Tychus, Zeratul, Stetmann rework ideas

Hello,

About Tychus:
-I would first of all like to make Nikara fit better. I feel like Raynor’s medics do just fine, but Nikara derps around very often. Happened to me that she was healing somebody and I wanted to move her away and she did not, she just kept healing the guy. And when moving with A-move she heals somebody and doesn’t continue the trip, she stops. I don’t experience similar things with medics.
-About Sam’s bomb I say player units kill the targeted units faster than the bomb explodes. I’d suggest some rework on that one, for example make player units attack a different target and only as last measure the bombbed ones.
-Vega’s dominated units don’t seem to do much compared to the heroes. They often die at the moment they are mind controlled. Due to being a ghost she cannot even cloak.
-Rattlesnake is good. Stimpack, slowing ability, healing. I think there is noting really to change about him.
-Same for Sirius. Maybe the upgrade about making an explosion when taking fatal damage. I cannot really make a difference between a unit killing the enemy or the self destruction. I think he could have that ability replaced with something else.
-Nux is fine. Maybe add an extra damage vs armored, like spectres have in WOL.
-Blaze’s ability to create a chain reaction between enemy units is awesome. I’d risk saying that’s the best ability in whole SC2. The max damage taken ultimate gear is also cool. Maybe giving him one or two extra range would come in handy.
-Cannonball is awesome with his stun ,increasing damage and the resurgence ability. Maybe the stats could use some rework. Instead of stun duration, maybe the damage done by increasing damage should appear on the score screen. It is weird seeing a number of about 400 vs Nux’s, Sam’s or Warhound turrets’ 20.000 or so.
-His turrets are very bad and almost useless in my view. 18 damage and 150 life is not that big of a deal. Even a ghost takes down almost half of its life in a 1v1 combat. That turret could use some huge rework.
-And one more thing, there comes a time when gathering resources effects absolutellly nothing. After you bought all gears and researched all upgrades there is nothing really to spend them on. And even sending SCVs into their deaths doesn’t earn a goal, because you cannot create any more units of the freed up supply.
Zeratul:
-His cannon-only strategy is very similar to Stukov’s bunker-only. It is boring to see and using them is not a big challenge, because they will win with about 99% surety. That could use some rework IMO.
-There should be a much smaller power difference between the two avatars. Essence is just fenomenal. I don’t really see people using the Form. Also the Form’s little crystal drone things cannot be selected with all army hotkey, which should definitelly be fixed.
-Dark templar and distruptor units could use some decrease in gas cost.
-Shield guards and stalker units work very fine I think and the immortal is superior.
-That stasis laser top bar ability is not really worth using, it could use some rework.
Stetmann:
-He could benefit from vespene efficiency ability that can be used during the campaigns, but no commanders own it yet. It could help a lot with those carrierlords
-Static defenses could benefit from stetallites. For example in green mode stetallites could heal them, one at a time, in blue they could increase their attack speed and in purple they could gain certain abilities like barrier or attack bonus vs certain type of units. Or they could grow a second and third “head” for a triple attack.

Regards,
Mazso

I only play Tychus.

Nikara definitely has many issues that many players (me especially) would like to see addressed. If you have the time, read this thread for more info:

Regarding the others…

Tychus is different from other commanders because you just get a total of 5 units. The concept requires different merc choices for different missions, though realistically some mercs are considered much better than others. Vega is currently considered not so good, so I agree with you that she could use a boost.

Sam’s charges are situational. If you’re dealing with the Zerg composition that swarms you with small units, the only thing Sam will get you is high single-target DPS (he packs a wallop.) Buy the Procyon Shade Suit to increase his survivability and leave his other upgrades alone, because you won’t need them. Sam is very very strong on the attack, though, so I think he’s always worth getting.

However, if you are on certain missions, those charges ARE needed. Oblivion Express, they’re a must have: the trains have several cars, and one charge can be placed on a car, so you can damage the train 3 times iwth 3 charges. The health of a train is immense, so you’ll struggle to complete the mission otherwise. The train appears as a bonus on Part and Parcel, so same applies there.

Other missions where Sam’s charges come in handy are any mission with a giant-life main objective: Void Thrashing, a Thrasher gets 1/2 its shields taken away with a non-upgraded charge. That’s 1/4 of its life gone before your troops begin shooting at it. On Scythe of Amon, the Void Slivers are tough, so the charges come in handy. Basically, any mission with a high-life objective. They ARE there.

Sirius in my opinion is a must-have on every mission. I’d say the Moebius Terror Rounds are the first upgrade for any Outlaw you should get. This terrorizes the entire enemy wave, causing them to run around like chickens with their heads cut off. While they are doing this, your Outlaws are blasting them, including Sirius’s turrets. Once the Rounds kick in, your enemy will be having a very bad day.

Sirius’s turrets provide your enemy with targets while giving you a lot of firepower. If you’re facing difficult flying waves (the Protoss Arbiter/Carrier combination, for example,) those turrets will help a lot. Then, you can upgrade them to fire surface-to-air missiles, and instead of facing a ton of carriers, the carriers are all dead. When fully upgraded, the turrets do tons of damage.

Sirius and Sam are both Gun classification, so when you get Mastery 90, you can upgrade their attack speed by 40% by purchasing the Triggers at the Engineering Bay for just 150 minerals 150 gas. (Tychus is also affected.) That’s a lot of dead enemies, especially with lvl 5 offense upgrades.

Blaze needs heavy buffs if he’s to be on par with the others. Cannonball, in my opinion, is a good choice, but realistically people will pick Nux over him. Nux’s psi storms are very powerful.

I personally love Layna Nikara, but in the spirit of objectivity, nearly all Tychus players choose Rattlesnake over her, both because he has an attack and because his healing, along with Medivacs, is considered by most to be enough healing. He’s considered A-list for those reasons.

It was nice to use vs. the Slayn Elementals on CoA. They won’t be able to shotgun blast their Solarite bubble attack

I’ve heard somoene Avatar Of Form (aka “the blue one”) used for base defenese in DoN. It was able to “solo” that task, whereas Essence requires and army or other defense to be around

Auto turrets.

Would be interesting to be able to pay resources to instantly reset a medivac cooldown.

I’d like it if Tychus had access to unused hero units from the campaigns. Basically, if your ally is Raynor you would be able to recruit a Raynor hero unit. Suggested active abilities for all heroes: Raynor (penetrating round), Artanis (astral wind), Swann (Flaming Betty), Vorazun (void prison), Karax (reclamation or phase cannon), Stukov (summon infested), and Stettman (revive hero).

Zeratul’s Telbrus Legion could be overhauled by adding a new unit to his call-down. Colossi would best fit his role and reference his short story. Other options include dragoons, scouts, or reavers.

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Just thought I’d add this in case you weren’t aware. Stettman’s drones can repair like scvs. So they can repair static defense. But I agree, it’d be nice if green stettelites repaired structures as well.

That ability shoul go to Tosh!
It would be pretty cool if Tosh can briefly summon Heroes with his Terrazine Voodoo!