stet seems weak, Z-tool, quite the opposite, Mengi, exp gain is nice, but since most maps are short, youre not getting an army of vet 3 guards.
15% exp gain vs even faster expand is in most cases hard to not do, because it allows for extra fast tech to propaganda, which in turn allows for ability spam.
On map like dead of night, where your workers arent plentiful/in bunkers, propaganda wont work on those inside, so most of your mandate comes from the Guards. (reminds me of soviet Guards armies)
If you cant leave it, love it, is so much reminiscent of the iron curtain lol
Its not arcturus, its Yosiph Vissarionovich Mengsk in space.
Too much money in the military, little for the common guy, since the gunsare so expensive, selling them would make a lot of money whereas manpower is sort of expendable. ‘I’m not expendable’ … you wish lol.
20% guards cost reduction is huge, vet 3 marauders have 525hp+300 shield once per minute. Stimpack triples dps. Each shot is almost as good as pvp tank (35/70 armored)
Deployed propaganda helps a lot with non stimmed dps, while adding some even to stimpack dps output. 1 Cruiser for 1 range, armor aura is basically useless.
tactical small nukes are free, so all you got is wait for cooldown. If oyu want to throw some 20 if quick succession, sometimes its good to hold fire, shift, and a hardened target goes. Sort of alternative to ESO.
ESO I do not like, depends on the map whether they are all that useful.
No idea why two guns fire at once, with only one shell landing
The other one is blank and the shell is sold on the black markit right
flying shooting tanks are funny, but 8 pop cost is almost as big as cruiser at 10 and same as the blackhammer walker.
vs air you have AA missiles in troopers, or them in bunkers for 12 range, so there is not much that can outrange you.
What I do not like much is that you cant put either the ghost or marauder in the bunker.
Why ghost has still 6 range for the sniper it was is a mystery to me.
Still, Mengsk WC 3 permanent militia mechanics are a lot of fun.
flamer upgrade goes to 145 hp, from 45 but also causes the trooper to have armored tag, instead of light. The longest range flamer in the bunker is still raynors, at 5, but those are very space inefficient.
On dead of night, spotters cant turn off mengsk bunkers, 1 bunker full of rocketeers will take care of any number of those 500 hp flyers in almost 2 salvos.Your turrets there wont be turned off, unless there are units on the ground close to the bunker aggroing it.