Co-op Commander Guide: Karax - Page 2
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Shellshock
United States97274 Posts
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29 fps
United States5719 Posts
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billynasty
United States260 Posts
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washikie
United States752 Posts
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Ulyssez
1 Post
Updating one commander guide to include the Part and Parcel map soonish would be nice. Other than avoiding big red disable circle vs the moebius hybrid, I have no idea what the heck is happening on screen in the fight with Balius. Edit- also no synergies for written posts to include Han and Horner yet. thank you for guides | ||
MilkDud
Canada73 Posts
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DSh1
292 Posts
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weikor
Austria580 Posts
Certain maps, where pushing an objective / while also defending from that same path is required - "tower rush" is a viable strategy | ||
DSh1
292 Posts
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Chimaron
Denmark25 Posts
On February 22 2018 01:09 DSh1 wrote: Just noticed. Transforming energizer gives you 11 gas and you have to pay 11 gas to get out of warping mode? This is a bug that was introduced with the revised Karax tax in the recent update. Blizzard is aware of it. | ||
RaiZ
2813 Posts
I just came back after a long hiatus from sc2 and didn't want to play competitively anymore so... I opted to play some co-op for fun. It's no wonder why it's the last hero I'm trying to level up. Tbh, I was wondering if there wasn't anything else I'm missing ? Because I wasn't lvl 11 when I was playing this hero, so I didn't have instants canons and the like. The best solution I've come up so far was going for fast revived zealots followed by mind control sentries in the upgrades. Everything else is just wayyyyyyy to slow to get an army up especially when 90% of the maps need a mobile one. Canons ? What do I need it for ? They're just there to defend sh.t. I'd only use it for the Trains. It's after I got lvl 11 that I'd go for instant expand. But still it's a pain in the @#$ when I wanted to have an army up. What's more annoying is the fact that this hero have so many upgrades that don't compliment each other. When you compare it with the new Zeratul hero, it's day in night... I'm surprised you want this hero to use Carriers. They're slow to build. They're slow to move. And they cost a ton. I just don't see how is it more succesful than the others army comps when you need an army up fast and use them for the early game. Not to mention you need the upgrades to make it stronger or else they'll just vanish like no tomorrow. And you want to use carriers after all those upgrades ?... Clearly I'm missing something. And yes, I'm using the top bar abilities. | ||
ScaraB
Hungary6 Posts
He has so many tech choices and expensive units, that he cannot pump out armies as fast as other commanders. He becomes more of an army commander by level 15, when you get combat unit reduction mastery. His calldown abilities and easily available Forge upgrades make him a defensive commander. I think that the early game is perhaps the easiest to survive with him, given that you have a cheap and damaging AoE top bar, and you can build shield batteries to prolong Static D life. You can also use Chrono wave to boost upgrades and units, so that everything comes together faster. In low levels, you will tech a lot on one base. Even then, you can still fast expand with 2 cannons+an energizer (use this to boost fire rate) and eco up! Your power spike with Karax is the late-game, where you have tech buildings unlocked and your Solar Forge is in great shape. Since everything is expensive, you will have a low number of units. You should resort to colossi, immortals, observers and carriers, with zealots as mineral dump as an all-round combo, and use one big deathball to melt the opposition. Robo+stargate is great, since the passive Reconstruction Beam also heals mechanical stuff. A few energizers will also boost everything as well, so that dps skyrockets! Last but not least, upgrade that Solar Forge ASAP! With level 2 regen, you will always have enough energy for quickly bursting down stuff (level 3 is good, but not required). Orbital Strike is the cheapest spammable power ever, whilst your chrono wave and purifier beam costs no energy at all. You can melt entire armies with the spammery, and you don't even have to leave units at home or go back with the main army! In my opinion, Carrier-only is bad on low levels (speaking of Brutal difficulty), since they have no AoE and they don't have burst. Sure they can cheese ground-only comps and they get anywhere really quickly, but losing them is fatal and until you have no repair drones, they are also a pain to micro out of combat. Getting robo in the mix makes your life much easier: Immortals will just take care of any hybrid, as well colossi thermal lance is just too great to pass up against marines, gateway units and lings. Also, it takes too much time to build them, as you said! ^.^ | ||
Jermstuddog
United States2231 Posts
Having just discovered co-op and going through leveling up all 16 heroes, I agree that there are 2 major problems with leveling Karax. 1) Nobody writes guides for low-level comps for commanders. This is a wider problem that affects the entire community and all commanders. The most egregious issues, though are with Karax and Vorazun due to how radically their play styles change while they level (and to a lesser extent, Zagara - her play style doesn't change, but she becomes MUCH more efficient and powerful as she levels). Would there be community interest in a "low-level builds" series of guides? I know I would have appreciated it 2 weeks ago and I can see about putting something together if other people are interested. 2) Karax seems to have an inherent flaw in how his leveling talents are put together. It feels like he SHOULD get instant cannons sooner, but somewhere along the line, they swapped it from like level 2 to level 11. His non-carrier armies specifically struggle with anti-air and the whole thing just plain doesn't work well at all. I never found a viable low level build on him, I just eventually hit 11 and it IMMEDIATELY enabled me to play a viable mid-game strategy with his top bar + static defense and go for a much later transition into carriers around the 12-15 minute mark. I felt so much more useful and so much less frustrated once I got the cannon upgrade, it is the most impactful level upgrade in the game in my experience, I don't know why they don't move it to level 2 and move Chrono Field to 11, that upgrade is nice, but not character-defining like many level 2 talents are. 3) For the Mass Carriers strategy, most people are, again, talking from a position of level 15 with 90 Mastery points, while one of his mastery options reduces the cost of units by 22.5%. This lets you spam carriers much more easily, and teamed up with the static defense options, you can use your excess minerals to build little pockets of pylon/cannon/battery walls all over the map throughout the game. It works quite well... once you're high enough level to do it. Karax is the most late-game commander in the game, it makes sense that he also favors high level options, but it can be frustrating when you're learning him, especially considering he's free to many people (assuming you bought LotV) and advertised as having access to "expensive, but powerful units" really they're just expensive, and you find yourself frustratingly useless until you cross the magical line of level 11. | ||
imJealous
United States1382 Posts
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Ganseng
Russian Federation473 Posts
Why don't they decrease the cost of units from 130% to 120% at least, and/or further decrease the solar forge upgrades cost? I know you win anyways, but it feels so painfully slow... | ||
Vindicare605
United States16032 Posts
A ton of what Karax provides is also supply free. His Spear of Adun is global and doesn't contribute to supply. His strong static defense doesn't cost supply either which is a big difference between him and the other strong Defensive Commander: Swann. Swann's defensive schemes always call for Siege Tanks and Siege Tanks cost supply. I've been playing a lot more with Karax lately, and honestly he feels so much better now with the health increase on his units. They actually feel worth the 30% tax, where before they didn't. As for leveling Karax up, I just tweaked it so that I played a lot on Dead of Night and Temple of the Past. It's faster playing a map even a low level Karax can carry on even without the extra XP bonus for playing Random missions. Karax gets a lot stronger with his masteries especially on maps with uncontested naturals where you can take a 16 Nexus and power your economy up faster. | ||
[N3O]r3d33m3r
Germany673 Posts
On June 13 2020 05:29 Vindicare605 wrote:It's faster playing a map even a low level Karax can carry on even without the extra XP bonus for playing Random missions. The random mission XP bonus is uselsess in any way shape or form. It's just 5k XP or so which is nothing compared to the end result. It's always better to pick your missions to your needs. | ||
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