The Tychus exploit is basically worth it for players who prefer to do at least 4 Outlaws, which is ironically unnecessary but good to keep in mind for Brutations and longer maps (for funz and gigglez).
What intrigued me more regarding the bugs is the Queen’s Ensnare and Malwarfare’s Terminals. I did not realize they are in a Burrow/Unburrow state throughout the mission. Given that the Ensnare can affect structures, I am inclined to urge people to test it out - to see if it’ll prevent/affect spawn hmmm .
Hey, could you send me a replay with description? Stetellites give base bonuses and overcharge bonuses to Mecha Lurkers correctly – at least, all bonuses that I thought of when trying it.
Did you mean Disabling Cloud? Ensnare doesn’t affect structures. Unfortunately Disabling Cloud doesn’t prevent Suppression Towers from spawning
No, I meant since your Ensnare bug mentions it can be casted on structures (while may seemingly not affect them at all), does it or rather will it definitively not affect the Suppression Towers? To be made sure, and since I’m mostly unable to play recently I thought I put it out there.
I wonder if that was put in to make the Mission Failed ending cutscene more dramatic (since the super hybrid blasts the primary base and cuts through the primary structure starting locations).
Basically it won’t happen unless timed perfectly or coincidentally between the initiation of the jump/dash/dive and the end, where if you entered them into then out of a Nydus. At least that’s my understanding of it.
Edit: there, someone who understands better than I do. Apparently I didn’t understand either lol.
You place omega worm right next to enemy building, set rally point from this worm to enemy building, load zerglings into some other worm or the network at base, then unload them near the enemy, they start leaping before coordinates is changed. No need for any perfect timings.