Currently sitting on level 8, my thoughts on the gameplay and design so far:
Economy is quite fast with the cheap and fast trained Laborers.
Needing to have several Command Centers to spam Troopers as the mineral bank swells considerably at times.
Took a while to find the where the additional Trooper weapons were.
Drop pods for Troopers does not work though dropping bunkers is pretty handy.
Bio army getting wiped repeatedly, quite squishy overall.
Earthsplitters have a Bile Launcher feel to them to some extent.
Mech units needing repairs is annoying.
Seems like there are plenty of hidden or not-so-obvious mechanics - had to experiment to figure out how to increase the Mandate generation rate.
11 Likes
For repairing mech units, mass switching troopers seems like a good idea between combats
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They have to run to a bunker to switch so maybe that will work better if you unlock enough imperial mandate upgrades to spam his drop down bunkers.
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at least u can repair them, unlike most protoss commanders.
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can’t you switch in field with upgrade?
You can switch in-field once you build or drop a supply bunker. Troopers can build a Supply Bunker, as well as the Laborers. That allows you to swap between modes out in the field without needing to run back to base.
So you can only swap at cc and the upgrade lets you swap at supply bunkers ?
You can initially switch modes at Enlistment Centres (CCs) and Supply Bunkers. The upgrade will let you switch anywhere, I think. I don’t have it yet but that’s what was said in the teaser write-up.
For right now, yes. I’m level 9 currently, working my way up to 15. If there’s a change I’ll be sure to let you know.
Are his Thor’s/Black Hammer’s worth a damn?
I’m still playing around with the Royal Guard units. Right now, it’s looking like for the most part… Royal Guard aren’t really worth it unless they are the cheaper units (Marauders and Vikings specifically.) Siege Tanks are worth it on Oblivion Express, but haven’t been able to toy around with them in the sky.
I feel like he’s too noisy (like Stetmann’s satellites when attacked), since you need a satellite on your main, natural, and army at all times.
Managed to played him once.
The mechanics takes a while to get used to.
Forgot to switch workers to troopers first for some rock slapping.
It’s been a long time since i read mengks teaser news that it had to be done at CC.
Banking minerals fast.
Can’t find a mineral-sink units to be produced at barracks.
Forgot troopers have to be produced at CC as workers first.
I guess i have to find out and experiments some build orders and timings.
On mostly undefended expansions:
13 Supply Bunker
22 Pull 10 Laborers to fast build a second CC.
23/24 Turn the 10 Laborers into Troopers and destroy your rocks.
Keep them as Troopers if you need them to defend the base against early pushes, or turn them back into Laborers after your rocks are broken and station them at the expansion.
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my game is broken, when i use mengsk my matchmaking is broken when i play as any commander i get insta matched with no one but mengsk. i carry my frustrations out by team killing mengsk users…
Game is not broken. You cannot be paired up with another Mengsk when queuing as Mengsk. It’s just a VERY high volume of people wanting to play and level Mengsk. After about a week or so, it’ll die down and go back to normal.
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Great! An A-hole in random queue, just what we needed.
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There’s supposed an upgrade that allows troopers and labourers to be deployed in drops pods. IT DOESN’T WORK!
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Mengsk Mastery.
Note - “Terrible Damage” refers to the 3 calldowns Contaminated Strike, Nuclear Annihilation and Dogs of War.
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I can’t believe how crazy good Starting Imperial Mandate is. Starting every game with 2 free Supply Bunkers and a dozen workers/troopers makes Mengsk’s good early game even more silly.
When you compare all that to a mediocre boost in XP for the Royals, it just isn’t even a contest.
4 Likes