What other mechanics would you like to see?

Mechanics. Not commanders. If you’d care to tie them to COs, then by all means. Otherwise, I went with this to keep things on the simple side.

Off the top of my head:
–another hero that’s an air unit
Besides Super Gary. I don’t recall if Abathur’s Leviathons have the heroic tag, but I’ll leave them out since I’m looking for ones you start off with, as opposed to having to “build”.

–air towers
Closest thing we have are HH’s Mag Mines

–A CO who can make units of multiple races
Like “Raynor & Artanis” for the last mission in Sc1. They would strip away units such that it’s not 30 units available.

–Terran units that are uncontrollable
We already have Zeratul’s Legions for Protoss, and Mengsk’s WoW for Zerg (although interestingly enough, from a Terran CO).

–unused stuff
PF, Terran Diamondbacks, regular Warhound units, Defilers, a non-CD Mothership for some

–costs that go up as you build more of them
Could be triangular, so if you 0 of thingX, then it costs 100 mins. 2nd one costs 300 mins. 3rd one costs 600 mins. But if one of them dies, you’re back down to 2, and making another costs 600 again.

This seems like a pain to code, and it’s probably easier just to set a hard limit like they do with Abby’s UE, or HH’s Galleons and Strike Fighters

–time delay transport
Similar to Deep Tunnel, Nova’s airlift, or Tychus’ Medivac, but it has a 2 to 10 second delay before it actually activates, so you’d need to plan ahead more. OTOH, it’d have no cd, and other benefits to compensate.

–A reason to use Creep Tumors
Kerrigan’s better off using Omega Worms
Zagara could, but the extra APM doesn’t seem to be worth it
All other Zerg COs either don’t use Creep, or don’t use Creep Tumors

–Someone who’s “forced” to use lifts and drops
Not Nova’s Griffin boarding, nor Tychus’ Medivac. I’m talking a transport unit that physically picks up other units, and actually moves them around (the other 2 just instantly teleports to any place with vision). They can get by without it, but with it, they’re MUCH stronger.

In LoV campaign mission Dark Whispers terrans can warp in from a pylon. I want that for coop.

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Terran units merging like primal zerg and high templars.

A commander whose tech tree has different branches that are exclusive towards each other. For example, you can choose to unlock firebat or marauder by research one of two techs, but if you research the firebat tech, you can no longer research the marauder tech.

Units acquire abilities by consuming other units. Similar to Dehaka where a dead unit drops a collectible, and a unit absorbs it will gain an ability similar to the dead unit’s.

Units with more than one transformations.

Techs to upgrade SCV/drone/probes that increase their efficiency, possibly for a commander with an unaffordable amount of upgrades for its other units as well.

Mothership core for protoss, herc for terran.

Spy units like in Red Alert 2.

Zerg infest Amon’s damaged buildings to allow production of special units like in SC1.

Zerg with evolution pit from HotS but mid-mission:
You have tech structures get upgrades for free, but you can only have 1 active per unit at once. Switching would be free but would have a short delay and long cooldown.

Similar to fenix but would affect more than just hero. And more interesting than stetmann’s speed or regen

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I think it’d be cool to have a Zerg base creep Commander. No units, instead you spread buildings similarly to how creep tumors spread. There could be a mix of strong defensive structures and weaker swarmy ones that build quickly.

  1. Old abilities from the Mothership WoL alpha/beta stage.
  • Time Bomb - Stop all projectiles attack.
  • Black Hole - Suck in all air units and remove them for good.
  • Planet Cracker - Inflict powerful damage to all units/structure beneath the Mothership
    You can see them in action if you look up Protoss Beta gameplay on youtube.
  1. Soul Hunter - Old protoss unit during the WoL Alpha/Beta stage. From what I heard, it get stronger every times it kill a Biological units. Got scrapped because it was too powerful against Zerg.

  2. Phase Cannon - Can move around within the Pylon power field. Similar to Spine/Spore Crawler that move around on creep. Got scrapped because it made cannon rush too strong, I think.

It’d be nice to try them out in Coop mode.

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I’d like some kind of option to make certain missions last longer. In most cases, the final upgrades and top units can only be used for a few short minutes before the mission ends. A longer mission where capstone upgrades and units saw more play would be nice.

Maybe survival mode?

2 Likes

The possibility of this will be none but I would like to have an option to make my own commander.

Fully customizable units, top-bar, abilities, perks, masteries, skins, factions, races… that sort of thing.

Swann.

If you aren’t using Hercs with Swann you’re playing him wrong. Very wrong.

New maps. New missions. More bonus objectives.

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I’d like to have mirror matches. Twins commanders chance.

Guilty as charged! Although TBF, I’m hardly the only Swann player who does this. And we get by just fine anyways.

I do make them on Mutations. Especially Miner Excavation because after one evac ship takes off, they enemy attack wave is literally already on top of the next one you’re supposed to protect. Warping there for vision, and dropping your mech units does help

Oh trust me I’m aware of how many Swann players out there are only using half of his arsenal.

It still boggles my mind that people will play him and not make Siege Tanks at all either. Literally not using the strongest two weapons in his arsenal Tanks and Hercs. They’re what MAKE Swann a great CO.

I suppose vs Air Comps you can go with just spamming Goliaths and Science Vessels but even there, I hardly ever see other Swann players using Defense Matrix.

Swann is such a misunderstood CO by a huge number of players. No wonder I see people always clamoring for buffs for him that he doesn’t need.

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True.

( 1 characters)

and wraiths with moving damage buff one-shot most stuf, great for objectives. 188 hp. Tor barrage 480 hp.

if defensive matrix was on autocast, it would be used. Otherwise you just make more units and let them heal for free anyway. Its a great thing to use but when you have many units, too much micro for not much in return, especially on high hp units.

anyway, is there even a description of what it does ?

I mean in SC BW, like, 20 years ago I never knew what it did. Skill, name, what it does ? Description as good as in WC II, the ogre magi mines or something. There was no way of knowing what it did.

Zeratul’s Void Arrays - at least one pair needs to be present where you want to load/unload. Unit teleportation can be instant if you set it to be the default exit node but you still need to walk your units into an array to load them in. (PS. I know you don’t need a pair but loading them into one and flying around and then unloading is probably not what you meant, though similar to Swann’s Herc.)

Vorazun’s Dark Pylons - one way transport, to the Pylon’s location. DP needs vision to be placed first, which takes a few seconds. And after it’s used, has a 60 second cooldown per DP. The transport away is nearly instant but the re-materialization takes 2-3 seconds.

And Swann, but target doesn’t require vision coz you can jump in the Herc anywhere, which gives vision :-/ and then unload.

  1. Better CO synergies, either based on canon or race, rather than something super broad. Eg. Artanis’ Guardian Shell applies to all units of all CO’s, so is a very generic synergy (don’t take it away though). However, Vorazun’s Veil of Shadows and Emergency Recall only apply to cloaked or burrowed units, either naturally/upgraded/activated or while under a DP. Would like to see more synergies like the latter. Or, based on canon:

    • Speed increases for friendly alliies’ unit’s death: Eg Artanis’ units get boosted when one or more of Raynor’s units dies nearby. The boost should be based on Supply but only temporary and not to base stats, so not like Avenger. Boost should be the ‘speed increase for warped in units’ or ‘Speed Increases for Drop Pod Units’
    • Mengsk’s units a no new/extra buff when with Raynor or Artanis (Hyperion & buffs from other CD’s buff as they currently already do)
    • Mengsk’s units gain a buff with Tychus
  2. Unit Transfer: Would love the ability to give your unit(s) to your ally, either permanently or for a limited time. For example, rather than having Raynor medics or Swann SCV’s follow the ally’s units around for health/repair (very happy to see an ally doing it), it should be possible to give your units to your ally. If supply usage is also transferred then ally should have an ‘accept/decline’ option. This is likely to make all CO’s very OP, so should probably be done carefully.

    • A pair of Void Array’s to Zeratul’s ally would give them the same movement strength.
    • If Tychus is using Rattlesnake, could consider passing Nikara to the ally (or vice versa), assuming they don’t want all 5 outlaws.
    • Maybe restrict transfer to non-combat units & structures only (medics, observers, Hercs, Arrays, Dark Pylons).
    • No production buildings.
    • No Hero units (negates the Nikara example above?)
    • No units that require the Top-bar
      • Tychus’ medivac’s can’t be transferred to ally
      • Swann’s Laser
    • Workers - can be transferred but can’t make production or tech structs. Only static defense, etc.
    • Bunkers - one Terran CO makes, transfer to Terran ally, ally loads units into bunker. (Are Raynor & Mengsk the only two CO’s with bunkers? That could be awkward.)

Stukov has bunkers too, but they’re nightmare bunkers.

Donating units might be too OP, as it would potentially fill in any intentional weak spots in a commander’s roster. I really want to be able to donate resources, which would be a less unbalancing way to assist an ally.

2 Likes

Tanks are fun. With Immortality Protocol, they rebuild in a fraction of the time and resources, so no need to queue from Factory for replacements

A few didn’t even bother upgrading his DLD (Drakken Laser Drill)! Reaching lv2 ups the damage to more than double, and also unlocks Pulse Cannon, which is his version of nukes

I’m tired of tanks. So, I make mass Thor

FEEL DA THUNDAH

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