Co-Op Mutation #315: Chilling Adaptation

A chill from the Void descends upon the Kel-Morian mine site. Freezing storm clouds wreak havoc upon your forces while the enemy is empowered and become stronger. Find a way to stay alive and help the miners flee!

Blizzard - Storm clouds move across the map, damaging and freezing player units in their path.
Transmutation - Enemy units have a chance to transform into more powerful units whenever they deal damage.

Rating:

Video Replays on Brutal difficulty:

[ [Reddit Post Link]](Will add later)

Notes:

  • Whenever an enemy kills one of your units, it transforms. Avoid losing ANYTHING whenever possible.
  • Enemies transform into tiers based on the supply of the units they kill. An enemy that kills a Zealot (2 supply) will level two tiers.
  • Enemy units, upon transforming, return to full health. Make sure to focus the strong ones before they become Hybrid.
  • The Blizzards slow and damage units in them.
  • The Blizzards go through the players’ bases, but they turn white and do no damage.

Commander of the Week: Commander of the week [Chilling Adaptation] - Online Poll - StrawPoll.com
Mutation difficulty: https://www.youtube.com/post/UgkxRBgLq6REHxXK_JdxA8VO4dWOXNhFQlZP
Do you like this mutation? https://www.youtube.com/post/UgkxM3ITzMJ8w3ufMgd16rKFMiZzMHf-HwZ6

Commander of the Week winner of last week:

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

3 Likes

Mutation overlap 129. this week 2nd.

1st clear Mengsk P1+Nova P1

Mutation (Chilling Adaptation) play list

#129 Chilling Adaptation – SOLO ALL CLEAR

Mutators: Blizzard, Transmutation

Transmutation is not as big of a problem as it might seem, since the infested attack really slowly. Also, infested units transmutate to tier 1 units, so they’re not really scary. Pay attention to the minimap to dodge incoming blizzards. Blizzards do about 100 dmg if you stay inside the whole time. Make static D at your bases to catch stray transmutated units.

Successes [and key points]

Raynor (p1) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Raynor Solo (p1) [=Brutal+4] - YouTube [fat infantry units don’t die easily, so the enemies don’t transmutate as easily]

Kerrigan (p2) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Kerrigan Solo (p2) [=Brutal+4] - YouTube [kerrigan carries the early game, and then ultras]

Artanis (p3) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Artanis Solo (p3) [=Brutal+4] - YouTube [mass goons with some immortals and reavers; use shield overcharge when a blizzard comes]

Swann (p2) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Swann Solo (p2) [=Brutal+4] - YouTube [clear areas with calldowns, then defend with static D]

Zagara (p2) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Zagara Solo (p2) [=Brutal+4] - YouTube [bile launchers]

Vorazun (p3) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Vorazun Solo (p3) [=Brutal+4] - YouTube [dark pylon wall]

Karax (p1) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Karax Solo (p1) [=Brutal+4] - YouTube [purifier beam/solar lance clears the areas, and then defend with cannons]

Karax (p2) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Karax Solo (p2) [=Brutal+4] - YouTube [mass carriers]

Abathur (p2) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Abathur Solo (p2) [=Brutal+4] - YouTube [mass roach ravager]

Abathur (p3) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Abathur Solo (p3) [=Brutal+4] - YouTube [let the enemies transmutate, then kill them with toxic nests for more biomass early on]

Alarak (p3) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Alarak Solo (p3) [=Brutal+4] - YouTube [the usual]

Nova (p1 bio) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Nova Solo (p1 bio) [=Brutal+4] - YouTube [air works as well]

Stukov (p1) [Commentary] Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Stukov Solo (p1) [=Brutal+4] - YouTube [dbacks early on, then mass tanks with a few bunkers]

Fenix (p1) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Fenix Solo (p1) [=Brutal+4] - YouTube [the usual; arbiter teleport can dodge blizzards]

Dehaka (p1) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Dehaka Solo (p1) [=Brutal+4] - YouTube [tyrannozors]

HH (p1) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Han and Horner Solo (p1) [=Brutal+4] - YouTube [hellbats and carrier galleons]

Tychus (p3) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Tychus Solo (p3) [=Brutal+4] - YouTube [the usual]

Zeratul (p2) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Zeratul Solo (p2) [=Brutal+4] - YouTube [the usual cannons]

Stetmann (p3) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Stetmann Solo (p3) [=Brutal+4] - YouTube [ultras]

Mengsk (p1) Starcraft 2 Co-op Mutation #129: Chilling Adaptation - Mengsk Solo (p1) [=Brutal+4] - YouTube [ESOs]

Least stressful: Tychus

Not recommended: Stukov

Better than you think: Zagara p2

Easiest against random AI: Tychus

Questions about any of these runs are welcome.

4 Likes

I was thinking P3 Stettman Ultras would be fun! Watch my lawn mower go… okay just have to wait for the timer to tick over to give it a go :sweat_smile:

Looks like a Nova week this time.

I hear defensive drone prevents Transmutstion, and the Raven’s repair drone out heals the Blizzard damage.

4 Likes

do you think this is intended?

No idea.

But using the bug list that Maguro maintains (because its so long), is suspect it’s just something slipped under the radar.

Well…It says that transmutation gives a chance to morph upon damaging a unit. Which means, a unit with a shield isn’t losing any life. Therefore, it prevents a unit from morphing.

I’ll buy that!

The tooltip also doesn’t say a unit is guaranteed to transform when they get a kill, so tooltips are not always trustable sources in sc2, it’s unclear if shield effects were intended to prevent transmutation, I think it was just something that slipped cause no dev ever bothered to check mutator interactions with anything, not even mutator interactions between the things they picked as weekly mutations.

If dev bothered to do any basic checking of mutator interactions, then sc2 coop would not be where it is at now (or rather since forever ago, haha).

As a Zera P3…


First attempt:

It was a bit weird on my Raynor ally’s part. They went with mostly marine/medic and tanks which was working fairly well. And it went well until the last ship which was the one in the far upper left (that has the super short enemy attack path).

We got the warning that an enemy attack was heading there. We had just finished the 4th ship on the opposite side of the map so we had a long walk through the Blizzards. So far so good.

The ship autostarted its launch as I arrived. I was able to stop the attack wave and cleared the defenders. However, I noticed my ally still hadn’t arrived. Looking at the minimap, I see them clearing and manually starting the wrong ship (a 6th ship mind you).

I figured neither of us can defend a ship alone and that we can lose one ship without losing the mission. So I abandoned mine and headed toward them. My ship dies. Before I can fight through the onslaught of transmuting enemies, my ally wipes and their ship dies. And that’s the end of that.


Second attempt:

I had a P3 Tychus. This one went better except that they were very impatient.

They started all the ships asap, even if I wasn’t there. They even directed me to start my own ship while they started their own. This worked out fine due to it being only the 2nd and 3rd ship.

They started the 4th ship before I was there but I was able to get a spawning point in time to draw aggro away from the ship, so it went fine.

However, when they started the 5th ship, I was way out of position from fighting an attack wave. By the time I got there, they lost two of their outlaws. Again, I only had time to reach a spawning point which made it difficult to get closer to help them. I threw my calldowns on top of them to help as best I could.

At the end, my ally had only Sirius left and was frantically throwing turrets out. Luckily, we eked through to a win.

I was weirdly exhausted after those two matches.

Played as Nova half a dozen times. The only allies I had were Stettman, Tychus, and Fenix. Understandable considering the transmutation. Want beefy units that do a lot of damage. Shocked that I haven’t had an Abathur ally yet.

Tried it once so far as Stettman P3 with a level 1 Artanis P0 friend and almost almost pulled it off however I teleported back to base to help clear some Hybrids and then some trash sneaked in and killed the last ship before I had time to port back which I felt really terrible about.

Want to give it another go. Stett P3 Ultras are one of the most fun coop units when they work.

Good idea, I might give it a go since there’s so few times P3 is any good.

1 Like

Done with Tychus P2 in Normal.
Make me wonder when we can have games where we can tell units “move there, avoiding the hazards on the way” or “stay there, but move a bit if a hazard is coming to avoid it”.
Even though SC2 is old, I doubt this is that common yet.

edit because it would be off-topic to start a new reply for that:

I feel like you could defend the fact you could only select one unit in Warcraft 2 with almost identical arguments :rofl:
I still see it as a “flaw” mostly coming from technical reasons rather than real choices, and believe if “choices” were to be truly made, then new genres separating from each others should show the fundamental difference.
Something that has “strategy” in it should not rely heavily on units/armies being stupid if not baby-sitted the way it currently does.

So that’s the “micro” aspect of RTS games. Each mutation is designed to challenge your ability in one or more areas including Micro, Macro, Decision Making (which is technically part of macro), Teamwork etc.

Microing around environmental affects is more about having solid macro IME as the better my macro is the less time I spend in my base and the more time I have to walk my units around the obstacles (by which I mean that it’s easier to improve at macro to have more time to micro rather than trying to click faster and faster which might be unreasonable depending on our ages and reflexes, im not exactly a spring chicken any more!).

The AI is fully capable of pathing to avoid mutator environmental effects, but if you want a game to play for you then SC2 is not the right fit. Already co-op does way more for players, with all the autocast abilities, than non-coop.

Chess is definitely a strategy game and it relies hugely on people moving their pieces to the best places without being told that something is stupid. You’re allowed to open with a/h pawns, just like you’re allowed to issue an SC2 move command that will surely encounter blizzards.

1 Like

I think he’s confusing strategy with tactic… or I am…