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Nostalgamus
Sep 28, 2010

BisbyWorl posted:



The bonus objective opens here, but since we're past the point of Kerrigan levels this one has zero benefit beyond an obligatory achievement.

I thought these affected the final mission, or do you get those reinforcements anyway?

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Runa
Feb 13, 2011

Poil posted:

The name of that squad is so painfully embarrassing to read/hear. Every time. :cripes:

lmao at that space marine chapter-rear end name

Xarn
Jun 26, 2015

Nostalgamus posted:

I thought these affected the final mission, or do you get those reinforcements anyway?

Search deep within your heart.

JackSplater
Nov 20, 2014

Metal Coat? It's already active?!
This is probably the only mission in the game where having a few Creeper Hosts is actually nice. A bile launcher gets attacked? Deep tunnel to it, then go back to clearing the map.

BisbyWorl posted:

I'm not sure if this was pure timing or if I set off a trigger, but a drop-pod with a few Zerglings came in shortly after I got close.

It's a trigger. There's a couple spots on the map that drop a few units when you get close to them.

BlazetheInferno
Jun 6, 2015
For what it's worth, I do appreciate calling back to when Mengsk's group was simply called the Sons of Korhal. And if you click on one of the Elite Marines in that group, the unit is even called "Son of Korhal". Similarly, "Night Wolves" refers to the name of the Banshees in that attack, specifically.

Mengsk has always had a Wolf aesthetic going for him, according to lore, so it fits that he'd have at least one of his elite units named after Wolves.

Hwurmp
May 20, 2005

wolves are for tryhards

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

BlazetheInferno posted:

For what it's worth, I do appreciate calling back to when Mengsk's group was simply called the Sons of Korhal. And if you click on one of the Elite Marines in that group, the unit is even called "Son of Korhal". Similarly, "Night Wolves" refers to the name of the Banshees in that attack, specifically.

Most of Mengsk's units in these missions are elite variants, actually. The really weird one are the Hellions, which have been replaced by tracked tank things called Outback Hunters.

BlazetheInferno
Jun 6, 2015

Cythereal posted:

Most of Mengsk's units in these missions are elite variants, actually. The really weird one are the Hellions, which have been replaced by tracked tank things called Outback Hunters.

Nah, that doesn't start just yet. I know it does that for the final mission, though I can't remember if they do it in the next mission or not. You can see in the screenshots that only the Marked Attack Waves use the elite variants for this mission, though.

Xarn
Jun 26, 2015
IIRC this also differs based on difficulty

Nissin Cup Nudist
Sep 3, 2011

Sleep with one eye open

We're off to Gritty Gritty land




Are Wings and Hearts the same length? Feels like this game as been blowing by if there are only 3 missions to go

Kith
Sep 17, 2009

You never learn anything
by doing it right.


Cythereal posted:

Most of Mengsk's units in these missions are elite variants, actually. The really weird one are the Hellions, which have been replaced by tracked tank things called Outback Hunters.

Outback Hunters are elite Hellions from the prototype of Co-Op Missions, Left 2 Die. One of L2D's gimmicks is that you get some elite versions of whatever specialist units you unlock whenever you unlock them. Outback Hunters are normal Hellions with double flamethrowers, some extra fuel tanks on the side, and one wheel on the front.

Fun Fact: Outback Hunters were developed before Hellbats, so they lack the ability to transform. If Outback Hunters appear, Hellbats do not, despite the Dominion showing that they have access to Hellbat technology in Mission 3.

Fun Fact#2: Because the Hellion had transformation abilities added between Wings and Heart, the Hellion has the most model variants of any Terran unit, as the Wings Hellion is entirely separate from the Heart Hellion.

Hwurmp
May 20, 2005

hella hellions

kvx687
Dec 29, 2009

Soiled Meat

Nissin Cup Nudist posted:

Are Wings and Hearts the same length? Feels like this game as been blowing by if there are only 3 missions to go

Technically both games have 27 missions, but seven of the HOTS ones are evolution missions which take ~5 minutes on average to complete and don't really count- Bisby's been putting them in the intermissions since they're so low content. I think the zerg missions in general tend to be lower difficulty as well since Kerrigan is so powerful, so it feels like there's even less content there.

For reference, LOTV is 25 missions total (3 prologue Zeratul missions, 19 main campaign, and 3 epilogue), and the Nova pack is 9 missions total split into three sets of three. WOL is the largest of the campaigns overall.

Felinoid
Mar 8, 2009

Marginally better than Shepard's dancing. 2/10
Having the first bit be the most well-constructed and also the free bit is straight out of the shareware days. Which incidentally Blizzard was no stranger to, nor were they above monetizing it. Back in the day you could buy a boxed copy of the shareware version of Warcraft 2 (which was, I might add, a whole 2 missions, one of which was insanely imbalanced, and a promised 6 extra missions that iirc you couldn't play without the full version anyway) at brick & mortar stores. Fully official boxing, with the "shareware" text designed to blend into the box design.
Go ahead and ask me how I know this. :negative:

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


Intermission 16





If I should fall, you must take the Swarm from Korhal.

Flee? This is not the way of the zerg.

Yet it is my will. You will obey my command, and take the Swarm to seek our true enemy. Find Amon, destroy him before he can enslave the Swarm again.

As you command.

I find Kerrigan's flip from 'who gives a poo poo about anything other than killing Mengsk' to 'kill Mengsk, then gotta go become the savior' a bit unearned. There's no real build-up, you know? No introspection as Kerrigan realizes there's more to life than brutally murdering a guy no matter how many war crimes you have to commit. Not even a token '*gasp* Jim lives in this universe so I have to keep it safe!'



Drop-pods are constantly raining down in the background.

>Talk to Stukov.





He thinks around you, that one. He knows where you'll walk before you do.

Which is really funny, considering Brood War consisted of these two running circles around Mengsk from start to finish.

But you've been part of so many of his plans - as accomplice or victim. I am sure you learned a trick or two, yes?

I did. We'll find out very soon if I was a good student.

>Talk to Izsha.



You have made us so powerful. But when you have your revenge, will you leave us?

I am one with the Swarm, Izsha. If we survive this fight, we have even greater battles ahead. We will face them together.

>Examine Mengsk's Palace.



>Talk to Zagara.



How so?

They have their nations and their clans, but each one of them is alone inside.



Essence count: 101

Honestly, they should have leaned into this more. Have the creepy bug aliens convinced that they're doing everyone else a favor by butchering and/or assimilating them.

>Talk to Dehaka.





You will surprise them. They have always used our psionic connection against us.

The primal zerg do not have this connection. The primal zerg do not need this.

Exactly.

>Talk to Abathur.

Organism Abathur most useful part of Swarm.

Terran main hive. Distinct leack of essence diversity.

Essence count: 102

Other planets, better essence than this one.

Essence count: 103

Terrans too similar. Recessive trait upon recessive trait. Doomed.



And now for the very last evolution mission.

Video: Ultralisk Evolution






:getin:





Zerg inside. Can capture. Can use.

Mengsk certainly wants to keep us out. But we can use his own specimens against him.

We skip the usual planet zoom-in because we're already on Korhal.







This one's on Mengsk for keeping live zerg in his labs during an active zerg invasion.









I fight my way through the lab until I reach these two chained Ultralisks.





Blowing up the doohickey also cracked open those two canisters of green gas.



Fortunately, it's super science gas that Abathur can use.



Noxious Ultralisks have a 20 damage burst, as well as constantly dealing 5 damage to nearby enemies.





You can see these fleeing Marines start to melt from it, but take a guess how often we'll be seeing enemies run away for the remainder of the game.













You know, maybe you'd have better luck if you put any anti-Armored guys in your Ultralisk lab.



And then the bridge extends automatically, letting the Ultralisks stroll on out.







And not one of them turns around while the doors break open.





























It barely scratches me.



Make use of it.

Then it gives off stuff that Abathur can use.

Great job, Mengsk!





So yeah, the Ultralisk, the biggest tank in the Zerg arsenal?

It can revive now.



It can revive once every minute.



I think that Viking is just there as a callback to the opening cinematic.



It's about as effective.







This nuke actually hurts, probably to make sure my Ultras die at some point here.



There's a holoboard here.

I destroy it for old time's sake.





That one completely misses!





Revival cocoons aren't invulnerable, but actually killing one in the short time they're down isn't easy.





Hey, see that car with the flame decals?



gently caress that car.











Torrasques have a funny little bug, where every time one revives it plays the 'evolution complete' alert.









Will prepare ultralisk sequence. Returning to evolution pit.







The Noxious doubles down on the Ultra's AOE niche.



While the Torrasque makes it a more potent tank.

There are arguments for both evolutions based on if you want more offense or de-



Oh who the gently caress am I kidding immortal Ultralisks.



And since this was the final Evolution Mission, the ever-present button has finally vanished.





The invasion of Augustgrad begins at your command.

Chaosbrain
Jun 13, 2013

Mad and loving it.
Hot drat, I DO love me some Torrasque with the HP leech mutation. Your Ultralisks now regen HP when attacking, and even if they DO die, they just pop right back up to keep attacking and leech more HP. Combine that with Kerrigans Mend and maybe a few Queens for IMMORTAL TIDE!

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
I actually prefer the noxious ultras. Troop durability just isn't much of a concern in this campaign thanks to Kerrigan and how much healing you can throw around.

Kith
Sep 17, 2009

You never learn anything
by doing it right.


I also prefer Noxious Ultras. The extra damage is cool.

Plus, I resent that Torrasques just use a shinier version of the Collector's Edition skin.

megane
Jun 20, 2008



This evolution mission seems like the one they really put their backs into. It's a shame all the others are boring side trips to anonymous planets where you fight throwaway nobodies, with the justification often being literally "there's some guys nearby, let's try these toys out"

Just Winging It
Jan 19, 2012

The buck stops at my ass

Felinoid posted:

Having the first bit be the most well-constructed and also the free bit is straight out of the shareware days. Which incidentally Blizzard was no stranger to, nor were they above monetizing it. Back in the day you could buy a boxed copy of the shareware version of Warcraft 2 (which was, I might add, a whole 2 missions, one of which was insanely imbalanced, and a promised 6 extra missions that iirc you couldn't play without the full version anyway) at brick & mortar stores. Fully official boxing, with the "shareware" text designed to blend into the box design.
Go ahead and ask me how I know this. :negative:

Minor detail but while Wings is free now, when it came out it was priced at full retail. HOTS was 30ish euro I think when that came out.

BlazetheInferno
Jun 6, 2015
I gotta give love to the Torrasques, simply because anyone who has played Brood War should have PTSD Memories of that loving thing. Granted, these aren't the same horrifying monstrosity that THAT thing was, but the callback is fun.

aniviron
Sep 11, 2014

I do like that they took an accidental feature from BW and made it real -- a lot of Terran players think irradiating ultras is actually bad, because it doesn't do enough damage to kill them, and it gives them a pretty nasty damage aura against marines. This takes that idea and runs with it.

Felinoid
Mar 8, 2009

Marginally better than Shepard's dancing. 2/10
Personally I always preferred irradiating flying enemies. Overlords will start running away if not stopped (and the AI won't stop them) because they're non-combatants being damaged, often straight into the mineral line loving up all the drones. And naturally muta swarms will get decimated without microing the offending unit out of the clump (which the AI also won't do).

Aces High
Mar 26, 2010

Nah! A little chocolate will do




to be fair, irradiating attacking Ultras is a bad idea (as many a pro Zerg has demonstrated), but if your vessels can irradiate them long before they reach your M&M ball, then it's a worthwhile use

BlazetheInferno
Jun 6, 2015
Stinkylisks can be lots of fun, but I just can't say no to TORRASQUES.

Regalingualius
Jan 7, 2012

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




You only get ‘em for two missions, might as well enjoy them while you can

Xarn
Jun 26, 2015
That's my big issue with the progression in SC2 campaigns. You only get your full arsenal for 2-3 missions, and don't get to really play around.

GunnerJ
Aug 1, 2005

Do you think this is funny?
Always went with Funkalisks because it was funny

Hwurmp
May 20, 2005

ultrafarts

aniviron
Sep 11, 2014

Aces High posted:

to be fair, irradiating attacking Ultras is a bad idea (as many a pro Zerg has demonstrated), but if your vessels can irradiate them long before they reach your M&M ball, then it's a worthwhile use

Zerg has to gently caress up pretty badly for this to happen though, usually they have scourge just behind their army, and the only thing stopping them from nuking the vessels with impunity is the fact that the marines stay with the vessels to shoot down the scourge.

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!
I've never made an Ultralisk in either SC1 or SC2.

bladededge
Sep 17, 2017

im sorry every one. the throne of heroes ran out of new heroic spirits so the grail had to summon existing ones in swimsuits instead

PurpleXVI posted:

I've never made an Ultralisk in either SC1 or SC2.

I tried some straight-to-ultralisk SC1 builds in a different lifetime. They never worked. Turns out if you're playing someone inexperienced enough to let you do it they're almost certainly going mass carrier or battlecruiser.

Corollary, 200-supply of zerglings beats 200 supply of Carrier. The carriers simply can't kill them all before they wipe every building on the map.

It was an interesting time, back when we were kids with a toy and had no idea how to play with it.

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


Unit Spotlight: Ultralisk



Overview:
  • Cost: 300 minerals, 200 gas, 6 supply
  • Prereq Structure: Ultralisk Cavern
  • Health: 500
  • Armor: 2 (+1)
  • Movement Speed: 2.95
  • Creep Multiplier: 1.3
  • Attack: 25 (+3), 20% splash damage
  • Range: 1
  • Attack Speed: 1
  • Attributes: Biological, Massive, Armored
They're big, they're beefy, they forgot their anti-Structure attack from Wings but honestly who cares about that. 500 life backed by 5 armor makes the high number of Marines sent in attack waves do little more than tickle you, and is more than enough bulk to shrug off anything short of a Yamato Cannon.

Evolution Pool Upgrades:



Burrow Charge
  • Effect: Ultralisk gains Burrow Charge ability, allowing them to tunnel underground at a target, knocking back all nearby enemies and stunning them for 2 seconds. 10s cooldown.
Ultralisk, large muscular surface area. Able to vibrate billions of subdermal muscles, break apart terrain, burrow into ground. Possible to mutate muscular system, amplify vibration resonance. Allow ultralisk to dive into ground, charge enemy. Exploit misconceptions of solid terrain.

It's a gap closer move that can't even be set to autocast, so it has the same issues all the other manually used abilities in Heart has. It's still good if you remember to use it, since they're immune to attack while charging and that'll prevent Siege Tanks and Thors from dealing some damage on the approach.



Tissue Assimilation
  • Effect: Ultralisk gains 40% lifesteal on attacks.
Kaiser blades extremely effective. Monofilament edge tears through materials. Flesh, bone, armor. Significant carnage. Can ultilize, turn into asset. Can alter carapace surface. Allow assimilation of usable matter from fluids, wreckage. Will become fuel for immediate tissue regeneration.

You know what makes a big tank unit even better? When they're getting back ~10 life on every attack on top of all the other heals you have access to.



Monarch Blades
  • Effect: Attacks now deal +20 splash damage.
Significant alteration, monarch blades. Tissues of kaiser blades reconfigured on microscopic scale. New structure prevents momentum loss. Blades cleave multiple enemies with same strength as striking single foe.

It doesn't get that much milage when busting bases, since defenders tend to be spread out, but against big attack waves that tend to naturally clump up as they move? It basically turns Ultralisks into even more of a delete button than they already are. A group of Marines will die in three hits, Marauders die in six, and you'll usually have multiple Ultras going at them.

Evolutions

Noxious



Dominion's compound, interesting. Scientists desired to pacify the Swarm, inadvertently created potent toxin. Deadly to any non-zerg entity. Noxious strain bonded permanently to toxins. Emits as poisonous vapor. Capable of channelling toxins and releasing in controlled blasts through vents in carapace.



Noxious
  • Effect: Nearby enemies take 5 damage every few seconds.


Toxic Cloud
  • Effect: Nearby enemies take 20 damage. Deals no damage to structures. 10s cooldown.
The Noxious Ultralisk basically gets a boost in damage and some free hits while running up, with Toxic Cloud being nearly a full attack against everything in range every 10 seconds.

Which is good, free damage is always free damage, however the alterative here is the-

Torrasque



Assimilation of infectious compound provided key to evolution of torrasque strain. Process requires exorbitant energy. Once, provided by Overmind. Now, energy result of tissues being devoured by compound. Upon death, torrasque strain enters cocoon. Uses energy to resuscitate tissues. Extremely resilient.



Reincarnation
  • Effect: Ultralisk turns into a cocoon on death, automatically reviving after several seconds. Cocoon has 200 life and 10 armor. 60s cooldown.
You know what makes a big tank unit even better? When the enemy has to take down 1000 life with 5 armor in the span of one minute to actually kill them. And when you throw in Tissue Assimilation, Mend, Rapid Transfusion, and Malignant Creep? Suddenly it becomes extremely difficult for an Ultralisk to actually die even as they get pounded by an entire army.

The only real drawback to Torrasques is that you only ever get them for the final two missions.

Field Manual Artwork



M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
I mean yeah if all you have is a liberator or even an auto cannon then the belly is your only option but surely someone brought an EAT or a Quasar and that 2 shots of you line it up on the head right.

Wait hang on these guys don’t have capes.

Hwurmp
May 20, 2005



Kerrigan wouldn't have lasted five minutes against the Helldivers, even if they mostly kill each other

e: unless she hacked Super Earth's comms and issued three to five simultaneous defense orders

Hwurmp fucked around with this message at 21:36 on Apr 23, 2024

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!

bladededge posted:

I tried some straight-to-ultralisk SC1 builds in a different lifetime. They never worked. Turns out if you're playing someone inexperienced enough to let you do it they're almost certainly going mass carrier or battlecruiser.

Corollary, 200-supply of zerglings beats 200 supply of Carrier. The carriers simply can't kill them all before they wipe every building on the map.

It was an interesting time, back when we were kids with a toy and had no idea how to play with it.

I feel like they have a couple of issues. Firstly, in SC1, they did not go well with the pathfinding or chokepoints. Trying to move them with a swarm of zerglings or hydras usually resulted in traffic jams. Second, they just seem to lose out on offense compared to a bunch of smaller units, especially since they don't really do much AoE stuff either. So sure, they take longer for the enemy to kill, giving them time to get in a bunch of single-target swipes, but the same value of hydras or zerglings could've done way more damage in the same amount of time even if you lost half of them.

Against an AI enemy you could maybe use them to draw aggro and kite enemies while the small boys did the work, but against a human enemy they'd just refocus their fire as soon as it started walking away.

Zulily Zoetrope
Jun 1, 2011

Muldoon
yeah but

they're really big and cool

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


Hero Spotlight: Sarah Kerrigan







Overview (Level 1)
  • Health: 300
  • Energy: 200
  • Armor: 0
  • Movement Speed: 2.25
  • Creep Multiplier: 1.23
  • Attack: 20
  • Range: 6
  • Attack Speed: 1
  • Attributes: Biological, Psionic, Heroic

Overview (Level 70)
  • Health: 800
  • Energy: 110
  • Armor: 3
  • Movement Speed: 2.25
  • Creep Multiplier: 1.23
  • Attack: 50
  • Range: 6
  • Attack Speed: 1
  • Attributes: Biological, Psionic, Heroic
Sarah Kerrigan. The hero unit so powerful she actively warps the entire campaign around her and makes her the star of almost every mission. Not the zerg.

In the zerg campaign.

800 health! 3 armor! 50 damage a shot! Frankly unsettling amounts of DPS and support on her abilities! Nothing more than a 60 second respawn time if she dies! Given to you from the moment you start a mission! She basically allows you to ignore all but the most crippling mistakes, because who cares if your army got wiped out if you can just throw her back into the fight a minute later?

Abilities

Tier 1 (Default)



Kinetic Blast
  • Cost: 50 energy, 10s cooldown.
  • Deals 300 damage to target enemy.
A solid option at all points of the game, just for being able to blast a problem target like a Siege Tank before it can get more than one shot off.



Heroic Fortitude
  • Kerrigan gains +200 life and double life regen.
Considering you're giving up Kinetic Blast or Leaping Strike for this? Bad. The small increase to survivability doesn't make up for losing the sheer damage both have.



Leaping Strike
  • Cost: 50 energy.
  • Kerrigan leaps at target, dealing 150 damage to an enemy. Also passively reduces attack range by 3 and increases attack damage by 10.
Primal Kerrigan's boosted energy regen and no cooldown means you can spam this fairly often and make up for the lower damage. It's really a trade-off between a Kerrigan that sits further back and stays with the ranged units and one that yeets herself into the frontline.

Tier 2 (Default)



Crushing Grip
  • Cost: 50 energy, 10s cooldown.
  • Deals 10 damage per second and stuns enemy units in area of effect for 3 seconds. Does not stun Heroic units.
Strong early on when your kill speed is low and being able to lock down a group of Marines for a few seconds can give you enough time to close in, but bigger targets like Thors and Battlecruisers don't really clump up enough to grab several at once and 30 damage on a 10 second cooldown is downright anemic.



Chain Reaction
  • Normal attacks now chain to 4 nearby enemies, dealing 10 damage to each secondary target.
With the right build this becomes much more potent than it seems at first glance. At max level with Leaping Strike's passive boost, this effectively boosts Kerrigan's normal attack to 100 damage a shot so long as there are enough targets around. Throw in Fury and she's dealing that 100 damage four times every second.



Psionic Shift
  • Cost: 50 energy.
  • Dashes forward, dealing 50 damage to all enemies in the way. Passively increases movement speed by 30%
This is my usual pick for Tier 2 just because of how much moving around the map you need to do. With no form of dropships and zero access to Nydus Worms, being able to get from point A to point B faster is rather convenient.

Tier 3 (Level 10)



Zergling Reconstitution
  • 10 killed Zerglings are respawned at the oldest Hatchery every 30 seconds. Zerglings morphed into Banelings do not count.
More useful early on, when you don't have a bunch of gas heavy units and you're spending more minerals. But by the end of the game you're usually floating a sizable mineral bank and a few macro Hatcheries, so burning a few minerals and larvae on Zerglings doesn't really break the bank.



Improved Overlords
  • Overlords morph instantly and provide 50% more control.
The supply boost gives it more of a use compared to Orbital Depots back in Wings, but it's still mostly useful for people who frequently find themselves supply blocked.



Automated Extractors
  • Extractors no longer need Drones to harvest vespene.
This was strong in Wings and it's even stronger here now that it lets you save several larva at the start of a mission.

Tier 4 (Level 20)



Wild Mutation
  • Cost: 50 energy, 25s cooldown.
  • Gives all allied units in target area +200 maximum life and +100% attack speed for 10 seconds.
The radius on this is about the same as Crushing Grip, so it's more of a targeted Stimpack than a dedicated heal. The small radius also means you won't be able to tag a bunch of Aberrations or Ultralisks at once, so the idea is to boost a whole heap of Zerglings and use the extra life to let them live through the full 10 seconds.



Spawn Banelings
  • Cost: 50 energy, 30s cooldown.
  • Creates six Banelings with a 90s timed life. Banelings have upgrades, mutations, and evolutions of normal Banelings.
As mentioned earlier in the thread, this can be turned into a makeshift heal by equipping Banelings with Regenerative Acid, albeit one that's on a rather punishing cooldown. But even without it, this can be used as some rather impressive burst damage at the start of a fight. Give them Corrosive Acid and this turns into 480 damage in one shot, beating out Kinetic Blast! Against buildings that jumps up to 960!



Mend
  • Cost: 30 energy, 8s cooldown.
  • Kerrigan heals herself for 150 life and nearby allied biological units for 50. All units regenerate an additional 50% of the initial heal over 15 seconds.
It's a reliable group heal in an faction that doesn't usually get one. It isn't fancy, but it's a big enough heal that it's able to flip the usual 'killing power over sustain power' issue. Patching up your entire army with one click keeps helps keep all of them alive, which keeps them dealing damage.

Tier 5 (Level 35)



Twin Drones
  • Two Drones now hatch from each egg, for no additional mineral or supply cost.
This doubles how fast you can fully saturate a base, cuts the cost for doing so in half, and lets you cram more units into a maxed out army.



Malignant Creep
  • Zerg units on creep now gain +30% attack speed and +0.8hp/s regen. Creep tumors spread creep twice as fast and Spawn Creep Tumor gains +3 range.
Powerful, but dependant on actually keeping up with tumor macro, which I rarely do.



Vespene Efficiency
  • Extractors now give +5 gas per trip.
Gives a bit more leeway for gas-heavy builds, but in exchange you have to give up the super speed saturation of Twin Drones or the huge power boost of Malignant Creep.

Tier 6 (Level 50)



Infest Broodlings
  • Any unit attacked by Kerrigan will spawn two Broodlings if killed within 1.6 seconds.
A fun little ability that gives Kerrigan the same trick as a Corpser Roach, only Kerrigan is far better at killing. This even works with AOE abilities, turning Chain Reaction into a Broodling factory.



Fury
  • Every normal attack gives a stacking +15% attack speed buff, capping at +75%. Resets after 5 seconds without attacking.
As mentioned before, at max stacks this lets Kerrigan attack four times a second.



Ability Efficiency
  • All abilities have their energy cost and cooldown reduced by 20%
This also works on ults, shaving a full minute off their cooldowns. The choice between this and Fury is if you want a mindless A-move Kerrigan or one that's constantly spamming abilities.

Tier 7 (Level 60)



Apocalypse
  • Cost: 100 energy, 300s cooldown, starts on cooldown.
  • Channels energy for a few seconds before dealing 300 (+400 vs Structre) damage to all enemies in a massive area.
It's a base-wide explosion that instantly kills all light targets and takes a sizable bite out of buildings and high-tech units. Throw on Infest Broodlings and you also get a small army to help finish off any survivors.



Spawn Leviathan
  • Cost: 100 energy, 300s cooldown, starts on cooldown.
  • Creates a Leviathan that has a 4 minute timed life.

Overview
  • Health: 1000
  • Energy: 250
  • Armor: 2
  • Movement Speed: 2
  • Ground Attack (Tentacles): 20 (+2)
  • Range: 7
  • Attack Speed: 0.6
  • Air Attack (Bile Swarm): 9 (+1) +6 vs Massive (+1) x3
  • Range: 9
  • Attack Speed: 1.5
  • Attributes: Biological, Psionic, Massive, Heroic

Abilities



Bio-Plasmid Discharge
  • Cost: 50 energy, 10s cooldown.
  • Deal 500 damage to target enemy.



Bio-Stasis
  • Cost: 50 energy, 10s cooldown.
  • Stun group of enemies for 5 seconds.
A second completely free shitwrecker of a unit that's only gone for a single minute at a time if you don't take Ability Efficiency, and is permanently active if you do. Bio-Plasmid Discharge is just as powerful as it was when we faced it in Wings, killing practically anything in one tap. Bio-Stasis locks out high threat enemies while your army approaches. And all the while it's normal attacks are putting on a surprising amount of hurt.



Drop Pods
  • Cost: 100 energy, 300s cooldown, starts on cooldown.
  • Drops 40 Primal Zerglings, 5 Primal Roaches, and 5 Primal Hydralisks on target area with a 4 minute timed life.
You trade the massive burst damage of Apocalypse or the sustained firepower of the Leviathan for... a bunch of zerg.

A bunch of primal zerg, meaning they don't get any Evolution Chamber upgrades. No Adrenal Raptors. No Vile Roaches. No Frenzy Hydralisks. Just a bunch of units that are objectively weaker than the stuff you've had for most of the game.

Field Manual Artwork

Since I might as well toss all the assorted stuff here.







































bunnyofdoom
Mar 29, 2008

I've been here the whole time, and you're not my real Dad! :emo:
"Hero" is doing alot of heavy lifting there

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BlazetheInferno
Jun 6, 2015
Once again, the Marine has a delightful sense of humor.

I love the simple "They make funny noises when they pop" about the Overlords. Also yeah, Kerrigan is OP as poo poo. Small wonder why, as I've mentioned a few times now, several campaign mods popping up just straight up remove her from the field, and trade out the active abilities in her ability tree for more passives.

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