The Moebius facility is a full blown production complex, with the ability to mobilize defenders en masse, and deploy self-replicating units that convert everything into copies of themselves. Only by destroying the Hybrid will you disable all their production.
Void Rifts - Void Rifts periodically appear in random locations and spawn enemy units until destroyed.
Propagators - Reality warping sludges are crawling towards you. Anything they touch is turned into a copy of the sludge.
Rating:
Video Replays on Brutal difficulty:
MUTATOR SPAWN TIMINGS
Time |
Rifts |
Poops |
Total Rifts |
Total Poops |
2:20 |
2 |
|
2 |
|
3:28 |
|
1 |
2 |
1 |
3:50 |
2 |
|
4 |
1 |
4:58 |
|
1 |
4 |
2 |
5:20 |
2 |
|
6 |
2 |
6:28 |
|
1 |
6 |
3 |
6:50 |
2 |
|
8 |
3 |
7:58 |
|
1 |
8 |
4 |
8:20 |
4 |
|
12 |
4 |
9:28 |
|
1 |
12 |
5 |
9:50 |
4 |
|
16 |
5 |
10:28 |
|
1 |
16 |
6 |
11:20 |
4 |
|
20 |
6 |
11:28 |
|
1 |
20 |
7 |
12:28 |
|
2 |
20 |
9 |
12:50 |
4 |
|
24 |
9 |
13:28 |
|
2 |
24 |
11 |
14:20 |
4 |
|
28 |
11 |
14:28 |
|
2 |
28 |
13 |
15:28 |
|
2 |
28 |
15 |
15:50 |
4 |
|
32 |
15 |
16:28 |
|
2 |
32 |
17 |
17:20 |
4 |
|
36 |
17 |
17:28 |
|
2 |
36 |
19 |
18:28 |
|
4 |
36 |
23 |
18:50 |
4 |
|
40 |
23 |
19:28 |
|
4 |
40 |
27 |
20:20 |
4 |
|
44 |
27 |
20:28 |
|
4 |
44 |
31 |
21:18 |
|
4 |
44 |
35 |
21:50 |
4 |
|
48 |
35 |
22:08 |
|
4 |
48 |
39 |
22:58 |
|
4 |
48 |
43 |
23:20 |
4 |
|
52 |
43 |
23:48 |
|
5 |
52 |
48 |
24:38 |
|
5 |
52 |
53 |
24:50 |
4 |
|
56 |
53 |
25:28 |
|
5 |
56 |
58 |
26:18 |
|
5 |
56 |
63 |
26:20 |
4 |
|
60 |
63 |
27:08 |
|
5 |
60 |
68 |
27:50 |
4 |
|
64 |
68 |
27:58 |
|
5 |
64 |
73 |
28:48 |
|
5 |
64 |
78 |
29:20 |
4 |
|
68 |
78 |
29:38 |
|
5 |
68 |
83 |
[ [Reddit Post Link]](Will add later)
Notes:
- Each Void Rift has 500HP, and their spawnings are signalled by a minimap ping on each Rift.
- Units that spawn from Void Rifts neither not drop biomass for Abathur, nor essence for Dehaka.
- Propagators have 450 health, and transform any unit they touch into one of them, effectively killing the unit.
- Propagators hit ground units, air units, heroic units, and buildings.
- Poopagators spawn from enemy buildings, including suppression tower spawn points, which you cannot destroy.
- Objects that turn into the propagator have the exact same HP as the propagator that infected it; so a 1-HP Propagator can only make more 1-HP Propagators.
- Spider mines, toxic nests, and banelings can connect with the poopagator before it poopagates them.
- Crooked Sam’s Detonation Charge, Abathur’s Disabling Cloud, and Vorazun’s stuff can all prevent poopagators from poopagating.
- Time stop delays by 20 seconds the spawn time of Void Rifts and Poopagators.
- Poops do not kill the Balius
Commander of the Week: https://www.strawpoll.me/20779034
Mutation difficulty: https://www.strawpoll.me/20779035
Do you like this mutation? https://www.strawpoll.me/20779036
Commander of the Week winner of last week:
Links:
Weekly Mutation Database
Maguro’s Mutation List
starcraft2coop.com
9 Likes
Good vision and P3 Karax again?
Poopagators = Pass on this week.
3 Likes
Dang. I had fun with the mutation last week. This one is supremely un-fun.
1 Like
Good old days of chill mutations
For people without prestiges and a ton of time to try and fail this is getting annoying.
1 Like
Dehaka: I hate this mutation
Zweihaka: Me too
9 Likes
I can see how this can be annoying; the only saving grace is that you have two mutators with no synergy, but each individually is a lot to handle. I’m guessing most teams will go with one anti-poop commander and one anti-rift commander, and perhaps try to full clear to get at least some of the trouble out of the way.
Keep in mind that this is rated at Brutal+5, but it’s also rated at 18 points, above the Brutal+5 cap of 16, and one point below the Brutal+6 minimum of 19 (again the definition of "as close to Brutal+6 as you can without crossing the line). The trend lately for weekly mutations to be a few points harder than before is kind of disturbing, but the list of upcoming mutators is running short, so people who grind on the weekly mutations can only hope that the next patch would give them easier (or at least more fun) mutations to play with.
(Aside: I think that Abathur P3 should be reworked so that Abathur gets 75 biomass weaker brutalisks, but take away the symbiotes and biomass recovery, and keep the weaker biomass effects, to make the fantasy of massing UEs better while keeping things balanced. It may need a few more tweaks, though - maybe P3 should be the “anti rift” prestige, or maybe P3 should be the one that is bad against rifts by taking away deep tunnel.)
3 Likes
I didn’t go for any Prestige yet as I don’t wanna grind again (boring af and I just started and grinded coop 1 year ago when coming back from a sc2 break) and I can still keep up using my vanilla commanders, but I gotta say these nonstop Brutal 4 or 5 mutations are slowly starting to turn me off. The mutators are often times annoying to try with randoms, the mates I played brutations with all stopped playing, so I just have to throw myself into the depths of random queue. Guess I, again, just have to hope for a small round of low level commanders or/and people who just don’t know the mutators and want to get carried before I get a decent one. Oh well, here it goes.
Iff the brutation is too hard, go for the hardtation for the fun.
1 Like
Did it as Zeratul (P3) with a HnH (P1) partner on the 3rd attempt. Had to skip the bonus trains though.
It was pretty tedious, we didn’t manage to take the expansions. I concentrated on clearing the buildings on the west half of the map first so the propagators would just come from the east side.
My HnH partner mass built hellions with the tar bomb upgrade to slow down the propagators. I left monoliths in our main base as a last resort defense.
Didn’t manage to full clear all buildings, but I had enough immortals to focus down the 3rd hybrid and win the game.
Do you know that poop can turn Stetellite into another poop?
Also, can the propagators turn Nova while she is using super cloack?
I did it… I actually beat it… I was lone wolf Tychus with P0 swan… Swan truly is the best defensive commander in the game… defended against both vipers and mass props. Sirius and turrets work very well against hybrid.
We ignored the train bonuses.
2 Likes
Functionally, would it be better to ignore the first hybrid and focus on map clearing? Or would it be better to just play the map out normally?
I feel like quick wiping the map while gathering parts would be a smarter play, just to try and take the poops out of the map as fast as possible. (Well, except for when the Rifts spawn.)
Scratch that, I give up on this. Ten different attempts and it’s too damn much. Between the time limit, trying to deal with poops and the damn Rifts spawning in terrible places, it’s too much to handle. I actually rage quit this game for the first time in… Six years.
Swann is actually pretty damn good for this one. It’s been so long since we’ve last had normal propagators. They’re like shooting fish in a barrel with Herc/Tanks. And if your going for a more defensive approach (Don’t use P2 Though) the blaster billies slow the Props down even more. Last few times we had props they had either Speed Freaks or We Move Unseen…
And as for the rifts, build up a bunch of Hercs to get vision on them and focus them down with your lazor drill immediately. There’s a lot of space to park a Herc to avoid most aggro from enemy bases while you focus them down. Or of course drop some tanks on 'em. He can also build a few small defenses at the entrances to both his and his ally’s base to kill the small fry from the rifts while your focusing them down.
P0 Swann gives you your standard Herc/Tank, laser drill, call downs and turrets that can hold the enemy.
P1 can help if your afraid of the props and want to slow them down. If your trying a more defensive strat, I’d recommend this one since you can slow the props down before they get to your defenses. But losing your powerful calldowns can hurt if things go south against the props, or if a rift opens up somewhere defended on the map.
P2 I wouldn’t recommend. Sure, it could help stop the tide of enemies spawning from the rifts, but Swann’s defenses are a bit shorter range, and the constant stream of enemies with occasional waves of Props will overrun your defenses. Tanks kill props, and this prestige hurts the number of them.
P3 is what I did this one with. Get a few turrets to take out the small fry, and warp everywhere with your Hercs to either shoot the rifts with the laser, or with tanks. And the good thing is, as the enemies props start getting higher in number, so too does your battleforce of Herc/Tank. You can kite the earlier props easier due to the instant unloading, and then be able to intercept waves of props with a fully loaded Herc later on, demolishing all that stands in your way.
Only bad thing about this is that you’ll be relying on your ally to gather parts in the beginning while you take care of all the mutator stuff coming at them. And in general, I feel that it’d be better to try to gather more parts before killing the first hybrid. For instantce, if your able to clear the whole left side of the map, then there will be no more props spawing from that side. Less enemy structures means less places for the Props to spawn from.
Cleared it with P3 Zagara (me) and P1 Tychus ally. Failed to destroy the trains objective.
This mastery bug actually useful for Zagara in this map.
Baneling damage for propagators and roach drop with increased DPS for base raze.
Basically, I handle most of the void rifts with P3 Zagara and a lot of banelings for propagators while my ally is destroying as many buildings and main objectives.
Propahaka: I changed my mind
Zweihagator: Me too
1 Like
I honestly would just play P3 Zeratul and speed clear the map as fast as possible (P2 Tychus serves the same purpose). If my Ally can take care of prop, great, if they can’t, you can usually power your way to the rifts barring extremely unlucky spawns. In the case of Zeratul you can even just VS over every now and then. Zeratul can also put Observers everywhere and project cannons to kill the rifts if necessary, and even give away the expansion gases. You do need to be careful about props if you do this since they are detectors and can eat the Observers.
The key concept to beating these 2 mutators are identical: the faster you clear, the less BS you need to deal with. Since props spawn from buildings if you clear a specific side first you can even limit their spawn locations.