Mengsk's Earthsplitter Ordnance - Different Effects with Different Troops?

I’ve heard that Mengsk’s ESO’s have different effects depending on what kind of unit is manning them. For example, I believe troopers reduce the cooldown to a max of 6 seconds, whereas Marauders (or whatever their in-game name is) gives them a larger hit radius.

Is this true? If so, does anyone have a complete list of units and their effects as far as ESOs are concerned? I haven’t had any time to play SC lately so I couldn’t test this myself.

Looks like someone was having fun spreading some fake rumors. It’s not true.

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If you put siege tanks into them it gives them infinite range and it seems like if you put a BC into one of them it will give them the ability to teleport and fire yamatos.

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(lie) Garrison ghosts into ESOs to have infinite range nukes, while still giving vision for Mengsk nuke calldown, cuz wiping an entire wave isn’t enough.

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Put Imperial witness in your ESOs and they will mind control the enemies upon hit.
Put your Enlistment Center into your ESOs and they will fire free bunker with 6 troopers inside to where they hit.

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As others have said, it’s pure nonsense, but now I can help but wonder how neat and silly that could be if true, with Flame Troopers adding a napalm just like with the Strike Fighter upgrade, Rocket Troopers adding the ability to damage air targets in the splash zones, and Assault Troopers just giving some other bonus.

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If there is a difference, it’s too minor to notice.

Jokes aside it would have been cool if ESO had different ammo types.

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If you can figure out how to shove a Thor into an ESO, you can finally hit air units.

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If you put a medic and a regular laborer inside ESO they will produce more free medics and laborers.

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It’s a myth; only troopers enter bunkers and artillery.

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Even better… put an ESO, inside another ESO, inside ANOTHER ESO!

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Maybe ESO could launch free troopers instead? I know some will die on impact, but if it launches enough then at least some will survive the fall and be there to attack. :stuck_out_tongue:

I like this idea. Let’s say the antiair dudes in ESO would fire flak shells hitting air. The 100% of ESO’s damage would be split between air/ground/fire damage depending on the units loaded in.

I only just now realized that putting Troopers into an ESO let it fire faster-- before I’d just assumed that feature was there just to help defend the ESO by letting the troopers inside fire out of it, like a Bunker. It wasn’t until I finally did a game not playing as Mengsk that I discovered this and promptly felt like a massive tool.

In my defense though, when the damn thing is manned the card doesn’t show its weapon and armor statistics any more, it just shows the Troopers manning it.

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Some have noticed by accident that the ESOs fire MUCH QUICKER with LaTr’s in them (Laborer/Troopers. I’m lazy, so making up abbreviations. So sue me). Before, they were manning them to protect them (so like Bunkers, but without the ability to fire back).

It’s easy to miss a lot of things in Coop. (for examples, didn’t know T and P can build on Creep, no friendly fire, and Top Panel can be hotkeyed).

I always had a hard time reading through your messages without having to think for minutes of what FWIW and the likes mean.

How?

I figured “LaTr” would make sense since people have been using “RoyGu” for Royal Guard.

Nowadays, their default hotkeys are Ctrl+Z to Ctrl+V. However, you can go into menu --> Options (or was it settings?) --> Global tab (on lefthand side) --> Top Bar to reassign them.

Why do certain people have to troll the initial guy? Isn’t it obvious that he meant the different kinds of troopers, not the thor and the other types of units?

It is a quite interesting idea though, would be nice if different troopers would add different effects for these cannons.

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OP specifically mentioned Marauders. :wink:

First reply actually answered the question, so I don’t think the rest were trolling, just having fun with the idea.

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