Fezvez's' Co-op guide and hero review - Page 54
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APurpleCow
United States1372 Posts
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imJealous
United States1382 Posts
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Tohron
United States135 Posts
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
76 Posts
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
Canada592 Posts
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
Canada592 Posts
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
United States1718 Posts
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Rizare
Canada592 Posts
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
United States1718 Posts
On June 03 2017 09:59 Rizare wrote: 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
Germany867 Posts
Trying em out or not bothering with them yet? | ||
Jared00Ye
United States39 Posts
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
Sweden740 Posts
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Rizare
Canada592 Posts
-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
Canada592 Posts
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
Sweden740 Posts
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Celial
2602 Posts
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. | ||
imJealous
United States1382 Posts
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 | ||
Celial
2602 Posts
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29 fps
United States5723 Posts
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Rizare
Canada592 Posts
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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