Adapt with new nerf changes

Zeratul:

  • Ambusher: Constant blink in and out is the best way to avoid army wipe and get the most dmg out of them.
  • Cannon: Avoid them getting destroyed by any mean and advise to build them within your base instead of the front.
    The slow ramp up time for massing them can be salvage by using buff Zeratul to defend and attack, also have atleast 8 cannon for projection.
    Use it sparingly and should use it when your legion, allies, calldown are tanking the dmg for your cannon to deploy. After 20 of them have been built, you can use them however you like but spare 5-6 of them in case of emergency.

Mengsk:

  • Reduce starting mandate: This nerf hit quite hard but you can still manage it for the first half of the game by using his bunker for defense against wave, ESO for soften/killing obj and multi fast build.

Stetmann:

  • Infestor/Roaches: Still strong overall but need green and blue field to keep up the survivability and attack dealed (pre-patch Roaches only need blue field to wipe all base/army).

Amon’s Battlecruiser: You can’t kill them fast enough before they fired the Yamato so be ready to tank that dmg or disable them for your unit to deal enough dmg.

Some nerf are quite insignificant like Enforcers reduced air dmg, shieldguard reflect cooldown, … so you can still ignore them most of the time.

If there are any better solution, please share with the community as well to get through these dark times.

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Mengsk can still expand faster than most commanders. He can expand on rock expansions relatively fast and at 2 minutes (when you have 50 mandate) you can do any contested double bunker expand you want that you could do before.

Check out the “Starcraft 2 coop” YouTube channel for videos on how to Fast expand with Mengsk on most contested expansion maps and just adjust that to the 2 minute mark.

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After the patch, instead of both having more laborer and expanding forces, you can only choose between one of those at the start of your game.

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Mengsk: just go mass ESO only every game. The only strategy that was not nerfed. So it’s clearly intended that we play this way.

Does this work on every mission?

It’s coop. Let your partner do the rest. Mengsk clearly has limitations, your partner needs to deal with it. That’s how Blizzard changed Mengsk, can’t blame the Mengsk player.

Any tips on how to deal with the Rattlesnake nerf for Tychus?

Jokes aside, thanks for the effort, brother.

It’s depend on your partner and enemy comp but I would say it work most of the time based on how I play these cmd.

The major problems with cannons right now is that, while they are still a wonderful mineral dump later, they make defending early a lot harder as Zera, especially if my partner is another ‘late bloomer’ commander.

Honestly, the problem was always the projections. Nerf that more if needed, but the nearly doubled cost wasn’t needed.

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Mecha infestors are a complete joke of a unit at this point, they’ve been nerfed like 4 or 5 times and you need to have like 100 apm with them now just to do as good as A-move hydralisk army.

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