The unused units of Starcraft that I want to see used in Co-op

I’ll add:
Infested Terrans. The ones that explode and deal 500 damage
Zerg Flying Queens
The elite zerg units Kadzu (Muta that can transform back from Guardian to Muta at will), Devourer One (Lings), Yggdrasil (Overlord)

1 Like

Stukov has both of those, though the former (Volatile Infested in SC2) doesn’t do 500 damage as far as I know, and unfortunately Stukov’s queens are highly impractical to use.

4 Likes

Defilers as they are in SC and SCBW are definitely going to need a redesign. As they are, it would make it so powerful.

Definitely a shame some of these aren’t used yet.

1 Like

Co-op is far from balanced, so defilers can be just as broken if they are used in co-op.

3 Likes

Stukov has both of those, though the former (Volatile Infested in SC2) doesn’t do 500 damage as far as I know, and unfortunately Stukov’s queens are highly impractical to use.

Whoops! I was thinking one thing, but typed another. I meant Creep/Sunken/Spore Colonies.

From my limited plays since the upgrade, I found Stukov’s Queens to be not too shabby. They’re still a support unit, but speed boosts, and change to Spawn Broodling have given them more utility.

4 Likes

I agree. I use Queens every chance I get. Rapid fire those spawn broodlings to take out brutal hybrid waves, feels like Ascendants almost. Not to mention how useful that “see cloaked units at a 5-unit added range sight” ability is for allies who forget to build a detector so so many times.

2 Likes

Defilers being considered “lost” during campaign doesn’t mean that they are permanently and irrevocably lost, it just means that the Swarm has “lost the source code” for them and can’t make new ones. However during the HotS campaign, the Swarm finds “backup copies” of units previously considered lost e.g. Lurkers. So it’s quite realistic that Defiler genome was recovered at some point after the HotS campaign.

1 Like

Aye, with this new Amon sc1 compositions that are going to be implemented, I’m looking forward to see if Defilers are among them. Some anti-ground attack clouds along with that annoying plague. Though considering how many healing unit abilities we have now, I doubt that will be a noticeable problem.

The biggest reason for this is that Defilers are one of the spectacularly few “pure” Zerg in the Swarm. They were made from the ground-up, so unlike the Mutalisk morphs, there isn’t the old starting point to re-develop them from, and in the case of the Muta morphs, there’s no need to re-develop because the Swarm has alternatives that are a bit more useful.

…Makes me think of wringing a few Commanders out of the morph mechanics, with a lot less base units but a lot of frontline changes. Piloted-by-infantry Dragoons that can be upgraded into Immortals in the field and carry abilities (and weapons, for easier visual distinction?) from the infantry in them, for example. Possibly a warp-in based repair on Robotic units, restocking ammo on Reavers and such.

Possibly a pile of prototypes transformation-reliant Terran commander using over-armored Wyrms and more jeep-like Hellions (two slot carry capacity, substituting for Medivac?), alongside Arclite line Siege Tanks that are more self-propelled artillery than tanks. Warhounds as either an SCV upgrade or just produced from the Command Center as a nod to the fact they’re actually the same chassis in the lore. Combined arms taken to a laughable extreme to cover just how bad the units are on their own, very much making it clear these are not typical production units and the guy using them only gets away with it because they’re cheap as balls and they’re a tactical genius at using them to cover for eachother’s weaknesses. Probably a scavenger of some description.

As for Zerg, pretty obvious. Zerglings into Banelings, Mutalisks into Guardians and/or Devourers, Colony shenanigans, micro-macro with Queen spawning, basically dredge up every bit of on-field post-production flexibility the Zerg have rooted in their modern lineup and have oodles of alterations made based directly on extrapolating from lore. Possibly focus on the composite nature and differing altered anatomy of various strains, so their central gimmick is that what few base units they have all have two morphs and a second-stage morph mixing the previous two. Explosive cracklings with Regenerative Acid, anyone?

Wondering if we could get in unused units and buildings from playtesting. For example, the Terran Shredder. It was scrapped b/c playtesting showed they would just deploy them at enemy resource lines, and then high tail it out of there to activate. Coop comps have no resource lines (or they’re not actually needed), but I suppose players could just set them up at spawn points.

ALSO… give us Planetary Fortress!

.

if we’re going into some rather wacky areas, someone proposed that Tychus’ Odin could also have the other outlaws ride it as well. I’d go one further and have them all assemble into “Odin-tron” :wink:

2 Likes