Infested Marines (that come from Barracks) cost supply. Otherwise, nobody would use Bunkers, if all it cost is minerals. Maybe check your games, actually check them.
Bunkers cost 4 supply now, as far as I can recall (after all the nerf, re-buff, etc.) and 400minerals. The troopers that spawn from them don’t cost supply.
Kind of overpowered from reading the advantages. Dark Swarm renders quite the power. The permanent infested isn’t actually all that superb, but definitely would save minerals in the long run.
Very interesting idea. This would really change up his playstyle in an inventive way.
One piece of feedback I have is that I feel there’s a LOT of changes here; most prestiges don’t have quite such a vast number of changes.
I’d simplify it like this:
What this means is that the top bar isn’t disabled; only the Aleksandr is disabled. Infested infantry still go to the psi emitter. A possible difference in implementation is that each wave of Infested Civilians is now 160 minerals and 4 supply; with each upgrade this increases to 320/8, 640/16, and 1280/32, respectively. (As per usual, each of these Infested Civilians has a chance to become a Volatile Infested.) This means Infested Colonist Compound levels do not affect the cost but only how many can be created at once, which limits their effectiveness, removing the need to lock the third upgrade and saving space in the disadvantages list.
I also think it’s better that Infest Structure and the Apocalisk are left on the top-bar; they don’t really need any change to their functionality or source, and doing so I think would add unnecessary complexity to the prestige. The explosive Infested Terrans, while a nice homage, is similarly complicated and overlaps with the role of Volatile Infested.
Some additional feedback from watching the video:
– Stukov is either going to need longer attack range or a higher push priority.
– I also think either Dark Swarm’s radius should be smaller, or its cooldown should be longer. It seems like it would be very powerful with such a vast radius and rapid cooldown.
– His resurrection ability as-is also seems outrageously powerful. It effectively allows you to recover your entire army after after a major loss. Furthermore, its usefulness decreases relative to how well you are doing in engagements. I could also allow you to get around the supply cap. I have two alternatives: 1) Stukov automatically resurrects infested as they die, with them burrowing out of the ground at his location; the resurrected infested either have timed life and cost no supply, or die permanently the second time. 2) Stukov retains his ability from the campaign to summon Infested Terrans out of the ground, with its co-op incarnation summoning four Infested Marines and one Volatile Infested which either have timed life or are permanent and cost supply. The ability should be able to store up to 3 charges, and would have a cooldown of moderate length (perhaps 30 seconds). If the summoned units are permanent, such an ability would allow you to replenish your army on the fly; if temporary, it’s a potential source of burst damage that synergizes with your upgrades.
Ok, since you want a Stukov hero idea, here’s how I would approach it:
(NEW) Plague Warden:
Advantage:
Aleksander is now permanent. Starts the game as a static constructing structure like Swann’s laser drill. Infested colonist compound civilians now spawn in waves from the Aleksander. Banshees can load and barf civilians as per old Plague Warden.
Disadvantage:
All Infested Infantry -50% duration, mech units +100% gas cost.
Basically the idea is that it focuses on what I think p2 is trying to achieve: doing a lot with a little in terms of your mech units, and making up for short lived infested by deploying them directly to the front lines.