Here are some things I recommend be changed for Stetmann.
• Allow statellites to be placed near Gary. Gary should act as an overlord in SC2 where the overlord can drop creep and the queen can place a creep tumor.
• Gary needs to have more power early on.
• Gary should benefit from the healing function of the statellite.
• The players hold have the option to manually control which statellite have which functions. You should have all three active at one point in one area. Let Gary overcharge all three for a final push. This is one way the commander can feel OP.
• Gary’s teleport should be spamable. Mobility is king.
• Vespene Geysers should harvest without drones. I think this should be standard with all new heroes.
• Have an upgrade where overlord double supply and become mobile detectors upon birth.
Some cool things I like about Egon Stetmann commander:
• Voice line are awesome.
• Zerg Skins are really cool.
• Gary is a great idea.
• Statellites are a great partner ability!
Weaknesses:
• Hydras are too weak.
• Gary needs to have both more hit power and HP early game.
Thanks for the awesome commander!
3 Likes
You’re not level 15 yet I guess? You’ll be happy to hear that some of your suggestions are already implemented:
“Allow statellites to be placed near Gary. Gary should act as an overlord in SC2 where the overlord can drop creep and the queen can place a creep tumor.” Super Gary has this ability.
“Gary needs to have more power early on.” Just rush super Gary, he is very strong early on.
“Gary should benefit from the healing function of the statellite.” Just use overcharge for the shield, it makes Super Gary even more powerful, and no healing required.
5 Likes
Honestly, if Stetmann needs any changes, it’s redistributing his leveling talents; Super Gary needs to unlock sooner, while things like the BCL could stand to be pushed back until you have masteries to properly support them. The difference between a 14 Stetmann and a 15 Stetmann is one of the starkest I’ve seen out of almost any commander, almost purely due to how much Super Gary covers so many of his initial weaknesses.
6 Likes
Getting him usable via Super Gary seems like the only reason the Structure Morph Mastery exists yet it’s the clear choice for slot 3.
3 Likes
I dont understand how the functions work. I have seen hydralisks with a green orb over them while the speed function is active. how is this possible?
You can shift modes during the time a stetelite is boosted, the HUGS boost shield is a timed buff so it’d stick around after it gets changed. I imagine there could be some pretty slick tricks people could pull with it.
Well yes, activate shields then switch to speed for the 20% IAS once all the shields have been added. I wish there was a way to have three active at the same time with strategic placement of the statellites. At least let Gary overcharge the Statellites from far away. Its should be like the statellites are in a network.
Simple, when you overcharge a stetallite, that one stettallite will began spamming the overcharge ability for that configuration, shields for HUGS, attacks speed for FAST, energy and cd bonus for JUICE.
However, these abilities are all lingering effects that will persist on the unit even if the unit leaves the stetzone or the stetallites are reconfigured. And when reconfiguring the stetallites, the overcharged stetallite will remain overcharged, only with the new ability.
Thus, you can have multiple different buffs on each unit by changing configuration mid fight.
“Gary needs to have more power early on.”
Rush to super gary.
“Gary should benefit from the healing function of the statellite.”
Instead of healing back the damage, avoid damage to gary on early game by overcharging health stetellite.
It casts a 60-points shields at a very short interval.
After the shield absorbs damage and dissipate, it get casted back right away to gary, repeatedly.
“Gary’s teleport should be spamable. Mobility is king.”
Switching to speed stettelites can get the army moving very fast.
I think it is on par with gary’s teleport. Since using teleport requires some waits: waiting for the army to gather near gary, then teleport, and than wait for the teleport to finish.
“The players hold have the option to manually control which statellite have which functions. You should have all three active at one point in one area. Let Gary overcharge all three for a final push.”
Can yield somewhat same result: Put down few stetellites nearby to each other on final push. Overcharge two of them at the same time. Both will quickly casts shields, attack speed buffs, or egonergy regens. Keep switching the required modes every few seconds, to get all the effects.
It does seem too much of the power is locked behind Super Gary.
If regular Gary got some bonuses earlier on in the talent progression, then Stetmann wouldn’t be as locked behind lvl 15 and hives.
2 Likes
hm while having the overchargin effect in teh entire connected stet-field i think would be to strong, the idea of a globally casted overchage would be awesome to give an ally some stet-love … aka buffs
1 Like
i feel like you’re just suggesting random stuff to buff him without even getting him to lv15 first
5 Likes
What seems to be completely missing is full rework of Mecha BattleCarrier Lords.
Right now they are worse then out of season april fools joke.
I mean the moment you ever decide to build even one, you are forever locked on purple setting. If you are not, then you have created unit that does nothing.
And even with constant purple setting you still need to regulary overcharge stetelites because those locust for 75 and basic few second living broodling for 40 will deplete any charged energy insanely fast.
You need to invest so much time and gas into MBC lords and all you get is prime dissapointment.
6 Likes
“• Gary’s teleport should be spamable. Mobility is king.
• Vespene Geysers should harvest without drones. I think this should be standard with all new heroes.
• Have an upgrade where overlord double supply and become mobile detectors upon birth.”
You seem to be wanting to make Stetmann a generalist that can do almost anything. Gary doesn’t even need that much teleportation (at least once you’re already level 15 up or just use fast moving comps like Hydra ling bane corruptors) especially when he has the blue zone.
The vespene geyser one? No. Just no. Not ALL NEW COMMANDERS SHOULD HAVE AUTOMATED GEYSERS. Some commanders need extra macro of droning up geysers simply because they’re too strong otherwise or too easy (aside from Zeratul ofc), or maybe some just needs extra help with the macro or it fits with the fantasy. Stetmann hardly needs automated extractors, he’s doing fine as he is. He’s already economically buffed with the blue zone (especially when you reach the stetzone bonus mastery).
His overlords are fine. They put a limitation on him so he doesn’t steamroll.
Don’t get me wrong, I would love it if there’s an easy commander with a disproportionately large reward at the end, but then you have Zeratul… Stetmann is meant to be a macro intensive commander, not a carbon copy of the previous macro-negligent commanders.