It’s a battle station for a reason. Moebius has activated their missile and biological defenses, as ballistic missiles and infested terran swarm your base from all directions. Let’s hope the truck’s charges will do the job.
Alien Incubation - All enemy units spawn Broodlings upon death.
Missile Command - Endless missile bombardments target your structures and must be shot down throughout the mission.
Outbreak - Enemy Infested Terrans spawn continuously around the map.
Rating:
Video Replays on Brutal difficulty:
[Reddit Post Link]
Notes:
- Outbreak spawns Infested Terrans, Infested Medics, Infested Marines later, and later Aberrations from any enemy building.
- Missiles spawn at the very start, [from the edges of the map]. They slowly fly to the players’ bases.
- Missiles [deal 100 damage] at first. However, the size increases, and eventually they launch nuke missiles toward players’ bases. Those ones come with a warning sound.
- We can shoot down the missiles [10 HP], but sometimes they launch [Point Defense Drones], so we need to shoot those down first. Also, we cannot stop them from spawning.
- Broodlings spawn depending on the supply count of the unit killed.
- Broodlings do not expire.
Commander of the Week: https://www.strawpoll.me/19147295
Mutation difficulty: https://www.strawpoll.me/19147296
Do you like this mutation? https://www.strawpoll.me/19147297
Commander of the Week winner of last week:
Links:
Weekly Mutation Database
Maguro’s Mutation List
starcraft2coop.com
6 Likes
Remember when missile command spawned broodlings from detonated missiles? Good times.
11 Likes
this week is easy if you do it quickly.
but It’s hard if you do it for a long time.
because of outbreak…
#197 Mutation Like Swatting Insects play list…
2 Likes
Haha actually I was afraid of that…
Hate this map.
Hate the mutation version more.
3 Likes
This is fun. Always love mutation “outbreak” just because it basically “More units” that everyone asked for.
5 Likes
If one of the two players chooses a defensive commander, it would not be hard. There are several options (Raynor, Swann, Karax, Stukov, Arcturus).
Did it easily as Zeratul with a Swann partner.
I chose Zertarul’s monolith for the 1st artifact upgrade because it helped my partner with the missile command/outbreak defense. Although Void Suppression Crystal would make it easier to push into bases, having Swann’s vespene bots allowed me to max out my army very early so attacking wasn’t an issue.
Fun mutation! Played Zag with Karax part on support. Still built a ton of aa towers since Zag can churn those out, and boosted with Karax energizers they did very well. Had to micro queens more to keep the base small, but pushing was no problem with part’s calldowns to help.
If one of the two players chooses a defensive commander, it would not be hard. There are several options (Raynor, Swann, Karax, Stukov, Arcturus).
Did just that, went as Karax while partner was a random Mengsk. I setup defenses on the three ramps and brought out carriers when I had everything up and ready. Outside of a lot of enemies, nothing too different or difficult.
I accidentally posted next week’s polls instead of this week’s. Please re-vote for this week’s polls.
Commander of the Week: https://www.strawpoll.me/19147295
Mutation difficulty: https://www.strawpoll.me/19147296
Do you like this mutation? https://www.strawpoll.me/19147297
3 Likes
heh, yeah… I was going, ‘wait I don’t have to fight with my workers anymore’? I remember it being such a pain in the beginning in that mutation on Miner’s evacuation.
1 Like
Beat this week mutation twice.
First, I am using Raynor for defense while my ally is pushing with Tyhcus against Air-Terran comp. Won the game but not feel satisfying win for me because my base almost got broke in. Raynor’s defense is…not good.
Second game where I am using Kerringan (I attack) while my ally using Stukov and this time, everything went so smooth. Stukov’s bunker can easily shot down all missiles around the base and can assist the pushing with his infested and calldown skills.
Stukov is definitely a great commander in this week mutation as his bunkers ignore the PDD effect, so I don’t have to wory about nuke even reach the vicinity of my bases.
Hmm… I would disagree. Have you tried bunkers scattered around the base to take down missiles and defend along with some tanks behind them if you get to Aberrations? An army of marine-medic and/or BC Viking should deal with the attack waves just fine.
Definitely agree about Stukov!
1 Like
Did anyone else get the wrong mutators? I somehow got darkness, twister, and moment of silence. Bounty/exp still awarded and weekly mutation stars are still flagged as done.
Your partner queued into mutation on brutal+1 difficulty, which caused a new set of mutators to override the weekly mutation ones.
This is a good mutation for going mass barracks, though you have to move them forward along with your infested compound. I suggest masteries Infested Structure Cooldown (with forward buildings you can use it offensively), Aleksander Cooldown (all those captured air units are welcome), and Infested Infantry Duration (always useful for those faraway bunkers). Put 3 bunkers per base (including your partners’) and a couple of tanks for the late-game aberrations.
Obviously, there will be those who will complain about efficiency and such (elitist ), but for those who play for fun and relaxation, it is quite an easy strat.