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I had the same experience in my playthrough of Origin. But when I got down to the last base, I was already plowing through with an overwhelming force (which is mostly necessary anyways unless you're going to slower 'T3 air sniper' route for all the bases) - the T3 and T4s were dying within 10-15s of spawning.
I was gonna just clear everything around the final core first, then kill it last, but when I saw that happening, I just bee-lined for the core and sniped it (still had several 100 T2 and T3 units left after final battle) Even with my T3 Air Sniper pack hitting the main defenses first - I still took pretty heavy losses. I didn't know about the 'final base remaining' mechanic going in to the map, but was building a large force because that's what's needed when the Bases start cranking out T4s pretty regularly once you get the final ramp-up phase.
My only real complaint is not being able to scout the fog of war with my builder in the beginning of each and every map, instead having to rely on daisy chaining radars (or worse, waiting until I can build the t1 hovers) until I accidentally 'find' the enemy bases - which then triggers an immediate retaliation before I'm ready for the initial waves. My 'do-overs' were almost always related to having to learn the lay of the land first in a time consuming hands on manner, which then came back to bite me when the waves started before I (or my defenses) was prepared.
So I just got into the habit of accepting the fact that I was likely going to have to use my first attempt to explore a bit around as much of the map as I could see, then when I inevitably took too long to do that and failed, come back on the 2nd attempt, knowing exactly where and which direction I wanted to build out.
I guess to each their own.
The boss spam is just scripted in when one base is left I think ... so i just exploited that game event and beat it easy.
Not a very good ending to the campaign.
This game desperately needs a random quick game mode ... like Creeper World 3