilled enough community to be picky about team composition. For now, it's most important that each player just plays the class that he or she is the most skilled with. However, for the purposes of theory and debate, I would like to consider the optimal team composition. First, let's look at what each class brings to the table:
Zergling: Overall strong speed running class. Very fast at completing all levels, and best Diablo killer. In the hands of a good player, this runling combines versatility with speed. The zergling's biggest weakness is level 7, as speedrunning the entire level requires a high amount of skill and luck. If you are using supermaxed stats (more than 260 points spent), you can still speed run level 7 decently well by spamming out shields on the last couple lanes if you get in trouble.
Baneling: With supermaxed stats, the baneling easily outstrips the zergling in terms of pure speed. However, in my experience most legit banelings can't quite keep up with my zergling (granted my zergling is supermaxed). Nonetheless, this class shines where the zergling is weakest, which is level 7. The finish is a little sketch, but other than that, I think baneling is the best level 7 speed runner (because due to the level design, the difficulty curve from outer lanes to inner lanes is stupidly high, so the baneling's ability to circumnavigate those innermost lanes is very powerful).
Hydralisk: Useless for running levels obviously, however, a few hydralisks can make the Diablo fight way easier. The biggest problem with Diablo in large lobbies is running into each other's chasers. With 2-4 hydralisks, you should be able to freeze the majority of the chasers until they're about to explode, leaving everyone free to dodge and survive. Should get 90+% chaser drone hit rate with this strategy, and thus kill diablo in 1 shot (ideally). See the Boss Fights page for details on Diablo's HP scaling.
Roach: Can boost the entire team at the start of each level, and the leader a second time at the top left corner. With 2 roaches, you could most likely chain 3 speed boosts together for the leader.
Ultralisk: Ultralisk? More like Uselesslisk.
For the ideal class compisition, we can build it up starting with the necessities. 2 banelings to speedrun as many of the levels as they are capable of. 1 Roach to boost the leaders of each level twice per level. 2 hydralisks to freeze the chaser drones at Diablo. So far we have 5 slots used and 9 remain. Bearing in mind that Diable has 2000 HP, we want 10 lings with guaranteed chaser drone hits (i.e. zlings or hydras). So we can add in 1 more roach for an extra boost per level, and then have the remaining 8 be zerglings and hydralisks - preferably 6 zerglings and 2 hydralisks (but it's really not that important as long as you get a couple more of each).
This brings our final optimal team composition to:
- 2 Banelings
- 2 Roaches
- 4 Hydralisks
- 6 Zerglings
Overall Strategy Breakdown
First, for running levels, players should be divided up into groups based on speed. Group 1 will be banelings + 2 of the fastest zerglings. Group 2 will be the next few zerglings. Group 3 is the rest. Group 1 zerglings should have front spawns. At the start of each level, Group 1 will go, 5 seconds later, group 2 will go, and so on. If you catch up to someone from a group ahead of you, it is your job to stay behind them and not block them.
1-3: Have 1-2 supermaxed banelings speedrun through the levels. Boost with roaches if available.
Bot2K: Pick up all energies ASAP, but keep laser under 325 energy. Bot will throw rocks if there are no more than 2 energy cubes on the ground and energy is less than 325. Have the targeted player babysit the boss near the rocks. Carry as many energy cubes as you can to the Odin fight (as long as you bring at least 4 energy cubes into the Odin fight, you will guarantee that you never have to wait for a missile launch).
4-6: Same as 1-3.
Odin: At spawn, 1-2 players go to each generator, 1 player go straight to the gate, and the remaining players go straight for repairs. Open gate as soon as generators are full. Near the end of the first flood, if you have the generators filled, have a zergling shield into the water (or have someone camp at the gate) and open the gate as soon as the flood recedes. With a large lobby this fight should be permanently flooded, you can easily repair the caps in the time it takes the water to rise. Caps only need to be repaired to 5/6 hp blocks.
7: Get a baneling to solo this level ideally. From here on out, it's not so much about going super fast as just not dying and consistently going forwards.
8: A good zling or bling can speedrun this level with very little stops.
9: I think zergling is much stronger than baneling on this level, or maybe I just haven't seen people who are really good with baneling. Given people's current skills, the best strategy for this level is a zergling duo. Focus on not dying and being consistent.
Diablo: Diablo maxes out at 2000 HP, which means with 10+ players it is possible to 1 shot Diablo. With a fully lobby, you only need 70% of your players to hit their drones to 1 shot KO him. The strategy here should be run around for ~40 seconds keeping everyone alive. After 40 seconds (plus or minus 10 seconds), Diablo will spawn chasers. At this point, the hydralisks should freeze all the chasers. Chasers' lifespan is 17 seconds, so if done properly, this fight should take 60 seconds (excluding the cutscene). Overall, one of the most important things about this fight is reviving people immediately (if there are currently no chasers alive) so everyone can be alive for the chaser spawn.
First, for running levels, players should be divided up into groups based on speed. Group 1 will be banelings + 2 of the fastest zerglings. Group 2 will be the next few zerglings. Group 3 is the rest. Group 1 zerglings should have front spawns. At the start of each level, Group 1 will go, 5 seconds later, group 2 will go, and so on. If you catch up to someone from a group ahead of you, it is your job to stay behind them and not block them.
1-3: Have 1-2 supermaxed banelings speedrun through the levels. Boost with roaches if available.
Bot2K: Pick up all energies ASAP, but keep laser under 325 energy. Bot will throw rocks if there are no more than 2 energy cubes on the ground and energy is less than 325. Have the targeted player babysit the boss near the rocks. Carry as many energy cubes as you can to the Odin fight (as long as you bring at least 4 energy cubes into the Odin fight, you will guarantee that you never have to wait for a missile launch).
4-6: Same as 1-3.
Odin: At spawn, 1-2 players go to each generator, 1 player go straight to the gate, and the remaining players go straight for repairs. Open gate as soon as generators are full. Near the end of the first flood, if you have the generators filled, have a zergling shield into the water (or have someone camp at the gate) and open the gate as soon as the flood recedes. With a large lobby this fight should be permanently flooded, you can easily repair the caps in the time it takes the water to rise. Caps only need to be repaired to 5/6 hp blocks.
7: Get a baneling to solo this level ideally. From here on out, it's not so much about going super fast as just not dying and consistently going forwards.
8: A good zling or bling can speedrun this level with very little stops.
9: I think zergling is much stronger than baneling on this level, or maybe I just haven't seen people who are really good with baneling. Given people's current skills, the best strategy for this level is a zergling duo. Focus on not dying and being consistent.
Diablo: Diablo maxes out at 2000 HP, which means with 10+ players it is possible to 1 shot Diablo. With a fully lobby, you only need 70% of your players to hit their drones to 1 shot KO him. The strategy here should be run around for ~40 seconds keeping everyone alive. After 40 seconds (plus or minus 10 seconds), Diablo will spawn chasers. At this point, the hydralisks should freeze all the chasers. Chasers' lifespan is 17 seconds, so if done properly, this fight should take 60 seconds (excluding the cutscene). Overall, one of the most important things about this fight is reviving people immediately (if there are currently no chasers alive) so everyone can be alive for the chaser spawn.
Based on this analysis, I think sub 25 minutes is a very attainable goal if there is a community of people who are interested in doing it.