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On December 01 2016 02:06 monk wrote: 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.
Haha I do this exact build order. Fascinating how you can find the same build order independently!
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Look cool, always enjoy free unit spawners.
"Stukov’s Infested Commander Center generates creep at an accelerated rate and unlimited range"
Does that mean it'l spread creep across the whole map? or am i missing something.
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That's what I'm reading. I'm not entirely sure if he has seperate creep tumors or it's just a steady march of creep during the game across the map.
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It sounds like a steady march that doesn't stop. If you plant one in the center of the map, it will probably slowly spread across the entire map, or at least get there faster than the one sitting in your own base.
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The Apocalisk looks like a naughty boy to me! Looking forward to play Stukov!
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3.9 patch is out so Stukov is now available. http://us.battle.net/sc2/en/blog/20380442/
-Most notable is Nova army regen nerf (0.333/s to 0.2/s) -I don't really know if this makes any difference but protoss AI can warp reavers on Mist Opportunities
So, they didn't fix the bugged wave in Chain of Ascension, Kerrigan omega network in Miner Evacuation, sometime red dot for enemy attack isn't shown in Miner E. If they did, then they haven't mentionned it at all.
Edit: And I'm now a Dragoon.
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Stukov is pretty fun just got him to level 3. Production is a weird mix of nova/terran/zerg, all your buildings stock up to 5 charges shared across all units, not sure about the respawn rate on the charges if it matters which unit you produce. Spawning a unit creates an egg a la zerg. Your main production facility that spawns civilians spawns waves every 60 seconds but doesn't spawn the first wave until 3:00 in. The civilians are actually pretty strong, early E bay is really important because it 1. Lets you upgrade the #civilian spawns and 2. Upgrades are important with the free # units you get.
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I played a couple games and he feels ok, kinda underwhelming at low levels like Alarak was. Unsurprisingly any kind of AoE is pretty devastating to him, especially early hybrids. Be interesting to see how he feels at 15.
Both games I went in hard on the colonist ugprades, early engi, etc. Second game I build as many diamondbacks as gas would allow and they seemed really good. Might be his broken spam unit, the main drawback is their snare ability (unsurprisingly) doesn't work on flying hybrid.
The tanks are also crazy good but I don't know about it as a core unit since marines/colonists are fairly slow. If you put a ridiculously expensive/strong bunker in front of them they can hold against infinity units. The infest building calldown is pretty powerful defensively and offensively.
Liberators were hard to judge, since it was viper/scourge I only got to use them on hybrid. Their attack being a DoT feels weird when trying to micro. Banshees seemed pretty crap as usual.
Building up extra rax and timing when you dump your infested marine charges seems important. I realized I actually need to be moving rax & colonist compound forward when I can. On Rak'shir, the colonists will be a few seconds from despawning by the time they get from the default location to the end.
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Stukov is weird as shit and I don't really have a handle on what to build or when, but he's interesting to say the least.
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On December 14 2016 17:00 Tachion wrote: Stukov is weird as shit and I don't really have a handle on what to build or when, but he's interesting to say the least. Bunkers and Barracks make a great foundation. Spend gas on whatever you want to experiment/supplement with.
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I've reached 15 on Stukov and played a few games with 90 mastery. He's not the blatantly OP Nova, Alarak or pre-nerf Abathur. He is clunky, but he can still be strong if played well. Clunky in the sense that you have to be constantly mindful of the different duration of your units, differing production speed between infested civs and marines, massing them in 2 waves before sending them in, constantly repositioning your barracks and compound etc etc.
If Im honest, his units are all terrible. I think the perfect word for it is gimmicky. They can do this ridiculous thing, that ridiculous thing, but if you put them in a straight up fight against a really strong wave, they will take large amounts of losses, and be, at least compared to other commanders, very cost inefficient. Like Zagara, there is no units you can mass into a deathball come endgame. Face a scout/oracle wave and if you don't have any cooldowns, you will take heavy heavy losses.
His saving grace however, are his very strong cooldowns. Aleksander and Apocalisk, provide them with fodder and they will clear large waves on their own. Fodder that infest buildings can conveniently provide them with, especially after the CC upgrade. It's both a strong offensive tool and a defensive one, on the level of Alarak's photon overcharge.
We've probably been used to having release commanders be ridiculously OP. Here's someone that's mechanically challenging, difficult to play, and just different.
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Russian Federation473 Posts
icysoul can you pls post his masteries?
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I'm now too 15(90) with Stukov. Personally I think infested flood is good, but it has slow ramp up where you have to invest a lot.
Other units that you can build aren't very good. I don't think factory units are worth it. Diamondbacks feel strange. Maybe their ability overkills a lot. Tanks are only ok, low mobility and high target priority doesn't feel good.
Startport units are better. Banshees can be good against certain compositions. Bonus HP is nice and you can heal with micro. Liberators felt bad because of huge overkill and slow attacking speed. Scourges will kill you before they start shooting. You can't kill scourge with any air units.
Queens are fun. But they are quite squishy. Against some compositions like sky terran where you can broodling most of the army they work really well. But against scourge, more hybrids and massive units they don't do well. Broodling can overkill too. Fungal feels really bad. There is big delay before casting (maybe queens have to slowdown a lot) and the projectile isn't very fast. Plus it only hits ground which adds up to bad anti air at times.
It would feel a lot better of Queens were more like Abathur's Vipers with great crowd control and more beefier. Cutting the cost of bunkers would help a lot in early midgame. So perhaps more expensive queens, more responsive, stronger fungal that can hit both air and ground and also slows attack speed. Bunker cost reduced 200 or increased spawn rate. Tweaks to tanks and liberators. Overseer requirement changed to factory. Broodlings follow beacon.
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On a serious note, how do you guys already have Stukov grinded to level 90, lol.
I've been thinking buying one of the commanders, which one would you suggest is the most fun to play with?
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Mastery levels from other commanders carry over.
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On December 15 2016 02:03 AranciataExcess wrote: Mastery levels from other commanders carry over. Oh, didn't know that. Thanks!
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On December 15 2016 01:38 SiaBBo wrote: On a serious note, how do you guys already have Stukov grinded to level 90, lol.
I've been thinking buying one of the commanders, which one would you suggest is the most fun to play with?
All of them 
Alarak and Nova were more fun somehow though. Maybe because their respective character is simply more interesting.
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I haven't play him yet but helped a friend a bit to lvl up Stukov to avoid queue time so I didn't have a chance to play him yet.
So what's the opening for him on rock vs non-rock maps and how do you usually play him? The impressions I get are the buildings are the actual army you control to spawn units and move around to make full use of the timer, Stukov unlimited creep makes him really good with Kerrigan because you don't have to worry about losing creep if tumor is killed and walking terran buildings are hilarious.
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