Description : The laws of nature seem to have been upended. Liquid magma spews forth not only from Veridia Prime, but also from the hostile forces intent on its destruction. Death itself pulls inescapably at your forces, but enemies seem immune to its touch. You must survive this onslaught and save the planet.
Map: The Vermillion Problem
Mutations:
Fatal Attraction [NEW] When enemy units and structures die, any of your nearby units are pulled to their location.
Self Destruction Enemy units explode and deal damage to friendly player units upon death.
Walking Infested Enemy units spawn Infested Terran upon death in numbers according to the unit's life.
I did a short try as Swann (thinking that goliaths with double range upgrades would do it) with an Artanis ally that tried going for tempest (same logic)
tl;dr: range doesn't help
So we tried a second time with Alarak and Kerrigan. Alarak is pretty good and Kerrigan too during the early game (her aoe stun is still usefull in late game, but she gets stunlocked when too many ennemies die, and can end up dying from the explosions). But the best part is that burrowed lurkers dont get pulled when ennemies die, which makes them really good. We managed to win without too much trouble (we were against a Terran mech army, it might be harder against air units).
Did it with Raynor, vulture mines+ some vikings and tanks, backed by a bunch of orbitals. Mostly just dropped a few mines and pulled the enemy in to them. Was with a stukov allie not sure if he was carrying or not, during the game it felt a bit like it but I ended up having more kills.
Pretty damn annoying mutation, easily doable with Karax + any other commander that pushes. Just don't make high tech units that get swept up and die, unless the karax ally lets you take more resources. Exceptions are swarm hosts and lurkers since burrow negates fatal attraction. I suppose theoratically Karax's carriers should be able to survive the flames thanks to their auto repair. That is if you don't kill too many enemies at once. A max mastery swann with thors and respawn might work too.
When I played Abathur the only units to survive fatal attraction were the brutalisks in any case.
Yeah this fatal attraction + explode on death combo is fucking horrible. Zagara kind of seems to work if you just feed small amounts of banelings/scourges into the enemy waves at a time. Stukov didn't seem to get the job done for me, though I haven't seen a Karax partner yet like the OP's video.
I just spammed Cannons as meatshields around our bases and obliterated any enemy clumps and the bases with hybrids with orbital abilities. Was still floating on endless minerals so I built like a dozen nexi and chronoboosted all of his production and upgrade buildings. Together with my chrono waves he spit out an unbelievable amount of infested and simply overran everything, no matter if it exploded or not, his hordes simply overwhelmed it over time. Really a piece of cake.
I did the Kerrigan lurker nydus thing since they don't get pulled while burrowed. It was really annoying the first time(Karax partner) vs zerg air since all my AA would get obliterated and they'd explode over my lurkers. The 2nd time(Zagara partner) was pretty easy against Terran mech. The lurkers fared way better against that unit comp.
did it as zagara with stukov ally. just sent in small groups of banes over and over and he just used his summons and IT waves. wore everything down. ez win. more annoying than difficult
I did it with Swann and a Karax ally. He basically turtled up our bases with a bit of my help, and I used herc-tanks, relying on the laser, warbots, and a few goliaths to take out air. Tanks don't get pulled while in siege mode, and they never have to leave siege mode thanks to hercs. The hercs do get pulled, however. Luckily they have 600 health, and are really cheap at only 100/50. So I just maaaassssssss them. I probably made over 30 hercs over the course of the game. I usually have a few carrying my army (which will inevitably get destroyed), and a whole bunch in reserve in my other control group, staying behind the action while my tanks kill everything. Of course I have SCVs in one of the reserve hercs ready to pick up crystals.
This is quite a break compared to last week. I did it with Karax and a Raynor ally who doesn't know what to do. Apparently, massing BC is a horrible idea. So is massing carrier. At least enemy doesn't respawn any more.
Did it as Stukov with a karax ally, was a random queue online & we both thanked each other after the game for making it so easy on our first try haha. The karax did defense on both our bases, used his spear of adun on trouble spots where i was attacking. All in all the mission was pretty easy. I think it helped that i watched a few streams from HunterAFI before i tried doing the mission. Shoutout to you Hunter if you're checking out this thread!
Wow just had a game using Stukov with a Karax ally who actually knows what to do. I clear the units around each entrance and he builds forward cannons to clear up the rest. We didn't miss a single crystal and was able to finish the game around 24 minutes. That was quite some pleasant experience.
Anyone tested if Tempests/Broodlords/Guardians can stay out of range of the Attraction-Effect?
As far as I know Sieged Tanks and burrowed Lurkers/Swarmhosts are not affected, how about sieged Liberators?
I also tested Abathur with Mass-Swarmhosts + 3 Brutalisks, did not work for me. The Locusts just die too fast because they are all sucked in and die from the explosions. Then I tried to split them into different groups, so they arrived as a constant stream at the enemy clumps, but then they die too fast from the hostile fire without really killing anything.
I was trying to get XP for a level 8 Nova by playing the Hard mutation, but I think I must have got matched with a Brutal player after a long wait. It didn't go well...
On May 17 2017 19:28 dacSyzygy wrote: Anyone tested if Tempests/Broodlords/Guardians can stay out of range of the Attraction-Effect?
As far as I know Sieged Tanks and burrowed Lurkers/Swarmhosts are not affected, how about sieged Liberators?
I also tested Abathur with Mass-Swarmhosts + 3 Brutalisks, did not work for me. The Locusts just die too fast because they are all sucked in and die from the explosions. Then I tried to split them into different groups, so they arrived as a constant stream at the enemy clumps, but then they die too fast from the hostile fire without really killing anything.
I've seen tempest fail miserably a couple times. Pretty sure broods and guardians will get sucked in too.
Finally got it with Nova and a Stukov partner. Stukov defended with bunkers and pushed with civs, bunker troops, and his two cooldowns while I used griffin strike as much as possible, hitting almost every in coming attack wave with it and even using it when pushing when I could afford it.
I also defended the two right side entrances of the expansion island with tanks and mines while he bunkered up the left ramp. I used ravens as mobile response, placing rail turrets then running away since they don't get pulled by fatal attraction.
When it was possible I moved out with my tanks, saving my airlift cooldown to get back into defensive position quickly if an attack wave hit. I also found myself in a position where my tanks got caught out of siege mode, so they were getting chain stunned by fatal attraction and I was going to lose them all, but used airlift to escape with 4 tanks left... i think this was huge. If I had lost all my tanks there I don't know if we would have been able to recover.
Pushing is slower and more complicated with this mutator so its super key to be always pushing and clearing path, even before crystals spawn if possible. I think clearing the first enemy bases is higher priority even than expanding in this set up.
Out of curiosity, does anyone think it is even possible for any combination of commanders to beat this on Brutal vs air waves? Seems like anything that can get pulled becomes useless in the later stages of this mission, so all you have offensively vs. air is the Laser Drill or calldown attacks.