Hi all. I’ve been playing Co-op since the first day. Well, I didn’t play regularly but at least I have all commanders except for Stetmann and Zagara.
Co-op is such a nice content but there are few things that I want to suggest.
Swan
I strongly suggest to buff Swan for early game. He is very vulnerable at the beginning. Turrets? then it will take much longer to make units. Early units are also weak until you have mass units. This is because Swan’s units are quite expansive. Decreasing the cooldown for ARES from 240 sec to 120 sec like Raynor’s banshee can improve this issue.
Cyclone is totally useless, especially for co-op. They should increase its damage or change the concept. Because cyclone is meant to against small armies with expansive units. But that concept won’t work in co-op. It would be nice to improve overall spec like the ladder version.
For Thor, it would be nice to give anti-air weapon like a ladder version of Thor.
Karax
Turrets are fine but units are not. Without mastery power set 1, they are extremely expansive and yet kinda limited. Don’t forget that you need to spend a lot of resources on upgrading turrets and Spear of Adun. Even with power set 1 combat unit resource cost, it’s still difficult to use units. Why not remove the resource penalty?
Power set 2, Chrono Wave Energy regeneration is totally USELESS. It regenerates only 30 energy at max level! Seriously? Increase the amount of energy from 1 per point to 3~5 per point.
The purifier beam’s cooldown is TOO long. And yet is it really that worth it to wait that long? Tychus’ nuke, Mengsk’s nuke, and more. 450 sec is too long so it would be better to decrease its cooldown to 300 sec.
Alarak
He has limited combinations for creating armies. You have to make both Havoc and supplicant no matter what happens. I seriously feel that Alarak need more units. Slayer, Ascendent, and mechs. That’s it. Why not add more air units? I don’t play Alarak that’s much because of limited combinations that I can.
Stukov
There’s a huge gap between infested mech and infantry for Stukov. Most players used infested bunkers because they can easily send free units that they don’t need to make infested barracks. Who wanna pay for infested marines which cost 25 mineral while it won’t last forever and dies? I would suggest lowering the mineral cost from 25 to 10.Giving anti-air bullet upgrade would be nice too.
Dehaka
Impaler’s upgrade is totally useless. Impaler itself is too powerful that tenderizing enemy units wont gonna do anything for Dehaka. Most units will die instantly so what’s the point of upgrading?
Han and Horner
Salvage is very useless and yet it’s easy to lose Han’s units. I’m still confused about their concept. Blizzard should increase the amount of salvage at least.
Sovereign BC’s ATX laser battery is quite useless. This is because Sovereign BC has a cooldown while both Raynor and Mengsk can make as many as possible with a better spec. Mini Yamato is fine but not that great especially since you can make 5 or less. My suggestions are 1. Increase mini Yamato’s damage to 300 at max. 2. Apply special ordnance which allows BC to shoot multiple targets at once.
Deimos Viking isn’t great in fighter mode. Most people would get Asteria wraith for better spec and performance. Perhaps they should rework this unit?
Assault galleon has attack delay and yet it’s very expansive. Drone hanger costs 100/200 which means 500/1000 for 5 Assault galleons! This is a huge problem since you need to spend tons of gases from the beginning and it will take a lot of time to get either air units or bombers. 100/100 would be better.
Widow mine isn’t that useful for co-op. It consumes gas and yet it’s easy to die. You probably gonna waste tons of gases.
Tychus
Lt. Layna Nikara is not able to do self-heal without her ability. Why not allow her to heal herself as a medic hero like Stetmann?
Mengsk
Sky Fury isn’t great. This is because there are better solutions such as Dominion troopers with missile launchers, Shock division with Imperial Intercessor, Pride of Augustgard, and Blackhammer. Raynor’s Viking is the best Viking and that’s why other versions of Viking sucks. Idk what to suggest.
Emperor’s shadow… I don’t use it. Mini nuke is a joke and its ability isn’t that powerful. I would say Nova’s ghosts would be way better. If you wanna use mini-nukes, you better build a lot of them. But does this effort worth a lot compared to other Mengsk units? No… It uses energy so if you used all energy, then good luck.
Power set 1 and 3 for the Royal guard is meaningless and useless after I tested. They should buff this.
The problem with adding in Air is that the Tal’darim arsenal is pretty limited when you factor in the Death Fleet. The only ones you get to play with in the Campaign are the Destroyers and the Mothership – Both summonable from the Death Fleet. You could give him Carriers or Tempests… But what can they do that other models can’t?
I’d like to see the Blood Hunters, though. Got a small taste of them from the mission The Host, but we didn’t have much use outside of that. It’s signature ability, Void Stasis, is also being used by Vorazun, so we’d need to give it something new to use…
It’s simple. Remove destroyers from the Death Fleet and bring campaign version of Tararim mothership with some improvements.
In this way, there are more options to add air units: Tardarim’s carrier, phoenix, and void ray. Void ray or destroyer has its own attacking design so it’s fine. Phoenix or Skytalon was meant to be a bomber base on the data mining. For the carrier, they can make something different. Tempest with a splash attack might be a great idea.
So yeah, adding air units for Alarak won’t be a problem.
Via mastery? A.R.E.S. bots are already extremely powerful, much more so than the Dusk Wings in my opinion.
It’s long been said that the Goliath outshines most other Swann compositions when it comes to damage output (save for Siege Tanks + Hercules + turrets but that is a lot of micro) and it requires less effort to do so. Hellion + Cyclone is one such composition, totally viable, yet outshined by Goliaths. Also pretty high vespene cost.
Again, it is not useless, although I wouldn’t call it good either. If you want to skip one or two Solar Forge energy regen upgrades it is a go to Mastery.
Agreed. I’d much rather see a 360 second cooldown on it.
I believe because Alarak was made in an era where Commanders had to have more pronounced weaknesses. And maybe also because they were planning a Tal’darim air based Commander.
They should fully remove Salvage and either lower unit costs or add a different mechanic that allows Han’s units to raid and steal resources from enemies.
Than it’s not mini anymore. It already isn’t really. The other battery is also fine, it does good damage, and the Sovereign is meant to be a flying fortress, which it is.
Powerful does NOT mean Swan can withstand the early game. If you ever visit Asian server, many users complaining about Swan commander. Swan units are expansive and it will take a lot of time to build an army. Building turrets may help him to defend from the beginning but more turrets mean less units.
It is useless. It gives only 30 points at the max level. Chrono boost can be used only few times and 30 points isnt worth it.
Adding air units would be a problem. He still has a weakness even with air units anyway. At this point, he has only few combinations to build army and that’s the problem.
Then change the name to Yamato instead. This is because Horner’s BC can be called around 5 units! Raynor can make tons of them and even Mengsk’s BC is expansive and yet you can have more than 10 based on the map.
The battery is weak compared to Raynor and Mengsk. Raynor’s BC can shoot faster while Mengsk’s BC has more firepower. This is why I suggest to add special ordnance which allow BC to shoot multiple targets at once. I’m trying to make Horner’s BC be unique compared to other commanders base on its cost. Too expansive and yet not that powerful. I usually can have 5 BC and that’s it.
SC2 developers failed to specialize both Mengsk and Horner’s Vikings. Raynor’s Viking is way superior and yet much cheaper.
Deimos Viking’s assault mode is fine. Perhaps they should buff Deimos Viking’s WILD missile ability since this unit is specialized to attack multiple units. It shoots only 5 missiles to a single target! Why not add more missiles with splash attack?
I think Karax’s 1.5 times penalty is totally useless for units and purifier beam. His units aren’t that great anyway and you need to spend a lot of resources on upgrading turrets and Spear of Adun if you choose that way. But for units, it is very limited. They are forcing Karax to be a turret commander.
Kerrigan is almost done being perfect, just some touches and it will be all good.
Healing or Regeneration inside the Omega Worm?
Making healer units healing others would be great. I don’t use Queens that much because I can simply set up Hatchery for more units and Nydus for Creeps.
If Kerrigan Queens can heal inside, they’ll have much more use!
Kerrigan’s Burrow
Can we have Kerrigan heal much faster when burrowed? Or Zagara for that matter?
Balance Kereigan’s Third Mastery set
You have two Mastery in 3rd power set.
3.1. Super fast and cheap research
3.2. Kerrigan increase in ability attack and Attack speed
The 3.1 is the wayyyy better choice because you save tons of Money and time upgrading your units!
For All ground upgrade + Kerrigan + Hydralisk upgrades you get whopping 2475 Mineral and gas (990 with full mastery). You can make powerful army quickly and cheaper
While 3.2 increases abilities attacks and speed by 30% of Kerrigan Only… the Balance is too broken.
My suggestion for 3.2 Mastery is to increase 30% to 45%.
Please have a look at CHAIN REACTION
Lot of people disagree on me with this but I am serious on wanting to tell the developers to consider…
Have Chain Attack do spell damage (armour value decreases her attack)
Have Chain Attack recover Carapace
Have Chain Attack correpsond to Kerrigan’s current attack
Instead of 10 fixed damage change it to 25 or 33% of current damage
Have Psionic Shift charge Fury and have Kerrigan much less damage when Psionic Shifting.
Remove -3 range penalty for Kerrigan
Have Fury state extended to 15 second and have her gain +1 Energy per stack.
Would be nice if Kerrigan can get +15% instead of +10%
Broodlords inherit Rapid regeneration (they are too fragile and vulnerable).
Meh, I’m neutral on all those points.
If I would change anything it would be something to distinguish Lurker/Ultralisk/Broodlord. They kinda all fulfill the same role in my eyes…
I know it has regeneration, hydras get healed quickly but Ultras and Kerrigan takes more time when they are heavilty damaged. For me I don’t use Queens because I dont see the point in them.
I would spawn more if they have autocast on abilities though.
I’ve actually found that a mix of the two is quite a bit more powerful than going all in (or 29 points) on 3.1.
Sure, your units come out weaker for a bit longer, but end game and early game Keri (both CO and hero) get far stronger the more you put into 3.2.
Afterall, cheaper research doesn’t matter when you haven’t gotten the buildings out, and cost reduction doesn’t matter when you’ve got it all researched.
Notably, the attack speed portion both works extremely well with her attack damage mastery, and mutating carapace scales well with the added damage as well.
Kerrigan and Zagara (two earliest Heroes) are strangely unbalanced with your main army and their role become rather underwhelming compared to the other recently added heroes.
For Kerrigan, when you go with air or ground army, Kerrigan alone is not enough to Balance out the weakness of either.
The enemy composition heavily dictates on which army you should go, and I think Kerrigan should play the role on remedying that situation more than she is now (I know her Immobilzation wave enables you to avoid damage but the army should be able to avoid them on their own accord).
Ground: (Ultralisks and Hydralisks) Kerrigan does not provide enough firepower, even if you beat air compo lots of Hydralisks will die (I can replenish them until my resources) and eventually your resources will be exhausted.
Air (Mutalisks, Broodlords): their are plenty of air and ground Anti air sometimes they are accompanied with powerful ground units. Zerglings and Kerrigan can remedy that but Zerglings are fragile and Kerrigan “die” in 3 seconds even when she is crazy attacking the enemy (you also need to control the Fragile Mutalisks while doing that).
Zagara is different, she is mostly very support heavy hero and she can also use some revamps (seeing that her army lacks staying power).
Other Heroes are extremely useful more so than Kerrigan and Zagara through the entire game.
Kerrigan - Early Powerful but drops in later game, her immobilization is a saving grace, Her Chain reaction on particular needs heavy improvement (needs revamp)
Zagara - Early also Powerful, but she sustains her power even in the late game but there are some areas that can be improved (revamp) she is in a sense a better fighter due to her spell skills.
Nova: Her powerful top skill abilities and stances makes her powerful even alone.
Alarak: weak alone but insanely powerful with army
Fenix: his Armour has many abilities (though his energy regeneration is bit slow)
Dehaka: Enough said
Tychus: no introduction
Zeratul: he is mostly a 2nd worker for gathering artifact but can use some improvement (void fury can be implemented in his Blink)
I am more fixated on fixing Kerrigan becuase she fights in close combat thus she does needs lot more endurance.
I know what you are saying but I disagree. I’ve been playing Co-op since the beginning while
They are not the only unbalanced heroes in early games. Tychus, Nova, Zeratul, Alarak, and even Dehaka. You have no idea what you are saying. This is called balancing.
Tho I agree, that’s the point of her weakness. Dont forget that Co-op is meant for two players to work together, not alone. Every commander has strengths and weaknesses.
This is why you need to control them separately. If Kerrigan dies in 3 sec, it’s your controlling problem.
There are no other heroes with Kerrigan’s firepower. Also, it’s about balance.
I have to say some of them are wrong.
Nova: She is powerful but not powerful against armies. She becomes weaker at the end. You know that Amon sends armies every few mins, right? Do you really think Nova can fight them alone? NO. Especially Hybrid Dominator. It can kill Nova with one plasma blast so easily. She is powerful but she is not powerful to against army and specific units.
Alarak: That’s the concept. You cant compare him to Kerrigan.
Fenix: Fenix does not have commander ability instead of his armors and I found this pathetic. If you lose all armors, then it will take several min to restore them and that’s a huge problem.
Dehaka: He is very weak and vulnerable at the beginning. I have to say he is the weakest hero in early games. Even he grows and attack with his army, he stills needs to control separately in order to provide supports.
Tychus: He uses only heroic units but he is weak without upgrades. Nothing new.
Zeratul: He is not meant to fight against armies like Nova.
You never played ladders right? Brood lords have the firepower and super powerful until opponents get anti units like Thor. Brood lord is meant to be weak and it’s a concept for that unit. What do you expect? I kept saying to you that you need to control them properly. Your skill is also important.