Description: Your enemies intend to seize your defenses and use them against you, reconstructing them under Amon's control after they are destroyed by the hybrid's nukes. Do not allow that to occur.
Map: Temple of the Past
Mutations:
Eminent Domain [New!] Enemies gain control of your structures after destroying them.
Mutually Assured Destruction Enemy Hybrid units detonate a Nuke upon death.
Where's your EZ/hard assessment? I like it since it's straightforward and gives me an idea of how much effort (plan ahead or go in blind) to put into this mutation.
On February 06 2017 05:02 riotjune wrote: Where's your EZ/hard assessment? I like it since it's straightforward and gives me an idea of how much effort (plan ahead or go in blind) to put into this mutation.
exclude Karax... all commanders EZ. because Mutually Assured Destruction & Eminent Domain ...
On February 06 2017 05:02 riotjune wrote: Where's your EZ/hard assessment? I like it since it's straightforward and gives me an idea of how much effort (plan ahead or go in blind) to put into this mutation.
exclude Karax... all commanders EZ. because Mutually Assured Destruction & Eminent Domain ...
On February 06 2017 16:00 krlwlzn wrote: I imagine Raynor vulture viking strategy must be pretty strong here. Hopefully the nukes won't destroy the mines, but maybe they fixed that.
They fixed it around the time of the void reanimator mutator, now mines and toxic nests are damaged by nukes and scorched earth mutator
On February 06 2017 17:08 ChaosOS wrote: Seems like Zagara bile launcher spam won't be super optimal. How does Eminent Domain interact with Raven Turrets from Nova?
If the turrets time out, they are simply gone like normal, if they are destroyed by the enemy then the enemy takes control of them.
Played as Nova. Mines were unaffected! :D Raven turrets do get converted, but it doesn't really matter. I just deployed them to occupy the hybrids while I used nova and ghost snipes from afar. I highly recommend disabling auto cast for ghosts since you want to save your snipes for hybrids.
Finished as zagara too. She can basically play normally since her units are pretty much used to dying anyway. If you want to be fancy you can split off banelings to target down the clump of hybrids and/or use zagara abilities to finish them off.
Alarak was pretty EZ as well since ascendant kill units and hybrids from a distance. If they ever get too close alarak can just knock them back.
My guess as to which commanders are the weakest would be: Kerrigan, vorazun, swann and maybe Karax. Karax doesn't really suffer from the mutators much though, since his buildings can survive a nuke.
Done easily with Alarak, with a Stukov ally. I just mind blasted the hybrids from afar, and AoE everything else. Stukov's disposable cannon fodder was making things even easier by tanking the enemies, avoiding any possible nuclear damage to my units.
Zagara is fun for this one. Mass scourge deal with the air hybrids easily as well as the void thrashers. Plus, all your shit's gonna end up getting nuked anyway, so disposable units are nice.
Played as Nova vs Mech Terran, I opened Marauder into Ghost/Liberator/Tank.
I stationed 1 missile turret at the north bridge for Griffin vision (airstrike and airlift location) and something funny happened to it. As it was dying at one point, I pressed salvage, but before it fully salvaged, it died/converted to an enemy turret. Funnily enough, it continued to fully salvage without giving back a refund so it wasn't really an issue in needing to destroy it like timed out turrets.
Apparently you can wall off with buildings... then when the enemy destroy them, they respawn as enemy buildings... now you have an invincible wall as long as you keep your units from killing it and all you have to deal with is the air waves?
On February 07 2017 20:23 imJealous wrote: Apparently you can wall off with buildings... then when the enemy destroy them, they respawn as enemy buildings... now you have an invincible wall as long as you keep your units from killing it and all you have to deal with is the air waves?
I tried that. Somehow they seemed to be able to glitch past even though I tested the walls for tightness. I guess there is some specific method to do it, but I didn't get to master it. Ordinary static d Karax has no issue dealing with this mutation.
Raynor: Clearly 1st. Mines/Turrets/Vikings/optional Tanks cover every possible attack path and mostly ignores Nukes.
Alarak: Clearly 2nd. Can ignore Nukes with Mind Blast's long range. However, he's not as omnipresent as Raynor and struggles a bit more than him at controlling the entire map.
Swann: Clearly 3rd. Long range on all his primary units helps a lot against. Turrets of all kinds are useful late-game. The usually long ramp-up time doesn't matter here as he can easily clear the first few waves on his own.
Artanis: It gets a bit hazy from here on out. Artanis is good for both his Guardian Shell and his Tempests. Even Scourge-waves are manageable here with calldowns.
Karax: The building-stealing mutation doesn't matter as much as you would think. Karax's spear and Carriers help kill Hybrids before they get in range to Nuke your buildings. Struggles a tiny bit at clearing Void Thrashers.
Zagara: Amazing early game as Zagara can solo the start. Amazing mid-game as Banelings/Scourge are perfect counters to Nukes. Struggles a bit late game, especially if your partner is bad as she can run out of money. Unfortunately, Bile Launchers aren't as amazing here due to Nukes killing them, but they're still useful.
Abathur: Brutalisks tank Nukes and Guardians outrange them.
Nova: Nova destroys ground-based waves due to Mines, but struggles a lot more against air, especially air Hybrids. She has no amazing way to kill a large number of them easily as Goliaths and Ghosts are good against air Hybrids but they're nowhere near completely dominating.
Stukov: Struggles in general as Nukes can clear large numbers of Infested. Struggles against air as he has no way to kill air Hybrids without suffering severe losses.
Kerrigan: Kerrigan can't effectively deal with air Hybrids at all and also has some problems dealing with ground Hybrids.
Vorazun: Vorazun is dead last for the 4th week in a row. She simply has no good way to consistently deal with Hybrid Nukes.
Just did it real quick as I have the day off work as Vorazun with a level 13 Stukov. Got all objectives, I basically put 1 dark pylon by each entrance and we both cannon/bunkered it up. I went Dt/corsair (we had the zealot/stalker/scout/voidray composition) and he just did nothing but bunkers and some barracks for the air waves. It's probably the most I've ever used Shadow guard actually and that last final wave when hybrids spawn from each side we both tackled one side, killed a hybrid too fast, my entire army got nuked (was on CD with most of my units) We spent the last 45 seconds or so trying to survive but we did. Temple still had ~1600hp left or so.
For a level 13 stukov he wasn't too bad at all and would follow and help and do objectives with me.
I think at most I only ever had ~10 corsairs and like ~15 dts because those damn hybrid nukes. To be fair I was being quite careless for the most part cuz I was like, ehhh my units will respawn every so often, so who cares!
On February 07 2017 20:23 imJealous wrote: Apparently you can wall off with buildings... then when the enemy destroy them, they respawn as enemy buildings... now you have an invincible wall as long as you keep your units from killing it and all you have to deal with is the air waves?
I tried that. Somehow they seemed to be able to glitch past even though I tested the walls for tightness. I guess there is some specific method to do it, but I didn't get to master it. Ordinary static d Karax has no issue dealing with this mutation.
The idea is brilliant though! I can imagine the northeast entry way as a perfect one to try it out on, as you don't need to get out there and pop void thrashers in any case. Maybe two lines of buildings in case they somehow can walk through converted stuff?
I did this one as Artanis with a random Karax partner vs ling/muta/etc. Sure, some cannons got converted now and then, but no big deal. Sprinkling in some zealots everywhere as hybrid fodder / road block for all advancing waves and then the reavers / dragoons / cannons would clean up everything.
I tried a few different times and got wrecked here as I'm so used to just playing Karax on this map and shuttles. I tried a few different commanders, but we just couldn't pull it off. I gave the blocking a shot on Karax and it worked great, until my ally started to a-move down the lanes and killed all of my walls, so we lost. I tried Raynor, getting to vikings while also blocking, but I didn't use engy bays and used depots. Guess what? The enemy lowers the depots! I think I'll settle for 3 bounty ticks this week unless I get bored enough to want to give it another 5-10 tries this week.
Maybe you just need a solid partner! If you still haven't finished it by this weekend we can group. I'll be out of town wed & thurs until like 7pm est so pretty much anytime after that I should be home.
the way I just beat it first try was play as Swann and just keep your tanks in the big dropship things hercules or whatever. played against air terran so just had 1 ship full of tanks and then had goliath sci vessel hellbat for anti air/fodder/money dump. just back up vessels and tanks when hybrids come so they just fight your fodder mineral hellbats and you wont lose hardly anything to nukes. I built 1 missile turret for detection just in case at each entrance and his upgraded turrets are so strong the enemy had trouble killing them even at the end so you can probably just dump some money into that for dps if you feel like it.
Had a Raynor partner and he just mined up his side and then went bio with it but was a little more reckless with losing stuff to nukes.
Raynor: Clearly 1st. Mines/Turrets/Vikings/optional Tanks cover every possible attack path and mostly ignores Nukes.
Alarak: Clearly 2nd. Can ignore Nukes with Mind Blast's long range. However, he's not as omnipresent as Raynor and struggles a bit more than him at controlling the entire map.
Swann: Clearly 3rd. Long range on all his primary units helps a lot against. Turrets of all kinds are useful late-game. The usually long ramp-up time doesn't matter here as he can easily clear the first few waves on his own.
Artanis: It gets a bit hazy from here on out. Artanis is good for both his Guardian Shell and his Tempests. Even Scourge-waves are manageable here with calldowns.
Karax: The building-stealing mutation doesn't matter as much as you would think. Karax's spear and Carriers help kill Hybrids before they get in range to Nuke your buildings. Struggles a tiny bit at clearing Void Thrashers.
Zagara: Amazing early game as Zagara can solo the start. Amazing mid-game as Banelings/Scourge are perfect counters to Nukes. Struggles a bit late game, especially if your partner is bad as she can run out of money. Unfortunately, Bile Launchers aren't as amazing here due to Nukes killing them, but they're still useful.
Abathur: Brutalisks tank Nukes and Guardians outrange them.
Nova: Nova destroys ground-based waves due to Mines, but struggles a lot more against air, especially air Hybrids. She has no amazing way to kill a large number of them easily as Goliaths and Ghosts are good against air Hybrids but they're nowhere near completely dominating.
Stukov: Struggles in general as Nukes can clear large numbers of Infested. Struggles against air as he has no way to kill air Hybrids without suffering severe losses.
Kerrigan: Kerrigan can't effectively deal with air Hybrids at all and also has some problems dealing with ground Hybrids.
Vorazun: Vorazun is dead last for the 4th week in a row. She simply has no good way to consistently deal with Hybrid Nukes.
I agree with some parts of the list, but I do feel that both Nova and Zagara (when properly controlled) should be higher up on the list. When playing Nova I went for bio+ravens and put a lot of mastery points inte Nova energy regeneration. Raven turrets distracted the hybrids (even air hybrids to some extent), while ghost cast EMP and snipes(manually), Nova sniped and ravens spammed the hunter seeker missiles. He'll you can even cast your airstrike if you like. Sure it requires some apm and skill, but it's very reliable.
For Zagara I chose to build only zerglings, banelings and scourges. Found myself floating minerals in all the games I played with here, even when I carried. I was kind of careful not to lose units to Nukes needlessly. Rushed all baneling upgrades and tried to move command the banelings to do more splash damage rather than just a-moving. Same as with Nova, really strong and reliable with the right strategy and control.
Thanks. I gave Swann a shot with max range 3/3 goliaths and walled in two of the entrances with engy bays, and had a competent 90 mastery Artanis that went air, and it was much easier. I had vessels following his army and mine and we kept everything at full HP.
I used Zagara and my partner used Artanis. Super easy especially bc Artanis which shields units when they are about to die. This saves the majority of my army from dying when the Hybrid dies and drops a nuke.