View Full Version : Co-Op Commander Theorycrafting
Drake Clawfang
11-13-2015, 02:27 PM
With the initial six and Karax, Stukov, and Matt Horner in consideration; who else would we like to see, and what would their specializations be?
I'd like to see acknowledgement of SC1 some more, so my top pick for representation from that game would be DuGalle. The UED quite clearly established their combat preferences throughout Brood War, and it'd be easy to adapt them to Co-op. DuGalle can get Marines, Medics, Goliaths, Siege Tanks, Wraiths, Valkyries, and Battlecruisers. His gameplay style would focus on aerial dominance with Valkyries, Wraiths and Battlecruisers, with his ground units serving as support. His upgrades could give the Medic Restore and Optical Flare back, Goliaths their upgrades from the WoL campaign, Siege Tanks could get an anti-air mode or alt attack, Wraiths can get their WoL abilities, Valkyries can have speed boosts and a damage buff (perhaps armor-piercing attacks), and Battlecruisers can get back their WoL abilities like defensive matrix and missile barrage.
EDIT - I've done a lot of commanders in this thread, here's a list.
Admiral DuGalle (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=200111&viewfull=1#post200111)
Dehaka (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=200331&viewfull=1#post200331)
The Overmind (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=200332&viewfull=1#post200332)
Ulrezaj (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=200336&viewfull=1#post200336)
Duran (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=200345&viewfull=1#post200345)
Aldaris (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=200354&viewfull=1#post200354)
General Duke (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=200378&viewfull=1#post200378)
Mira Han (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=201530&viewfull=1#post201530)
Arcturus Mengsk (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=201634&viewfull=1#post201634)
Matt Horner (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=201904&viewfull=1#post201904)
NikoMyCousin
11-13-2015, 03:56 PM
I'm not sure what the strategy is for Blizzard. All commanders and all future commanders so far played a role in LotV against Amon's forces. If they don't want lore to attach to it then I'd say commanders like the Overmind, General Duke, and Tassadar, all with unique abilities and all with SC1 units.
FanaticTemplar
11-13-2015, 04:13 PM
I also don't know if they're willing to make new models for this, so I don't know about getting some of the SC1 guys.
I feel they definitely should get some actual Terran Dominion representative in there though, if not Arcturus or Valerian then at least that Warfield general guy.
Having Selendis in there might make up for her being introduced way back before Wings of Liberty and doing pretty much nothing.
And Abathur, because of course.
Drake Clawfang
11-13-2015, 11:17 PM
Well, they wouldn't have to make new models, just new portraits, and the portrait models are typically just the torso with a background. And they recorded new voice clips for the game and such. I don't think a few portraits would be difficult.
ragnarok
11-13-2015, 11:39 PM
I also don't know if they're willing to make new models for this, so I don't know about getting some of the SC1 guys.
I feel they definitely should get some actual Terran Dominion representative in there though, if not Arcturus or Valerian then at least that Warfield general guy.
Having Selendis in there might make up for her being introduced way back before Wings of Liberty and doing pretty much nothing.
And Abathur, because of course.
Personally I just don't think Warfield would work because he's too arrogant and too stupid for his own good.
This could be easily seen in WoL.
Right before the Char invasion began, Raynor warned him not to attack head on. Warfield accused Raynor of being a coward and a terrorist while he led 5 separate offensives against the swarm. He completely forgot the fact that Raynor already defeated him on Korhal in the "Media Blitz" mission, and his head on attack failed miserably, and Raynor and Tychus had to rescue him.
Thus as I saw it, right now the Dominion has a serious lack of COMPETENT commanders. Most of them have swallowed Mengsk's propaganda BS of their invincibility, which isn't the case.
Mangled
11-15-2015, 12:14 PM
If we're going to be given canonically dead commanders, then I'd like to see Aldaris offering Scouts, Shuttles, and Arbiters. Maybe he could also have some emphasis on High Templar and not offer any Dark Templar units whatsoever. If not, then Selendis representing the Golden Armada would be very cool as well, but I suppose she wouldn't bring Arbiters. I'm pretty annoyed at how much she was talked up when being introduced, but then given no major role in the Protoss's own campaign. Maybe they'll do something like Nova's mission pack for her? I'd begrudgingly pay for it, anyway.
DuGalle would be cool, but I would like to see actual UED unit models and associated decals being added for that (even if they're just locally conscripted colonial units). Maybe we could get Edmund Duke and his Alpha Squadron boys? Again, if we're not going to be given dead characters, then maybe a new one could be invented? What if a remnant of the UED took the same drugs and techniques used to pacify the Overmind and applied them to a cerebrate straggler, hijacking his brood and selling it out as a mercenary force or something? Probably stretching the whole idea behind Co-Op missions a bit too much, but damn if that wouldn't be fun to play - I imagine it would involve an interesting mix of Terran and Zerg units working in tandem. Could involve some mechanics built around Hive Mind Emulators or Psi Disrupters, I don't know.
Thus as I saw it, right now the Dominion has a serious lack of COMPETENT commanders. Most of them have swallowed Mengsk's propaganda BS of their invincibility, which isn't the case.
Minor spoiler:
With Admiral Horner at the helm, is this still the case? He seems like a pretty solid commander to me, and he's the one reaffirming the military's loyalty to the Mengsk dynasty at the end of the Epilogue. So, that leaves me to wonder: Will he be representing the Terran Dominion in Co-Op? I really hope so, because I'd love to play as them for once instead of being some dirty, ragtag rebel. Most of the Terran units added for multiplayer are Dominion-engineered anyway, so I think there's a lot to work with in regard to unit composition and commander abilities.
ragnarok
11-15-2015, 03:41 PM
With Admiral Horner at the helm, is this still the case? He seems like a pretty solid commander to me, and he's the one reaffirming the military's loyalty to the Mengsk dynasty at the end of the Epilogue. So, that leaves me to wonder: Will he be representing the Terran Dominion in Co-Op? I really hope so, because I'd love to play as them for once instead of being some dirty, ragtag rebel. Most of the Terran units added for multiplayer are Dominion-engineered anyway, so I think there's a lot to work with in regard to unit composition and commander abilities.
Well yes HE'S a good commander, but I'm talking about the Dominion commanders who were always part of the Dominion, not former Raiders.
TheProgramer
11-16-2015, 01:42 PM
I'd like to see Stukov with a shadow-ops based theme.
Mangled
11-16-2015, 03:32 PM
Well yes HE'S a good commander, but I'm talking about the Dominion commanders who were always part of the Dominion, not former Raiders.
Well, fair enough then. It's a damn shame Dominion command had such competency issues, though. Did Mengsk just purge anyone with a clue in exchange for yes-men? Being pitted against a really solid leader in Wings or Swarm would have been great, especially in Swarm. I'm sure they intended Warfield to be something like that, but as you said, he just fell flat.
ragnarok
11-16-2015, 05:09 PM
Well, fair enough then. It's a damn shame Dominion command had such competency issues, though. Did Mengsk just purge anyone with a clue in exchange for yes-men? Being pitted against a really solid leader in Wings or Swarm would have been great, especially in Swarm. I'm sure they intended Warfield to be something like that, but as you said, he just fell flat.
In some ways yes. The problem is that Mengsk had WAY too huge an ego thinking he was without limits. Even to the very end of HotS, he still had it, and that's why the Dominion ended up in chaos.
FanaticTemplar
11-16-2015, 07:09 PM
I think it's just an Inspector Lestrade issue where you make your main character look smarter by surrounding him with idiots.
Sheliek
11-17-2015, 09:19 AM
Given Karax, from what little we've seen, has the Purifier-looking beam, I'd wager he's the Purifier commander to Artanis' Khalai and Vorazun's Nerazim. Alarak seems extremely likely for the fourth, as a Tal'Darim commander. Be neat if we saw a Tal'Darim version of the zealot.
Drake Clawfang
11-17-2015, 04:46 PM
Okay yeah, with all the ridiculously OP Taldarim variants and Alarak's popularity, I see the only hurdle to getting him in is John de Lancie's fee to come back. But if My Little Pony can afford him every season, Blizzard can afford a second session.
Also gonna throw out an idea for the Tal'darim Zealot - the fanatic, restores some HP and shields to itself each time it kills something.
KaiserStratosTygo
11-17-2015, 07:44 PM
Still not a fan of Swann being one of the commanders should've had Valerian or someone else.
I've warmed up to Karax since he can take over robotic units in the campaign.
NikoMyCousin
11-19-2015, 04:02 AM
Slightly off topic but I just played a few coop games as Protoss for the first time and noticed that Paul Eiding doesn't voice the dialogue of the Protoss advisor when talking about the mission at hand. Pretty disappointing.
Drake Clawfang
11-23-2015, 04:24 PM
After playing a lot, I realize the different commanders are fun, but the missions quickly wear out. Very few missions actually let you use the full scope of a commander's abilities, and they all play the same. Teamwork is actually non-existent at times, I've had games where my teammate and I never exchange a word, and we win fine. The reason is that co-op missions don't require two players to win, in terms of gameplay: all attacks on your base are telegraphed well in advance, and otherwise you just move out and hit the objective.
So here's my nominations to expand the types of missions and force more creative gameplay from players.
Jungle Beat: Harvest terrazine while fending off enemy forces. Some terrazine sites are in enemy bases. (Based on Welcome to the Jungle from WoL)
;Players will have to juggle defending their workers with mobilizing an attack force and defending their base as normal, as well as stopping enemies from sealing sites. The option to harvest multiple terrazine sites as well as the mentioned juggling of objectives encourages teamwork, multitasking, and a varied army composition.
Psionic Storm: The psi destroyer is going to overwhelm your bases if you don't deactivate it quickly. (Based on Death from Above from HotS)
;Like the HotS mission, players will need to move swiftly and heavily on the offense to push to the enemy bases, and then back off to defend and attack the power links once it reactivates. Players will need to coordinate and strategize for maximum damage and move quickly to finish the mission before the destroyer field reaches their bases.
The Moebius Strip: You've located Amon's asteroid-bound forces with limited resources. Destroy the power generators to shut them down. (Based on Templar's Charge from LotV)
; Players will need to coordinate their attacks and strategize well to make the most of their limited resources and destroy the objectives efficiently.
BTW, is anyone else finding Oblivion Express (the shuttles) way too insane? I'm playing on Hard and can do all the other missions fine, but on that one, the last couple waves of shuttles are escorted by Leviathans/Loki Battlecruisers, depending on the enemy race, multiples of them, along with other forces.
Drake Clawfang
11-27-2015, 10:59 AM
Ta-da!
Admiral Gerard DuGalle
Initial units: Marine, Medic, Goliath, Siege Tank, Wraith, Valkyrie
Special Building: Psi Disruptor. DuGalle gets one near his base at the start of each mission. The Disruptor can use the following abilities, which he can target anywhere in sight on the map:
EMP Pulse: Damages shields and energy of all enemies in a radius by 200 and negates shield and energy regeneration for 5 seconds. Has cooldown of 180 seconds.
Sigma Burst: Damages biological units over time for a period of time, dealing 200 damage over 10 seconds. Has cooldown of 180 seconds.
Talents
Level 1: "Aerial Dominance." DuGalle's Starports build faster and are less expensive (construction time -10 seconds, cost is 100/50)
Level 2: "Calldown: Spartan Company." Pinpoint a spot of open ground and call four mercenary Goliaths with timed life of 60 seconds to the field. Spartan Company comes with the Goliath's Charon Boosters and Explosive Payload upgrades as detailed further down.
Level 3: "Infantry Cache Upgrade." Unlocks Marine and Medic upgrades at the tech lab.
- Marine gets U-238 Shells and Stimpacks, Medics get Restoration and Optical Flare. Restoration can be set to autocast, Optimical Flare reduces the range of enemies near the point of impact to 1.
Level 4 "Unlock: Power Generator." SCVs can now build Power Generators (100/100/30). Power Generators have an energy meter and can recharge the energy of nearby units with energy, similar to a shield battery.
Level 5 "Unlock: Ghost." Unlocks Ghost and Ghost Academy for production.
Level 6 "Factory Upgrade Cache." Unlocks Goliath and Siege Tank upgrades at the tech lab.
- Goliaths get Charon Boosters (air attack range +3, damage +4) and Explosive Payload (Goliath air attacks deal splash damage). Siege Tanks get Napalm Rounds (Siege attacks deal an extra 30 damage over 5 seconds) and Resonance Coil (attack range in siege mode +4)
Level 7 "Advanced Fusion Reactor." SCVs repair faster and at no resource cost.
Level 8 "Psionic Wave." Unlocks the Psionic Wave wave ability at the Psi Disruptor. Psionic Wave launches a wave of energy in a line across the map, stunning enemies for 5 seconds and dealing 400 damage to them. Has a cooldown of 240 seconds.
Level 9 "Starport Upgrade Cache." Unlocks Wraith and Valkyrie upgrades at the tech lab.
- Wraiths get Magnum Thrusters (movement speed +100%) and Advanced Targeting Systems (attack speed +50%). Valkyries get Hellfire Boosters (splash radius of attacks +50) and Armored Warheads (Valkyrie attacks ignore armor)
Level 10 "Unlock: Battlecruiser." Unlocks Fusion Core and Battlecruiser for production.
Level 11 "Extended Contract." Doubles timed life of Spartan Company to 120 seconds and generates two more Goliaths when using Calldown.
Level 12 "Battlecruiser Upgrade Cache." Unlocks the Defensive Matrix and Missile Pod abilities for research at the Fusion Core.
Level 13 "Psionic Dominance." Unlocks the Psionic Dominance ability at the Psi Disruptor. Psionic Dominance converts non-heroic enemy units in the area of effect to DuGalle's control for 15 seconds. Has a cooldown of 360 seconds.
Level 14 "Death From Above." Halves the time it takes a launched nuke to drop. Ghost Academies can store up to 3 nukes at once.
Level 15: "Behemoth Reactor." DuGalle's Battlecruisers start with full energy and have their energy regen rate doubled.
May do one for Alarak later.
Drake Clawfang
11-27-2015, 03:45 PM
And here we are.
Highlord Alarak
Initial units: Zealot, Sentry, Immortal, Colossus, Void Ray.
Note: Alarak cannot build photon cannons or shield batteries.
Special Abilities: Alarak can call down attacks from a Tal'darim Mothership. This functions identically to the Spear of Adun's abilities.
Solar Lance: Works identically to the campaign. Costs 50 energy, 120 second cooldown.
Mass Recall: Works identically to the campaign. Costs 50 energy, 60 second cooldown.
Talents
Level 1: "Aggressive Doctrine." Alarak's combat units deal +25% damage when attacking a mission objective unit or structure.
Level 2: "Righteous Fury." Alarak's combat units gain +5% attack speed each time they attack, stacking up to +20%.
Level 3: "Calldown: Mothership." Pinpoint a spot of open ground and call a Tal'darim Mothership with timed life. Lasts 60 seconds, costs 100 energy, 240 second cooldown. Mothership has the Planet Cracker, Blink, and Time Bomb abilities.
Level 4: "Twilight Council Upgrade Cache." Unlocks upgrades for the Zealot and Sentry at the Twilight Council. Zealots and Sentries are replaced with Fanatics and Havocs subsequently.
- Zealots get Charge and Bane Blades (+3 damage, -0.3 attack cooldown). Havocs get Squad Sight and Target Lock.
Level 5: "Unlock: Ascendant." Unlocks Ascendant and Templar Archives for production. Ascendant comes with Psionic Orb and Sacrifice abilities.
Level 6: "Chaotic Torrent." Allows the Chaotic Torrent ability from the top menu. 75 energy, 180 second cooldown, deals 100 damage to all enemies in target area and halves their attack and movement rates for 20 seconds.
Level 7: "Templar Archives Upgrade Cache." Unlocks Ascendant's Mind Blast and Bloodstone Amulet abilities. Bloodstone Amulet causes Ascendants to spawn with full energy and doubles their energy regen.
Level 8: "Robotics Bay Upgrade Cache" Unlocks the Scatter Cannon and Charged Blast upgrades for the Immortal and Colossus. Immortals and Colossi are replaced with Vanguards and Wrathwalkers subsequently.
- Vanguards retain the Immortal's Barrier and have Scatter Cannons as an auto-cast active ability, similar to the Annihilator's Shadow Cannon. Colossi gain Charged Blast as an air attack and keep their beams for ground enemies.
Level 9: "Unlock: Skylord." Unlocks Skylord (Tal'darim Carrier) for production.
- Skylord's passive ability has them deal increased damage to ground targets.
Level 10: "Soul of Strength." Doubles Tal'darim Mothership's timed life, reduces cooldown by 60 seconds.
Level 11: "Blood Fury." Alarak's combat units deal +50% damage when their shields are depleted.
Level 12: "Stargate Upgrade Cache." Unlocks the Chain Beam and Scar Beam upgrades. Upgrades Void Ray to Destroy subsequently.
- Void Ray's attacks now bounce to hit three extra targets, still keeps Void Ray's damage bonuses. Skylord's Scar Beam deals continous damage to target for 10 seconds, up to 300 damage. Cooldown of 60, range 7.
Level 13: "Unlock: Mothership." Unlocks Tal'darim Mothership for production. Mothership is identical to the campaign.
Level 14: "Soul Siphon." Alarak's combat units heal +20 HP and shields when they kill something.
Level 15: "Vengeance for the Betrayed." Alarak's combat units gain +25% attack speed when under attack.
May be overpowered, but I wanted to emphasize hte Tal'darim's brutality and aggression.
TheProgramer
12-17-2015, 06:25 PM
Infested Stukov
This Commander's theme is swarming the battlefield with disposable infested units, supported by Infestors and Stukov.
Units
Infested Terran
Infested Marine
Abberation
Infestor
Infested SCV
Drone
Overlord
Overseer
Buildings
Command Center
Supply Depot
Refinery
Extractor
Barracks
Engineering Bay
Evolution Chamber
Infestation Pit
Bunker
Missile Turret
Hero Unit: Infested Stukov has the following abilities:
[I]Corrosive Blast - Deal 200 damage to target enemy unit or structure. Affected unit or structure takes 50% extra damage from attacks for 5 seconds.
Spawn Infested Marines - Spawn four infested marines with timed life. Infested marines last 30 seconds.
Regeneration Aura - Units in a radius around the caster gain +3 life regeneration per second. Also affects the caster.
Talents
Level 1 - Infested: All of Stukov's Buildings are units are Infested, and the Command Center spawns Larva
Level 2 - Spawn Scourge: Unlocks Stukov's Spawn Scourge Ability - Spawn 2 scourge with timed life. Scourge last 30 seconds.
Level 3 - Speed Aura: Regeneration Aura now also increases move speed of nearby friendly units by 30%
Level 4 - Evolution Chamber Upgrade Cache: Unlocks the following upgrades at the Evolution Chamber:
Unstable Metabolism - Infested Terrans explode upon death for very small splash damage.
Improved Heroic Fortitude - Stukov's gains + 200 life. Life regeneration rate increased by 200%
Level 5 - New Unit: Infested Bunker Monster:
Transformation Upgrade on the Infested Bunker that costs resources. Infested Bunker Monster is a durable unit that deal heavy ranged damage.
Level 6 - Engineering Bay Upgrade Cache: Unlocks the following upgrades at the Engineering Bay:
Servo Overload - Increase Infested Terrans and Infested Marines move speed.
Muscular Suit Augment - Increase Infested Terrans and Infested Marines attack speed.
Level 7 Grooved Weapons: Increases Range of Infested Terrans by 2 and Infested Marines by 1
Level 8 - Protective Cover: Abberations Grant +2 Armor to units positioned beneath them
Level 9 - Infested Stukov Upgrade Cache: Unlocks the following upgrades at the Evolution Chamber:
Acid Splash - Stukov's attacks deal splash damage in a small area
Improved Aura - Stokov's Regeneration Aura now heals for +6 a second.
Level 10 - Twin Spawn: Stukov's Spawn Scourge Ability now Spawns 4 Scourge. Scourge now deal 50% of their damage in a small area upon death.
Level 11 - Infestor Upgrade Cache: Unlocks the following upgrades at the Infestation Pit
Brain Borers - Neural Parasite is Permanent
Expanded Egg - Spawn Infested Marine spawns an Infested Terran as well
Extracellular Enzyme - Fungal growth lasts 100% longer
Level 12 - Tortured Residents: Barracks periodically spawn 1 Infested Marine
Level 13 - Durable Storage Sack: Infestors spawn 4 Infested Terrans upon death
Level 14 - Ability Efficiency: Stukov Regenerates Energy 100% faster
Level 15 - Infested Incubation: All friendly units spawn a broodling upon death.
Notes
Both Supply Depots and Overlords provide supply.
All units regenerate life and are classified as biological.
Infested Terrans only cost minerals, Infested Marines cost both minerals and gas.
Great synergy with other Zerg commanders as the creep buff stacs with Stukov's and his Level 15 talent goes great with Zerglings and Banelings.
The Infested Bunker model is already available in the editor, as well as Infested dialog for every Terran unit, and infested models for every Terran building.
Drake Clawfang
12-17-2015, 08:39 PM
Sorry to disappoint, but Stukov is already in the editor. You can check him out if you like.
Sheliek
12-18-2015, 10:51 AM
Sorry to disappoint, but Stukov is already in the editor. You can check him out if you like.
He is, and it's obvious he's the next guy coming in, but all of it's is pretty obviously placeholder stuff and almost no detail is put into it. LotV Beta had more info about the at-launch commanders than this patch has for Stukov.
Also, some new missions are hiding in the editor. Sky Shield, Char02 and Valerian03. If I had to guess, Char02 would either by the scourge nest mission or the nuclear fiesta that was Warfield's compound (I'd think the constant rain of nukes would make a better mechanic than activating things that kill giant battlecruisers). Valerian03 could be the rip field generator mission. Would work well as a kill-'em-all allied map.
In addition, even more placeholder data for unreleased commanders is in, including... Duran? Well, hell, it makes as much sense as Arcturus Mengsk and the Overmind. It'd be nice to play as the Hybrids, especially if they are fleshed out a bit!
2451
2452
Sorry for the lazy paint-fu on the commanders image.
Also, people are skeptical of Blizzard adding Commanders from the first game who don't appear in SCII, but they've already included co-op-only art in the most recent patch (Sgt. Hammer's portrait and the solar core model). I can see them making a portrait for, say, DuGalle, or a proper non-ghost Tassadar portrait.
Also-also, I'm just saying it now: Mira Han needs to be a commander at some point.
EDIT: A fully functional defiler was in the base LotV game, but it used the scantipede model. Since this patch, there is a completely artless defiler model in the Co-op dependency.
2453
Creep colony model is now in-game, left the file path. alliedcommanders.sc2mod
Nolanstar
12-18-2015, 08:43 PM
@Muspelli, The defiler model has been there since hots, and all dependencies in void share most of the art, co-op icons can be found in all version
Sheliek
12-18-2015, 08:52 PM
The untextured defiler model has. They made more a functional, complete version that just used the scantipede portrait and model, and was textured, which was added with LotV. The one I found the co-op dependency DOES have the scantipede art (dunno why it didn't when I was looking through earlier)
Drake Clawfang
12-20-2015, 12:24 AM
And now for something completely different!
Packleader Dehaka
Initial units: Zergling, Roach, Hydralisk, Mutalisk (all Primal forms)
Hero unit: Dehaka comes with cliff jumping, Abduct, Mend, and Spawn Dehaka Copies.
Talents
Level 1: "Primal Evolution." Dehaka's units have no unique upgrades (just generic stat ups from the Evolution Chamber/Spire), but they have higher stats (Zerglings +10 HP and +1 damage, Roach, Hydralisk and Mutalisk +20 HP and +2 damage)
Level 2: "Primal Defenses." Dehaka mutates Spore Colonies and Sunken Colonies instead of Spore Crawlers and Spine Crawlers. Colonies do more damage than Crawlers and have increased HP, but cannot uproot.
Level 3: "Evolution Chamber Cache Upgrade." Unlocks evolutions for Dehaka at the Evolution Chamber
- Spawn extra copy (spawns three Dehaka Spawn instead of two), Mending Aura (increases Mend range by 3 and heals 50 more HP.)
Level 4 "Zergling Evolution Cache." Unlocks Primal Essences - Zergling research at Spawning Pool.
- Primal Essence costs 300/300 to research. Increases Zergling attack and movement speeds by 30% and Zergling damage by 1.
Level 5 "Unlock: Swarm Host." Unlocks Swarm Host and Infestation Pit for production.
Level 6 "Roach Evolution Cache." Unlocks Primal Essences - Roach research at Roach Warren.
- Primal Essence costs 300/300 to research. Increases Roach armor by 2 and damage by 3, and allows Burrow-move.
Level 7 "One who Collects." Doubles Dehaka HP and energy regen.
Level 8 "Unlock: Viper." Unlocks Greater Spire and Viper for production.
Level 9 "Hydralisk Upgrade Cache." Unlocks Primal Essences - Hydralisk research at Hydralisk Den.
- Primal Essence costs 300/300 to research. Increases Hydralisk attack range by 2, and movement speed by 1.
Level 10 "Unlock: Ultralisk." Unlocks Ultralisks and Ultralisk Cavern for evolution.
Level 11 "Parasitic Genome." Dehaka's Swarm Hosts now spawn Creepers instead of Locusts. Creepers retain their normal attack from Locusts, but explode to deal splash damage when killed, like Banelings.
Level 12 "Mutalisk Upgrade Cache." Unlocks Primal Essences - Mutalisk research at Hydralisk Den.
- Primal Essence costs 300/300 to research. Increases Mutalisk attack range by 1 and lower the damage reduction from bouncing attacks. (Instead of 9-4-1 it's now 9-6-3)
Level 13 "Essence Flows." Researching Primal Essences also increases HP regen rates for affected units.
Level 14 "Purity of Essence." Reduces damage combat units take from damaging abilities by 50%.
Level 15: "Packleader." Doubles Dehaka's movement and attack rates.
The intent with Dehaka is that he isn't into researching upgrades or using many caster units. He's just gonna get a pack of primal zerg and descend upon opponents swiftly.
Drake Clawfang
12-20-2015, 12:47 AM
Overmind, Eternal Ruler of the Swarm
Initial units: Zergling, Hydralisk, Mutalisk, Ultralisk
Hero unit: The Overmind is an immobile structure near the player's base, similar to Swann's laser drill or Karax's solar forge. It takes 5 minutes for the Overmind to finish mutating. The Overmind can use Psionic Focus to attack enemy units in a range of 13 (damage 30, attack rate 1.5), and has calldown-type abilities.
Creep Bomb: Bombards an area with sacs, dealing 100 damage to enemies in the target area and spawning creep tumors. Cooldown 120.
Psionic Senses: Disables the Fog of War for 20 seconds and reveals all cloaked and burrowed units for the duration. Cooldown 120.
Talents
Level 1: "Swarm Master." The Overmind's Hatcheries mutate faster (30 seconds) and innately produce extra larvae (up to 6, max)
Level 2: "Frenzy." Allows Overmind to use Frenzy ability. Allied units in target area gain +100% movement and attack rates for 10 seconds. Cooldown 180.
Level 3: "Unlock: Cerebrate." Unlocks Cerebrates for production. Cerebrates are immobile defensive structures that also provide supply.
- Cerebrate attack is Psionic Pulse (20 damage, attack rate 1.5, range 7), cost is 100/100/30, provides 10 supply.
Level 4 "Zergling Evolution Cache." Upgrades Zerglings to Devouring Ones and unlocks upgrades for them at Evolution Pit.
- Ferocious Aggression (damage +2, attack speed +40%, 150/150/90), Persistent Hunter (Speed +50%, Devouring Ones gain a Charge-like ability, 200/200/120)
Level 5 "Unlock: Queen." Unlocks Queens and Queen's Nest for production. Queens can use Ensnare and Spawn Broodlings.
Level 6 "Improved Overlords." Overlords mutate faster (-10 build time) and provide double the supply.
Level 7 "Hydralisk Upgrade Cache." Upgrades Hydralisks to Hunter Killers and unlocks upgrades for them at Hydralisk Den.
- Sharpened Spine (attacks ignore armor, 150/150/90), Muscular Augments (movement and attack rate +50%, 150/150/90)
Level 8 "Unlock: Guardian." Unlocks Greater Spire and Guardian for production.
Level 9 "Cerebrate Upgrade Cache." Unlocks Cerebrate upgrades at Evolution Chamber
- Grey Matter (Psionic Pulse damage +5, range +2), Hive Directive (units in a range of 13 of a Cerebrate gain +50% movement and attack speeds)
Level 10 "Apocalypse." Allows Overmind to use Apocalypse ability. Deals 200 damage (+300 vs structure) to all enemies in target area of effect and deals an additional 200 damage to affected enemies over 10 seconds. Cooldown: 300
Level 11 "Queen Upgrade Cache." Upgrades Queens to Matriarchs and unlocks upgrades for them at Queen's Nest
- Zergling Genome (Spawn Broodling spawns two Zerglings instead of Broodlings, 150/150/90), Gamete Mitosis (Queens spawn with full energy and have increased energy regen rate, 200/200/120)
Level 12 "Swarm Upgrade Cache." Unlocks additional Zerg upgrades at the Evolution Chamber
- Rapid Incubation (all unit mutation speeds -10%, 200/200/120), Healing Genomes (all unit regen rates +2, 200/200/120)
Level 13 "Spire Upgrade Cache." Mutalisks and Guardians upgrade to Kukulza strain and unlocks upgrades for them at the Spire and Greater Spire.
- Mutalisks get Aerodynamic Glaive (range +2, bounces four times, 150/150/90) and Acidic Expulsion (Mutalisk damages nearby enemy units on death 100/100/50), Guardians get Pressurized Glands (Guardian can now attack air units, 150/150/90) and Explosive Acids (Guardian's attacks deal splash damage, 200/200/120)
Level 14 "Ultralisk Upgrade Cache." Upgrades Ultralisks to Torrasques and unlocks upgrades for them at Ultralisk Cavern.
- Scything Blades (attack speed +30%, 150/150/90), Chitinous Plating (armor +2, 150/150/90)
Level 15: "Will of the Swarm." Halves the cooldown rates for the Overmind's abilities.
The will of the Overmind is absolute. Even when he cannot move, none can escape his fury. All will bow before the Swarm.
ragnarok
12-20-2015, 12:57 AM
Can you do one for Ulrezaj? He is definitely the strongest Dark Archon out there. Probably the only Protoss who could probably defeat Kerrigan after the primal transformation
Nolanstar
12-20-2015, 03:20 AM
I got one for Selendis.
Initial units: Zealot, Adept, High Templar, Archon, Observer, Scout, Arbiter
Unlockable units: Warp Prism, Carrier, Mothership
Notes: Selendis gets extra units, as she lacks orbital support.
Level 1: "Khala Discipline" Selendis's Adepts and High Templar can attack air units.
Level 2: "Dimensional Recall" Gateways (not warp gates) train units 20% faster.
Level 3: "Warb beacon" Units warping in at a pylon near a warp gate or nexus wtake 2 seconds and have 300% shield regen while warping"
Level 4: "Twilight council upgrade cache" Unlocks the Shield Resonator upgrade for adepts (+50 shields), and the Khalai Fury upgrade for zealots (attack rate increased by 50% when wounded)
Level 5: "Unlock Unit - warp prism" Unlocks the warp prism at the robotics facility
Level 6: "Arc Shield" All buildings gain an energy attack (5 damage, 1.5 second delay, range 6)
Level 7: "Unlock Unit - Carrier" Unlocks the carrier at the stargate, requires fleet beacon
Level 8: "Robotics Bay upgrade cache" Unlicks the enchanced sensors upgrade (Observer +2 vision and detecion range), Moniter beacon upgrade (Observer can become stationary, but invulnerable) and Solarite memory lattice upgrade (Warp Prism cargo space doubled)
Level 9: "Phase Cannon" Photon cannons can enter a mobile mode, like crawlers
Level 10: "Unlock Unit - Mothership" Unlocks the mothership at the nexus (multiplayer stats, vortex, recall, cloak field)
Level 11: "Golden Armada" All stargate units get a 10% chance to evade damage
Level 12: "Fleet beacon upgrade cache" Unlocks the Time bomb upgrade (pauses all enemy missiles around the arbiter-ability), Apial Sensors(increases scout vision and attack range by 2), Purification Beam (unlocks the planet cracker ability for the mothership)
Level 13: "Mothership Core" All Nexi can host 1 mothership core, mothership core costs 100/100/1, and can only move within 10 range of the nexus, has the time warp, envision, and recall abilities.
Level 14: "PSI Matrix Overload" All units in a power field gain 25% movement speed, an upgrade at the cybernetics core adds a 15% attack speed buff for 200/200, both effects last 15 seconds after leaving a power field.
Level 15 "Xelnaga Shielding" All units and structures regenerate shields while in combat at standard rate.
Drake Clawfang
12-20-2015, 08:33 AM
Ulrezaj was fun to do, trying to make him unique from Vorazun and Alarak.
Ulrezaj, the Benefactor
Initial units: Zealot, Stalker, Observer, Corsair, Scout
Hero unit: Ulrezaj is a Dark Archon hero unit with the following stats and abilities:
Shields: 500
HP: 100
Energy: 200
Attack: 40 damage, range 3, cooldown 1.5, deals splash to nearby units.
Move speed: 2.5
Maelstrom: 100 energy, freeze enemy units in a radius for 5 seconds. 20 second cooldown.
Psi Bolt: 75 energy, deals 300 damage to target enemy unit or structure. 10 second cooldown.
Note: Similar to Kerrigan and Zagara, Ulrezaj has much higher energy regen than normal casters.
Talents
Level 1: "Renegade's Justice." Ulrezaj's combat units deal 20% more damage when attacking an enemy objective.
Level 2: "Xava'kai." Friendly units in range 4 of Ulrezaj gain +1 range and +30% movement speed.
Level 3: "Unlock: Blood Hunter." Unlocks Blood Hunter Dark Templar and Dark Shrine for production. Blood Hunters come with the Void Stasis ability.
Level 4: "Twilight Council Cache." Unlocks upgrades for the Zealot and Stalker at the Twilight Council:
- Argus Emitters (zealot attack speed +40%, 150/150/90), Shadow Bend (Stalkers cloak for 3 seconds after Blinking, 100/100/60)
Level 5: "Psi Burst." Unlocks Psi Burst ability for Ulrezaj.
- 75 energy, 60 second cooldown, Ulrezaj's attacks gain +2 range and deal additional splash damage for 15 seconds.
Level 6: "Unlock: Annihilator." Unlocks Annihilator Immortal for production. Annihilators come with the Shadow Cannon ability.
Level 7: "Argus Pylons." Ulrezaj's pylons grant +200% shield regeneration to nearby units and provide 12 supply instead of 8.
Level 8: "Unlock: Dark Archon." Unlocks Dark Archon for production from Gateways. Dark Archons come with Confusion and Mind Control.
Level 9: "Robotics Bay Upgrade Cache." Unlocks Observer and Annihilator upgrades at Robotics Bay.
- Project Cloak (Observers can cloak up to 3 nearby allied units, similar to Cloaking Field, 150/150/90), Argus Generator (Annilihator Shadow Cannon deals 300 damage, 100/100/60), Shadow Barrage (units being attacked by Shadow Cannon are stunned for the duration, 200/200/120)
Level 10: "Mass Mind Control." Unlocks Mass Mind Control ability for Ulrezaj.
- 100 energy, 60 second cooldown. Enemy units in area of effect change to the player's control for 10 seconds. Heroic units are immune.
Level 11: "Ulrezaj Upgrade Cache." Unlocks upgrades for Ulrezaj at the Dark Shrine.
- Fiery Aura (enemy units in range 3 of Ulrezaj take damage over time, 150/150/90), Meditation (when not in combat, Ulrezaj gains +200% shield and energy regen, 200/200/120)
Level 12: "Void Conduit." Enemy units in a power field have -25% attack and movement rates.
Level 13: "Fleet Beacon Upgrade Cache." Unlocks upgrades for Corsair and Scout at the Fleet Beacon
- Argus Reactor (Disruption Web cooldown lowers to 20 seconds, 150/150/90), Jotun Thrusters (Scout speed +60%, 100/100/60), Khaydarin Blasters (Scout round attack speed +40% and +3 damage, 150/150/90)
Level 14: "Dark Shrine Upgrade Cache." Unlocks upgrades for Blood Hunter and Dark Archons at the Dark Shrine.
- Stasis Lock (Void Stasis can now target air units, 200/200/120), Void Storm (Dark Archons can use Void Storm ability, acts like Psionic Storm and saps armor of damaged units to 0 for 5 seconds, 200/200/120)
Level 15: "Fist of Ulrezaj." Halves the cooldown rates for Ulrezaj's abilities and increases Ulrezaj's energy regen rate by 100%.
Nolanstar
12-21-2015, 03:09 AM
Gabriel Tosh: Tosh's Pirates
Initial Units: Marine, Marauder, Medic, Vulture, Diamondback, Wraith, Banshee, Spectre
Unlockable Units: Reaper, Predator
Upgrades: Tri-lithium power cells (increase diamondback range by 1), Replenishable spider mines (self-explanitory), cross-spectrum dampeners (banshee cloak energy requirement halved)
Abilities: "PSI Indoctrinator" Mind controls the target psionic unit, 60 second cooldown
"Deploy Merc squad" Deploys a uncontrollable Special Ops Dropship with 8 war pigs, 2 hammer securities which seek out and destroy enemy units
Level 1: "Salvage" All buildings provide a 75% refund when destroyed.
Level 2: "Jorium Enhancements" All friendly units deal +2 damage to enemy buildings and psionics
Level 3: "Extended contract" Merc squad has 2 devil dogs
Level 4: "Unlock Reaper" Unlocks the Reaper for production at the barracks
Level 6: "Voodoo Trophies" Spectres level up for a 10% health and damage stat boost per level, max 100%, level x3 kills per level
Level 6: "Infantry upgrade cache" Unlocks the following upgrades at the barracks tech lab: Advanced UA shells (increase marine range by 1), Nano-projectors (medic energy regen rate increased by 50%), Ablative Plating (increases marauder armour by 2), UA-238 Shells (increase reaper damage vs light by 5, and range by 1)
Level 7: "Unlock Predator" Unlocks the predator for use at the factory
Level 8: "Razorwire" All buildings gain +2 armour
Level 9 "Shadow ops upgrade cache" Unlocks the Impaler rounds (+5 damage vs armored), PSI-Lash (allows use of psi-lash)
Level 10: "Stolen Tech" Bunkers and Missile turrets are now Shielded for 200 Shields
Level 11: "Nyx Module" Spectres are now permanently cloaked, predator vespene cost halved
Level 12: "Factory Uprgrade cache" Unlocks the following upgrades at the factory tech lab: Auto Repair (Vultures regenerate 1 life per second), Titanium plating (Increase diamondback life by 50), Cloaking Drive (Predators become permanently cloaked)
Level 13: "Micro filtering" Amount of vespene per mining trip increased to 5
Level 14 "Starport upgrade cache" Unlocks the following upgrades at the starport tech lab: Displacement Drive (Stationary cloaked wraiths regen energy), Gravitic displacement (cloaked banshees move 50% faster).
Level 15: "Terrazine Reactors" All friendly units regen energy at double the rate
ragnarok
12-21-2015, 09:56 PM
Ulrezaj was fun to do, trying to make him unique from Vorazun and Alarak.
Quite interesting, I liked it. Hmm, you know since people have put up deceased people for commanders, I wonder if it's possible to do with the abilities of all 3 factions in, combined with hybrids. Then we could REALLY see just what Duran is capable of....
Drake Clawfang
12-21-2015, 11:05 PM
I'd like to do an Amon thing using Shadows of the Void and Hybrids and Void constructs, but he'd have to be a fourth race to do that right and boooooo! In the meantime...
Duran, the Consort
Initial units: Zealot (Charge), Marine (Stimpacks), Reaper, Phoenix (Graviton Beam), Banshee (Cloak), Immortal (Barrier), Observer
Tech tree: Nexus, Gateway, Pylon, Forge, Cy Core, Twilight Council, Stargate, Robotics Bay
Note - brackets are abilities the units come pre-researched with.
Calldowns
Null Zone: 75 energy, 120 second cooldown, deal 100 damage to HP and energy over 10 seconds.
Summon Hybrid 100 energy, 180 second cooldown, call down two Hybrid Reavers and a Hybrid Dominator to fight for 60 seconds.
Talents
Level 1: "Moebius Gateways." Duran can warp Terran infantry units at his Gateways, and Terran aircraft at his Stargates
Level 2: "Psi Disruption." Enemy units with energy meters take +50% damage from Duran's combat units.
Level 3: "Unlock: Spectre." Unlocks Spectre for production at Gateway (Spectres require a Twilight Council, abilities are Cloak and Ultrasonic Pulse)
Level 4: "Twilight Council Upgrade Cache." Unlocks upgrades for Gateway units at the Twilight Council:
- Terrazine Rebreather (Reaper attack speed +100%, 150/150/90), Moebius Reactor (Spectres spawn with full energy, 200/200/120), Psionic Lash (deals 300 damage to target enemy unit, 200/200/120)
Level 5: "Unlock Void Rift." Unlocks Void Rift calldown.
- 75 energy, 180 second cooldown, summons a Void Rift to a certain spot on the map that periodically spawns Shadows of the Void. Void Rifts can be destroyed and time out after 120 seconds. Shadows of the Void do not cost supply and do not benefit from normal unit upgrades, and cannot use abilities. The Shadows summoned will be the units the player currently has access to and the player can select up to three units to spawn each time. Units spawn in twos, save for Immortals, Battlecruiers, and Thors, which spawn one.
Level 6: "Shield Generator." Duran's Terran units gain shields (Marine and Reaper +10 shields, Banshee and Spectre +20 shields, Thors and Battlecruiers +50 shields)
Level 7: "Rapid Rift." Duran's build time for buildings is reduced by 15%.
Level 8: "Unlock: Thor." Unlocks Thor for production, along with the Robotics Bay
Level 9: "Robotics Bay Upgrade Cache." Unlocks mechanical upgrades at Robotics Bay.
- Hardened Barrier (Immortal gains +10 shield armor while Barrier is active, 200/200/120), 330mm Cannons (Thor gains Barrage ability, 150/150/90), Reconstruction Protocols (Destroyed Immortals and Thors can be rebuilt in the field at 50% cost)
Level 10: "Unlock Void Thrasher:" Unlocks the Void Thrasher calldown. 100 energy, 240 second cooldown, summons a Void Thrasher with timed life of 60 seconds to attack.
- 100 energy, 60 second cooldown. Enemy units in area of effect change to the player's control for 10 seconds. Heroic units are immune.
Level 11: "Cybernetics Core Upgrade Cache." Unlocks Void Rift upgrades at Cybernetics Core
- Void Rampage (enemy units in radius 8 take damage over time, 150/150/90), Growing Shadows (Void Rifts spawn Shadows of the Void more frequently, 150/150/120), Void Synchronization (Shadows of the Void gain all abilities and upgrades currently available for their normal counterparts, 200/200/120)
Level 12: "Void Malice." Summoned Void Rifts and Void Thrashers last 60 seconds longer.
Level 13: "Unlock: Battlecruiser." Unlocks Battlecruiser and Fleet Beacon for production. Battlecruisers come with Yamato Cannon and Warp Jump.
Level 14: "Fleet Beacon Upgrade Cache." Unlocks upgrades for aircraft at the Fleet Beacon
- Gravity Well (Units trapped by Graviton Beam take 50 damage over duration, 150/150/90), Behemoth Reactor (Battlecruisers spawn with full energy, 150/150/90), Yamato Blast (Yamato Cannon deals splash damage, 200/200/120)
Level 15: "Unlock: Hybrid." Unlocks Hybrid units for production.
- Hybrid Reaver (http://starcraft.wikia.com/wiki/Hybrid_reaver) (200/200/4/40, Cy Core required, produced at Gateway.)
- Hybrid Destroyer (http://starcraft.wikia.com/wiki/Hybrid_destroyer) (150/100/4/40, Cy Core required, produced at Gateway.)
- Hybrid Dominator (http://starcraft.wikia.com/wiki/Hybrid_dominator) (300/250/6/60, Twilight Council required, produced at Gateway.)
- Hybrid Nemesis (http://starcraft.wikia.com/wiki/Hybrid_nemesis) (350/200/6/50, Fleet Beacon required, produced at Stargate.)
- Hybrid Behemoth (http://starcraft.wikia.com/wiki/Hybrid_behemoth) (500/400/10/90, Robotics Bay required, produced at Robotics Bay.)
Note - all Hybrid units use their LotV Campaign stats. Dominators have Graviton Prison, Plasma Blast, and Psionic Storm, Nemesis and Behemoth have all abilities.
Nolanstar
12-22-2015, 12:35 PM
I feel a special structure would work better for hybrids then a gateway.
Drake Clawfang
12-22-2015, 04:24 PM
True, but other than an original structure which could be anything, what should be used?
Also, maybe make the base Reaver and Destroy unlock at Level 10, then 15 unlocks the other three types?
Gradius
12-22-2015, 07:30 PM
Hero unit: Ulrezaj is a Dark Archon hero unit with the following stats and abilities:
Shields: 500
HP: 100
Energy: 200
Attack: 40 damage, range 3, cooldown 1.5, deals splash to nearby units.
Move speed: 2.5
I think he needs some extra zeros at the end of each stat there. This dude singlehandedly took on 3 armies, probably worth 10 primal Kerrigans.
Nolanstar
12-23-2015, 12:25 PM
Abathur:
Initial units: Zergling, roach, queen, hydralisk, ravager, mutalisk, guardian, impaler colony
Unlockable units: Impaler, Viper
Notes (Overlord/overseer), Hive does not require infestation pit, as it only adds greater spire and upgrades.
Level 1: "Locust Nest" Creep tumors spawn 1 locust every 30 seconds, locust moves towards rally point
Level 2: "Vespene Catalyst" Gas costs for all units and structures reduced by 25%
Level 3: "Creep Colony" Impaler colonies provide creep growth, crawlers produce a 3x3 creep space after an upgrade
Level 4: "Unlock Unit - impaler" Unlocks the impaler den and impaler morph, hydralisks changed to impaler strain
Level 5: "Roach warren upgrade cache" Unlocks the Hydraulic bile (+10 damage vs light for roach and ravager) and Ctinonus carapace (+15 HP for Roaches, +25 for ravagers) upgrades at the roach warren
Level 6: "Evolution - Corpser" Abathurs Roaches are now corpsers
Level 7: "Unlock Unit - Viper" Unlocks the morph to viper ability on mutalisks, mutalisks are now viper strain
Level 8: "Automated Extractors" Extractors are now automated
Level 9: "Swarm queen" Queens replaced by swarm queens, Swarm queens replace transfuse with rapid transfuse, change the unit model, become armored but deal +8 damage to armored targets, and gain fungal growth as an ability
Level 10: "Evolution Chamber" All upgrades take 30% less time to research
Level 11: "Assault Strains" Locusts produced from creep tumors gain +6 range, and spawn in pairs
Level 12: "Spire Upgrade cache" Unlocks the Sundering glave (6 bounces on mutalisk attacks), Explosive spores (Guardians gain a 1 radius 50% splash on attacks), and Primal Venom (Vipers gain an AA attack) upgrades at the greater spire
Level 13: "Parasitic invasion" All friendly units spawn a Locust on death (except Locusts and roachlings, air units spawn flying locust), structure broodlings replaced with locusts, and queens gain +1 larva per spawn larva
Level 14: "Creep Teleport" All buildings gain the ability to teleport zerg units to their location (global cooldown of 30 seconds) provided the units are on creep
Level 15 "Ultimate evolution" All Weapon upgrades provide a 5% increase in attack rate, all armor upgrades provide a 5% health increase, specific unit attack upgrades provide +0.5 range on ranged units/and provide a 50% armor piercing factor on melee attacks , and specific unit life upgrades increase life regeneration rate by 0.56 (up to 0.83 hp/second)
Drake Clawfang
12-23-2015, 02:51 PM
I think he needs some extra zeros at the end of each stat there. This dude singlehandedly took on 3 armies, probably worth 10 primal Kerrigans.
Well, consider his stats at Level 15.
Shields: 500
HP: 100
Energy: 200
Attack: 40 damage, range 3, cooldown 1.5, deals splash to nearby units.
Move speed: 2.5
Maelstrom: 100 energy, freeze enemy units in a radius for 5 seconds. 10 second cooldown.
Psi Bolt: 75 energy, deals 300 damage to target enemy unit or structure. 5 second cooldown.
Psi Burst: 75 energy, 30 second cooldown, Ulrezaj's attacks gain +2 range and deal additional splash damage for 15 seconds.
Mass Mind Control: 100 energy, 30 second cooldown. Enemy units in area of effect change to the player's control for 10 seconds. Heroic units are immune.
Xava'kai: Friendly units in range 4 of Ulrezaj gain +1 range and +30% movement speed.
Fiery Aura: Enemy units in range 3 of Ulrezaj take damage over time
Meditation: When not in combat, Ulrezaj gains +200% shield and energy regen.
And he not only has more max energy than Kerrigan, but has higher energy regen than her. Ulrezaj was build for ability spam instead of just "attack-move to kill". I'd actually put my money on a Level 15 Ulrezaj to be able to take a Level 15 Kerrigan.
Drake Clawfang
12-24-2015, 03:57 PM
Aldaris, Judicator of the Conclave
Initial units: Zealot (Charge), Dragoon (Singularity Charge), Scout (Overdrive Thrusters), Observer, Shuttle (Gravitic Boosters - benefits both Observer and Shuttle)
Note: Aldaris builds Citadels of Adun instead of Twilight Councils. Abilities in brackets are abilities that are initially available for research. Overdrive Thrusters is a +2 speed boost upgrade.
Calldowns
Venatir Reinforcements Summon six Venatir Tribe Zealots to fight. Venatir Zealots are fully upgraded, have +50/50 shields and HP, and deal 24 damage in two attacks. damage. 120 second cooldown, lasts 60 seconds.
Velari Reinforcements Summon four Velari Tribe Dragoons to fight. Velari Dragoons are fully upgraded, have +50/50 shields and HP, and +10 damage. 120 second cooldown, lasts 60 seconds.
Talents
Level 1: "Great Fleet." Aldaris's Stargates cost less and train units faster (cost 100/100, -20% construction time)
Level 2: "Matrix Overload." Units fighting in an allied power field have +25% movement speed and +15% attack speed. Lasts for 15 seconds after they leave the fields.
Level 3: "Unlock: Reaver." Unlocks Reaver and Robotics Bay for construction.
Level 4: "Citadel of Adun Upgrade Cache." Unlocks upgrades for Gateway units at the Citadel of Adun:
- Leaping Charge (Charging Zealots will leap over units to reach their targets, 200/200/120), Khaydarin Generator (Dragoon attack cooldown -30%, 150/150/90)
Level 5: "Shelak Reinforcements." Unlocks Shelak Reinforcements calldown.
- Summon four Shelak Tribe High Templar to fight. Shelak High Templar are fully upgraded and have doubled HP, shields, and attack. 240 second cooldown, lasts 60 seconds.
Level 6: "Unlock: High Templar." Unlocks High Templar, Archon, and Templar Archives for production.
Level 7: "Khala's Light." Friendly units in range of a power field gain +100% shield and energy regen.
Level 8: "Robotics Bay Upgrade Cache." Unlocks mechanical upgrades at Robotics Bay.
- Warp Drive (allows Shuttles to warp like the Battlecruiser and Hercules Dropship, 100/100/60), Widened Launch Bays (Reaver scarab capacity +5, attack cooldown -30%, 200/200/120), Khaydarin Payload (Reaver damage +50 to primary target, splash damage radius +25%, 200/200/120)
Level 9: "Unlock: Carrier" Unlocks the Carrier and Fleet Beacon for construction.
Level 10: "Auriga Reinforcements." Unlocks Auriga Reinforcements calldown.
- Summon four Auriga Tribe Scouts to fight. Auriga Scouts are fully upgraded, have +100/100 shields and HP, and +10 damage. 240 second cooldown, lasts 60 seconds.
Level 11: "Templar Archives Upgrade Cache." Unlocks High Templar upgrades at the Templar Archives
- Khaydarin Amulet (HTs spawn with full energy, 200/200/120), Psionic Maelstrom (enemies hit by Psionic Storm are slowed 50% for three seconds, 200/200/120), Psionic Fury (Archon attack range and splash radius +1, 200/200/120)
Level 12: "Psionic Matrix." Pylons provide double supply and the radius of their power fields is increased by 4.
Level 13: "Unlock: Arbiter." Unlocks Arbiter for production.
Level 14: "Fleet Beacon Upgrade Cache." Unlocks upgrades for aircraft at the Fleet Beacon
- Apial Sensors (Scouts now act as Detectors and have +4 sight range, 150/150/190), Widened Hangar Bays (Carrier capacity +4, to 12. 150/150/90), Khaydarin Core (Arbiters spawn with full energy and also project a power field around them, 200/200/120)
Level 15: "Sons of Aiur." Aldaris's calldowns summon additional units.
- Venatir Reinforcements spawns an additional four Venatir Zealots.
- Velari Reinforcements also spawns two more Velari Dragoons and two Velari Reavers. Velari Reavers are fully upgraded, have +100/100 shields and HP, and their Scarabs deal +60 damage.
- Shelak Reinforcements also spawns two Shelak Archons. Shelak Archons are full upgraded, have +250 shields, and deal +15 damage.
- Auriga Reinforcements also spawns two more Auriga Scouts and two Auriga Carriers. Auriga Carriers are fully upgraded, have +150/150 shields and HP, and their interceptors deal +2 damage.
I liked the idea of Aldaris being able to call on the other tribes since he's a Judicator and thus their boss.
ragnarok
12-26-2015, 04:37 PM
You know if you're going to do one for Aldaris, you may want to consider doing one for Zamara or something. After all, the DT Saga books proved she's no slouch, she's an impressive fighter as well
Drake Clawfang
12-26-2015, 09:19 PM
Eh, Zamara isn't really developed enough or given enough faction focus to develop a unique and fitting profile for her. I'd have better luck doing General Duke... hmmm...
Edmund Duke, Confederate General
Initial units: Marine (Stimpack), Firebat (Stimpack), Goliath, Wraith (Cloak)
Calldowns
Little Duke Call down General Duke in his Siege Tank to fight for 60 seconds. 180 second cooldown.
Stats
HP - 800
Speed - 2.5
Armor - 2
Attacks ground units for 40 damage (+20 vs armored), cooldown of 2
Big Duke Call down General Duke in the Norad II to fight for 60 seconds. 300 second cooldown.
Stats
HP - 2000
Speed - 2.25
Armor - 4
Attacks air and ground for 20 damage, cooldown of .3, range 10
Can use Yamato Cannom, which functions identically to the Hyperion's.
Talents
Level 1: "Alpha Squadron." General Duke's combat units have increased stats, but increased build time
- Marine and Firebat +10 HP and +5 build time, Ghosts +10 HP and +50 energy, +10 build time, Goliath and Wraith +20 HP and +10 build time, Siege Tanks +50 HP and +10 build time, Battlecruisers +100 HP and +20 build time.
Level 2: "Tactical Doctrine." Duke's combat units all gain an additional +5% damage per weapon upgrade.
Level 3: "Unlock: Ghost." Unlocks Ghost and Ghost Academy for production. Ghosts come with EMP Shot, Cloak, and Nuke
Level 4: "Infantry Upgrade Cache." Unlocks upgrades for Barracks units at the Tech Lab:
- Medical Combat Powered Armor (Marines and Firebats regenerate HP out of combat, 200/200/120), Lockdown (Ghosts can use Lockdown, 150/150/90), Gas Grenades (Ghost's attacks slow biological units in the radius of impacy, 150/150/90)
Level 5: "Defense Doctrine." Duke's combat units deal an additional 10% damage to enemy units that are attacking them.
Level 6: "Unlock: Siege Tank." Unlocks Siege Tank for production.
Level 7: "General's Vanguard." Little Duke Calldown also spawns two Siege Tanks and four Goliaths with Duke. These units do not have timed life and are normal units that take up supply.
Level 8: "Alpha Squadron Upgrade Cache." Unlocks additional upgrades at the Engineering Bay.
- Ultra Capacitors (Duke's combat units gain +5% attack speed for each weapon upgrade level, 200/200/120), Vanadium Plating (Duke's Combat units gain +5% HP for each armor upgrade level, 200/200/120)
Level 9: "Unlock: Science Vessel" Unlocks Science Vessel for production. Science Vessels can use Defensive Matrix and Irradiate.
Level 10: "Duke Upgrade Cache." Upgrades Duke's calldowns.
- Duke's Siege Tank has +200 HP, +10 base damage, +1 armor, and can switch to Siege Mode. In Siege Mode deals 100 damage (+50 vs armored)
- Norad II is now the Norad III, has +500 HP, +3 base damage, +2 armor, and Yamato Cannon recharges faster.
Level 11: "Factory Upgrade Cache" Unlocks mechanical upgrades at the Tech Lab.
- Ares-Class Targeting System (Goliath can attack air and ground at once, 150/150/90), Maelstrom Rounds (Siege Tanks deal +40 damage to primary target in siege mode, 150/150/90)
Level 12: "Offense Doctrine." Duke's combat units deal an additional 20% damage to enemy units near objective buildings or units.
Level 13: "Unlock: Battlecruiser." Unlocks Battlecruiser and Fusion Core for production. The Big Duke calldown also benefits from "General's Vanguard" now, and spawns two Battlecruisers and four Wraiths with Duke.
Level 14: "Fusion Core Upgrade Cache." Unlocks upgrades for aircraft at the Fusion Core
- Piercing Laser Battery (Wraith's ground attack deals +3 damage and ignores armor, Battlecruiser's attacks deal +2 damage and ignore armor), Radiation Spores (Irradiate has increased radius and duration), Defensive Shield (Defense Matrix now absorbs 500 damage)
Level 15: "Research Doctrine." Doubles the bonuses of Vanadium Plating and Ultra Capacitors from 5% per level to 10%.
Duke was meant to embody the raw power of Alpha Squadron - he doesn't have a lot of choices in offense, but what he does have is very strong thanks to passive talents and their upgrades benefiting them greatly.
Chronoreaper
01-04-2016, 07:04 AM
General Dodds, Umojan Protectorate Commander
Initial units: Marine (War Pig model or Umojan model), Predator, Wraith (Cloak), Reapers, Siege Tanks
Unique/Unlocked Units: Shadowguard, Science Vessel, Guardian (Raven model replacement)
Special Buildings: Psi Disrupter, Science Facility (Starport and Academy(via tech lab) replacement)
Calldowns
EMP Immersion Wave - This would act as a disablement to incoming forces using the artifact pulse wave from the All In mission during WoL for a short 2.5 second duration.
Marine Backup Drop – Calls in 4 marines and a militarized Armored Personnel Carrier at the set location in view. (Uses the APC from the campaign but a different model found in the files)
Call Down Zeus Lander - Calls down the Zeus Lander a heavily modified Hercules cruiser that damages the entire area under it and has enough time to set off a weaker Yamato Cannon while it is up, only lasts up for 6 seconds before departing.
Talents
Level 1: "Umojan Heavy Armor" General Dodds combat units have increased stats, but increased build time - Marines +10 HP and +10 build time, Reapers +15 HP and +5 build time, Wraith +30 HP and +15 build time, Siege Tanks +40 HP and +15 build time.
Level 2: "Encompass U-238 shells” combat units all gain an additional +3% damage and 3% range per weapon upgrade.
Level 3: "Unlock: Science Vessels" Unlocks Science Vessel at the Starport for production. Ghosts come with Detection and Nano Repair.
Level 4: "Infantry Upgrade Cache" Unlocks upgrades for Barracks units at the Tech Lab:
- Personal Medical Injectors (All Infantry regenerate HP out of combat, 200/200/120), Nitro Boosters (Boost Reapers movement speed by 7% and manual jump distance by 2%)
Level 5: "Tactical Reinforcement" Marine Back up now drops an additional Armored Personnel Carrier and they can be used as transports for marines.
Level 6: "Unlock: Laser Drill Tank" Replaces Siege Tank with Laser Drill Tank for production.
Level 7: "Engineering Cache" Unlocks upgrades for buildings at the Engineering Bay.
- Automated Defenses (Defense structures construct themselves after a SCV starts the process but costs an additional 10%), Radiating Reactors (Psi Disrupters now also reduce enemy armor by 5% when in range)
Level 8: "Advanced Munitions Deployment" Unlocks additional upgrades at the Engineering Bay.
- Light Weight Vanadium (Combat units gain +2% movement speed for each armor upgrade level, 200/200/120), Maximum Rounds Stock (Combat units gain +5% damage for each weapon upgrade level, 200/200/120), Reapers are replaced with Marine Ravagers and now can charge or manually jet jump to a location while increasing the cost by 5%.
Level 9: "Unlock: Guardian" Unlocks Guardians for production. Guardians can use Drop Mines and Auto-Turret.
Level 10: "Umojan Shield Technology" Unlocks personal shields for each armor upgrade for Umojan Protectorate units adding 50 max shielding (60 for air units) each level.
Level 11: "Factory Upgrade Cache" Unlocks mechanical upgrades at the Tech Lab.
- Quick Reaction AI (Predators can gain an additional attack speed and movement speed of 5% per weapon upgrade, 150/150/90), High Capacity Batteries (Siege Tanks/Laser Drill Tanks deal +20 damage to primary target, 150/150/90)
Level 12: "Unlock: Shadowguard” Unlocks the Shadowguard for production. Shadowguard can use EMP Shot, Cloak and Launch Nuke.
Level 13: “Improved Reactors” Energy regeneration for all energy using units is increased by 25% when out of combat and 10% when in combat.
Level 14: "Science Facility Upgrade Cache." Unlocks upgrades for units at the Science Facility
- Psionic Weaving (Shadowguard can use Psionic Weave to produce a false copy of themselves, 150/150/90), EMP Producers (Science Vessels can now use EMP Shockwave to stun all enemies around them for 3 seconds, 150/150/90)
Level 15: "Desperate Technology Measures" Doubles the amount of minerals and vespine that can be harvested from nodes as well as increase the amount collected by 25%, supply depots give an additional 50% supply and all units have a 25% chance upon taking fatal damage to return the nearest Science facility(units cannot be saved twice).
Authors Notes: I wanted to give a more unique feel to a future terrain commander once blizzard starts running out of ideas and I’m surprised no ‘one before me has said anything about the Umojan Protectorate the only other faction apart from the Mobias Foundation to house high tech terrain styles, this also gives us the use of canceled terrain models such as the Guardian and Laser Drill tanks as they’re in the files and gives blizzard an excuse to use them since the Umojan Protectorate was only seen in SC2 during the very start of HotS, I decided to give them shield technology as who wouldn’t love to see that on a marine outside the Karak level 15 and they are known for studying the protoss to the point of trying to get in contact with them(even though they failed a lot in the end).
With characters there isn’t many field ready people in the Umojan Protectorate but I noticed General Dodds on the wiki, only other person named that could is Ulli Trey a member of the Shadowguard.
If your all wondering yes I did have trouble trying to figure out the best level 15 to give to the Umojans that wasn’t over or underpowered which in all honesty was pretty hard but I figured this might work as they were desperate for resources before valerian came into power of the dominion due to an embargo placed on them prior to that.
Unit Notes: This part I’m actually proud of as a few of these are canceled units with working models to start, the Militarized APC looks pretty dangerous from the image I saw of it while the Zeus Lander is the same but instead of giving us a Hyperion 2.0 made it a short timed incursion unit, it was originally supposed to drop marines in a level upgrade option but I replaced it with Marine Backup Drop, now onto unit replacement the Laser Drill Tank is supposed to be more offense then defense in a scale change to the siege tank it would need a new model for siege mode and its laser would build up damage but have a higher start point for offensive attacks in there range and a more aggressive normal mode attack as well despite the loss of aoe from the siege, now Marine Ravagers this is something I invented on my own its basically a Auir upgraded zealot mixed in with a suicidal marine(and I mean more than the normal one) that would replace the Reapers and leap into combat first chance they get and given the shielding upgrades helps them survive, Guardians are basically just Ravens but using the original design model and a different ability they originally possessed, Shadowguards the one big thing with the Umojans is there there shadowguards are basically free compared to the ghosts and have a unique thing(least I think it is) they have is known as Psiweave I turned this into a skill that resembles the old SC1 templar skill hallucinate and works basically the same except the copy can survive a couple hits, has no shield or abilities of its own and can even damage even if only 50% of the Shadowguard that used the ability.
Lastly the Science Facility I felt this was a big use from the old SC1 as the Umojan Protectorate is more science based so I merged the Starport and academy to create one building basically giving it the option and uniqueness to it, basically turning the science tech lab into a big one(not literally but still).
I do enjoy hearing feedback long as it’s from someone with a brain towards what I actually listed here
PS. I did use Drake Clawfangs layout in my design because honestly he did a perfect style there.
TcheQuevara
02-18-2016, 10:19 PM
I like Drake's ideas but I think they could use more brainstorming.
Blizzard's commanders up to now obey a kind of "D&D 3.5" level desing: classes had a main mechanic, and in about a half levels you would get nothing relevant to your main mechanic at all but something less combo-able.
Like monks. Level one: You're a would be Bruce Lee. Level two: better at being Bruce Lee. Level three: you can jump! Level four: better at being Bruce Lee. And so on. IMO that's Blizzard's route with their commanders. For example, Raynor: levels 1 to 4, infantry bonuses. Level 5, point defense drone. Level 6, battelcruisers. Level 7 and 8, bonuses relevant for infantry. Level 8, vehicle upgrades, etc.
Stacking up damage isn't good (I'm looking at you, Drake's Alarak). Actually, stacking modifiers is what broke 3.5; you need "qualitative" instead of merely quantitative bonuses. "Qualitative" bonuses (for example, drop pods) grow a character's power horizontally rather than vertically; it's more power stacking, yes, but main more diversity. Simple quantitative bonuses makes everything silly to balance. How do you balance foes for a PC with too high damage? Give them more HP. How do you balance villains if your PCs have too much HPs? Give the villains more damage! This is illusory design.
To give some practical examples, I think Aldaris has too much focus on summoning units. It's a nice idea, but he needs to be less monothematic. What else you think Judicators were good about? Maybe mind control, base management, upgrades, ally support? Same goes for Alpha Squad, the "elite troop" idea is super, but they need more diversity of bonuses and abilities instead of specializing too much. For example, I think you might unlock summoning a Cerberus unit at some level instead of another damage upgrade. I like that you are valuing Wraiths, but you are just giving them more damage - why not make them play different with an upgrade? Give them stupid extra speed, perma cloak, land at starport/battlecruisers for fast repairs - any of those would make them play more differently than a damage bonus. Level 4 upgrades are awesome, exactly what I was talking about!
Drake Clawfang
02-25-2016, 04:23 PM
I'll defend simply that Aldaris wasn't just about summoning units - it was about reinforcing frontline armies. Note his Arbiters, when fully upgraded, project a power field, giving them Aldaris' Level 2 and Level 7 passive buffs. In tandem with Recall, Aldaris can make good usage of Arbiters to support and reinforce armies in the field. His Shuttles gets the Warp ability for the same. Additionally, his 2 and 7 passive buffs affect all allied power fields, so pair him with Artie or Vorazun's pylon calldowns for more frontline buff support.
Duke, I intended for him to be the "elite army" type, focusing on small numbers of troops with superior tactics and firepower instead of a massive army, because IIRC that's how Alpha Squadron canonically operated. But looking back, yeah he's pretty stale and straightforward.
Alarak, I offer no defense. I plain ran out of good ideas for him. :p
TcheQuevara
02-26-2016, 12:22 PM
On a second though, I like Aldaris better. And I also enjoy Duke's concept the most, but I just think you need more variety of perks.
Well, what about I come out from this comfortable position? Here's my take on the Overmind. It's more about the core mechanics; I'm not that happy with the level progression.
Overmind, the eternal will of the Swarm
The Overmind does not interferes directly in the battlefield; but he manipulates his children and controls Cerebrates. If Zagara embodies SC2's ever-remaxing zerg, the Overming is the BW Sauron Zerg.
Initial Units: zerglings, hydralisks (range and speed upgrades), overlords/overseers, scourges, mutalisks, guardians, flying queens. Buildings: creep, spore and sunkun colonie[s.
Flying queens start with Ensnare, spawn broodlings and parasite. Parasite, aside from granting vision, is now just delayed spawn broodlings; it cost 25 energy and when activate cause 50 samage and spawn a single broodling. An unit can be incubated with more than 1 parasite. Parasites can be activated by selecting the host or clicking "activate all parasites" from the queen.
Infest is unlocked at level 12:
Flying queens can Infest enemy buildings bellow 50% health. Infested building are useless for 30 seconds. If destroyed while the infestation is active, an effect happens depending on the race: Terran buildings prouce Infested Terrans and Marines for some time; Protoss building explode with an EMP that damages enemy shields and blocks power fields for 15 seconds; and Zerg structures bleed out broodlings until they die. The size of the effect (number of infested Terrans and Marines, size of the EMP, number os broolings) depends on the infested bulding.
Creep colonies are morphed from a drone. They spread creep faster than a creep tumor. A creep colony can spawn another creep colonies from a long range for a small mineral cost. They can also morph into sunken or spore
The Swarm made manifest: the Overmind's physical body is your first hatchery. It produces larvae at double rate and accumulate up to 9 larvae. You don't have queens but can make other hatcheries normally. It has a lot of life and armor but does not spawn again once destroyed! You activate Rise Cerebrate from here.
Rise Cerebrate: deploys a Cerebrate in any visible spot of the map. Cerebrates are structures which cost 10 supply. They have 500 hp, 0 armor and regenerate faster when out of combat. A cerebrate generates some creep and produces up to 5 larvae at an accelerated rate.
Unless you select their larvae and use them to build your army, cerebrates will build their own, independent army of up to 20 supply which are not counted on the Overmind's supply. This army is controlled by the cerebrate's AI and will act in a large area around the cerebrate. You can command a cerebrate into two modes: offensive and defensive. Offensive mode will join battles or attack on its own if nothing is happening. Defensive mode will keep to itself prioritize defending the cerebrate or the Overmind (if it's within the Cerebrate's range).
The cerebrates can be repositioned (cooldown 120 seconds). If they die, their army goes feral (they act independently, treat all factions as enemies and kill each other when out of foes). Feral zergs might burrow before dying (50% chance) which is good because you can ressurrect your cerebrates with Rise Cerebrate and get their units back. Cerebrates receive double damage from Psionic units - Void energies are much like their own!
Cerebrates use your army upgrades, but build their units from a virtual resource bank which is a fraction of yours. They share this bank, so the more cerebrates you have, the slower they are to rebuild their armies. Their units are not affected by Will of the Swarm. You can have up to two cerebrates at level 1.
You can choose from 6 differente cerebrates:
Daggoth: the Tiamat Brood produces zerglings, hydralisks, lurkers, ultralisks. Daggoth has 10 more supply than other cerebrates.
Araq: the Jormundgand brood produces mutas, guardians, scourges, overseers. All its units move 10% faster.
Nargil: the Fenris brood produces zerglings, hydralisks, defilers, overlords with ventral sacks. The Fenris brood isn't limited by a control zone, and the only ones which needs to built overlords for control. While in Defensive mode will defend other cerebrates.
Zasz: the Garm brood produces defilers, flying queens, hydralisks, overlords with ventral sacs, overseers. All friendly biological units close to Zasz regenerate energy faster. Unlocked at level 6.
Kagg: the Surtur brood produces drones, zerglings, hydralisks, lurkers, guardians, sunken colonies, spore colonies. Has a broader control area for Defense mode. Defensive structures cost half supply each. AI will leave defensive structures near other friendly buildings. Unlocked at level 6.
Gorn: the Baelrog brood produces guardians and devourers, (born as mutas but AI morphs them fast), ultralisks. Cerebrate has 1000 life and 3 armor. Mutas are weaker but are born extra fast. Unlocked at level 6.
When the Cerebrate upgrade cache is unlocked, the upgrades are the following: Daggoth - spend less resources to build army (100/100); Araq - units spawn scourgesplitters on death (even scourges!) (200/200); Nargil - builds Nydus Canals between Nargil, other cerebrates and the Overming (200/200); Zasz- increases energy regeneration bonus (100/100); Kagg - killed units spawn broodlings (100/100); Gorn - spawns a supply-free Torrasque which ressurects at Kagg if carcass is destroyed (300/300). Those upgrades only affect the Cerebrate's own units.
Will of the Swarm: Activated from the UI. Affects all Overmind units, but not those of its cerebrates. Unless noted they last 30 seconds, cost 25 energy and have a 60 second cooldown. Only one can be active at a time.
Adrenal Overload: Move and attack % faster but does not regenerate for the duration.
Multiply: Increase larva production rate, creep expansion and creep colony construction time.
The Feast: Increase health regeneration while attacking. Unlock at level 5.
Sensitivity: Units prioritize psionic targets and deal 50% extra damage against them. While active, psionic units are shown even in the fog of war. Unlock at level 5.
Depth drive: Grounds units can burrow move for 10 seconds. Burrow move speed under creep is the same as normal movement boosted by creep. Costs 50 energy. Unlock at level 5.
Uplift: select an egg and create a superior strain at the expanse of energy, resources and supply. Unlocked at level 2.
- Zergling - devouring ones. +20 hp, attacking raises regeneration and attack and move speed up to +50%.
- Hydralisk - Hunter Killer. Burrow move, +40 HP, + 4 damage, +1 speed, +2 range.
- Mutalisk - Kokulza. Glaive wurm becomes broodling. Faster, +60 hp. Morphs in to Kokulza Guardian: can produce scourgesplitters (with a cost) and auto-deploys them when aerial units are attacking. Small AoE damage, affected units spawn broodlings upon death. +2 range and +60 HP.
- Overlord - Iggdrasil. Detector. Extended ventral sacs. Untyped armor, 1000 HP. You can give up Iggdrasil's control to a cerebrate, which raises that cerebrate's control area.
- Ultralisk or Behemoth - Brutalisk. +200 hp, Faster, walks over units, Abduct.
- Flying Queen - Matriach. More max energy and energy regeneration. Faster.
- Defiler - Unclean One. More max energy. Burrow move. Has Plague Aura if unburrowed (friendly bio units are plagued and deal damage over time to close foes. Does not reduce to less than 1 hp).
Talents:
Level 1 - The Overmind can raise up to 2 cerebrates among 3 options.
Level 2 - Can Uplift eggs
Level 3 - All hatcheries, Cerebrate and the Overmind's body max larvae is increased by 2
Level 4 - behemoth unlocked. Those are the BW ultralisks with a single pair of kaiser blades. Smaller, swifter, cost less supply but has less HP than Kerrigan's ultralisk.
Level 5 - Overmind upgrade cache 1: can research Sensitivity, The Feast and Depth Drive abilities.
Level 6 - Can raise up to 4 Cerebrates among 6 options.
Level 7 - Improved Overlords: two raise instantly from a single larva.
Level 8 - Cerebrate upgrade cache: unlocks upgrades for individual cerebrates. Research at the Overmind.
Level 9 - Evolution chamber upgrade cache: hydras cost 1.5 supply but lose 10 hp (150/150), overlords are detectors (200/200), all ground units burrow move at small speed under creep (200/200).
Level 10 - Cerebrate upgrade cache 2: more cerebrate supply can be upgraded at the Overmind. Each upgrade raises Cerebrate max supply by 2, but slightly raise how much each cerebrate costs to the overmind. Each level costs 150/150. Can upgrade up to 3 times.
Level 11 - Creep colonies go dormant when attacked (burrowed, extra HP and armor, does not produce creep). If an overlord is near, spore colonies' range is increase by 2 and sunken colonies heal themselves and other buildings whenever biological units die on creep.
Level 12 - Queen nest upgrade cache. Queens can learn Infest. Parasites raise the queen's energy regeneration. Ensnare heals biological friendly units by 25 hp plus more 25 hp over time.
Level 13 - Spire upgrade cache. Mutalisk attacks reduce armor by 1. Guardian attacks deal plus 40 damage over 5 seconds does not stack and doesn't damage bellow 1 hp). Air have 2 extra armor against ground units.
Level 14 - Overmind upgrade cache 2. All Will of the Swam abilities last 15 seconds longer. Can Uplift Cerebrate and allied eggs (this doesn't give you control over them). Will of the Swarm can be cast from a Cerebrate at a lower energy cost, affecting only its units.
Level 15 - Cerebrate supply can be upgraded up to +10 (five times). The Overmind has increase max supply, to a 225 total.
well i like the design other than a small change of swapping the Jormungand and Tiamat brood powers, Jormungand was described as the heavy, large ground forces army, and Tiamat was described as excelling in tactical space combat
the Surtur brood is supposed to be unrelenting aggression to the point where they would kill other zerg warriors in the battle zone
the Baelrog brood are terrorists so don't know how to implement that other than lots of suicide units for him
Aldrius
03-10-2016, 02:38 AM
Know what I'd love? A map that gives you just your commander, and you have to do a kind of dungeon-crawl-y Diablo thing.
I believe all the current commanders and the planned ones have a hero unit equivalent. Even Swann.
Jconant
03-13-2016, 03:39 PM
I think before they expand with other commanders they should tweak some of the current commander's loadouts. the price hike on karax's units is absurd, and makes it especially prohibitive to do assault missions and the max lvl passive is pathetic: (10 shield) on everything. even if its something minimal like giving nexus their overcharge would be more useful.
One of their hotfixes has changed what computers send at you in waves; sometimes they send a loadout that is hard to counter like mass liberators.
Aldrius
03-13-2016, 04:31 PM
I think Karax is by far the strongest commander in the game right now.
Chronoreaper
03-21-2016, 09:55 AM
The Overmind, The Great Hungerer
Initial units: Zerglings, Hydralisk, Overlord, Defiler, Mutalisk, Queen (SC1 model or similar, ground unit at first)
Unique/Unlocked Units: Devourer, Ultralisk, Impaler
Special Buildings: Impaler Colony (replaces Spine Walker), Spore Colony (replaces Spore Walker), Impaler Den, Defiler Mound
Commander Abilities
Foresight – The Overmind could foresee the future and thus would be able too at a small cost foresee a part of the map similar to farsight in warcraft 3 it would just reveal a part of the map for 5-10 seconds thus allowing for distance attacks by commander abilities.
Sunken Colonies Assault (Unlocks at level 5) – The Overminds large body in itself is like having hundreds of sunken colonies under the ground itself would basically be like the sunken colony attacks from SC1 but would be a aoe attack that you can use across the map as a commander skill similar to Artanis’s big aoe skill but smaller and comes from the ground, please note they’re long enough to hit air units.
Adrenaline Gland Rush (Unlocks at level 7) – The Overmind causes all allied units on the map to suddenly attack and move faster for 5(10 upgraded) seconds by 50% by releasing a pheromone that moves across the map like a purple cloud effect and as it passes over friendly units it will affect them but only once.
The Unending Swarm! (Unlocks till level 15) – Summons three Nydus Worms anywhere that’s visible on the map that releases many zerglings, some Ultralisks, Mutalisks, Queens and Hydralisks that aren’t controlled by the Overmind for the duration the Nydus Worms are active(fairly low timer) and will keep coming spawning more units if they are killed, these units will die over time but the timer is long and they can be affected by Adrenaline Gland Rush, they won’t chase units too far away from the Nydus Worms, all these units are fully upgraded versions of the Overminds unit pool, has a long cooldown, please note all units have 25% less health as a balance matter.
Talents
Level 1: "The Overminds Greatness” The Overmind works like a hatchery and growths through stages like a hatchery would and thus only he is needed, allows more drones to work nearby mineral fields (6 more) and vespine refineries (1 more), Larva slot is increased by 3 and disables Hatcheries as the Overmind will regrow into a Stage 1 Overmind as long as other buildings or drones are still present.
Level 2: "Swarm Strain: Devouring Ones” Replaces Zerglings with Devouring Ones strain, increasing the cost of zerglings by 5% and increasing their health by 10 and unlocks additional zergling upgrades at the Spawning Pool.
- Metabolic Boost (Increases Zerglings movement speed by 30%, 100/100/60).
- Hardened Carapace (Gives Zerglings a further 10 health increase, 150/150/90).
- Bloodlust (Zergling can heal themselves for 5% of their health each time they kill a target (group kills apply here) as well as gain 20% attack speed passively, 200/200/120).
Level 3: "Hydralisk and Impaler Cache” Unlocks Hydralisk and Impaler upgrades at the Hydralisk Den and Impaler Den.
- Grooved Spines (Increases the Hydralisks attack range by 1, 100/100/60).
- Ancillary Carapace (Hydralisks and Impalers gain 10% more heath, 150/150/90).
- Hardbone Spikes (Impalers spines now stick up from the while burrowed damage units as they walk over them for 10 damage and for 5 damage if units are continuously standing on them, 150/150/90).
Level 4: "Mutalisk Cache” Unlocks several upgrades of the Mutalisk at the Spire/Greater Spire.
- Sundering Glaive (Gives the Mutalisks attacks +9 damage against armored units, 200/200/120).
- Interlocking Scales (Gives the Mutalisk and the Devourer +1 armor, 150/175/90).
- Vicious Glaive (Lets the Mutalisks attacks bounce up to three times, 150/150/70).
Level 5: "Swarm Colonies Cache” Unlocks Upgrades for the Sunken Colony and the Impaler Colony at the Impaler Den, Also unlocks the Sunken Colonies ability for the Overmind.
- Spore Clouds (Gives the Spore Colonies attacks 50% AoE damage, 150/100/90).
- Grasping Mandibles (Gives the Impaler Colony the ability to grasp units with a second mandible attack in addition to their normal attack that effects one unit at a time, the unit takes 5 damage per second while stuck in the mandibles grasp until it is killed or the Impaler Colony is destroyed, 150/150/90)
- Chemical Vibrations (Allows the Impaler Colony and Spore Colony to hit targets further away giving them +2 range, 100/100/60)
Level 6: “Zerg Queen Cache" Unlocks several upgrades at the Defiler Mound for the Queen, automatically gives the Queen the ability to take off and fly and land again, while airborne the Queen is unable to attack and cannot Heal units or structures.
- Ensnare (Enables the Queen to use Ensnare to trap enemies slowing them down and making them attack slower, Cloaked Units are no longer cloaked and can be seen by everyone, 100/100/80).
- Spawn Parasites (Spawn Parasites can now infect mechanical units, causes 20 damage per second and now spawns 2 broodings upon infected units death, 150/150/90).
-Gamete Meiosis (Gives the queen an Additional 50 max energy, Queens Start with 100 energy, Queens Heal now affect 3 units but the cost is increased by 50%, 150/200/160).
Level 7: "Adrenaline Overhaul” Unlocks Several Upgrades at the Evolution Chamber retaining to movement, Unlocks Adrenaline Gland Rush commander ability for the Overmind allowing units to move and fight faster once affected.
Level 8: “Defiler Cache" Unlocks several upgrades for the Defiler in the Defiler Mound.
- Plague (Gives the Defiler the Plague ability that allows it to cover a small area with a Plague cloud that causes damage to all units and buildings inside it for 25 damage up to a maximum of 300 damage, it can bypasses shields (debatable for balance), 200/200/100).
- Consume (Allows the Defiler to consume another zerg unit and giving it 75 energy regardless of what unit was consumed, this gives the Defiler a higher rate of attack speed as well in Rooted Defiler, 100/150/100).
- Corrosive Burrowing (Allows the Defiler to move while burrowed at 50% normal movement speed, 150/150/70).
Level 9: "Unlock: Devourer” Unlocks the Devourer for production, the devourer is a heavy anti-air unit from the original swarm morphed from Mutalisks, Devourers can use Corrosive Blast, also unlocks the following upgrade at the Greater Spire,
- Corrosive Instability (Allows Corrosive Blast to hit ground units as well as boosting its damage by 10% and adding a AoE effect to it, 200,200, 120).
- Rapid Regeneration (Gives the Mutalisk and Devourer 10 health regeneration per second when out of combat for at least 5 seconds, 150/150/60)
Level 10: “Unlock: Ultralisk” Unlocks the Ultralisks for morphing into and several upgrades of the Ultralisks in the Ultralisk Cavern.
- Monarch Blades (Gives the Ultralisks +20 extra splash damage, 150/150/90).
- Tissue Assimilation (Ultralisks heal for 40% of the damage they deal with each attack, 150/150/60)
Level 11: “Symbiotic Regeneration” With the Overminds Presence on the map all the players structures (not allied players) regenerate 5(10 for the Overmind) health per second when out of combat for at least 10 seconds.
Level 12: “Overmind Upgrade Cache" Unlocks several upgrades at the Overmind for himself.
- Improve Metabolism (Gives the Overminds energy generation a boost by 15%, 200/200/160).
- Spore Colony Vats (Allows the Overmind to attack air units in a large perimeter while also giving him benefit of Spore Colony upgrades, 150/150/120).
- Grand Meiosis (Gives the Overmind an Additional 100 max energy and increases his energy generation by 30% 300/300/200).
- Adrenaline Rush (Upgrades the Adrenaline Gland Rush commander ability to last 5 seconds longer and the cloud moves faster across the map, 150/150/90)
Level 13: “The Great Hungerer” As the title for the Overmind given by the protoss prophecy the Overmind leaves behind what seems to be minerals and vespine generating each income every 5 seconds when not in combat for both himself and the allied commander.
Level 14: "Adaptive Plating” This lets Ultralisks , Hydralisks, Impalers and Mutalisks gain 4 extra armor for each 30% of health missing stacking up to 10(drops to 2 on the final set) until health is restored, The Overminds zerg take 10 seconds longer to morph as a result.
Level 15: “The Unending Swarm” Unlocks The Unending Swarm commander ability letting the Overmind spawn a Nydus Worm(untargetable) anywhere on the map letting his swarm pour through it from another location far away in a near unending swarm to attack all nearby enemies, the amount of units is a lot and the life timer for these units are long.
Authors Notes: Okay this was the hardest thing I had to come up with as im not one who runs with the zerg a lot outside of the HotS campaign so did my best here, a lot of this is basic the zerg layout with some added changes in hopes to balance things out with the Overminds abilities, basically the Overmind has three stages all of which are in unison of how Hatcheries work for others and are no different other than appearance changes, now I gave him all his SC1 units while they most likely won’t use the same models I noted the queen should least attempt to be one after a animation fix as she’ll start as a ground unit for lower level commanders for balance purposes before become the nostalgic flying one at level 6 by player choice, I decided to give him the Impaler and Impaler Colony as it seems they were being worked on during SC1s storyline but never made it into the sequences before the Overmind was destroyed so they replace the sunken colonies now, I decided to add the Devouring One strain for zerglings as they did exist in SC1 and are the most powerful strain something I would think the Overmind would love as his personal guard per say, now for the Defiler people seem to talk about I was thinking what to do with him compared to his SC1 counterpart so I fixed up some of his skills and added the burrowing one for him as he still lacks an attack of his own but I would say this is debatable as I originally had “Rooted Defiler (Lets the Defiler root itself into the ground turning it into an defensive unit and gives it a slow attack that does aoe damage and plagues the target and nearby targets for 30 damage over 2 seconds on top of its damage, the Defiler is unable to use Dark Swarm and Plague during Rooted but can use Consume, each attack made by the Defiler costs energy to use thus the slow attack speed, 200/150,100)” instead of Corrosive Burrowing to give him an attack as well as a unique defensive unit for the zerg but it sadly seemed way out of place another idea I had for him was reworking Consume to also have something passive added such as leeching energy from the life of targets he attacks as he would be able to in this case, now for some of these upgrades such as level 14 Adaptive Plating and level 13 The Great Hungerer I was sitting for hours trying to figure out something unique that didn’t just completely boost units while trying to make them useless and not ridiculously overpowered, now the big selling points for the Overmind are the fact his has an ability bar similar to swan, raynor, artanis, karax and vorazun but in a zerg theme design in the way they work and that they also have decent length cooldowns and energy costs for Adrenaline Gland Rush which uses a purple cloud effect to pass along the map and effect allies as well as your zerg units and then The Unending Swarm I originally had this use rift like portals as the Overmind can transport himself and his zerg through them but it seemed too void related so I changed them to a simple 3 Nydus Worm related thing, now the main playstyle I would imagine for the Overmind is to make his units not only cost slightly more to compensate for buffs, the extra larva and the intact of resources but he will try and swarm his most dangerous combinations together such as Ultralisks and Defilers with Zerglings for consumption to use Dark Swarm more often this is also why Ultralisks aren’t unlocked till way later as well due to other buffs you unlock and research, and to top it off this Overmind could be a actual canon character if done right as if you player the WoL campaign a certain scientist found the exact Overmind strain ;p.
Don’t know what else to add so someone please mention something like another combination even as I do enjoy hearing feedback.
Drake Clawfang
04-08-2016, 12:33 AM
Because Covert Ops is obviously introducing unit concepts for them to do this...
Nova
Initial units: Marine (Stimpack), Reaper (Stimpack), Ghost (Snipe, EMP Shot, Nuke), Hellion (Hellbat), Siege Tank (Siege Mode), Wraith (Cloak)
Calldown: Nova: Summons Nova to fight for 60 seconds. Nova has the Cloak, Pulse Bomb and Domination abilities. 180 second cooldown.
Talents
Level 1: "Spec. Ops." Nova's research upgrades research 20% faster.
Level 2: "Automated Refineries." Nova's refineries mine vespene without needing SCVs.
Level 3: "Infantry Cache Upgrade." Unlocks Marine and Reaper upgrades at the tech lab.
- Marine gets Super Stimpack (heals Marine 20 damage on use), Reaper gets Deploy Spider Mine (can deploy Spider Mines)
Level 4: "Unlock: Spectre." Unlocks Spectres for production. Spectres come with Mind Blast, Psionic Lash, sand Nuke abilities.
Level 5: "Unlock: Banshee." Unlocks Banshee for production. Banshees come with Cloak.
Level 6: "Factory Upgrade Cache." Unlocks Hellion and Siege Tank upgrades at the tech lab.
- Hellions get Jump Jets (Hellbats leap towards enemies on attack) and Terrazine Fuel Tanks (Hellbat and Hellions deal an additional +12 (+8 to light) damage), Siege Tanks get Laser Targeting System (attack range +2) and Hover Jets (Siege Tanks can slowly move while in Siege Mode)
Level 7: "Calldown: Nova Squadron." Unlocks Nova Squadron calldown. Nova Squadron summons four Elite Ghosts with higher stats and full upgrades to fight for 30 seconds. 240 second cooldown.
Level 8: "Saboteur." Cloaked units deal an additional +20% attack damage when undetected.
Level 9: "Starport Upgrade Cache." Unlocks Wraith and Banshee upgrades at the tech lab.
- Tomahawk Power Cells (Wraith and Banshee consume 50% less energy when cloaked), Displacement Field (Wraiths and Banshees have a 25% chance to evade attacks when cloaked)
Level 10 "Covert Ops Upgrade Cache." Unlocks upgrades for the Ghost and Spectre at the Covert Ops.
- Cellular Reactor (Ghost and Spectre energy +100, starting energy +100), Lockdown Rounds (Ghost's EMP Shot stuns mechanical units for 5 seconds and disables enemy detectors caught in blast), Psionic Fury (Spectre's Psionic Lash deals splash damage)
Level 11: "Nova Elite." Nova Squadron cooldown also summons two elite Spectres.
Level 12: "Infiltrator." Cloaked units in range 8 of an enemy detector move 50% faster and attack 25% faster.
Level 13: "Determined Operative." Nova calldown lasts 30 seconds longer when summoned and has increased energy regeneration.
Level 14: "Call Down The Thunder." Nukes build at the Covert Ops twice as fast and each Covert Ops can hold up to three nukes.
Level 15: "Master Assassin." Nova, Ghosts, and Spectres, gain permanent cloaking.
Drake Clawfang
05-03-2016, 12:20 AM
Because I is teh bored.
Mira Han
Initial units: Marine (War Pig), Marauder (Hammer Securities), Siege Tank (Siege Breakers), Goliath (Spartan Company)
Calldown: Nuke: Targets an area for a nuke. Cooldown 300 seconds.
Talents
Level 1: "Merc Contract." Mira's four base offensive units cost 50% more resources and have 50% longer build times, but are mercenary units with higher HP and power. Mira's units operate like Protoss warp gates - when she builds a Marine, it builds instantly, and then takes time to regenerate a charge equal to the unit's normal build time. Each offensive structure can hold three "charges".
Level 2: "Scavenger." Enemy buildings destroyed by merc units drop resource pick-ups (think Kerrigan's Assimilation Aura)
Level 3: "Unlock: Medic." Unlocks Medics for production. Medics are normal units, not mercs, but are built the same way.
Level 4: "Infantry Upgrade Cache." Unlocks infantry upgrades at the Tech Lab
- Merc Stims (last 100% longer, 150/150/90), U-238 Rounds (Marines gain +2 range, 150/150/90), Thermite Payload (Marauder attacks deal splash damage, 200/200/120)
Level 5: "Unlock: Vulture." Unlocks Vultures for production. Vultures are normal units, not mercs, but are built the same way.
Level 6: "Factory Upgrade Cache." Unlocks factory upgrades at the Tech Lab.
- Napalm Charges (Spider Mines spray nearby area with fire, dealing additional damage to enemies that touch the flames. 100/100/60), Charon Boosters (Goliath air attack +3 range and +2 damage, 150/150/90), Accelerated Rails (Siege Tanks can attack air units at 50% normal range, 200/200/120)
Level 7: "Unlock: Merc Compound." Unlocks Merc Compound for production. Merc Compound can research unique upgrades for merc-type units.
- Rapid Reinforcement (merc hiring cooldown -20%, 150/150/90), Magistrate's Doctrine (can set units to auto-build when a charge is stored for them, 150/150/90)
Level 8: "Unlock: Planetary Fortress." Unlocks Planetary Fortress for production. Planetary Fortresses can attack ground and air units, deal splash damage, and have increased HP and armor.
Level 9: "Unlock: Starport." Unlocks Starport for construction. Starports can build Medivacs and Wraiths.
Level 10 "Calldown: Jackson's Revenge." Can call down the Jackson's Revenge to fight for 60 seconds. Jackson's Revenge comes with EMP Field (the electric field from the pirate ships), Missile Pods, and Defensive Matrix. 240 second cooldown.
Level 11: "Expanded Contract." Mira's merc units can now store up to five charges.
Level 12: "Starport Upgrade Cache." Unlocks air upgrades at the Tech Lab
- Advanced AI (Medivac can heal two units at once, 150/150/90), Deployment Tubes (Medivac deploys units instantly, 150/150/90), Strafe Targeting Systems (Wraiths can attack while moving, 200/200/120)
Level 13: "Jackon's Reinforcements." Jackson's Revenge can train merc units. Spawns with 2 charges each.
Level 14: "Mercenary Upgrade Cache." Unlocks merc upgrades at the Merc Compound.
- Reimbersement (Mira recovers 25% the cost of her killed merc units, 200/200/120), Competitive Edge (merc units deal +20% more damage, 200/200/120)
Level 15: "Extended Hours." Han's maximum supply is set to 200.
Chronoreaper
05-10-2016, 10:59 PM
Kaldalis, Zealot of the Akhundelar
Initial units: Zealots (No variant), Sentry, Observer, High Templar, Archon, Scout, Warp Prisms
Unique/Unlocked Units: Disruptor, Avenger (Auir Dark Templars)
Unique Note: The Cybernetics Core takes upgrades for Air and Robotic units as there is no Fleet Beacon or Robotics Bay to build.
Commander Abilities
Deploy Pylon – This is just basically the same as the campaign one or from a co-op stance it’s a mic between Artanis and Vorazun’s in that it’s a Pylon and acts as a power field for warping but without the Nerazims invisibility, for balance reasons the cooldown is longer then the campaign one as well as the energy cost might be higher.
Temporal Field – I had a hard time choosing either an offensive skill that Artanis, Karax or even Alarak when he’s released would possess but since Kaldalis is about swarming protoss units as the first wave basically I figured why not give him an advantage for the protoss tech they have so gave him the classic Temporal Field but made it so it lasts 10 seconds and not 20 seconds until its upgraded for some measure of early balance.
Mass Recall (Unlocks at level 5) – Again as like the Campaign one would tell you this teleports an area of units in the zone straight to your closest selected Nexus this will also work for your allies but it will send them to their closest Command Center, Hive or Nexus as it would be too hard without micro management to get to a selected based, please note it will not send allies to an Overloaded Pylon that only applies to your units.
Pylon Matrix Overload (Unlocks till level 7) – While this one will work basically the same as the normal Matrix Overload in which your pylons cause all units in their field to gain attack and movement speed while inside then for a few seconds after leaving the field I decided to add a twist to this and make it bigger, firstly we’re going to add it drops a new type of pylon called an Overloaded Pylon at the location that would immediately start attacking nearby enemies while also giving the same effect to all Pylons on the map this means Deploy Pylon will work as well in this department it can also act as a Nexus for Mass Recall to send your troops too but to balance this the Overloaded Pylon can be destroyed pretty quickly if you don’t act fast even with it having more shields and health then a normal Pylon.
Talents
Level 1: "The Akhundelar” Kaldalis is limited to a certain high supply limit much like Zagara in this aspect and thus his units take 1 supply less they usually would (except 1 supply units) but his units won’t build faster as he can warp in an extra 1 units charge with Warp Gates only.
Level 2: "Spear of Adun: Warp Harmonization” Kaldalis can warp in units from the Robotics Facility and Stargate anywhere a Pylon field is active.
Level 3: "Twilight Council Upgrade Cache” Unlocks Zealot and Sentry Upgrades at the Twilight Council.
- Reckless Charge (The Zealots Charge can be used three times on separate cooldown timers in quick succession, 100/100/60).
- Double Recharge (Gives the Sentry 50 more max energy and the ability to Shield Recharge two units at once, 150/150/90).
- Hallucination (Gives the Sentry the Hallucination ability that copies an enemy or allied unit to distract the enemy and doesn’t deal any damage, 100/100/90).
Level 4: "New Unit: Avenger” Unlocks the Avenger for production from the Gateway, Avengers are permanently cloaked units that can attack enemy units unseen.
Level 5: "Spear of Adun: Mass Recall” Unlocks the commander ability Mass Recall to save an area of units by sending them to the selected Nexus under your control and allies to their closest base.
Level 6: “Templar Archives Upgrade Cache"
- Khaydarin Amulet (High Templars start at 200 energy instead of 50 and Archons start at 100 instead of 50, 200/200/120).
- Emergency Power Warp (Lets High Templars warp into Archons at twice they normally would and Archons can use the Abilities of the High Templar 150/250/120).
- Emergency Recall (Saves the Avengers life once every 180 seconds when they would take a killing blow recalling them to your closest Gateway, 100/100/90).
Level 7: "Spear of Adun: Pylon Matrix Overload” Unlocks the commander ability Pylon Matrix Overload which summons an Overloaded Pylon at the target location to attack multiple enemies at once while also making all Pylons on the map increase units movement and attack speed while inside the fields while its active and for a short time after leaving the field, allows Mass Recall to target the Overloaded Pylon.
Level 8: "Superior Warp Gates” Increase the number of charges on Warp Gates from 2 to 4, Stargate from 1 to 3 and Robotics Facility from 1 to 2.
Level 9: "Spear of Adun: Deploy Reinforcements” Upgrades the commander ability Deploy Pylon to Deploy Reinforcements so that every time a Pylon is deployed 3 Zealots and a Sentry are also warped in around it.
Level 10: "New Unit: Disruptor” Unlocks the Avenger for production from the Robotics Facility, Disruptors are fast moving robotics that can use Purification Nova to damage groups of enemies and allowed units, it is classed as a suicide unit due to this.
Level 12: “Cybernetics Core Upgrade Cache" Unlocks several upgrades at the Cybernetics Core for robotic units.
- Over Boosters (Scouts can use Over Boosters to pick up there speed immensely to get across the field very quickly, 100/100/90).
- Void Energy Vats (Allows the Scout to go Invisible draining energy till its inactive or there’s no energy, 150/150/120).
- Genetic Purification (Upgrades the Disruptors Purification Nova to not damage any allied units and deal 5% more to enemy units, 300/300/200).
- Behind the Lines (Warp Prisms gain Energy up to 100 and the ability to go invisible till it runs out and cannot be turned off like other invisibilities, 200/200/120)
Level 13: “Spear of Adun: Temporal Field” Upgrades Temporal Field to last for 20 seconds instead of 10 slowing all enemies inside for longer.
Level 14: "Spear of Adun: Mass Reinforcement” Mass Recalls cooldown is lowered by 10 seconds while the solarite cost is lowered by 10.
Level 15: “Reclaiming Auir” All units gain 10% extra health and shields while also gaining 10% movement for ground units.
Authors Notes:
For honor to a proud zealot I made this commander option for Kaldalis a protoss zealot from the Khalai faction who admitted that what happened with the nerazim to be a sin in their history and was a close friend of artanis and very proud protoss whom wished to reclaim his homeworld for his people alongside him and as a member of the Akhundelar meaning the first wave he should emphasis getting swarms of protoss units out there which is usually against how they work as protoss are slow to build similar to how Zagara works I also figured he would use smaller and faster units instead of the big ones as you wouldn’t send those to your front lines to die or to scout the field so he uses his abilities to disorientated and reinforce a lot compared to other commanders while also giving him the first protoss suicidal unit the Disruptor the only true friendly fire unit until later with a upgrade, the downside to this idea is that he sounds too much like Artanis in a way but with added benefit of disruption brought on by Vorazun but hes designed to swarm protoss units to the point the zealot and avengers with sentries would most likely be his main army while the scouts and late game archons are his anti-air, I added the Warp Prism cause so far no protoss commander has a transportation type unit so instead of warping they would be similar to swans herc or the overloads for the zerg commanders in that they carry units that way warping is left to the Deploy Pylon ability, I went pretty streamline with this commander except for the unique addons that don’t exist in the pre-existing game so he could have some of his own unique advantages similar to Karax and his defenses.
Don’t know what else to add so someone please mention something like another combination even as I do enjoy hearing feedback.
TcheQuevara
05-13-2016, 11:03 PM
What are your thoughts about Abathur previews and other 3.3 changes? I think Mutators are a perfect idea, Mastery levels too. Abathur, I'm not so sure, but it's funny to notice his units get stronger as you kill more enemies, just as some fans have predicted.
ragnarok
05-14-2016, 01:29 AM
Abathur, I'm not so sure, but it's funny to notice his units get stronger as you kill more enemies, just as some fans have predicted.
It'll only be up to a point or it'll be too rediculous. Still, it depends on how quickly they can strengthen. Blizzard might decide to patch it so that you have to kill a LOT more enemies to get the boost, though then people might end up saying it's too many to make it worthwhile.
Chronoreaper
05-14-2016, 07:24 AM
personally it seems Abathur is a little like Karax in that his economy is going to be slower if not the slowest to date which is a oddity given the way zerg are played, his unique mechanic is a good sign that we will see vastly unique things added like Stukovs infested faction instead of zerg for example the biomass evolutions seem to be his key feature turning things into bigger things.
TcheQuevara
05-14-2016, 07:16 PM
It'll only be up to a point or it'll be too rediculous. Still, it depends on how quickly they can strengthen. Blizzard might decide to patch it so that you have to kill a LOT more enemies to get the boost, though then people might end up saying it's too many to make it worthwhile.
After they morph into Brutalisks or Leviathans they don't "evolve" anymore. I think we'll see, but probably 100 "biomass" isn't that easy to gather with Zerg armies. What I don't like is snowballing. Abathur sounds like he's either fragile or snowbally.
I was rereading the thread. I like commenting on "homebrew design" so I'll takl about those I found interesting:
The Overmind, The Great Hungerer: I see a lot of ideas and themes thrown around. Very imaginative but it's like there are 2 or 3 commanders mixed into one. I particularly like the sudden colony ability. It really makes me think of the Overmind as a big monster that dominates the landscape and reaches everywhere with both its literal and metaphorical tentacles.
Nova: Covert Ops inspired commander is great. Research is something you don't do a lot during the game, so the research buff has either to be greater (like 50%), or to affect a bigger portion of the game (more researches avaiable than usual). I'd make the refinery abiliry different from Vorazun's (it's not a big deal though, since Kerrigan and Zagara also have repeated upgrade caches). Sabateur is awesome but Infiltrator kind of kills the fun of it (spending cheaper units to clear the way for cloaked ones). I think Nova should always have permacloak because it just makes more sense, but she could have an ability granting an invisibility aura or something like that that costs energy.
Mira Han: Pretty solid with abilities complementing each other, specially Jakson's Revenge. I'd give Planetary Fortresses long range abilities or they'd be kind of useless in co-op. Level 15 ability should not be the same as Artanis - this isn't any ability, it's the top one. Also it is stronger for Terrans than it is for Protoss (Artanis still has to build a couple of pylons during early game).
Chronoreaper
05-14-2016, 08:26 PM
After they morph into Brutalisks or Leviathans they don't "evolve" anymore. I think we'll see, but probably 100 "biomass" isn't that easy to gather with Zerg armies. What I don't like is snowballing. Abathur sounds like he's either fragile or snowbally.
I was rereading the thread. I like commenting on "homebrew design" so I'll takl about those I found interesting:
The Overmind, The Great Hungerer: I see a lot of ideas and themes thrown around. Very imaginative but it's like there are 2 or 3 commanders mixed into one. I particularly like the sudden colony ability. It really makes me think of the Overmind as a big monster that dominates the landscape and reaches everywhere with both its literal and metaphorical tentacles.
Nova: Covert Ops inspired commander is great. Research is something you don't do a lot during the game, so the research buff has either to be greater (like 50%), or to affect a bigger portion of the game (more researches avaiable than usual). I'd make the refinery abiliry different from Vorazun's (it's not a big deal though, since Kerrigan and Zagara also have repeated upgrade caches). Sabateur is awesome but Infiltrator kind of kills the fun of it (spending cheaper units to clear the way for cloaked ones). I think Nova should always have permacloak because it just makes more sense, but she could have an ability granting an invisibility aura or something like that that costs energy.
Mira Han: Pretty solid with abilities complementing each other, specially Jakson's Revenge. I'd give Planetary Fortresses long range abilities or they'd be kind of useless in co-op. Level 15 ability should not be the same as Artanis - this isn't any ability, it's the top one. Also it is stronger for Terrans than it is for Protoss (Artanis still has to build a couple of pylons during early game).
what if Mira Hans Planetary Fortress was her Hyperion abilities? only downside is explaining why she needs to upgrade to it in the game or why she would start with a amazing base defence.
Drake Clawfang
05-15-2016, 07:55 PM
Time to get creative, Abathur's biomass mechanics inspired me!
Arcturus Mengsk
Initial units: Marine, Medic, Siege Tank, Warhound, Wraith
Special mechanic: Morale. Morale operators as an energy meter at the top of the screen, similar to the Spear of Adun. Arcturus' performance in the mission affects how quickly the morale meter fills; killing enemy units causes it to fill faster, while experiencing heavy troop losses causes it to fill slower. Morale caps at 100.
Calldowns
Sword of the Dominion: Costs 25 morale. Increases attack and move speed of all units by 50% for 10 seconds. Cooldown of 120 seconds.
Rebel Yell: Costs 25 morale. Arcturus' unit-producing structures work 50% faster for 20 seconds, and his researching structures work 20% faster. Cooldown of 180.
Talents
Level 1: "Emperor's Call." Mengsk's combat units deal +5% damage for every 20 morale he has.
Level 2: "Planetary Fortress." Mengsk's command centers automatically upgrade to Planetary Fortresses.
Level 3: "Unlock: Firebat" Unlocks Firebat for production.
Level 4 "Infantry Upgrade Cache" Unlocks infantry upgrades at the tech lab
- U-238 Rounds (Marines gain +2 range and +2 damage, 150/150/90), Napalm Spray (Firebats deal +4 damage (+4 vs light), 150/150/90), Secondary Emitter (Medics can heal two units at once, 200/200/120)
Level 5 "Calldown: Archangel." Calls down an Archangel with timed life to fight for 60 seconds. The Archangel can use Rapid Fire (deals splash damage in a line forward) and Missile Barrage (50 area damage over a large area) abilities. Costs 50 morale, 300 second cooldown. Starts missions on cooldown.
Level 6 "Unlock: Warhound." Unlocks Warhound for production
Level 7 "Emperor's Will" Mengsk's combat units gain +5% damage resistance for every 20 morale he has.
Level 8 "Factory Upgrade Cache." Unlocks mech unit upgrades at the tech lab
- Magnetic Reloaders (Siege Tank attack cooldown in both foms -25%, 150/150/90), Explosive Payload (Warhound's haywire missiles deal area damage, 200/200/120)
Level 9 "Unlock: Ghost." Unlocks Ghosts for production.
Level 10 "Elite Guard." Can individually upgrade Marines, Siege Tanks, and Wraiths into Sons of Korhal, Shock Division, and Winged Nightmare. Upgrades cost 50% of base unit price, upgraded units have +25% damage and HP.
Level 11 "Unlock: Battlecruiser." Unlocks Battlecruiser for production
Level 12 "Emperor's Hand." Mengsk's morale increases faster in proportion to the size of his army.
Level 13 "Calldown: Gorgon." Calls down Gorgon Battlecruiser to fight for 60 seconds. Costs 100 morale, cooldown of 300 seconds.
Level 14 "Starport Upgrade Cache:" Unlocks airship upgrades at tech lab
- Warp Drive (Mengsk's Wraiths can teleport at cost of 100 energy to target point, 150/150/90), Yamato Blast (Battlecruiser Yamato Cannon deals area damage, 200/200/120)
Level 15: "Emperor's Fury." Doubles combat boosts from Emperor's Call and Emperor's Will.
Jconant
06-06-2016, 09:14 AM
I was curious if any of yall had anything to suggest, in light of what blizzard has said in their willingness to bend the frame in which commanders operate in relation to their faction/race (such as abathur not having a hero character on the field like zagara and kerrigan)
Alarak and Nova seem like excellent contestants for this. Neither should necessarily be hero builds, but if nova is on the field (it may justify not having trainable ghosts), they can tinker terran CDs around her spell/toolkit instead of being on the overhead ui: having the terran construct nuke silos for nova to use would make her very powerful and unnecessary to have bigwig units like thors or battlecruisers. While alarak can be a skytoss oriented commander (summon the deathfleet!), who summons a mothership with superpower weapons instead of utilizing the spear of adun.
Drake Clawfang
11-26-2016, 07:41 AM
Matt Horner
Initial units: Marine (Stimpack), Reaper, Marauder (Stimpack), Siege Tank, Goliath, Wraith (Cloak), Medivac
Calldowns
Calldown: Odin Summons the Odin with timed life to fight for 60 seconds. 300 second cooldown.
Talents
Level 1: "Stable Command" Horner builds Planetary Fortresses instead of Command Centers. All of Horner's buildings have Repair Drones.
Level 2: "Calldown: Orbital Surveillance" Unlocks Orbital Sweep calldown. Reveals the fog of war in a radius of thirteen for 30 seconds and reveals all cloaked and burrowed units. 120 second cooldown.
Level 3: "Unlock: Warhound" Unlocks Warhound for production. Warhound's Haywire Missile is an auto-casting special ability that deals 1x8 (+2 vs mechanical) damage to enemies, 15 second cooldown.
Level 4 "Targeting Ordinance" Unlocks upgrades at the tech lab
- Laser Targeting Systems (Marines and Reapers gain +2 attack range and sight, 150/150/90), Missile Guidance Systems (increases range of Goliath and Wraith air attacks by 3, 150/150/90)
Level 5 "Advanced Mechanics" Horner's SCVs repair faster and do not cost resources to repair. Repair Drones heal faster and range +2 armor to buildings currently being repaired.
Level 6 "Unlock: Science Vessel." Unlocks Science Vessel for production. Sci Vessel comes with Defensive Matrix and Auto Repair
Level 7 "Calldown: Gorgon." Summons a Gorgon to fight for 60 seconds. 300 second cooldown.
Level 8 "Explosive Ordinance" Unlocks upgrades at the tech lab
- D8 Charges (Reaper gains secondary attack used against buildings and armored units, deals 30 + 5 damage, can use D8 Charge ability, 200/200/120), Spider Mines (Siege Tanks and Science Vessels can deploy Spider Mines, 200/200/120)
Level 9 "Unlock: Battlecruiser." Unlocks Battlecruisers for production. Battlecruisers have Yamato Cannon and Tactical Jump ability, use cooldowns not energy.
Level 10 "Calldown: Planetary Fortress." Horner can deploy a Planetary Fortress at target location. 240 second cooldown, costs 500 minerals. On landing takes ten seconds to auto-construct, can be destroyed.
Level 11 "Intelligence Expert" Units and buildings marked as mission objectives grant Horner and ally sight around them in a radius of two.
Level 12 "Restorative Ordinance" Unlocks upgrades at tech lab
- Advanced AI (Medivacs and Sci Vessels can heal two targets at once, 200/200/120), Self-Repair Systems (Warhounds can shut down to initiate repairs, healing 100 life over 10 seconds. 120 second cooldown. 200/200/150)
Level 13 "Forward Position" Planetary Fortresses, Bunkers, and Missile Turrets cost 50% fewer minerals and build twice as fast. Planetary Fortress calldown cost remains the same but constructs twice as fast.
Level 14 "Specialized Ordinance" Unlocks upgrades at fusion core
- ATX Laser Battery (Battlecruisers can attack up to three enemies at once, 200/200/120), Nuclear Arsenal (Odin can use Nuke strike, 200/200/120), Yamato Shockwave (Gorgon can use Yamato Blast ability, deals 200 damage to enemies near the Gorgon, 200/200/120)
Level 15: "Symbol of Strength" Horner's normal combat units gain +25% attack and movement rates when fighting in proximity of the Odin or Gorgon.
Drake Clawfang
11-26-2016, 07:47 AM
Also here, a list of my commanders since even I'm losing track :p
Admiral DuGalle (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=200111&viewfull=1#post200111)
Dehaka (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=200331&viewfull=1#post200331)
The Overmind (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=200332&viewfull=1#post200332)
Ulrezaj (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=200336&viewfull=1#post200336)
Duran (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=200345&viewfull=1#post200345)
Aldaris (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=200354&viewfull=1#post200354)
General Duke (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=200378&viewfull=1#post200378)
Mira Han (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=201530&viewfull=1#post201530)
Arcturus Mengsk (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=201634&viewfull=1#post201634)
Matt Horner (http://sclegacy.com/forums/showthread.php?16303-Co-Op-Commander-Theorycrafting&p=201904&viewfull=1#post201904)
ragnarok
11-26-2016, 09:07 AM
Oh right, forgot that because of the 5 month thing you lost the ones for Talandar and Ji'nara.
Drake Clawfang
11-26-2016, 12:56 PM
5 month thing?
ragnarok
11-26-2016, 03:01 PM
5 month thing?
You know, because we lost 5 months worth of stuff here.
Drake Clawfang
11-27-2016, 12:57 AM
We did? 0_0
ragnarok
11-27-2016, 06:50 AM
http://sclegacy.com/forums/showthread.php?16403-Woah-did-the-forum-just-lose-months-and-months-worth-of-content
Here you go, just read this.
Drake Clawfang
11-28-2016, 07:38 AM
Aw. I recall liking my Talandar too.
ragnarok
11-28-2016, 03:38 PM
Aw. I recall liking my Talandar too.
It's ok, you can just write it again for us to see.
Drake Clawfang
12-01-2016, 07:38 AM
Eh, I don't remember it. I just remember his immortals having an improved Barrier that restored their shields upon activation, and Talandar himself was a calldown. And he had Scouts.
ragnarok
12-01-2016, 12:57 PM
Eh, I don't remember it. I just remember his immortals having an improved Barrier that restored their shields upon activation, and Talandar himself was a calldown. And he had Scouts.
Oh that's fine too. It'll give you the chance to make new ideas.
Drake Clawfang
12-19-2016, 01:14 PM
Optimus Prime, Transformation Specialist
Initial units: Hellion, Warhound, Viking, Wraith
Calldowns
Defensive Matrix: All combat units gain a Defense Matrix absorbing 100 damage. Lasts 20 seconds. 240 second cooldown.
Maximize: Grants +2 weapon and armor upgrades to all allied units for 20 seconds. 240 second cooldown.
Talents
Level 1: "Combat Ready" Optimus cannot build a Barracks but instead builds Factories as his base production facility and does not need fast to build them. Optimius starts all missions with a Combat Deck that builds over a period of 300 seconds. The Combat Deck has an auto-turret on it (6 range, 20 damage, 1.5 cooldown) and can train all of Prime's combat units at double production speed, but requires a cooldown equal to three times the unit's build speed before it can build another unit. The player must have the appropriate structures to normally build a unit to build it at the Combat Deck. Players can also launch calldowns from the Combat Deck.
Level 2: "Energon" Optimus' combat units cost 50% less vespene to train.
Level 3: "Unlock: Siege Tank" Unlocks Siege Tank for production.
Level 4 "Factory Upgrade Cache" Unlocks factory unit upgrades at the tech lab
- Plasma Injector (Hellions deal +15 damage to light units, 150/150/90), Advanced Targeting (Siege Tanks can attack while moving, 150/150/90), Sonic Missiles (Warhound gains secondary attack every 10 seconds, does 10+20 vs mechanical damage, 150/150/90)
Level 5 "Calldown: Archangel" Calls down an Archangel with timed life to fight for 60 seconds. 300 second cooldown. Starts missions on cooldown.
Level 6 "Matrix of Leadership" Defensive Matrix absorbs 200 damage and grants shielded units 20% damage resistance for duration.
Level 7 "Optimized" Optimus can train two SCVs at once at Command Centers. SCVs repair twice as fast and do not require minerals.
Level 8 "Unlock: Liberator" Unlocks Liberator for production.
Level 9 "Starport Upgrade Cache" Unlocks air unit upgrades at the tech lab
- Ripwave Missiles (Viking air attacks deal splash damage, 200/200/120), Dampening Field (Wraiths gain 50% damage resistance while cloaked, 200/200/120), Advanced Cannon (Liberators in stationary mode attack 50% faster and deal +10 damage, 200/200/120)
Level 10 "Calldown: Terratron" Summons the Terratron to fight for 60 seconds. 300 second cooldown. Starts mission on cooldown.
Level 11 "The Touch" Units attacked by Hellions, Siege Tanks, Vikings, or Liberators, are stunned for 2 seconds. Cannot be stunned more than once every 10 seconds.
Level 12 "Combat Deck Upgrade Cache" Unlocks Combat Deck upgrades at engineering bay
- Repair Center (Combat Deck heals nearby mechanical units at an accelerated rate. Can heal up to three units at a time. 200/200/120), Missile Turret (upgrades Auto-Turret to Missile Launcher, range 9, 30 AOE damage, 2 cooldown. 200/200/120)
Level 13 "One Shall Stand" Archangel and Terratron gain +2% damage upon killing enemies with normal weapons. Stacks up to +50%.
Level 14 "Transformer Upgrade Cache" Unlocks transformational upgrades at armiry
- Transformation Servos (Hellions, Siege Tanks, Vikings, and Liberators transform 400% faster, 200/200/120), Transform and Roll Out (Hellions, Siege Tanks, Vikings, and Liberators, move and attack 50% faster for 10 seconds upon transforming between modes. Cannot occur to unit more than once every 60 seconds. 200/200/120)
Level 15: "Feeling Primed" Optimus' combat units train 50% faster.
ragnarok
12-19-2016, 11:10 PM
Then I sincerely hope you'll be putting the one for Megatron here soon, Drake.
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