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Fezvez's' Co-op guide and hero review - Page 14

Forum Index > SC2 General
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DrSeRRoD
Profile Joined October 2010
United States490 Posts
February 23 2016 21:20 GMT
#261
Co-op AI changes:

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
Profile Joined December 2007
Canada254 Posts
February 23 2016 21:30 GMT
#262
The general consensus of Raynor on this forum had been that if microed correctly, he was one of the top commanders. Buffs on this scale makes him on par if not outright surpass vorazun (my opinion is of the latter). But of course it's contingent on marines being microed correctly against aoe, which will be increasingly difficult with reavers, disruptors and such being added.
Xsyq
Profile Joined December 2015
143 Posts
Last Edited: 2016-02-24 00:15:24
February 23 2016 22:56 GMT
#263
They aren't nerfing Corsairs or DTs, so Vorazun is still going to be the most OP. I am looking forward to cheaper/quicker mech units for Raynor though, that will help his build diversity a lot. Kerrigan getting buffs is going to make her really OP though, like never make anything but Kerrigan on Brutal OP. Hit and run tactics with Psionic Shift can take care of most waves without too much trouble when it's just 2x50 damage, but 2x100 damage Psi Shift will destroy everything except Hybrids and 600 damage Ravage will clean those up real quick. I'd much rather see gas cost reductions for Hydralisks and Mutalisks if they're going for a buff. Would help fix Kerrigan's mediocre AA as well as being a overall power boost, especially if they're planning to include all-air attack waves.

Edit: Forgot Psi Shift is 50 damage, not 40.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
February 24 2016 06:47 GMT
#264
The changes are already live with the patch earlier today. I don't play brutal, but even hard and normal felt a bit more difficult with some of the changes. Void Shards now fight back with an AOE attack/stun in Rifts of Korhal. Liberators also make an appearance from the Terran AI, and they can be a nuisance.
ㅇㅅㅌㅅ
fezvez
Profile Blog Joined January 2011
France3021 Posts
February 24 2016 10:41 GMT
#265
I am happy that they are pushing changes in Co-op.

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
Profile Blog Joined April 2004
Canada3562 Posts
February 24 2016 18:53 GMT
#266
I like the Vorazun change, but DA's are probably like the 8th most OP thing Vorazun has. I think the Black Hole being so cheap and spammable should be looked at, whether it's duration, cooldown or cost. Lots of times, I just screw up badly and just spam Black Hole multiple times every time I get caught out of position. It's too much of a "get out of jail free" card.

That said, it's cool that they're supporting Coop. Variety is really the one thing they need.
Trucy Wright is hot
Xsyq
Profile Joined December 2015
143 Posts
February 24 2016 20:56 GMT
#267
Played about 15 games yesterday on Brutal, and it's actually brutal now. Ground waves get a lot more casters while air waves will wreck your shit if you don't build for them.
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
Profile Joined December 2007
Canada254 Posts
February 25 2016 00:41 GMT
#268
I've played a few games as well and pretty much agree with everything you said. Kerrigan's weakness vs air is more apparent, Raynor's marine dps and build times are silly, Swann's mechs shrugs off most aoe and wrecks everything. Karax's upgraded mirages are one of the best units in the game imo and should be used more in general.
lestye
Profile Blog Joined August 2010
United States4163 Posts
February 25 2016 08:38 GMT
#269
What do you guys think of Brutal now? I'm grinding lower level commanders so I havent touched Brutal.

Rumour around the office is that it's much more difficult than before.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
Xsyq
Profile Joined December 2015
143 Posts
February 25 2016 10:29 GMT
#270
The difficulty on Brutal depends a lot on which commander gets which attack wave. As long as you identify what composition the AI is throwing at you and plan accordingly it's about the same as before, in some cases a lot easier (i.e. any ground wave vs Swann). There's some killer waves that you need to watch out for, mostly air waves, like mass battlecruiser/banshee with viking/liberator/raven support, mass broodlord/muta/corruptor, mass bizzaro scouts that are weak to air and insanely strong vs light ground units, and the viper/scourge/aberration/baneling wave, but for the most part having a solid build and good macro will see you through just fine.
Tresher
Profile Joined October 2011
Germany404 Posts
Last Edited: 2016-02-26 10:34:43
February 25 2016 22:06 GMT
#271
So far the changes seem good. I wanted to share my opinion with you guys so I will do this point by point. Thang god they improved loading times.

- 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.
Extreme Force
The Bottle
Profile Joined July 2010
242 Posts
Last Edited: 2016-02-26 16:19:21
February 26 2016 14:47 GMT
#272
So before this patch I mostly just stuck with Swann, Zagara, and Karax, but this patch prompted me to play some more Raynor. I wasn't as good with him as the others, but I must say, I really enjoy playing him! It's not just the buffs, I just think he's really fun in general.

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
Profile Joined December 2015
143 Posts
February 27 2016 09:21 GMT
#273
I've played a lot more Kerrigan to confirm whether my suspicions were correct, and it mostly appears they are. There's an incredibly lopsided difficulty curve for Kerrigan now, depending on whether you're facing terran bio (solo-the-level-with-kerrigan easy) or terran mech/air waves (get ROFLstomped). No other commander has nearly the same problems in dealing with specific compositions.
fezvez
Profile Blog Joined January 2011
France3021 Posts
March 01 2016 14:28 GMT
#274
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
Profile Blog Joined December 2008
Russian Federation1612 Posts
Last Edited: 2016-03-05 11:03:12
March 05 2016 11:03 GMT
#275
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!
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
BreakfastBurrito
Profile Joined November 2011
United States893 Posts
March 05 2016 17:06 GMT
#276
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.
twitch.tv/jaytherey | Yapper891 if you are reading this, PM me. its Twisty.
DrSeRRoD
Profile Joined October 2010
United States490 Posts
March 05 2016 17:47 GMT
#277
^ Yup. Brutal + huge waves + Zerg makes it very easy to get most of the #'s achievements.
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
Last Edited: 2016-03-05 22:28:19
March 05 2016 21:39 GMT
#278
Brutal is the hardest difficulty? I just don't know english terminology
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
BreakfastBurrito
Profile Joined November 2011
United States893 Posts
March 05 2016 22:52 GMT
#279
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
twitch.tv/jaytherey | Yapper891 if you are reading this, PM me. its Twisty.
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
March 06 2016 08:28 GMT
#280
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
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
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