Co-op Missions Discussion

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Jan 28 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 Designermonk255 Jan 28
Dec 19 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 Designermonk163 Dec 19
Dec 12 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 Designermonk203 Dec 12
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
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
2h Alarak - are probes better then supplicants? A probe costs 50 minerals and one supply while providing +10% empower me damage per supply. A supplicant costs 75 minerals and two supply while providing +5% empower me per supply. Supplicants do make great tanks, but it might be viable to keep making probes after fully saturated to use them as alternative supplicants while using gateways to warp in more mech units before you have a large array of gateways ready. I do wonder what priority probes have when Alarak is about to die and other units apart from supplicants are around. Edit: Seems probes are not sacrificed at all. A shame.SkyHiRider2 2h
6h Patch 4.8.3 New Mutations WE ARE SAVED... Kinda. 7 new mutations found in the Editor File: Radiation Zone (Rifts to Korhal) - Going Nuclear, Outbreak, Black Death Inner Power (Temple of the Past) - Alien Incubation, Power Overwhelming Moving Fees (Cradle of Death) - Micro Transactions, Scorched Earth, [Default] Memorable Boss (Void Launch) - Heroes from the Storm, Moment of Silence Flip My Base (Mist Opportunities) - Missile Command, Purifier Beam, Eminent Domain Firewall (Malwarfare) - Lava Burst, Minesweeper, Barrier Death and Taxes (Dead of Night) - Micro Transactions, Slim Pickings, Black Death Editor screenshot: If anyone is interested in me talking about these mutations, you can listen here: 6h
16h Is it possible to "fix" Nikara? It gets quite annoying that she likes to walk into danger if you ever A-Move with her. When did Scan Move become Dumb Move? She's super tedious to keep an eye on if your other Outlaws are full health, and you're pushing into a force. Would be nice to give her an AI update (along with other Medic-type of units) to keep them in the back, where they belong. And no, I'm not opposed to microing her, it's just annoying when she tries to just waddle into a clump of units before realizing that "Oh, I'm in trouble and now my outlaw buddies need healing!"Sprite19 16h
22h The madness of Memorable Boss The mutation in title is an upcoming mutation on Void Launch with 'Heroes of the storm' and 'Moment of Silence'. A friend of mine told me this mutation is totally absurd. I didn't believe. And now I'd say he wasn't exaggerating at all. I tried that on a solo practice map. It turned out every attack wave including the small one for bonus objective will spawn heroes. In addition, every shuttle that has escort, will spawn heroes as well. That is : around 10 mins, you will get a party of heroes. So many that they have to spawn duplicated heroes already at that time. I need to point out that heroes has a remarkable power spike after 3rd spawn. For example, Kerrigan has 5K HP. With this amount of heroes, not only the incoming pressure is severe, but also it requires tremendous amount of damage out put by merely 10 minutes. Not to mention the other mutator Moment of Silence. Absolutely madness. I can only hope things will be different when this mutation in action. Screen shots: 22h
1d The Future To start with, those who have lost their jobs at Blizzard, I am sure everyone here wishes you all the best and hope things get back on track for you quickly. It's a horrible situation to be in. This is the most important part of this topic. For us here in this forum, sadly it sounds like it's mostly non-development teams that have been hit the hardest, with WoW CMs being let go, etc, so we can probably assume the communication for Co-op will be more or less permanently dead. To make matters worse, apparently Blizzard are increasing their Dev teams...but there is no mention of Starcraft. Warcraft, Hearthstone, Overwatch and Diablo are mentioned in the Blizzard Watch article I read, this game is not. This doesn't mean this game mode is officially dead, but it's not looking good, in my opinion. I hope it's just a matter of the author not having all the info yet, I can't find anything myself, but I wanted to break my silence with this, for those who are unaware yet.Yattien31 1d
1d Where is Artanis ? We already see Alarak, Finix on the battlefield and they do some cool things but i Really confuse where is Artanis Character ? i Really want to see him and play itNSgame25 1d
1d Co-Op Mutation #146: Specter of Death Energies from the birthing hybrid open channels into the void that summon agents that revive your fallen enemies. To improve their chances of survival, Moebuis Corps has activated the cloaking generator that renders their whole army invisible. Stay vigilant to keep your base alive. Map: Part & Parcel Void Reanimators - Void Reanimators wander the battlefield, bringing your enemies back to life. We Move Unseen - All enemy units are permanently cloaked. Reddit post: Video Replays on Brutal difficulty: [CtG(Raynor) - Espurr(Artanis)] [CtG(Karax) - Iswald(Stukov)] [CtG(Zagara) - Rizare(Tychus)] [CtG(Dehaka) - LordMelchett(Fenix)] [CtG(Swann) - Espurr(Alarak)] [CtG(Abathur) - Panzerfaust(Vorazun)] Other 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. Void Reanimators spawn from enemy buildings. Once all enemy buildings are cleared, the reanimators will stop spawning. Part boxes are NOT cloaked. The first enemy wave [4:00] is cloaked. Void Reanimators are cloaked. Commander of the Week: Mutation difficulty: Do you like this mutation? Commander of the Week winner of last week: TychusCtG26 1d
1d Alexei Stukov - REVAMP SUGGESTIONS At the beginning I apologize for mistakes. My English is not very well. My proposal for Stukovo changes. So before you throw me in Pit of Sacrifice please read to the end. Infested forces mechanic and spawn change: Infested civilians, infested marins and troopers they are the core of the army siukowa. Now infested are spawned every 60 seconds, live max 120 seconds and die. When we adding infested from bunkers or barracks, we can have (without src) 328 infected on the map. To be honest, we don’t need such a large amount of infested. Most of them will die before they reach the fight. And our computer will lose all fps. So this is my proposal for change. We remove the time limit but we add the limit of infected infantry on the map. All buildings on the map will generate infected units (civilians, troopers,). It is similar to what we saw in the campaign in the mission: Infested or Outbreak. Infested Colonist Compound change: In Infested Colonist Compound from now we will improve our infected infantry. In addition, the Infested Colonist Compound will increase our limit of infected by 6. Infested Colonist Compound has 2 slots for upgrades. We can create 5 Infested Colonist Compound. Infested Colonist Compound upgrades: Infected garrison - creates infected marins from special forces. They have increased health and deal additional damage after the death spawns 2 Broodlings. Infected Garrison spawn 5 marins every 45 seconds. Each garrison increases the limit of infected marines from special units by 5. Virophage – spawn Volatile Infested. 6 every 15 seconds. Large infection slot – creates Aberration every 75 seconds. Each large infection slot increases the Aberration limit by 1Knonier13 1d
1d The balance collapsed. I believe that everyone will think so. Most commanders received revamps. Of course, there are some cases that have been killed. Taking, Swann,Alarak and abathur. If Kevin had a good problem-solving ability, he would not have largely neglected all of Swann's units and not killed Alaro's death fleet, vanguard, and evolution of abathur. And now, Zeratul has destroyed everything. Zeratul is the only powerful commander from beginning to end. In the case of Swann, you have to use a lot of scv for the supply, which makes it difficult to collect minerals. It also invests 100 minerals to get only 9 supplies. Also, all of his units are mech units and they are expensive and can not do anything in the beginning. The mech unit consumes a lot of supply. Alarak? He has to hold hero alone to collect expensive mech units or magic units. Of course, it is better than swann. LOL Swann is dead. Zeratul has it all. Hero, strong unit, tower, comfort, taxi and Summon unit skill. It's really the worst. If my partner is Zeratul, he takes my prey.   This is not 'co-op' nerf zeratul, revamp Alarak and Swann. and Work Kevin Dong, you said that you will reorganize all the commanders in 2018. Work hard for your customers at the time you upload your food pictures on Twitter.Infested42 1d
1d [Suggestion] General Davis' Timer Warnings I would like to make a couple of suggestions in regards to General Davis' warnings on Part and Parcel when you're running out of time. Change her first warning from 4:00 to 3:00. The main reason is because she almost always announces it at the beginning of the mission when you're still waiting on your heroes to come out, and it's a little unhelpful. Also, 3:00 is when the timer text turns red, so it's a good match. Change her second warning from 2:00 to 1:00. Especially if there's a firefight going on, such as during a mutation, 2:00 is actually a very long time and it's easy to forget about the urgency when trying to deal with attack waves or enemy bases that don't have many parts in them. By changing it to 1 minute, players will quickly realise that her panic is genuine and you actually don't have much time left, and hearing it means you need to get parts RIGHT NOW!Kit8 1d
1d Skins should be able to be used in coop. Why aren't skins allowed to be used in coop? I find it curious.Clown19 1d
1d About attacking partner what do you think of attacking partner in the co-op missions?Megumi35 1d
2d CO-OP consoles. Since Abathur is getting his own console soon as well can Alarak's and Nova's console be properly updated too? Granted, Nova's console frame already matches the one added with the warchest but the buttons are still green and not blue (looks really cool btw). Thank you.Shvidler0 2d
2d 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:Hunter28 2d
2d about tychus every time i get matched with somebody that plays tychus he destroys my base. when i play tychus i just lose.andreasasp26 2d
3d Attacking your ally at the end of mission. I've been seing this habit more often these days. It wasn't like that before with my previous allies. Do you think it is funny? Personally I hate it. I know you won, beat the mission and perhaps are bored but still. Perhaps if you are playing with a friend it may be nice, (I guess) but doing it with random ppl is the worst to me. You take care of your units, buildings, being offensive and defensive and just for the end to be attacked. I even move far away from my ally's units to discourage him to do that, but ppl also attack buildings too. Again, I know the mission is over, but it's so annoying. I feel it like a betrayal. LOL. And indeed not funny for me. I guess some of you like doing this due to the increasing habit lately.Daegoth43 3d
3d How do you customize Zeratul's Top Bar? Wondering how others go about customizing Zeratul's Top Bar? This is what I've garnered thus far (keeping in mind I haven't tried Mastery yet)... Key: AA = Anti-Air AG = Anti-Ground CD = Calldown Z = Zeratul ================= "0th artifact fragment" Telbrus Legion, aka Zealots The spinlots, along with that high temp's Psi Storms would be most ideal if you're going up against mass ground units (e.g. mass lings). Don't recall if Teblrus can do AA with his Psi Blast attack (probably not), but either way, not good if you need AA Zoraya Legion, aka Void Rays This ends up being my "go-to" Legion. They do solid DPS in against many objectives. They're also the only air units in the legions, so they can go directly where you'd like them to, instead of having to follow terrain, as well as not worry about strong AG from enemies. Serdath Legion, aka Dark Archons Maelstorm isn't big, but not trivial either. Ditto it seems with their regular attack. I do agree with comments saying the AI does target the units with this, but the problem is, I tend to forget to keep track of this in the thick-of-battle, so more than one enemy Immortals have gone largely unused by me beyond the intitial battlespace. . For the ground legions, they're nice if you want them to soak up damage for Zeratul's own units though . ================= 1st artifact fragment Stasis Beam As a matter of preference, I prefer any of the other two for this tier. I suppose this is handy for covering you or your ally's escaping units, or if you want to take be "in and out" about a particular area. If this affects heroic units, then all the better I suppose Deploy Tesseract Monolith On maps where better defesne is desired, like Dead Of Night or Temple Of The Past, these are nice. Even to supplement your ally's d. Otherwise, if your ally has a better handle on towers and cannons, I could skip this FWIW, it has been nice to use as an insta-CD for defense or attack, and its ability to also project furthers both. Being someone who likes towers, this is my "go-to" choice Void Suppression Crystal I do enjoy using this on maps where you need to assault a postion, like Rifts Of Korhal, Scythe, Cradle Of Death. If the enemy has no detection from units, that frees Zeratula and his DT to run amok since enemy towers can no longer detect. . ================= 2nd artifact fragment Steadfast Reinforcements If you use the respective CDs a lot, then may as well go for this. I've found myself with surplus mins at times, so I just pick this a fair amount. As a bonus, it requires no extra micro. Tesseract Matrix Nice if you also have the T. Monument for more fuller effect. I have fun with projectinig Z's towers, so I've been using this about half the time, and have made this my "go-to" choice. Void Blink So far, I use mostly Stalkers and Immortals, of which the latter don't blink, so I skipped out on this. But if you use Stalkers, DT, and Zeratual alot/exclusively, this is nice. I also initially missed that his DTs do damage in between when they blink, so being able to spam that can be nice as a form of crowd control . ================= 3rd artifact fragment Avatar of Form, aka "the blue one" with the Psi Storms "Panic buttnon" seems to describe this one. Namely, if you to clear out enemies better/quicker. Avatar of Essence, aka "the yellow one" with the devolution "unit support" seems to be the deal with this one. I can't recall the exact figures on the field that boosts all nearby friendly/allied units, but it seems quite worth it if you and your allies do have a lot of units to work with. This is also needed for one of the achievements (although getting it is another thing entirely)ackmondual13 3d
3d Amon's Probe killed my Probe I always thought Amon's workers were harmless. This is the first time I got attacked and killed by Amon's Probe. RIP my Probe.Syltom6 3d
3d At least Improve the Death Fleet Today, the Blizzard released the 4.8.3 Patch. The change in Co-Op is minimal and so does revamps on Alarak. But that's Okay, Blizzard is going through hard times but they should at least improve the Death Fleet. Blizzard would have already suspected this by now and they still won't take any action. I have 3 problems with the Death Fleet Calldown. 1. You need to wait 10 game minutes with the Death Fleet (Nova and Tychus has it too, but she has two ultimate abilities at her disposal and Tychus has the Odin). 2. Ineffective attacking power. Mothership easily tanks but Destroyers are so weak and fragile (Couldn't they have their attack power amplified as they bounce?). 3. Bring back the Auto Upgrade! (personally the Death Fleet needs more punch) Tweaking units are not difficult! You can simply change the numbers or easily add new ability (It is completely do-able in Editors)! All these can take less than a week, Heck it won't take a day! There are lots of things that needs to be adjusted in Co-Op like Karax's Mastery and Purifier Beam Cooldowns but we have making Death Fleet Calldown Requests for a long time! And this wouldn't take much time! Blizzard, I know Revamping a commander is a hard work, but please look into the Death Fleet Calldown.GhostGiraffe8 3d
3d Mutation: 146 Specter of Death Ranks/Tiers So this week can pull you in many different places. The Void Reanimators are far better to deal with when you have a person on defense, but really good micro and map presence can help 2 offensive commanders. I still really like an offensive commander and a defensive commander. I find that clearing one side of the map then moving to the other is better for dealing with the Void Reanimators. Early detection will be a problem for some commanders, Stukov will have a hard time with offensive detection. Good Luck Have Fun. Here is the link to the VOD Last weeks all commanders is here Commander/Tiers 2 Zagara Not the best this week, defense is a no go and you will need to clear the map to make the last Hybrid able to be dealt with. You can do a lot for the early game with just Zagara, be sure to just have a few Overseers following Zagara. The toughest part for Zagara will be if you don't deal with the Void Reanimators fast enough because you don't want to keep wasting Banes on reanimated units. I like to mostly make Lings to clear building faster. Roach Drop and Frenzy are still great together. 2 Alarak Great offensive commander but defense will be very tough. You can do well with any unit that you make. An Ascendant for defense can help but you will need to have a Havoc as well for vision and you might still need an Overcharge to clean it up if you don't catch it early. I found Stalkers to work well, Gateway units will help you warp-in offensively. Cannons will be hard to make if you want to keep a good Supplicant count or you want to go for Ascendants. 2 H & H Early Detection is fine but the Reanimators are going to be a problem. You don't have any good static defense so the Reanimators will be tough to deal with, you can try to have a few Widow Mines but they will only take care of the Reanimated units not the Reanimators. I like Reapers in the beginning but try to transition into Horner units once you have your expo up, that way you can take more damage. Ravens are slow so you might want to make a few more than normal. 2 Tychus Good commander this week, but if you aren't on top of the Void Reanimators you will have a hard time. Nikara is good for consistent detection but I still like to have Sirius first as Tychus will need more DPS. Nikara was my second extra Outlaw, this made it easier to hold in the beginning. I had up to 4 Turrets on each ramp, but if you have a defensive partner you should be fine. I only had 4 Outlaws in total, so be sure to get all the upgrades that you can. 2 Artanis Okay commander this week, great offense but defense is tough. I like Dragoons here, as you can make them on a low income game. If you have a partner that can defend you will do super well. Make sure that you get to a Robo very fast so that you can get an Observer. Solar Bombardment is great of attacks, or the Objectives. Add some Robo units if you are having trouble with killing the Objectives fast enough. 2 Stukov Great for defense and a bit of offense but offensive Detection will be tough. Try to just deal with the 2 main ramps until Creep has spread far enough to deal with the expos. Try to get to a StarPort so that you can at least help your Infested with mobile Detection. You still can do a lot without Detection with just Infested, but you will reach a point that they wont do any more. Your partner will play a big role for the first Objective, be sure to hold the main bases while they do their work. 2 Fenix Good commander for this week, great offensive capabilities. I like Robo for ground comps and Stargates for air, you can always just go Robo Gateway if you want though. Arbiter suit is great for Detection in pinch but try to always have an Observer. Conservators are important for the mid to late game as you will need mobile warp-ins and the Shield will help a lot. Dragoon suit an attack without vision so try to save it for attack waves. 2 Raynor Okay commander for this week all the Scans that you will need will cut into your economy. I like to have 8 OCs for attacking Scans, any more you can use for economy. I went for 3 Bunkers worth of Marines, and 3 to 4 Tanks at the main base ramps, plus 4 SCVs for repairs. After my defense was up I went on offense. Bio is great here as you can reinforce on the go easily. I feel like an 1 base build might work out well, but if you have a really good partner you can take the expos and defend them.Hunter8 3d
4d Dead of Night - Best Units Disclaimer - Offence rating refers to how fast the commander can clear the infested structures in daytime, especially in the early days (added bonus if commander can clear in night time also) - Defence rating refers to how efficient is the commander in handling defence using minimal resources (added bonus if commander is able to handle all lanes and does not require any micro for defence) - Suggested best unit/structure refers to the best unit/structure available to achieve the purpose of defence or offence, but in some cases, it may be better to deploy certain units which are more dual-purpose in nature. And for most cases, it is best to add supporting units, which I won’t mention if they are not the main damage dealers. - The below is my personal opinion on the best strategy to beat this map for each commander, which may not be the same for everyone. Feel free to disagree and argue why, and I will be happy to amend if the community approves (likes).raincamp79 4d
4d Limit on mission length [Dead of Night] I heard a rumor that Dead of Night was capped at 9 hours, and it gives you a loss if you go past that. I tested it on stream. I got some funny results: Apparently it just takes you back to the menu unceremoniously if you go past 9:06:06. Video replay: 4d
5d Scythe of Amon Am i the only one who finds this missions bonus objective to be a pain in the butt?Instinctz9 5d
5d an idea for mastery so far, there is mastery points up to level 90. why not change it and give mastery points up to level 180. that way, players can select every mastery eventually.andreasasp13 5d
5d Co-Op Mutation #145: Together Forever The enemy has developed a new type of armor. It is calibrated to absorb the energies of one commander's attacks, and render the user invulnerable to that army. It also includes a single-use emergency recharge device that restores the armor to full health. Coordinate with your ally to cover each other's weakness and give the victory to the first Ascendant. Map: Chain of Ascension Just Die! - Enemy units are automatically revived upon death. Polarity - Each enemy unit is immune to either your units or your ally's units. Reddit post: /!\ IMPORTANT /!\ POLARITY IS CURRENTLY BUGGED. Read notes below regarding how to determine your targets. Video Replays on Brutal difficulty: [CtG(Nova) - Lilarrin(Raynor)] CtG(Dehaka's view) - Hunter(Zagara's view) CtG(Artanis's view) - Hunter(Swann's view) [CtG(Stukov) - LordMelchett(Vorazun)] [CtG(Han and Horner) - Iswald(Abathur)] [CtG(Karax) - Espurr(Fenix)] Notes: Half of every single attack wave and every base is immune to your or your ally. This means you cannot split between separate attack waves; both need to attack the same location simultaneously. Normally, only the units immune to your army will have a shield icon on top, but right now ALL units have the shield icon, meaning there is no way to determine whether the unit is for you or for your ally. Right now, the only way to figure out which units are yours before engaging is to mouse over the enemy unit: Yellow circle means ally should kill it Red circle means you should kill it. Just Die! revives enemies after their death animation. They respawn with full health. Hybrids also respawn upon death, and will continue to support Amon's champion. Immobilization Wave, Time Stop, and other movement/attack restricting spells still work on enemy units immune to you, but they deal 0 damage. You can manually target the enemy units immune to you, but it will do 0 damage. Mind control works on units immune to you. Commander of the Week: Mutation difficulty: Do you like this mutation? Commander of the Week winner of last week: Han and HornerCtG48 5d
6d Block Hunterlings in the first night Hunterlings in the first night are very annoying, and can be a nightmare for someone. I just found by chance a way to block them. So, the key is , somehow, to put a structure at that spot. - It may be the easiest for Zeratul to rush an Observer for the high ground vision (after 3 buildings only). - Dehaka may be a bit slower, because it takes longer to make a flyer. - Terran can fly a CC to drop an SCV there, by either making a 2nd CC or sacrifice a bit of mining time. - Others may need a drop ship, and it takes quite a long time for that. Of course, or you can just build static defense in your mineral lines as usual.Syltom14 6d
6d Punish a player in co-op. Can you BAN or punish an idiot player? It's wast my time in co-op. I don't understand why that player attack my base . please HELP!TING2 6d
Feb 16 Time for an enslaved zerg commander Admiral DuGalle, commander of the UES enslaved zerg broods commands an army of zergs enslaved and augmented with terran technology. Traits: start with 200 population limit, but also have to acquire biomass to build units. biomass is generated over time by science facilities. can increase biomass generation through tech or build multiple science facilities. Terran teched zerg units, with the strength of both races. but up on taking critical damage to the control module (death) units will turn feral. your command centre will act as a homing beacon that attract feral zergs over a large (sensor tower) radius, which unfortunately means units dying near your base will come back to kill you. units: spiderling: zergling with an spider mine strapped to it, on death spider mine will explode, kills the zergling as well Trooperlisk: hydra with improved armour, has stim, can research aiming module (increase range) and nano-reconstitution (healing) Wraithlisk: mutalisk with cloak, can research dispersion field (dodge chance) Valkyrie guardian: guardians that have a 20 second cool down missile barrage, allowing it to fend off smaller aerial attacks. Ultratank: ultralisk with mounted siege tank, can fire while moving in tank mode, slow movement in siege mode, has kaiser blade melee attack, so no minimum range. UED queens: can use heal and gestate broodling, can upgrade to have 4 transport slots. Swarm vessel: science vessels housing zerg organisms, can cast consume- kill units to gain energy; blinding swarm- disables range attack; guardian swarm- AOE defensive matrix; corrosive swarm- AOE damage over time. Calldown: calldown UED scientists: drops 5 cloaked medics with double healing beam, good for sustaining through a losing battle call down UED tactical squad: call down three bunkers with timed life, filled with elite marine and firebats. can only call down near your own buildings so is only for defensive. The overall theme is a strong roster of units but with high risk to the player, if you play with fire you might get burned! All the units are strong, but will need babysitting as dead units equal feral rampage. The biomass mechanics will make it more difficult to re-mass units, even with surplus resources that often happens in co-op.Nameless4 Feb 16
Feb 16 Most Fun So ive been on a self mission to level up every co-op commander as a break from Ladder and ive been having a very fun time. so far ive maxed out Han and Horner, Nova, Abathur, Zagara, Kerrigan, and Raynor. And im having a blast. My question is which Commander are you having the most fun with and why? Also, my favorite commanders to have as my teammate are Swann and Zeratul.Odgar16 Feb 16
Feb 15 Questions Does coop require just the base game or does it need lotv? My friend likes terran mech play and I was thinking of showing him swann, what would be a good commander to pair with him?Instinctz3 Feb 15
Feb 15 Mutation: 145 Together Forever Ranks/Tiers Well, we have Polarity again and they added Just Die too. This week is a weird one that requires a lot of communication with your ally to do this right. Try to deal with the waves that go for Jinara first then the attack waves. Also dealing with the first set of attacks then the expos is recommended, as you might lose a lot of ground if not. The second attack wave and the first Hybrid are the toughest parts of the mission so save a call down or something special for them. Bio and Gateway comps seem to be the easiest to deal with so don't feel bad about rerolling, but good communication and team work matters more. Good Luck Have Fun. Here is the link to the VOD Last weeks all commanders is here Commander/Tiers 3 Alarak One of the worst this week, super slow and Just Die makes Ascendants not very good. Try to go for Stalkers here and try to maximize the Mother Ship Teleport. Empower Me can do a lot here so be sure to get the most out of it. Your weakest trait this week is the slowness of your army, you cant even just Over Charge a building as it will still target a unit you cant hit. 3 Raynor Not the best this week, just go for Bio here. Spider Mines will just die during the Just Die Res. Be sure to save the Hyperion for the second attack wave. Banshee are for the first attack then one of the expos. I like Bunkers at Jinara, the ramp into the first Hybrid spawn, with all extra Marines and SCVs rallied there. Leave a few SCVs at the Bunker for Jinara so that it doesn't go down too fast. 2 Dehaka Okay commander for this week the first 10 min are the hardest. I like Mutas here, but Creeper Host can also do well. Mutas will get you more sustained damage, but Creeper Hosts will be safer (for the units) and get you good burst damage. Dehaka should just stay with Jinara until you get more units out as he cant really do much against encampments. The second attack wav should be dealt with Murvar. Call downs are good but its tough when you can just deal with then entire attack wave. 2 H & H Fine commander for this week, the early game without goo partner support can be tough. I like 5 Galleon builds here, and be sure to spread out your Mag-Mines so they don't all hit a shielded unit. I like Horner units for mid to late game and if its a ground comp think about Strike Plats. Ravens are good for extra damage and I would leave one at Jinara in Siege mode to keep here from going to far back. 2 Swann Good commander for this week, early game might be tough. Try to get Laser Drill mastery as it will target units for you without you doing anything. Hercules Tank is still good here but requires more micro. Goliaths are great support here, although you can do well with Wraiths if you micro well. Laser Drill can kill at least one set of lives from the enemy. Science Vessels can heal and get you a Shield if you need it. Goliaths are good at stutter stepping backwards. 2 Stukov Fine commander for this great for holding but clearing Hybrid can be a problem. Bunkers seem to be the best this week, you can add Tanks but be careful without having Infested to tank for you. Call downs are the best way to deal with encampments and Hybrid. Get all the upgrades you can, also be sur to move your Bunker forward between attacks. I like using the Apocalisk for later attacks so that I don't have to move my Infested. Think about holding the ramps to the West and East to avoid too many attacks. 1 Vorazun Great commander for this week, Dark Pylons and Time Stop are great here. If you have a ground comp you should be fine, if it's air you will have a tougher time and might need to make Corsairs. Time Stop right away to have it ready for the first Hybrid. Dark Templar are the units of choice here, Corsairs are you anti-air. Be sure to get all your unit upgrades and at least attack upgrades. Black Hole is a great way to keep your units alive and do damage. Time Stop can be used for encampments and Black Hole for Hybrid. 1 Zeratul Great commander for this week, Cannons are best here. You might want a few Stalkers early on if you are great with Zeratul micro. Cannons can be Projected but be sure to talk to your ally when you do as it will mean a lot more. Once you have the second Shard and an expo you should be fine. Try to cancel Cannon Projections once you clear an area to start the cool down faster.Hunter19 Feb 15
Feb 14 Why is there no announcement? As you know, there was an announcement about WCS about a day or two ago. It's glad to have the competition and continue, but I would like to hear some news about the coop contentsNewYorkYanks23 Feb 14
Feb 14 Just started co-op And I'm looking for advice in general So far I got the basic 3 into mastery and I've been dabbling with the others. I know for example that apparently I've been playing nova a different style then I should (I'm told nova is supposed to be aggressive), but I play her more support style using her abilities and units to augment what my allies do, with timely use of carpet bombing, sniping, nuking, and using ravens liberally to augment armies. Anyway, any advice you guys have for a newer player would be much appreciated.Instinctz6 Feb 14
Feb 13 Urun Commander Concept (concept & video). Hi, some time ago I did a commander concept for Hanson and people seemed to like it, hope you'll like this one too !!! Complete concept (From abilities, over units to masteries, just everything): Preview video: Please give me feedback if you have time to spare. Note that I'm no balance master, so please focus more on the overall concept, not on the numbers, those might need some tweaking. I hope you like it and I hope you all have an amazing time !!!DaveSpectre45 Feb 13
Feb 13 wtf is happening with blizzard? they release a mutation when they know that it is bugged? i can't even see which units are immune to me and my structure overcharge keeps attacking a unit that it cannot damage. they seem to just not give a !@#$ about this mode anymore.Dark18 Feb 13
Feb 12 Blaze revamp suggestions So Blaze in Tychus'es squad is supposed to be the anti-lite hero. He does huge damage vs lings and stuff... but wait. Do they need huge damage to die? His very concept is destroying masses of lite units but we already have Tychus with his grenade, we have Nux with his psy-storm and they do the same job. But they do it better. Also warhound makes lite units gg and marauder with all equipment deals splash damage + debuff. All of them shoot in a good distance. If you call Blaze with them he simply don't reach the enemies before they die. He has a delay before the attack. His attack area is lower than Raynor's firebats. His attack is around 70 but 2nd equipment promises 25 periodical damage. There are NO lite units who survive that 70 to get that 25+. Another Blaze's problem - he doesn't have attack range so he goes right into battle. He can't work in team, he always goes to melee battle even if it's not needed and this can brake your plan. He is usually far from healers. Pause him on "hold position"? There is a bug, he can't attack then. He fully relies on spamming his oil. But it disappears too fast. You need to spill it on and on, often with low result. Other heroes kill the effected enemies faster, so the bonus don't work. Also all his equipment improves only his oil pool. Look at warhound - EVERY his equipment has different role. Other heroes develop 2-3 abilities. Blaze buys only his oil stuff. What I suggest. 1. Give him attack range like Raynor's firebats have. By default. Or may be his range will grow with attack upgrades or with buying equipment. He will still have range shorter than others but now it will not be laughable. 2. Remove the delay before attack. Give him wide attack arc. 3. Remove anti-lite bonus, increase common damage. Fire knows no differences. May be add periodical fire damage as an equipment with no dependence from oil pool. 4. Rework oil ability. It now has LONG cooldown but much more effective. - Oil doesn't disappear that fast, it stays for a period and debuffs all the enemies who step on it. - If you burn it, it explodes! And after this it burns like Karax'es fire area damage. So you don't have to spam it in vain, you making fire distruction but this may now be the longest recharge of all. 5. His defensive ability must protect him from lite attacks, not heavy ones. WoL immortal's shield is a mistake, may be the new immortal's shield is better. I've described Blaze with full equipment. I didn't think much of what he will not have by default. I really want Bliz to watch this and change Blaze. He is unused unit for now. [Topic edited to include most useful suggestions from the comments. Thanks to everybody] Other Tychus'es squad problems: - Red button must not be an upgrade. Let Odin initially have both barrage and nuke. - Warhound's turrets deal 50 damage on death. Laughable. Nearly every hero in the squad deals same or higher damage with 1 shot. Add 30% chance of scare effect there or some other debuff.Pluton22 Feb 12
Feb 12 New Unit Design: Desolator A flying chaos causing unit with a physics based ability that can't properly describe it with words so here's a video: Let me know what you think. Edit: Due to my lack of knowledge about the SC2 editor, This unit is prototyped in a different but equivalent engine.SorinHigh10 Feb 12
Feb 12 Zeratul - Void Blink. Blizzard's decision Void Blink is a passive ability that can be obtained by taking 2 artifacts, having the benefit of Zeratul, DT and not very stalkers. When you choose him, did you have a thought about the influence of the other units? It turns out that in the editor the Enforcer, the Abrogator and the Void Array should have had a blink, but before its announcement they were cut out, I wonder why? My opinion is that it may completely override the Steadfast Reinforcements and in part the Tesseract Matrix that they may become useless. Do you think Blizzard's decision is correct, or how you wanted to do otherwise?Dead6 Feb 12
Feb 12 Commanders with high-quality? Before we start, I've been playing Co-op regularly since Blizzard Ent. published Legacy of the Void and was having some fun time with my allies(Except some trolls). So I always wanted to appreciate Blizz for developing this casual and enjoyable game mode. Which commander is a 'good' commander? How can we decide who is a 'good' commander? I always wanted to discuss this topic with members of Co-op forum(With a high probability, it might be you.) because 'Commanders' is one of the most important elements for this mode. Also, our decision could lead the way of further commander development.(I personally hope so.) I think there are 4 major elements which we consider when defining a commander. But this is not the answer and you can freely suggest. 1. Creativity One of the most important elements, definitely. Which units and structures a commander have? What's their special ability? What's the commander-exclusive ability?(It maybe top bar ability like Abathur's mend) How a commander engage?(Do not lose units like Nova, Spend countless units to break down enemies' defense like Zagara) Aren't they replication of previous commanders'? Even though there are creative abilities and special systems, it is worthless if the functions of a commander are mismatched. So, we should take a look if the system is harmonious with the rest of a commander's. 2. Balance "What's with balance? If the commander is strong enough, I think that's it." Some of you might say this so I wanted to make sure OP(A.K.A. Overpowered) commanders may ruin the 'Co-op' experience. Now let's begin. What am I going to say about balance might be very, very hard to discuss. I've categorized some objects for simplification. 2-1. Resources Gathering, spending right amount of resources for some specific objects(Building strong army, massive constructions, upgrades, ect...) are essential for SC2, and Co-op mode isn't free from this principle. How the commanders gather and spend their resources? Is there any way to reduce resource consumption? If so, does it really affect the game? Let's see. 2-2. Units, Upgrades and Builds Each units and constructions have their own roles.(Goliath for anti-air) That is one of what we define the commander is creative or not. So, are they capable of taking that role compared to other units? How about price-performance ratio? Is there a unit(or combination of 2 units) that is so strong it could handle no matter which incoming is? Let's talk about builds. Are there various build orders and combinations to react to unexpectable incoming and certain missions? Also, specific combination must not be too overpowered so it won't ruin the gameplay. Upgrades? I've got nothing to say more. I guess so. 2-3. Special abilities and heroes Special abilities and heroes. They are strong variable of combat itself. If your army is in great danger, those can be excellent breakthrough. 2-4. Mastery Mastery. I believe this is NOT ABLE to be ignored. Mastery could bring the revolution to a commander.(I think great example for this, is Kerrigan.) 2-5. Support It may be neglected as a commander, but support ability is also important due to the character of mode('Co'-op). How can commanders support their ally? Does that affect the gameplay? Is that too common that every commanders could provide?(Connected with creativity) 3. Is commander enjoyable? Most important element while playing Co-op and that must not be doubted. Although the commander is strong and creative, if that lacks fun, it loses its meaning of existence. Do you feel so, SO excited to play this commander? Does the gameplay of certain commander provides you diverse contents? If it's so boring, then I would dare say that certain commander failed to satisfy players. 4. Ect... Voice acts, visuals(portraits, model of units and structures). That might not be priority to develop a commander, but it is also important.(Look at Alarak's construction and units. It's so fascinating!) These are standards of how I criticize a commander. What do you guys think of it? Please tell me if I have to correct something or suggestion. I will happily accept them.(Also, what do you think who's the 'best' commander personally?) TL;DR What makes a good commander? I think 1.Creativity 2.Balance 3.Enjoyable? 4.Ect... Thanks.AlphaOmega3 Feb 12
Feb 12 What does Tychus offer over other commanders? Personally, I like his micro focused playstyle mostly because I got into this game from HotS, but playing the coop more I can't seem to understand what his strengths are supposed to be. I've also been looking for guides and what I should be doing to support my ally the best but liquid doesn't seem to have one for him (which is a shame because I really like their synergy guidelines near the bottom) and other guides I've been finding are more or less just reviews on units and not the overall picture. Anyone got a good guide for me to look at?NinjaLucian14 Feb 12
Feb 11 What are your Hotkeys for top bar Powers? I am curious as to what people use for their topbar hotkeys given they have no defaults as our good friends at Blizzard couldn't come up with anything themselves. My arrangement is ctrl+Q W E and R as it fits well with my Grid hotkey arrangement What are your hotkeys and why did you pick them?mwperk9 Feb 11
Feb 11 Commanders in campaign / other modes I'm guessing this has been requested before, but I would absolutely LOVE to see the option to take my commander solo or with a partner into the campaign or a campaign of some sort. As a player who's purchased every collector's edition of SC2 and all the commanders, as well as various other purchasable items in game... you'd totally get more money out of me if I could take the time and leveling I put into my commanders and let me play with them in other situations. I think it's fair to say others would enjoy new and interesting ways to play and/or show off their leveled-up commanders in new and interesting ways. ...or will this be Starcraft III?TheInternal9 Feb 11
Feb 11 Fenix Supply Mastery Change I feel Fenix's Third set of Masteries is completely dominated by the Chrono Boost upgrade So I would like to propose a buff to this mastery New Mastery: Improved Nexus and Pylons Effect: Decrease Nexus mineral cost and supply provided by 1.66...7% Increase Pylon Powerfield Radius by 1.66...7% Up to 50% This will increase his initial supply as well as let him expand cheaper and build fewer pylons to power more structures. Fenix can build more nexus for cheaper and have them provide more supply which will result in having more Chrono Boosts available than other Protoss Commanders.mwperk8 Feb 11
Feb 10 To the Dev team, if you are still there. I know I'm not supposed to directly address, but I hope you'll forgive me for this. I realize that it's upper management letting the fiance idiots make decisions, and I just want to say that, at the very least me alone, I still appreciate you guys doing your best to try and salvage such a bad situation. I know once the suits start making decisions is when the company tends to start going downhill, and I'm sorry that so many are going to blame you as if you guys conciously decided to do it this way. I hope at the very least you can keep your jobs, or find new ones, and I'm sorry that you seem to be getting treated like an emotionally pinata lately.Skullhawk3 Feb 10