Co-Op Mutation #225: Coordinated Defense

This just in: Dominion allies have decided to only do half of the work they were brought in to do! Will the lava destroy what’s left of Veridia Prime, or will the missiles get to them first? Stay tuned to find out!

Missile Command - Endless missile bombardments target your structures and must be shot down throughout the mission.
Polarity - Each enemy unit is immune to either your units or your ally’s units.

Rating:

Video Replays on Brutal difficulty:

Player 1                                   Player 2
[CtG (Stukov)] [Tombow (Swann)]
[Lila (Raynor)] Spohky (Arcturus)

[Reddit Post Link]

Notes:

  • Half of every single attack wave and every base is immune to you or your ally. This means you cannot split between separate attack waves; both need to attack the same location simultaneously.
  • Enemies with the red shield are immune to your attacks. Another way to figure out which units are yours before engaging is to mouse over the enemy unit:
  • [Yellow circle] is ally’s target
  • [Red circle] is your target
  • Immobilization Wave, Time Stop, and other movement/attack restricting spells still work on enemy units immune to you, but they deal 0 damage.
  • You can manually target the enemy units immune to you, but it will do 0 damage.
  • 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.

Commander of the Week: https://www.strawpoll.me/20343809
Mutation difficulty: https://www.strawpoll.me/20343810
Do you like this mutation? https://www.strawpoll.me/20343811

Commander of the Week winner of last week:

Links:
Weekly Mutation Database
Maguro’s Mutation List
starcraft2coop.com

5 Likes

The missiles aren’t polarized are they? That would be the worst. Missile command is already the worst, but polarized missiles would be the worst-worst.

Missile Command + Polarity. hit with a nuclear hu…
Swann’s turret did not respond.
1st clear Kerrigan P3+Swann

#225 Mutation (Coordinated Defense) play list.

1 Like

Why do they always put Missile Command on Verm? Lol.

3 Likes

I really hope that the missiles are not polarized…

I can confirm the missiles ARE POLARIZED! My cannons would not shoot some of them, nor my Void Rays. So no one can claim some magical only on decent BS. Partner left because we kept getting dozens going and nukes started to fly…it was a terrible idea who ever decided to make the missiles polarized and I hate you. Add in point defense…and you clearly were not loved as a child.

3 Likes

Missiles are Polarized.

Mutation difficulty going to be largely determined by the ai composition.

It’s really not as difficult as I was expecting though. Finished with two low leveled commanders against Terran Air.

Is there a bug with Spore Crawlers? I just got a game using Zagara with an Abathur and neither of out Spore Crawlers were shooting missiles.

Projectiles vs. Point Defense Drones. Only terran (marines) and Karax (monolith) can reliably screen Missile Command.

Polarized nukes + lack of polarity markers on missiles = mad scramble to see who can shoot it before it gets too close.

4 Likes

Unmarked Polarity missiles: fantastic way to further divide the players blaming each other for the loss.

8 Likes

Did it with a lobby Zeratul as Swann. Mass cannons with heavy zera support, while I went goli/vessel with quick laser and building upgrades to handle everything. Good thing I didnt pick p1, would have been impossible without laser abilities.

I did it with Swann P1 and Zeratul. It was pretty good. The P1 Drill was able to pick off a lot of guys while I was doing something else, like Turreting. I’d figure the laser abilities were “half effective” anyway.

Missiles are polarized, but you can find out which ones you can hit and which one you can’t by hovering with your mouse over them - if the selection circle is red, it’s yours, if it’s yellow, it’s your ally’s. You should only need that for nukes anyway, the rest of the missiles are more or less negligible.

That being said, it was a bit of a tricky mutation, but not even close to as hard as I thought it would be. Made it on the first try with a lvl 8 Zeratul and a lvl 9 Karax ally against adept-scout-carrier enemy protoss.

Negligible if you can easily repair your buildings, which is not the case of every commander.

And Zeratul’s monoliths.

Can they do enough damage to destroy nukes?

From https://www.maguro.one/p/mutators.html#MissileCommand

Nukes have 100 HP and deal 300 (500 vs structure) damage (100% in 4 radius, 50% in 6 radius and 25% in 8 radius).

Zeratul’s monoliths do 10 (0 frags), 11 (1 frag), 12 (2 frags), 13 (3 frags) dmg. So you’ll need a few of them in each base. Can’t recall if they slow down the nukes with their stun ability. But they will 2-shot the PDDs (15 HP) which opens up the nuke for standard def to hit it. And of course, shade the monoliths in to a base which is about to be nuked.

1 Like

Polarized is cancer for Coop community.

4 Likes

This. Was a worse week for this one possible? Everyone and their mother is levelling with lvl1 commanders in brutations and many players have returned that have no idea how to play again, and this week you want team work and cooperation (facepalm). This is one to do with friends only, and that alienates many players who just do randoms.