Tower diversity in Coop

Long post warning. TL;DR, Coop does have this, with Terran being the ones to win this "contest, followed by Zerg, then Protoss.

x/y/z = mineral cost/gas cost/supply cost respectively

StarCraft 1 was noted for not succumbing to the “same unit, different name” syndrome that some of the other RTS games at its time did. This extended to towers as well. In that game, towers did a combo of the 4 different things… AG (anti-ground), AA (Anti-Air), detection, and miscellaneous. While you can argue a Spore Colony and Missile Turret both do AA and detection, they were still different in where they followed the principles of their respective races: Terran structures can be built anywhere, but when it’s “in the red”, they lose hp gradually and will be destroyed. Zerg structures need to be built on creep, can’t be repaired, but do gradually heal hp. Then ofc you have Protoss Structures that require the power field that Pylons provide, have shields that regenerate, but hp can’t be repaired back.

For Sc2 Coop, I wanted to go in-depth with the available towers. Is there diversity? Yes. Could it use more? Probably, but as someone who’s leveled up all COs to mastery (although as of current, only played a few on Prestige), I’ve been satisfied with what we got thus far (which will likely be it, due to the “no new, paid content” announcement back in Oct. ’20).

Here, the scope are the towers themselves, along with other buildings that cover the 4 categories I mentioned above. I will include supporting features (e.g. Karax has instant build Pylons and towers, Reconstruction Beam for free and passive repairs. Swann has Improved SCVs which can rapid-build structures, and can salvage his towers) and upgrades, but in order to keep it on the simpler side, will leave out units (e.g. Karax has Energizers to boost attack speed of his towers, and Colossi to cover AG AoE/area-of-effect. It could then be argued Swann has Tanks for long distance fire).

Standard = same as what you’d see in “traditional Sc” (so either Sc1, with BW, or any of the SC2 Ladder/Versus modes

Standard+ = Same as Standard (above), but with some extras/additions

DIFFERENT = Quite a departure from “standard” above

============ Terran
Standard here means Bunkers and Missile Turrets. All Terran towers in Coop can also Salvage for a full refund.

-----Raynor – standard+
-Bunkers would normally fall under the “misc.” category. They don’t have ANY attack of their own, but house infantry units turning them into typical towers. They also provide +1 range to all ranged attacks fired from within. However, Raynor’s come with the WoL campaign-style upgrade with a gun turret that does both AA and AG (albeit, it’s low DPS, but still counts for something).

-Upgrades: +2 armor, Bunkers and CC get +2 and +5 capacity respectively
His units are still far superior, but if we were making a checklist, this CO’s checkbox would be filled in.

-----Swann – DIFFERENT
-From WoL campaign… Flaming Betty (FB), Billy Blaster (BB), and Spinning Dizzy (SD)
This breaks away from standard Terran fare. The Missile Turret has an AoE addition. The FB and SD are specialized, but don’t require infantry units (mind you, not that Swann has any of his own), and are exceptional at that. If nothing else, the FB is the only Terran tower that can burrow!

-Upgrades: +2 armor, +1 range, +25% attack speed, and auto repair to 50% health
These REALLY beef up his towers! The final one going only to 50% means you’ll want to keep an SCV or 2 around to get them to 100% hp, but at least it keeps towers from burning down

-Can quick build towers
You’ll need your own army of SCVs (I’ve seen 4 to 15, depending on just how quick you’d like to be. Note that the Improved SCVs talent maxes out at 10-in-tandem to one structure)

Chart for Swann’s Improved SCVs

-Mastery grants additional structure health
These last 2 make him a “tower guy”. He can use towers as a solid means of defense (economical too). Also lets him use towers offensively.

-----Nova - DIFFERENT
-Railgun turret and Missile Turret
Railgun turret doing in-line splash damage actually does make it one of-a-kind, period, let alone amongst Terrans (although its effects can be replicated in units like Lurkers). Although pricy at 200 mins, it has 400hp, and doesn’t eat up supply. Kind of thematic to Nova, given she’s all about “pricy, but elite”.

-----HH – DIFFERENT
-No AG tower!
This was quite the shocker! Even though some AG towers that COs have are lousy, this was straight up, NOT an option! Even though these aren’t really towers, HH’s options for AG defense include Mag Mines (not a “traditional” unit), and Supply Depots (it just blocks stuff, but 800hp for 100 mins is a nice deal!)

-----Tychus – DIFFERENT
Tychus has turrets. Either the Auto-Turret built by an SCV (150/0/0, 150hp with 1 armor, 18 dmg with attack speed of 0.57), or the Warhound Turrets deployed by Sirius

-----Mengsk – DIFFERENT
-Supply Bunkers
Takes a nod to WarCraft3’s Alliance race where the structure turns laborers into more suitable fighting units (here, Laborer into Trooper), and the Horde race where it provides supply, but doubles up as a tower. These can also be generated onto the map via Top Bar, crewed completely with 6 Troopers!

-ESOs 100/100/0 to 4
Even though these don’t need supply to work, their low rate of fire (30) without any LaTr’s (Laborer/Trooper) means costing supply is practically mandatory. They’re not precise and only do AG, but having a disgustingly long range, and NOT requiring vision (along with providing limited vision itself) provides incredible variety to both the Terran and whole Coop mode lineup.

-Quick build
Like Swann’s Improved SCVs. AFAIK, the formula used in Swann’s chart works exactly the same for Mengsk’s structures

============ Zerg
Standard here means Spine and Spore Crawlers. They require creep, can regen hp, and can uproot to relocate.

-----Kerrigan – Standard+
She has Omega Worms. Utilizing them on their own isn’t enough to wipe out waves, but they are quite the support tower, covering the detection and misc. categories (here, troop transport and creep spread) as outline in this post.

-----Zagara – Standard+
Bile Launchers! They’re kind of niche in use, but in cases where you need defense and have run afoul of your supply cap, these can be considered. A distinct thing here with Zagara is it’s the only tower that can do AoE, and also one of four things that can do both AA and AG (the other three are Zagara herself, her summoned Hunter Killers, and summoned Roach Drop). Distinct for Coop in general is they’re on par with long range equivalents of Mengsk’s ESOs, and Zeratul’s towers that can project. These are fun to snipe certain targets (or at least try to, if they’re fast moving).

-----Abathur – standard+
-Nydus Worm
It’s a way for units with OUT Deep Tunnel to cover more ground quickly, even if Kerrigan’s Omega Worms are superior
-Toxic Nests
The game kinda forces you to use these, since it kick starts your biomass accumulation. Besides that, it is a nice defensive tool. AoE AG, slows down targets it hits, and may rebuild itself! It can also be built in places like ramps, that towers can’t go.

-----Stukov – DIFFERENT
Infested versions of “Terran standard”…

-Infested Bunker
This has been quite the controversy over the years. At first, they costed 300/0/4. Whether you miss how OP they were, or glad they aren’t anymore, they were quite strong. IIRC, it was Kevin in the update notes who mentioned that Infested Bunkers check off too many boxes to be left at that cost. One user commented that they have Ultralisk level stats, but do NOT cost any gas! (“Bunkerlisk” :p) Another user said he was watching Netflix while the game was underway! He only needed minimal attention to change the Psi Emitter every now and then. The update that got many of us to say “ouch” was at 350/0/6. Worse all around. In its current form, it’s now 400/0/4 (so +50 mins, but back to 4 supply). Seems to be alright.

Otherwise, the interesting here isn’t that they can uproot and move, but when they do so, they transform into some quadrupedal monstrosity that can swipe at enemies with their front legs/paws, in addition to still retaining the ranged attack via the Infested Marines inside of it!

-Infested Missile Turret
This is fairly similar to its Terran counterpart with the usual Zerg frills… needs to be rooted on creep, doesn’t “burn down”, but can still be repaired manually with an SCV (Stukov or Terran). Also follows the “expected design” of Zerg buildings that can move… they grow legs and walk across the terrain.

-Infest Structure
This is a Top Bar ability, but requires a (any) building. Still, often used on towers to heal them, and the Broodlings provide additional DPS, draw off agro, and may physical block melee from getting to the towers. In an odd twist, this can also target enemy structures. Disables them for that duration, and also generates Broodlings, so it turns their structures against them!

-----Dehaka – DIFFERENT
Quite naturally different, as Dehaka is Primal Zerg

-Wurms
Can teleport (aka Deep Tunnel), but take up supply!

-Greater Primal Wurm
A “hero tower”, but limited duration, and a CD (call down)

-His version of Hatchery and production buildings can uproot, and have their own attack
Like an opposite version of WarCraft3’s Night Elves (their towers can attack long range when rooted)

-----Stetmann – “zerg Standard”
Zerg structures in function, but mechanical. They don’t require creep and move faster than their traditional Zerg counterparts, but can burn down and also can be repaired

============ Protoss
Standard here means Photon Cannons

-----Artanis – standard
-Deploy Power Field can be used in a pinch to power his towers, and to start their construction/warp-in prior to having a Pylon in place

-----Vorazun – standard
-One addition is she has Dark Pylons. This lets her cloak all of her pylons and cannons. Unfortunately, all of her talents that grant bonuses to cloaked and burrowed units are only for just that… units. Still, just cloaking itself has helped. And she has a mastery that extends the range of Dark Pylon’s power field

-----Karax – DIFFERENT
-Upgrades: +2 range and +25% attack speed upgrades.
Not huge, but not trivial either. Gives his towers that extra boost to be all that more useful

-Khadarian Monoliths
These things are rather expensive (300/100/0), actually costing gas! They also eat up a 3x3 grid of building space! You’ll need to be selective in where you build these, and in certain quantities.
However, they cost no supply, and have a range of 15! A few of these can swiftly take down Hybrids. If used offensively, you can also go to town on objectives!

-Instant warp in of pylons and towers
-Mastery grants +hp and +shields
Like with Swann, lets him use towers offensively, or set up defenses in a pinch. More of a necessity for him since he is slower to ramp up units

-Shield Batteries
Recovers shields of both units and structures, both his own and of his ally! Fortification Barrier seems like his version of “Defensive Matrix” (Science Vessel spell)

-Reconstruction Beam
Passive ability that automatically heals his own and ally’s mech stuff. Because of this, unless his towers are outright destroyed, or relentlessly assaulted, wearing down their hp is meaningless

-----Alarak – standard+
-Structure Overcharge
Akin to Stukov’s Infest Structure, this just boosts structures via a Top Bar ability. Similar deal, but it can also do AA, and shields the structure with a barrier instead of healing it.

-----Fenix – standard+
His structures have no prerequisites, so cannons can be built from the very start, even without having a Forge! (although you’ll want one anyways due to that containing upgrades to Fenix himself, along with the usual level upgrades)

-----Zeratul – DIFFERENT
-Tesseract Cannon
Similar controversy here as with Stukov’s Infested Bunkers being OP. These cost twice as much as a typical Photon Cannon though

-Tesseract Monolith
Shoot multiple beams, that can stun! These are only available if you select it as an option as part of the rewards for finding the first artifact fragment. They cost 0 resources, but work on charges

The above have the following extra features…
-No power field required (Zeratul doesn’t even use these at all)
-Can project themselves
Offensive cannons (although these got a nerf via a higher cool down, along with indirectly with higher costing TC, and Monos only starting off with 1 charge)

-Shade Barrier
Akin to Karax’ Fortification Barrier

-Level upgrades not only affect Shields, but also to HP and Armor!

5 Likes

I miss sunken colonies. Those carried me through SC1 Zerg campaigns.

2 Likes

Love Swanns flaming betties. Either mine or my allies. One of the big reasons being that armies can pass over them. The amount of times I’ve seen an entrance completely blocked by photon cannons when I just want to go out for a stroll…

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According to the wiki, Phase Cannons were going to be a thing for Protoss, but they felt it wasn’t warranted. That functionality ended up going to Zerg, in the form of the Crawlers which do have the ability to relocate!

I don’t believe the Colony buildings are practical in Sc2 Versus, but yeah, would’ve liked to seen them in Coop. By us, NOT Amon. Nm mind the double whammy of “no new paid content”, and the whole Games Workshop thing, but several of us in the community pitched ideas for an Overmind CO that would take roots back to Sc1 via utilizing Creep, Sunken, and Spore Colonies.

3 Likes

Ugh… somebody did that on Cradle Of Death. Nearly completely blocked us in, including the trucks. Yeah, if you’re going tight on tower lines, have at least 1 square block, but TBH, I’d recommend having at least 2 blocks of width to let even big units pass through. Wider for more bandwidth to speed things up, so we’re not all forced to “single file through”.

Although still possible to destroy Karax’ cannons, it’s harder since they auto-repair. At least T can salvage, while Z can uproot and relocate.

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In term of stats, the colony is similar to crawler with a little exception.
_ sunken does 40 damage vs shield and large units but only does 20 vs anything else. Spine crawler deals 25 vs anything that is not armoured and 30 vs armoured.

The thing is the armor reduction is calculated before the calculation of size tag. Resulting in the colony lose less damage vs small and medium size unit. If the colony attack a small unit with 4 armoured it deals 18 instead of 16.

_ another difference is colonies generate creep while crawlers don’t. They also don’t lose health in place without creep.

_ colony require extra step to set them up: drone -> creep colony -> either sunken or spore while crawler is straight from drone.

_ spore colony is 25 mineral more expensive than spore crawler.

If there is a commander with colony as its buildings. I thing having some extra bonus will do it well. I think of some of them here.
_ creep colony heal nearby friendly buildings 2 health/s
_ colony burrow when idle
_ colony turned into cocoon when destroyed if cocoon survive for 10s the colony is resurrected. Can’t occur more than once per 2 minutes
_ ultra survival instinct: colony attacks faster the lower its health. Every 10% health loss increase atk spd by 20%.
_ hive infrastructure: buildings on creep received +2 armour
_ sunken can be upgraded to impaler colony with extra long range and deal more damage but atk slower
_ super colony: evolve from a Hive. Have Hive’s max health and size. You pay 150 extra mineral to give super colony a sunken or spore or impaler weapon. Max 8 weapons per super colony.
_ daughter colony: super colony can pay resource to build sunken or spore colony next to it without drone.
_ sky colony: colony that float on the sky. Can only be attacked by air and ground attack. Can detach themselves from the ground to fly. Can not do anything if they are detached from the ground.
_ sky web: similar to creep but on the sky and affect air unit. Spread by sky colony when they attach to the ground. Reduce enemy air unit’s move speed by 20%.
_ Hand-o-war colony: offensive sky colony that attack air unit from long range.
_ scourge colony: evolve from sky colony. An ambush-type static defense similar to spider mine but only target air. When destroyed unleash scourge and broodlings to attack enemies.

About Nova, i wish her missile turret get 100% more health like other buildings too.

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