Stetmann is one of my favourite commanders, but I’m not very into the designs of his Prestiges. Signal Savant is generally accepted to not be very good, Best Buddy gives Gary immense brute power for negligible disadvantage, and Oil Baron is just strange and narrow (Mecha Ultralisk focused).
I thought I’d play at a redesign for all three, and see what other ideas people have. First, some baseline changes:
• Deploy Stetellite Cooldown -5 sec mastery replaced with Stetzone Radius +50%.
• JUICE Overload now additionally increases cooldown rates by 15% over 45 sec.
• JUICE Overload restores 60 Egonergy/Energy immediately, instead of over 45 sec.
Design: The mastery change has been asked for quite a lot: right now, the ‘make Stetellites easier’ mastery increases APM demand, and Radius is much nicer for pushing into bases. This feature of Signal Savant does feel good, but it still belongs on mastery, instead of the honestly unnecessary number of Stetellites you can field with Deploy Stetellite Cooldown.
The JUICE Overload changes have two purposes. The cooldown rate reduction allows it to help Super Gary and support allies, and the immediate Egonergy/Energy restoration can be used with just one or two casters to boost your tempo. e.g. a Stetellite gives 1 charge/sec normally, so if it only has one Infestor and Super Gary to target, that Infestor will be able to cast as often as 3 or 4.
P1 Redesign: Signal Savant
Advantage: Stetellites deploy almost instantly, are invulnerable once online for more than 3 sec, and overloaded Stetellites grant bonuses three times faster.
Disadvantage: Gary cannot use E-Gorb, does half damage and has 40% less health.
Design: The idea here is to refocus Gary as a support hero. Stetellites will be a lot easier to deploy and keep up, ensuring you can easily fight within Stetzones at all times, especially with the the Stetzone Radius mastery. Granting out Overload bonuses faster (3/sec rather than 1/sec) should actually be a significant advantage, as you can quickly shield a large army with just a single Overload, or cycle from HUGS to FAST and get both bonuses on a mid-sized force.
P2 Redesign: Best Buddy
Advantage: Gary is available at 3:00. Gary always gains the benefit of being in a Stetzone and gains double benefit from Stetellite Overcharge.
Disadvantage: Stetellite Overcharge and Semi-Stable Mass Transportation now only affect Gary.
Design: This Prestige is designed with some mutators in mind, especially Void Rifts. Opposite to Signal Savant, Best Buddy moves Gary further away from support roles. In return, his earlier spawn helps shore up weaknesses in Stetmann’s ultra-early game, and he can zip across the map easily with a personal FAST bonus. Since JUICE Overload now increases cooldown rates, regular use of all the Overcharges on himself will add up to a significant benefit. Constant double HUGS Overload on just one unit is also actually insane.
P3 Redesign: Oil Baron
Advantage: When a mecha combat unit is destroyed, it drops Oil Barrels which can be collected by another mecha combat unit. Each Oil Barrel collected increases the effectiveness of Egonergy-spending abilities and upgrades.
Disadvantage: Combat units cost 40% more minerals. Gary no longer gets the Best Oil.
Detail: This one is a little complex and subtle.
Each mecha combat unit will drop 2 Oil Barrels per supply, plus any additional they had collected. Each collected Oil Barrel gives +10%/Supply effectiveness to Egonergy abilities, i.e., +20% for a Zergling, +1.25% for a Battlecarrier Lord. The maximum bonus is +200% (10 Oil Barrels for a Zergling, 160 for a Battlecarrier Lord). The benefit applies to every ability that uses Egonergy, and every upgrade affecting Egonergy.
The most powerful things I imagine you can do with Oil Baron:
• Mecha Banelings get the most benefit, as they’ll pick up each others’ Oil Barrels as they die, and gain more damage and shielding per point of Egonergy. The rest of your forces can then pick up the Oil Barrels left behind.
• Your armies generally ‘die hard’ – Zerglings reduce the maximum damage they take and hit faster, Ultralisks hit harder, absorb more life and stun longer, etc.
• An early pack of Zerglings can be allowed to die in the mid-game, and their Oil Barrels picked up to help ‘evolve’ some higher tech units.
• Stacking Oil Barrels on some units can lead to hilarious results. The effect would buff the range upgrades for Hydralisks and Lurkers, and UMI-C Charging Protocol on a maxed-out Infestor would gives +75% cooldown rates.
Design: Mostly I want a Prestige to benefit Mecha Banelings, but I did like that the existing Oil Baron introduces new brokenness (i.e. oiled-up Ultralisks). Stacking Oil Barrels on a single unit would be a biomass kind of mechanic that could have interesting playstyles. You wouldn’t ever get a whole army all oiled-up, but an oiled-up Infestor boosting Super Gary would be possible, or a small pack of artillery range Hydralisks, or a few Lurkers that can tunnel right through a base.