For those who don’t know, on April 1st 2017 a one day mutation existed in which players used their commanders on a 1v1 ladder map. It was messy, hectic, glitchy and unbalanced, but it was really fun.
I have tried some arcade mods that simulate the mutation, but they have their own problems.
Would people be alright with a return of this mutation as a change of pace?
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Yes! As long as there was no time minimum for a victory and you could level up 70k per game. #the grind
It would be nice if they would fix the bugs and pick a better map.
But otherwise, yes.
Problems as in they’re exactly the same as sudden but inevitable? As in Coop wasn’t balanced to be a 1v1 mode?
Should’ve just made it the April Fools mutation every year. Balance doesn’t matter too much when it’s a silly joke. Bugs though, yeah they need squashing.
I can’t imagine a redo of Sudden but Inevitable being any different a second time around: Just Raynor absolutely crushing everyone again.
I know these pvp coop commander threads pop up monthly but anyone who has actually played Sudden but Inevitable the first time around knows that it was either be Raynor and win or not be Raynor and get absolutely crushed.
Coop commander balance is only in terms of map completion timing, in a relatively reasonable frame.
The versus mutation greatly displayed how any one to one comparison of commanders falls short. I don’t see the point of it happening again when it is available in Arcade.
Problems as in they force players to random the coop commander, they prevent anyone from attacking in the first few minutes, they allow people to grab 180/90 mastery points. Stuff like that.
I’m guessing you accidentally skimmed over this part of my original post:
It was messy, hectic, glitchy and unbalanced, but it was really fun.
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The difference is, last time Raynor’s banshee cooldown mastery reduced the initial cooldown at the start of the mission, meaning you could have banshees before heroes spawned. Now, however, all heroes would have spawned when the banshees first appear, and commanders would actually be able to have detection.
If anybody was going to be the curbstomper this time around, it would definately be Tychus before Raynor.
Oh, and drop pod haste also doesn’t apply to banshees anymore, meaning no 60% increased attack and move speed.
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I believe Zeratul’s calldown comes way before Raynor’s.
Karax was top tier in that little event. Raynor was second.
It couldn’t be grinded because you lost no matter what. The whole point was for fun; nothing could be gained but that.
I think I had maybe two “no rush” games that entire time. Most people went tryhard to win, even though… you couldn’t win. Baffled me.
I wouldnt object to having it back! I already have nothing to work for. 
Yes, and before that comes…
“Your base is becoming a liability!”
The catch with Raynor is that he the first time around got cloaked banshees at 2 minutes. And he would always be able to get vision to spawn them IN YOUR BASE. Them hitting at 4 minutes makes them much more manageable.
But yeah, lots of commanders would have a REALLY hard time with a Void Ray calldown rush. Amusingly, almighty Raynor would be one of the most helpless of all against it.
I’m trying to think of a way Raynor can win with 2 minute banshees. I can’t think of a way since lifting CC is useless against VRs…
Try to throw stuff in front of it, they’re pure A-move. Not that it really would work, but that’s what could be attempted.
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Raynor can get stimmed Marines in your mineral line in a minute. You wont be able to afford Void Rays with a gutted economy.
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Those marines will have to kill 12+ probes, a nexus, and 2 assimilators. You can sneak a probe out and build a proxy gateway, then you wait till zeratul spawns. However the problem with that is that raynor can just float his buildings and calldowns can deal with the proxy gateway so… it’s gg anyway.
Edit - In fact, I can’t imagine any commander beating Raynor, not even the new ones. The combination of building lift-off + free calldowns is pretty strong in PvP.
He can get stimmed marine singular. And the rest trickle in slowly, IF Raynor is going all-in in investing in marines. And Zeratul can have a xel’naga ambusher in just over a minute, which will 2 shot marines.
And that’s if Zeratul is playing defensive. If he’s being aggressive, he will just not make probes, sent out one of his 12 starting probes, and have the void ray legion in the enemy base by 30 seconds-ish. Well before Raynor can finish a barracks.
If it is only marines trickling in starting at the 1 minute mark, many commanders can get adequate defenses up in time.
Same with Karax, I played an arcade match where I got defenses up to break his first probe before he could Spear of Adun my CC.
I had a match against Dehaka, but unfortunately the arcade mod I used for that specific match dealt massive damage to units that go into the enemy main within the first few minutes, so I don’t think it was a fair match. Even after he got a maxed out massive Dehaka, it was a close game, but I managed to win.
Zeratul seem more problematic, but I would like to play against him at least once before I make a final judgement.