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Mutation #12: Perfect Storm - Page 2

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imJealous
Profile Joined July 2010
United States1382 Posts
August 02 2016 14:59 GMT
#21
Found a Kerrigan strat I like for this one... maximize unit cost reduction and go ultras with charge upgrade and lots of omega worms. Keep the army in the omega worms whenever you aren't fighting so they avoid taking any environmental damage, and use your attention to micro Kerrigan around clearing out the hybrid spawn areas before they spawn, so when time comes all you have to fight is the hybrids and not a bunch of static defenses and pre-placed units.

When you need to fight with your whole army, use Kerrigan's mobility to get vision where you want to fight and pop up a worm full of ultras. With the charge upgrade they just DGAF about the slowing zones, and they have enough HP to tank the continuous damage. Plus they regenerate if they do die. As long as you are careful with your units you should be able to sustain a big enough force even off of 1 base.

Its pretty much auto-loss against liberator terran, but seems to work well against everything else. Haven't run into an immortal heavy protoss comp yet though, that could be trouble as well.
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
Shellshock
Profile Blog Joined March 2011
United States97276 Posts
August 04 2016 03:59 GMT
#22
On August 02 2016 23:59 imJealous wrote:
Found a Kerrigan strat I like for this one... maximize unit cost reduction and go ultras with charge upgrade and lots of omega worms. Keep the army in the omega worms whenever you aren't fighting so they avoid taking any environmental damage, and use your attention to micro Kerrigan around clearing out the hybrid spawn areas before they spawn, so when time comes all you have to fight is the hybrids and not a bunch of static defenses and pre-placed units.

When you need to fight with your whole army, use Kerrigan's mobility to get vision where you want to fight and pop up a worm full of ultras. With the charge upgrade they just DGAF about the slowing zones, and they have enough HP to tank the continuous damage. Plus they regenerate if they do die. As long as you are careful with your units you should be able to sustain a big enough force even off of 1 base.

Its pretty much auto-loss against liberator terran, but seems to work well against everything else. Haven't run into an immortal heavy protoss comp yet though, that could be trouble as well.

Thanks. I did this and it was pretty straight forward. the worms die super slow to the blizzards so it was great for mobility too. funniest part was seeing like 20 ultras pop out in a tornado though and go flying everywhere
Moderatorhttp://i.imgur.com/U4xwqmD.png
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monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2016-08-08 02:00:15
August 04 2016 07:36 GMT
#23
Won't get to play as much co-op as I'd like this week, having only beaten it with Vorazun, Kerrigan, Swann, and Raynor. Need your help on this one, guys. I feel, however, how good each commander is depends on how well he/she can ignore the aspects of the mutators by either:
  1. Overcoming the inability to mine.
  2. Being resistant to lots of AoE effects.

  • Vorazun: This one seems tailor made for Vorazun. Autogas, Emergency Recall, and Time Stop are all especially amazing on this mission. Fits both 1 and 2.
  • Karax: I honestly haven't played it with Karax, but he might be better than Kerrigan with Shield Batteries healing probes and allowing them to mine. Not to mention his repair ability. Fits 1 and 2.
  • Kerrigan: Kerrigan doesn't care about AoE and Ultra/Omega Worm is a good combo vs AoE as well. Fits 2 well with all these attributes.
  • Abathur: Abathur relies on biomass instead of resources to get a strong army. Queens can also negate a lot of the Blizzard damage. Fits both 1 and 2 to some extent.
  • Swann: Has a really slow start, but is really steady once you survive the first 7 minutes. Gas drones fit category 2. Also, Hercs allow you to ignore AoE, somewhat fitting category 1.
  • Artanis: Guardian Shell is useful, but his units aren't.
  • Raynor: Fits category 1 with mules, but is crippled by his extreme weakness to AoE.
  • Zagara: Zagara herself is resistant to AoE, but otherwise she neither fits into 1 nor 2.

Haven't played the others, but Abathur/Aratnis seem to fit in the middle and Zagara seems to be either last or 2nd to last.

Moderator
imJealous
Profile Joined July 2010
United States1382 Posts
Last Edited: 2016-08-05 01:56:42
August 04 2016 23:47 GMT
#24
On August 04 2016 12:59 Shellshock wrote:
Show nested quote +
On August 02 2016 23:59 imJealous wrote:
Found a Kerrigan strat I like for this one... maximize unit cost reduction and go ultras with charge upgrade and lots of omega worms. Keep the army in the omega worms whenever you aren't fighting so they avoid taking any environmental damage, and use your attention to micro Kerrigan around clearing out the hybrid spawn areas before they spawn, so when time comes all you have to fight is the hybrids and not a bunch of static defenses and pre-placed units.

When you need to fight with your whole army, use Kerrigan's mobility to get vision where you want to fight and pop up a worm full of ultras. With the charge upgrade they just DGAF about the slowing zones, and they have enough HP to tank the continuous damage. Plus they regenerate if they do die. As long as you are careful with your units you should be able to sustain a big enough force even off of 1 base.

Its pretty much auto-loss against liberator terran, but seems to work well against everything else. Haven't run into an immortal heavy protoss comp yet though, that could be trouble as well.

Thanks. I did this and it was pretty straight forward. the worms die super slow to the blizzards so it was great for mobility too. funniest part was seeing like 20 ultras pop out in a tornado though and go flying everywhere

Glad it helped! I still haven't beat it yet....Every time we get close the hybrids end up spawning at the very back corner behind the final wall of enemies and jinara ends up getting pushed into the pit before we can clear the rest of the way to them and finish off the hybrids. I can consistently get that close, even with pretty weak team mates, but it just takes so long to play this style slow pushing off of one base and heavily relying on hero cooldowns that I get sick of playing after one or two attempts.

EDIT: Finally got it with Karax. Zealots into double expand into 3 stargate carriers a moved across the map ez. Definitely the top character for this mutator IMO now that I've tried it. The important things to keep in mind about this style (besides spamming shield batteries around your expansions and remaking the mineral workers that die to storms) is to keep your carriers on the front line pushing toward that final objective. The first time I tried this I made the mistake of trying to respond to the side spawns with my carriers and they just move so slowly across the map they ended up never being in position for anything.

Push the front line with carriers, use your abilities and rely on your team mate for clearing the side spawns. I did help clear the bottom left Hybrid spawn and solo'd the final hybrid spawn while my team mate defended.

Don't even bother opening with forge on this one, you don't need to defend early attacks and you can't cannon expand so just make a zealot force and tech up to reconstruction and solar core upgrades, then start forge so you can get both shield battery upgrades done before starting your expos.
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
August 05 2016 15:14 GMT
#25
Took 4 tries but finally beat it.

Game 1: I don't recall who my ally was but I was kerrigan and the first wave of enemy units was like 8 banshees and 8 liberators, so yeah, air terran. I got fucking wrecked lol.

Game 2: I was Abathur with a friendly Vorazun. This Vorazun just wasn't that great imo. I had a pretty massive pile of ravagers and was pretty much doing everything. Vorazun never helped push much, didn't get extra gasses, I don't even think she used a time stop once. Hybrid at the back spawned and we didn't have enough push to kill it off.

Game 3: I was Karax with a friendly Zagara. I did the Carrier strat explained above and did really well. Unfortunately Zagara didn't seem that great on this mission. Units died waaaay too fast. She did very well with the Zagara Hero and tried massing uhh why can't I recall their name, the beefy tanky unit Zagara gets...too lazy to look it up right now. (Aberrations i think?) but eventually in the end we lost again.

Game 4: I went Vorazun with a friendly Karax. Easy. Just a slow push through the middle. He actually talked in chat letting me know when was the best time to use his chorno wave. We worked well together with his abilities & my dt spam. Just overall a boring mutation though because it's so hard to expand & units move so slow through the map.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
GamerJatt
Profile Joined May 2016
63 Posts
Last Edited: 2016-08-06 08:42:43
August 06 2016 06:32 GMT
#26
Haven't had time at all this week for gaming. Tried one game and failed utterly as Kerrigan. She's so bad against Terran air.

Edit: Couldn't do it with Kerrigan. Did it with Swann with Thors, SVs and Hercules. Mutation is more annoying than hard.
Xsyq
Profile Joined December 2015
143 Posts
Last Edited: 2016-08-06 20:41:59
August 06 2016 20:17 GMT
#27
Haven't had much time this week to play, but I managed to beat this one first time today. Just went three base five gate carriers with Karax and slow pushed. Ally was Abathur who went mass queens. It was an easy win. I had to rely on my partner for the early game since one-base Karax is very weak before solar forge upgrades but once I got both expos running with shield batteries the rest of the game was trivial. Another mutation that's much more annoying than challenging.
lestye
Profile Blog Joined August 2010
United States4163 Posts
August 18 2016 07:11 GMT
#28
Wanted to bump this thread because I forgot to discuss this. How does everyone feel about like, Co-Op missions like this one where you basically can't 2 base? Is that supposed to be a challenge and I'm being whiny or is it just an annoying oversight and they should always accommodate 2 base play?
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
Xsyq
Profile Joined December 2015
143 Posts
August 18 2016 23:51 GMT
#29
I think one base mutators are more annoying than anything. It generally doesn't mean you lose but you have to spend a lot more time just waiting for your upgrades and units. IMO if they're always going to balance Co-op around having two bases only then they should stick to having two bases all the time.
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