Mission 6 is TOUGH. You have to guard three avenues of approach against pounding waves of Zerg enemies. CARR being alive is a mission objective, for some weird reason, since he wasn't essential in the previous macro mission that he appeared in since you could just remake him if destroyed. So, there's that lack of consistency in the campaign itself. Okay, fine. He's just a liability now, but I can work with that. The really difficult thing is spreading your defenses into three and having them all situated at the five minute mark. Enemies break through by then, giving you little time to get your economy going while also repairing what's been damaged, building new units, and building static defenses. Ospreys are essential to the defense of your base due to heavy Mutalisk attacks. I failed the mission, had to reload a save, but found I was unable to click anything and could only ping. I had to restart, but fortunately I only lost a little time.
You start with 5 workers and a small mineral field to defend for nearly 30 minutes against attacks that are comparable to the likes of All In's wave. They ramp up within minutes of the mission starting, too. Once again, an example of poor testing and mission design. This mission is absolutely doable, but incredibly difficult to actually get going. You have the production to keep up with your current forces but not the economy, because the map designers thought it was reasonable starting you with 5 workers and 8 mineral fields to support a defense on 3 fronts with little time to prepare, which means you'll need to micro on each front while also producing units. The support drops alleviate this, but not by much, as they come as fast as enemies kill your unhealable units and structures. It's very impractical to have Mining Bots sacrifice themselves to heal buildings and vehicles, considering you start with so few already. I ran out of money with 10 minutes on the clock, without any viable way to sustain defenses.
The mission objective is to keep the landing area secure, right, but you also need to protect the two com-sat radios. For some absurd reason, those two specifically must stay standing. Why that is, when you can build them, is beyond me. They're also very poorly positioned to artificially inflate the difficulty of the mission and turn them into utter liabilities. The campaign suffers from a gross lack of common sense when it comes to expectations for the player, so I'm not surprised. You're expected to push out and kill the spawned Nydus worms, I think, but this is incredibly difficult to do when you're constantly getting smacked. It's probably possible though.
The map developers SERIOUSLY need to test their missions. Like, actually PLAY your missions, not with cheats, but legit. It's blatantly obvious that some parts of this campaign weren't tested and really sad that they're being released as complete when they are far from it. Visually and aesthetically, everything looks amazing. It reminds me a lot of the GDI from Command and Conquer. But the good stuff ends at the aesthetics, as missions are very poorly balanced, often tedious crawls where you need to save repeatedly to prevent yourself from a headache.
The micro section to rescue the VIP is yet ANOTHER low-visibility gimmick where you have to use CARR to light up areas. Fortunately, your units are pretty good, but it's extremely annoying and would be great if this mechanic was not constantly rehashed. I did, however, like the stealth portion, but it seems that once again the lack of testing rears its ugly head. Enemies will hear you outside their radii and before the awareness bar at the top fills. Why have a bar there if it's not accurate? In the end I managed to finish, but this mission was quite tough. I killed over 6000 units, lost 300, and lost 120 buildings. This includes the final ten minutes of the holdout in which I activated God Mode, as it is impossible to get past as you do not have enough resources to do so. I wonder if the mission was still played while I was in the micro section, because I didn't think I killed 6k units. Either way, that's probably more than the entirety of All-In.