Improving Sky Fury part 2 (Level 2&3)

Dear Developers, This is one of my proposal that I wish that you can implement. Sky Fury is as “needlessly complicated” as they are “underperforming”

In my other posts I said this about Sky Fury’s Level 2 & 3 abillity.
Link: https://youtu.be/TMRpdJ9sNz4

So I proposed the improvement on two things:
Level 2 Tactical Realignment (Represented by Hydralisk’s Frenzy)
They can be activated as soon as they attack 7.5 seconds (cooldown for 15 sec). Increases Attack speed by 75%.

Level 3 “Evasive Maneuver” + “Phoenix Protocal” = “Phoenix Barrier”
Instead of Sky Fury getting separate Level 3 abilities in each form, I decided to combine them and be able to be used in any form.
I gave much more improved version called “Phoenix Barrier” which actively decreases all incoming damage by 50% and have Sky Fury to be enveloped in 480 Shield when at low damage (lasts for 30 seconds).
I will be now be implemented on all form of Sky Fury.

I also added Massive/Heroic bonus damage.
I also got rid of Dual Weapon System which allowed Sky Fury to fire Gatling/Missiles at the same time.
Sky Fury was meant for the giant killer within the Mengsk’s Death Ball.

I was thinking to give Ground mode more weapon range to better snipe the massive/heroic enemy.

Sky Fury Versatile Mode

Summary

Re implemented, I went with tactical approach this time

  1. Tactical realignment back to + 50% during 5 seconds
  2. 50% > 33% damage reduction
  3. 480 > 400 Shield (back to original) (I couldn’t make the shields to appear yet)
  4. Lanzer Missile for Air and ground forms (I am thinking of enabling it to target random units until player controls them to focus fire)
  5. Implemented Tactical Jump

Sky Fury can now jump across any map for an ambush or guerilla tactics.

Also, I had to improvise on Mengsk’s Dogs of War.
To do that I copied Kerrigan’s Zerg units to roughly duplicate the ability.
I just wanted to show the effectiveness of ambush that Sky Fury can now employ.

Link: https://youtu.be/_pFzhya5HX4

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I like the direction you are going, yet there’s one thing I want to point out…

Phoenix Barrier reminds me of Combat Chrono Wave.

The work is finished.
New Level 2 and 3 abilities prototypes are implemented and tested.
I say Level 3 Sky Fury seems far more appealing than the current one.

Don’t you think it’s a little too good?

I believe Sky Fury costs can be as low as 120/300/4 vs even without cost mastery 150/375/4, a small cost really (for their power). Since full saturation can occur well before 4min, this leaves a lot of time to power up before 10min mark. 40sec of build time x 8 is 320sec or 5min20sec.

The way they plowed through those enemies seem a bit overpowered for before 10min mark. And on top of it still having top bar mandate to use as back up.

I would tune it down a bit.

Their Survival rate and EXP gathering is no problem at all as well. hmmm. so maybe downing their power level would be appropriate

As much I know that they are much more potent than the current version “trust me” I can’t deny that they were indeed bit too powerful.
We can decrease the potency of each abilities.

  1. Tactical realignment back to + 50% during 5 seconds
  2. 50% > 33% damage reduction
  3. 480 > 400 Shield (back to original)

I also thought of an idea,
We could make all forms use Lanzer Missiles so that the Sky Fury can better sniper Massive/heroic units? They are meant to be giant killers after all.

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Let me know when you’ve tweaked that?

In my mind, they should be at a point where 8 of them should be able to do quite a bit but requires heavy micro and still taking damage. And that would be the sweet spot of “rewarding micro yet allow baseline buff” - lowering floor and raising ceiling approach.

I would measure against Aegis Guards, as they are the standard that works. Even 8 AG, I imagine can’t do what I saw in the video. So I’m interested to see the newly proposed buff-nerf.

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I just realised that Sky Fury’s Giant or Hero Killer theme isn’t as helpful as I thought.
Other RG have very clear role and excels in what they do.
This is going to be a long list.

1. Aegis Guard (Excellent Anti Ground Tankers)

Summary

They the effective ground dealer/tankers who protect troopers best. No RG does better

2. Emperor’s Shadow (Tricky solutionist)

Summary

They are tricky spellcasters for Mengsks. They are very well suited to deal with either Biological/Mechanical/SpellCasters (Surprisingly well).
(Their Labrynth and Tactical Missile should get benefit from level upgrades though). Adding +1~2 range for their ability and Bit more love will perfect them.

3. Shock Division (Versatile Dealers)

Summary

Lot of people have difficulty has using them, but they are truly wonderful Air/Ground dealers especially when they reach Level 3 (this process is quite fast).
Just give them and Intercessors separate buttons to load or unload automatically of their own and they will be perfect.

4. Blackhammer (Anti Air Shredders)

Summary

I think They are meant to be walking towers that excels in Anti Air but they are hard to use until level 2. I say give them more range, speed boost from Sky Fury upgrade and minor splash for missile in level 3.
They should be golden as they easily tear apart Air Units.
They do get overlapped with missile troopers but adding splash will set them apart by the miles

5. Pride of Augustgrad (The Ultimate RG)

Summary

Nuff said for these behemoths. A single level 3 PoA has the potential to destroy almost any enemy compositions with its Yamato Cannon. I dare say level 3 PoA is as powerful and high in potential as any heroes (Kerrigan, Nova, Dehaka etc).

So given that the doctrine dictates that “all RG are unique and its own effectiveness second to none”, what makes Sky Fury’s so unique?
Sky Fury being the Giant Killer?.. But why is this special and unique when any other RG and troopers can do this with equal or greater effectiveness?

This proves Sky Fury’s role concept undeveloped.

Continuing my post above.
What role should we give the Sky Fury, aside it being Giant Killers?

I am thinking of making them as “Tactical Agents”.
How about Improved Tactical jump which teleport them to any location and surgically eliminate opponents to accomplish their mission. They will get reinforced with troopers dropped there too.

With their vision established, they may allow the players to unleash Panel abilities anywhere they see fit.

ps. How about we make their Gas cost to 350 like the Aegis?

I was thinking to make their level 3 the reward enough,
The Sky Fury is very vulnerable and ordinary til they reach level 2.

I agree you with you but how about the journey itself a risk for the Sky Fury? and when they reach level 3 they become versatile and powerful worthy RG unit. What do you think?

Re implemented, I went with tactical approach this time
Link: https://youtu.be/_pFzhya5HX4

  1. Tactical realignment back to + 50% during 5 seconds
  2. 50% > 33% damage reduction
  3. 480 > 400 Shield (back to original) (I couldn’t make the shields to appear yet)
  4. Lanzer Missile for Air and ground forms (I am thinking of enabling it to target random units until player controls them to focus fire)
  5. Implemented Tactical Jump

Sky Fury can now jump across any map for an ambush or guerilla tactics.

Also, I had to improvise on Mengsk’s Dogs of War.
To do that I copied Kerrigan’s Zerg units to roughly duplicate the ability.
I just wanted to show the effectiveness of ambush that Sky Fury can now employ.

I had a brainwave. Whenever I use Sky Fury, I find them best used when kiting/dancing around units. What if Tactical Realigment was like Swann’s wraiths, where they get the damage bonus while moving? Might also be interesting to combo with the upgrade letting sky fury shoot while moving, like a phoenix

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Fire while moving + Damage increase while moving is a good synergy
If we can get ground mode to also get a strafe and move on the troopers that would be good too.

I can definitely see the gain through this but
Shock Tanks can also move and shoot too and I’m not sure if two units have same combat method.
Also, Sky Fury is extremely fast it will be difficult to maintain its range with its speed.

The deadly dance, the thrill of the flight. Only the most skilled of pilots can handle being a Sky Fury

~Rising up to meet the challenge of our Amon~
~It’s the Sky of the Fury~

It looks even more powerful than previous.

Even though the damage and mitigation were tuned down slightly, you compensated heavily with both weapon type (damage type I believe) as well as mobility.

I understand the theme “tactical” but basically they’ve become smaller but numerous Brutalisks.

Take your video example, before the notoriously difficult wave 2 at 7min on CoA:

  • You wiped out entire 2nd hybrid spawn area.
  • Looped back and cleaned up both expansion and entirely 1st stronghold.
  • Then proceeded to clean the 2nd wave and first hybrid area.

You accomplished all of these between 4min and 7.5min, with 8 Sky Furies barely damaged to yellow.

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About those, I was just demonstrating what the Sky Fury can do. In every video, I use money and fastbuild commands to quickly access the improved unit in question.
If would be much more difficult to access to those units in real action.

Ordinarily, it would be impossible to gain 8 level 3 Sky Fury without having them going through many battles. Therefore it is not possible in real life battle to gather so many under 7 minutes.
Sky Fury until level 2 are still vulnerable so it is still questionable if they are able to survive that long (Maybe they will, most likely I think).

Pardon me for saying this, I think “Sprite” probably declared my BCL experiment video improper or not proper enough because I didn’t show how BCL can be made in course of real battle. Maybe you are considering “how the units will be used in actual battle”, and taking account of the time/enemy waves/bonus/etc.
My video is for showing demos of modified units/effects and their performance and giving people to see the “potential” in each. Unfortunately, I don’t show them how they are made in course of battle (Also My computer doesn’t have big spaces).

The spec of the units, they indeed became very powerful especially with mobility.
I reduced Basic Offensive/Defensive power in exchange for mobility.
I gave Lanzer Torpedoes in all forms so they may snipe critical targets (heroic/massives) as they are meant to be.
In Level 3 they are perfect as tactical units. You can zip behind enemy lines and cause Havoc.
While most other Royal Guards specialises in Head to Head combat, Sky Fury are now excellent tactical asset.
I would imagine they would perform brilliantly in Lock and Load, Void Thrashing or any mutation that compromises Head to Head Combat.
So in my opinion, Sky Fury as a RG now specialises Tactical Strikers.

I can’t think of any other thing that Sky Fury can be specialist of. Anti Air dealings are obviously taken by Shock Division (feat. Intercessors) & Blackhammer.

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you want to have the skyfury become tankier without having it complicated? here:
skyfury starts with a passive ability: dodge an ability or an attack every 4 seconds.
this ability upgrades with each rank, becoming a dodge every 3/2/1 seconds.
combine this with the evasive maneuvers, and skyfury might actually be useful against what it should be useful, like leviathans, battlecruisers which instakill skyfuries making the phoenix protocol not activate, and tempests.
or another one, a passive that starts at 15 second cooldown, and goes down to 12/9/6, and its effect is become invulnerable to all damage for 3 seconds.

i dont think it would be difficult to remake the unit to be viable against enemy air, but its not so much about what we want, but rather about what the devs are willing/capable of/allowed to do. its the activision that gets to decide in the end.

And ability to do “a dodge” with cooldown of 1 second is not that useful especially against mutiple attacks I mean use you get to walk scott free from one hit attacks but usually multiple attacks from many enemies are more troublesome and prevalent.
As for “Evasive Maneuvre”, this ability isn’t actually too bad but the problem is, it only works on Air form Sky Fury.
I combined two level 3 abilities into a single level 3 ability Phoenix Barrier so it is easier to use and straightforward. I replaced 50% evasion into 33% attack reduction so it can be better fit with the theme of Barrier.

This is actually more useful than the first idea.
That idea isn’t bad when we gear the Sky Fury into “Air Dominators” or “Versatile Shielders” theme, but we already have other RG that excels in that field.
There is no RG that excels in highly versatile and extremely mobile combat yet.
That is Why I implemented Tactical jump on the Sky Fury so they can be more geared in to ambushing or surgically hit important target behind enemy defenses.

True, so true…

Activision has a loud voice on which direction that Blizzard game go. If Activision deems Co-op Unnecessary they will of course demand to focus more resource and time on more important and lucrative games (Unfortunately I’m sure which ones but not SC2).
Let’s hope 10th Anniversary will leave a good impact, one worthy of 10th anniversary. Because I have a feeling that after this year, Co-op won’t get much love as it used to.