Co-op Commander Concept: Valerian Mengsk

Background

During the End War, Valerian Mengsk is still relatively new to the throne, having inherited his father’s empire and legacy, for better or worse. With loyalists on one side mourning the loss of his father and unwilling to trust the heir that willingly helped his murderers, and rebels on the other who see him as merely the next dictator like his father, Valerian Mengsk has to tread a fine line in politics while also fighting a major war.

To make things worse, Amon has already taken over a considerable portion of Dominion territory, necessitating Valerian to command his armies to go on the attack to retake them and rescue stranded civilians. This is a tall order for the Dominion army, which is specialized in defense. As such, Valerian relies on his old friend, research and technology to help him.

Playstyle
Valerian’s army is divided into two distinct sections, a front line of disposable robors that want to be aggressive and dive into the enemy to draw aggro with short ranged weapons, supported by a rear echelon of hard hitting units with lots of DPS and range. The nature of the range on the units make micro slightly easier, as the two groups will automatically fan out into roles due to their range differences during an A move. However Valerian still does need a fair bit of micro, good siege tank positioning and keeping an eye on the health of his units (and maybe some cheeky medivac micro on Brutal+) is vital to getting the most out of him.

Overall, he is a versatile commander that is good at both offense and defense. His biggest weakness is the lack of rapid reployment capabilities and only one offensive calldown, instead relying on medivacs to transport his army to respond to threats.

Mechanics

Valerian’s unique mechanic is Public Support. Public Support is a measure of how much the public loves and supports his decisions, which influences his effectiveness on the battlefield. A high public support allows him to improve his fighting ability by improving troop morale, speeding up research times, and unlocks top bar abilities.

Public Support rises and falls based on Valerian’s performance on the battlefield. Losing men and crewed units will cause Public Support to fall, while eliminating Amon units will cause Public Support to rise. Completing a major objective (such as killing void thrashers or defending a shuttle) or a bonus objective will cause Public Opinion to rise sharply. Thus, Valerian will need to be careful about losing too many units while completing his objective. To aid him in this, Valerian also has access to numerous Robotic Units. Robotic Units are uncrewed, and as such are expendable - their death does not result in a loss of Public Support. However, Robotic units also do not benefit from Morale. Thus keeping a careful balance of Robotic and non-robotic units is the key to playing Valerian successfully.

Morale is directly related to Public Support. Higher Public Support means higher morale. Higher morale units gain a bonus to their attack speed, while extremely low morale would cause units to suffer a penalty to their attack speed.

Alien Technology has always been Valerian’s interest, and decades of studying Xenotech has paid off. Valerian Mengsk gains access to a wide array of prototypical xenotech, from relatively tame Umojan research, to zerg, to protoss, to Xel’naga. These technologies are still rare and difficult to field though, so acquiring them requires time and resources, and public support to use taxpayer’s money on it!

Warp In Units Due to the casualty ratings of hot dropping orbital pods, Valerian has looked into safer ways to bring in his troops. During the Second Great War, Mobius researchers have looked into ways to reverse engineer Pylon technology. That technology has since been seized and repurposed for the Dominion. Valerian’s buildings all have a Khaydarin crystal inside them, providing a power field around them for him to warp his units into, bypassing the dangers of orbital insertion. This power field also functions for allied Protoss commanders. His medivacs serve as a mobile warp prism, allowing him to resupply his units at the front line easily, warping them directly from his factories, to the front.

Note: Due to Valerian’s reliance on Robotic units, his tech tree has the Barracks and Factory swap positions. He must build the Factory first to unlock the Barracks.

Units

  • Sentry Bot
    35 Minerals
    Robotic Ranged Infantry
    A pseudo Marine of Valerian’s army, Sentry Bots provide early game ranged firepower at a very low price. Unfortunately you get what you pay for, and they are not very good. Great for screening your more valuable units though, or soaking up Baneling Busts. They can be upgraded to have flak cannons, dealing a small amount of splash damage when firing at air.

  • Predator
    100 Minerals
    Robotic Melee Infantry
    The Predator provides an expendable but durable front line that is strong against light troops with its AoE attack, while also being able to soak up suicide units and spell fire. The Predator can be upgraded to self destruct on death, taking out numerous light units around them. In addition, advanced Psi Disruptor technology can be incorporated into the Predators, disrupting Amon’s control over his minions in an area around the Predator and causing them to function less effectively (move slower, shoot slower).

  • Drone Frigate
    100 Minerals 25 Gas
    Robotic Anti Air
    Drone Frigates are robotic air units that constantly produce an swarm of smaller drone missiles that are launched at hostile air units. The missiles explode on impact, dealing bonus damage against light in a decent splash radius, making it ideal for dealing with enemy light air. Much like Protoss Reavers! However they do tend to suffer against heavier air units. Worse come to worst, the frigate itself is robotic, and thus expendable. The Frigate can be upgraded with a weaker version of the Neutron flare cannon, making it even more effective against light air units.

  • A.R.E.S. War Bot
    300 Minerals 150 Gas
    Robotic Ground Superheavy
    Remember how you would always hack these in campaign? Well, they are here for a strong robotic unit in the late game that can dish out as much as it can take. You can spend additional resources on it to upgrade it with the right weapons, be it a flamethrower, anti armor cannon, or anti air missiles! Its biggest downside is its short range, but hey, thats the point of robots right? Add on a xelnaga tech derived prototype shield and this baby can soak up some fire!

  • Dominion Marine
    70 Minerals 30 Gas
    Ranged Infantry
    The cheap disposa- Oh right… people dont like it when you send bodybags home. As Valerian, your marines as no longer as disposable as you would like. So they cost a little more for better gear. Dominion Marines have LMGs that have superior range and DPS. 7 range to be precise, and 9 damage! They also come default with better armor too, giving them a whopping… 75 HP. No stim packs though, turns out those side effects are not good for PR. Still, not all is doom and gloom, they can be upgraded with prototype xel’naga shields, giving them an additional overshield, as well as U-238 shells, which give them even more range. After all, what price do you put on your loved one’s protection anyway? They also benefit from morale, so if you keep them alive, they become quite the force.

  • Dominion Siege Tank
    Anti Armor/Artillery Vehicle
    200 minerals 150 gas
    The Dominion Crucio Siege Tank was fine and dandy, but it showed its age in The Second Great War against the Zerg. Borrowing some ideas from the Umojan’s Imperio Tank (who Valerian works with), the new Dominion Siege Tank fires napalm shells that cause a damage over time effect and slows enemy units. It can be upgraded to increase its blast radius. It can also be upgraded with nanite shells, which also heal allied units in its area of effect! They can further be augmented with a toxin derived from Vile Roaches, which also slow down enemy attack speed dramatically! Fully upgraded and at high morale, Valerian’s siege tanks are scary.

  • Medivac
    150 minerals 100 gas
    Support Air Transport (Detector)
    Valerian’s Medivacs are not like traditional Medivacs. Carrying within them a Khaydarin Crystal, they serve as reverse engineered pylons, which allow Valerian to quickly warp in reinforcements around them. They can also rapidly pick up and redeploy deployed siege tanks. Their healing beams can also be upgraded to heal mechanical units AND restore shields! A perfect combination of terran nanotech with protoss shield batteries. They can be also upgraded to incorporate advanced scanner systems, granting them detection.

  • Warhawk
    Ranged Air
    250 minerals 200 gas
    The Warhawk is equipped with a powerful long range laser battery that is effective against armored units. Capable of shooting while moving, this allows the warhawk to stay at a safe distance and snipe away at enemy units. The Warhawk can be upgraded with automated blink packs, which allow it to blink around, as well as avoid lethal damage.

  • Logistics Cruiser
    Unique Support Air
    800 minerals 600 gas
    The Logistics Cruiser is really expensive for a battlecruiser that does not have a Yamato cannon. Instead of focusing on offensive bombardment, the logistics cruiser instead focuses on keeping allied troops alive. It creates a constant AoE field that bolsters the armor of nearby units. This field can be temporarily boosted to give a sudden spike of damage resistance when needed. It can also active Point Defense mode, which disables its weapons, but allows it to shoot down incoming projectiles for a short duration around it. The Logistics Cruiser can be upgraded with adaptive plating, which provides temporary hitpoints when the Logistics Cruiser takes damage. Lastly, it can be upgraded with Xelnaga technology derived Disruption Nova, which replaces the Yamato Cannon and temporarily stuns in a moderate area, making it idea for stopping high threat targets.

Unique Buildings
Valerian uses the same Command Center, Supply Depot, Barracks, Factory, Starport, Engineering Bay, Armory and Fusion Core that other Terran commanders use. All of Valerian’s buildings generate a small power field around them.

  • Planetary Fortress
    Base Defense
    150 minerals 100 gas
    Instead of the traditional orbital command that most Terran commanders use, Valerian prefers the construction of planetary fortresses, to protect his workers while they are performing their jobs.
  • Tank Bunker
    Defensive Structure
    100 Minerals
    A traditional terran bunker capable of holding up to 4 marines… or a siege tank! By opening up the roof, the bunker can provide a turret down protected position for the siege tank to fire from, safe from the dangers of psionic storms or viper abducts. The bunker also has equipment that assists with the tank’s firing computer, increasing its maximum range (even more!) and also eliminating its minimum range.
  • Radar SAM
    Defensive Structure
    100 Minerals
    The Radar SAM is Valerian’s missile turret. The can be upgraded to have significantly increased range (thus allowing it to deal with brood lords), significantly increased detection range, and to act like a Sensor tower.

Abilities
Valerian starts at 50 Public Support and can store up to 200. Losing non robotic units reduces Public Support by 1 per supply of unit lost. Killing units raises Public Support by 1 per 5 supply of unit killed. Completing an objective raises Public Support by 30.

  • Inspiring Speech - Unlocks at 75 Public Support
    All of Valerian’s and allied units gain the bonuses of max morale for a short duration. If already at max morale, then increase attack speed by a further 25%.
  • Levy War Taxes - Unlocks at 100 Public Support
    Provides an immediate grant of 300 minerals and 300 gas at the cost of some Public Support (Taxes be unpopular!). Very useful for fast teching and fast reseraching. Long Cooldown
  • Warp Artillery Bombardment - Unlocks at 125 Public Support
    A short and intense barrage of artillery shells is warped in right above the target area, severely damaging any enemies caught inside. Moderate Cooldown
  • Hero of the People - Unlocks at 175 Public Support
    Convert a group of enemy units to your cause. Does not work on Hybrids or Heroic units. Long Cooldown.

UPDATE 1: (8/25)

  • Remove Strike Fighter, Added Drone Frigate (Credit: Marrossi)
  • Revamped the Medivac. Added Warp Prism technology to it, and also made it a detector. (Credit: ZealousGamer)
  • Improved the flavor of Artillery Bombardment, now warps in artillery shells over the target.
  • Added a bunch of alien technology upgrades
  • Added Tank Bunker and Planetary Fortress.
6 Likes

Maybe choose a differnt name for the strike fighter, Horner already has them, and yours fills a differnt role being a completely different unit. Being a precision bomber compared to an interception fighter.

edit now that I finished reading: I like the concept especially public support being pretty much Imperial mandate from Daddy Mengsk, that also effects the generic units. What abilities are on your OC Mules and scanner sweep? that steps on Raynor Toes a bit, only Scanner sweep, that sounds boring, supply drop and scanner sweep maybe? The medivacs seem to be pretty generic, Maybe give them stim Drones, where the units healed by the medivacs have an stim effect applied to them. (taken kinda from morales) Think of it as a controlled administration of combat drugs. Preds and Sentry Bots more or less are filling the same role. maybe ditch the sentry bot and give preds a leap simlar to Kaldalis.

1 Like

This is an interesting idea. Immediately obtaining big chunk of resources. Terrans in Coop have always excel in obtaining more resources and faster than other races, eg. Raynor, Swann, HH and Stetmann (he’s human).

If only Raynor cares about his marines like Valerian’ :sweat:

Overall Good concept :+1:

2 Likes

I always thought Valerian would use plenty of Umojan units (Umojan Marines as he had them as bodyguards and Umojan Ghosts as they fit him best).

How about Valerian using the reverse-engineered Pylons from Legeacy of the Void’s Prologue?

Thanks for the suggestions

MULES are very much a Raynor thing, but with the unit roster already so cramped, especially on the air side, I couldnt find a space to slot in a cheap detector unit. The best unit to take it would be the medivac, but its already pulling a lot of roles.

I agree the medivac is kind of… generic, however it serves an essential role in the roster, and that is healing. Suggestions for replacements could work, but it would need to be pulling heavy duty as a healer/damage soaker. I kinda wanna avoid this unit giving too much power offensively, since Valerian has a lot of offensive power already. He needs something that can heal and help his rear echelon units take hits, especially from stuff storms, fungals and yamatos.

The sentry bot serves a purpose of cheap, spammable AA. If I were to replace them then the replacement unit will need to be a robotic unit able to shoot up at air. Valerian cant really rely on Marines for AA early game.

Thoughts for how to fill those roles could be interesting.

Valerian definitely has Umojan support, but I imagine as the new Emperor he is gonna be relying heavily on Dominion men and equipment to be supplying the bulk of his force, and augmenting what little he can with advanced tech. He wont be able to deploy Umojan troops except as elite shocktroopers (and thats kinda Nova’s thing)

As for the pylons, how do you see them working for him? Would his buildings need to be powered by them? Can his units warp in on pylons?

(Also a thought I had for incorporating Umojan Tech was to allow Valerian to research 4/4 upgrades, as one of his commander unlocks)

1 Like

I like this concept a lot. I think it fits well into Valerian’s character. Nonetheless I believe it could use some refining.

One thing is that many units are similar to those of other commanders so maybe more drastic changes to siege tank (as a primary healer) and medivac (offensive focus and maybe also detection)

Second thing the concept of high tech (and alien) upgrades seems little under-used.
I think having limited amount of special research points to upgrade selected units would play out well (maybe have an ability to acquire more at the cost of PR)

Third thing is Strike fighter as the units is IMO too “simple” and overlaps with Warhawk. Maybe replace it with flying Widow mine or something unique and crazy.

Lastly Artillery Bombardment is really boring and Hero of the People feels weird if you consider using it on Zerg or Protoss.
I don’t have better ability suggestion.

I hope you continue with this (regardless of my suggestions) since it has a lot of good aspects.

Honestly, Valerian is the only Commander that makes sense using Umojan units. He has had them in the past. Umojan troops wouldn’t have to be elite. But, they could get special upgrades that make them more valuable.

I’d think it’d be for warping in his army. That is what happened in the Prologue. Enemy forces warped in using the Pylon.

One thing is that many units are similar to those of other commanders so maybe more drastic changes to siege tank (as a primary healer) and medivac (offensive focus and maybe also detection)

Maybe. I had to run a careful balance between Emperor of the Dominion using Dominion troops and new and refreshing units. Valerian cant revamp the entire Dominion military after all, and Valerian is supposed to represent the new Dominion. I agree that the siege tank and medivacs are a little bit repetitive, but I wasnt sure how to push them into a different style like the marine.

On the other hand, the siege tank fits Valerian’s style of hanging wayyy back with his valuable units and shelling enemies from afar while robotic units soak up the damage, and it is an iconic Terran Dominion unit.

Someone else suggested giving Valerian those Terran reverse engineered pylons and allow him to warp in his army, and it occured to me that maybe we could merge warp prisms with medivacs, thus allowing him to constantly resupply his frontline with disposable units while also healing allied troops. This makes the medivac very different from the conventional unit.

Second thing the concept of high tech (and alien) upgrades seems little under-used. I think having limited amount of special research points to upgrade selected units would play out well (maybe have an ability to acquire more at the cost of PR)

Thats honestly a brilliant idea. I’ll get to fleshing out that part and expanding the esoteric alien upgrade tree. Im on the fence about having a limited global pool of upgrades (which would limit the units that Valerian can upgrade, which would somewhat restrict his army composition), or making it so that his non-robotic units have a choice of two upgrades, where picking one removes the other.

Third thing is Strike fighter as the units is IMO too “simple” and overlaps with Warhawk. Maybe replace it with flying Widow mine or something unique and crazy.

The intention of the unit is to provide an aerial buffer unit against enemy air, especially Scourge. Scourge are extremely hard to deal in the mid game with and can cause heavy medivac and public support losses with no real good counter apart from face tanking. Your idea is very interesting though, and I think I might have an idea.

Lastly Artillery Bombardment is really boring and Hero of the People feels weird if you consider using it on Zerg or Protoss.

Im thinking of other offensive options for Valerian, stuff that is cool and impactful as opposed to mere stat buffs or resource funds. Artillery was just a variation of the AoE nuke that a lot of people get. There is an alternative that someone else suggested, and that is to call in Umojan troops for support.

As for Hero of the People being weird, consider that Dark Archons can mind control things without minds :stuck_out_tongue:, Infestors can neural parasite things with nervous systems, and 9mm spike bullets can bring down a battlecruiser. Sometimes an inspirational speech does wonders.

EDIT: Updated the OG post, comments will be welcome :smiley:

Honestly, Valerian is the only Commander that makes sense using Umojan units. He has had them in the past. Umojan troops wouldn’t have to be elite. But, they could get special upgrades that make them more valuable.

True, but he is the Emperor of the Dominion now, so the vast majority of the troops under his command are going to be Dominion troops. Public Support also kinda doesnt mesh as well with Umojan troops, since Dominion citizens arent gonna care as much when Umojans die, and the Dominion military might honestly see them as a threat to their own power. So I would rather Valerian buy and use Umojan tech rather than use their troops wholesale. Plus I doubt Umojans will want to do the Dominion’s dirty work anyway :stuck_out_tongue:

I’d think it’d be for warping in his army. That is what happened in the Prologue. Enemy forces warped in using the Pylon.

That is a brilliant idea. It reduces the risks of casualties from AA fire during orbital drops. Pylons kinda are clunky and weird to use for a terran faction though, since you need to devote an SCV to building them. However, take the warp prism, merge it into the medivac, voila! Also make Valerian’s buildings generate a power field so you can warp in at home base.

EDIT: Updated the OG post, comments will be welcome :smiley:

2 Likes

The changes look solid to me, good job.

The thing is, we have like 5 siege tanks in Coop already. So what about using Liberators instead?
They are long range setup unit, are new with LotV (so after Valerian came to power), deal precision rather than collateral damage, could be given some interesting upgrades (like tactical jump or increased dmg with every shot) and are only present twice (with Stukov’s not even having the iconic liberation mode).
One downside is that it may be better to replace Warhawk with ground unit and losing the rather interesting Siege bunkers.

But maybe more supportive/utility ability would be more fitting for Valerian.
For example he could summon large number of hallucinated units to soak up dmg. It’s a Protoss tech, it fits his playstyle IMO and it’s hasn’t quite been done before as Valerian (or his ally) still need to move in actual army.

Including some Umojan units would be good I believe. Their “twist” could be having additional cost in PR (since people may not like Dominion relying on foreign power to win their battles) or even kills done by Umojan contributing less PR. This way Valerian would have to carefully balance number of robotic, Dominon and Umojan units.
Umojans don’t even have to be calldown, simply give Valerian new building called Umojan embassy that acts a bit like Horner’s starport but all units share cooldowns and charges.
Theoreticaly the Umojan units could be relatively micro-heavy casters to really allow good players to shine. Casters are perhaps the only thing current Valerian doesn’t have much of and fit the advanced tech theme.

I’m honestly suprised how this concept got me so engaged :joy:

1 Like

The thing is, we have like 5 siege tanks in Coop already. So what about using Liberators instead?
They are long range setup unit, are new with LotV (so after Valerian came to power), deal precision rather than collateral damage, could be given some interesting upgrades (like tactical jump or increased dmg with every shot) and are only present twice (with Stukov’s not even having the iconic liberation mode).
One downside is that it may be better to replace Warhawk with ground unit and losing the rather interesting Siege bunkers.

Siege Tanks fill an essential role in Valerian’s army that he sorely needs, AoE anti ground splash damage. His army is otherwise very vulnerable to swarm based enemy army composition, especially Viper Bane. Liberators with their single target attacks wont be able to quite the same. In addition, Valerian doesnt quite have the airforce to protect the Liberator, since unlike the Warhawk it cant kite away from incoming scourge and other strong Air to Air units like Vikings (which have a very long range as well and can be difficult for your marines to deal with). Medivacs are mostly fine since they sit waaaaay in the back, and dont count as combat units so get attacked last.

I’ve been looking at Terran lore, trying to find out if they used any other mobile artillery pieces. One alternative would be to take the Thor, and focus on its 330mm back cannons, turning it into a long range artillery piece like waaaay back in SCII Alpha, but that kinda feels like it isnt the Thor anymore. Plus the Thor is extremely expensive and huge, doesnt feel like a standard Dominion Army unit.

On a side note, I was considering swapping out the Sentry Bot for a robotic armored troop transport, which can hold 4 marines and allow them to fire out while driving and act like mobile bunker

But maybe more supportive/utility ability would be more fitting for Valerian.
For example he could summon large number of hallucinated units to soak up dmg. It’s a Protoss tech, it fits his playstyle IMO and it’s hasn’t quite been done before as Valerian (or his ally) still need to move in actual army.

Thats definitely a thought, but with lots of other commanders able to summon actual armies, it might fall flat. You could make a buffer army that doesnt do anything (and maybe even cause pathing issues which makes it hard for your more melee oriented ally to get into the fight), or all these other commanders can just summon buffer units that… can fight.

Including some Umojan units would be good I believe. Their “twist” could be having additional cost in PR (since people may not like Dominion relying on foreign power to win their battles) or even kills done by Umojan contributing less PR. This way Valerian would have to carefully balance number of robotic, Dominon and Umojan units.
Umojans don’t even have to be calldown, simply give Valerian new building called Umojan embassy that acts a bit like Horner’s starport but all units share cooldowns and charges.
Theoreticaly the Umojan units could be relatively micro-heavy casters to really allow good players to shine. Casters are perhaps the only thing current Valerian doesn’t have much of and fit the advanced tech theme.

Unfortunately with only 9 units for a coop commander, there wont be space for Robotic Units, Dominion Units and Umojan Units. And balancing all three will get messy and also take away from the core of Valerian, which revolves around protecting Dominion troops, which deal lots of DPS. On top of that it makes morale interactions weirder since Umojans wouldnt benefit from Dominion Morale. As such I would prefer if Umojan units stayed at most as calldown. Bit too much of a good thing xD.

As for spellcasters, I gave it some thought, but one of the chief concerns was the amount of micro Valerian needs. His Warhawks needs micro, his Logistics cruiser needs micro as a half caster, his siege tanks need basic micro, his warp ins need some micro to resupply mid combat, even his marines might need to do some kiting if his front line breaks. Throwing in a spellcaster on top of that and we might be looking at 1v1 ladder levels of micro xD, just to play a coop commander.

Well that’s not really a rule with some commanders having more and some less so in theory something like 4-4-4 could work.

Nontheless I will stop trying to hijack your concept :stuck_out_tongue:
But I might borrow some aspcets if I ever get to creating my own Valerian concept.

Army roster, mechanics, units’ abilities and passives, not wild enough.

Dislike one thing, the function of robotic units. Personally feels weird for having self-destructed mechanisms compensate Humanitarianism practice.

The self destruct is mostly a mechanical thing added to help deal with horde based enemies, especially horde based with suicide units, since the purpose of robots is basically to serve as ablative armor for the troops.