Void entities emerge endlessly from the Slivers. Or at least, that’s what it seems. The enemy has agents that reconstitute your enemies and send them once more on the war path. Stop them!
Speed Freaks - Enemy units have double their normal movement speed. Void Reanimators - Void Reanimators wander the battlefield, bringing your enemies back to life.
Last week was Han and Horner’s first Commander of the Week win in the past 74 weeks.
A [Void Reanimator] is a ground unit that walks around the map and instantly revives a single random unit every few seconds.
The Void Reanimator has 200HP and 200 shields, runs around without any minimap indicator, and cares not whether you killed an enemy a minute or an hour ago. He will revive it.
If at any point in the game, you get a seemingly endless stream of enemies, try searching up their attack path. There are probably 2-3 Void Reanimators there.
Void Renimators revive enemies spawned from Void Slivers.
Up to four [4] Void Reanimators can be active on the map at any given time. If you lock them away somewhere, they will not be able to revive any more units.
Enemy waves hit very fast and early because of speed freaks.
The commander of the week for this is a tough choice. In my opinion, Mengsk probably should be the one.
The reason why I think he should be the one is he’ll work with any other commanders during the random ques. Mengsk just need his Earthsplitter and Nuke while his ally can hold off the enemies.
A person I know just beat the level in 10:32 minutes with Zeratul and Vorazun Partner (Their previous score was 13:30).
Maybe one of them deserves to be in Commander of this week.
Please post replay, if you have it. I definitely believe you, I just want to see how people do this. How the heck can they assault the last 3 shards. I’m usually scraping the barrel and throwing whatever I have with 2m left.
Pretty sure Raynor+Vora can cheese it faster. Only takes about 2 min to snipe all 5 slivers with Pylon hopping. Basically need to kill first wave + first reanimator and then go hopping.
How so? Raynor drops a marine near a sliver, Vora drops a DP and then teleports all of Raynor’s and her units to that place? Repeat every 60 secs (DP cooldown time)? Did I answer my own questions?
Edit: I suppose in 5 mins Vora won’t have any units anyway, so all points into Shadow Guard duration? And reverse clear?
/End edit.
On VT a few games ago, I tried dropping a DP at the last set, but before it can even complete, it gets destroyed. Maybe coz that area is too dense? On SoA, I suppose one can find/know an area that’s not immediately near any massive units or many, so there’s enough time for it to materialise + teleport.
Yes pls! Raynor & Vorazun are not covered in your current list of combos above. Though I am happy to see consecutive Vora play in the last couple of mutations.
I wouldn’t be so sure that Mengsk will be commander of the week. Though he is the king of SoA cheese, the fact that SoA is so cheeseable my many commander pairs means that there will be a lot of competition. I’m just not sure whether the commander of the week will go to a commander with a good reverse clear strategy, or whether it will go to a commander that is considerably easier for beginners. That said, I’ll have to admit Mengsk does have both bases covered.
Commander of the week is just a popular vote, just so everyone can keep that in mind. It’s only partially influenced by how well said commander can deal with the weekly brutation.
These SoA cheeses can throw it more out of whack, for obvious reasons (I hope everyone can see lol). Practice makes perfect though.
I really don’t understand how you rate these difficulties. How was something easy like last week rated a Brutal +3 and this is one is on Scythe of Amon with Speed Freaks and Void Reanimators and only a +2?
Void Reanimators alone on this map are a pain in the butt, but with Speed Freaks too, especially considering how HUGE the attack waves are on this map?
Yea this is not gonna be a walk in the park. Definitely gonna be harder than last week.
Not to speak for him but I think hes just applying the same formula that blizzard uses to create games in the brutal+ settings. Each mutator has a number value based off how hard it is. The brutal + settings have ranges that are a total of those numbers. in other words its brutal+2 because adding its difficulty numbers added up falls in the range of the brutal+2 setting. But I could be wrong.
The Brutal+ rating is based on a points system, where each mutator is given a point rating from 1 through 10. A Brutal+ rating of Brutal+2 means that there is a chance that you will draw this exact set of mutators in a Brutal+2 game. (There are examples of weekly mutations that fall into the gap between Brutal+4 and Brutal+5 and Brutal+5 and Brutal+6; they are rated on the lower difficulty even though you wouldn’t be able to draw the set of mutators on either difficulty.)
Although higher point totals (and thus higher Brutal+ ratings) are harder on paper, there are examples of Brutal+ games where the difficulty does not match that of what is experienced. So you can get Brutal+6 games that are very much doable, or Brutal+1 games that are extremely difficult.