Co-Op Mutation #255: Growing Threat

Done as P3 Alarak with a Scourge Queen Zagara ally. Enemy comp was Zerg Lurker Hydra Ultra.

Lost one bot at the 2nd last location.

I chose Wrathwalkers over Ascendants, since they can snipe Hybrids from a safe range and while moving. I also researched Telekinesis quite fast, which I don’t for most regular maps.

Nonetheless there were some nukes close to my army and I’ve lost multiple units to nukes over the duration of the map. For example a Mass Teleport to 3’o’clock during the last wave, directly into evolving units caused me to lose several Wrathwalkers and Destroyers. Whoops.

Zagara just facetanked everything, as expected. We were a good team. Overall a fun and engaging mutation.

Nova huh thats a brave pick, I understand snipes usuage for the range but still. For brutal +4 thats ruff

It’s a lot harder than anticipated. End up still yet to clear after 10 tries. Got tired.

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First try as P1 Alarak, managed both optionals and almost cleared the enemy base, just my teammate was focused on defense as a Lone Wolf Tychus which he played very well.

Buffed Wrathwalkers is a good answer for this mutation, can just keep a ball of Wrathwalkers and Supplicants out of nuke range and let Alarak eat everything thrown at him :rofl::rofl::rofl:

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Victory in the first game with Stetmann P1 and ally Tychus P2. Mission completed with both side missions and losing a robot in the 3rd wave. I went with zerglin, baneling, hydra and ultras (Solo 2) against airzerg (Guardian, devourer, mutates). I was mainly a support for my ally who spread his outlaws everywhere.

Had a few fails as Vorazun P1. Black Hole is nice but need early firepower to kill transmutated units.

Finally did it as Kerri P0, with Dehaka ally. Lost a bot in 3rd wave but managed to save all of the last wave. Hybrids dying near the bots…aaargh! Skipped the bonuses.

Considering the synergy of all 3 mutators, this is more of B+5, almost +6:

  • Broodling from dead unit (Alien Incubation) eventually Transmutates to Hybrid and Nukes upon death

PSA: Transmutated units head straight to your bases if they’ve got nothing else to attack. Unlike regular units just hanging around, which go back to their positions once you withdraw. So don’t harass the enemy strongholds in the bot paths unless you plan to clear them.

  • one short fail game: had a marine near the 1st geyser turn into a zealot and attack my first DP at 2 mins. I insta-quit.
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This mutation reminds me of the Boom Bots/Kill Bots mutation we’ve had on this map before: you die to the first wave or it’s a snore fest to victory.

Name of the game this week is “don’t get hit”

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P1 Stukov volatile infested does a good job keeping the hybrid at bay.

Easier than I expected :smiley_cat: (actually it was easier for me than last week’s) - first try with Lone Wolf Tychus (each outlaw defending against enemies from different direction + one at home guarding bases) + P0 Dehaka; vs zerg air (devouring scourge)

vs zerg air (devouring scourge)

Explains why it felt easy, this is the easiest comp by a significant margin.

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Tychus Lone Wolf ftw. If you are quick enough, you can use Medivac Pickup as an “evasive warp” right after killing a hybrid and just before the nuke goes off. And if you miss it, Tychus still survives a blast with around 50% hp left.

I have a confession to make :frowning:
Tried to beat with Twohakas (against Shadow Terran) only and failed on halfway.
I wanted to make up to my partner but I couldn’t get to him. Ugh.
Maybe I’ll try solo in MM.

I really hope there’s no “counter” in the system for Weekly Mutations and if there is, I reeeally hope it’s not just an unsigned 8-bit integer. If it is, this will be our last one :scream:

(If you think this is an unfounded concern, remember that Zagara P1 took 5 months to work properly.)

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The days of programmers using unsigned 8-bit integers for anything are long gone now, so you don’t have to worry about that.

Uff, I wouldn’t be so sure about that. Member the “Nuclear Gandi” in Civilization?

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No more mutations? Oh my, what am I ever going to do :joy:.

Using 8-bits instead of 16 or 32 is important when doing memory intensive things. Like in video games. Even some CPU-intensive tasks can get optimised, like use the 64-bit bus to process four 8-bit ints at a time.

We just have to hope such decisions are made correctly. Example for when it would be okay: the command card for a worker: max 3 screens of commands with a max of 5 x 3 commands per screen. 45. Safely fits in 8 bits. And theoretical max out at 5x5x3 (75). Even if all three races’ workers’ actions were stored together (225). Just an example; I don’t know what it’s actually stored as. Per army unit, it’s a max of 15 actions; but I don’t think 4-bit ints are in use.

Another: the standard RGB-colour space is still three 8-bit unsigned ints & one for alpha, aka 32-bit colour space.

Different problem but yeah, hilarious to think about even now. Have played against that AI and it really was a wth moment. They’ve left it bugged on purpose since then.

Nice BUG there!!! Spawned randomly about 10 broodling at my ramp and gg… cuz we were fighting. Saw first only in replay what happened… GOOOOOOOOOOD JOB Lizzard, as allways

Lol wut…? Got a replay?

Broodlings don’t simply spawn out of nowhere, you probably killed something and missed the broodlings that then proceeded to go to your base.

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