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Fezvez's' Co-op guide and hero review - Page 42

Forum Index > SC2 General
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GamerJatt
Profile Joined May 2016
63 Posts
Last Edited: 2016-11-22 04:37:27
November 22 2016 04:36 GMT
#821
Patch 3.8.0 is out and there are a few Co-op changes.

A new mission, Miner Evacuation, has been added to Co-op Missions. This mission is completely overrun by hostile infested units, and your job is to help evacuate all of the miners who were left stranded on the planet. Protect shuttles as they load up with passengers and prepare to take off.

A new portrait has been added for purchasing both the Nova Co-op Commander and all Nova Covert Ops Mission Packs.

Rocks now have 0 armor (from 3).
Enemy Ghosts now use the Tac Nuke Strike against players on Brutal.
This used to be case earlier and I was wondering why they removed it, since it wasn't that hard to handle the nukes.

Some Nova changes.
Nova’s Research and Development now only affects upgrades at Tech Lab and Ghost Academy.
Railgun Turrets now properly do 30 damage as advertised.
Goliath Lockdown no longer stuns Heroic enemies as originally intended.
Raven's BioMechanical Repair Drones no longer target units that are not repairable.

Quite a few other minor bug fixes.

Link to full patch notes

Ganseng
Profile Joined July 2011
Russian Federation473 Posts
November 22 2016 14:09 GMT
#822
doesn't anyone feel that we could use a max mastery level increase from 90 to say 120?

Most people now have reached lvl 90, a slow grind up wont hurt

One shall leave the individual spells limit @30 of course

I know it's easy enough now to beat normal brutal missions, but the masteries won't have a big effect. They could be a nice addition for the mutators though

DrSeRRoD
Profile Joined October 2010
United States490 Posts
November 22 2016 15:00 GMT
#823
While I'd love to have some progression, once we hit 120, people will want 150, then 175 or 200. I don't think they'll give us unlimited grinding for rewards like portraits/skins now that the warchests are announced and will need to be purchased. I think once the Warchests are released, it will give people some kind of progression to grind towards, assuming they purchase it, and assuming you can do it solely through co-op. Maxing out at 100 and giving us 4 total categorizes to choose from (25pts max in each) would be neat though, especially if they were somewhat equally viable, but provide completely different playstyles. I do miss having something to progress towards and hope that the warchests have the right approach and cost/rewards to give me that drive to play again outside of the first day of a new commander's release.
Ouga
Profile Joined March 2008
Finland645 Posts
November 22 2016 22:10 GMT
#824
Def should add some grind rewards, I'm at 87 too and have already kinda started to do less coop because I like to grind towards something and that's soon coming to its end.

New mission seemed OK. I just look at it from speedrun perspective: it has potential to be done fast by taking multiple beacons at once. I should enjoy it when leaderboards come.

Rock armor change might change how some commanders expand. Maybe marines are better than rauders for Nova? Slight buff to Raynor in same aspect, might have to make fewer marines before adding CCs. Zag might make 1 set of lings less and so on.
imJealous
Profile Joined July 2010
United States1382 Posts
November 23 2016 10:27 GMT
#825
Anyone know whats up with the change to alarak's psi orbs? the animation looks really lame now compared to the old one... still seems to wipe everything off the map just like before so I dunno if there has been any change to the actual game play but I couldn't find anything about this in the patch notes...
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
Nocci
Profile Joined August 2010
Germany108 Posts
November 23 2016 13:45 GMT
#826
On November 22 2016 23:09 Ganseng wrote:
doesn't anyone feel that we could use a max mastery level increase from 90 to say 120?


I'd really love to see something like 90+30, where you have the 90 global mastery levels and an additional 30 that have to be unlocked on each commander individually. That'd give more incentive to play all commanders and play them longer after hitting lvl 15. Since I hit 90 recently, I already have trouble justifying 5€ for the upcoming Stukov for the short leveling trip to 15 and then 2-3 games to fool around with masteries.

I hope they add something like that together with a random commander option
Ouga
Profile Joined March 2008
Finland645 Posts
November 24 2016 05:01 GMT
#827
I noticed they iincreased the bounty achievements. Old highest one was 100 bounties, now there's 2 more @ 150 and 200. I personally have 120 and I've got one set of fake bounties on first weeks, I believe 3 fakes is the highest I've seen so 128 should be current max anyone has. So once more it's impossible to have all achievements for many months more
Rizare
Profile Joined April 2010
Canada592 Posts
November 24 2016 21:34 GMT
#828
New map is pretty simple. Seems like the amount of XP I get is inconsistent and not the usual 48k or 49k with all bonus even though I don't need it anymore. Though awful personally cause of awful computer and infested means more units.
Icysoul
Profile Joined December 2007
Canada254 Posts
November 25 2016 04:32 GMT
#829
On November 23 2016 19:27 imJealous wrote:
Anyone know whats up with the change to alarak's psi orbs? the animation looks really lame now compared to the old one... still seems to wipe everything off the map just like before so I dunno if there has been any change to the actual game play but I couldn't find anything about this in the patch notes...


On max graphics settings, the new psi orbs look really good, just different. There's a big lightning flash animation on cast and you see this massive red aura field moving forward.
Ouga
Profile Joined March 2008
Finland645 Posts
November 25 2016 07:11 GMT
#830
On November 25 2016 13:32 Icysoul wrote:
Show nested quote +
On November 23 2016 19:27 imJealous wrote:
Anyone know whats up with the change to alarak's psi orbs? the animation looks really lame now compared to the old one... still seems to wipe everything off the map just like before so I dunno if there has been any change to the actual game play but I couldn't find anything about this in the patch notes...


On max graphics settings, the new psi orbs look really good, just different. There's a big lightning flash animation on cast and you see this massive red aura field moving forward.



On minimum gfx there's massive red aura too, but it doesn't look that awesome. I don't know how different it is on max. Based on one game I'd say old gfx were better.
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
Last Edited: 2016-11-25 14:03:33
November 25 2016 14:00 GMT
#831
the eradicators are not very easy to kill to be honest in the miners mission

they are strong, they are far away and they disappear quickly

i was unable to kill them with abathur, and even with alarak it'not very easy
DrSeRRoD
Profile Joined October 2010
United States490 Posts
November 25 2016 14:47 GMT
#832
On November 24 2016 14:01 Ouga wrote:
I noticed they iincreased the bounty achievements. Old highest one was 100 bounties, now there's 2 more @ 150 and 200. I personally have 120 and I've got one set of fake bounties on first weeks, I believe 3 fakes is the highest I've seen so 128 should be current max anyone has. So once more it's impossible to have all achievements for many months more


Yup, I stopped doing all mutations after I hit 100, so now I'm a few weeks behind. Not a big deal, but this is a crappy way to get people to keep playing mutations. It's going to take about 6-8 months, depending whether I do them on Brutal or Hard, to get back to 100%. They don't even reward a portrait.
monk
Profile Blog Joined May 2009
United States8476 Posts
November 25 2016 19:45 GMT
#833
Is it just me or did Orbs get a nerf? They seem to stack less now, but that just might be me.
Moderator
Rizare
Profile Joined April 2010
Canada592 Posts
November 25 2016 19:49 GMT
#834
I get that impression as well but not sure. Either they got a stealth nerf that wasn't mentionned in the patch that came with that weird aura or still the same.
Ouga
Profile Joined March 2008
Finland645 Posts
November 25 2016 21:38 GMT
#835
On bnet forums I saw someone say they travel faster so they hit fewer times now. So pretty big Alarak nerfs. Oh well, more mindblast spam it is...
imJealous
Profile Joined July 2010
United States1382 Posts
November 26 2016 06:56 GMT
#836
Its hard to tell with the new graphic because its so distracting. Overall I still seem to be able to psi-orb my way to victory on anything I've tried so if it is a stealth nerf it hasn't ruined the viability of the playstyle at least.

I really hope this new visual is a bug though, its really awful.
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
monk
Profile Blog Joined May 2009
United States8476 Posts
November 30 2016 17:06 GMT
#837
After the new patch and much experimentation, I've found what I think is the best build for Nova on rock maps

14 Gas
15 Gas
Cut SCVs at 16
16 CC at rocks
16 Barracks
16 Marines -> Marines kill Gas rocks, then Mineral Rocks
20 Factory
Resume SCV production
~21 Gas
~23 Gas

It's fairly complicated but achieves a few goals. You stop at 14 SCVS mining minerals, which is optimal saturation for 7 mineral patches. Any more will get you diminishing returns. It's also the fastest possible CC and marines with full saturation. Faster marines means you'll get your expansion gas asap and land your CC on site asap. The fast factory is only a 150 mineral cut and lets you get your factory and starport units asap.
Moderator
Rizare
Profile Joined April 2010
Canada592 Posts
November 30 2016 19:28 GMT
#838
Does that change have to do with the new rocks having 0 armor? I'm guessing your build assumes you'll be the one who takes care of the first wave. And what about Rifts on Korhal where the 1st attack wave comes earlier compared to other maps with rocks? Because with how things currently are, there's map with rocks, map with enemies and then Korhal as an exception.

When I'll have time, I'll try your new build.
monk
Profile Blog Joined May 2009
United States8476 Posts
November 30 2016 21:22 GMT
#839
On December 01 2016 04:28 Rizare wrote:
Does that change have to do with the new rocks having 0 armor? I'm guessing your build assumes you'll be the one who takes care of the first wave. And what about Rifts on Korhal where the 1st attack wave comes earlier compared to other maps with rocks? Because with how things currently are, there's map with rocks, map with enemies and then Korhal as an exception.

When I'll have time, I'll try your new build.

I did this exact build before the rocks change. However, the difference is that before the patch there was a debate on whether you want to open Marines or Marurders. Marurders is generally more economical and kills the rocks fatster, but Marines are generally the better unit. Right now, Marines are the clear choice.

You can either clear the first wave with the marines or with Nova or let your ally do it. Overall very flexible.
Moderator
Rizare
Profile Joined April 2010
Canada592 Posts
December 05 2016 20:04 GMT
#840
Looks like we somehow missed this 2 weeks ago. http://us.battle.net/forums/en/sc2/topic/20752396518

Basically, Alarak ascendants haven't been nerfed and the visual change was because of performance issues if you used psi orbs vs lots of small units. Otherwise, its power is still the same.
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