Co-op Missions Discussion

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Nov 26 Co-op Mission Update - Alarak Revamp Greetings! Our final Commander for this round of reworks is Alarak, Highlord of the Tal’darim. We commonly see Alarak being played with two drastically different playstyles: Ascendant-based strategies, and Mechanical unit-based strategies. Ascendant-based strategies are currently seen as very strong but require a high level of execution. Meanwhile, Mechanical-based strategies are relatively straightforward but fall behind Ascendants in terms of effectiveness. Our primary focus with this revamp is to improve Alarak’s mechanical army and reduce the gap between the two playstyles. Empower Me Alarak's Empower Me will now scale twice as much for Alarak's Mechanical units. Each supply of Alarak’s Mechanical units will improve his attack and ability damage by 10%, up from 5%. Alarak’s fantasy is that he is the leader of the Tal’darim, a war-like society that places much value on its tradition of ascendency. Alarak sits at the top of this societal ladder and other units in his army exist only to serve him. Gameplay-wise, we feel Supplicants and Ascendants support this idea well as they both have abilities that directly and specifically buff Alarak. However, we feel we can push this fantasy even further with his other units, which all happen to be Mechanical. We considered many options for how we could achieve this and ended up improving the way in which Empower Me scales with Mechanical units. Of all the options we considered, we felt that this was the most elegant as Empower Me is an existing ability that already scales up with the supply cost of units affected. Alarak's Empower Me will now reset the cooldowns of Deadly Charge and Destruction Wave. We want players to feel immediately powerful after Empower Me and thus are making this change so Empower Me, Deadly Charge, and Destruction Wave will always be able to be used in quick succession. Slayer Slayer damage changed from 10 (14 vs armored) to 13 (18 vs armored). Ground weapon upgrades now provide Slayers with +1 (+2 vs armored) damage, up from +1 damage. The Slayer's Blink ability replaced with the Phase Blink ability, which will retain all functionality of Blink. In addition, after casting Phase Blink, the Slayer will deal double the damage with its next attack. As with Vorazun’s Stalker, we’ll be increasing both the base damage and how it scales with upgrades. In addition, we’d like to push the offense-oriented Tal’darim fantasy even more and thus will be improving Blink so that Slayers will deal more damage after being cast. Vanguard Vanguard area of effect radius increased from 0.6 to 1.2. The Vanguard has a very complicated weapon, so we looked into many different options for how we could adjust and improve it. We eventually came up with a larger area of effect radius, which should make it harder for the Vanguard to completely miss a moving target and reinforces the unit’s area-of-effect role. Wrathwalker Ground weapon upgrades now provide Wrathwalkers with +10 (+18 vs Structure) damage, up from +10 damage. Wrathwalkers are in a pretty good place right now, so we’d just like to slightly improve how well they scale with upgrades. War Prism War Prisms in Phasing Mode are now valid targets for Structure Overcharge. Switching modes will allow the Prism to retain the barrier portion of the ability, but disable the damage portion until the Prism is switched back to Phasing mode. War Prism power radius increased from 4.75 to 6.5. War Prism movement speed increased from 2.5 to 3.38. War Prism transformation time decreased from 1 to 0.75. War Prisms can now transform without coming to a full stop. We want War Prisms to feel like mobile Pylons, so we wanted to remove some of their differences. Perhaps most importantly, Pylons can be targets for Structure Overcharge while War Prisms cannot, so we’ll be amending this! We’ll also be increasing the power radius of the War Prism so that it matches that of the Pylon. Finally, we’ll be making some improvements to the responsiveness of the War Prism. Upgrades Ground Weapon upgrades renamed to Protoss Weapon upgrades. Ground Armor upgrades renamed to Protoss Armor upgrades. War Prisms, Motherships, and Destroyers will no longer start with 3 Air and 3 Ground upgrades, but instead will benefit from Alarak's upgrades from his Forge. These changes are aimed at making Alarak’s upgrades work more consistently with those of other Commanders. Masteries Shield Overcharge attack speed increased by 95%. Shield Overcharge Barrier absorption increased from 200 to 400. Shield Overcharge Shield and Attack Speed Mastery bonus decreased from 7% per point to 2% per point. Maximum bonuses decreased from 210% to 60%. Because of how powerful it is, the Shield Overcharge Mastery felt like a must-pick. We’ll be transferring much of its power to the base ability in order to make the choice of Mastery more competitive. Empower Me Duration Mastery increased from +0.5 seconds per point to +1 second per point. Maximum bonuses increased from 15 seconds to 30 seconds. Death Fleet Cooldown Mastery increased from -2 seconds per point to -4 seconds per point. Maximum bonuses increased from -60 to -120 seconds. Thanks to player feedback, we noticed that these Masteries feel a bit weak. We’ll be doubling the effectiveness of both! Artanis In the past two weeks, we’ve talked a lot about Stalker variants, but there’s one more we haven’t talked about yet—the Dragoon. We’ve noticed a lot of discussion surrounding the Dragoon recently, so we think it’s time to revisit this topic. As we previously addressed, we think it’s important that Dragoons retain much of their identity from StarCraft I, but at the same time, we agree that the Dragoon could use an additional power bump. Thus, we’ll be looking for ways to buff the Dragoon while at the same time respecting the unit’s origins. Dragoon movement speed increased from 2.25 to 2.95. Dragoon weapon speed changed from 2 to 1.764. First, we’ll be improving both the Dragoon’s movement speed and weapon speed to more closely match its StarCraft I stats. During testing, we found that this increased movement speed, in combination with its 8 maximum range, was especially helpful for kiting enemy units. The weapon speed change will also allow players to kite at a similar cadence to what they might remember from StarCraft I. Dragoon damage increased from 14 (28 vs armored) to 15 (30 vs armored). Dragoons now receive +2 (+3 vs armored), up from +1 (+3 vs armored). This slight damage bump is intended to help Dragoons scale better with upgrades. Combined with the attack speed buff, it should represent a significant increase in damage. Dragoon base HP increased from 80 to 100. Dragoons will now come out of the box with more HP, matching its Brood War stats! The Dragoon's Trillic Compression Mesh upgrade renamed to Trillic Compression Systems. It now increases the Dragoon's HP by 20, down from 40. In addition, it will allow Dragoons to regenerate shields in combat and doubles their shield regeneration rate (from 2 per second to 4 per second). Finally, we wanted to make the Trillic Compression Mesh upgrade to be more interesting, so we’ll be adding some passive shield regeneration to the upgrade. Combined with some micro, this will allow Dragoon-centric strategies to have some more sustainability. While playtesting this new Dragoon, my personal favorite moment was when I was able to force enemy Siege Tanks to continuously siege and unsiege, taking advantage of their slow siege animation to pick them off one-by-one—very reminiscent of Brood War! We recognize these are major changes to the Dragoon and we do have some concerns about their role overlapping too much with both Immortals and Tempests, so we’ll be closely monitoring this situation. Going Forward Before we go, I want to loop back a bit to both Alarak and to these commander revamps as a whole. We’re always reading feedback and suggestions— and we’re always looking out for ways to improve the gameplay experience for our players. While we won’t necessarily be able to address all the feedback we get regarding the Commander revamps, there are certainly opportunities in the future to revisit commanders or individual units we’ve already addressed. That said, I’m excited to hear what you have to say about these proposed changes and look forward to talking to you again soon. Kevin Dong Lead Co-op Designermonk247 Nov 26
Nov 21 Co-op Mission Update - Abathur Revamp It’s time for the first commander revamp post this round, this time featuring the master of evolution, Abathur! As always, among our primary goals with this revamp are to promote use of underused units and create more interesting decisions when selecting Masteries. In Abathur’s case, we’re also taking a close look at both the Biomass mechanic and the power of Ultimate Evolution Symbiotes. Now, onto the details. Biomass Biomass pickups will now merge together when less than 4 distance apart, up from 1.9. We considered many options to improve the quality of life associated with picking up Biomass. After this change, players will hopefully be able to spend less time picking up Biomass and more actually utilizing their high-Biomass units. Biomass now drops at a base rate of 5 per supply, up from 4 per supply on casual and normal difficulty. Biomass now drops at a base rate of 4 per supply, up from 3 per supply on hard difficulty. Biomass now drops at a base rate of 2.5 per supply, up from 2 per supply on brutal difficulty. Abathur’s Level 3 Talent, Virulent Nests, now allows Toxic Nests to drop 50% additional Biomass, down from 100%. This set of changes is aimed at mitigating Abathur’s potential overreliance on Toxic Nests to ramp up his power. One consistent piece of feedback we’ve received is that, in order to gain Biomass, you must be able to predict enemy attack patterns, which can be difficult for newer players. In addition, players often complain about allies killing enemies before they can trigger Nests—possibly because they’re not familiar with how the mechanic works. Finally, we think that Toxic Nests in their current form give players who are able to place them perfectly too much of an early power spike in their ramp-up process, given that these players are often able to complete missions with Ultimate Evolutions alone. After these changes, most players in most games will receive more Biomass than before. Meanwhile, the difference between killing units with or without the use of Toxic Nests will be less exaggerated. Roach Tunneling Claws cost decreased from 150/150 to 100/100. Adaptive Plating research cost decreased from 150/150 to 100/100. Hydriodic Bile research cost decreased from 150/150 to 100/100. Adaptive Plating bonus armor increased from 3 to 6. Roaches are Abathur’s cheap front-line forces, and one of their defining characteristics is that they cost no gas! Unfortunately, their upgrades are a bit expensive and lackluster, so we’re making a few minor tweaks in this department. Roaches now gain armor per point of Biomass, up to a maximum of 5 additional armor with 100 Biomass. We didn’t want players to feel like picking up Biomass with their Roaches is a waste. This buff gives players more of an incentive to ration Biomass to their Roaches and reinforces their defensive role. Ravager Biomass picked up by Ravagers will now decrease the cooldown of Corrosive Bile, up to a maximum of 50% at 100 Biomass. Ravager Corrosive Bile range increased from 9 to 12. Likewise, we wanted players to feel more rewarded for picking up Biomass with Ravagers, so we’re allowing the cooldown of Corrosive Bile to scale with Biomass pickups, similar to how Abathur’s Swarm Hosts currently scale with their Locust ability. We’ll also be increasing the casting range of Corrosive Bile, because Ravagers in Co-op tend to trip over each other quite often. Masteries Symbiote Ability Cooldown Mastery replaced with Symbiote Ability Improvement Mastery. This new Mastery increases the damage dealt and absorbed of Abathur's Symbiote ability by 3.33% per point, up to a maximum of 100%. Double Biomass Chance Mastery increased from 0.5% per point to 1% per point. Maximum chance increased from 15% to 30%. Abathur is designed to be the Evolution Master—he’s meant to grow in power as a match goes on. True to his name, he does indeed have one of the most powerful late-game armies among all Commanders. That said, with full points in the Symbiote Ability Cooldown Mastery, he can also potentially have one of the most powerful early-game armies, and this is something we’ve always seen as an issue. This newly-designed Mastery will improve Abathur’s Symbiotes by approximately 100%, versus the previous Mastery’s approximately 150%. In addition, the new Mastery will scale more linearly (the previous Mastery scaled exponentially), which could lead to situations where you might not want to go all-in on it. Meanwhile, the Double Biomass Chance Mastery was looking a bit weak, so we’re increasing the numbers there a bit. Abathur's Toxic Nest Damage and Respawn Chance Mastery changed to Toxic Nest Damage Mastery. It now no longer provides Toxic Nests with a chance to respawn. Abathur's Level 3 Talent, Virulent Nests, now provides Toxic Nests with a 50% chance to respawn when they die, in addition to its current functionality. The original Toxic Nest Damage and Respawn Chance Mastery was so good that players essentially didn’t a choice but to pick it. As a solution, we took the element that made it feel like a “must pick” and moved it into the base talent. Hopefully, the resulting Mastery will now be on a similar power level to the new Mend Mastery. Mend Heal Over Time changed from 50 health over 15 seconds to 50 health over 10 seconds. Mend Healing Mastery replaced with Mend Healing Duration Mastery. Mend Healing Duration Mastery increases the Heal Over Time duration of Mend by 10% per point, up to a maximum of 300%. This new Mastery will allow Abathur and his allies’ forces to stay in combat for an extended duration and improves it in a way that allows for units with lower HP to benefit. It also encourages planning, as spamming Mend with the Mastery won’t net you as much of a benefit. Weekly Mutations Finally, we’re excited to announce that we’ll be introducing new weekly mutation combinations in an upcoming update—many of which will feature our most recent maps, including Cradle of Death, Part & Parcel, Malwarfare, and Scythe of Amon. We’d like to take some time to preview our first new Weekly Mutation: Bannable Offense. Bannable Offense has you fighting on Malwarfare, an ancient Purifier facility where preserved Protoss personalities come to life. However, the personality of a Tal’Darim warrior has awakened, and this time, he’ll assault you with the unholy power of cheating. This Tal’Darim will attempt to glitch out his units using Evasive Maneuvers and enter the infamous “Power Overwhelming” cheat code from StarCraft I. Fortunately for you, Power Overwhelming doesn’t have the same potency it did in the original StarCraft, but you’ll still have to deal with evasive enemies that can cast random abilities. Of course, cheating is a bannable offense. Kevin Dong Lead Co-op Designermonk200 Nov 21
Sep 29 Co-op Mission Update - Vorazun Revamp We’re back—and just in time to talk Vorazun, Matriarch of the Nerazim, specialist of crowd control and cloaked units! Vorazun’s Corsairs and Dark Templar are extremely powerful cloaked units, and we feel that their power ends up pushing players to neglect some of the other strategic options she has in her kit. Let’s see what we can do in this department. Strike from the Shadows Strike from the Shadows now provides cloaked units with 25% additional energy regeneration in addition to its current functionality. We wanted to provide a small buff to Vorazun’s caster units (Oracle, Dark Archon) and, at the same time, reinforce Vorazun’s stealth theme. This ability will also work with allied units, so it will be even important to carefully place Dark Pylons to support allied casters such as Ascendants and High Templar. Centurion Dark Coil now grants Centurions an additional 100 shields for 10 seconds in addition to its current functionality. The Centurion is a difficult unit to adjust because it fills many of the same roles as the Dark Templar— it’s a melee ground unit that only hits ground enemies. We therefore believe that if the Centurion were to ever have a proper niche, we would have to differentiate it more from the Dark Templar. As a result of this conclusion, we decided to lean the Centurion towards a more crowd control, tank role to help distinguish them from the Dark Templar’s more fragile, high-DPS role. We imagine this cheap mineral-only unit would be best used as a tank in combination with Vorazun’s more gas-intensive units such as Dark Archons. Dark Coil range check increased from 0.1 to 1. This change will allow Centurions to cast Dark Coil more often in a large group of enemies. Stalker Stalker damage increased from 10(14 vs armored) to 13(18 vs armored). Ground weapon upgrades now provide Stalkers with +1(+2 vs armored) damage, up from +1 damage. Phase Reactor now restores 80 Shields over the duration of its effect, up from 40. Phase Reactor now cloaks Stalkers for 5 seconds in addition to its current functionality. Stalkers are another unit that we’d like to improve both offensively (with a damage increase) and defensively (with a Phase Reactor shield restoration buff). Stalkers will also now cloak for 5 seconds after Blink, which in addition to defensively hiding the Stalker from enemies, has offensive synergy with Strike from the Shadows. In addition, we’ll be increasing the damage of Amon’s Stalkers from 10(14 vs armored) to 13(18 vs armored), as we felt they were slightly underwhelming as well. Dark Archon Dark Archon Mind Control cast range increased from 7 to 9. Dark Archons were bumping into each other a bit too much previously when trying to take over their often high-range enemies. This change makes the cast range of Mind Control as long as it is for Confusion. Oracle The Stealth Drive upgrade now permanently cloaks Oracles in addition to its current functionality. Pulsar Beam energy activation cost decreased from 25 to 0. Oracles now benefit from air weapon upgrades, +2(+3 vs Light) per upgrade. Oracles were being targeted by Amon a lot because they were often the only uncloaked unit among an otherwise purely Corsair/Dark Templar army. After these changes, you will have the option to permanently cloak all your Oracles, opening them up to buffs from both Veil of Shadows (400% shield regeneration) and Strike from the Shadows(+15% attack damage, +25% energy regeneration). We’d also like to push Oracles a bit more in the direction of combat units, so we’ll be removing a few barriers to entry in that department by removing Pulsar Beam energy activation cost and allowing them to benefit from weapon upgrades. In addition, we’ve anticipated the following related requests, so here they are: Raynor’s Banshee Cloak energy activation cost decreased from 25 to 0. Swann’s Wraith Cloak energy activation cost decreased from 25 to 0. Stukov’s Infested Banshee Cloak energy activation cost decreased from 25 to 0. Han & Horner Asteria Wraith Cloak energy activation cost decreased from 25 to 0. Void Ray Prismatic Alignment maximum bonus vs armored increased from +4 to +6. We wanted to give a slight boost to Void Rays to reinforce their anti-armored role. Mastery Shadow Guard Duration Mastery increased from 0.5 seconds per point to 2 seconds per point. Maximum duration increased from 15 seconds to 60 seconds. The numbers on this Mastery are a bit underwhelming, so we’d like to bring them up to a point where they’d be more competitive with the Time Stop Unit Speed Increase Mastery. This new Mastery will also help shore up Vorazun’s relatively long ramp-up time. Going Forward These are all our planned changes for Vorazun. We hope you have fun with our upcoming weekly mutations, and make sure to tune in next week as we go over upcoming changes for Alarak, highlord of the Tal’darim! Kevin Dong Lead Co-op Designermonk139 Sep 29
Sep 8 Co-op Mission Update – July 24, 2018 Hello again! Since the last community update, we released updated versions of Nova, Kerrigan, and Zagara. We hope you've enjoyed tinkering around with them and all their new toys—including the monster Mutalisks that were live for a few weeks! That said, we're finally ready to announce our next three commander reworks: Abathur, Vorazun, and Alarak. Abathur Abathur has some powerful unit choices and some VERY powerful Ultimate Evolutions, especially when augmented by Masteries. Our current thinking is that perhaps these Ultimate Evolutions can be too strong, to the point that other units are often not needed to complete missions. We'd also like to more incentivize players to opt for more Roach- and Ravager-heavy compositions, depending on the situation. Finally, we're also going to take a close, hard look at Abathur's Masteries. Vorazun In our view, Vorazun has one primary issue: the combination of Dark Templar and Corsairs overshadows many of Vorazun's other options in terms of both power and ease of use. We'll be looking to improve these other options so they'll be more comparable to Dark Templar on the ground or Corsairs in the sky. Alarak Alarak shares a similar issue to Vorazun in that Ascendant-based builds are viewed to be his strongest options. And as with Vorazun, we think there's certainly room for improvements to what is perceived to be Alarak's less powerful units, especially Slayers and Vanguards. Going Forward Let us know what you think about the general direction of our changes. We’re eager to hear your ideas about how we can rework these commanders. Stay tuned for further updates in the near future! Kevin Dong Lead Co-op Designermonk159 Sep 8
Aug 2 Co-op Missions Update Archive In this post you will find all archived Co-op Mission Updates. Co-op Mission Update - Abathur Revamp - 8/2/18 Co-op Mission Update - 7/24/18 Co-op Mission Update - Zagara Revamp - 6/12/18 Co-op Mission Update - Kerrigan Revamp - 5/31/18 Co-op Mission Update - Nova Revamp - 5/23/18 Co-op Mission Update - 5/17/18 Co-op Mission Update - Swann Revamp - 4/12/18 Co-op Mission Update - Raynor Revamp - 4/5/18 Co-op Mission Update - Artanis Revamp - 3/29/18 Co-op Mission Update - 3/15/18 Co-op Mission Update - 2/15/18 Co-op Mission Update - Karax Revamp - 2/8/18 Co-op Mission Update - Fenix Revamp - 2/2/18 Co-op Mission Update - Han & Horner Revamp - 1/26/18 Co-op Mission Update - 1/17/18monk0 Aug 2
44s Mutation Week 136 Warp Zone The Altarian Rift is a chaotic environment which distorts reality. Your forces randomly enter time dilation bubbles and gravitational anomalies. You must activate the locks before the rift becomes even more unstable. Map: Lock & Load Temporal Field - Enemy Temporal Fields are periodically deployed throughout the map. Time Warp - Enemy Time Warps are periodically deployed throughout the map. Twister - Tornadoes move across the map, damaging and knocking back player units in their path. Reddit post: Will post later. Video Replays on Brutal difficulty: [Hunter(Tychus) - DrCheese(Zertatul)] [Hunter(Kerrigan) - DrCheese(Raynor)] [CtG(Stukov) - Iswald(Fenix)] [CtG(Dehaka) - Iswald(Abathur)] [CtG(Karax) - Iswald(Artanis)] [CtG(Nova) - Macisamich(Kerrigan)] [CtG(Zagara) - Panzerfaust(Tychus)] [CtG(Vorazun) - Lumisery(Alarak)] [CtG(Raynor) - Poon(Han and Horner)] [CtG(Swann) - Poon(Zeratul)] Be sure to check out my stream for mutation monday all commanders Brutal Other Notes: Temporal Field renders units completely immobile until it dissipates. Twisters randomly roam the map and throw units around, rendering them uncontrollable for a second. Twisters go into the players' expansions. Time Warp slows down player units and structures in a large area until it dissipates. Time Warp and Temporal Field are static, but Twisters are mobile. Commander of the Week: Mutation difficulty: Do you like this mutation? Commander of the Week winner of last week:Hunter20 44s
1h Fenix - Disruptor subgroup priority When playing Fenix I found that Disruptors have very low subgroup priority, almost the lowest. I think it should be right after Fenix and Conservator, since it is the only other unit that have non-autocast ability.Thangor2 1h
1h Mutation Week 136 Warp Zone Ranks/Tiers So we have an easy week, the biggest issue is going to be Twister and that says a lot. You can go for fast expos because of the late first attack wave, so be sure to take advantage. Time Stop and Temporal Field can be a bit annoying but a bit of micro can make all the difference. Production facilities that rally across the map are the most likely to be affected by the mutations so think about changing the rally to your base and watching units meet up with your main army. Good luck and have fun. Here is the link to the VOD Last weeks all commnders is here Commander/Tiers 2 Karax Good commander for this week, but offense will be slow going or nonexistent (if you go defense). Try to go for an early expo and then go into static defense. Be sure to get the first Spear of Adun upgrade with your first 200 gas. Try to continue to climb the tech tree to at least a Twilight consul for the Shield Battery and Energizer upgrades, plus it allows you to get important Spear of Adun upgrades. You should only need a few Cannons and a Shield Battery at each lock. I like to help with the bonus using a few Monoliths. 2 Swann Okay commander for this week but speed is not his game. I went for a super Meme build; Laser Drill mastery mass Hellions and Science Vessels. If you want a normal army go for Herc Tank Goliaths. You combat Drop can do a lot for the early game, but you should have a Tank group and a Hercules after it goes away. Upgrades as always. If you want you can go for a defensive build but that requires your ally to go on the offense. 2 H & H Good commander this week, but you need to be careful about Twisters and your Galleons. Once you have taken your expo think about Galleon upgrades and Horner units, you can also get Strike Platforms but with how quick the mission is it might not be worth it. Reaper have great DPS but get very badly hurt from Tornados so be careful. If you feel like going defensive try Widow Mines but they will get tossed around from the Tornados. 2 Vorazun Good commander for this week, and is part of a really fast cheese, but a little slow getting a full army out. I like a little bit in Shadow Guard duration so that you can summon they asap and still have a little time left when you use TS for the first time. I like DT Corsair but if you want to finish it asap go for DT Stalker, that way you don't have to wait for Stargates and then a Fleet Bacon. Try to use TS asap so you can maximize your attacks. 2 Alarak Good commander for this week but a little slow and army might take a bit to build. You can try to get Pylons at all the lock for Overcharge but you wont be able to deal with every wave with just over charge as you will run out. Try to get upgrade for each unit that you make, and Attack upgrade wont be the worst idea. I went for an Alarak Supplicant run but you can make Stalkers or even Ascendants if you want. You should only have 1 Mothership by the time the mission ends so either make it help with a push or deal with an attack wave up to you. 1 Raynor Great commander for this week, I like Bio here but you can go Mech but it will just take a little longer and I like speed this week. Go for fast expo and then start to build up forces. Be a bit careful about Twisters at your expo that will kill Workers building CCs without you knowing as they will not get pushed away and die fast. Call downs are Great for everything until you have a force, Banshee for Rocks and first attack wave Hyperion for the 9 o'clock and 5 o'clock locks. You shouldn't need more than 1-1 as the mission ends so fast, but be sure to get the Marine Combat Shields, the Marauder Slow and the Medic Heal upgrades. 1 Artanis Great commander for this week, I like a lot of Gateway units as you can mass them quick. Be sure to get a Robo so that you can get Observers so you can see Burrowed or Cloaked units. Be sure to get the Twilight upgrades for your units. Solar Bombardment for the second Lock, and the 3rd attack wave (the one where your army isn't), so you can kill all the attacking units. 1 Stukov Great commander for this week, I went for Bunkers an Civilians. You can try to move out your Bunker to each lock to hold them better but be careful about the Mutations as they can really mess with you. Be sure to get all the upgrades for each unit and the Civilian upgrades. Most of the early pushing power comes from your call downs do try to make the most of it.Hunter6 1h
1h The Commander After Zeratul Now that Zeratul has been released; Who do you think will be released next? I'd guess Zerg is next. My guess is either Izsha or The Overmind. I'd say if we get Izsha; I'd say she'd be focused on Drop Pods. Her units could be dropped anywhere on the map that has vision (much like Raynor or Artanis). I'm thinking she could even drop structures and would likely have auto vespene. The Overmind? I'd say he'd start out as a Juvenile, Cocoon, and Adult (would act as the starting Hatchery). Adult could have access to massive Tendrils (that would be a top bar ability maybe?). He would most likely focus on Brood War style units. What are your thoughts?ZealousGamer29 1h
2h Tychus - Nikara Alright, I cannot be the only person to notice this problem.. When i battle, going from a static/hold position to a follow/moving position. Nikara runs into battle ahead of everyone, she goes where you click, aka right next to the enemy.. this causes her to get tons of damage dealt to her. A simple rework of her AI could force her to stay 3-4 spaces behind your commander or hero at random choice.Pasaris43 2h
2h Zeratul DT Blink Damage? Has anyone figured out how much damage a DT does when blinking through an enemy? The unit description in game does not give a number, but it seems to be pretty decent. With a group of 6-10 DTs, if I blink into or through an enemy comp it melts quite a few units. I was just curious if anyone knew the actual number.TheKabutoKid15 2h
2h When is the next War Chest available? Daddy needs a new xp boostVikan4 2h
3h Karax Needs a Rework Karax is starting to show his age in the new era of co-op. His army is basically fenix's army but without any of the basic anti-air units and with much higher infrastructure, upgrade, and unit costs for maybe 50% more power? Minus champions? His cannons are overshadowed by swann for defending positions, overshadowed by vorazun with a dark pylon for mineral dumpage, and overshadowed vastly by zeratul for attacking Even his Spear of Adun is kinda starting to feel obsolete compared to strike fighters that are basically orbital strikes but without vision requirements. He's the most limited by upgrades, has the greatest number of upgrades, and on average has the most expensive upgrades of any commander, yet he's one of the few commanders who doesn't have some kind of upgrade cost reduction mechanic. Even the one unique feeling comp he used to have (mass shadow cannon immortal) just got stolen by zeratul without having to active ability spam He's just feeling really dated and crowded out on all fronts. I feel that karax needs to be rethought potentially from the ground up, right now he feels like he's just trying to be a little bit of everyone and doing a really bad job of it. Ultimately Karax really just feels like chrono guy for your ally, which I think is even worse than Artanis basically being guardian shell guy back in the day.WireBender69 3h
7h zeratul slow start so i like zeratul a lot only i find that quite a lot of players i get teamed up with don't understand that you cannot do much more then build the stuff and wait for it to complete cause well until you have the gateway which takes 1.5-2 mins(game run time) to complete. i have been trolled and then opted out of quite a lot of times cause of this which is frankly annoying me it happened 4 times yesterday considering i don't play much anymore is a lot. anyone else having this problem? edit i forget is it allowed to post a replay on here?TheFez12 7h
8h Newbie: Alarak's Structure Overcharge I am having trouble with Structure Overcharge. How exactly do I get the pylon to fire? I put a pylon next to a pile of rocks and don't know what to do. Does a pylon automatically fire when the enemy approaches?Rich9 8h
8h Brutal Map with Quickest Attack Wave? I'm trying masteries and defenses of some commanders and would like to know if RtK has the fastest/initial attack wave or am I missing another one. I'm talking about regular brutal maps.Daegoth13 8h
9h Blaze: Melee? So i've been playing tychus for a few weeks now.. Why is blaze a melee range unit but his fire goes out about 3 or 4 range? Hellbats, least on Raynor, can be upgraded to 4 range right? up from 2? Why is Blaze range 0?Pasaris5 9h
11h 500 kills of devolved units? Seriously? I took 3 of Zeratul achievements with no problem but this one... Are you trolling us? 500 kills of debuffed units? In 1 game? In 1 game player can kill 250-600 units TOTALLY. This means that every enemy unit must be debuffed by essence avatar and this may still be a half of what you need. Avatar lives not so long, it has long cooldown, his ability has long cooldown too. There are a couple of ways to help yourself but this is still not enough. Not even close. You can spend points on finding artifact, get it soon, like on 8 min mark, call the avatar fast, use top bar ability that gives it additional time (30 sec more), also use mastery on decreasing avatar cooldown. And still, with all this, I managed to get 71 debuffed units kills in 1 game. 71! When we need 500. What were you even thinking of, creating an achievement which is totally impossible?Pluton31 11h
13h Selective Que (Heros and Missions) we have play as hero and we have play as random hero. we have play specific mission and we have play random mission. Could we get play as random selective missions and heros? Say I want to play Builders(Karax, Swan or Stukov) but I really don't want to play them on a heavy offensive map where builders are less effective, with selective ques I could look for games that would be more enjoyable for both players involved.Bullyfish27 13h
13h Brutal+ (easy attempt) If there ever was an brutal+ it should go easy on the machine.. So I see two easy ways to implement this: First: Brutal+ had no red dot indicators about the waves. BUT the announcer still warns you about them. That’s probably the easiest way. The big pro here is: The game can be matched with normal brutal players, since the map and units are the same. ———————————————- Second: All enemy units are buffed with a certain fixed ingame mutator, which makes the enemies more dangerous. This can be some general mutator f.e. 50% more health, 20% more attackspeed at all maps and all comps. It can also be a race specific mutator - like buffs for race specific traits. (Regeneration, Shields, Armor)Crusher58 13h
14h Suggestion for COOP missions How about the ability to create a black list of players that you do not ever want to play a mission with again? Like the folks who destroy your base at the end of the mission or who destroy your units during the game. They are toxic and after encountering one I just do not ever want to have them as a partner in a coop mission again, period. This would be a good option to add to coop imho.Fergus6 14h
15h So what now Co-op team??? It has been about a month since we heard from you from Blizzcon and also about 4 months since Alarak revamp post. It is very close to end of the year. Any new revamp before holiday or any new updates???Frozenwj29 15h
1d AI improvement? Recently I saw an AI mule repairing a bunker. Not sure if it has always been the way or if this is a change. Anyone know about this?Sting2 1d
1d De-Evolution Achievement I also agree, with the thread about this being an Impossible achievement. Considering i tried it all weekend........ Ran out of minerals, to make an army.... by the time i put cannons around all 4 openings.... Stanks came into my base, and destroyed all the cannons. I dunno what you're all paying blizzard, to unlock this achievement.... But it's not possible... I tried to play with karax... and even though he repairs buildings... Stanks just destroy them. Blizzard Trolled us good.... because so many people can't seem to get this achievement... if you did get it.... You must of paid blizzard under the table cuz... i'm telling ya, for 3 days straight i tried it... and no go... I dunno why blizzard thinks it's a funny, or joking matter cuz.. it really frustrates. I'm seriously thinking about Uninstalling this game... because of this achievement. It's Sad... that you do your best, you don't cheat, you play fair... and the game itself... makes you feel like a horrible person. I'm just saddened by how the game is evolving...Shadow25 1d
1d Karax needs a reliable anti air ground unit what the heck is this. your only combat units that can attack air are air units themselves? how many upgrades am i supposed to get? ground, air upgrades, solar forge upgrades, research upgrades etc. he needs something like a stalker, dragoon or adept. or reduce shadow cannon damage and remove cooldown.Dark48 1d
1d Your last Co-Op Mission ITT, describe the last Co-Op game you played. I don't get to play much any more so I want to live through you. What units you made, how your partner messed up, how did you get the bonus, whatever notable events you can remember. Maybe we will even learn something statistical.Jailbar7 1d
1d Spec Ops Ghost Unit Priority With the newest patch, Nova's Ghosts have a lower priority than her Marines, which shouldn't be a case as her Ghosts have an active ability (EMP) which shouldn't need tabbing to (unlike her Marines, who automate everything). Could we get a fix on this for the next patch please?TheDarkFox0 1d
1d Redundant and useless units Edit: I realize i neglected to point out the point of thinning out commander units. As we get more commander's the only way to make them unique is that they have a unique unit kit. This not only helps open design paths for future commanders but also enhances the playstyle of current commanders. Often less is more in design, as a good example is Dahaka, he basically for no reason has every zerg unit under the sun, while the point of his commander is microing the hero unit. This creates an unusual situation, where i never really feel like im maximizing his experience because his experience's uniqueness is diminished by the fact that I could actually choose to play him without the hero unit and not suffer any disadvantages compare to other zerg armies as he basically has the entire zerg kit plus an uber hero and multiple uber calldowns that can solo the map. Raynor: Banshee, There really is no situation where you'd build banshee's his call down banshee is all the banshee you'll ever need. Karrigan: None Artanis: Immortals, immortal is a great unit but the problem with them in artanis's army is that dragoons kind of already take over that role. the dragoon is a fraction of the cost, can hit air units, has 8 range, when fully upgraded has over 40 damage which serves the role of armor unit breaker. The dragoon also has high defenses as well and super fast regeneration. Artanis also has another dedicated ground unit the reaver. Swann: Cyclone, conceptually this unit doesnt really serve a purpose in his army and purely statistically, it cost significantly more than a goliath and has less stats. Less range, less damage, less everything. The lock on feature is really quite usless when the goliath has 10 plus range and 8 range on ground attack. Zagara: None Vorazun: Void Ray, This one is ironic because the voidray is often spammed and this creates a problem because then her other units such as the oracle and corsair are neglected. Those units need to be improved even furthar and the voidray needs to be removed. It doesn't fit into the design of her kit, strike from the shadows, darkness and secrecy meanwhile let's just mass a typical dps unit and A click. Karax: None (well technically everything because he suffers from cannon play and mass a unit of my choice syndrom) Abathur: Gaurdian, Devourer. I've tried to get both and what happens is that i would have just rathered all my gaurdians and devours be mutalisks so that they can all hit ground or air. Abathu is by design a giant deathball that he just mashes into the opponent and with 500 hp mutalisks with upgrades that increase damage to armor units and bounce 6 times, these two units are redundant. Alarak: none, however war prism should be looked at. I like to use warprism in my army quite a bit for things such as beaming down units and offensively using structure overcharge but the prism is just this cheap 100 unit that has no stats so speak of. Nova: None Stukov: Queen, I kind of hate all of his mech because they are so much weaker than his main army however they do currently serve a purpose. Most people including myself, infested marine bunker play while massing an army of either diamonbacks or banshee as a hit squad to defend my base or kill objectives. Though id argue the banshee is outclassed by the diamonback, the point is queens are utterly useless. I dont have time to spawn a few broodlings when i'm using 100 marines to fight whiel advancing my bunkers. Talandar: None Dehaka: Roach, gaurdian, He has alot of redundancy in his army, but i've identified the worst offenders. The roach and gaurdian wont be soarly missed for his play style and it thins out his ridiculous army units a bit. In design often less is more, and a smaller pallet creates more unique perspectives. Inadvertently, by removing guardians from most zerg, karrigan gains uniqueness by having it and it does give her some unique options (I know she has a broodlord, but its honestly the same thing, broodlord is better objectively). But for commanders like dahaka, i just doesn't make any sense. Especially when he has these beast mutalisks that revive. Han: None Tychus: None Zeratul: NoneBattleCruise43 1d
2d Solar Lance/Spear of Adun Cancel When using karax's solar lance, if you select the starting point of a lance in an area that loses vision instantly, solar lance is cancelled. This is retardedly annoying. I can't count how many times I've lost tons of units or cannons or my ally's units because solar lance EATS FIFTY ENERGY AND ITS COOLDOWN and only lets me cast the ability once. This same thing happens with purifier beam and artanis's orbital strike, though it's slightly less noticeable. Anyone else experience this? On a similar note, can we remove purifier beam's UI thing? There's no reason for it since it has only 1 charge. Iirc artanis's solar bombard doesn't have the targeting UI but it works very similarly to purifier beam.Rhyme6 2d
2d Mutations these days Why is it that with the mutations comes the style of „which commander can duck the mutators the best“?? Most mutators are just obnoxious but less fun. It’s not by chance that there is a commander of the week, because each mutation favors few commanders that duck the mutators. I’ve seen other mutators in other games that were more satisfying. For example Juggernaut: All enemies are bigger in size, attack stronger, have more HP, but move slower and with a slower attackrate. This is no random thing like explosions and any commander can deal with it, if they are willing to adapt.Crusher5 2d
2d SELENDIS MOST REQUESTED Title edited from 'NEW VOTE: THE CHOICE OF 1 COMMANDER' ====================================================================== As we know, Blizzard showed a new commander Zeratul who judging by the results of the old vote was 5th But personally think they had a plan to add him, and I am sure they are taking over Selendis, Tosh and Overmind. I propose a new vote after the announcement of the new commander Blizzard! Rules: You should name only 1 commander who is not released. Several names and if you add several posts I will not count. My choice Selendis Vote: Selendis 22 Overmind 13 Tosh 10 Niadra 8 Valerian 5 Stetman 4 Ulrezaj 3 Jinara 3 Izsha 3 Amon 2 Gerard DuGalle/Overmind/duo commander 1 Gerard DuGalle/UED commander 1 Narud 1 Infested Duran 1 Reigel/Corp Mobius commander 1 Warfield 1 Simulant zerg commander 1 Tassadar 0 Airel Hanson 0 Umojan commander 0 Kel-Morian commander 0 Ma'lash 0 Ouros 0 Rohana 0 Aldaris 0 Zurvan 0 ====================================================================== Participants: Selendis (Dead, NewYorkYanks, james, Centauri, Dark, PacQuaza, ZealousGamer, Rifulesque, Shin, Mavax, BlackestStar, Kirinthor, AlbertoUS, Machariel, ShadowArchon, WolfZero, Serenicus, Bozo, SeaEmperor, Volsarex, Auragami, Xorsius) Stetman (Crusher, Fly, LotharAxe, Trojan) Niadra (Knonier, Koronus, IdleDrone, Trugeo, Sheffield, Bruumyn, JSae, Nysilisk) Overmind (Raziel, Hiei, Fury, Giammod, Wiggin, Marty, MOTHER, FAILenok, Cekari, Psychonaut, Christinho, ThaBombs, Frank) Tosh (Ramack, heroix, xPETEZx, Alex, EnkerZan, ixzyquinn, Kit, tarocimdar, Roacher, ALARAK) Izsha (Daegoth, Bullyfish, albedo) Ulrezaj (nakayuri, Aldfridus, Rhyme) Ji'nara (HoneyB, Krikkitone, Jez,) Valerian (DefilerRulez, WireBender, Sharkin, RainingMetal, SolomonRed) Dugalle/Overmind/duo commander (ErzaScarlet) Dugalle (BunnyLove) Narud (Andminus) Amon (Vyxxi, ackmondual) Infested Duran (DethBySNUSNU) Reigel (Maltiki) Warfield (GladiatorRay) Simulant zerg commander (Phlynch) unconfirmed: RyanMcFadin (Overmind, Valerian) dadada (Diablo) Gungnir ("An entirely new commander not from any existing canon.") Jailbar (Jinara/Selendis/duo commander, Tosh, Simulant zerg commander)Dead135 2d
3d Is this a bug? As title said.NickHousen1 3d
3d Zeratul - Solo Brutation Week #135 Guide An easy way for any zeratul owner to own this week mutation. ... Stats: ... Masteries: ... Disclaimer: This does not mean that Zeratul is OP by any mean. He just has it easy this week. In term of raw strength, Abathur is still sitting on top.Lumisery13 3d
4d What did you guys change now.. Something feels very different now in terms of game play. Missions I know like clockwork are now significantly more difficult at the same levels for no reason? I've been a blizzard groupie for over 20 years now and one by one I find myself uninstalling your games...Geist8 4d
4d Better way of the Swann's Mastery and etc? I recently noticed Immortality Protocol is quit unnecessary but sometimes essential to keep my army, certainly the Immortality Protocol didn't get much use by a unit more than twice in one battle, so I think Immortality Protocol doesn't need to be gas-free and can be in 60s cooldown like a Kerigan's Ultralisk and Karax's Sentinel, of course including a decrease rebuilt time 6s to 3s & auto cast, and then change Swann's mastery set 2, delete decrease Immortality Protocol's cost&rebuilt time and add decrease swann's upgrade cost (also brings Drill cost reduction in Mastery Set 3) And let's talk about the gas drone it's a most essential thing to swann and his ally but without mastery, it's 100 minerals per piece, so it has a total price of 800 minerals, it's so expensive that I must chosen reduction gas drone cost mastery even when I try to use a turret-based strategy, but my ally needs a gas drone, so I think gas drone's base price need to decrease 100 to 50 like a Alarak's structure overcharge and reduces 3.3% cost per mastery point. Last the minor units. Cyclone got buffed but still useless, his core point is lock-on but hard to use well, so let allow him lock-on while moving and decrease lock-on's duration 20s to 10s and give a Immortality Protocol, actually cyclones are worth using Immortality Protocol. Thor is good at earlier but so slow and big even have delay when targeting enemy, eventually abandoned when time has gone... Thor need to increase speed at least 2.25 and decrease collision radius 1 to 0.8 & if can delete a delay it would be great. How do you think about it? can these improvements solve the Swann's mineral starving and restrictive unit comp? or not?oyasion29 4d
4d Commander rework Time to rework some commanders. New concept is really good, as we see in Tychus, Zeratul. Less buildings, less unit combination for specific strategy. Let for each hero 2 unit comp and thats it! - as Raynor - he dont need tank, viking, banshee, BC! Bio + BioMine is answer - Kerrigan - for what she has UL and BL? Mass Muta or Lurker Hydra is best - Artanis - Reaver Tempest can go away! He have plenty unit comps! - Dehaka - he has so many units!!! For what! - etc etc etc! Blizzard if you dont have any idea message meRico11 4d
4d Revamp 2.0 - Nerf Mode Many players - myself included - feel that brutal can‘t be lost without mutators .. and the powercreep is real. So how about we get a second revamp - this time to nerf the stronger commanders to the base of the normal ones? I mean in lategame we‘re maxed out and swim in resources.. that can’t be right..Crusher47 4d
4d Zeratul's bugs and inconveniences 1. I called the fleet to kill Salamander. After they did it, they began... murdering civilians! I actually understand why this happened - uncontrollable units attack neutral units as well so they could kill rocks. But this is crazy - they just kill people whom they were called to protect. 2. Blink doesn't stack. DTs and stalkers both have blinks, but if you created them both they will not blink together. Same thing with Vorazun. And also I had situation today - my ally left so I was playing Zeratul and Vorazun and created DTs of them both. And their blink doesn't stack too! If I also created stalkers of them both then I had to blink 4 groups separately. So what I ask is - make ALL blink abilities of all units of all commanders work together. 3. Zeratul himself doesn't get upgrades of attack, shield and armor till he reaches lvl 15. After this he does. Is it intended to work this way? 4. He has very few buildings then why they divided into 2 menus? Dehaka and Tychus have only 1 structures menu then why Zeratul has 3 buildings here and 3 there? Just move them to 1 menu. Same thing with Zagara - move her scourge nest to 1st menu already. 5. Zeratul is now alive and he has his glove with green blade on the right arm. And Artanis has his glove too! Do you get the point? 6. Bug when playing with Kerrigan. Nydus canals and Zeratul shuttle teleportation system are connected. You move units into nydus and right away they appear in the shuttle which is in the black hole mode. First of all this bug brakes the logic, also this is a thing you must relearn: you need a fast transport right now, you see the worm, you go there and want to unload somewhere but oops - your units unloaded already in the very different place.Pluton19 4d
4d coop team. What are you doing? You are getting increasingly different from the early days. You said you would definitely get feedback. But now, Swann, Abathur and Alarak are poorly rated. Game players do not know the inside of your team, but please tell me what you are doing. And please regain the beginnings. You have received good feedback on H & H, Nova. But why did not Swann and Alarak revamp have the most problems? Swann's mechanical units are very expensive, and even if SCVs are produced quickly, initial activation is very weak due to supply problems and so on. Even if you do not have some talents in Alarak, it will not interfere with game play. Death fleet became Dead fleet. Abathur's Ultimate Evolution is now Roach & Ravager. Please let me know why your Revamp is getting late. Do not silently answer the game players' expectations.Infested19 4d
4d Which unit do Selendis want to bring? I personally would like her unit to be organized around air units. Because she always led the fleet in the story. I am curious about your thoughts. I would appreciate it if you suggested an option. However, here is the assumption that she comes out on the mother ship. 1. Only Air fleet-oriented 2. Mix air and ground units It's really a simple choice, but I think I can see your thoughts. Please write down your number choice or write down your thoughts on her additional units!james24 4d
5d Revision.Coop 2.0 I invite to discussion. My thoughts arose from the fact that the current characters are very strong in themselves. Each of them is too versatile. The interaction between the players is too small. In fact, many abilities can be distributed between them. This will give impetus to cooperation. I also made a couple of pictures on how to remake races. 5d
5d Kerrigan and Zagara have no Topbar why? I noticed Kerrigan and Zagara are the only commanders that have no calldowns. Commanders without heroes I can understand, but every commanders with Heroes have Calldowns. Can you guys please explain why those two do not have them?GhostGiraffe10 5d
5d Mutation 135 Rise from the Ashes The energies from the Void Slivers are making the ground unstable. Lava has begun erupting all around, and your enemies overload and explode upon death. Amon's agents, mocking the frailty of his minions, reanimate their corpses only to march toward your base and explode. Destroy the Void Slivers to put the situation back under control. Map: Scythe of Amon Self Destruction - Enemy units explode and deal damage to friendly player units upon death. Void Reanimators - Void Reanimators wander the battlefield, bringing your enemies back to life. Lava Burst - Lava periodically burst from the ground at random locations and deals damage to player air and ground units. Reddit post: Will post later. Video Replays on Brutal difficulty: CtG(Raynor's view) - Yuriprime(Vorazun's view) [CtG(Kerrigan) - Iswald(Artanis)] CtG(Swann's view) - Hunter(Zagara's view) [CtG(Abathur) - Iswald(Dehaka)] [CtG(Fenix) - Iswald(Karax)] CtG(Nova's view) - Hunter(Alarak's view) [Hunter(Tychus) - Vanisher(Stukov)] Make sure to check out my stream on monday for all the commanders Notes: A Void Reanimator is a ground unit that walks around the map and instantly revives a single random unit every few seconds. The Void Reanimator has 200HP and 200 shields, runs around without any minimap indicator, and cares not whether you killed an enemy a minute or an hour ago. He will revive it. If at any point in the game, you get a seemingly endless stream of enemies, try searching up their attack path. There are probably 2-3 Void Reanimators there. Lava Bursts hit air units, like in Vermillion Problem. The Lava Bursts appear all around your expansion, but not in the mineral line. It is probably wise to build your expansion on-location. Units that get killed leave a small red circle where self-destruction explodes after two seconds. The number of circles depends on the supply count of the unit killed. Void Reanimators spawn from enemy buildings. Once all enemy buildings are cleared, the reanimators will stop spawning. Commander of the Week: Mutation difficulty: Do you like this mutation? Commander of the Week winner of last week: AbathurHunter68 5d
5d New Commander Amon with a mustache.Obbi18 5d
5d Simulant Commander Concept So here's my concept utilizing the simulant skin set. Constructive criticism is appreciated. Commander Name: Simulant Overmind Designation: Rogue Simulant Combat A.I. Background Story: When the UED pacified and took control of the 2nd overmind, their scientists and psychics sought to study it's process of controlling the zerg in hopes of making a fully automated army of their own, an effort that would spare millions of terran casualties. And so the UED staff sought to replicate the overmind into a combat A.I. more than capable of controlling remote weaponry. Unfortunately the project was halted during the assassination of the overmind and the subsequent defeat of the UED. The data and work of the project was discovered and continued by the dominion during it's invasion of Char and culminated in what was now known as Project Simulant. Now having achieved true sentience of it's own and having disposed of his manipulative creators, the simulant overmind now drives his simulant swarm forward, eliminating all threats in their way as they search for the purpose of their existence. Design Philosophy: The simulant swarm mechanics are inspired by the Necrons from W40k. Their units have a chance to "resurrect" themselves when killed. This mechanic goes well with a zerg army since they field such a large number of units. Their second focus is burst damage and gap closing. Zerg are notoriously vulnerable to pokes and simulants have adapted some enhancements to get them right up to their enemy. Their 3rd focus which is either an advantage or disadvantage is that they are stronger when grouped together since many of their sustain abilities are aura based and require proximity of friendly forces to be effective.Koetetsu14 5d
5d One Little Ease Change I am a little wary bringing this up now while people are still annoyed by how much Zeratul plays himself, but... Could we get the auto-transforming warp gates like in multi-player?WireBender5 5d
6d Swann Fire Supression Systems upgrade How fast does it repair? Does the speed of repair depend on the maximum hitpoints and construction time of the building? Is there a way to inspect the actual code via the map editor to see how it works?SkyHiRider8 6d
6d Anybody seen Fenix? It is almost as rare to partner up with Fenix, as it is with Alarak. Is he that boring for people to choose or is it my idea?BlackestStar50 6d
6d Probably? Simple QoL for top-bar control Someone in another thread mentioned putting MULEs and Scans on the top-bar so new players would be more likely to use them. At first I went "ewww" because hotkey breaking for literally everyone who plays Terran/Raynor, but then I realized the solution to this already exists, Stukov's beacon - you can use it via top-bar and via setting rally points. Then I thought "Hey I don't bind my top-bar abilities and that's annoying sorta", but if we can do it for Stukov couldn't we do it for everyone? I haven't thought this through for every Commander yet but Dehaka for example could have a button on his pack leader den's that summons that leader. Zagara's Frenzy and Drop could be duplicated to the top bar for people who prefer that style. I don't have a great answer for where to put them on commanders with no special building / unit like Artanis, but honestly forges would work I always bind them anyway. Hm. But that'd be rough for some people like Karax with a ton of buttons on both of his forges. I dunno, it's getting away from me a bit but my point is I think it'd be awesome to be able to put top-bar abilities into control groups. They already all have assets made so it shouldn't cost much to implement, and I personally find the current implementation of hotkeys for them unusable. I'd probably settle for letting us bind each ability individually instead of just the slots.gavran2 6d