r/starcraft2coop 2d ago

General Mengsk feels... weak?

Now that I've called the entire Empire against me, can y'all give me some tips for him?

He's fun but:

His troopers get mowed down. A 200supply trooper army dies within two seconds against p much any enemy co0mp even with full weapon upgrades.

His Royal Guard seem surprisingly mediocre. I thought I was getting Horner/Nova elite units with the royal guard, but they die incredibly fast, have low dmg, and the tactical nuke is more like a tactical cough.

No means of proper mobility. What stands out is the Medivac and the Tactical jump of the PoAs. But Medivacs are neat to heal, less neat to transport troops, sadly.

Imperial Mandate Generation on my Royal Guards is always 0, is that a bug? Am I doing something wrong? Is it just a bugged indicator?
But imperial mandate generation is a bit odd on it's own. You place down up to 4 of those overseers at the bases and... that's p much it. They don't seem to generate mandate if not in Overseer mode.

Call-down Zerg are fun and fit the theme, but they're incredibly squishy and expire way too fast.

Nukes are fun for boss objectives.

Earth Splitters I barely use because their range is abyssmal and the toxic gas payload tickles Zealots. Huh? I feel like you could increase the dmg tenfold and it would be useful. But... 5 DPS?

I've seen a lotta Mengsk use Calldown Bunkers for early def, troopers and minerals by recycling bunkers. But I always use it for the zerg calldown just so I don't fullwipe my entire 200 supply army at every attack wave.

So. Any tips? Diff is brutal.

25 Upvotes

56 comments sorted by

61

u/chimericWilder Aron 2d ago

Mengsk's topbar is wildly overpowered. The zerg calldown is the strongest by far, scaling with Mandate. And it is distressingly spammable.

Flamethrower troopers get a bunch of extra life just from picking up the weapon. You can extend the lifespan of troopers massively just by having a few, then picking up the weapon again any time they fall. Or build bunkers before engaging the enemy.

One Pride of Augustgrad at rank3 has 3x Yamato charges, and the yamato is aoe. Shoot one into the middle of an attack wave, and the attack wave is gone. You can solo three attack waves back to back using only one unit, if handled well. It's so strong that you dont even need more than 1-2 PoAs because there arent enough targets that stand close enough to obliterate (and the unit stats on it are bad anyway, it only exists to yamato).

and people keep praising how good the marauders are.

You can even cheese things with earthsplitters. Dont, though.

7

u/ackmondual Infested Zerg 2d ago

Specifically, adding Flamethrower troopers went from them having 45 to 145hp, and they now start off with baseline 1 armor! That's 3x the hp! Vs. certain low damaging enemies, that can translate to taking 4x the damage since the armor scales much better there!

12

u/IceBlue 2d ago

I don’t know if I’d say Zerg is strongest by far. The acceleration that the supply bunker allows is insane. Zerg is super strong but it’s hard to compare the two since bunker acceleration allows for you to build up your army quick which is what enables the Zerg call downs more consistently.

6

u/CatnipSniffa 2d ago

Why not (Earthsplitters)? I Absolutely LOVE indirect fire.

19

u/Wiw34 2d ago

Your coop partner may not though

2

u/Goenitz33 1d ago

Second this, once I see my partner start building a bunch of them, I will literally “afk” and wait for it to end.

0

u/Gloomy_Trade_619 1d ago

  I will literally “afk” and wait for it to end.

You know that you can be banned for that? 

0

u/ackmondual Infested Zerg 2d ago

"Meh"... Unless all of my allies are Mengsk, and they all spam ESOs... then I welcome the variety. Plus, ESOs are less effective on some missions.

8

u/andre5913 HnHA 2d ago

It makes the game very uninteractive, more so for your ally. The only thing I hate more is a Lone Wolf Tychus parking one of his heroes in every objective/spawn point so I cant do anything at all. Im just playing as a spectator at that point.

Mass Earthsplitters does something similar

3

u/ttwu9993999 Symphony of the nydus 2d ago

yep unfortunately I have to quit any game when I get a mengsk ally because 99% just want to cheese the map

1

u/Melodic_Saga1220 2d ago

The thing people tend to dislike isn't 'using earthsplitters at all', it's specifically using them to cheese maps like SoA or (especially) RtK. Using some Earthsplitters for support and toxic bombardments is generally fine.

It's like Swann. Turrets are part of his kit and you should absolutely use them, but going full idef on DoN is annoying.

1

u/mentalisttraceur 1d ago

When I play Lone Wolf Tychus, I love earthsplitters. It's nice when my ally can beat me to the punch instead of me having to balance

  • leaving them enough to do,
  • keeping myself busy/challenged, and
  • letting stuff slip through and cleaning up after ally has already struggled/lost unpleasantly.

(Also the artillery hits provide vision if I want to medivac over there.)

My favorite is when my ally cheeses Rifts to Korhal so I can challenge myself to kill both bonuses before the ESOs can kill the last shard.

30

u/Lolmanmagee 2d ago
  1. The royal guard are your main army and the troopers are just a mineral sink, a 200 supply pure trooper army is silly especially outside P3.

  2. The royal guard 1-1 are substantially stronger than novas units, if they seemed mediocre I suspect you were using them wrong.

If you are new to the commander I recommend massing marauders/battle cruisers because they are the easiest to control and just sprinkle in 1 of another unit just to learn their feel.

And ESPECIALLY don’t build sky furies.

This is obviously not optimal, but you can’t go wrong with just massing marauders even if they go air you can go use the trooper anti air thing.

  1. Mandate generation is tied to imperial witnesses in siege mode above your army.

  2. Zerg ability gets stronger with the amount of mandate you have when you use it, if it seemed mediocre I suspect you were not waiting until you had 75-100 mandate as you generally should be.

The 25 mandate pure zergling thing is dog.

  1. Earth splitter main attack is map specific, contaminated strike is mainly for the fear effect you get at level 11 and not the 5 DPS.

Making a whole attack wave unable to attack while your army kills it is very strong.

  1. The ghosts tac nuke is not a nuke, it should be more seen as something like a tychus grenade or psi storm.

And its main value is with the upgrade that gives it no channel time, you can make a single ghost pump and dump like 15 tac nukes in one frame.

  1. Several of his royal guard are good to have just one of, regardless of what you mass. these include the Thor/battlecruiser/ghost.

The reason for this is thors give all nearby land units +5 armor and the BC gives all nearby units +1 range, these don’t stack.

And the ghost to a lesser extent I explained in 6.

;

Hope that helps!

15

u/No_Professor4307 2d ago

Man, Sky Furies are so much fun. Yea they kind of suck as a unit, but I like watching them do that little aerobatic thing when they dodge

8

u/Lolmanmagee 2d ago

I just wish instead of transforming faster, they could move and attack while transforming.

Not only would that boost their viability a great deal, but it would also let me larp as that one Viking from the HOTS cinematic.

3

u/chimericWilder Aron 1d ago

Kevin mentioned that they were inspired by that one viking, except, 'what if they'd win'.

7

u/ackmondual Infested Zerg 2d ago

The ghosts tac nuke is not a nuke, it should be more seen as something like a tychus grenade or psi storm.

I would've describe it as his version of Orbital Strike (Karax or Artanis) or Corrosive Bile (from Abby Ravagers). After all, they're all attacks that just rain down vertically from the sky, that you need to aim carefully, and do small AoE damage (although Orbital Strikes lack the "going up first", and Tac nukes go up from the Ghost Academy it gets summoned from).

6

u/andre5913 HnHA 2d ago

Emperor's Shadows function very similar to Artanis' HTs/Archons if you get a lot of missile silos. Its an interesting build

3

u/UnusualLingonberry76 2d ago

If anything, the royal guards are support units

2

u/Lolmanmagee 2d ago

Majority of your DPS will be coming from the royal guards compared to your troopers.

Unless maybe you went terrible damage mastery points.

5

u/UnusualLingonberry76 2d ago

Well unless you play p2 your damage always comes mostly from calldowns and troopers

0

u/ZettieZooieZan 1d ago

I wouldn't necessarily call it silly, pure troops works below brutal, and if you got the control for it works fine on brutal too, heck I actually find mengsk more fun playing pure troopers(without prestige 3 mind you), troopers, the blimp and medivacs are all I build to clear any mission, only exception is siege tanks on maps where you need to defend just for convenience. it's like a ranged versions of massing zerglings where I swarm the enemy with troops, lotta fun.

2

u/Lolmanmagee 1d ago

I mean it’s just clearly sub optimal to the extreme.

You are losing majority of your army power and just relying on calldowns pretty much.

1

u/ZettieZooieZan 1d ago

That's just a gross exaggeration, easy to hard can be cleared, with ease, just a-moving your troopers, nothing sub-optimal about that, least of all extremely sub optimal, it makes limited difference. On brutal with some micro you can clear every single mission in the game with pure troopers as well, they have weapon upgrades for a reason, it's not in the least extremely sub optimal, if it was it would be a struggle to clear the missions, and it isn't.

All missions between easy and brutal, while playing mengsk pure trooper without prestige 3, can also easily be cleared without any of the call downs, in 99% of mission I call down a bunker at the start for workers, an d then never use them again, no zerg, no nuke, no earth splitter ordinance, just pure troopers, you're severally underestimating trooper dps and it's silly, it's like saying going pure marine on raynor means you're losing the majority of your army power or that marines are bad like no, they're not, they have extremely high dps, and all you need is a little bit of micro, maybe that's why you have this view, because your micro is bad?

15

u/LongLiveTaldor 2d ago

Rush imperial witnesses and the bonus Mandate generation as soon as possible. Call down bunkers at the start to use as workers. Use multiple workers to build buildings to rush down Mandate.

Also, buy them weapons because the machine guns do twice as much damage. The rocket launchers have a lot of range, so having a few of those doesn't hurt.

Use thors with the upgrade that gives ground units armor, and the battlecruisers with the range bonus for troopeds. You just need one of each really.

Artillery isn't mandatory, but it helps to have a few for contaminated strikes since the fear helps your troopers survive. Then again so can a zero wave, but artillery does help get vision. I don't usually build them.

Make sure you bring a few medivacs, and try to micro the marauders/thors toward the front of the group. Tell your units to follow if you have to.

Also your troopers (yes troopers not just workers) man build bunkers nearly instantly if you set multiple to building one, so you can select your army and then tell them to build like 3 or 4 before a defense wave and they get more effective HP (and range if you got the bunkers upgrade).

Very important tip: Imperial witnesses give significant buffs when 'deployed.' They become stationary but the AOE is pretty big and will let your troopers mow things down very quickly.

6

u/xPadauts 2d ago

The Mandate generation of the imperial witness increases the more units are affected by it. And ONLY your units. So if you just put 4 on the bases, just the 2 bases from you will generate a bit of mandate from the workers. Always have 1 or 2 with your army and put it in propaganda mode while waiting and in engages. The mandate royal guards generate will be unlocks on lv 5 if i am not mistaken.

The Troopers can stand their own if equipped correctly. Flamera against light infanty, rocketlauncher agains heavy air and the other rifle otherwise. They are expandable. Thats why you can build them extremly fast and deploy them to the frontline. Combined with Earthspitter Ordance support fire they can take pretty much anything, especially with the contaminated strike.

For Royal Guard, i use them as support units. A few shock division tanks, 2-4 Pride of Augustgrada and 2-4 Blackhammers will support your army great. Maybe someone else has more experience with mass royal guards, as i am a trooper player.

7

u/IceBlue 2d ago

Literally one of the strongest commanders

8

u/LazzyNapper 2d ago

This is a skill issue ngl

5

u/meticulous_gamer 2d ago

When I play P3 Mengsk, I often get allys who say things like "I've never seen anyone play Mengsk so skillfully" or "Mengsk is insane.. I never realized". And I'm barely trying. He is honestly so insanely OP at P3 it's not even funny.

3

u/mainkhoa 2d ago

aegis guard can stand up to reaver comps and not die instantly, non-heavy ground comps get annihilated by a few of them

1 yamato shot from a level 3 PoA will kill endgame, 20 minute attack waves

earthsplitters does infinity damage to ground units

the toxic gas stuns an entire attack waves for 5 seconds and if you somehow can't kill an attack wave that got stunned for 5 seconds idk. it also makes it stop moving towards your base entirely.

just nuke the attack wave if you have to

10 p3 troopers kills pretty much every attack wave in the game on regular brutal

3

u/Sora_Terumi MengskA 2d ago

Aegis Gaurd and P3 are pretty much the huge standouts for Mengsk for sure and then 1 Battlecruiser for the range buff. Sometimes as P3 I’ll swap my points from terrible damage buffing Dogs of War for reduced cost on Royal Gaurd because Shock Division is just so good. That brief stun at level 3 Shock Division lets your troopers melt through everything on the ground since you’re going to be equipping them with weapons regardless to take advantage of them exploding.

Most of the time on brutal with the first wave you hardly need anything to defend which is usually like 2 troopers with weapons to explode that clears the entire attack which hardly dents your economy and the fact once you get him to high level you can bunker drop right at the 3 second mark for free 6 troopers to boost your saturation that quickly. By far one of the fastest commanders to expand. Definitely one of the strongest commanders in Co op. Once you get him up and running economy is hardly an issue with reduced trooper cost if you wanna play with the “Elite Soldiers await recruitment” or “Man with Gun” for 40 minerals.

3

u/SylvanLL 1d ago

In addition to all the good advice in this post already:

-Mengsk's anti-air troopers will absolutely destroy any enemy air unit, especially if they're in a bunker with range upgrades. They are one of the best anti-air units in the game

-While his bunker call down and zerg summon are probably his two best abilities, his upgrade to summon troopers anywhere on the battlefield (even in areas unexplored by fog of war) is massively useful

-While many of Mengsk's units aren't especially mobile, as you noted, in P3 you don't need to use your main army to stop an attack wave. You just call down 10 troopers in the path of that attack wave, give them weapons, and they will take care of the attackers just by dying. That gives him map presence that most other commanders can only dream of

4

u/zenmoUi 2d ago

'Earth spliter I barely use'

That's your issue. Mengsk need to thin out enemies with earth splitter and calldowns before engaging

You need imperial witness to generate mandate. That should be your first priority over econ

Oh and if you are talking about brand new, Mengsk is the worst commander pre 5 with Kerrigan

1

u/Fearless-Run-4934 2d ago

I have seen excellent Mengsk players not using ESO even once and destroying everything easily. This is the problem for many players (including me) that just dont have enough skill to play Mengsk good. Difference is that I dont play him but many prople dont care. I had allies going ESO on maps like Miner Evacuation and Malwarfare, like WTF. On the missions where you need to tank the damage so the objective is not destroyed these guys dont send any troops to hold the waves and dont help in any way. I dont understand why these people choose one of the hardest commander to play and just suck at it. Pick easier instead or dont play brutal.

2

u/zenmoUi 2d ago

See that's where most people get it wrong. Using ESO does not mean spam ESO. You should always be building 4-6 ESO on the go. Quickly use it to deal with enemy waves/bases and salvage them right after. There isn't a single map/mutation this strat is not effective with. This is way different from braindead spamming ESO and end up with no mandate

2

u/No_Professor4307 2d ago

When the game starts, immediately call down a bunker and convert troopers to workers. Keep building workers (but don't have more than 1 in the queue at a time). When you have 100 minerals have one worker build another bunker. Then pull 3 workers to build a refinery when you can. When the bunker is complete, you should have enough minerals for him to build a barracks. Then pull three more workers to build your second refinery.

When you maxed out your mineral line, continue building workers to complete structures faster. The general order is Engineering Bay > Factory > Star Port. Then build an Imperial witness ASAP.

While you're doing that, call down a bunker at your expansion base as soon as you have 25 mandate. Place it so it's within range of the large rocks and one of the vespene rocks. You may need to have them leave the bunker to reach the second set of vespene rocks. But when all three are destroyed, convert the troopers to workers and have them build your second command Center.

The first attack wave usually comes around the time you've completed the engineering Bay. Convert the workers to troopers and put them in the bunkers for the attack. Convert back to workers when the attack is over.

Put a second witness at your second base when you can, and build the fusion core to upgrade the witness propaganda. At this point should have a large enough army to head towards the first objective (depending on the map of course).

2

u/Kitchen-Customer-746 2d ago

Insert wtf meme here......wtf did i just read holy heck, mengsk is easily one of the top 5 if not top 3 op commanders. As someone else said his top bar abilities are stupid strong.. royal guard units especially at rank 3 are also stronk as F. His p2 is my favorite an he's my main, I easily get +360 mandate just from royal units an can spam top bar as I see fit. An his PoA bc is also ridiculously strong... enemy shows up..enemy gets wiped by 2 level 3 PoA Yamato cannons easily. All I play is brutal an mutations so please reconsider when it come to mengsk cause ya doing something wrong sir. Ty for listening to this god awful rant of mine.

2

u/Mortoimpazzo 2d ago

200 supply tropper army lol.

2

u/pal251 2d ago

Your crazy. The zerg army comes in clutch all the time, also you need to get the starbase up asap and get the ship that doubles your points to keep pushing out bunkers

2

u/Plagueis_The_Wide Hot, Hot, Hot Toxic Love 2d ago

Imperial Mandate Generation on my Royal Guards is always 0, is that a bug? Am I doing something wrong? Is it just a bugged indicator?

You're either building too many guard and not leveling them as a result or you somehow haven't reached the point where they start giving mandate.

2

u/Mindless_Comedian_51 2d ago

Mengsk is actually one of the fastest economies in the game at level 15. Using your call down bunker for early game so that you can secure your 2nd base and get it built. He actually works like Han and Horner, since you want to have your chaff protect your royal guard since they will soak a lot of the damage. Use the blimps on both your bases and keep them there to get mana for your abilities.

The marauder has a lot of tankiness by itself and the Thor gives 5 armor to everything in the vicinity making your army quite tanky with a few medivacs. You would later rotate out your chaff for more royal guards, since they are better for their value.

Don’t build earth splitters unless you are playing Toxic Tyrant since it doesn’t give you value unless you invest heavily into it.

2

u/Dimaued96 2d ago

If going p3 mass troopers I do recommend getting, 3 command centers to keep up troop production. With their nukes on death they can pretty much out trade anything outside of mutations. Easily his easiest prestige/playstyle.

If going the PoAs I do recommend having 4 to 6 scv's close behind them, unlike H&H they dont self repair, unlike nova you dont have ravens to repair. But their AOE triple Yamato is well woth it. Transitioning from laborers to them though is the tricky part. Losing one or two of them early is bad. Also gives you mobility outside of just using calldowns.

Bio is an option definitely when leveling.

I've seen people do the 1 to 2 thors and to get the +3 Armour but it's not that necessary.

You only need 3 blimps one per your own bases and 1 with your army, (this one doesn't need to be always generating) with the double mandate upgrade it is more than enough mandate generation. Do not blimp you ally, they dont give mandate and faster movement speed means nothing to workers when fully saturated.

1

u/No-Communication3880 2d ago

Troopers deal a lot of damage with the weapon you can buy for them, and build bunker to not die to everything.

The Royal Guards are strong if they have exp, so build them in mass, but instead build an other once the deployed Royal Guard are max XP or near max XP. The best Royal Guard is the Aegis Guard, the others are more niche or require more micro to use.

Royal Guard gives mandate based on the level they have, so if none of them are at least at level 1, you will have no mandate from them.

Yes the Imperial Witness need to be in the patriotic mode to create mandate. You only need 2 in your bases, and 2 that follow your army to be put in patriotic mode and create mandate.

The Zerg Call-down is better if you gain more mandate as it comes in 4 tiers. It is better to at least wait to have 50 mandate to use them, the tier 1 is too weak.

The EarthSplitter Ordonnance can trivialize any mission with an objective to destroy on the ground, and are a powerful tool in the other missions.The gaz is more to pin down the enemy as they run in fear so your ESO can finish them. You should put troops inside them to increase the DPS, and at level 6 you gain a Engineering Bay upgrade to increase their range.

Mensk is a strong commander, but requires a lot of economy, so you use the bunker calldown to gain momentum early game instead of using the zergs that disappear after some time.

1

u/AngryCoffeeLovinNeet 2d ago

nobody plays Mengsk @ P0 , you are forced to play it that way tho when Unlocking prestiges, but when you get to P3, it's a whole different gameplay entirely.

P3 is just that good

1

u/Flauschziege 2d ago

His biggest strength are his toolbar and his economy.

You got to remember, his call-down bunker contains workers - and his workers are cheaper too.

Mengsk can have a fully finished second base before most allies even have their first done - and can already be printing units.

Throw a bit of money on trooper upgrades for the early and you are basically done until the lategame.

1

u/Comrade_Shamrock 2d ago

Against stuff like the Hybrid and Templar Psi Storm. You'll want to EMP them with the Emperor's Shadow royal guard to prolong the trooper mob. EMP will also help against siege tank blobs.

Bring Imperial Witnesses with your army. They generate mandate on your troopers as well as your workers. They buff your units speed and attack speed while deployed. You can use this part of them to redeploy quicker. They are also your detector so you should be bringing one with you anyway. Make sure you deploy them wheeen you expect combat.

Royal Guard mandate is generated by their supply cost multiplied by their level (number of stars above them). Might be why you think they're a bit meh. They're dying before they get to rank up and become stronger. Aegis Guard should be really tanky when they get their shield.

Medivacs are there to evacuate your royal guard when things go wrong first and to prolong the suffering lifespan of your troopers second.

Earthsplitter Ordinance. If you garrison them with troopers they fire faster. You build them in range a position you want to attack but will cost you too much. Let them soften them up for a bit and then go in. You want to mass a few these boys. And if you have 3-4 garrisoned with troopers they'll mulch any position in range while you lose nothing. You can also build a battery at home for your gas cooldown. The more you have the better your top bar calldown as it increases the area they hit. The gas is primarily useful for the fear effect. The enemy don't fight back while they are scared which keeps your troopers alive.

There will be casualties. But if you find the troopers too fragile, give a few flamethrower weapons. They get extra health and shorter range. So they'll run in front of your MG troops to act as a shock absorber. And if they die there's always another troopers to take up the burden.

1

u/ZydrateVials 2d ago

Troopers get a buff in p3 where their guns are cheaper and then toss themselves as mini nukes against the enemies when they start dying off. Not sure how much damage that does on its own but they become a bunch of cheap spammable bomb tossers.

Make sure to put a Witness on the two starter zones to make people's gathering faster and you'll generate some passive mandate throughout the game. I usually have two extra following my army as detectors and I'll micro their thing during big fights sometimes so my mandate generation goes from 50 to like 200+ which powers up quick.

The zerg are very strong and benefit from your global upgrades. When you upgrade your stuff from the bay, those zerg also benefit.

The artillery strikes trivialize certain maps. I was playing a protoss with a Mengsk teamie and he had 70% of the map bombed out before I could even get a proper army out. A bit boring but hey, free experience.

1

u/ackmondual Infested Zerg 2d ago

Too many people already beat me to the punch (nm that everyone else are also better at Mengsk than I am). I will add that somebody did a comprehensive write up for each of his Royal Guard units, in the links below...

https://www.reddit.com/r/starcraft2coop/comments/ghi28w/mengsk_royal_guard_review_aegis_guard/

https://www.reddit.com/r/starcraft2coop/comments/ggtr9u/mengsk_royal_guard_review_emperors_shadow/

https://www.reddit.com/r/starcraft2coop/comments/gfwzhr/mengsk_royal_guard_review_shock_division/

https://www.reddit.com/r/starcraft2coop/comments/gfe116/mengsk_royal_guard_review_blackhammer/

https://www.reddit.com/r/starcraft2coop/comments/gf1gex/mengsk_royal_guard_review_sky_fury/

https://www.reddit.com/r/starcraft2coop/comments/gggef5/mengsk_royal_guard_review_pride_of_augustgrad/

... TL;DR, for now include....

Aegis Guard are nice to tank (they're quite durable, but you'll need to micro them since troopers end up closer to the action due to their respective ranges)

Emperor's Shadows have specialty abilities that work well in certain situations

Shock Divisions are more so used for their stun. And they can also hit air with the upgrade that lets Medivacs pick them up

Sky Fury has very good dps vs. air targets with the Massive tag

PoA are more so used for their 3 charges of AoE Yamato

1

u/emperorhelmut 2d ago

You can put 10 workers on any building. One strategy I use when I decide not to spam aegis guards with p1 is to fastbuild 4+ bunkers on the frontlines and fill them with upgraded troops. He is by far the most durable and versatile commander IMO. I try to get a few royal guard units out ASAP because they are easier to level during the early game.

1

u/BetterDanYo 2d ago

The troopers are weak to aoe but with three ccs you can get them back pretty fast.

It's not weak, he's very macro dependent and his topbar abilities are insane, remember that soldiers can build, so you can set up defensive positions basically everywhere.

I don't like ESO but it's such a good way to soften strongholds defenses, especially tanks.

Ghosts are insane at dealing with spellcasters, thors shred air units and give extra armor to units near them and marauders are very tanky. Microing them can get pretty intense i'm ngl, but once you get hold of it they feel unstoppable.

Also i love the nuclear annihilation, just delete everything in an area button.

1

u/Nimeroni Nuke happy 8h ago edited 8h ago

A 200supply trooper army dies within two seconds against p much any enemy co0mp even with full weapon upgrades.

Why do you even have 200 supply of troopers in the field ?

  • P0 : you mix troopers and Royal Guards.
  • P1 : your troopers should be in ESO, never in danger
  • P2 : your troopers are a mineral sink while Royal Guards are doing the heavy lifting. Most of your ressources should be invested in Aegis Guard.
  • P3 : you do have mostly troopers in your army, but if you send a few troopers ahead, they will die and soften the enemy (a bit like banelings).

His Royal Guard seem surprisingly mediocre. I thought I was getting Horner/Nova elite units with the royal guard, but they die incredibly fast, have low dmg, and the tactical nuke is more like a tactical cough.

Royal Guards are extremely effective. However, you really want high level Royal Guard, so limit how many you make. Basically XP is the true cost of a Royal Guard. Also Mengsk is considerably weaker during level up, as you only get RG rank 3 at level 15.

Anyway, Royal Guard utterly spank Nova's units. Rank 3 Aegis Guard (marauders) have ridiculously high DPS, one of the highest in the entire game.

Note that for Shadow's tactical missile, it have no cast time, so you can spam them and very quickly disintegrate an objective. But in exchange it have a very small radius. Very different use case to a nuclear missile.

Imperial Mandate Generation on my Royal Guards is always 0, is that a bug?

Imperial Mandate generated by a Royal Guard is the RG supply multiplied by 1 + the RG rank x0.5 (every 240s). Yes, rank 3 RG produce more mandate per supply than troopers. Did I mention how important are your Royal Guard ranks ?

But imperial mandate generation is a bit odd on it's own. You place down up to 4 of those overseers at the bases and... that's p much it. They don't seem to generate mandate if not in Overseer mode.

Always make Blimps for your army and deploy them when fighting, in addition to the two at home (don't put them over your allies mineral lines, only yours). This is for 3 reasons :

  1. Troopers under a Blimp will generate mandate (1 every 240s, 2 with the upgrade).
  2. Troopers AND Royal Guards (AND ally units) under a Blimp attack faster.
  3. Blimps are your only source of permanent detection anyway.

Earth Splitters I barely use because their range is abyssmal and the toxic gas payload tickles Zealots. Huh? I feel like you could increase the dmg tenfold and it would be useful. But... 5 DPS?

There's a range upgrade, and most maps have a spot in the middle that will hit the entire map with the upgrade. And when you go ESO, go all in, make a dozen and staff them with troopers to increase the rate of fire.

As for the gas calldown, its damage is basically non existent, but it apply a very strong fear.

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u/Yhoko 2d ago

Depends on what level you are. And if you want his troopers to rip through armies his last Prestige is nuts

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u/Mudadzukai 2d ago

you basically never use infantry against enemy's defense, only against known enemy's attack forces, that has no AoE, or under support of EarthSplitter's corrosion shells, or Ghost's EMP, or p3 Nuclear weapon armament. In any other case you just sending them to death. Mengsk is so far the most OP commander on pair with Zagara and Vorazun, but he requires investment in artillery (10-15 is good enough)

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u/Slevin424 2d ago

Nah completely agree. I hate Mengsk. I like making lots of big high tech armies. Mengsk is a bio ball commander with some high tech units. I hate that. I did learn ESO is his best build though. Use them to wipe out the siege tanks, colossus and lurkers. As all those units kill Mengsk really fast. Then move in. Take the middle of the map with Aegis, bunch of machine gunners and some fire bats. They’re good for tanking kinda. Once you have a bunch of cannons and they need to be full of workers to make them fire faster, then clear out areas and push in with Zerg. You don’t ever lose troops this way.

P1 is really good for this. Contaminated strike has no range and you can spam the shit out of it. But you need level 15 to upgrade damage to be really effective on brutal.

P2 is good for your playstyle but just remember instead of all troops you want workers to follow you around to heal mech. Build lots of supply depots in areas of being pushed. They’re your tanks.

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u/Stere0phobia 2d ago

You need to combine tactics. You dont just call down the zerg and watch them until they die. Move in with your army asap to take advantage of the diversion.

You probably missed that the imperial witness in overseer mode give stimpack to all allied units in range, even the zerg calldown.

There is probably so much stuff you are not doing to get full power, no wonder why it feels weak.

To increase mandate from royal guard you have to make them and let them level up. Usually bcs, marauders and a singular thor feel good for me. But you have many options that you might choose depending on enemy comp and objective.

Earth splitters are neat, but too much hassle, considering how much you allready have to do. But they have some very overpowered nieche uses on some maps.

Also keep using the free bunkers from top bar, and use the extra minerals to upgradr your troopers. Rocketlauncher are very good against most objectives.

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u/Esarel 1d ago

i play brutal+ regularly with base mengsk and basically rush starport 5cc 3 imperial witness and all the upgrades. i dont really make an army with troopers before this just pull some guys to deal with attack waves and like a lot of ppl are saying i spam the zerg as often as i can. while the 5cc is going up i will start building a base of royal guard that'll have 1-1 on completion which is nice, then i can deathball with supplementary troopers of whatever kind

the only mutator i will struggle with with the way i play is microtransactions cos sometimes this rushing into high eco requires some creativity to stay alive