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Fezvez's' Co-op guide and hero review - Page 25

Forum Index > SC2 General
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GamerJatt
Profile Joined May 2016
63 Posts
June 15 2016 04:58 GMT
#481
What sort of irritates me playing Karax on brutal is that he completely dominates some maps and has a hard time on others. I wouldn't mind being able to set mastery points per map (wishful thinking I know) since I'd really like Structure HP inc. on some and cost dec. on others like the new map.
The Bottle
Profile Joined July 2010
242 Posts
June 15 2016 05:16 GMT
#482
I tried it once with Zagara, Abathur, Swann, and Raynor in that order. Embarrassingly enough I lost with Swann (vs mass air, and my build was heavily thrown off by the super late expansion, which I couldn't get as fast as in Chains of Ascension). The other three were easy peasy, finished with something like 9 minutes.

Raynor requires some multitasking, keeping track of your rally points, and no army button! (I usually use it with him except when I'm going mech.) His calldowns are great for the bonus, especially banshee since you get sight of the bonus when it spawns (I think.... if it doesn't, just use a scan). Raynor, of course, is the best for late expansions, since you can just build multiple orbitals in the main and explode your mineral income that way. I went against terran air, so I went marines, medics, and vikings. Vikings were incredibly useful late game. Early game, it's really strong to wait for enemy drops at the edge of your base and just snipe the dropships.

Zagara can pretty much be played like normal, with a few minor exceptions. You should try not to rally your baneling nest to Zagara (I did anyway, the banelings are free so who cares?) and you can use scourge to intercept dropships (like in the temple mission). If they're air, definitely get that scourge nest quickly to save yourself against air waves. Otherwise, roach drops are great for stalling remotely if you're not there to intercept an attack wave.

With Abathur I do my most common build. Ground army roach/queen, air army mutas. Put overseers in both armies, and they can basically do their own separate things mid game, as long as you make sure they're not both dying. By mid game I was clearing a base with my ground army, and clearing completely separate crystal pickups with my mutas.
Rizare
Profile Joined April 2010
Canada593 Posts
June 15 2016 05:17 GMT
#483
On June 15 2016 12:29 Xsyq wrote:
Show nested quote +
On June 15 2016 11:18 Rizare wrote:
Fervez, so far I use Karax to defend base and expansion so no need to think about splitting armies to defend. Since I don't build army, I instead send probes with my ally to gather them. I don't see the usual cannon push for this map unless you build as your ally push high ground. But yeah, basically get carried on this map.

It's easy to win with Karax here, you just need to make units instead of tower defense. Put all your mastery points into unit cost, reconstruction beam, and chrono, skip most forge defense and solar core upgrades (just get solar levels 2 and maybe 3), and focus on attack and armor instead. Grab a twilight council for gateway upgrades and a robo bay for Shadow Cannon and just go Immortal/Energizer/Sentinel. Save your energy for attack waves instead of spamming it like normal and you'll have plenty.

How do you deal with zerg bling/lings/vipers/scourges composition when you go Karax army? Only solution I can think off is stun with orbital strikes while army runs away so I don't lose it while my game is choppy.
Xsyq
Profile Joined December 2015
143 Posts
June 15 2016 14:54 GMT
#484
On June 15 2016 14:17 Rizare wrote:
Show nested quote +
On June 15 2016 12:29 Xsyq wrote:
On June 15 2016 11:18 Rizare wrote:
Fervez, so far I use Karax to defend base and expansion so no need to think about splitting armies to defend. Since I don't build army, I instead send probes with my ally to gather them. I don't see the usual cannon push for this map unless you build as your ally push high ground. But yeah, basically get carried on this map.

It's easy to win with Karax here, you just need to make units instead of tower defense. Put all your mastery points into unit cost, reconstruction beam, and chrono, skip most forge defense and solar core upgrades (just get solar levels 2 and maybe 3), and focus on attack and armor instead. Grab a twilight council for gateway upgrades and a robo bay for Shadow Cannon and just go Immortal/Energizer/Sentinel. Save your energy for attack waves instead of spamming it like normal and you'll have plenty.

How do you deal with zerg bling/lings/vipers/scourges composition when you go Karax army? Only solution I can think off is stun with orbital strikes while army runs away so I don't lose it while my game is choppy.

You never want to engage vipers with your army as Karax, especially with lag. I've never actually gotten zerg on the Vermillion Problem (terran twice and the rest protoss) but putting obs along the attack routes in scanning mode and saving Solar Lance for the attack waves works wonders on other maps and should work here. Any vipers on the map naturally can be sniped with obs, shadow cannon, and/or orbital strikes.
KameDemaK
Profile Joined May 2016
10 Posts
June 15 2016 17:10 GMT
#485
"The commanders are victorious, but was it worth it to exhaust the planet's natural resources?"
Donny, dear, it's OK to be a troll, but being an A-hole has its limits. If we don't exhaust the planet's natural resources, the planet explodes, so what should we do, genius? xD

At least I agree with him that we shouldn't be killing endangered species... were it not that we have Zerg allies that can reconstruct those species by incorporating them into the Swarm. Have a word with Abathur and Dehaka, Donny, dear. xD

I really like the map and Donny as the troll commentator. Devil's Playground was a fan favorite from WoL I believe, it's good to have it in Co-op. It did feel too easy though, especially because I've only played mutations recently. I recommend you guys to not include your mastery points when you play normal missions and not mutations, it's already quite easy as it is on Brutal. Unless you are knowingly playing with a not so skilled player who needs to be carried.
The Bottle
Profile Joined July 2010
242 Posts
June 15 2016 20:43 GMT
#486
Swann is a pain in the ass to start, but once you get him going, he's really strong. I clear the expansion with my war bots as soon as I can get them, and once I have a reactor on my first starport, I get two hercs. One herc is for my current army at that point, and the other is for transporting 10 or so SCVs to the cleared expansion, to build a fast CC and refineries. There's a long gap between the first attack announcement, and the actual arrival of the attack, so you have plenty of time to build turrets near your entrance for the attack, and then salvage them later. Eventually you should have mass tanks, goliaths, and a few SCVs all being carried by hercs, and science vessels for detection. I have my scv-herc group in a separate control group. Often when you clear an island, you can bring your scv-hercs over to pick up the crystal, but make sure to stop them from walking on the low ground until the lava is gone. (Unfortunately you can't load them in the herc when they're carrying a crystal.)

On June 16 2016 02:10 KameDemaK wrote:
I really like the map and Donny as the troll commentator. Devil's Playground was a fan favorite from WoL I believe, it's good to have it in Co-op. It did feel too easy though, especially because I've only played mutations recently. I recommend you guys to not include your mastery points when you play normal missions and not mutations, it's already quite easy as it is on Brutal. Unless you are knowingly playing with a not so skilled player who needs to be carried.


I love the Devil's Playground, but this mission hardly feels like it at all. The only common thing is the lava. This one feels a lot more like the terrazine canister goliath mission in WoL (or its ripoff version in HotS, the muta biomass collecting mission), with some obvious differences (you change the clock by getting the pieces yourself, not by stopping your enemy from getting the pieces). The thing is, some of my favourite missions are the ones that take advantage of the fact that terran buildings can lift. For example, there's the Supernova, the banshee mission which happens to be my favourite mission in all the SC2 campaigns. I'd love an implementation of Supernova in co-op, but I don't know how they can replace the base-lifting requirement without neutering the mission.

Tuczniak
Profile Joined September 2010
1561 Posts
Last Edited: 2016-06-15 22:14:31
June 15 2016 22:12 GMT
#487
On June 16 2016 05:43 The Bottle wrote:I love the Devil's Playground, but this mission hardly feels like it at all. The only common thing is the lava. This one feels a lot more like the terrazine canister goliath mission in WoL (or its ripoff version in HotS, the muta biomass collecting mission), with some obvious differences (you change the clock by getting the pieces yourself, not by stopping your enemy from getting the pieces). The thing is, some of my favourite missions are the ones that take advantage of the fact that terran buildings can lift. For example, there's the Supernova, the banshee mission which happens to be my favourite mission in all the SC2 campaigns. I'd love an implementation of Supernova in co-op, but I don't know how they can replace the base-lifting requirement without neutering the mission.
I would be surprised if you couldn't make zerg buildings burrow elsewhere and protoss to warp. Another solution is to have a moving platform like in one LotV mission. That might be better, because you can't lift supply depots and giving free 200 supply as in Supernova would mitigate Artanis's passive.
Malhavoc
Profile Joined October 2010
Italy308 Posts
June 16 2016 07:03 GMT
#488
I can confirm that even after the last patch, you can sometime get extra weekly bounties.. just happened to me yesterday after installing the patch..
Jer99
Profile Blog Joined April 2011
Canada8160 Posts
June 16 2016 13:39 GMT
#489
With Raynor, I've just been missing OC's (~16 of them) as early as possible, and mass muling. It's a slow start, but by the end of the game I've mined out both of my bases and have an excess of 10k minerals with 20 barracks dropping reinforcements everywhere
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
CeaselessDC
Profile Joined June 2016
5 Posts
June 16 2016 15:37 GMT
#490
On June 16 2016 22:39 Jer99 wrote:
With Raynor, I've just been missing OC's (~16 of them) as early as possible, and mass muling. It's a slow start, but by the end of the game I've mined out both of my bases and have an excess of 10k minerals with 20 barracks dropping reinforcements everywhere


Correct me if I'm wrong, but it doesn't sound very efficient to me to build many OCs as early as possible nor as many as possible. After all each OC cost 11 marines that you can put into use earlier in the game... in late game(20min?) every other commander has more or less an army that doesn't die, or in zagara's case all suicide units that doesn't cost much but wrecks everything on impact. So raynor's late game capability doesn't really stand out. IMO a more balanced start between econ/army should be better for raynor
Icysoul
Profile Joined December 2007
Canada254 Posts
June 16 2016 17:25 GMT
#491
I think one of Raynor's core strength is his smooth power curve. He is strong early and strong late, but also he is strong on two bases and still strong on a single base. Taking away his smooth curve for a slightly stronger late isn't worth it. You might as well play swann, abby, vorazun or artanis for a stronger late game army that takes some time to get going.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2016-06-16 18:52:53
June 16 2016 18:52 GMT
#492
While I think 16 is a bit much, there's merit to getting 5-8 IMO. Given that most maps will take 20-25 minutes, if you can get the orbitals by the 10 minute mark they'll pay off very handsomely.

Being able to drop marines 30 supply at a time is pretty fun tbh. You can simply outmacro storms and fungals rather than dodging them.
Porouscloud - NA LoL
monk
Profile Blog Joined May 2009
United States8477 Posts
June 16 2016 21:01 GMT
#493
Yea, 16 OCs is too much. You can finish your all your minerals with 6 OCs on the longer maps.
Moderator
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
June 17 2016 14:02 GMT
#494
i don't need more than 4 ocs with raynor. even with the 4 i normally have i'm floatong at a huge mineral bank
i usually go for ~8 barracks and 3 starports
Jer99
Profile Blog Joined April 2011
Canada8160 Posts
June 18 2016 03:31 GMT
#495
s/s of the end of the game

+ Show Spoiler +
[image loading]


ended up floating a CC to both allied bases, mined out the entire map. I think it's possible to max before 9 minutes, needs some tweaking though
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
lastride
Profile Joined April 2014
2390 Posts
June 19 2016 20:52 GMT
#496
Great analysis, thanks !!
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
June 20 2016 09:53 GMT
#497
anybody checked out the 6th mutation yet?
MrTic
Profile Joined June 2016
60 Posts
Last Edited: 2016-06-23 00:50:28
June 22 2016 19:39 GMT
#498
I did it on Hard and it's a pain in the a$$ :D. I think it's harded than the winter storms (shuttle) because you just randomly lose units everywhere and the only way to somewhat avoid losing the entire army is either have superb marcro so you don't have to switch looks to your base too much, or not having a huge balls of units (which is weird not to). Ranged and flying units are probably best ways to do it, with great coordination as you won't have enough firepower to do objectives alone.
I played Artanis at 30+ masteries, and I'm not a pro so take this with a grain of salt :D
It does help when you can warp in reinforcements, and my partner was a Raynor.
Btw, Artanis' guardian shell may save units but it's almost useless on this mutation as you're left with half army on red and only moments away from being engulfed in flames of doom xd

Edit
Raynor was good actually, he could restore his meaty army with medics in case guardian shell kicked in.
The enemy was Zerg, so that could be a problem. All those melee units killed in flames do some damage.
fezvez
Profile Blog Joined January 2011
France3021 Posts
Last Edited: 2016-06-23 08:00:10
June 23 2016 07:36 GMT
#499
May I suggest you continue the discussion in the dedicated thread? =)

Thanks!

Edit : Another wave of polish on the guide
fezvez
Profile Blog Joined January 2011
France3021 Posts
Last Edited: 2016-06-23 08:04:13
June 23 2016 08:03 GMT
#500
Question for the usual lurkers, do you agree/disagree with my ranking of commanders , especially the one with mastery levels:

At level 5 : Vorazun > Swann/Abathur > Kerrigan > Zagara/Raynor/Artanis > Karax
At level 15 with no mastery : Vorazun/Zagara/Raynor/Abathur >Swann/Kerrigan > Artanis/Karax
At 60+ masteries : Vorazun/Raynor/Abathur >Zagara/Karax/Kerrigan > Swann/Artanis

Basically, the commanders that benefit most from masteries are Karax and Kerrigan, mainly because of the resource cost reduction. I also feel that Zagara has more trouble holding her own in mutations, but that may be because most mutations involve some random AoE damage these days.

Kerrigan is a bit special. If there is little air, she is easily Tier 1. But her anti-air is just terrible, perhaps the worst in the game, so overall, I put her behind the "safe" choices.
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