How would you buff your underused unit?

See title. For example, Vorazun’s Dark Archon and Stetmann’s Mecha Battlecarrier Lord.

Of course, this topic has a lot to do with personal preference since some players (like me) include units because we like them, and vice versa exclude units because we don’t. I personally had never made a single Banshee, and I’m not sure how to buff them to a likable level.

I’d reduce the cost on both Dark Archon and BCL by 100gas.

I thought they’re underused more because of their functions? DA being unnecessary and BCL doesn’t attack air, etc.

I’m using DA and BCL often and think they’re quite good.
As for the buffs, I guess would be nice if DA attack damage buffed to the level of Artanis Archons and BCL move speed increased.

I worked out that DA + zealot is a decent strategy with P2 if you have dark pylon Mastery and drop a dark pylon for your forces to fight (and die) within.

BCL are niche but they can snipe air units well enough with stettmato cannon and they absolutely annihilate ground comps.

Banshees are almost necessary on infested maps or against zergling comps on escort missions until BC saturation makes them redundant. Lack of banshee presence is why many BC raynor strats fail on certain maps.

Units that could be adjusted:
H&Hs Widow Mines (remove gas cost?)
Fenix Disruptor (7th AI personality?)
Swann Thor (splash damage versus air)
Vorazun DA (attack stats same as Archon)

Okay so maybe I agree with you about DA after all but that could be a P2 specific upgrade :rofl:

It is already done long time ago.

Also, yeah, Fenix Disruptors would be really good with reducing delay before Nova explodes.

I’m so confused I swear the last time I built Widow Mine they cost gas. When did this happen?

Yes, reduced delay before nova detonation would fix Fenix Disruptor for sure.

Well, if you can get more faster it changes the DPS curve. That’ll be a simple change to make them comparatively more viable.


And yeah, Disruptor could use a 10sec cooldown reduction (or was it 5?). It’ll make them more spamable and easier to incorporate into what is already a very large repertoire of compositions that overshadows them.

Apparently, February 2020

Not underused, but I wish Swann could build 2 SCVs at once to help ramp up time.
Either that or
Hellbats: On death spawn Brutalisk with Nuke Machinegun that summons Leviathans on detonation.

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To be fair, they did buff the build time on them near the end, they’re 20% faster than other SCVs.


All the DAs really need is an energy cost reduction imo, and have the MCed units share upgrades.

BCLs need gas decrease.

A cooldown reduction on Disruptors would make them much better, but I don’t see much beyond autocast that would have made them part of Fenix deathballs.

Stukov Banshees could stand to be tougher or cost less, Nova’s could cost less (no gas? Maybe too much), Raynor’s are fine.

Call me lazy, but I don’t like to stutter micro. I’d prefer the older upgrade for Swann’s Wraiths that didn’t require that, even if the damage was less.

I wish Stukov’s Queens were cheaper. I guess people keep up with energy by not going crazy with it, and/or stashing them someplace safe until they can regen enough energy? (So they’re not meant to be used for every attack wave?)

Vanguards now use their Campaign stats, and shots land twice as fast.

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I have no problem with Queens gas cost since Stu have highly effective mineral dumps like Infested Mariens and Bunkers, you do need them to play them effectively.
Energy regen are almost no problem when you spawn 20~30, although I won’t object if Queens gain consume abilities on Infested units.

Stukov’s Queens:
Temporary Infestion:
Gains ability to infest enemy terran structures that spawns even more infested. However, the amount of infested that can be spawned is limited and can only be controlled by an Allied AI, the same with the building. This ability causes the Queen to sacrifice itself for the greater good. Only 5 infested terrans, 5 marines and 1 abberation can exist at a time. (For barracks factories and starports it’s 15 infested terrans and 15 marines. For CC, it’s 2 abberations and 20 infested terrans) The infested structure doesn’t have life regen and can burn down. There’s a limit of 10 infested structures at a time, and they have to be burning down before the ability is cast. If the target structure is zerg or protoss, the structure is taken over but is disabled, swarmlings can only spawn from zerg structures.

Drone:
Virophage:
You know what they do. Limit of 1. Very expensive. Can be used near your own structures to speed up production whilst reducing the infested units costs by 5-10% (unless it’s queen, ov or overseer). Can spawn feederlings, which also can be controlled only by an Allied AI.

Why not just give Stukov’s Queens the same energy regen ability as Banshees. Like why can’t Rapid Hybernation work for both? Then we can free up the comparably useless Queen 100% energy rate upgrade to focus more on Banshee (like +DoT per hit, as it is a theme of his Infested Marines… aaaaannnd, given their cloaked range out ranges, this seems only sensible).

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Give Swann Cyclones 2 Lock-On’s.

I think the real problem with this unit is the size. Since the real benefit of this unit is the range (and keeping out of it), rear units get grossly underutilized unless you wait for an approaching enemy for a bit and/or (step-in). Both manuevers pretty much make you lose Cyclones easily which beats the purpose of building many. And if you want to go for a “surround”, haha forget it.

I would even think this feature at a slighly increased unit cost would be worth it.

I think swan cyclones would best benefit from

  1. giving both them and hellions attack on the move. (hellions as mineral sink for clearing out multiple light units with splash damage, while the cyclones do heavy damage)

  2. allowing the lock to maintain at a range of ~25-35 and give vision on the target

(good combo with the P1 Drill)

I definitely love the 2 lock on idea, I think it would fix the cyclone immensely. Howabout just an adjustment to the pathing that causes cyclones to move to max range whenever they have a lock on so they are better at staying out of enemy range?

Maybe they also need something to reduce collisions with Swanns other units.

Stettman’s Baneling: When they die, instead of forming new Zerglings with their parts they form new Banelings at 1/2 rate, i.e., 20 Banelings would turn into 10 Banelings from Baneling Nest.

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