Guess you proved you can do it. Excellent job, but completely missed the point. Koodos though.
I just don’t see this as a kit with any drawbacks. If Blizzard wants all the prestige kits to be Commander+ versions, then sure I guess. But if they are suppose to be specialty kits, only Raynor kit 3 fits that bill.
I just think you vastly over estimate the balance aspect from their perspective.
I don’t recall any single new mechanic released that is ever finely balanced, and most of them still not even to today.
Prestige number one is awesome for those players that love to play with biological units.
Prestige number two is awesome for those that want to defend ( imagine spamming after burners on siege tanks or vikings that are behind bunkers/turrets while defending and getting 100% attack speed for 8 sec ). The cooldown for afterburners is also reduced by 50%.
Prestige number three is awesome since the starport no longer has a tech requirement so players can simply jump to starport build and have some fun ( the air units also reduce the cool down for call downs by 1% per supply and that can be pretty interesting mid and late game when having so many BCs ). Raynor also has mastery to reduce further more the cooldowns for call downs so calling down Hyperion or the Dusk Wings might be very often.
The thing is that Raynor was somewhat decent for Brutal +1 but now it is more than suited to take on the challenge. And i love it.
p.s. the siege tanks also have a buff to make them siege/unsiege really fast and that can work very well with afterburners attack speed to move around and defend
Raynor was never lacking in power IMO, just difficult to play because it is probably the 2nd most macro-heavy commander after Swann. Bad raynors are atrocious but good ones make him look OP (like every other commander). I don’t think he was ever in contention for being the strongest commander (not with abathur around), but I never struggled particularly in B+1 either. Lila is the best Raynor I know and he says the prestige kits don’t let him do anything he couldn’t already do. I think it just made it easier for everyone else.
This was the idea, so more people will play this commander. Prestige one is like classic Terran Starcraft, build structures, train units and send units to fight. Nothing else to worry about.
Most people won’t spend time learning Raynor when there are easier commanders to play with. And to those that learned Raynor, prestige 1 and 2 will be a plus.
Prestige 2 would allow him to do even more in certain situation. Prestige 1 not so much, since he focuses on setting up mines.
I don’t like this prestige. The mineral cost is too high and by the time you bring out enough BCs to notice the differences, the game will be almost over.
Maybe good in Dead of night if you want to see how long you can last in that map (1-2 hours). But 2nd prestige is better for that using siege tanks.
Prestige 1 and 2 are great.
I like Raynor’s prestiges, because they are well thought out and balanced.
Prestige 3, mineral increase may be a bit too much, which is a problem early game, so maybe units should cost 25% less gas and 40% more minerals instead.
Yeah, Raynor’s definitely more balanced than some of the other commanders. I wonder if this is just a result of (a couple/few people selecting their workload), so some are done by one person versus others done by another… then maybe due to their understanding of coop, some are bit more well-rounded while others feel like they need more tweaking.
This could be possible but we could only guess what happens inside of Blizzard. Let’s hope they see keypoints in the forums and make the right tweaks.
For Raynor’s 3rd, I’d make Orbital Command and Armory also tech free (so pure air works) and decrease build time as well as gas cost of air units.
For 2 maybe disable stim
For 1 give all units a 25% attack speed penalty and 2x damage from stim
Prestige 1 is a buff for low level players, but a nerf for players with good macro. Massing orbitals and rallying 15 raxes at the objective was the strong part about raynor.
Prestige 1: Raynor got worried people were comparing him too much with Mengsk for how he was treating his Marines, so he got his engineers to stop using the good metal for the Mules and strap it on his men instead.
It’s a very good perk for those who are either ignorant to the power of mass Mules, or just don’t find Muleling all that enjoyable. Plus it improves his viability on some mutators.
Prestige 2: Some Vulture bike riders decided it would be funny if they shoved some of Raynor’s special brand of Stim in their fuel. It worked to speed up the vehicle quite a bit, though they may have been injecting some themselves as well…
Small loss, big gain. Bio’s too gas light to care about the increase on the Mech side. The lazy part in me wishes that Afterburner would trigger when I Stim with this one…
Prestige 3: “Why people confuse your late arrivals with heroism I’ll never understand.” These words haunt Raynor, even when he saves the day he is mocked and criticized. So he decides, if it’s not good enough he will deploy every last ship he has for every mission, every time, no expense is too much.
I want to play around with it more once I unlock it outside of the PTR. Everyone talks about the BCs, but his Banshees and Vikings have lots of potential in my eyes with #3 as well!
I wanted to do the jokes more than anything, but figured I may as well add in my musings as a Raynor player as well to make it somewhat on topic.
Please leave my bio alone
People will realizes having all mechs + a few medics would maximizes the benefits. I may have extra minerals so I may use it marines.
Vikings / banshees do have potential.
Here is one instance where 3rd prestige is useful.
Here LilArrin uses vultures and BCs. He got good amount of BC a third way through the game. Hyperion was called in often.
However, not everyone can plays like him. People will pair up to finish a map together and most usually brings in good amount of BCs half way through a game.
3rd prestige is good but is situational.
With perfect macro you need 4 Orbitals + 2 Starports for continuous BC production. Vultures mean 2 more. I built 3 Starports because I found I was floating gas, but that was mostly due to Mineral Shields making me mineral starved, as well as barrier requiring more spidermines on my part. P3 BC build is definitely a late bloomer and requires a mineral-heavy start instead of a gas rush.
You beat me to it haha
Been thinking about banshee opener, since at the start there’s only static to really punish them, hence why the early banshee calldown is so effective.
Though I still say that the prestige 2 is the “MECH-it happen” build.
Oh yeah, don’t get me wrong, #2 is superior for sure. Technically #3 will win for that brief period before Afterburner is researched, but that’s really about it.
Thinking about it though, I didn’t get 90 mastery in the PTR so I wonder just how low you can push the cooldowns for either the Dusk Wings or Hyperion. If it gets low enough, the sheer power of the Hyperion might be enough to even the field somewhat by the end.
I remember having a ally Raynor with it in the late game. It didn’t seem bad in the late game, but he basically had no army presence and had to be defended the first 15 minutes of the Temple map. Eventually he got like a 13 bc fleet and could blast 1-2 waves down with frequent hyperions but low base army mobility when warp was on cd. I also had to warp in occasionally to heal him since it didn’t seem like he was doing anything to repair.
I’m not sure if it’s the strongest Raynor, even when massed idk i feel the main point of bcs in coop is a sturdier unit with Yamato, but even just 100 hp marines and 420 hp fire bats seem to do the same thing while still having early game and stimpacks. It’s a slow build for sure for those who like bc raynor and looked neat but it might As well be mass carrier if you wanted a good capital ship against the ai.
I got ya, BC builds are slow and can often just take too long to come online, that’s why I’m thinking a good way to run #3 is to go Banshee/Viking as well.
Start out the match same as #0 Raynor: Supply, CC, Barracks, OC, gas then another CC if a slow map, if not or after get first Starport.
First wave, hit them with Dusk Wings, use them to clear the rocks as well as needed.
Use the enemy comp info to produce Banshees and Vikings as needed. (If the comp is strong anti-air I’m thinking grounded Vikings could actually be usable as well).
As the match continues or if Banshee/Viking gets too flimsy for the comp, then and only then switch over to Battlecruiser production to replace them.
My couple of PTR matches with #3 worked quite well with the above, I’m thinking I could get it working better over time. I’m sure other people will have thought of better builds (cough LilArrin, cough), and there’s no reason not to use a Barracks or two to supplement with Marines with excess Minerals as well.
#0 or #2 will still be my go-to for Raynor, but is seems like a fun alternative.
(Blizz, please update OC and Armory requirements, heh.)