Co-Op Mutation #242: Temple of Pain

Did you try a mixed army? Which prestige were you using? Have you tried the advice on playing Artanis: https://starcraft2coop.com/commanders/artanis

Arty P-0. I wanted to try a mixed army. Never got that far. What can arty use for lings? Only really has spinlots and reavers. Left before spinlot was researched.

Now you know to research it faster.

I always get charge 100/100 before spinlot 150/150. I had charge done.

I built 8-10, but it wasn’t enough. One wave mid-game deleted ~100 supply

Took 3 tries due to 2 bad allies, but got it with Alarak P2 and Abathur. Forget what prestige they had.
Also, why the hell is it that Cannons/Bunkers/Spines can’t autotarget Mineral Shields, yet Structure Overcharge does? I mean, it’s still a somewhat reasonable mutator to deal with, but ouch. My poor mineral income while busy keeping stuff off my floaty bois.

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Yeah, it’s normal to lose half your army when hard countered like that. With 8-10 barracks to replenish and your eco you should be able to come back quickly. I’ve done the brute-force method a few times, but others are more experienced. Mixing in more marauders should help too.

P.S. Or do like I’ve done and rain men on top of the seiged tanks :rofl: :rofl:
I helps their morale to sing while doing that. :stuck_out_tongue_closed_eyes:

Why would you want charge before spin? I am not aware of any case where it is a better choice.

Are you serious? You always get charge first, to make your zealots move faster. It’s also cheaper and less research time. It is meant to be researched first.

Blizzard places the upgrades in the order that they should be researched in.

Hard no to that! You should get upgrades in the order that they’re useful to what you want to do. For one, there’s no guarantee that will always be the same. But secondly, in the case of Zealots, the second upgrade is usually what defines what you actually want to get them for at all (Whirlwind, Reconstruction, Darkcoil), and is much more important than Charge.

Charge is listed first because Charge is the default Zealot upgrade, the one in Versus. It’s cheaper because it’s less powerful than the second upgrades. That’s it.

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It is less powerful, hence the cost difference. However, it is meant to work together in conjunction with spinlot. I always get both, don’t worry.

This just wasn’t fun. It was my first time trying it, i swear blizzard always gives me ling comp on the first try.

I would agree with Elyssaen here. The question is not whether to get both upgrades or not. It’s about which to get first. And here’s the simple fact. 3 zealots with whirl kill a wave or lings. 3 zealots with charge don’t. When I fight early battles as Karax, I want reconstruction, not charge.

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No you guys are both wrong. First of all, spending 150/150 so quickly hinders your economy. It doesn’t matter that they kill more lings, because they are slower to engage and might not catch before they hit the temple. There’s a reason every twilight council has the charge upgrade listed first.

Upgrading Whirlwind, Shadow Chain or Reconstruction is essential because it vastly increase zealot’s survivability and killing power. Charge do have synergy with them it should be in the later priority.

Consider this man, spending 100 minerals zealots with far more efficient performance could be best for your overall economy in a game in the long run.
In early game Zealots with better performance can outlast enemies long and safe enough for you to build up on your main death ball.
However with Charge as your first upgrades may prove less effective. While it does empower your zealots but your initial force is more unstable and make you spend more resources just to keep them afloat until you upgrade with later abilities (Whirlwind, Shadow Chain). So in economical sense it isn’t that good either.
And besides spending 50 more resources and 30 seconds upgrade time is a fair trade off.

If you are well off with upgrading to charge ability first, then that’s fine.
But based on our experience, we strongly recommend to upgrade more powerful abilities before charge.

And since you are writing this in the brutation Page, I even more strongly recommend the above.

First of all, I’m talking about Arty here. Not the other two guys.

I would have answered before but I thought you were joking.

Having an upgrade mentioned first by no means imply that you should get it first. Charge is non essential, spinning is a must have so always do take spin before the other.

There are plenty of other upgrades listed first that are either less important or that you just don’t want to get, that is a UI thing and nothing more.

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And that reason is that Charge is the generic, common Zealot upgrade that’s carried over from Versus.

Your above quote isn’t just talking about Artanis. And you’ve made it even more general than that: “Blizzard places the upgrades in the order that they should be researched in.”

Please don’t die on this hill. Take a step back and start asking if you’re confident you’re an exceptional enough Co-op player to be correcting four (edit: now five) other players – and let’s see if that number grows. Consider there’s a chance that you might not have the right of this one!

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You can go back and see. I am talking about spinlots with Arty.

You said:

There’s a reason every twilight council has the charge upgrade listed first.
Blizzard places the upgrades in the order that they should be researched in.

Are you walking back on these to say that what you meant was:

There’s a reason that Artanis’s twilight council has the charge upgrade listed first, though this reason doesn’t apply to other twilight councils.
Blizzard places Artanis’s Zealot twilight council ugpraades in the order that they should be researched in, but not other upgrades, just Artanis’s Zealot twilight council upgrades.

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Yea, gonna have to agree with everyone here that spinning is far more important than charge. It’s easy to see where the enemy is going to go, and having the upgrade that just outright kills them is going to be much better early on. Especially since you can also just drop your zealots right on top of an enemy wave as well.

And if the zerglings happen to get by your zealots and into your probes, that’ll really set back your economy or waste some top bar energy.

Not every upgrade in coop is equal, even in cost. Hell, look at the attack upgrades compared to armor upgrades…

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