What's your Stukov P3 Playstyle?

I’d like to know how to optimize this prestige. Do you concentrate all your infested housing in one place or do you spread them everywhere?

Yep I separate them by one space. I love P3 because how it’s like in zombie shows and movies where you get to see limitless army of infested going against your victims.

Depends upon the map. Most times I will cluster them, or I will uproot and move them… On maps like Void Launch, I cluster them around the warp conduits.

I tend to clump…but given you end up with 40+ they spread out quite a lot.

Essentially I slowly move them forward to the critical parts of the map (sufficient for blocking waves/being closer to objectives)

Don’t clump so much that you can’t move units or themselves around, but also don’t spread so wide that you are wasting real estate.

Optimize your macro, P3’s key is mostly in supply and mineral management. Gameplay wise, clump the spawn before engaging. While it’s tempting to just set emitter for location, doing a clump before engagement area is more ideal (if you don’t plan to micro any of it).

Otherwise, early game can turn into a trickle feed.

I put my bunkers in blocks of 6 (2x3). That allows spawning without any spawn blocking. I’ll usually put 2-distance space between the blocks to let the large units through.

I’ll build near the base to start but I always move the existing structures out closer the middle/the objectives as the mission progresses.

The only exception is DoN where the infested are just too slow, especially if the three barricades are preserved (they have to walk a loooong way around if they can only exit through the south). So on DoN, I build a handful of bunkers to defend the south, and go diamond back for the rest.

If you are looking to optimize instead of “lol just bunkers wins regular brutal I don’t need anything else”, you should look into supporting the infested army with tanks, libs or queens depending on what you’re against. A group of ~5 tanks always makes the infesteds far more effective than infesteds alone.

Also in the early game instead of sending a infested tickle, group the infesteds before sending them against the enemies, each bunker can provide about 5 infesteds if you wait some time.

I would play P3 but I don’t feel like starting his levels over 3 times in order to do so…

If the mission is short, I wouldn’t bother with bunkers too much.

Otherwise, you could have 2 main areas. If you don’t mind micro-ing them, you can move existing ones closer to the frontline.

Thanks for the suggestions everyone. I’ll try them out today. I usually tend to spread them out so that the infested come from everywhere and will catch any roaming enemies or give me early intel on attack waves. Never thought of clumping them before a serious attack though. I just deep tunnel in my tanks to break the siege.

Mech of course. P3 is best prestige for mech, because P3 is best for siege tanks. I have no idea why almost nobody ever uses them, it’s almost as bizarre as the origin of the human race. Broodqueens are somehow even rarer still.

P1 is better for siege tanks because you get 1free charge every 10 seconds instead of every 30

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You’re forgetting about the heal every time tanks swallow an infested, and that you lose 2 powerful upgrades from the infested compound, and how incredibly slow an attack speed of 10 is.

True P1 tanks don’t get healing
but P3 tanks+supporting bunker cost 600 minerals

P3 does definitely benefit from tanks (especially if a defensive map)

Except we forget that the no tech requirement and 30% cost reduction equivocates for ~50-75% faster DPS ramp up.

Not losing HP (or losing less, especially losing less tanks) by always engaging with more tanks in P1 than P3 per time frame will result in:

  1. No need to less need for heal.
  2. Less replacement for more sustained and better engagements.

And no, don’t give me this P1 doesn’t have infested to tank the damage. There’s plenty of Infest Structure to cast around for days.

P1 is Mech god and far more powerful than P3. Anyone telling others differently clearly needs to learn more about Stukov.

At P1 you unlock a brilliant prestige, so why wouldn’t you want that?

The inability to rally to multiple locations, rally buildings individually or even shift queue multiple rally points kinda sucks, but constantly tunneling tanks around doesn’t sound much better than constantly moving a beacon around. How do you distribute ammo between multiple points under stochastic and unequal pressure?

Careful bunker placement can mitigate complex rallying issues to some extent, but usually bunkers are postponed until the number of infested from the infested compound starts to become inadequate. By then you will have plenty of minerals in the bank, but even if this were not the case P3 is still ahead because P3 bunkers can support 3 times as many tanks as not P3 bunkers. The biggest benefit lies not in cost effectiveness, but in supply efficiency. P3 can realistically use far more tanks than any other prestige.

By the way what mastery do you choose in the third set?

Broodlings tank/troll, infested are just ammo. Tanks ensure units are launched in a well dosed manner such that the enemy will be reliably held up by the broodlings that spawn from dead volatile infested.

With an imaginary unit budget of 20000 minerals and 10000 gas P1 can afford 143 tanks instead of 100, which is 43% more not 50-75% more. Also I’m afraid the lifted tech requirement isn’t gonna be of much help since you still have to wait for 100 gas and if you skip the barracks you’re gonna have to build the tech lab using your factory. Then after the tech lab finishes any tanks you make won’t start generating ammo until you finish a research, so even if you can get slightly more tanks you’ll have a much slower start. And despite having more tanks your start will be much weaker much more vulnerable because your infested don’t spawn any broodlings. Not that it matters all that much because you can rely on topbar abilities for a very long time.

Can you elaborate on 2. a little? Maybe I don’t get your point but tanks are sustained by infested, and I’d rank P1 dead last in that department. Having more tanks also means more ammo is needed. Per minute each tank consumes 20 infested or 18 after subtracting the 2 per minute they passively generate. P1 tanks generate 4 extra per minute so assuming no karax it takes 16 of them just to break even with the missing infested compound, but it would still take 224 infested per minute to sustain that many tanks and I don’t think you have anywhere near enough supply for that many bunkers.

P1 tanks need no bunkers, they generate their own infested almost as fast as P3 bunkers. (and they take less supply and minerals)

120 supply of P3 bunkers+30 supply tanks=245 infested per minute
150 supply of P1 tanks=300 infested per minute (and they can fire them that fast)

Sure, except I didn’t say you afford 50-75% more. I said the DPS ramp up is faster. That is a significant and more critical issue you are choosing to ignore.

It’s pretty clear in reading your response that you don’t play P1 or have much experience with it at all.

Point 2 is straight forward. Tanks are very powerful, a few volatile launches can already decimate a wave or out range destroy a base. Regardless your personal view on “how slow” the volatiles are in P1 versus P3, the factual difference is insignificant. As such, having faster and more tanks earlier is just BETTER.

If you rank P1 dead last AND you play infested tanks. Here’s the good news, you should switch. Here’s the accompany bad news, you aren’t nearly as good with Stukov as you think you are.

Spam bunker and occasionally build some mech