Description: Amon's terraforming of Veridia Prime has ravaged the planet's resources. You must brave catastrophic environmental conditions in order to secure the materials needed to build your army. Use caution, but don't delay. Every passing second brings the planet closer to destruction.
Map: The Vermillion Problem
Mutations:
Slim Pickings Player worker units gather resources at a reduced rate, but resource pickups spawn throughout the map.
Self Destruction Enemy units explode and deal damage to friendly player units upon death.
Twister Tornadoes move across the map, damaging and knocking back player units in their path.
No random mutators this time though! I did see someone's army get constantly punted off a ramp into the lava, which was pretty funny and probably the toughest part. Kerrigan seems really strong with omega worms and assimilation aura.
Did it twice with kerrigan. Put all mastery points into Kerrigan and used omega worms all over the place. Had decent allies both times, but I imagine it's easy enough to carry a weak ally.
First try with Alarak was pretty easy, too. I had a Vorazun mate who had his problems with the missing gas but timestop and the vortex are already strong enough by themselves. :D
The most difficult opponent may be ground zerg and protoss because those exploding zerglings with double explosions from banelings require good attention or your hero just dies after killing everything while standing in the center of the mess. >.<
A long and tedious game of dodge the twisters as Nova with a random Alarak. Fortunately I was vs terran air so self-destruct didn't really matter and gols are pretty good vs mech air.
Lost a couple of games with Kerrigan just because my ally did not build enough anti air late game, then I got a reasonable good karax which did the trick.
did it pretty easy as Swann first try. pretty much the same drill for all these ones with the resource pickups. just grab them often early and you can just make a big army pretty quick and play out the rest pretty normal
Was ridicusously easy with Swann and an Artanis ally. He just moved one oberserver around and chronoboosted my drill to get the highest level as soon as possible. I sniped any key units with the drill and he walked over anything with just a few tempests that simply had no resistance to fear. Top Panel Abilities for countering their attack waves.
I think I had not more than 50 supply the whole game, just workers and some vessels and turrets at our bases. He had around 8-10 tempests, more than enough to finish off the weakened enemy bases.
tldr Swanns Drill is awesomly OP if you can constantly provide vision for it to melt stuff.
Sounds like how I did on Karax. Main focus was gathering, which keeping up enough defenses at both main base ramps and then spreading huge groups of cannons on all high ground to soften any patrols coming to base and keeping my gathering probes safe. It was far easier than the previous ones.
First 3 tries with Nova didn't work because I had horrible allies. I wouldn't say Nova is bad for this mutation, but she just can't solo it when the ally isn't helping. Then I got tired of depending on other and went Kerrigan. Even though ally was another horrible Zagara, the game was so easy.
I then got creative and tried Karax. Again I got an Artanis ally with at most 40 APM. I again almost soloed it. Didn't expect Karax to be so good for this mutation. He can safely mine the expansion because the repair beam can save probes affected by tornado. Also worker don't die on their way back for the same reason. He can use Adun abilities to defend all attack waves with a little bit static defense, and spend the rest of resource either tower pushing or building carriers.
One mineral patch with 2 works yields about 90 mineral per minute. In this mutation it's 2/5 so 36 mineral per minute. With 10 workers and a base, the cost is 900. 5 mineral patches at expo yields 180 mineral per minute. Thus you recover your investment in 5 minutes. Usually you can saturate your expo at about 6 minutes, so you do get quite some additional income. Not bad, right?
Defending it is indeed a liability so it's perhaps not worthwhile for every commander to expand. I think Karax definitely should as it's so easy to defend. Also it's easier to collect the minerals when you can pull worker from the center of the map vs all the way from your base.
On March 22 2017 01:17 Jared00Ye wrote: In this mutation it's 2/5 so 36 mineral per minute.
It's 1/5. Each worker needs like 6 minutes to pay for itself. If you factor in the cost of the expansion also, it's even longer. Then the cost to defend it. I suppose eventually, in a long game, it pays for itself, but I found just gathering to be more than enough.
I still suggest taking the middle base for two reasons : you have workers to dispatch for the crystals and you have workers to collect the resources that appear in the middle area
Did this one as Stukov with a Kerrigan partner. Kerrigan of course just walks through walls and Stukov can spare free minions to collect goodies on their way to foes. I didn't bother taking my exp though Kerrigan did.
Totally got carried hard by a Zagara. I went Artanis just because, got a random Zagara, which is awesome because artansis with zagara just makes like, god like lings. But it was enemy ling/bling/scourge and dear lord I felt like I couldn't build anything worthwhile besides reavers but they are so slow as balls. I went in thinking of just massing tempests but that didn't work. Just said screw it, let zagara take both middle bases (not sure if it really mattered much?) and I just did as much zeal/goon as I could and got crystals.
Probably the first time in awhile I just felt useless in a mutation. Don't recall the zagara's name but thanks buddy! =P