Dead of Night: Surely getting attacked from the top side before night 3 must be unintended right?

Because it doesn’t make sense for only the topside commander to have to deal with multiple Hunterlings and Overseers entering the base while the bottomside commander doesn’t deal with that problem, at least, not to the same extent the top commander has to. If the intended effect of the Hunterling’s ability to scale cliffs and Overseers to attack is to pressure from sides that haven’t been breached yet, then both commanders should have to deal with it, not just the topside. One shouldn’t have to get queued into that mission hoping to get the bottom spot.

For the record, while I am writing this post as a result of this week’s brutation, I’ve never found dealing with the topside to be annoying in normals. I’ve beaten this week’s brutation multiple times, so this isn’t a whining post so much as it is an observation. While it’s tolerable in normals, adding in the element of mutations made me realize how unfair it is for the top commander.

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Agree. They should do it for the bottom side too.:sunglasses:

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They do attack from both sides on N1 and N2. It’s just a matter of how the players are proactively countering them.

On N1, if Hunterlings spawn, P2 will have to deal with usually the first 1-2. Hunterlings do come from the main south entrance on N1 as well. The total number that comes through is 4 (unless I am remembering wrong, likely off by 1).

On N2, if Hunterlings spawn, they come mostly from top (north) entrance. This is because the way they spawn on that map more so than anything else. The special infested spawn in quite the number just outside of this entrance. Meanwhile, only 1-3 will spawn near main (south) entrance on this night. Both entrances will face an en mass infested horde.

If the players are not proactively killing these (especially the one near north), P2 will generally be left with most of the damage simply due to position and map lay out. This isn’t “an unfair” design, as this difference occur on many of the maps. For example, ME/MO/Malwarfare wave1 will always try to hit P2 position first. (Exception for ME will run towards expansion if it is cleared before wave1 arrives).


To complain about this issue is no different than to complain that on LL that P1 always have to deal with stray units passing by expansion gas. Or that P1 on CoA always have to deal with the infamously large wave2. I don’t think it is unfair by any means but that it is a clearly presented issue that both players need to deal with. Simply put, there is no advantage for your ally to let your base be destroyed by any of the above “one-sided issue”. If they do, they are simply poorly skilled, which will change with time and experience.

Hunterlings do not have a pathing that will cause them to cliff jump around the southwest entrance into the south base’s mineral line. Instead, if they attack from that direction, they try to march directly through the choke, which can be annoying but does not deal significant economic damage. The south base only ever needs to be worried about hunterlings if the choke falls completely, at which point youre in trouble anyway.

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On the west base, I’ve always set up some towers, or tanks (from afar) as terran (Mag Mines for HH) to blast away at invading Hunterlings. Annoying Spotters tend to attack from the northwest entrance (whether or not the barricade is still there or not).

However, in the other spot, I have gotten attacked by Hunterlings, even though it was a few days later. Also, I’ve had cases where I check on my base, and completely missed that my worker count went from 27 to 3! Yeah, Hunterlings, or some other invading enemy force managed to send in air units, or drops, and take out a good chunk of my workers :frowning: It was sorta “fun” to recover from that

if my commander has some decent turrets i make some behind the mineral lines for both myself and my teammate.

Both the hunterlings and the flying spotters can be very nasty vs workers.

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If I’m at the bottom I take on defending the entrance to allow ally to deal with hunters.

If I’m at the top I deal with hunters and defend the entrance to allow ally to tech up.

It’s annoying to deal with those, but nothing extraordinary.

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The OP’s point still stands that the worker harass is biased, even if players have found workarounds.

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no arguments there!_

The biggest bother for this map is definately hunter lings in the top base mineral line on night 1.

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They do attack the player on the right, but it’s rare, and it only happens if that player builds anything on the right of their geysers. This is because the building(s) is close enough to aggro the Hunterling outside the perimeter to jump into your base.

Yeah, they’re hard to fend off as Tychus because of the not-so-good defensive capabilities.

I usually pay so much attention to the hunterling timing, immediately using shield overcharge when the first one jump into that mineral line. If the ally don’t make turrets I will start warping in cannons behind his minerals. It is a learn to play issue.

But due to the lack of worker harassment on most maps it feels annoying to the unexpected, especially when that is one game out of 3 (I cannon up the top high ground that will intercept hunterlings before night 2, so usually no issue to mineral line if they were not the first special enemy).

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If I play Abathur I plant several nests there, they usually kill 1st one and at least slow 2nd.

If I play other zerg (except Dehaka) I always place overlord there no matter where I am placed, to at least have/give my non-zerg ally vision of high ground area. It gives cannons/turrets/spines extra attack and chance to aggro hunterling. Also, if I’m on top I always place 1st crawler/bunker at my mineral line, and then relocate to front if I don’t hear hunterling cry at night start.

And when playing Swann I fly my factory there when 1st night starts unless I already rush tanks, with his turrets it’s actually 2-3 extra attacks because of slow effect plus damage from Drakken.

It’s all small things but they cost me almost nothing while making it much safer (and first several minutes there is not that much to do anyway).

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Put some auto-turrets there and call it a day. Or night. They’re not that great, but they’re still better than nothing. They don’t require you to Medivac back to deal with them, and at least they’re immune to being stunned.

As a courtesy to my Tychus allies, I do put towers there if my CO has anything decent there. As HH, I set up some Mag Mines there, and try to remember to keep up on replenishing them

Yeah turn your volume on and listen to Hunterling’s sound. Place some defence or some units in anticipation.

This is really no different than moving your army into position for an incoming wave. Don’t bother with “but x commander has no defence/army at that point”. All commanders have a solution to deal with these.

The fact this is being complained about is nothing more than lack of experience. Get some units, problem solved. Losing 10 workers because you (the player) wanted to have a higher economy is literally the exact opposite (and poor decision) to achieve it.

That’s very nice of you :smiley:

I am usually too busy buying my Outlaws bling-bling to worry about expensive turrets, but you definitely have a point.

I don’t think anyone was complaining about it being a huge bother, the issue was that the harass is biased towards the upper commander. Not a large issue, mind, but it is a little weird.

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Absolutely agreed. It isn’t that big of a bother. I think in a much earlier post in this topic, I also mentioned several other maps having this feature.

Asking to change this is like asking to give the exact same treatment to either player at all times, which in essence is ridiculous. I mean it would be one thing if all the special infested came after p2. The fact that currently p2 has to deal with (at most) 3-4 extra special infested will never warrant a change from the team.

And of course it’s my opinion but I think it’s more productive to focus on how to deal with it rather than people saying “mhm mhm agreed, p2 gets a #%^* placement”. Sure it’s true but that isn’t going to change anything haha.

I do what I can :sunny:

Hmm, as far as other COs go…
Swann - just put some Billy Blasters or Flaming Betties. The former has a lot of range, and the slow effect is nice. For the latter, it’s only half the price, and does not 16, but 20 since Hunterlings are considered Light. For my own base, I’d probably make a FB inside the min line. Should be uninstrusive since they burrow when not attacking. OTOH, a few Siege tanks sieged on the other side of the min line should suffice as well

Karax - cannons. Spare some OS every now and then, With 13 to 15 range, Monoliths can reach if you put it just beyond the town hall

Stukov - 1 or 2 bunkers. West and north of the mineral lines. They are pricy though. Spare an Infest Structure on town hall, but it’s annoying if the Hunterling jumps away

Zagara - If there’s creep then put a few Spine Crawlers. Else, just go with units. I may have tried an upgraded Bile Launcher but it was a bit clumsy

Zeratul - a few cannons. Bonus is he doesn’t require power fields

Abathur - Toxic Nests to generate creep, then a few Spine Crawlers

Vorazun - I have Dark Pylon range mastery, so just cloak the workers. Then cover the Dpylon as much as possible, have cannons to defend if the Hunterling goes after that

Stetmann - Mecha Spine Crawlers don’t need creep!

Raynor - 1 or 2 Bunkers. Ditto with Swann… Firebats get light damage bonus, but a few Rines or Marauder may be the practical choice

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