Fezvez's' Co-op guide and hero review - Page 13
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Tuczniak
1561 Posts
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fezvez
France3021 Posts
On February 02 2016 06:18 Tuczniak wrote: Personally as Vorazun I like either full DT (works sometimes against P and Z) or DA/chargelot. No problems on Brutal. To me it seemed easier than any air comp and faster to get. But how do you kill the air waves in Void Launch? (No sarcasm, it's just that that's what we were discussing) | ||
The Bottle
242 Posts
Once I have a few void rays out, I start going a bit heavy on corsairs until I have a good bunch of them. Then I basically spend my resources evenly on voids and corsairs. After about the mid way point, I have the oracle upgrades so I start getting them too. It's good to have your voids, corsairs, and oracles all in different groups since they can play pretty different roles. One of the really great things to do with oracles, once you have that research available that lets you hit units in stasis ward, is to stasis ward the crap out of the giant wave entrances. The giant waves of enemies generally appear right in front of their bases; once you get a good idea of where they are, you'll know where to place the stasis wards. Then your voids can just annihilate a frozen army. This is actually one of the maps where I go really oracle heavy sometimes. I usually get them in other missions when I need detection. But here, it's really good to litter the map with stasis wards. | ||
Xsyq
143 Posts
It's pretty hard to get the first bonus on this map with this strategy (you usually won't have enough to defend the research vessel and kill the shuttles) but you can actually recall the vessel with your Dark Pylons, which makes things a lot easier. | ||
obesechicken13
United States10467 Posts
On February 02 2016 13:37 The Bottle wrote: With Vorazun, I usually go pure air for the void launch. It's the only mission where I get void rays. I start with void rays, relying on the shadow guard for the first wave and rocks (as usual). If I see, after the first wave, that my ally isn't doing anything to prep for the second, and I don't get their assurance that they will be able to hold for the second, I think what I do is save energy for shadow guard again. (I haven't played her in a while so I don't remember if you can have enough energy for the first two). But by the time the shuttles + third wave comes, you should have a decent amount of void rays. Once I have a few void rays out, I start going a bit heavy on corsairs until I have a good bunch of them. Then I basically spend my resources evenly on voids and corsairs. After about the mid way point, I have the oracle upgrades so I start getting them too. It's good to have your voids, corsairs, and oracles all in different groups since they can play pretty different roles. One of the really great things to do with oracles, once you have that research available that lets you hit units in stasis ward, is to stasis ward the crap out of the giant wave entrances. The giant waves of enemies generally appear right in front of their bases; once you get a good idea of where they are, you'll know where to place the stasis wards. Then your voids can just annihilate a frozen army. This is actually one of the maps where I go really oracle heavy sometimes. I usually get them in other missions when I need detection. But here, it's really good to litter the map with stasis wards. I don't think Shadow Guard come off cooldown in time for the second wave, but if an ally is playing on Brutal they probably know how to call down their own special units. | ||
fezvez
France3021 Posts
On February 03 2016 04:02 obesechicken13 wrote: I don't think Shadow Guard come off cooldown in time for the second wave, but if an ally is playing on Brutal they probably know how to call down their own special units. I can confirm. | ||
Xsyq
143 Posts
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Tuczniak
1561 Posts
On February 02 2016 07:00 fezvez wrote: DA and cannons are enough. The leviathans are pesky, but it's doable even if ally doesn't help. Mind control on their AA helps, vortex and timestop also.But how do you kill the air waves in Void Launch? (No sarcasm, it's just that that's what we were discussing) | ||
Purind
Canada3562 Posts
Frenzy Hydras on creep just look so cool though... | ||
Xsyq
143 Posts
On February 07 2016 06:34 Purind wrote: Frenzy Hydras on creep just look so cool though... Yeah. Unfortunately they just die way too quick. Even with +20 health hybrids/seekers/storms wreck them. There's also the problem of getting them all to fire at once, since you generally don't want to stutter-step in like marines, easy way to get them killed. Lurkers and Torrasques don't have nearly the same difficulties but do equal or better amounts of damage. | ||
AzureD
United States320 Posts
You do not really need any other units except Immortals and any extra minerals are spent on cannons. I guess you could get Energizer with them but that just means you have 1 less Immortal with shadow cannons. It is also really fun to play with the massive pew pew pew you do. I have hit 200 supply sometimes since most of the time I never lose a single Immortal throughout the entire mission on Brutal. They live up to their namesake. Immortals are one of the few units which you seem to be getting a good deal on the cost since they are vastly more powerful than Artanis Immortals. | ||
Purind
Canada3562 Posts
On the train mission, I build a handful of immortals to help out with the 2nd train, relying pretty heavily on my ally for the first train. I always do forge openings, building 2 cannons to kill the rocks and 1 cannon to defend wave 1, so I'm slow on my tech and can't get units out to kill the first train. That's really the most uncomfortable situation for me. On Void Launch, I build 4 cannons for the first shuttle wave, using Solar Lance (or ally) to kill the enemy wave. I tech to carriers and build some cannons/shield batteries by each warp conduit. I find Carriers not good/not bad on that mission. I can see the value of immortals, sniping shuttles and hybrid. I just find carriers a nice unit to just move around and defend different parts of the map I find mass immortals really nice for the Archangel and Pirate ship bonus objectives. I'm not really sure what unit I like most from him. It's almost like the units are only there to clean up whatever my abilities don't kill | ||
fezvez
France3021 Posts
The thing is that Karax army is never the crux of what he can offer, and if you manage to do well enough with your static defense + Solar Core, you can actually start to build whatever you want with your gas (colossus, carriers), which require even less micro than immortals. | ||
AzureD
United States320 Posts
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Xsyq
143 Posts
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Purind
Canada3562 Posts
Just remember to keep them in omega worms. Walking them into an enemy base is so awkward Kerrigan was by far my worst. I still don't like her but atleast her playstyle makes more sense to me now | ||
The Bottle
242 Posts
Of all of them, Raynor is probably my worst, and the one I have hardest time with. On offensive missions where all you do is spam infantry, with 15+ barracks and 5+ CCs, it's pretty easy. But for temple defense, or other cases where you want to add other things into the mix, he becomes a macro nightmare. I think he has the highest skill ceiling. But you can also do awesome things with him. I saw one guy go pure mech with Raynor on the train mission, and I loved it. He littered the map with spider mines, got these big tank/bunker lines for the trains, and a whole bunch of banshees. Since I got all the achievements in co-op, I have stuck mainly to Swann, Karax, and Zagara. I have been too lazy to get really good at other heroes. Though maybe at some point I'll give Raynor a spin again, and try to do some cool diverse strats, such as mech Raynor. | ||
Xsyq
143 Posts
Mech Raynor is a bit strange as well. His tanks are extremely mobile, but completely outclassed by Swann's Maelstrom tanks with Hercules' drops. What he really has going for him are his Vultures. Spider Mines are fantastic at breaking up incoming attack waves for your Siege Tanks, while the afterburner research allows Vultures to cross the map in seconds (8+ speed, fastest unit in the game). Of course, there's no actual factory anti-air for Raynor, so you'll have a much harder time dealing with banshees and such than with pure bio. Vikings/Marines + their upgrades take a lot of gas away from armory upgrades and tank production. | ||
fezvez
France3021 Posts
Another thing is testing how good you are at macro. In Void Launch (air map) try to take a third. I find it challenging. Since I got all the achievements in co-op Wow, good job, I don't have the patience to go through the slow grind | ||
Purind
Canada3562 Posts
I just need Zagara's 100 roach kill and Artanis' 5k warp-ins. I think both should be pretty easy If there were 2 more commanders and about double the number of maps, the game would be really fun. I like the design of it a lot. I wouldn't even mind if they made multiple versions of the same concept (two maps that are both Void Thrashing for example) | ||
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