http://us.battle.net/sc2/en/blog/20045806/upcoming-changes-to-co-op-missions-2-22-2016?utm_content=external-sso&utm_medium=internal&utm_source=app-other
Fezvez's' Co-op guide and hero review - Page 14
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DrSeRRoD
United States490 Posts
http://us.battle.net/sc2/en/blog/20045806/upcoming-changes-to-co-op-missions-2-22-2016?utm_content=external-sso&utm_medium=internal&utm_source=app-other | ||
Icysoul
Canada254 Posts
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Xsyq
143 Posts
Edit: Forgot Psi Shift is 50 damage, not 40. | ||
eviltomahawk
United States11133 Posts
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fezvez
France3021 Posts
I wanted them to rebalance the OP heroes, but I don't mind if they buff all the weak heroes and ramp the difficulty. Too bad Raynor is the one getting a boost, he didn't really need it | ||
Purind
Canada3562 Posts
That said, it's cool that they're supporting Coop. Variety is really the one thing they need. | ||
Xsyq
143 Posts
Vorazun's weaker now that there's more detection and AOE; she'll still clean up on the ground (though banelings are painful) but going pure air is tough. Parasite bomb/scourge destroy voids pretty quickly. I think Swann has the best all-round composition now, goliath/tank kills almost everything the AI can throw at you without breaking a sweat. Throwing in thors or hellbats as needed with the usual science vessel/hercules support takes care of the rest. Raynor feels much stronger now, Better build times, stim right off the bat, and decreased mineral cost for mech units means a better early game and more options later game. Feels more like a Zerg than Kerrigan at times, you can almost instantly drop whatever unit you need anywhere on the map. I'd have liked to have a gas discount rather than a mineral discount for mech units, seeing as how you still have to split upgrades between bio and mech, but they merged starport and factory upgrades together like Swann so that's a pretty good consolation prize. Kerrigan doesn't really need units anymore vs. ground with the 100 damage psi shift, but I think she'll get owned on maps with air attack waves. Hydras just aren't that great. Speaking of air attack waves, they brought back the scout, but it does 6x2 damage vs air and 16(+16 vs light) vs ground. Bizarro scout is strange indeed. Karax kind of got screwed. He doesn't have great AA either, so you've either got to commit to mirages/carriers early or try to get by with immortals+orbital strike. Cannons are still good on defense though. Haven't played Artanis or Zagara, but they seem to be doing fine. | ||
Icysoul
Canada254 Posts
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lestye
United States4149 Posts
Rumour around the office is that it's much more difficult than before. | ||
Xsyq
143 Posts
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Tresher
Germany404 Posts
- AI Changes Most interesting changes are for Terran. There really seems to be a lot of variety. I have played games where they go what I call "UED style" . Lots of Air Units with Anti-Air support in form of Infantry and Cyclones/Goliaths. I have also seen them go Mech on Lock and Load which was intersting and can hit hard. Protoss I liked a bit more before. They went Mass Zealot with a lot of support (Stalker/Carrier) , now they go a really weird style which contains Adept/Stalker with support from Air/Caster Units. Zerg seems to go with the Viper/Scourge/Aberration/Baneling with some Roaches thrown in. Terran seems to have the most variety. I haven´t seen Protoss or Zerg change their style. - Kerrigan changes She is much earlier on the field now which definitly helps. But I still don´t understand why it says "toughest Zerg Units" in her description while not having Roaches at her arsenal. I also don´t understand why people have problems with Anti-Air. Hydras are crazy good now that Frenzy is auto-activated. Yes she has weakness to Air but it´s not that bad. The Gas buff also helps a lot but is still not enough. They should have gave Zerglings the HP upgrade after reaching a certain lvl just like Stimpacks for Raynor. There are just too many Upgrades to get. Getting Mutas/Broodlords is still a pain and takes too long. Zegling/Hydra/Ultra with support from Lurkers still seems to be the best comp. - Raynor changes I´ve got him on lvl 15 (first hero I played since I play Terran) just like Kerrigan but haven´t played him since the update. The buffing of Vehicles/Air seems to be good but why tweaking the Mineral Cost. If anything he doesn´t have problems with it´s Minerals. Also why buff Marines and Medics EVEN FURTHER. Now people will go MMM even more than before. But I heard some players complained about Raynor being too hard for beginners which I don´t understand. Just spam Marines (you don´t even need to micro) Barracks and Orbitals, walk around the map and kill stuff, roll face across the keyboard=profit. I might add some more thoughts later. Now starting with Artanis. He seems fun but is Mineral starved at the beginning.Composition wise its best to go Zealot/Archon vs Zerg, Dragoon/Immo with Zealot support against Protoss and Zealot/Dragoon/Immo with support from Reavers against Terran (works against P too). I can´t speak about the other Commanders ( I so wanna play Swann since I like Mech) because I don´t have LotV yet since my PC is ancient and on most maps I get like 2 fps later especially if the enemy is Zerg or I play Zerg. Also what is with players leaving 10 secs before the mission finishes because they can´t defend their base and clicking furiously on ping around their base and the shuttles? Also players that go Mass Thor on the Train Map while not expanding in the first 10 minutes -_- . Worst is if they ignore you if you tell them not to do this. Last but not least I wanna thank fezvez for his guide. They have helped me greatly out with openings (I usually go 2 Queens 2 Spines as Kerrigan and can stop the first wave easily especially after the creep upgrade) . Maybe you can add a bit more details that would be great. Not much but some ideas for Comps etc. | ||
The Bottle
242 Posts
While most games I'm just massing up infantry as usual, on the temple and train missions I go pure mech. I put a reactor on my first barracks so I can get quick marines for my bunkers, but my mineral dump is on vultures, and I get vikings to go with my moving army, and tanks for static D. Vultures are amazing in defense missions. You can replenish spider mines, which I do all the time, and they blow the hell out of incoming waves. I think they're stronger than Zagara's banelings. They're also an easy quick way to get rid of void thrashers. (On the temple defense missions I just plant a ton of mines on the thrashers and they make quick work of them.) I'm usually lax on gas with Raynor. But when going full mech, you have to saturate the gases quickly, because you need a lot of factories to pump out those vultures. Plus you need a lot of starports and vikings if the AI is going heavy on air. Also the power of infantry was a shock to me. Not only because of the new buffs, but because last time I played him before the patch (which was over a month ago), as soon as I got him to level 15 I stopped playing him. (His achievements are easy so I got all of them before 15.) So once I played him again recently, I witnessed the 15% infantry attack speed on top of the new buffs, all at the same time, for the first time. I haven't tried Kerrigan yet this patch. The idea of a one-hero army never really appealed to me, and it seems like all her changes just reinforced that further. Though I can imagine how much easier it is now that she's on crack. I noticed a lot of people saying she has gas troubles (which I noticed as well when I was getting her achievements). But they doubled the assimilation aura gas yield. I think the idea with her is that you're supposed to use assimilation as often and efficiently as possible. That is, in a way, her version of Rory Swann's gas drones. | ||
Xsyq
143 Posts
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fezvez
France3021 Posts
On February 26 2016 07:06 Tresher wrote: Last but not least I wanna thank fezvez for his guide. They have helped me greatly out with openings (I usually go 2 Queens 2 Spines as Kerrigan and can stop the first wave easily especially after the creep upgrade) . Maybe you can add a bit more details that would be great. Not much but some ideas for Comps etc. Yay! Thanks for the kind words! Honestly, I play Co-op much less than I used to. I don't have the full playset of achievements, and this makes me feel that some around here are more qualified than me to talk about the state of co-op Regarding the changes, I have to say that they are refreshing, but not enough to rekindle my interest. By far the most notable change is that Zerg is not necessarily the easiest AI anymore. So, Kerrigan is indeed slightly better overall, Raynor is even more busted as long as you can micro, and Karax/Artanis are still down in the dumps of terms of "I can carry the game on my own". There are now 5 "good" heroes and 2 "support" heroes and they tend to be of similar power inside their respective class. | ||
Jenia6109
Russian Federation1612 Posts
1. Zagara's 100 kills with Roaches. 2. Kerrigan's Stun achievement (the fastest way). Thanks! | ||
BreakfastBurrito
United States893 Posts
On March 05 2016 20:03 Jenia6109 wrote: Can anyone make some tips how to make these two achievements? 1. Zagara's 100 kills with Roaches. 2. Kerrigan's Stun achievement (the fastest way). Thanks! for these I did brutal train mission, the biggest waves come with the trains so wait for those. | ||
DrSeRRoD
United States490 Posts
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Jenia6109
Russian Federation1612 Posts
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BreakfastBurrito
United States893 Posts
On March 06 2016 06:39 Jenia6109 wrote: Brutal is the hardest difficulty? I just don't know english terminology ![]() Yes brutal is hardest, and if you do it with a partner instead of a random person its probably faster to just leave and re-make the game until your opponent is zerg, honestly | ||
Jenia6109
Russian Federation1612 Posts
On March 05 2016 20:03 Jenia6109 wrote: Can anyone make some tips how to make these two achievements? 1. Zagara's 100 kills with Roaches. Thanks! Oh my god, i did this after ~15 failed games... I made it on Trains vs Zerg in hardest difficulty. 3 waves needed. There were many zerglings fortunately ![]() | ||
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