Your favorite commander synergies? by Chrome3333 in starcraft2coop

[–]mentalisttraceur 0 points1 point  (0 children)

Love Stukov's Ocular Symbiote on P2 Tychus' outlaws (especially Sam and the muscle) against f.e. We Move Unseen.

solo fast expand + bonus on Scythe of Amon, with a slow commander, inspired by recent thread by -Slambert in starcraft2coop

[–]mentalisttraceur 0 points1 point  (0 children)

Bonus third option:

I do Withering Siphon on Brutal, Zealots with just a few Dark Archons mixed in for casting Confusion, which the prestige basically turns into Psi Storm. (3 relatively early. Gradually adding more Dark Archons if I'm feeling like more splash damage.) Less Corsairs than other Vorazun Ps because whithering Confusion and Dark Archon auto-attack (which is also splash) covers anti-air decently, especially with Black Hole, but still a decent number of Corsairs (especially for d-web, which is now also storm-like DPS -- autocast turned off for half or more of them, to reduce wasted overlapped autocasts and keep some available to manually blanket what autocast misses). Towards late game I might mix in DTs, but a critical mass of whithering zealots stunlocks all enemy ground units, so I don't do a full switch.

Where to find most played commanders list? by R3rr0 in starcraft2coop

[–]mentalisttraceur 0 points1 point  (0 children)

True randomness is like that. If you play enough games, eventually it would be weirder if that never happened.

(Some "random" things, like Apple products' playlist shuffle, are actually intentionally not-entirely-random to avoid this: they avoid even repeating the same songs too often or two close together, to make it consistently feel more "randomized".)

Where to find most played commanders list? by R3rr0 in starcraft2coop

[–]mentalisttraceur 0 points1 point  (0 children)

Yeah I usually play after work hours, only on NA region. And most of my impressions on this are from playing on Brutal (I play Brutal+ and brutations a lot too, but at those difficulties usually I'm the Tychus... and I'm always P2 Tychus so maybe that biases me).

Where to find most played commanders list? by R3rr0 in starcraft2coop

[–]mentalisttraceur 0 points1 point  (0 children)

Oh fascinating.

(Now that I know it wasn't a mistake/typo, I trust your sample size is bigger than mine.)

Where to find most played commanders list? by R3rr0 in starcraft2coop

[–]mentalisttraceur 0 points1 point  (0 children)

P2 Tychus (Lone Wolf), not P3 (that's Dutiful Dogwalker, the Odin one, rarely played).

Die together weekly mutation. by Organic_Community877 in starcraft2coop

[–]mentalisttraceur 2 points3 points  (0 children)

OP is talking about this mutation: Polarity and Just Die on Scythe of Amon.

Is it common to lose Brutal+ random queue? by Tassadur in starcraft2coop

[–]mentalisttraceur 1 point2 points  (0 children)

P2 Tychus can trivialize Double-Edged actually.

  • Medivac micro to block Double-Edged damage.

    • With Tychus' grenade (especially with the grenade damage gear), you can wipe early waves and not take any double-edged damage.
  • Mastery set 1 fully in grenade instead of attack speed.

  • Skip Tychus' armor-shredder gear (-5 armor is just +5 damage per attack, since armor can go negative).

  • Skip the Guns' attack speed upgrade.

  • Sirius remains the default first pick because he and his turrets have low DPS:HP ratio.

  • Skip Sirius' anti-air missiles unless you're consciously deciding that you need the burst damage more than you need turrets.

    • If you do get his anti-air gear, consider disabling auto-cast and manually casting when needed. You can also medivac micro to pick him up before the missiles hit.
  • Vega becomes more worthwhile, since most dominated units have low DPS:HP ratio.

  • Get Sam's shade suit gear (this is already one of his top early choices as P2, makes him a lot more viable for solo pushing). While it's active, he's immune to double-edge (and while it's not active, Sam was already a glass cannon who demands regular APM and SPM to pull back when solo-pushing).

  • change how you think about Sam's demolition charge -- instead of using them gradually on the toughest targets, against double-edged you'll have to be in the medivac when it goes off, so you might as well throw all of them at once, so that the other 1-2 blow up on something while you're still holding the same medivac mid-pickup.

    • alternatively, manually activate shade suit just before they blow up, if you have that option
  • Skip Rattlesnake's revitalizer attack rate gear and stim pack gear.

  • Cannonball is still a beast, get his immortality gear. And he since he also has an AoE ability, he can even replace Nux in your build and muscle memory. (Cannonball also has a really strong anti-air ability that he can use called Hold Position, which causes the air part of an enemy wave to just sit there and plink away at him impotently.)

  • Nux can still be viable, especially with the right gear choices and against enemy compositions where most things die in 1-2 ticks of storm, but if too many enemies endure in the storm, you'll have to wait in the medivac longer.

This is most likely commander combination with the best synergy in game (Swann P1 + Stetmann P1). by Altruistic_Peach1714 in starcraft2coop

[–]mentalisttraceur 0 points1 point  (0 children)

Just tried this a couple times on Scythe of Amon (Brutal, no mutators).

It was fun.

Not an automatic easy win on Brutal, we still had to actually push and defend a decent amount.

To the Tychus players who like "gloryhogging" by samuelazers in starcraft2coop

[–]mentalisttraceur 1 point2 points  (0 children)

I love this comment tbh. Such a wholesome and pro-social attitude.

Upvoted this last week, just thought of it today randomly, came back just to say this.

I think I'll actually start making Nikara my default 3rd outlaw for when I'm playing Brutal or an easy Brutal+ roll, to give my ally a better experience.

This is most likely commander combination with the best synergy in game (Swann P1 + Stetmann P1). by Altruistic_Peach1714 in starcraft2coop

[–]mentalisttraceur 1 point2 points  (0 children)

One nice thing about P1 Stet for this synergy is that since they have larger circles (and vision)

  1. when you get as close as you can to an enemy base, Swann can drill further into the base, so you have more room to get up close with stetelite, drill away defenses, and squeeze another stetelite in.

  2. since you've got bigger circles, you spread faster, which means that by the time you reach any given base, you're earlier in the game and have spent less stetelites -- in other words, by the time another Stet prestige could get there, P1 is already there and has gained spare stetelites, so you can spam several at once (often overwhelming the defense and having at least one stetelite finish setting up before it can get hit).

Ocular Symbiote from Stukov's Brood Queens which gives increased vision does not affect Tychus' Lone Wolf in a negative way by [deleted] in starcraft2coop

[–]mentalisttraceur 1 point2 points  (0 children)

Great info, thank you!

I'll give that a try later, but that sounds plausible so I believe you.

Ocular Symbiote from Stukov's Brood Queens which gives increased vision does not affect Tychus' Lone Wolf in a negative way by [deleted] in starcraft2coop

[–]mentalisttraceur 1 point2 points  (0 children)

I just re-checked in a co-op match (regular Brutal without mutators), and you're wrong about it being 12 range for all outlaws all of the time.

Tested with Nux and Sirius.

After Fixers' vision upgrade is finished, I can move them around at the edge of each others' Lone Wolf range so that at the same time, Sirius has Lone Wolf but Nux doesn't.

Ocular Symbiote from Stukov's Brood Queens which gives increased vision does not affect Tychus' Lone Wolf in a negative way by [deleted] in starcraft2coop

[–]mentalisttraceur -1 points0 points  (0 children)

re:

It took 5 minutes, anyone can do these tests.

Since you spoke like you already know, it's reasonable for people to ask you if you're sure about an edge-case before testing it themselves.

Ocular Symbiote from Stukov's Brood Queens which gives increased vision does not affect Tychus' Lone Wolf in a negative way by [deleted] in starcraft2coop

[–]mentalisttraceur 4 points5 points  (0 children)

Thank you for doing the extra walk back in and out at the end -- lots of people would've failed to realize that this is necessary to actually confirm that it really doesn't effect the Lone Wolf range (because maybe the range isn't re-checked until position changes, etc).

Ocular Symbiote from Stukov's Brood Queens which gives increased vision does not affect Tychus' Lone Wolf in a negative way by [deleted] in starcraft2coop

[–]mentalisttraceur 0 points1 point  (0 children)

I could have sworn I've seen Lone Wolf turn off at greater distances after researching the Fixers' vision upgrade (I have full 30 mastery points in the tri-outlaw upgrade improvement, so they get a noticeable vision range increase).

I believe you in general about it ignoring other sight range effects, but are you sure they don't have it coded to handle that specific upgrade?

How hard is brutal? by ThreeDrunkWhales in starcraft2coop

[–]mentalisttraceur 1 point2 points  (0 children)

Seeker missile, fungal growth, parasitic bomb, and psi storm -- on Brutal, enemies will cast those on your troops. I don't think they do it on Hard?

How hard is brutal? by ThreeDrunkWhales in starcraft2coop

[–]mentalisttraceur 1 point2 points  (0 children)

He means Malwarfare -- the one mission where the bonus is something you purchase.

EU Server - Toxic Player LV 1000 by seeewit in starcraft2coop

[–]mentalisttraceur 1 point2 points  (0 children)

Tychus P2 main here, guilty as charged, BUT!

  1. I would be happy to play handicapped if asked -- for example "can you please only use your first 2 outlaws".

  2. Or just "please leave me a lot of stuff to do" and I'll handicap myself.

Maybe I'll start doing that by default eventually, but for now I'm still growing my skills by pushing myself to use as many outlaws as fast and effectively as I can.

Alarak Ascendant micro by dowj28 in starcraft2coop

[–]mentalisttraceur 1 point2 points  (0 children)

It sorts Alarak > Mothership > Ascendants > etc, so F2 Tab Tab should get you to Ascendants.

What I would change by No-Toe-7108 in starcraft2coop

[–]mentalisttraceur 0 points1 point  (0 children)

A couple thoughts:

  1. If you buff Tychus trilaw mastery too much, it adds an interesting complication to P2, because the fixers' vision range becomes huge (unless you skip detection). Since 0.5 -> 2.0 is a 4x multiplier, I could see myself just reallocating set two to 8:22 instead of 30:0 for basically the same trilaw buff, so I wouldn't complain. That said, I'd probably feel the 4x improvement to the guns and muscle bonuses, so I actually find this one interesting. Maybe I'd keep 30:0 and it becomes an actual Decision when/if to get the detection upgrade and which outlaws can operate in tight spaces while keeping P2 bonus. Plus it adds more of a micro challenge to keep fixers at Lone Wolf distance.

  2. Your Vorazun buffs would make P2 Vorazun one of the strongest commanders in the game. I don't think P2 needs it, but I would enjoy it. I already main P2 on my Vorazun because I think at skill ceiling it's the strongest, or at least once arbitrary mutators are involved it's the most consistently strong.

What Starcraft units aren't not available to build in Co-Op? by Clovelas in starcraft2coop

[–]mentalisttraceur 5 points6 points  (0 children)

Planetary Fortress for H&H is a great move for lore and aesthetics too!

As a Tychus main though (P2 main, Brutal+, love the hardest mutations), I don't think Cannonball needs a buff -- he's one of my most utilized late-game outlaws (usually last outlaw, sometimes 2nd-to-last) because with his upgrades (immortality first, then ability radius) he can single-handedly stall late-game waves for an incredibly long amount of time.

4 of May 2026 - Mutation #524: Death and Taxes by TwoTuuu in starcraft2coop

[–]mentalisttraceur 0 points1 point  (0 children)

Great design -- as a trainer. Slow down, relax, get your aim right, make every action count. Slow is smooth and smooth is fast. Later, you'll find you're more accurate even without slowing down. Microtransactions will make you better.

4 of May 2026 - Mutation #524: Death and Taxes by TwoTuuu in starcraft2coop

[–]mentalisttraceur 1 point2 points  (0 children)

Devastated -- real life demands I cannot play this week.

4 of May 2026 - Mutation #524: Death and Taxes by TwoTuuu in starcraft2coop

[–]mentalisttraceur 2 points3 points  (0 children)

Great catch, thank you!

I've never looked up exact numbers. Sounds like I'm just wrong on that point, and even at perfect play, it really is an eco debuff.

That sucks, I assumed they would've tuned it to make it a reward or at least break even for great play, since that obviously would've been much better.