This is one my favorite maps. Just wanted to give it a shout out to the design.
I love the dynamic routes/possibilities on this map. You can gauge you and your ally’s ability and move at varied pace while still complete the mission.
Yes it can get tough if you choose improperly, but that’s part of the appeal. It has elements that help you succeed and those that punish the player as well.
7 Likes
I like it too. There is a good amount of options in which you can approach the main objective, and it will be different based on your commander and situation. The order of the first 3 Void Slivers can vary a lot.
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Yes give some love to Scythe of Amon one of my favorite maps if not the favorite. I remember when I started playing this mission felt impossible even on hard but the better I got the more I enjoyed it.
I really wish more maps worked like this, you can finish the map as fast as you are capable, the secondary is on a tight but not punishing timer and the waves come often enough to keep you active but not so much that it becomes annoying.
If anything I wish they could count the secondary as cleared as soon as you clear the 3 bases and the paths in the middle, sometimes you can finish the mission before the ship arrives to the last spot so it doesn’t count which is a bit silly.
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It’s open to some of the most ridiculous cheeses that the devs probably never even saw coming. Leaving all 5 objectives active at once allows for some very creative routing.
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I know right? This is part of the appeal for me.
I don’t think the cheese was intended during design but even that is fairly fun. Although, personally I hope they don’t fix it (or LL). Mostly because I feel they do require quite a bit of team coordination, which if anything is generally lacking. So I’d rather people get the rewards for it (that in itself is small).
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Agree, great map.
Unlike other maps, on this one players have options which is great - coordinate, push, this is coop.
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I generally love assault missions. But I think the bonus could use some fixing with the timing/triggering. Sometimes it appears late. And sometimes it appears early.
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I believe the variance in timing for bonus Shuttles is due to:
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If it was attacked and therefore slowed down on route.
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If the destination is clear right away (new patch I think mentioned a 30s delay).
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The pattern of Sliver clearance, as it can travel to different locations with different distances.
I love that part too!
It’s probably my favorite map, such a great throwback to Brood War campaign missions where the map is filled with enemy bases and you have to fight your way through, I just wish they could fix that buggy bonus. And also keep attack waves from spawning right on top of it, that would be nice.
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the completion time difference between “cheesing” it and doing it “normally” is always interesting
Fix the stupid bonus bugs. Everyone says it’s challenging but fun if done right. That is the problem!. If you do not know or your partner does not know then you are screwed. It’s ridiculous.
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Thing is, it’s only a bonus. If the mission itself can’t be completed (by two players) without prior map knowledge, it’s a problem. But if a bonus requires that, why’s that a problem? It’s an extra stretch goal for when you have more experience.
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Once you’ve played this map like few hundred times as I have you like to try crazy things such as going for the top left shard in the corner first, then leaving the one that’s closest to you or the one where the expansion is for last.
Which is ridiculous considering that speed runs for the campaign map (which had a lesser degree of the same mechanic) had been out long before they released the co-op map.
1 Like