Custom commander:Tosh concept voting

Is quite boring these days, so I’ve come up with some Tosh’s commander design.

I have thought of 2 playstyle.

Be mindful that all playstyle involves management of specific resources:jorium and terrazine.these two will be created via Tosh’s specific structure, build by his CC—The Slayncialized world engine. SWE will gradually create jorium field and terrazine leaking point. Each mission will have a total of 3 random spawn locations of each 2 resources, and require 1 SCV to gather.
Tosh will use these two additional resources for is units cost and upgrades.

(Just in case of concerns for Tosh’s supply—Tosh’s lvl 11 talent allow his SCV to create two sonar projection, sonar projection can accomplish every SCV’s task. Which means 1SCV=3SCVs,ofc, Tosh’s SCV will cost more minerals than any terran commander.)

1A) A covert ops playstyle.

Like Nova,Tosh will deploy elite units, using top-bar abilities and his own abilities to contribute in the battle. While Tosh has less total supply(only 80 for now), but all units(exclude SCVs) has is own behaviour which will trigger additional effects via attack move, hold position and patrol hotkey.
You may say that’s just changeing these hotkeys to an actual ability or else, but what I’m trying to do is to reward advanced player by enhancing adaptiveness of Tosh’s units from more situations.

1B) same playstyle but Tosh is your top-bar

It might sounds like you will deploy Tosh with xx seconds, but is not. For this playstyle, Tosh will be an uncontrollable heroic unit who will attack enemy position automatically, and players can use is top-bar hotkey to reposition him at anytime.
Might be an odd concept to most of you, but from my vision, Tosh’s low total supply means he can only deploy less but highly effective units (because of increased dmg and the behaviour), which allows him to separately control assault team to aid Tosh AND using some other units to support is ally.
Actually a reverse thinking of the breakout mission.

  1. Breakout concept

Just like the mission, Tosh will use a swamp of prisoners to blast though Amon’s forces and as meat shields to allow him and his fellow spectres to infiltrate. While Tosh remains as a controllable unit, his five spectres will act as passive units, which can be reposition via top-bar.
This may also makes Tosh to be a micro exclusive commander.

  1. ALL OF THE PLAYSTYLE SUCKS

Then i can just appolgise to all of you.

I’ve finish the talents, units, top-bar abilities of the first playstyle. If all of you folks choose the second one, I can still think of it with a little time.

PS:Blizzard will release a new commander at Blizzcon so…yea, I’m actually doing nothing.
But if you guys appreciate this design, I would say that I’ve also come up with 4 other commanders, although I hardly doubt that there will be any new commander after Tosh.
Since Valerian, Rohana, Hanson and a guy with mercenaries are not so common to most of the players.

1 Like

I like the idea of giving Tosh his own resources, but not the implementation. Also, three random spawns feels too much like Zeratul, and the lore explanation is just weird.

How about Tosh’s army uses Minerals and Vespene like everyone else, while Tosh uses Jorium and Terrazine for himself specifically.

Jorium is gained whenever an enemy structure is destroyed, and is used for permanent upgrades to Tosh, while Terrazine is gained when an enemy unit is killed and is used in place of Energy to power his abilities. Any worker can collect Jorium, but Tosh has to be present for the kill for him to collect Terrazine from it.

2 Likes

I would like a Tosh with a great focus on stuns and single target damage, with tosh as a firepower support that can turn into a meelee bruiser for a few seconds, he also builds planetary fortresses instead of Command Centers

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If you don’t mind, I think I might stay with your design. Since THIS tosh concept is all about using enormous amount of micro management to turn the tide in battle. With a DEHAKA or ab-like design would create a greater satisfaction for advanced player.

BUT I’ve also come up with another design.

And that is : by making these resources has its own limit amount, forcing players to prioritize its usage accordingly, unlike any commander.
Like his top-bar abilities, upgrades and units cost, once being used, is gone.
It might be punishing, but makes Tosh could only become an OP commander with the right player.

Looking forward for your reply :thinking:

Next commander is due November 1 during BlizzCon. And while according to the ratio chart and releases, it will be a Terran. So chances are they are already past the sketch and lore portion of their new Terran Commander.

Tosh is among the topmost favorite commanders for the community. While I understand his origin and lore, I do not feel like he holds a vital enough role. I am still gunning for Sgt. Hammer to be a Commander, in a Archangel Viking mod that has flight, ground(walk), and even a siege mode to it, with top bar abilities being cool flashy moves like Nova’s or Han and Horners.

Though considering that the change in developers in SC2 led to the last 3 commanders being very low APM friendly, I’m sure that we’re more likely to bump into a simple-abled Commander more so likely than an over micro’d Tosh tbh. No offense.

2 Likes

Np, this is a great reply, not offensive at all.
Most of the players, including myself, would love to a move in co-op(not TOO mindlessly however)rather than heavy mirco.
Is just that the theme of Tosh convinced me to do so.

PS: I dislike St. (Voice), but would look forward to see a tanks-only commander.