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Mutation #27: Explosive Results - Page 2

Forum Index > SC2 General
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imJealous
Profile Joined July 2010
United States1382 Posts
November 15 2016 19:01 GMT
#21
On November 15 2016 14:26 GamerJatt wrote:


I'm going to try the solo Nova strat now Although I'll probably get Ravens for my ally.


This map is so easy in general that this works, but truthfully its not the best approach. Its just for fun. Having done it a few times now I feel like there's no reason not to make a few units. I drop some marauders to clear my expansion, then make as many liberators and ravens as possible and siege the thrashers from the lava like Artanis does with tempests while continuing to dump my minerals on as many airstrikes as possible to clear out the trash.
... 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
November 15 2016 20:06 GMT
#22
On November 15 2016 20:17 monk wrote:
Here's my first go at this:
  1. Artanis: Guardian Shell prevents both allies from the nukes and Tempests work well against both MAD and self-destruction.
  2. Alarak: Ascendents' long range can kill everything before they have an opportunity to explode.
  3. Nova: All her units have naturally high HP so they can shrug off self-destruction. Tank mines obliterate everything in its path while pushing. The griffin can be used in an emergency.
  4. Abathur: Abathur units are sturdy and they can shrug off self-destruction.
  5. Raynor: Great pushing ability, but requires a lot of micro. Can get instantly wiped by a single nuke.
  6. Swann: Herc/Tank can work, but Hercs can get taxed quite heavily from the large number of Nukes. Cyclone/Hellion/Vessel works really well here.
  7. Kerrigan: Kerrigan solos the start really well, but she tends to struggle near the end when Ultralisks get decimated. Broods are workable, but again, only work against the ground compositions. She also has the typical lack of anti-air problems.
  8. Vorazun: No really good fighting options due to both DTs and air being weak to self-destruction.
  9. Karax: Mass carriers is the best strat, but can be slow due to high ramp-up time. Also his interceptions tend to die to nukes.
  10. Zagara: Low sustainability.

Idk if I would move Kerrigan up but I tried it again with her going more hydra heavy. I stayed on just Kerrigan through the first 2 waves of rifts and on the 3rd one I started adding hydras in (was vs terran air so i needed it). If you really babysit your hydras her AA isnt really that bad. I changed it up so i saved her time stop for the big air waves at the end that come at your base, use her to bounce attack the stacked units like banshees and put the hydras on BCs. keeping overseers alive was probably the most annoying part but if you reduce the gas cost of kerrigan's units a bunch it's not too hard to keep a pretty solid hydra AA army
Moderatorhttp://i.imgur.com/U4xwqmD.png
TL+ Member
BaneRiders
Profile Joined August 2013
Sweden3630 Posts
Last Edited: 2016-11-15 22:06:19
November 15 2016 22:05 GMT
#23
Played it as Artanis (Tempest) with a Nova partner. After winning on the second attempt I have a movie title for this mission: Dances with Nukes

The tempest aren't exactly any greyhounds, so getting away can really be an issue. In the first round I got screened by a nuke into an incoming wave and the second follow-up nuke took out my entire army. It was a truly beautiful tipple pinch maneuver, I have rarely felt so outclassed in co-op.
Earth, Water, Air and Protoss!
krlwlzn
Profile Joined July 2016
118 Posts
November 16 2016 00:05 GMT
#24
I actually like Zagara for this mission. Have beaten it with mass scourges several times allready. It's kind of a cheesy strat since you just make mass scourges and wait for thrashers to spawn. Defending with Zagara and free banes.
Ouga
Profile Joined March 2008
Finland645 Posts
November 16 2016 07:58 GMT
#25
What exactly triggers thrashers to spawn? If you do nothing, they'll spawn after very long time. But to manually activate, I'm not sure at all. The set of 3 woke up when I threw Zag's drop on top of them all, but when I tried it again at the last set, they didn't. Had to clear most of the area around first 2 to-spawn thrashers before they'd emerge.
imJealous
Profile Joined July 2010
United States1382 Posts
November 16 2016 18:58 GMT
#26
I don't think you can manually trigger them, they just spawn on a timer.
... 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.
The Bottle
Profile Joined July 2010
242 Posts
November 16 2016 20:15 GMT
#27
I have definitely gotten the impression, when playing the normal version of the map, that they have spawned much faster when you get there faster. In fact, I have never seen a case where we have wiped out the void thrashing site before they spawn, even though I know for sure that I have reached there tremendously faster with some commanders than with others. So I think you do trigger an early spawn. Though it's usually after you kill a bunch of stuff, so they don't just spawn automatically as soon as you step within range.
Ouga
Profile Joined March 2008
Finland645 Posts
November 16 2016 20:21 GMT
#28
You can definitely trigger them somehow? On current mutation I've had games where the triple spawn haven't spawned at 13:30 in game time (when nobody has gone there). Other times I've beaten mission at 15:xx. However if I played ground armies and try to push towards triple fast, they're always up when I get there. I'm just wondering about exact data: maybe there's minimum timeframe between spawns and maybe vision related thing too.
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2016-11-17 12:47:26
November 16 2016 22:54 GMT
#29
Update!
  1. Artanis: Guardian Shell prevents both allies from the nukes and Tempests work well against both MAD and self-destruction.
  2. Alarak: Ascendents' long range can kill everything before they have an opportunity to explode.
  3. Nova: All her units have naturally high HP so they can shrug off self-destruction. Tank mines obliterate everything in its path while pushing. The griffin can be used in an emergency, which is extremely useful.
  4. Abathur: Abathur units are sturdy and they can shrug off self-destruction. Mass mutalisks works the best in my experience due to mobility. After the top four, there's a fairly big drop.
  5. Vorazun: Cheesing with DTs and Time Warp is a good option if you can rely on your ally to take care of any anti-air.
  6. Zagara:Zagara herself can take out the first two sets of thrashers while you save up banelings. You'll have to send all your forces to kill the second two sets and you have a chance to run out of resources depending on the wave you match up against.
  7. Swann: Herc/Tank can work, but Hercs can get taxed quite heavily from the large number of Nukes. Cyclone/Hellion/Vessel works well here as well.
  8. Kerrigan: Kerrigan solos the start really well, but she tends to struggle near the end when Ultralisks get decimated. Broods are workable, but again, only work against the ground compositions. She also has the typical lack of anti-air problems.
  9. Raynor: Great pushing ability, but requires a lot of micro. Can get instantly wiped by a single nuke. MAD is hard for Raynor too as you'll have to split a lot.
  10. Karax: Mass carriers is the best strat, but can be slow due to high ramp-up time. Also his interceptions tend to die to nukes..

Moderator
Malhavoc
Profile Joined October 2010
Italy308 Posts
November 16 2016 23:24 GMT
#30
I was unlucky enough with Artanis to get air zerg a couple of times.. always managed to win, but those times where really hard!! Nukes, fungals, AoE from vipers, scourge... it becomes really hard to keep your tempests alive against such composition..
imJealous
Profile Joined July 2010
United States1382 Posts
November 17 2016 01:50 GMT
#31
Its rather impressive the depths of human incompetence one can sometimes encounter in co-op mode...
... 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.
Rizare
Profile Joined April 2010
Canada592 Posts
November 17 2016 02:55 GMT
#32
I'm guessing the way trashers spawn is similar to chain of ascension. If you push Ji'nara to a certain point, you can trigger an earlier spawn and if you don't, then the first spawn always comes at 9 minutes. I'm guessing for trashers and based on what I've seen, you can trigger it early by killing stuffs close to where the trasher spawns. For the final set of 4 trashers, the front isn't enough to trigger it so I'm guessing you have to kill deeper toward the middle of the 4 to trigger the spawn.

What I wonder though is the timer for spawns after the first trasher. Let's say you spawn the first one early. Does the 2nd set spawn earlier to compensate (like say 2nd set will always spawn X minutes after first one) or does it have a hard time set so it always spawns at that time if you wait?
imJealous
Profile Joined July 2010
United States1382 Posts
November 17 2016 19:58 GMT
#33
I'm almost certain the first thrasher must be just a timer. I've killed all the units around it before it spawned before, and it seems to come up at the same time as if I ignore it completely.

For the others, perhaps it has to do with killing the hybrids that guard them?
... 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.
riotjune
Profile Blog Joined January 2008
United States3393 Posts
Last Edited: 2016-11-18 01:47:02
November 18 2016 00:16 GMT
#34
They seem to spawn earlier (aside from the fixed timer) when you attack their respective base. We had both sides spawn at a similar time when my ally and I went to attack opposite sides. I think there was even one game where we delayed too much and the final 4 middle thrashers decided to join the fun for a total of something like 7-8 on the fortress bangbus. We failed.
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