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Co-Op Commander Theorycrafting
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
Dehaka
The Overmind
Ulrezaj
Duran
Aldaris
General Duke
Mira Han
Arcturus Mengsk
Matt Horner
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Re: Co-Op Commander Theorycrafting
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.
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Re: Co-Op Commander Theorycrafting
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.
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Re: Co-Op Commander Theorycrafting
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.
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Re: Co-Op Commander Theorycrafting
Quote:
Originally Posted by
FanaticTemplar
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.
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Re: Co-Op Commander Theorycrafting
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.
Quote:
Originally Posted by
ragnarok
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:
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Re: Co-Op Commander Theorycrafting
Quote:
Originally Posted by
Mangled
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.
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Re: Co-Op Commander Theorycrafting
I'd like to see Stukov with a shadow-ops based theme.
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Re: Co-Op Commander Theorycrafting
Quote:
Originally Posted by
ragnarok
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.
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Re: Co-Op Commander Theorycrafting
Quote:
Originally Posted by
Mangled
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.
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Re: Co-Op Commander Theorycrafting
I think it's just an Inspector Lestrade issue where you make your main character look smarter by surrounding him with idiots.
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Re: Co-Op Commander Theorycrafting
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.
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Re: Co-Op Commander Theorycrafting
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.
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Re: Co-Op Commander Theorycrafting
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.
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Re: Co-Op Commander Theorycrafting
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.
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Re: Co-Op Commander Theorycrafting
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.
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Re: Co-Op Commander Theorycrafting
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.
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Re: Co-Op Commander Theorycrafting
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.
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Re: Co-Op Commander Theorycrafting
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 Bunker Monster]
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:
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.
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Re: Co-Op Commander Theorycrafting
Sorry to disappoint, but Stukov is already in the editor. You can check him out if you like.
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3 Attachment(s)
Re: Co-Op Commander Theorycrafting
Quote:
Originally Posted by
Drake Clawfang
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!
Attachment 2451
Attachment 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.
Attachment 2453
Creep colony model is now in-game, left the file path. alliedcommanders.sc2mod
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Re: Co-Op Commander Theorycrafting
@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
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Re: Co-Op Commander Theorycrafting
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)
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Re: Co-Op Commander Theorycrafting
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.
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Re: Co-Op Commander Theorycrafting
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.
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Re: Co-Op Commander Theorycrafting
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
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Re: Co-Op Commander Theorycrafting
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.
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Re: Co-Op Commander Theorycrafting
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%.
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Re: Co-Op Commander Theorycrafting
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
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Re: Co-Op Commander Theorycrafting
Quote:
Originally Posted by
Drake Clawfang
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....
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Re: Co-Op Commander Theorycrafting
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 (200/200/4/40, Cy Core required, produced at Gateway.)
- Hybrid Destroyer (150/100/4/40, Cy Core required, produced at Gateway.)
- Hybrid Dominator (300/250/6/60, Twilight Council required, produced at Gateway.)
- Hybrid Nemesis (350/200/6/50, Fleet Beacon required, produced at Stargate.)
- 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.
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Re: Co-Op Commander Theorycrafting
I feel a special structure would work better for hybrids then a gateway.
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Re: Co-Op Commander Theorycrafting
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?
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Re: Co-Op Commander Theorycrafting
Quote:
Originally Posted by
Drake Clawfang
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.
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Re: Co-Op Commander Theorycrafting
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)
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Re: Co-Op Commander Theorycrafting
Quote:
Originally Posted by
Gradius
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.
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Re: Co-Op Commander Theorycrafting
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.
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Re: Co-Op Commander Theorycrafting
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
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Re: Co-Op Commander Theorycrafting
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.
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Re: Co-Op Commander Theorycrafting
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.