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Fezvez's' Co-op guide and hero review - Page 54

Forum Index > SC2 General
Post a Reply
Prev 1 52 53 54 55 56 58 Next
APurpleCow
Profile Blog Joined August 2008
United States1372 Posts
May 12 2017 21:57 GMT
#1061
I always get Marauders/Goliaths because they're so cheap on gas. I see it the same way as I see getting marines.
imJealous
Profile Joined July 2010
United States1382 Posts
May 20 2017 00:18 GMT
#1062
For some reason as I was taking a nap this afternoon I had a dream that there was a new mutation where basically the players couldn't use detection... like turrets/observers/scan just no longer revealed cloaked and burrowed units and we just had to deal with cloaked units without detection lol.
... 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.
Tohron
Profile Joined April 2010
United States135 Posts
May 20 2017 00:31 GMT
#1063
On May 20 2017 09:18 imJealous wrote:
For some reason as I was taking a nap this afternoon I had a dream that there was a new mutation where basically the players couldn't use detection... like turrets/observers/scan just no longer revealed cloaked and burrowed units and we just had to deal with cloaked units without detection lol.


Alarak would be pretty great at that mutation.
Suchbalancemuchwow
Profile Blog Joined November 2015
76 Posts
May 20 2017 00:32 GMT
#1064
On May 20 2017 09:18 imJealous wrote:
For some reason as I was taking a nap this afternoon I had a dream that there was a new mutation where basically the players couldn't use detection... like turrets/observers/scan just no longer revealed cloaked and burrowed units and we just had to deal with cloaked units without detection lol.


Easy, just play Kerrigan, or Alarak. Anyhu, do something else than sc2 for a while, because that's some wack ass dream you've got going there.

Rizare
Profile Joined April 2010
Canada592 Posts
May 24 2017 00:46 GMT
#1065
http://us.battle.net/sc2/en/blog/20758136

Patch 3.14 doesn't have big changes for co-op beside Tastosis announcer pack if you're interested in it. There are some if you still want to read them. The most glaring issues are chain of ascension 2nd attack wave still not being fixed unless not mentionned for some reason and for this week mutation, blizzard mutator goes through expansions.
Rizare
Profile Joined April 2010
Canada592 Posts
June 02 2017 23:44 GMT
#1066
Double post since it has been a while since last post.

https://us.battle.net/forums/en/sc2/topic/20754847672

First, there has been the blue post on co-op. It only talks about Fenix and basically considering to make his praetor form tankier by decreasing the shield regen ability cooldown, remove armored tag from that suit, cheaper disruptors and nerf to carriers by making AI smarter and targeting them instead of interceptors.

Meanwhile, there seems to have been a stealth buff to Alarak death fleet mothership with now 27x6 dmg instead of multiplayer mothership for a total of 162. I think the campaign version had close to 300 dmg but I'll take that.

Finally, there's the co-op map creation contest that you can vote on until friday next week. http://us.battle.net/arcade/en/blog/20799757/top-ten-revealed-play-vote-win-2017-6-2-2017
Rehio
Profile Joined March 2011
United States1718 Posts
June 03 2017 00:25 GMT
#1067
I wish they'd kept up with the "state of co op" posts. Was there only ever one?
Rizare
Profile Joined April 2010
Canada592 Posts
June 03 2017 00:59 GMT
#1068
On June 03 2017 09:25 Rehio wrote:
I wish they'd kept up with the "state of co op" posts. Was there only ever one?

It's the fifth, actually. You can find previous ones here. https://us.battle.net/forums/en/sc2/topic/20749366938
Rehio
Profile Joined March 2011
United States1718 Posts
June 03 2017 01:41 GMT
#1069
On June 03 2017 09:59 Rizare wrote:
Show nested quote +
On June 03 2017 09:25 Rehio wrote:
I wish they'd kept up with the "state of co op" posts. Was there only ever one?

It's the fifth, actually. You can find previous ones here. https://us.battle.net/forums/en/sc2/topic/20749366938


Huh, I feel silly for remembering only one, especially now that I go over those and remember actually reading them. Well that's good to know.
Quateras
Profile Joined August 2012
Germany867 Posts
June 04 2017 09:44 GMT
#1070
What do you guys think of the 10 contest Co op maps?
Trying em out or not bothering with them yet?
"If you don't know where you are going, you can never get lost."
Jared00Ye
Profile Joined April 2010
United States39 Posts
June 05 2017 19:32 GMT
#1071
On June 04 2017 18:44 Quateras wrote:
What do you guys think of the 10 contest Co op maps?
Trying em out or not bothering with them yet?


Tried all except the construction yard, which has a broken link on the Blizzard forum page. Immortal Siege, Primal Ascension, Part and Parcel and Solar Right have good concepts. Pity I can only play 3 commanders with fixed difficulty level. Most of those maps seem too easy in the late game while a bit demanding in the early game.
Gullis
Profile Joined April 2012
Sweden740 Posts
June 10 2017 08:03 GMT
#1072
I played some games yesterday as Swann and got queded with Nova and noticed I could build AA turrets even though I didnt make an engineering bay. Guessing Novas engineering bay made it so I could build turrets aswell. Is this a bugg?
I would rather eat than see my children starve.
Rizare
Profile Joined April 2010
Canada592 Posts
Last Edited: 2017-06-20 04:19:13
June 20 2017 00:49 GMT
#1073
Small incoming changes. http://us.battle.net/sc2/en/blog/20861966/starcraft-ii-legacy-of-the-void-3150-patch-notes-6-19-2017

-AI will deal better against swarm hosts and carriers

-For Fenix praetor suit, armored tag removed, shield ability CD reduced from 8 to 5 sec
-*Fenix control armor suit is maintained within control groups and so. That's a big significant change that I'll like
-Disruptors cost go from 80/240 to 120/120

As for bugs, what could be mentionned are:

-As Abathur, you can use abduct on Nova units if you want to save them.

There's more stuffs that can be found in battle.net post. Still nothing about Chain of Ascension 2nd attack wave and it has been half a year now.

Edit:I didn't understand the HUD update for Swann but turns his UI got an aesthetic change like Fenix and his purifier theme UI. Credits goes to MVP poster on battle.net forums for the pic. http://i.imgur.com/ihUhRCZ.jpg
Rizare
Profile Joined April 2010
Canada592 Posts
July 19 2017 01:26 GMT
#1074
Double posting since last post was a month ago.

Patch 3.16 is up. http://us.battle.net/sc2/en/blog/20859948/starcraft-ii-legacy-of-the-void-3160-patch-notes-7-18-2017
Main highlight is Abathur buffs.

General
-The swarm zerg AI uses slightly less scourges and some mutas are now used

Zagara
-Frenzy attack speed buff is better
-Larva spawn rate increased by 60%. I think it has to do with her old mastery where you could the increase the speed which you gain new larvas.
-Her units have the leviathan skin. For reference, http://us.battle.net/sc2/en/blog/20859945/war-chest-visual-guide-7-15-2017

Swann
-Tech reactor cost is now the same as tech lab. If I recall correctly, original was 50/50 in 50 seconds but now it's 50/25 in 25 seconds. A nice little buff.

Abathur. Since he has alot of changes to cover, I'll start with his general changes and then his masteries.
-His mend/global heal can store 3 charges
-Symbiote attack range is 7 and if you hover over its tooltip, you can see its values now. I think it refers to the little buggers that hover around brutalisks and leviathans at lvl 10.
-Brutalisk ground attack dmg is now 30
-You start the game with 5 toxic nest charges and they won't respawn if killed by ally. Nice little change if you accidently block
-Roaches have the campaign ability where they do more damage to light units as an upgrade on roach warren

Now for his masteries.
-The toxic nest respawn chance mastery now also adds a 2% dmg increase per point
-The original symbiote carapace absorption is now a cooldown reduction for those symbiotes and it's 2% per point. I'm not sure what that means exactly. I'll guess that when the symbiote is dead, it will simply come back faster with that mastery?
-Biomass recovery chance is now chance for enemy to drop double biomass with 0.5% per lvl.

And bugs
-Fenix arbiter suit stasis field can now interrupt ghost nuke
-Apparently you could use Nova airstrike for no cost but that's fixed
-You can't use Vorazun timestop to skip hybrid spawn. RIP
Gullis
Profile Joined April 2012
Sweden740 Posts
July 19 2017 19:09 GMT
#1075
The symbiote mastery makes the symbiote very strong, gets bit of a machine gunny vibe, great for killing rifts on current mutation since even if the bruta get feared the symbiote will keep on shooting!
I would rather eat than see my children starve.
Celial
Profile Blog Joined June 2006
2602 Posts
August 01 2017 07:30 GMT
#1076
Is there any other viable way to play Stukov (that isn't needlessly complicated) but "Red Army", whether by spamming bunkers or using barracks?

I mean, infested marines just do everything his other units do... but better. Minerals never run out, so its not even a cost efficiency issue. Right now I just build eight barracks, march them to the front lines, and then "OH LOOK I HAVE 2k MINERALS AGAIN - AAAAAAAAAAAAAAAAAAAAAAAAAAA" until the objective is done.

I get it, tanks are supposed to be the main gas dump. They have all those cool gimmicks and interactions with the infested. And the "teleport" is actually fucking great. But... why. Why would I ever use them.

Even against enemy waves that are 100% aoe and almost instagib my 200-something infested wave.... I just get another one just as big not even a minute later.

Played him to level 7 now, and don't get me wrong he is unique and WHAT he does is extremely fun! But it really gets stale doing the same thing over and over again. Because not only its the best thing, its also the simplest and most efficient thing.
Do not regret. Always forward, never back.
imJealous
Profile Joined July 2010
United States1382 Posts
August 01 2017 13:31 GMT
#1077
I guess it depends what you think of when you say viable... You can certainly make his factory and starport units and still win, but it sounds like you have already figured out that infantry is way better, so for most people there is no 'reason' to try and make the other units work. His infantry is the only mineral dump available to him, so you'll always be making them anyway, no matter how much of the other units you make.

I think he is kind of like Alarak in that he really only plays one way, but does it really well. When you get bored, play a different commander. /shrug
... 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.
Celial
Profile Blog Joined June 2006
2602 Posts
August 03 2017 02:05 GMT
#1078
How can I tell which enemy waves will come? I watched a Lowko video in which he said you can tell the enemy comp from the first wave, but I can't find a list...
Do not regret. Always forward, never back.
29 fps
Profile Blog Joined March 2008
United States5724 Posts
August 03 2017 02:10 GMT
#1079
I remember there was a link in one of the earlier posts or in another thread. With enough experience playing Coop, you will get a good feeling about what will come based on the first few waves.
4v4 is a battle of who has the better computer.
Rizare
Profile Joined April 2010
Canada592 Posts
August 03 2017 03:00 GMT
#1080
On August 03 2017 11:05 Celial wrote:
How can I tell which enemy waves will come? I watched a Lowko video in which he said you can tell the enemy comp from the first wave, but I can't find a list...


https://us.battle.net/forums/en/sc2/topic/20749865078#post-1

I think the only outdated info is the swarm zerg where some mutas go along with scourges now. For most, you can tell what you'll fight with just the 1st wave. Sometime you'll need the 2nd wave to fully confirm it.
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