Control the battle with an iron fist as Arcturus Mengsk, the newest Co-Op Commander for StarCraft II. Using conscripted laborers and troopers, Mengsk can put immediate pressure on his enemies and cement his power in the early game.
They should put comment next to it *until the next patch.
Blizz’s own design philosophy was outplayed by the forums.
Raynor: recommended for players of all skill levels.
Abathur: recommended for players of all skill levels.
Tychus: recommended for experienced players.
Zeratul: recommended for experienced players.
I mean, it’s not like he needs early econ/defense, right? SARCASM
inb4 some contrarian tells you to hold off attacks by having half of your troopers repairing
THAT’S NOT THE POINT. You don’t nerf something 3 weeks after release, especially something that’s not even remotely OP, just Blizz taking the side of whiners who probably never bought Mengsk and are just jealous thinking
"Why can’t I expand that fast? NERF BLIZZ! NERF!
Are you seriously defending that logic to nerf something 3 weeks after release while we still have tons of bugs (ie Stettmans drones dont have burrow on the command card) and other commanders like Karax are in dire need of reworking? Please…
Two instant bunkers allowed probably the fastest saturation AND the fastest tech at the same time of all commanders. With one bunker you have to choose between fast exp and eco, or fast single base tech for mandate generation if you can’t take the contested exp in the first minute of the game. Mengsk is still fine with bunkers and 25 energy zerg in the early game.
It’s pretty common to release something and then release a patch for it soon after, yes. And he got buffs too.
As for other commanders, it seems they don’t want to touch them outside of the dedicated reworks they do once every few months, which is a shame. Some smaller changes could also help a lot.
Yeah, and he’s still one of the fastest exping commanders on rock maps or easy contested maps like Malwarfare. He still saturates twice as fast as other commanders. He also still techs up very fast with multiple workers building.
Stop pretending that he went from best to worst with just one fewer bunkers at start.
He did not go to the worst. His benefit was nullified as his tech and units are expensive. Also mandate was nerfed so his early presence is a joke now.
If you think his benefit was nullified with rock clear in the first minute and 8 workers finishing his exp CC before most other commanders even get a combat unit out and then fully saturating before most other commanders even finish killing their rock, you need a reality check.
If you don’t think Mengsk was supposed to have early aggro like Blizzard stated upon announcement then you need a reality check.
Have you played him post-patch? His early game is a mess. He’s not the worse, but they just went against their design philosophy and you’re defending that choice. Hilarious.
Fast tech? In what way is fast tech remotely beneficial to mengsk, unless you mean rushing out an imperial witness? No one in their right mind is rushing out augustgrads in brutal+. Oooooh soo gamebreaking. May aswell just nerfbat nova aswell.
Infact, mengsk is the opposite of what you imply, his ramp up time is slow.
He is simply absent from the midgame in terms of strength in brutal+. He should have a good starting eco and fast saturation considering the ridiculous cost of his honor guard units and the fragility of his Astra Militarum esque conscripts that are laughably weaker than raynors marines even with the imperial witness until you can start mineral dumping into weapon upgrades.
I think some people are exaggerating a bit too much, but he does feel much worse to play now, and without that early economy boom to fuel his endless lines of troopers he’s just… kind of lagging behind, for a lot of the early game?
It’s like if you put raynor’s MULEs behind a fusion core upgrade or something, Mengsk is so focused on having a strong presence in the early game to allow him to ramp up to get his powerful end game comps (with a plateu in the mid game, where most commanders tend to be powering up) that these nerfs just make it feel like you’re struggling to catch up with your ally a lot more than before, even if he’s not made unplayable or anything.
Who cares about how fast a commander saturates, I am sick of people saying he was OP cause of fast saturation, he has weak units at the start of the game and he had to use many resources to have access to his calldowns, can you people stop pretending like a fast eco equals op, just look at karax who is also really fast expander and is in serious need a buff.
Yeah apparently fast expansion = overpowered by co-op casual logic. May aswell nerf alarak who is probably the worst commander of the lot because he can fast expand. Or nerf every terran faction since they can lift their ccs.
What else would I mean? Witnesses open up one of the strongest top bars. Even after mandate nerf if you just deploy a third witness above your army you can use almost everything on cooldown.
Don’t ignore on purpose that it’s not just fast exp. It’s fast exp AND fast saturation AND fast tech.