Co-Op Mutation #232: Enter the Nexus

Also did it as p1 vorazun (first on hard as p1 Fenix though). I hope vorazun wins this week.

The Propagator or the Poop. Why people called it a Poop is self-explanatory.
People said that the attack animation of Flying locust is long enough for the Poop to “poop” your flying locust before it explode.

Did it with Level 13 spin2win Zeratul. It was really close. Our base was overrun and there was only 40 seconds left.

Yeah, Vorazun is amazing. Not only for the Time Stop and Black Hole, but also for the cloak revival. Though I wonder if DT build is better now over cannons, since my DTs can get the resurrection as well, not just Zeratul.

What is cloak revival?

I thought only DT’s get revived for Vorazun

Alright, so this is quite the story.

As you may know, I kind of disliked Cradle of Death. Now, I just asked an old buddy on twitch if he plays Co-Op by any chance. He said he did, he has a few level 5s (more on that later), played ladder regularly in the past, and he’s up for a game.

He just instantly queued into the mutation as a Level 5 Abathur. I told him “Dude, let’s queue together, what are you doing?”. I invited him, and we played the mutation.

Turns out Cradle isn’t that bad, when I can do it with those mutators, half-drunk with a level 5 Abathur. We skipped the bonus though. I had to explain the map to him (text, not voice-chat). It worked out pretty well! He stayed around our base for the most time, while I was out in the open, clearing the way.

I played P3 Alarak, which was helpful. Teleported back once or twice in the earlier waves, since he didn’t know about Heroes of the Storm haha, everything else he handled on his own.

And now, for the finale. After we finished the Brutation, he was like “oh… do I have to buy the commanders after level 5?”. LUL. I told him “Well yeah I was wondering why your level didn’t get up to like level 8 or more from a Brutation”

And for the final remark: we played this at like 5:30 in the morning. Guess both our sleep schedules are messed up haha.

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Yeah that’s fair. For me it was Artanis and I can agree with you here that it was clearly just me because he was really bad for a time there. After the nerf to guardian shell but before the buffs to dragoons, storm, orbital strike, shield overcharge, dragoons a second time, Phoenix, and mastery.

Even with all that going against him, at the time I performed better with Artanis than with any other commander really. In a sense I’ve somewhat lost that as I’ve played so much more of other commanders and no longer have the familiarity with Artanis I once had.

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did it with Force field Alarak. They couldn’t touch the base -w-

also did it with lone wolf tychus to help a friend. Sam can disable the heroes with his charges if you rush the upgrade.

Vorazon has a global ability that lets cloaked units revive after death.

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but interwebs told me no guardian shell sucks!

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“NOOOO!!! You can’t play Artanis without Guardian Shell”
“Haha archon cannon go boom!”

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very nice nuke is deadly

Wtf how do you beat it solo on brutal.

I’m struggling to beat it with 2 players…

Solo has the advantage of getting your trucks to where they need to be when they need to be there. It also has a reliable level of skill (of your own) to depend on.

Where 2 players often suffer from one or both players derping with poor truck control, poor gameplay, and delaying the mission. This causes more hero waves and more waves in general, thus making it harder than it needs to be.

Obviously an adequate level of skill is needed to begin with to do solo lol. That goes without saying. My point is despite that, it does have some advantages too.

The biggest advantage is that because I can be sure to put both trucks in the same spot, I can also make sure that both truck waves spawn in the same location. This allows me to minimize the amount of ground I have to cover and maximize the splash value from my archons.

Of course make no mistake, the Artanis run took quite a bit of planning and several attempts, as did the Stukov run that goes live on youtube tomorrow. The Fenix run however was comparatively easy and after beating it on the first attempt without issue I was left once again in awe of how powerful p2 Fenix really is.

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Kaldalis was the secret weapon against Amon after all, not the Artifact lolz.

When each section of the battlestation activates, the enemy sends a few predetermined waves of enemies with heroes to intercept your trucks. The more truck waves you fight, the more heroes. But after truck waves spawn, there would be no more waves, aside from the actual attack waves, which would arrive anyway with the later waves. So I had a thought:

What if we cleared the last section first and kill all the constructs there, before cycling back to clear the earlier ones? The few interception waves of the first sections would arrive, but not more than that, so no more extra heroes. So we should be able to focus more on clearing the map until the timer gets low.

The idea would be that the later areas would already be clear in the later portion of the game. Then after we finish the earlier sections, the truck would immediately gain the increased movement speed. More importantly, the commanders would be able to immediately rush to the objectives to SKIP the truck interception waves, and therefore, the extra enemy heroes.

Here is how it goes:

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I guess clearing the last construct area before 3rd should allow you to skip the waves spawned after the 3rd set of construct by rushing to complete the mission, but how does clearing the 3rd construct area before the 2nd help? You were not rushing to the 3rd construct area, so did it skip anything?

Regardless, even if you skip waves you can’t really skip heroes (other than by finishing the mission faster), because it’s based on mission time, as per Maguro: Mutators and Starcraft 2 Co-op - Mutator List

Anyway. Nice work, but I am not sure that it’s easier that way :wink: you had less than 1 minute remaining on the objectives and you skipped bonuses so it was kind of “close” imo. And if anyone tries that on random queue with partner that does not understand that then it’s probably not likely to be successful :thinking:

Jumping in to say that I hate this mutation mission and even on the lowest difficulty can’t seem to win despite a half dozen times queueing up. I can typically beat any regular mission on Normal or even hard, sometimes even when my teammate leaves. Mutations I used to be able to do fine on Normal, but this week has been impossible and last week barely got it on Casual after several attempts. What’s the point of weekly bonuses if no amount of effort (notice I don’t say skill) allows me to complete it for even the lowest bonus? This “Brutal+4” thing doesn’t even show up in the game client as far as I can see, so I didn’t even know it wasn’t just a regular old mutation until trying to investigate if it was a difficulty bug.

The “Brutal+4” thing is a rating of the mutator difficulty, not the actual difficulty of the game. It still has casual difficulty, normal difficulty, etc. It’s just that how Brutal + works is that it rolls a random set of mutators with a given score, and since every mutator has a score we can get a rough idea of how hard a mutation is expected to be. This one being +4 means we should expect a reasonably difficult mutation.

Now, there is a problem that the Heroes from the Storm mutator doesn’t properly scale between difficulties, and thus casual difficulty with Heroes from the Storm is a lot harder than casual difficulty with most other mutators. That’s more a problem with this mutator in particular.

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