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@krlwlzn That makes sense.
However I am still not quite clear how you/people rate commanders. What is not clear is which criteria is used to rate a commander.
I can imagine: Time needed to clear non-mutations. Win rate/Skill required to win non-mutations. Win rate/Skill required to win mutations. How difficult is it to mess up with a commander. ...
However pesonally, I mostly care about how easy it is to win a mutation with a certain commander and then I would rate them on their worst case scenario probably.
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Is there anything other than Mass Carriers, Mass Scouts and Mass Adepts that works with Fenix?
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My ranking assumes you play at a fairly high level so it's clearly not useful to most coop players. Among my criteria are:
1) Versatility. How many viable unit composition does the commander have? Can it deal with all enemy unit comps on all maps? 2) Ramp. How long does it take for the commander to really shine? Can you carry the early game? 3) Mobility. Can you move your army rapidly across the map? Or can you defend other parts of the map without your main army? 4) Skill cap. How much better is the commander with good control and game knowledge? Does it perform significantly better with high apm and good macro? 5) Late game cost effectiveness. Can the commander deal with the later stages of long levels cost effectively? 6) Carry potential. Can you consistently carry weak players with your commander? Can you solo missions? 7) Mutation proficiency. Is the commander regularly in the top five pick for mutations? Is it reliant on coordinated strategies with ally?
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On October 30 2017 08:58 LotharAxe wrote: Is there anything other than Mass Carriers, Mass Scouts and Mass Adepts that works with Fenix?
I favor colossus and Carriers when you're not up against air. Collossus usually do more dps than carriers, but are naturally vulnerable without good anti air.
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On October 30 2017 08:58 LotharAxe wrote: Is there anything other than Mass Carriers, Mass Scouts and Mass Adepts that works with Fenix?
Adept immortal is generally better than pure mass adept when there are objectives to kill (minus VL ofc).
Mass scouts isn't really a good comp imho.
Carrier scout or Carrier Adept are both better against objectives than pure carrier. In fact... pure carrier + Talis is the highest theoretical dps at full max.
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I've been loving these guides. Are they going to continue or are you only doing the first 6?
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They are probably being disrupted by Blizzcon last weekend. Hopefully start again soon.
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On November 09 2017 01:48 ScrapBrain wrote: I've been loving these guides. Are they going to continue or are you only doing the first 6? Yes. Blizzcon disrupted the schedule. The next guide (Karax) is in good shape and will be released on monday. After that, it should continue as normal - one guide per week, with Abathur being the next.
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Love these guides, great stuff!
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It has to be said about DA though, there is something very appealing with having 237/200 supply...
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Hello! Interested in your opinion. Mass Void Ray + Dark Templar. Mass voids vs air and armored. Dark Templar vs ground. Corsairs are much faster Templars and cannot be placed in one control group. It is necessary to separate the keys. And Rays+ Dark Templars can be placed.
Why Corsairs+Templars and not the Void Rays + Dark Templars?
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And the second question. The game is in the mass air. How to resist against the vipers and Raven missile WITHOUT black holes? Need dissolve the mass air 2-3 control groups? I can't click on a unit with induced missile and to divert it as very hard to get the mouse.
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I played a few games with 4 stargate Corsair-Oracle to see if that's now a viable composition. It worked incredibly well! Might be a bit fragile for most mutations, but it's a fun cloaked super mobile strategy for missions and doesn't actually take as long to ramp up as I had feared. It wouldn't be possible without the buffs I think, but with the Oracle gaining cloak (and thus, respawns), and with strike from the shadows adding both energy regen and damage now, and with oracle damage getting buffed, and the initial cost of pulsar beam being removed.... It's now quite good. I'd definitely recommend it to others. It also just absolutely SHREDS air based compositions of course, but nothing new there. I haven't played against all compositions yet, so maybe some might be hard for it to take down, but so far so good anyways. The oracles are a little bit fragile though but with the corsairs coating the ground in disruption webs that not a problem.
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On September 05 2018 15:18 TheDougler wrote: I played a few games with 4 stargate Corsair-Oracle to see if that's now a viable composition. It worked incredibly well!
I tried that too, and it is really good on certain missions, not so good on others. Oracles need some micro so as to not run out of energy, and can't deal with sustained attacks (so no miner evacuation), but this comp really shines when it comes to destroying a heavily-fortified enemy base, with corsairs disabling ground and killing air, while oracles can move way faster and do not block each other's path when dealing with structures, unlike DT. The ramp up is much faster too.
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