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PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

aniviron posted:

Sometimes less is more. Love the old hydra art. New ones look like the lifters who inject synthol after it deflates.

Yeah, the old ones looked lean and mean, these just have a kind of... saggy look to them? Why are my hydralisks melting????

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Poil
Mar 17, 2007

The SC1 hydralisk was one of my favorite units. But the SC2 version just feels so weak in comparison, and of course like pretty much everything else in the sequel the sound design is really weak and disappointing while also being overdone.

SPAT! SPAT! SPAT! vs ___ ___ ___

JackSplater
Nov 20, 2014

Metal Coat? It's already active?!
Hydras were a mainstay in my first playthrough of the campaign, and I didn't switch off the +range the entire time. Queens still have more anti-air range, though, which is a drat shame.

Frenzied, wild mutated hydralisks are absolutely terrifying, though. Wild mutation is just kind of scary in general.

Kith
Sep 17, 2009

You never learn anything
by doing it right.


kerrigan was originally a terran so she knows full well how strong stimmed marines are. makes sense that she'd tell abathur to brew their own for the hydralisks and to make them better than the terran version while he was at it

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Kith posted:

kerrigan was originally a terran so she knows full well how strong stimmed marines are. makes sense that she'd tell abathur to brew their own for the hydralisks and to make them better than the terran version while he was at it

I dunno. She never manages a Zerg siege tank. :v:

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

Cythereal posted:

I dunno. She never manages a Zerg siege tank. :v:

Isn't that just the Guardian? It's pretty much a flying siege tank.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

PurpleXVI posted:

Isn't that just the Guardian? It's pretty much a flying siege tank.

Pointedly not playable in this game.

Kith
Sep 17, 2009

You never learn anything
by doing it right.


There are Infested Siege Tanks, though. And Kerrigan is very much in charge of those, so...

BlazetheInferno
Jun 6, 2015

Kith posted:

There are Infested Siege Tanks, though. And Kerrigan is very much in charge of those, so...

To be fair, those are just stolen via Infestors, rather than actually produced by the Zerg. Now, Broodlords, on the other hand...

MagusofStars
Mar 31, 2012



I wonder if Lurker's shortened range was simply to give Terran campaign infantry a chance to be threatening to campaign players, because 30 AoE damage per shot at 8 or 10 range could potentially wipe out entire groups of Marines or Reapers before they even got close enough to shoot back. No idea if that's the case, but it's the only potential justification I can think of offhand.

Cythereal posted:

I dunno. She never manages a Zerg siege tank. :v:
She was a Ghost, so maybe she undervalues them thinking back to all the times she'd just Lockdown the things and watch them get picked apart.

BlazetheInferno posted:

Once again the Marine owner of the Field Manual is wonderful. Amusing insight from a grunt on the ground about the "tactics" suggested by the manual, some trial and error with himself and other grunts - notably, he's the only one to have survived trying an unsuccessful tactic he wrote down on the Hydralisk page!
:agreed:

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Also, the tactic that someone survived was walking up and punching it in the face

Chaosbrain
Jun 13, 2013

Mad and loving it.

FoolyCharged posted:

Also, the tactic that someone survived was walking up and punching it in the face

Well I mean, it worked for Warfield back in the cutscene where he lost his arm.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Chaosbrain posted:

Well I mean, it worked for Warfield back in the cutscene where he lost his arm.

Hmmmm.... :thunk:

Regalingualius
Jan 7, 2012

We gazed into the eyes of madness... And all we found was horny.




Well, what’d you expect from an officer in the army?

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.



He should have punched it then stand sideways so the spines glance off.

BlazetheInferno
Jun 6, 2015

BisbyWorl posted:

He should have punched it then stand sideways so the spines glance off.

Remember, that second part doesn't work! RIP Billy.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

I was actually implying Warfield is the note taking marine, but that can't be true as it would require him to remove the stick from his rear end.

Hwurmp
May 20, 2005

Warfield would have executed the Marine who scribbled those notes

BlazetheInferno
Jun 6, 2015
It is worth noting that for certain spoiler reasons, the Manual in question was printed, at the absolute earliest, after Heart of the Swarm's end, in-universe.

Bloody Pom
Jun 5, 2011



Cythereal posted:

I dunno. She never manages a Zerg siege tank. :v:

Ravagers, introduced in LotV's skirmish/multiplayer roster. I believe the Roach unit spotlight has some details on them.

Aces High
Mar 26, 2010

Nah! A little chocolate will do




Regalingualius posted:

Of course not.

Now, Rage Against the Machine, on the other hand…

Rally 'round the hive cluster, with a carapace full of spines

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


Co-op Showcase 2: Rory Swann (Ft. JackSplater)

Video: Rory Swann co-op


Raynor was made to be a terran introduction to co-op, with the majority of his kit being Literally Wings of Liberty.

Swann is an introduction to just how wacky things can get.



Case in point: He has zero Barracks units. Nada. Zilch. The man does not even get a Barracks, his tech tree starts at Factory.



  • Level 1: Vehicle Specialist - Swann builds SCVs, vehicles and starships 20% faster than other Commanders. Factories and Armories do not cost vespene gas.
  • Level 2: Combat Drop - Unlocks a top bar calldown to summon 4 A.R.E.S. War Bots with timed life, stunning enemy units in the target area upon arrival.
  • Level 3: Betty and the Gang - Increases the attack range of Blaster Billy from 6 to 9 and attacks reduce movement speed by 30%. Increases the life of Spinning Dizzy from 250 to 325 and attacks deal area damage. Reduces the cost of Flaming Betty by 50%.
  • Level 4: Drakken Laser Drill: Pulse Cannon - The Drakken laser drill can now be upgraded a second time, increasing its attack damage from 30 to 50. Also unlocks the Pulse Cannon ability, which deals 600 damage to all enemy units and structures in the target area. Activate the Pulse Cannon ability from the top panel.
  • Level 5: Vespene Harvester - Unlocks the ability for Command Centers to call down automated harvesters that gather extra vespene from your Refineries or your ally's vespene-gathering structures. 2 gas for each player every 6.3 seconds.
  • Level 6: New Unit: Thor - Heavy assault mech. Built at the Factory. Can attack ground and air units.
  • Level 7: Factory Upgrade Cache - Unlocks the following upgrades at the Factory Tech Lab: Allow Goliaths to attack ground and air units simultaneously. Increase the damage of the Cyclone's Lock-On ability by 100%. Unlock the Thor's 330mm Barrage Cannon ability, which stuns and deals damage to enemies in a target area.
  • Level 8: Improved SCVs - Allows multiple SCVs to build a structure in tandem, reducing its construction time. Repairing no longer costs resources.
  • Level 9: Unlocks the following upgrades at the Armory: Increase the attack range of all vehicles and ships by 1. Allow vehicles and ships to automatically heal themselves over time.
  • Level 10: Tech Reactors - Combines Tech Labs and Reactors into a single add-on which contains upgrades for units while also allowing two units to be built simultaneously.
  • Level 11: Engineering Bay Upgrade Cache - Unlocks the following upgrades at the Engineering Bay: Allow structures to automatically extinguish fires and repair themselves to 50% of their maximum life. Increase attack speed of all Turrets by 25%.
  • Level 12: Immortality Protocol - Unlocks the ability for destroyed Thors and Siege Tanks to rebuild themselves on the battlefield.
  • Level 13: Starport Upgrade Cache - Unlocks the following upgrades at the Starport Tech Reactor: Upgrade Wraiths to evade 20% of incoming damage while cloaked. Unlock the Science Vessel's Defensive Matrix ability, which surrounds a target with a shield that absorbs 200 damage over 20 seconds.
  • Level 14: Six for the Price of Four - Increases the number of A.R.E.S. War Bots called down by Combat Drop from 4 to 6.
  • Level 15: Mechanical Know-how - Increases the life of Swann's SCVs, vehicles, and starships by 20%.
His levels.

Yes, you're reading his level 4 right, Swann gets the laser drill from The Dig.



Masteries

Concentrated Beam Width and Damage: +2% per point, 60% max.
Combat Drop Duration and Life: +2% per point, 60% max.

Immortality Protocol Cost and Build Time: -2% per point, -60% max.
Structure Health: +2% per point, 60% max.

Vespene Drone Cost: -3% per point, -90% max.
Laser Drill Build Time, Upgrade Time, and Upgrade Cost: -1.5% per point, 45% max.

Prestiges

Heavy Weapons Specialist
  • Advantage: The Laser Drill deals 100% splash damage, slows enemy movement by 70% and locks on to targets 50% faster.
  • Disadvantage: The Laser Drill's abilities are unavailable.
Grease Monkey
  • Advantage: Turret upgrades are 100% more effective.
  • Disadvantage: Combat units cost 50% more vespene gas.
Payload Director
  • Advantage: Hercules have twice the cargo capacity and unload units instantly. Science Vessels can use Tactical Jump and its cooldown is reduced by 50%.
  • Disadvantage: Top bar cooldowns increased by 50%.
And his post-leveling goodies.





While Void Thrashing is based off a mission we'll be seeing in Legacy, today's mission is a step back to The Devil's Playground in Wings.



As soon as the match starts, the Laser Drill flies in.



Like how Jim's top bar starts off on cooldown, hero units (and hero-adjacent things like the Laser Drill) are on a long initial timer before they're ready.



The plan is for workers to gather xenon crystals to reactivate the stabilizer. Will it work? This reporter can only guess, no.

And our announcer for today is Donny Vermillion, back from his trip to the mental hospital. A mission timer also pops up.

I'm also making Refineries far earlier than I did with Jimmy.



While I won't be manning them immediately, I do need them up and running to slap down a Vespene Harvester.



Starting up a drone. Free vespene, gotta love that, right? Yeah you do.

Because the faster I get my drones out, the faster me and my ally can get that sweet, sweet bonus gas.

Also rather than a timer to each lava wave, Donny will call one out a few moments before it starts.



2 vespene a pop might not sound like much, but when I can have one on every geyser on the map it adds up quick. Commanders with a gas-heavy playstyle love getting paired with Swann, as it lets them speed up their production by a lot.

The catch, however, is that Swann's early game is glacial, especially before you unlock masteries. 10 minerals per drone is chump change, 100 minerals per drone means you have to invest 400 minerals at the start of the map while also dealing with workers, supply, and teching up. So while Swann enjoys a gas-heavy late game, he's mostly dependant on his ally for early pushing and base defense.



The Barracks icon is completely grayed out just to make it clear you aren't allowed to use it.

Swann gets two additional turret types alongside the standard Missile Turret to compensate for his lack of Bunkers, but I won't be using any of them.



After a bit the lava drops.



And a set of Xenon Crystals spawn in. The first two always spawn right next to you, and steadily spawn in further away as the map progresses.



Grabbing a worker and pointing them at a crystal makes it glow and flags it on the map, so your partner knows you're getting it and doesn't waste time needlessly sending one of theirs over. When the crystal is grabbed, the worker will automatically take it to the stabilizer.



Each crystal adds some more time to the clock, and we win after getting 20.



The majority of Swann's army is located in the Factory, and it even lets you choose which form of Hellbat you want to make!

I won't be using Hellbats because they're still Hellions, and therefore bad.





The first attack wave always spawns in right before the second lava wave.



However, most of the time the first wave won't actually attack for fear of getting caught in the lava, so this gives you some extra time to prepare. Future waves that spawn just before a lava surge will either have a lot of air or use dropships to ferry units over.



A lot of units in one building means a lot of upgrades in the Tech Reactor. Hellbats get Infernal Pre-Igniter (+10 damage vs Light) and Infernal Plating (+2 armor). Goliaths get the same range boost and double attack from Wings. Siege Tanks only get their damage upgrade from Wings. The Cyclone (a sort of Diamondback 2.0) gets Targeting Optics (increases range by 3) and Mag-Field Accelerator (increases damage by 100%). Finally, Thors just get the upgraded attack ability from Wings.



The second set of crystals are on the low ground this time. Low ground crystals will be destroyed if left unclaimed before the next lava wave hits, while any on the high ground will stick around.



Sending drop pods now. I got something I think you'll like inside.

Tychus can handle this, but I do have this calldown to use...





The A.R.E.S. warbots are mini versions of the big warbot we saw in Piercing the Shroud and inflict a short stun on any enemies near their landing point. Their damage is decent, but their main draw is sheer bulk. With 480 life, which goes up to 768 with masteries, any enemy would take a long while to tear through them. Throw in a 60 second (96 with masteries) timed life, and they can get a lot done while Swann is setting up.



Here we go! My Drakken Laser Drill is coming online.

And while all this is happening, the Laser Drill finishes.



Which is good, since The Vermillion Problem is a mission where the expansions have a small enemy base on top. The Laser Drill deals 20 damage every second, has global range, and automatically locks on to targets for you. The newly lit button on my top bar lets me manually aim it at priority targets.



The Drill can be upgraded further once I get an Armory, and has a whopping base life of 3000. In the event that it gets destroyed, it'll just shutdown and repair for two minutes.

Granted, if an attack wave is able to get deep enough in my base to actually kill the Drill, we're probably about to lose no matter what.





The Armory has the same range boost Jim's had, but trades out Ignite Afterburners for Regenerative Bio-Steel.

It's actually good this time! It heals 2hp/s! That's fast enough for my army to fully heal up between fights!



Downside: An attack wave has reached my base.



Upside: lol scouts.



Swann still has an Engineering Bay, which holds upgrades for his buildings and turrets. It has Hi-Sec Auto Tracking (Turrets gain +1 range), Structure Armor (all buildings gain +2 armor), KMC Auto-Loaders (Turrets gain +25% attack speed), and Fire Suppression Systems.



Compared to his Factories, Swann's Starports are much more barebones. His only attacking flyer is the Wraith, but he does get Hercules (now with the same global warp of Jim's Battlecruiser) and Science Vessels. No matter what army comp you're going for, you'll need at least a few Science Vessels for mid-fight repairs.



And now, seven minutes and thirty seconds into the mission, I can finally start making an army.

You can also see a combat alert on the minimap near some crystals. Every wave of crystals after the second will have a group of enemies run over to guard them shortly after they spawn in.



The expansion is starting to come online. The lava waves make it a bit awkward to saturate quickly, as if you have any workers building at your main and a lava wave hits they'll happily march to their death.



I make some Cyclones for fun. Why not?



An attack wave starts just in time for the first upgrade on the Laser Drill to finish. On top of now dealing 30 damage a tick, level 2 unlocks the Concentrated Beam ability.



It's a 400 damage line across the entire map.



The entire map. It even reveals where you shoot for a moment so there's now just a line across an enemy base.



The bonus pops up right as this lava wave ends, then swiftly vanishes. This just lets the players know to start pushing down there.



Look, I'm finally fighting! With my own units!



Half the fun of this map is just listening to Donny.

The Salamander will pop up during every lava wave, so you have to get in position in advance.



Hey look, an attack wave with no base defenses to fend them off!





The Laser Drill has hit level 3, capping its damage at 50 a tick and unlocking Swann's final top bar ability: Pulse Cannon.



It is a very simple ability.



It's a giant gently caress off AOE.



It channels for a few seconds.



Then everything explodes.



Meanwhile Jack's dealing with two Hybrid Behemoths, beefy units with 2000 life and the ability to use an AOE slow or a 100 damage AOE that heals them for 50 life per target hit.



That's pretty much it. They can't even hit air with regular attacks.



This is where the Salamander will pop up.



It's just Yagdra with a different name. It has 5000 life, the same lava stream attack as Yagdra, and is treated as both ground and air like a Colossus.



It doesn't last long.



Keeping track of your army is also awkward here, as you have to keep everything rallied to your base so they don't charge into lava.





You don't need vision to use Concentrated Beam, so I can do sick snipes like this.



The northeast corner of the map is where enemy defenses are strongest, and the map waits till now before spawning crystals this way.



Swann is neat, but his main flaw is just being an early Commander.



He has a global attack and gives allies a bunch of vespene, sure, but he's just so slow that a sizable chunk of each mission is spent just building up.



Hellions are still Hellions, and Cyclones are a bit gimmicky, so most of the time your army will be Goliaths and Thors with Science Vessels to support.



He's not bad, you can get away with pretty much anything in Co-op, but he's nowhere near the heights of Commanders released near the end.









But on the plus side-



Swann has actually good Wraiths.



Because of this. 8 (+1) damage on ground targets is trash, but this bumps it up to 32 (+4).

The other upgrades in the Starport are Displacement Field (Wraiths move 20% faster and have a 20% dodge chance while cloaked), Improved Nano-Repair (Science Vessel heal costs no energy), and the return of Defensive Matrix.



This is also the first time seeing enemy zerg in co-op, which is a good time to bring up a major change to them here:



Creep in co-op no longer blocks buildings. This both makes it possible to play alongside a zerg player without having to build around them (and stopping any assholes from slipping a Creep Tumor into your base) and letting you skip waiting for creep to recede before you can take an expansion.



Here are some Roaches. Back in Wings, it would have taken around 18 shots for a Wraith to kill one.



They no longer need 18 shots.

And as another buff they got, Cloak lost the initial 25 energy cost so I can toggle it off and on at will. This makes the Cloak upgrade actually worthwhile, as I can just turn it on as needed.



Swann's Wraiths have extremely high burst damage, but stutterstepping is mandatory to activate the upgrade so you can't just A-move and win.



Here's a rather sizable attack wave!



Only a few stragglers were left by the time they actually reached the base, and that's just with six of them. This makes Wraiths a solid choice for early game, as attack waves at this point don't have detection and a few Wraiths can more than deal with them.



Later on, Swann's other air play finishes.

See, you can fit Siege Tanks in a Hercules.



You can fit Siege Mode Tanks in a Hercules.



Now, what do you call a Hercules loaded with eight Siege Tanks, all ready to blow everything in range to hell?





A good time.



And then you just load them back up for the next fight. Regenerative Bio-Steel works even inside transports, so the Tanks will be fully healed by then!



Flying units can go over the lava, as we've seen with attack waves on this mission, but this mission also throws in random lava spouts that can nail them just as easily so you can't get completely careless.



This playstyle of Swann has absolutely ludicrous frontloaded damage, but in exchange you need a high APM to keep bouncing your Tanks in and out of a Hercules while also making sure your Wraiths never stop moving.



But hey, once you get a big enough Wraith ball you can deal half a Hive's health in one volley.



BisbyWorl fucked around with this message at 11:56 on Feb 22, 2024

SteveSteveSteve
Sep 6, 2023
I like Swann, even though he's not the strongest Commander. Fortifying the base with turrets and pinging away with the Laser Drill before building a unstoppable wave of Goliaths, Tanks, and Thors, is always fun. And Vespene Harvesters and Science Vessels are unmatched in their utility, regardless of partner.

However, for a game mode that rewards fast aggression, he has trouble, as shown here. You'd better hope your partner can make up for it while you set up. Also, he can be often more mineral starved than gassed (pun intended), and sadly he can't just call down a MULE or two like Jimmy.



Heavy Weapons Specialist is excellent to deal with hordes of weak units, like infantry based armies or Infested, but it removes the mobility and emergency coverage of Concentrated Beam and Pulse Cannon. This incentivizes focusing more on having a fast moving army anyway.



With Grease Monkey your turrets can have as much as +2 Range, +4 Armor, and +50% Attack Speed, which is obviously ridiculously strong. You'd have to rely more on them than a more expensive army though. (Also you need to build the Engineering Pay and wait for those upgrades to complete, which makes a late game Commander even later.) While I haven't seen it too much in my playing, it is technically possible to build turrets right in front of the enemy (thanks to multiple SCVs being able to build at once), bring the fight to them, and then salvage them to carry them to the next frontline.



Payload Director doubles down on the Hercules dropship gameplay like what was demonstrated here, especially when paired with the now warp-capable Science Vessels as support. It's not really my playstyle, but I've seen it done masterfully to circumvent defenses to attack at weak points.
(Also Wraiths don't get Tactical Jump. It makes sense as it would probably overpower them, but it's still an annoying sight to see them unable to have it.)

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Co-op scouts are actually decent units. Not top tier, but not SC1 scout tier.

Mostly because the SC1 scout was priced 275/125, while co-op scouts are 200/75 baseline (actually 180/60 because the commander with scouts has a built in 20% discount) with the same shields and HP and equal or better armaments.

This matters for enemies too because attack waves spawn a set amount of resources (with some randomization); so there's simply a lot more scouts to deal with.

The air attack is still the same, 14x2 explosive became [7 + 7(armored)]x2 which is basically identical.
The ground attack though, it went from 8 normal to 16 + 16(light). Scouts beat hydralisks now, it's madness.

BlazetheInferno
Jun 6, 2015
I also want to note that uhh... while it's probably an obvious development given what the ultimate goal of Heart of the Swarm's campaign is, Donny technically delivered a spoiler right at the start of the mission.

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


Nah, I specifically mentioned that during the last showcase.

BlazetheInferno
Jun 6, 2015
Whoop, so you did, ignore me! Still, Swann can be fun. He was The Defense Player before a certain Protoss Commander came out...

Deformed Church
May 12, 2012

5'5", IQ 81


I'm usually too lazy to do all the micro that air Swann requires, so I go for the superior strategy of just building a fuckload of goliaths and third and a-moving them towards whatever needs to die.

The other trick, which is particularly good with p1s buff, is to use your first factory as a spotter for the drill. A cheap and reasonably hefty flying thing is basically perfect for getting vision on a contested base or an attack wave to start working on them before you've got the whole army up, and if you do get it blown out you can churn out more no problem

His turret prestige enabling aggressive static defence is a playstyle you don't really get in the campaign or 1v1, and really only one other commander in co-op.

Overall, he's probably one of my least favourites to play, his most interesting tools are very easy to gently caress up with and the rest is just slow and dull. Amazing to get paired with though, there's so many cool armies that aren't really viable without the bonus gas.

JackSplater
Nov 20, 2014

Metal Coat? It's already active?!
Swann's one of my favourite commanders to play. All of his prestiges are great in their own right - vanilla, AOE laser drill with slow absolutely wrecks attack waves, turret buffs make him an amazing defender on par with the other turret commander we haven't met yet, and his final one? Sixteen sieged tanks in a Hercules. Warp in, drop, let them shoot once, pick up, you've just killed half a base for zero retaliation. I'm also pretty sure Swann SCVs can repair units inside a hercules if they're also inside.

Swann also gets multi-build SCVS, which Bisby didn't show off here but is actually a great tool for helping him early game. Max your SCVs, send 5 to build first supply depot (probably in front of your geyser then burrowing it), build more SCVs, and then when you want to start on vespene you grab 3 mineral miners and have them multibuild the refinery. His vespene drones are also the only way to get vespene out of a depleted geyser.

Kith
Sep 17, 2009

You never learn anything
by doing it right.


cannot believe my eyes. you don't build hellbats??? 100 minerals for 282 health and up to 5 armor??? cmon son at least get a handful to draw fire for your goliathball when combat drop is on cooldown

and you don't build turrets AT ALL and then say that swann has a weak early game??? cmon!!!! son!!!!!!!!

Something you forgot to mention is that the Vespene Harvester drones continue generating Gas income even if the Geyser gets depleted. It doesn't come up often, but it's worth noting for when games run long.

Heavy Weapon Specialist is the go-to Prestige if you don't care to micro the Laser Drill's abilities, but the upside is really not worth the trade. Most things that you'd want to slow by 70% are immune to said slow, and the splash damage almost never comes into play. You're infinitely better off with normal-rear end Swann even if you constantly forget to use Concentrated Beam or Pulse Cannon. I could see it having value if you don't upgrade the drill's damage and just use it for the slow, but... I really can't overstate how much more valuable the Laser Drill is if you just bother to use the drat thing.

Payload Director gets to go second despite being third because I don't have much to say about it. Swann's top bar abilities are incredible and making them take half again as long to use is not good. Sure, you can do some fun drop play if you're into that kinda thing, but it's not worth the trade.

Grease Monkey is easily Swann's best Prestige. Swann's early game revolves around turrets:
  • Flaming Betty is a Perdition Turret, directly from WoL. They're cheap, tough, and they hide when not in use. For 75 Minerals, you get 350 health and a flamethrower that cooks Light units real good.
  • Blaster Billy is a Devastation Turret, basically an Auto-Turret that uses Marauder Grenades instead. For 150 Minerals you get 25 (+25 vs Armored) damage grenades that also slow targets by 30%.
  • Spinning Dizzy is a Missile Turret, and it does exactly what you would expect Missile Turrets to do, except now it deals splash damage.
Swann also has four unique upgrades for turrets that live in the Engineering Bay, which Grease Monkey (upgrades):
  • Hi-Sec Auto Tracking increases Attack Range by +1 (+2).
  • KMC Auto-Loaders increases Attack Speed by +25% (+50%).
  • Structure Armor increases Armor by +2 (+4).
  • Fire Suppression Systems heal themselves for 15hp/sec when dropping below 50% max health, up to 50%.

And last but not least, Swann's Mastery gives up to +60% Structure Health, so a Grease Monkey's Flaming Betty clocks in at 560 Health and 4 Armor for 75 Minerals and a single upgrade.

Grease Monkey's boosts to the upgrades make Swann's turrets into absolute loving monsters, and in missions where you need to defend a location (common) or defeat an enemy that appears in a specific location (also common), they're some of the most powerful units in the game for cost. Grease Monkey's +50% Gas cost does make his army a bit more sluggish, but not noticeably so when you've got anywhere from 4 to 8 Vespene Drones generating extra Gas income. The real bottleneck for Swann's army is Minerals, so oddly enough, boosting their Gas cost makes his army slightly more balanced in price while also giving you something to do with all of the Gas that you'll likely be floating.

Regardless of prestige, effective use of turrets in the early game gives Swann plenty of time to build up his forces, and since repairing them is free, all you need are a handful of SCVs hanging out nearby to keep them hale and hearty. Bulking up your base with turrets also has the nice side effect of permanently defending your base, so you'll rarely need to ever pull back from the objective once they're established.

Overall, Swann can definitely shine in the right contexts, but he's ultimately not particularly powerful. He's got a lot of very strong synergies and upgraded Goliaths are extremely mean thanks to their harsh DPS and extreme range, but he's awkward to use and takes forever to get started. Pairing with him is both a blessing and a curse: you'll be swimming in Vespene far more than you ever thought possible, but you're going to be running solo while he builds up.

Kith fucked around with this message at 21:44 on Feb 22, 2024

Sanguinia
Jan 1, 2012

~Everybody wants to be a cat~
~Because a cat's the only cat~
~Who knows where its at~

Swann should have had Diamondbacks as a unique unit :colbert:

Kith
Sep 17, 2009

You never learn anything
by doing it right.


swann also should've had planetary fortresses. nobody gets PFs in co-op except amon and that's bullshit

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

Huh, I really thought the last guy on the list did but I must be confusing that with the campaign mod for that.

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


Char 1: Domination



Time to leave this shithole behind forever.



Now for the shithole we all know and love!







The Dominion has been setting up shop while we were away.

>Talk to Izsha.





You sound as if you admire her.

I know something about being cornered and deciding to fight anyway. She won't make it easy.

There's a different conversation here if you went Kaldir -> Char.

quote:

I cannot detect the dark templar. Is he hiding on the leviathan, waiting to strike?

He's gone. Whatever agenda he's pursuing... he's not a threat to me. Not right now, at least.

Isn't anything not zerg a threat to us?

Do not question me, Izsha.

>Talk to Dehaka.





You will collect their essence?

Essence Count: 59

We'll assimilate them if we can, or kill them if we must.

Take their essence. Then you will do both.

Essence Count: 60

>Examine Warfield's Compound.



Once I've reclaimed my forces, General Warfield is getting evicted.

While Valerian ditched the Dominion to try and keep Kerrigan alive for the sake of the prophecy, Warfield just went back to work.

>Talk to Abathur.





She was reaching for more than she could hold. Ambitious.

Pre-Primal Kerrigan has this one line get changed.

quote:

If she lacks that power, how did she think she could command the Swarm?

Adaption. Place herself in situation where only option, evolution. Force change on herself.

So she may have evolved into something much more dangerous? That will make things interesting.



Unfortunately for Zagara, Kerrigan got to take a bath in the Hyberbolic Evolution Chamber while she's been stuck here.

Video: Domination


Before you can reclaim Char from the terrans, you will need to bring her brood back into the fold.

So she's way, way behind the curve.













Then I'll collect enough eggs to create an army and destroy Zagara.





Those passives are already putting in work.





Bunch of eggs on the map, get 100 for a free army!



The expansion is right next to my main, guarded by a few Hydralisks.



Another line change.

quote:

You are not the Queen of Blades! You are a weak and pathetic terran creature!

Leave Char while you can. These eggs and the Swarm belong to me!

Zagara's about to have the worst day of her entire life.



Since Extractors don't need creep, I can go and cap this one for more gas while I get my main saturated.



Also here's Zagara.



She has 600 life, meaning Kinetic Blast drops her to half the second she gets in range.



Interestingly, her info reveals that she's not just any Broodmother, she's the first Broodmother.



Just like the other Broodmothers we've seen, she's a pumped up Swarm Queen.

That includes the double hit on ground attacks, meaning she's getting dinged twice by Kerrigan's 2 armor and can barely outdamage Kerrigan's natural regen. Throwing in Mend makes me effectively unkillable.



When Zagara hits critical life, she'll burrow away.



Doing Zerus second makes whatever planet you have left an utter joke. The place is balanced around a level 1 Kerrigan that only has base Zerglings and Swarm Queens, not a level 35 Kerrigan with an entire army on hand.



Several things play out here. A bunch of free units pop up near my base, probably timed to happen during the initial fight with Zagara, and a bunch of egg clusters are revealed on the map. The left side of the map is mostly filled with regular zerg, while the right is crawling with infested.



Anyways, Banelings. We've seen them a bunch in Wings.



They morph from Zerglings for an additional 25/15, deal 40 damage to their initial target, and 80 damage to buildings. They're also smart enough to not waste itself on a harmless target, so they have a hotkey to allow them to A-move into non-static defense buildings. The idea here is to make a few Banelings each time Zagara pops up to burst her down and spend less time dealing with her and more time gathering eggs.



Also this Infested Command Center is the bonus.



And there's Zagara in the top right.



This kicks off the failure condition for the mission: She'll start going around the map looking for eggs now over beelining to Kerrigan, and we lose if she hits 100 eggs. She'll sit around for a bit after respawning for a new escort to be made, so she's nowhere near as aggro as Maar was.





Zagara will not be getting any eggs today.







There was an attack wave.



It's gone now.



You know what's great at dealing with recurring attacks?





This is the equivalent to putting Wayne Gretzky in a Little League game, really.



But now The Gang is ready.



There's the last bonus.



I don't even need Kerrigan to deal with Zagara now.



At least fight me yourself!

She even has a line for it!



The eggs aren't a big deal.





Also there are bigger, non-glowing eggs scattered about that give you a few free Banelings, but lol I don't need that to win.













Yet another line change.

quote:

And now, Zagara will regret crossing me.



Getting the eggs nets me 125 supply worth of Zerglings and Banelings.



The framerate doesn't like it.



Now I just A-move and win.







The majority of her base has to be destroyed to win, but a few buildings can be left standing.







Hold.



You told all your broodmothers to be strong, to fight, to conquer. You said the zerg lead by force of will. Your will is strongest and I shall serve you.



I want to rebuild the Swarm, and you are a part of that plan.

You are my queen.

And with that, we have a new party member!





Domination - Complete the "Domination" mission in the Heart of the Swarm campaign.

Poached Eggs - Hatch all 6 Baneling Nests in the “Domination” mission before collecting 100 eggs.

No Egg for You - Don’t let Zagara collect an Egg in the “Domination” mission on Normal difficulty.

Shutout - Destroy Zagara's base in “Domination” mission in less than 14 minutes on Hard difficulty before collecting 100 eggs.

So Many Banelings - Kill 200 enemy units with Banelings in the "Domination" mission on Normal difficulty.

Hwurmp
May 20, 2005

Collect...eggence?

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Nobody tell her what we did to the last broodmother.

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Ah, banelings. You can tell how much Kerrigan hated the Terran bioball by how much of the new Swarm is designed to deal with M&M and tanks.

Ironically going harder on bioballs seem to be the best Terran answer considering how hard the new Swarm dunks on Terran mech and ships.

BisbyWorl posted:

[Zagara] will sit around for a bit after respawning for a new escort to be made, so she's nowhere near as aggro as Maar was.

That's because I'm the one as aggro as Maar.

Nostalgamus
Sep 28, 2010

BisbyWorl posted:



At least fight me yourself!

The delivery on this line is perfect. She is extremely insulted by this.

BlazetheInferno
Jun 6, 2015
Of note, a line change for Zagara once you roll into her base with the hatched army. Instead of simply "You have such power!" with Primal Kerrigan, human Kerrigan instead gets "Such power! How can you control so many?"

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JackSplater
Nov 20, 2014

Metal Coat? It's already active?!
This mission in the Real-Scale mod is a learning experience. 125 supply worth of units is something like 800 units, and the game does not like that. Framerate can easily go single digits, and SC2's unit selection limitation is 500 at a time. The mod maker had to patch in a function that made all your free army attackmove the enemy base just to make it playable.

Still a good time, though.

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