Co-Op Mutation #234: Mass Manufacturing

I like the mutation as i enjoy a challenge. I exclusively play with randoms and so far 3 times success in about 15 trys all on brutal ofc. Seems like a reasonable challenge and should be easy if you group up with a decent playing friend.

Swanns p1 seems quite good. 2 of my 3 wins are with random Swanns. I played every game with my p1 stukov.

Nope. Props canā€™t see Super Cloaked units, incl P3 Nova and P1 Zeratul under VS.

Hereā€™s one of the instances of a poop walking right past Nova in CtGā€™s run.

Thought Iā€™d give this a try as P3 Alarak with the plan of leaving Alarak at base for Rifts and Poopagators, while the Fleet does the objective.

Match #1: A level 1 Zagara. Instant quit.
Match #2: A Swann who only cared about his entrance. No troops at all. No Science Vessels for the Fleet. No tanks on my entrance.
Matches 3 and 4: The same Zeratul twice. Hero only doesnā€™t workā€¦ Just spamming cannons and monoliths does help for defense, but it doesnā€™t work with close to 0 offense from a player. Too many rifts and buildings (which spawn the Poopagators) to deal with.

Overall, this just feels too stressful to be worth the extra experience.

Hit me up if you want

Done. Not too bad. About five attempts. P2 tychus and p1 karax made quick work of it.

Dehaka love to eat anything but they do not want to eat poopies :frowning:

First try pub with Raynor and Abathur.

I got my entire bio ball eaten by Propagators but a couple tanks cleaned up all the Propagators made from that.

Definitely not as difficult as I thought the mutation was going to be.

Whatā€™s the best way to kill propagators?

Perosnally, I like Zagaraā€™s banelings the most, since you donā€™t have to micro them, but you can still move them around if necessary. Spider mines are static, but you can lay a gazzilion of them. Toxic nests are the most difficult since you usually donā€™t have enough of them to cover every angle - especially on a map like this.

Abathur has vipers with Disabling cloud that prevents the props to poop, but if you donā€™t kill it before the cloud disappears, you are in trouble. With 4 vipers or so, and using Consume to replenish energy, you can cast a large number of clouds, though.

Vorazunā€™s Black Hole and Time stop disable props as well, but they have the most limited supply.

Yesterday, Iā€™ve tried Lone Wolf Tychus and evey outlaw is powerful enough to take the props out. Sam doesnā€™t even need the charge ability; with Lone Wolf his weapons deal with a prop in a couple of shots. Itā€™s really good since you can deal with both props and rifts effectively. You do have to micro and multitask like crazy here.

Depends heavily on who, or what youā€™re using. Generally long range, high damage, kiting units are the best. But each CO has different ways to handle them.

For everyone playing defensive Karrax: get some vision. Either with observers placed where the props canā€™t reach them or with a few units patrolling around. Thereā€™s nothing sadder than a Karrax partner pinging on a Rift literally on the edge of the baseā€™s line of sight.

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Managed it in random queue on 3rd try. Had a competent Karax defending and dealing with units from void rifts as well as propagators. Played P1 H&H and was sniping rifts with Airstrikes and playing the objectives.

It is always going well until ally starts feeding poops with melee range units. I am not sure people even read mutators descriptions. Had two different Artanis allies, was exciting, GS + lots of ranged options, and what do you think happens? Zealots! And a sea of poops.

This kind of poop ruins win statistics.

I was considering trying it, probably on hard, with a level 8 or 9 Stukov P1. Iā€™d expect him to be real good here, very mobile and able to kite propagators and take bases fast (but afraid ally is just gonna leave if I try brutal lower than lvl 15).

Did you go full diamond backs and intercept or did you do some bunkers and defense as well?

You need a faster bunker (15rax,19 bunker) to defend the fast rifts on brutal at least. In total i made 3 bunkers because there will be a constant stream of units going to the base troughout the game (for the first prop you maybe need to kite it with just a infested marine in front of the bunker(s) to kill it because you dont have the diamondbacks yet, works nicely just takes some micro and caution).

And then indeed full diamondback. They are great to kill props and fast enough to kill rifts quickly everywhere on the map.

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Stukov P1 not bad here, assuming you get a good full def (IDEF) partner (Karax/Swann). You want to go mass infested diamondbacks (dbs) and slowly switch to infested liberators (libs) close to the end of the game when most of the map is cleared, given dbs wil have a hard time for the 3rd hybrid. You also want to clear the left side of the last hybrid (easiest than the right side) so that poopagators do not spawn there, and you can safely use Alexander on the hybrid. Dbs can also clear rifts and take on poopagators. By mid-game, partner should secure the expo which will attrack most of the poopagators he/she will have to deal with, but a good def should handle that easily.

Did it with Stukov P1 (Brutal) with a random ally as Zagara (Brutal).
I went for mass Diamondbacks, while my ally went mass banelings.
We did not bother expanding.

Diamondbacks are excellent for this mutation, they are fast and can catch up and
clear void rifts and propagators alike before it gets out of hand, as well as clear the map.

Careful when you use the Alexander or infestation that you donā€™t feed propagators.
I would recommend only using infestation defensively against normal waves and use the Apocalisk to tank for your diamondbacks in crowded locations.

Propagators spawn from enemy buildings, so itā€™s best to clear one side entirely before moving around.

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Used the Alexander once offensively in a location I just barely got the vision of and ā€¦ a propagator popped right next to it. Then, same zone top right, had infested a building and a propagator spawned next close enough that it reached them before the endā€¦

The guy above is right, do be careful with these abilities.

I only did it on hard and after I reach lvl 10 (for the Alexander) so as not to scare my ally. Got a Karax P0 with me who handled the defense and even some rift in places I had already cleaned and my diabondbacks were just riding happy through the map. Propagators had no chance to ever touch them either, Stukov looked OP for that mutation and we did fast with both objectives quite easy. My ally seemed quite happy though, apparently he had failed ten times before this :stuck_out_tongue:

Edit: I did not insist on this but I was blindly confident on my ally ability to defend base and I did not get all the propagators myself. I think I got lucky with the ally to.

I wasnā€™t expecting to beat this at all, but it actually only ended up taking a few attempts. My friendā€™s Abathur (not sure on what prestige/mastery he used), and my Zagara. I was originally using P3 Zagara, then tried P1, and finally settled on P0 because Mass Frenzy is the best ability in the game. Mostly Abathur took care of Rifts and Zagara took care of Propagators. I honestly donā€™t know how we won, we eventually just had to ignore everything and go straight for the last boss, it was terrifying.

CtG, was this mutation so much tough that you didnt manage it with other commanders?
No offence meant, just want to know how hard its

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