Maybe it's time for Tychus and Zeratul rework

Was already discussed. Both systems are bad - the QWERT one and the traditional remapping. Instead Tychus must have an option to change the order of soldiers. Example - you called Nux as 2nd because this mission requires it but then you call Sam which you already used to be 2nd and so you just swap them and have your familiar buttons.
Once again - QWERT is very comfortable by itself (rather than some G T J C D) but has relearning problem, which you can remove by changing units order right in the game.

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At the risk of sounding rudeā€¦

Relax, itā€™s just a wishlist.

Tychus question- What is a good selection for dealing with the terran comp that includes raiders? I find that that comp just melts me. I think partially due to the raiders, and also due to the sheer volume of units which can include about near a dozen siege tanks also in the distance.

Blaze is useful, but I find he could use an adjustment so he can better take advantage of his oil.

Of the 9 characters, I find Vega the most useless.

Vega is not useless.

  1. Like any mind-control units, when she catch something, that unit is eliminated. She doesnā€™t care what it is, so you can catch anything besides heroes and ultralisks (last one must be changed, theres really no reason to keep their mind control immunity in coop). Unlike Samā€™s grenades, this ability more useful for high-damage targets rather than high-health targets.
  2. After upgrade, all units she catch receives big buff to their DPS. Some high-damage units like immortals or thors can be rather good targets, if you have particularly nasty mech composition.
  3. Another upgrade makes so when you catch enemy units, other ones start fight each other.
  4. And yet another upgrade works just like signature ability of Stukovā€™s diamondbacks, by grounding air targets.
  5. Lastly, being Ā«fixerĀ», she acts as detector, although I add this just for completion, and because I like number Ā«5Ā».
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Raider? Closest match seems to be Liberator? Assuming that, putting down turrets from Warhound should provide distraction for others to move in, Cannonball, Nux, Tychus with his Stun Grenade (actually, aim to do this before Nux so they combo with each other).

Use revitalizers from Rattlesnake up keep the heal up with higher attack rate.

Use Medivac to transport closer, heal, and get a cloaking boost.

All 9 Outlaws have their uses for sure (Yes, even Nikara, and Blaze :wink: )

If you have map knowledge, you can go around and jump start your attack force by MC-ing powerful units, for minimal resources.

Use Vega to deal with any tech units.
Use Nux to deal with any bio.

Zeratul doesnt need buffs, he needs massive, massive nerfs, particularly to his turrets. The ability to put unkillable, high dps weapons anywhere on the map instantly, while still maintaining an airtight defense, all for very little apm makes him ez mode- im fine with him being powerful, it is coop afterall, but he shouldnt feel SOOO much easier to be effective with relative to other commanders.

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Yā€™know I donā€™t think Zeratul overall is all that overpowered, with the exception of his cannons. If you ignore them and go full army with him youā€™ll find that he actually takes a lot of micro to get the most out of nearly every unit he has. Without microing heā€™s actually quite a bit weaker than many other commanders.

Zealot legion and stasis beam need work imo. Maybe have a 3rd artifact upgrade to them both, have stasis targets become attack able, give zealots the stun charge and the HT the healing storms.


Tychus is overall pretty good. For Blaze he desperately needs his attack wind up looked at. Given his role rather than increased range Iā€™d say an auto cast that sends him in front of his target at 4-5ish range would help him more.

Nikaraā€™s the other one people look down on (with notable exceptions, especially in the forums here), all she really needs though is some way to contribute to the overall dps of the gang. Maybe give her healing targets a % attack buff, but not an attack speed buff so she doesnā€™t directly compete with Rattlesnake even more so.

3 Likes

For Nikara, she should have the ability to heal herself. Not unlike Stetmann when he was a unit in those WoL campaign missions. Also give her more armor and hp if folks are really annoyed with her running away from the group.

They still need time to spawn their projections, and they still have hp. Thatā€™s because people have managed this, doesnā€™t mean there are others who donā€™t nor canā€™t

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I really like this idea, because

  1. it would synergize with Rattlesnake
  2. it would be a big boost to her area heal ability (because it can target a large number of units who arenā€™t even damaged yet)
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I just wanted to say thanks to those who chimed in on my sentiments regarding Vega.

Usually Iā€™d follow Tychus up with the Medic then tank, or vice versa. This would sometimes make my nux/vega pick 4th or 5th and on most maps Iā€™d find Nux to be safer, and also my 4th or 5th selection often just doesnā€™t have enough time in game to get fully developed- especially on faster maps like Void Thrashing.

After reading comments Iā€™ve been focusing on trying to do coop missions without the medic in my comp and in this context Vegaā€™s value is much more apparent since I often now access him quicker.

Actually, there have been those saying just that. That he is OP.

Me, Iā€™m fine with most of it. When playing as Zeratul, you donā€™t need to build gas buildings, pylons, make power fields, research upgrades, research levels. Itā€™s what makes him unique. Itā€™s not different than how some COs excel at pushing, others excel at def, while others can tackle support/economy.

That said, part of me hopes they never nerf Tych nor Zer since when I get matched with them on Brutations, my odds of getting the Mutation Bounty go up noticeably.

3 Likes

Thereā€™s that as well, yeah. Balance is a much broader concept in coop PvE than a versus PvP mode. Itā€™s better (in my opinion) to have both stronger and weaker choices, gives a bit of soft difficulty option.

TBH Zeratulā€™s units are generally OK, compared to the insane BS of say Vorazun+timestop or Swann herctank micro or whatever theyā€™re not anything special, and most are actually pretty damn cost-DPS inefficient unless you REALLY use their abilities. Itā€™s just his cannons that are a problem, the rest of his mechanics are just that - mechanics and intentional design. People act like itā€™s inherently bad that he doesnā€™t have to research upgrades, but I donā€™t see it that way, he just gets them differently (from the artifact search).

IMO all he really needs is cannons nerfed, maybe make the artifact search a bit more involved/less trivial to make it FEEL like youā€™re earning all the stuff it gives, and buff a few of his really niche/crappy options. Otherwise heā€™s fine, very strong (which is fine) and micro focused (also fine), Protoss Nova pretty much.

Personally Iā€™d like to see artifacts spawn in bases more often so itā€™s less just a game of hide and seek and more ā€˜ok, if I clear that base I get a reward for it.ā€™

3 Likes

What I could see for Zeratul

Big issues
-underused top bar options
-op cannons

for top bar, having more MC from the DA (and having it not cost supply), increase the # of Zealots and or psi storms, have the stasis beam give vision of those units and do % damage to them (possibly decrease cooldown), Stalker Blink damage boost cooldown removed by Blink cooldown upgrade, Avatar of Form could be buffed (more hp? for better soloing a wave)

for cannons perhaps add a small mineral and/or gas cost for every projection

Making him more interesting
Increase # of Artifacts to 5, bonuses at 1, 3, and 5 artifacts

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