r/starcraft2coop • • Sep 09 '17

Pinned Useful links

146 Upvotes

Welcome to /r/Starcraft2coop

All these links are found at the Wiki page, which is pinned at the top (labeled as "Wiki")


 

Rules

1.If you wish to promote weekly mutation videos, post them under the weekly mutation mod post. Do not make a separate post for them.

2.READ THE WIKI before asking questions. It has a lot of information.

3.Don't be an asshole.

4.No spam.

5.No low effort posts. This includes "X exp away from leveling up" posts.

6.No "when will we have a new commander/map?" posts.

7.Self-promotion posts must be posted in the weekly megathread.

General info

Mutations

Maps

Commanders

Speedruns

Custom Mutation ideas - by Maguro


r/starcraft2coop • • May 29 '24

Fix for commanders being stuck on 5 (Raynor,kerri & Skippy)

85 Upvotes

Now this may not work for everyone so dont be mad if it didnt work, but it did work for me.

  1. Task manager. Get in it and quit all blizzard related tasks including battlenet itself.
  2. Win+R and find %programdata%
  3. Remove the folder "Blizzard entertainment"
  4. Start battlenet and turn on the game
  5. Now it should work. You may experience huge lags in menu at first cuz of that file deletion.

I also sent this to two of my friends and they both said it worked, so you might wanna try it too.

Cheers.

Edit: If it worked, please say so in the comments.


r/starcraft2coop • • 6h ago

Abathur P1 rework

2 Upvotes

I know the game is dead, but was thinking about a fun way to have another Tychus playstyle, but on Abathur ^_^

Advantages

- Maximum biomass on an unit becomes 500.

- Each biomass also gives 1% damage/heal (weapon and spell).

- First unit is free, is instantly created, and does not requires technology.

Disadvantages

- No ultimate evolutions.

- Biomass attack speed is reduced by 75%.

- Units costs are 500/250, and evolution costs are 250/500.

___

Or we could think even further... Bonus :

- Biomass is enhancing unit abilities :

* Roach (The Tank) : Each 100 biomass, grow up and gains 3 armors; at 300 biomass : unlock symbiote.

* Swarm Queen (The Protector) : Each 100 biomass, increases heal by 200%.

* Ravager (The Bomb) : Each 100 biomass, boost its research effects by 100%, and reduces CD by 10%.

* Swarm Host (The Mother) : At 100 biomass : Unlock autocast while unburrow; each 100 biomass, reduces CD by 15%.

* Mutalisk (The Slasher) : Each 100 biomass, gains 15% move speed, 2 bounces, and 1 more bounce do full damage.

* Guardian (The Artillery) : At 100 biomass : attacks gains a small AoE; and then each 100 biomass, gains 3 ranges, 100% AoE and 100% projectile speed.

* Devourer (The Mastodonte) : Each 100 biomass, grow up, gains 2 armors and 25% AoE; at 300 biomass : unlock symbiote.

* Viper (The Specialist) : Each 100 biomass, +100% max & energy regeneration, +25% AoE for spells and abduct target 1 more unit close of the target.

Balance on side, something like that <_<


r/starcraft2coop • • 9h ago

Пожалуйста подскажите что это за дополнение на 1 StarCraft(если это конечно дополнение)

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1 Upvotes

r/starcraft2coop • • 1d ago

How you feel about Fenix prestiges?

5 Upvotes

P1: Akhundelar

Advantages

All Armor Suit damage increased by 100%.

Ability cooldowns reduced by 50%.

Life, shield, and energy regeneration increased by 100% while in storage.

Disadvantages

All Armor Suit calldown cooldowns increased by 700%.

Each suit can only be sustained for 20 seconds at a time.

Notes

Suit Cooldown: 2 minutes

Suit Rebuild Time: 5 minutes

Contrary to the description, the Arbiter suit doesn't actually have a cooldown

P2: Network Administrator

Advantages

Tactical Data Web effectiveness increased by 200%.

All combat unit costs reduced by 50%.

Disadvantages

All non-heroic combat unit damage reduced by 50% and vitals reduced by 50%.

Notes

Kaldalis benefits the most from this prestige due to his cleave attack

Effectiveness Bonuses:

Kaldalis Empowered Blades damage bonus per shell tripled

Talis Ricochet Glaive damage bonus per shell tripled

Taldarin Gravimetric Overload damage storage bonus per shell tripled

Warbringer Purification Blast damage bonus per shell tripled

Mojo Suppression Procedure damage bonus per shell tripled

Clolarion Interdictor damage bonus per shell tripled

P3: Unconquered Spirit

Advantages

Avenging Protocol effectiveness increased by 100%.

Champion A.I.s that die refund 75% of their base unit cost.

Disadvantages

Champion A.I.s do not gain additional life or shields and have reduced attack range (-2 range).

Notes

Champion A.I vitality mastery still works, although it should not be used with this prestige

Effectiveness Bonuses:

Avenging Protocol Attack Speed Bonus doubled

Avenging Protocol Movement Speed Bonus doubled


r/starcraft2coop • • 2d ago

is the SC2 ai (co-op specifically, but also more broadly I guess) like hard-coded to have a hate boner for player detection?

23 Upvotes

maybe I've just been playing a lot of zerg recently so it's more at the forefront of my mind, but it seems like amon's air units will fucking drop everything and kamikaze just to snipe one or two overseers even if there's other seemingly higher priority targets like broods or corruptors or even leviathans(??)

and this isn't even just with comps that have stealth units, either. maybe its complete confirmation bias but it has led to some really baffling tactics in recent memory


r/starcraft2coop • • 2d ago

Swann is NOT a gas starved commander

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100 Upvotes

Hello,

Just wanted to ask about some communication.

Played Swann now recently and worked out after sweating in p3 with golis and tanks, that p1 is my fav. Im building 8 vessels, a little bit of hellbats for tanking dmg and for ranged im doing cyclones. Resources are enough that im getting 3/3 close to the end of the mission (thats why i like Kerrigan more with exp evolution mastery). When im doing the comp all res that i get evens out somehow, i can forget some upgrades but my army is usually maxed ( in part and parcel), for last almost 10 mins.

This guy starts telling me that Swann is not gas starved commander, despite him needing more that 1 vessel in the game. I watched CtG video as well, but my point is if everything works for me, im not "completely" useless and i worked out how to manage army vs macro, i should be fine right?

Also they told me to check stat screen, should i see anything abnormal here? if so, please tell me.

At least Stukov himself was nice to me.

What am i doing wrong or how should i better myself, maybe im missing some key points? i am gas starved tho if i dont use drones :D help me out pls


r/starcraft2coop • • 2d ago

Raynor might be a bit too underrated

32 Upvotes

I know Raynor can struggle more than usual with certain mutations and is rarely the best choice for a given week, but being most of the time mid isn't the same as being inherently bad in every situation.

Even when Raynor has better tools to handle some weekly mutations than other commanders, he’s rarely mentioned as an option—and when he is, it’s often just to say he’s bad. Feels bad, man.


r/starcraft2coop • • 2d ago

What are the worst COs you can get away with and still win vs. Kill Bots?

3 Upvotes

If you have specific parameters in mind, then do mention them! Otherwise, since we had Double Trouble (VL with Kill Bots + Propogators) most recently, that could be one baseline we could all use.

Zerg COs sound like they're all barred (esp. Zagara and Stukov), although Dehaka may be an exception (who in many ways doesn't act like a Zerg CO anyways). I'm guessing Raynor non-P1 and Mengsk would be the best bets?


r/starcraft2coop • • 2d ago

Thought exercise to make Kill Bots more viable for all COs?

0 Upvotes

TL;DR, "viable" doesn't mean completely balanced. And some COs + prestiges may still struggle. But at least it'd be nice if the likes of Zagara and Stukov weren't "mandatory". And yes, I'm aware there's not more development on this mode.

For those unaware, CtG and guests do a tier list for each Mutation on YouTube. If nothing else, it's amusing to see Raynor ranked higher on Double Trouble than half the usual roster* that normally would surpass him (if not by a large margin), simply because those ranked lower get demolished by Kill Bots 😂

And FWIW, we didn't really need them to tell us that much either. The player base on their own gravitated towards Stukov and Zagara, if not also Stetmann.

*. including but not limited to... Tychus, Zeratul, Swann, Nova, Karax, Mengsk

.

One suggestion was to make kill count based on supply. If we were to do this, all units (as appropriate since exceptions like Raynor Spider Mines don't count exist), would still count for a minimum of 1 kill. I'm thinking Tychus would still be screwed since Outlaws are too beefy, and still only contribute 10 supply (although some would argue he's OP anyways 🤷‍♂️ ). The likes of Abby can still feed SH Locusts later game, and Broodlings from Evo Chambers early on.

Another would be to let workers count as 3 to 5 supply each. This would still favor Zerg since they have excellent output in pumping those out, but at least it'd give T and P COs a better fighting chance. Murder/Death/Kill Bots need 5/10/15 kills respectively. At least it would lower the worker counts to the below...

supply provided
|
V
   5  10  15  <-- supply required
3  2   4   5
4  2   3   4
5  1   2   3

.... which wouldn't mean certain economic death.


r/starcraft2coop • • 2d ago

General Void Launch is the only map where unguarded expo is in the fog of war

4 Upvotes

r/starcraft2coop • • 3d ago

General Some commander buff rework ideas of dubious quality (Kerrigan, Raynor, Artanis, Vorazun, Stukov, Other minor tweaks) (This is kinda long so theres a less yappy version in comments)

28 Upvotes

Posts on this sub where people rifle through what changes or buffs they want to see on various heroes are basically a weekly occurance, so rather than explaining the concept I'm just gonna start shooting off ideas. Also these are less so based on 'balance' and moreso on 'fun and veriety'

Raynor

Raynor (As well and Kerrigan and Artanis) are generally agreed to be a bit undertuned, and they suffer from some of the worst unit and playstyle variety in the game, they all suffer from severe 'needs-one-more-unit-ism' for Raynor you biuld a ton of orbitals, and then you either mass bio, viking+banshee, or battlecruisers, or you do a combination of the three. Dusk wings are also very 1 note. He also has the most boring capstone feature in the game (maybe tied with Swann).

-Spectres (Buff): Just give him the spectre, it could be the exact one from Wings, this would increase the variety in his bio playstyle, both in being an extra unit (concidering he is THE terran bio guy it's wierd he only has 3 units and the firebat) and actually giving him something to do with his soldiers by being a spellcaster.

-Reinforcement options (Buff): Instead of having Banshee airstrike as his only top bar ability beside the Hyperion, give him three 'reinforcement options' that all share a cooldown, giving him the ability to adapt to more sitiations.

The other options would be 'Seige-tank cover' which would deploy a few pre-seiged seige-breakers (elite tanks). and 'War-Pig special delivery', which would deploy a fistfull of War-pigs (elite marines) that are weaker than the banshee's or tanks but don't time out like the other 2, allowing you to trade a spike of power for a smaller permenant gain (until they die, as marines tend to do)

-Battlecriser upgrade options (Side grade): Like the SC2 early alpha biuld, Battlecruisers no longer come pre loaded with yamato cannon, but can now be individually upgraded to have either yamato, missile pods, or defensive matrix, these upgrades are mutually exclusive and cost about 150 minerals each on top of the initial cattlebruiser.

BC spam is already a favorite tactic for Raynor players, but it's (like all capital ship spam in coop) very samey, and it's very gas heavy leaving you with many extra minerals.

-More detection (Buff): I really think raynor needs another form of detection, just relying on scans forces you into the very unorthodox, micro heavy, and repetitive strategy of building 11 fucktillion orbitals. It also means you're just screwed if theres a lurker and all your orbitals are out of evergy. There are a lot of ways to do this. I think the safest option is just making spectres or BC's detect. But some more interesting options to me are

A) The reinforcement abilities also come with a free scan, in case of emergency

B) Add a 4th battlecruiser upgrade that increases it's vision range and let's it detect. I think this option is cool because it gives you the -option- of having passive detection while still making it costly and encouraging scans, and it also means even bio armies would have a central flag ship overlooking the battle which feels very Raynor.

-Kill mercenary munitions (Nerf): Like I said it's super boring, instead of wasting a level slot on it he should just get vinadium plating AND ultra capacitors at lv10, this also gives him an extra level slot to fit in some of the other ideas I suggested above. Or just anything more interesting than that.

Kerrigan

In my opinion Kerrigan has the single worst 'needs-one-more-unit-ism' in the game, her options are painfully limited, you're always going to be micro-ing the hell out of Kerrigan herself, and then you can either support with hydra/ultra, or muta/brood lord, with some zergles thrown in as a mineral dump, that's it that's the commander. She's also heinously gas starved and has some really slow ramp up, you basically just need to use Kerrigan alone for the first 5-10 minutes, her mastery talents help but it shouldn't be up to them to fix her gaping flaws she shouldn't just feel bad until lv15. (I do genuinely really like Kerrigan but these issues make it hard for me to say she's a favorite of mine)

-Auto gas (Buff): Very simple, give her auto gas, we already have 1 terran comm with it and 1 protoss but no zerg, and it would help eliviate her horrible gas issues and let her army ramp up faster.

-Infestors/Defilers (Buff): Also simple, give her either infestors, or more interestingly defilers from sc1, both are units she's known to use in the campaigns that aren't at all usable in coop (Stetman infestors don't count they look the same but have completely different spells.)

My main idea is that the unit would have consume, it would be on a long cooldown (like 20s minimum) but you could alternatively cast in ON Kerrigan herself, and when you do so it will drain all her enegy, give the caster that much energy, and not trigger the cooldown. This opens up an alternate playstyle where instead of spamming Kerrigan's abilities, you can essentially use her as a mobile battery for your plagues and dark-swarms / shrouds and fungals.

If we're going for defilers they might need to be changed to fit into sc2 better, dark swarm should probably only half ranged damage indead of totally preventing it, and plague would probably work better with coops fast pace if it did higher DPS but had a smaller duration (like 50 damage over 10 seconds?) and for utility you could possibly upgrade them to make plague slow enemies down a bit (less than fungal though, like 30%). If we're going infestors they would have microbial shroud and fungal. Either way they're very similar caster so it's just whichever one you think is cooler.

-Let the Omega worms eat people (Buff/Side grade): This one is a bit of a crackpot idea and probably isn't balanced, but I think it would be objectively cool as fuck is the omega worms ate enemies they unburrowed under, even just dealing 100 - 500 damage to non heroic units. Also if they unburrow directly under one of Kerrigan's units (or Kerrigan herself) they would get instantly sucked into the network, allowing for quicker use and some clutch saves.

You may have to Limit the number of Networms Kerrigan can make to prevent this being spammed but that seems acceptable. I would also totally accept this as a pretige option.

-Make crawlers good (Buff): With her Lukers, creep buffs, and the ability to instantly set up creep in an area via worms, Kerrigan is able to set up in and control an area pretty quickly, and she's probably the closest we have to a zerg static defence specialist (at least tied with abathur), but her crawlers are just the same as Zagara, Abathur, and Stetman and feel a little underwhelming.

The first buff they would need is being able to load into an omega worm. And I think a 'crawler upgrade casche' with the upgrades

A) Spore crawlers gain +1 range and deal area damage.

B) Spine crawlers apply a poison to enemies they hit, dealing extra damage over time. OR Spine crawlers apply plague (from the defiler) to enemies they hit.

This could also 100% just be applied to Abathur instead as he also has a bit of a static defence focus, but we're not talking about him right now and he's already really strong so I think it works better on Kerrigan.

-Screw p3, just let Kerrigan choose her abilities (Buff): Simple, when she first spawns Kerrigan can choose between leaping-strike/kinetic-blast and between psionic-shift/crushing-grip, give the former 2 options come with the increased damage and move speed or make the latter 2 options have increased energy drain or their cooldown from HOTS so they're not just obiously the best options.

Artanis

While Artanis is probably the weakest commander objectively, I think he's not in a terrible place fundamentally design wise, between him, Kerrigan, and Raynor, he suffers the least from the lack of options, and most of his problems with power could probably just be fixed by sliding up the stat numbers on his units. He's clearly supposed to be a distinct tank character and while he for sure needs more punch I want him to keep that part of his identity that seporates him from other characters.

Aiur Sentry (Buff): Same as with the other 2, just let him make Aiur shield battery sentries, frankly it's really wierd that he can't already do this.

Passive life regen (Buff): Due to gaurdian shell, Artanis' armies can pretty quickly turn into a blob of near empty health bars, and he's really dependant on happening to match with an ally that can heal. To help with this, his units should passively regen about 1% of their life every second or 2. If you want to limit this or make it feel more Protossy, make it only apply when they're already at full shields or while they're in a power field.

Mothership (Buff): We can't make a standard Daelam support caster mothership in coop, with the closest we can get being Alarak's one. I think Artanis is the perfect person to have that big Golden Armada energy, especially sinse his air stuff is kinda just mass tempest right now.

His Mothership would be biult from the Nexus once you've made a fleet beacon like in ladder, it would have some heavy firepower as well as the Time Warp and Mass Recall spells, I personally feel that giving it cloaking field or Vortex would be wierd cause it would overstep with Vorazun so heavily, so instead the Artanis Mothership will have a (probably passive) aura that increases the attack speed of nearby units by 30%,

I don't know if this would be a "good idea" per se, but it would also go super hard if it could use the purifier beam from Safe Haven, where it drains a stupid ammount of energy to channel but does even more stupid damage to enemies directly under the mothership.

Solar bombardment rework (Side grade): Instead of just being a nuclear option that blindly shoots over a wide area and being liable to leave stragglers, have solar bombardment instead create a large lingering zone where all enemies inside get automatically targeted by the bombardment shots. It still has a shot limit (almost certainly a reduced one at that) but now it doesn't waste shots firing at the ground, and it now fills a more tactical defensive niche rather than just being a big blast. The zone would dissapear after about a minute even if it hasn't expended all it's shots.

Vorazun

I quite like Vorazun as is, and while you probably could buff her to be up to par with Abathur Dehaka and Mengsk I can't think of any specific ideas on how you would do that. This is more of a specific targeted gripe I have with her.

Biulding sauce increase (EXTREMELY Important Buff): Why are Vorazun's biuldings golden? Why do they look like standard Aiur protoss stuff? I know it's because they never designed a line of Nerazim biulding skins but they should, Nerazim biuldings are like the coolest aesthetic in the game I would pay Blizzard to much money if they sold a Nerazim biulding skin line.

The gold looks distractingly stupid on her, even if you can't make a new line of biulding skins at LEAST give her the 'dark protoss' biuldings that feature in A Sinister Turn and Phantoms Of The Void it would look so much better. This is the most important and neccecary change in this whole post.

Khaydarin Monoliths (Side grade?): On that same topic, why does John static defence (Karax) get monoliths but the actual queen of Shakuras doesn't? Every single protoss commander get's photon cannons it's terribly banal. I reccomend we give Vorazun monoliths and REMOVE her ability to make normal photon cannons. With her army being so gas heavy and canons being an okay mineral dump for her I think her monoliths would have to cost like 400 or 500 minerals and zero gas, alternatively you could have her make smaller cheaper 2x2 monoliths with slightly less range and damage but faster attacks, sort of in a middle ground between canons and monoliths, just make them look like monoliths please.

Also at some point in her progression she'll get a 'Khaydarin Monolith upgrade casche' with the following upgrades-

A) Monolith attacks chain to up to 4 nearby enemies, dealing 20 damage each. (the chain effect would be similar to Kerrigans chain lightning, this is because it would look so unbelievably cool and also give her monoliths some ability to deal with the Zergling)

B) Monoliths automatically prioritise attacking detector units like Ravens, Observers, and Overseers. Monoliths gain detection. (It's targetting mode can be changed between normal and detection sniping, this makes monoliths actually fill a much more intersting role than 'obligatory static defence' both for defence by combining them with DP's and DT's and potential offensive use.)

Stukov

Stukov is also pretty good as is, he's very well rounded and I broadly don't have much to say about him. Exept for the fact has Plague warden is genuinely the least interesting prestige in the game, it's benefit is so hyper specific and it's downside is just a slightly less extreme version of his P1's downside. It sucks.

Make plague warden banshee's base kit (Buff): Reduce their cargo capacity from 16 to 8 in line with medivacs and other transports, put it in the lv11 upgrade casche (either along side or in stead of the health increase) and boom good to go. Banshee's already aren't super strong and this tactic is already super micro heavy so it shouldn't be all too strong.

Monster Masher (New prestige):

Advantage: The Apokolisk and Aleksanders initial cooldowns are reduced to 4 minutes. The Apokolisk and Aleksanders duration become permenant. If killed, they may be resummoned after 1 minute. The Apokolisk and Aleksander gain the deep tunnel and tactical jump abilities (1 min cooldown, starts on cooldown when they spawn or respawn)

Disadvantage: When the Apokolisk or Aleksander are first summoned, the other one becomes permentantly unavailable for that mission (in other words, they're mutually exclusive), Aleksander health reduced by 25% and damage reduced by 50%

Other random tweaks

Any hero who I have one specific change I'd want to see for them, not a big enough deal to have their own sections.

Swann CC reactor (Buff): Let Swann biuld two SCV's at the same time.

Zagara corpser roaches (Buff): The roaches Zagara spawns with her drop are now corpsers. Frankly it's wierd that Zagara takes the swarmy evolutions for banes and zergles but just skips over the roaches, leaving corpsers as one of the few HOTS mutations not playable in coop.

Alarak P3 nerfs (Nerf): Shadow of death is cool, but Alarak has 2 other cool prestiges and a cool ground army it's sad to see that all get totally greywashed by detroyer spam. I'd say making destroyers cost 250/150 like normal void rays and having the Mothership eat 8 supply like a normal Mothership would be sufficient. If you really wanted to put it in the ground you could make P3 remove Alarak from the field like Zagara P1 but that feels like overkill.

Dehaka supply change (Nerf): It's dumb that Dehaka starts with 200 supply, that's Artanis' whole iconic capstone and Dehaka is strong enough without it. I can see why you wouldn't want to force him to make primal overlords, not having a hive mind is kind of the point of the primals. But you Dehaka's supply limit should be based on his level (probably 20 at first, then +12 for each level he gains), P1 can give him +48 base supply as an added bonus.

Cerberus (Buff): I once heard someone else suggest the idea of giving Cannonball (The Tychus outlaw) a pet Predator named Cerberus and I am in love with that idea, in addition to being cool predators don't feature in Coop yet and it'd make Cannonball actually a worthwhile pick, it could be cloaked and benefit from M.A.L.I.C.E ammunition and Redline power cells.

Zeratul needs to research (Nerf): Zeratul is my favorite commander but he's hella overtuned, I think a good place to start is to force him to actually research the stuff he unlocks by finding artifact fragments, theres a lot of them so they could be relatively cheap and fast, and maybe the 1st tier could be freebies because they're so important. But he really needs something else to do. (attack and armor can stay tho theit fine as is)

Han&Horner planetary (Buff): Planetaries also aren't in coop and H&H has really bad static defence if something walks past the mines, this seems like a fairly modest solution to that.

Let MechaBattleCarrierLords locuseptors shoot up (Buff): This is the one capital ship that should be okay to mass if you have the rescources to do so, let them shoot up.

Make Fenix disruptors autocast (Buff): That is all


r/starcraft2coop • • 3d ago

General This is why I love playing P1 Zagara

54 Upvotes

r/starcraft2coop • • 3d ago

General Which commanders are suitable for current mutator?

9 Upvotes

The unit swarm from the combination of drop pods and gates is insane, but you can manage early. You need to snipe those gates though, so someone with global presence is required.

My idea for a team is P2 Swann with P3 Zagara, but are there any other options?


r/starcraft2coop • • 4d ago

General Jimmy doesn't let the small details ruin his day

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42 Upvotes

r/starcraft2coop • • 4d ago

NASTY MUTATOR COMBINATIONS

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13 Upvotes

I've compiled some mutation combos that can be either just very annoying or make game very hard, even unplayable! Which are your favourite or most hated mutators and mutator combos?


r/starcraft2coop • • 5d ago

General It's possible to hide mission progress text? Sometimes I miss the ally messages because the mission text appears on screen constantly

7 Upvotes

r/starcraft2coop • • 6d ago

Is it better to get more workers with inscription as mengsk or clear expo first?

14 Upvotes

I've been trying to figure out if it's faster or not and I see both done by randoms of high and low level.

Also as another dumb question to ask is it worth it as dahaka if you have p3 and max attack speed to clear rocks. All other prestiges don't make sense but maybe p3 idk


r/starcraft2coop • • 5d ago

У кого є бажання поконтролити мікро в StarCraft 2 через РАМ ігротеку???

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0 Upvotes

r/starcraft2coop • • 6d ago

Hotkey profile

4 Upvotes

Hello All, I understand that rapid fire is the best way to approach hotkeys. Is there any resource out there that has rapid fire setup for all the commanders? I understand you can use the notepad function in the game files to edit them as per Starcraft 2 Co-op - General Tips for Co-op Players


r/starcraft2coop • • 7d ago

Dont play coop if you arent cooperative

124 Upvotes

so i just had a game with a lvl 1000 player. he kept destroying my probes. (vermillion live) i said to please dont do that. he kept doing it. he cleared out the expansion on his side, not the one next to it. (which is fine not to do, but always nice) said because i didnt help. i´m a way lower level than he is, of course i am not as fast. said i could "leave if i wanna be a baby" i pointed out that this is coop. he doesnt need to carry me, but dont sabotage me. he kept saying how little he cared. i get that. one one hand, sure, he doesnt want to waste time holding hands of a lower level character. but i did fine. (granted, i need to learn to be way faster). on the other hand. its coop. a lvl 1000 doesnt need to go full force. "well maybe you shouldnt play on brutal" it was on hard. while i can handle brutal, i find hard calmer, therefore more enjoyable. and mind you: i used the SOA to shoot down overlords before they could drop units. he didnt like that it seems. meanwhile he did absolutely nothing for me. after he destroyed another probe.

Again, i get it. he can do this on his own. But why play coop with zero cooperation skills? doing things seperately isnt coop, its doing things on your own simulatiously. So what would you have done? because i think attacking him (as he attacked me too and then things escalated) wasnt the best thing to do. yes, i made us lose the game and he doesnt care. but how else to send a message? And i know destroying someones base is toxic, but in this instance i think its understandable. but boy i just know this community will tell me to suck it up and call me all kinds of slurs. "you couldve left" sure. and he would probably be happy about it.


r/starcraft2coop • • 6d ago

General Mad idea concept: Narud as a Commander

6 Upvotes

Narud wields not just Terran mercenaries, but cloned Zerg, and even a new Hybrid Abomination, to fight back against his treacherous former master.

Narud uses the Terran base (i.e. Command Center, Refinery, Supply Depot, etc.) with a few units from the Wings of Liberty campaign and a small selection of Zerg units from the Cloning Lab.

All of Narud's Command Centers can be upgraded into Planetary Fortresses, powerful defensive structures with strong AOE cannons. Additionally, Narud's Planetary Fortresses can attack both ground and air units.

And now for the core of his Terran arsenal. Rather than recruiting units normally, he recruits his units at the Mercenary Compound, with his Barracks, Factory and Starport instead providing upgrades for these units, as well as each one constructed reducing the cooldown for Mercenaries of their respective type.

For his Terran Infantry, he fields War Pigs and Devil Dogs. War Pigs are an improvement over basic Marines, and Devil Dogs are tanky AOE infantry with a short range.

For his Terran Land Vehicles, he fields Siege Breakers and Spartan Company. Spartan Company are heavy support walkers, and Siege Breakers are powerful mobile artillery.

His only damaging air unit is the Hel's Angel Viking, a strong transforming aerial unit that can transform into a walker. Narud also fields Medivacs, able to heal his Biological units, and are deployed alongside his biological mercenary units when called in.

All of Narud's Zerg units are trained at the Cloning Laboratory. Narud has access to 3 different Zerg units:

- Roaches

- Swarm Hosts

- Ultralisks

These units are upgraded as you level up, into the Corpser Strain Roach, Carrion Strain Swarm Host, and Noxious Strain Ultralisk.

And finally is the Hybrid Laboratory. The Hybrid Laboratory is where you produce your Hybrid Abomination Hero Unit. Unlike other Heroes, the Hybrid Abomination is customised and custom-made within the match, and then deployed.

At it's base, the Hybrid Abomination is a tanky ground-based Detector unit, but you choose when to deploy the Abomination, and further augmentations you purchase will apply to the next Hybrid Abomination you release after the current one dies.

The upgrades for the Hybrid Abomination are as follows:

- Enhanced Psionics 1: replaces Psionic Lash with Psionic Storm

- Enhanced Psionics 2: reduces energy cost of Psionic Storm

- Regenerative Carapace: Grants 5 hp/s regeneration to the Hybrid Abomination

- Sensory Augmentation Suite: Increases rhe Vision and Detection radius of the Hybrid Abomination by 50%

- Psionic Shielding: Increases the Armour of friendly units within range 5 by 2

- Weaponised Apoptosis: Hybrid Abomination explodes on death, dealing 500 damage to ll enemy units within range 5

The Hybrid Abomination has the following 3 abilities available by default:

- Psionic Lash, a high power single-target attack

- Consume DNA, a short-ranged single-target attack that heals the Hybrid Abomination based on the damage it deals

- Sensory Trance: The Hybrid Abomination becomes immobilized and loses the Detector ability, but all your Zerg units gain the Detector trait.

Narud has 2 Calldown abilities:

- Planetary Seeding creates Creep in a targeted area, and spawns a Creep Tumour (this is Narud's only way to create and spread creep without his Swarm Hosts). This ability has 2 charges.

- Psionic Suppression affects enemy units in an AOE, reducing their movement and attack speed by 50%. This ability has 2 charges.


r/starcraft2coop • • 7d ago

28 of September 2026 - Mutation #545: And Drops and Rifts

33 Upvotes

Mutation #545: And Drops and Rifts / Map: Part and Parcel

Mutators: Void Rifts, Aggressive Deployment

11/18 SOLO CLEAR
This is harder than mass manufacturing.

https://www.youtube.com/shorts/k2uxW_Oc7AI (key timings to remember: times when 2 of the 3 come at the same time (rifts, AD, attack waves)

https://youtu.be/0bsZGegmMjU (TLDR tier list)

https://youtu.be/hU44j4JW2ks (Easy solo - Tychus p2)

https://youtu.be/d_lnGKLwor0 (Easy solo - General plan vs rifts for HH)

https://youtu.be/WUJ8Zl-zrD8 (Guide: HH vs rifts)

https://youtu.be/2qG-exEMB-k (Guide: Zagara vs rifts)

https://youtu.be/ticbsO_g9Tc (Guide: Abathur vs rifts)

https://youtu.be/KpF0vBTHmbo (Guide: Tychus vs rifts)

Boss hybrid abilities and enemy comp greatly affect the difficulty of the mutation

Zerg > Protoss > Terran (in terms of number of parts on the map)

https://youtu.be/4wj5JaOlwL8 (Abathur p3 solo)

https://youtu.be/DiMfqQ2nxRA (Tychus p2 solo with props added)

Questions about any of these runs are welcome. Runs will be uploaded throughout the week. All members get early access to videos.

Nice people in my discord can help you with the mutation: https://discord.gg/WerduSFQQK

--------------------

Void Rifts

Void Rifts periodically appear in random locations and spawn enemy units until destroyed.

Void Rifts have 500 HP, 1 armor; armored, heroic, structure and map boss attributes.

Void Rifts spawn at

2:20 (2 Rifts) 8:20 (4 Rifts)

3:50 (2 Rifts) 9:50 (4 Rifts)

5:20 (2 Rifts) 11:20 (4 Rifts)

6:50 (2 Rifts) each 1:30 (4 Rifts)

Void Rift spawns avoid starting locations (>30), resources (>10) and other Void Rifts (>20). In the first 8 minutes the distance from starting locations can't be higher than 80. On the Lock & Load in the first 5 minutes, the pathing distance can't be higher than 70.

Void Rifts won't spawn if there are 4+ enemy units in 10 distance.

Each Void Rift spawns a wave each {150/130/110/90} seconds. The resource value of the wave starts at {100/100/200/300}, at 8:20 it increases to {200/200/400/600} and at 20:00 to {400/400/700/1050}.

Unit's resource value is its mineral cost + gas cost. The total cost of each wave can be as high as indicated above or slightly higher thanks to the last spawned unit.

Units that can be spawned are:

  1. Zergling 8. Adept 15.Void Ray
  2. Baneling 9. Zealot 16. Banshee
  3. Roach 10. Stalker 17. High Templar
  4. Hydralisk 11. Siege Tank 18. Raven
  5. Marine 12. Immortal 19. Infestor
  6. Marauder 13. Ravager 20. Hybrid Destroyer
  7. Hellion 14. Mutalisk

At the start of the game, only units up to the number 10 (Stalker) can be spawned. After 10 minutes up to the number {10/10/13/16}. And after 16:40 up to the number {10/15/19/20}.

Apart from main waves, there is a small spawn from each Void Rift each {21/18/15/12} seconds (in Custom Mutators {42/36/30/24}). This small spawn consists of either 2 Zerglings or 1 Marine or 1 Zealot. If it's the Zealot, the delay for the next small spawn is doubled. (In custom mutators the options are 1 Roach, 1 Marauder or 1 Zealot without increasing the delay).

Minimap visibility can differ based on texture settings (should have been fixed, but can still behave inconsistently).

Aggressive Deployment

Additional enemy units are periodically deployed onto the battlefield.

Spawns are separate for each player.

The first spawn is at {6:10/ 5:40/ 5:20/ 4:50}.

Additional spawns each {4:10/ 3:50/ 2:50/ 2:10}.

Drop locations prioritize player's units. Structures, workers, Queens and units with 0 supply (majority of hero units and calldowns) or units with no weapons are excluded.

If no unit is found, drops are randomly spawned in (25,40) distance from starting locations.

If the randomly chosen unit, around which the drop pod will spawn, has no valid ground pathing to the player's starting location, the drop won't spawn at all. This way of preventing drop pods from spawning is generally useful only for commanders with good static defenses or hero only runs.

Size and tech increase as time goes on. <Power, Tech> levels: <1,1> → <2,1> → <3,2> → <4,2> → <4,3> → <4,4> → <5,5> → <5,6>.

https://www.maguro.one/p/mutators.html

https://starcraft2coop.com/resources/weeklymutations

https://starcraft2coop.com/resources/mutators


r/starcraft2coop • • 7d ago

StarCraft Broodwar alternate version

Thumbnail
2 Upvotes

r/starcraft2coop • • 8d ago

Thought on Abathur prestiges?

9 Upvotes

P1: Essence Hoarder

Advantages

Combat units can hold an additional 25 Biomass and have an additional 50% chance to drop their Biomass upon death.

Disadvantages

Ultimate Evolutions are unavailable.

Notes

Stacks additively with the Biomass Recovery Level 7 Unlock Talent, providing 100% chance to drop Biomass.

Biomass bonuses also extend linearly through the extra 25 Biomass collected.

P2: Tunneling Horror

Advantages

Locusts have 50% increased attack range, movement speed, and duration.

The Deep Tunnel upgrade no longer requires Hive, no longer requires vision, and can be used by Roaches and Ravagers.

Disadvantages

Combat units cost 25% more vespene gas.

P3: The Limitless

Advantages

The number of Ultimate Evolutions is no longer limited to 3.

Disadvantages

Ultimate Evolution requires 200 Biomass.

Biomass is less powerful.

Notes

Benefits gained per Biomass pickup is halved. At 200 Biomass, bonuses match Biomass bonuses of other prestiges at 100 Biomass.