/r/starcraft2coop
A place to discuss Starcraft 2 Co-op (SC2 Co-op)!
Offenders will receive warnings. Repeat offenders will be banned.
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.
It is a two player cooperative mode with campaign-style objectives.
Mutations add special modifiers to Co-op Missions, rewarding bonus experience.
Unlocks units and abilities.
Separate for each commander.
Increases power level.
Shared across all commanders.
Does not affect power level.
Shared across all commanders.
Rewards badge emoticons.
Maguro has designed some custom mutations to mimic a mini-campaign.
/r/starcraft2coop
I find it incredibly tedious and counterproductive to manually ensure that each corsair has disruption web autocast turned off.
@!#!$!#!$!#!!#$!!#!##! And you @$!@!#!$!#!$!#!@!$!##. You p@@!$!$# ..... My coop commanders are all level 5 again. That was me flipping shit.
Been thinking of getting back into coop after i reinstalled the game and remembered i topped out on Artanis and Zagara way back, so i'm looking for new commanders to try and thought Vorazun might be a good pick. Against compositions that are heavy on ground with Withering Siphon, can fully upgraded Centurions and Corsairs be viable? On paper it seems the case with the Darkcoil and Disruption Web affecting even heroic units, but i wanna know if any of yall have actually tried it and if it's good. If not, what are unit comps that work well against air or ground with Withering Siphon? Thanks in advance yall!
I normally don't talk about speedruns since it's mostly a dead scene, but I thought this was a nice little breakthrough, since it was unclear for a while if it was possible outside a duo run. Map is L&L (obvious), with a finish time of 3:48, significantly under the 4-minute barrier.
Here is the link to the run for anyone interested in seeing it: https://www.youtube.com/watch?v=do6EXsnf114
Some notes for the curious:
Due to the capture mechanic, the "idle" partner still needs to help capture the locks, which does require good planning/execution on their part. Overlords are actually allowed, but most runners prefer to drop Raynor MULEs due to convenience. In this particular run, Raynor can only bank 2 MULEs, so SCVs have to be used for the close 3 locks, and there is no recovery if either MULE dies.
Zerg is the optimal enemy race because they have many melee units that can be bodyblocked from reaching the locks and be attacked at the same time, allowing Brutalisks to defend and capture all at the same time. This also allows for the Brutalisks to be split to capture the final two locks simultaneously. It also helps that Zerg has the least amount of anti-armor.
Even though it seems like you only have to roll for enemy race, there's actually A LOT of RNG involved. When a lock is being captured, the game randomly selects 1/3 of the defenders to rush towards it. It does this until either all defenders are dead, or the lock stops being captured. The combinations of units being sent matters, as some combinations simply do too much damage. Locust spawns and nest respawns also matter in helping clear out the enemy units. In this run, the RNG was nearly perfect for the final two locks, allowing captures almost uninterrupted.
There is a lot of jank in how the enemy units behave while rushing the locks. Sometimes they'll run all the way to the back of the lock and sit there, stalling the locks. This is especially annoying for units that can't attack the Brutalisks directly and thus are more likely to run by.
The spore crawler used for initial luring is used at the left lock to make it more consistent. It provides detection to handle the enemy SH whose burrow-unburrow behavior is super unpredictable, and it shoos away the Overseer that can interrupt lock capturing. Most critically, its detection allows for fast-killing of one of the Lurkers, whose biomass is necessary to morph the 3rd Brutalisk.
The abandoning of the 4th lock after completing it is very intentional. As enemy units move to recapture, they initiate Rohana's recapture-warning dialogue, which prevents the 5th lock capture dialogue from occurring. This way, the game ends shortly after the objective completion checkmarks are earned (5s is the minimum time between checkmarks and game ending). This is extremely difficult to time because the final two locks are so RNG-dependent, but this run had basically perfect dialogue skip completely by coincidence (checkmarks at 3:43, game ends at 3:48, the minimum 5s).
At the left lock, the SH farthest away is a run killer simply due to how far away it is. If it doesn't rush the lock early on, you waste tons of time killing it (and collecting its biomass). In this run I somehow executed a perfect nest kill on that SH (lay nest where it will burrow, draw aggro of Lurker and Spine so the nest doesn't die while arming).
Masteries were 15/15 (nest will 1-shot SH for the contingency in note 7), 30/0 (duh), and 1/29 (allows 6th nest cooldown to begin from the start).
Many people in the co-op community claim that P1 Nova with Ravens and Liberators is the best. Just wondering—how do you guys make mass Ravens and Liberators work effectively for Nova P1?
After trying mass Liberators and Ravens a few times, I find the combination awkward to handle. Liberators can demolish ground units and objectives, but I struggle to make them work against air as effectively. I especially struggled against mixed compositions like Shadow Tech Terran with Battlecruisers and Ravens.
All this being said, I understand that Nova P1 with Liberators/Ravens is considered her strongest build by many veterans. I personally prefer P3 Nova, but I don’t want to finalize my opinion until I fully understand and master this build first—its strengths, weaknesses, and execution.
I have no trouble with other P1 builds like bio against Zerg or factory-based strategies, but the air composition feels much harder to manage.
Any detailed advice would be appreciated, especially regarding control groups, unit selection, and when/how to switch between them. Thanks in advance!
I thought since game didn't get balance update for a long time the prestige tier list should be kinda clear with the majority agreeing, but seeing the tier list still varies so much, is it because some prestige are only powerful on the Right player or does powerful prestige that anyone can play and everyone would agree this is OP S tier simply doesn't exist?
Mutation #459: Portal Power / Map: Void Thrashing
Mutators: Power Overwhelming, Void Rifts
Power Overwhelming
All enemy units have energy and use random abilities.
Available abilities: Psionic Storm, Guardian Shield, Seeker Missile, Irradiate, Abduct, Fungal Growth, Graviton Beam (Urun), Psi Orb, Time Warp, Vortex, Defensive Matrix, Point Defense Drone, Disruption Web and Phase Shift.
Urun's Graviton Beam can lift heroic and massive units.
Vortex is used only on Brutal.
Against structures are used: Point Defense Drone, Guardian Shield, Defensive Matrix, Disruption Web and Phase Shift.
Against units, Vortex and Disruption Web have lower chance of being casted.
If an enemy unit didn't have energy, it's given 50 starting energy, 200 maximum energy and 0.5625 energy regeneration. But it won't become susceptible to the Feedback ability.
EMP works as units have to have at least 51 energy to cast spells.
All abilities cost 50 energy, but there is other logic behind casting abilities. There is a global energy pool with regeneration that increases with mission time. End each ability costs energy from the global pool according to its power. This limits the total number of spells, and thus balances between different compositions and unit-spawning mutators.
Global energy pool is separate for each player. Spells casted from each pool will target only units of one player (although splash will affect all player units). So for example solo will be easier, as enemy will cast spells from only one energy pool.
Units revert to normal when mind-controlled/reclaimed.
Spells are casted even through Vorazun's Timestop.
Enemy spells can target burrowed and invisible units even without detection.
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:
Zergling 8. Adept 15.Void Ray
Baneling 9. Zealot 16. Banshee
Roach 10. Stalker 17. High Templar
Hydralisk 11. Siege Tank 18. Raven
Marine 12. Immortal 19. Infestor
Marauder 13. Ravager 20. Hybrid Destroyer
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).
https://www.maguro.one/p/mutators.html
https://starcraft2coop.com/resources/weeklymutations
https://starcraft2coop.com/resources/mutators
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#40 Portal Power – 12/18 SOLO CLEAR
Mutators: Power Overwhelming, Void Rifts
https://youtu.be/N-Y9iO-23JU (advice)
Standard void rifts defense. Fly a unit around the bottom right to the bonus to get vision of any rifts there.
Remember that observers and overseers will cast spells on your invisible hit squads.
For duos: Karax and HH
For solo queue: Tychus, Zagara, Abathur
Failures [and why I failed]
Nova (p3) [hate power overwhelming]
Swann (p0) [hate power overwhelming]
Successes [and key points]
https://www.youtube.com/playlist?list=PL3FSCru5EHIgsFDb_2jne2IXls-xyKYk0 (playlist)
https://youtu.be/q8I41YLMoXc (Stetmann p2 - Gary for far rifts, lings for close ones, ultras for pushing)
https://youtu.be/9EimbSHXCmg (Abathur p3 - still easier than many commanders)
https://youtu.be/IWouuatuYVA (Mengsk p3- defend the center, ESOs keep attacking the thrashers or else the fortress will die)
https://youtu.be/hWUEbvtSQQQ (Kerrigan p0 - omegas everywhere. don’t stop moving)
https://youtu.be/mFd0XkES8K4 (Fenix p2 - Lone wolf lite)
https://youtu.be/mxIoNljqg8A (Karax p3 - tower push when using purifier beam)
https://youtu.be/yB85lhm1eaU (Zagara p3 - bile launcher several thrashers)
https://youtu.be/_yQ3JzyxHCo (HH p2 – pray that PDDs don’t completely wreck you)
https://youtu.be/UNemPfzvjZQ (Tychus p2 - the usual rifts stuff)
https://youtu.be/FarSz5pRCDs (Vorazun p3 - dark pylon walls)
https://youtu.be/bF2u1qAH8KE (Dehaka p3 - impalers, then creeper hosts)
https://youtu.be/UTQnHvT8VDA (Zeratul p0 - dts control rifts, stalkers and sentries push)
https://youtu.be/5K1uw6iqm4o (Abathur p0 - the usual rifts stuff)
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
I played a match of Void Thrashing with a Mengsk teammate who kept pinging me to defend his EOs in the middle. I mean, I was going to help, but the constant pinging and expecting me to cover for him was annoying. If you’re going to place EOs in the middle of the map, you should know how to defend them yourself.
I recently played Mengsk too, and one of the first things I focused on was learning how to handle enemy attack waves. It’s not that difficult—unless you’re playing P1, you have at least three solid options to defend your EOs: Nukes, Zerg units, or the EOs themselves (as long as it’s not an air composition).
There is a combo I recommend everyone try at least once. Its p1 karax and mengsk p1. Go mass bombardment and wait for crono. Didn't know crono boosts the attack speed of you earth splitters making then totally nuke any spot in seconds.
Found out about this when grinding for levels on rifts of korhal as mengsk. Not really saying much with this post but really liked the combo and hope others try it.
So.. I know the game is "old" but I have been playing starcraft all of my life after I found it when I was around 12 years old. That is my background, now on to the subject.
I have been in Co-op missions on a mission to level up basically all the commanders...I have not bought the $5 on any commanders( wish I had the extra dough to buy).
Anyways I was playing as "Artanis" and after I reached level 5 , it sayd that the commander level is CAPPED!!. I saw that on other commanders this is not the case. My question is, "is Artanis the only commander that caps at level 5?"
That's all. Just thought it was funny.
I’m a Zerg commander with Kerrigan, Zagara, and Dehaka at P3 max level. I prefer commanders that can quickly produce large numbers of units and Overlords without much delay.
Recently, I started playing Fenix, but I found his macro management to be overwhelming and, to be honest, not as rewarding as other commanders like Dehaka. I consider myself a Dehaka main—he’s my favorite—so I often use him as a point of reference.
With Fenix, I didn’t enjoy juggling his economy, constantly building Pylons, constructing unit-producing structures, keeping track of which building has which upgrades, and then waiting a long time for units to be produced. I realize I’m comparing Fenix a lot to Dehaka, but the difference is hard to ignore. Some might argue that Fenix isn’t weak and that Dehaka is just overpowered, which I can understand. However, when I look at the effort required to manage Fenix’s macro, it just doesn’t feel worth it—especially when there are commanders like Dehaka who can upgrade from his Hive, spam a single unit, and still dominate the game.
For example, Dehaka’s pack leaders can solo Brutal or even Brutal+ at level 1 with a 60-second duration. Meanwhile, even at P1, Fenix feels weaker than a single Dehaka pack leader—and significantly weaker compared to a P2 pack leader.
I think Fenix could have had benefited from some form of macro assistance, such as an instant 200 supply cap, faster unit production, or warp synchronization like Artanis.
> By the way, I don’t play the traditional StarCraft RTS PvP—I just play co-op for fun. My main concern in this post is the quality of gameplay—how enjoyable and satisfying the experience feels.
My discussion about Raynor received a lot of good ideas, many being much better than what I had suggested, so I’m very excited to see what the community thinks of the Queen of Blades.
First off, Kerrigan is one I struggle to think of changes for the most because she has a very well rounded arsenal as is, not really being one that specializes in much of anything. I’m personally a P2 lover because Kerrigan’s extra DPS can make her a wave clearer at the expense of being more of a glass cannon, with a backup army in the nydus in case I need additional map presence or firepower to a failing fight.
The only change I can think of is the following, but I’ll leave a few other suggestions to get the ball rolling on the discussion:
-Change P1. Playing Kerrigan without Nydus is just minimizing her power, the only missions where it’s useful are probably DoN and TotP with mass hydra/lurker builds, but even then it’s highly mutation dependent. Considering that there’s only one mission per week we all play knowing the level and mutations, it really isn’t good for random Brut+. I think that instead of removing Nydus, the downside should be that either Kerrigan’s and/or all combat units movement speeds becomes drastically slower off creep, instead further promoting Nydus use and creep spread in general in order to reap the benefit.
-For P3, I think it gives too much while taking too little. It removes both of Kerrigan’s abilities while replacing them with abilities that deal the same damage but from range AND can hit air, while benefiting assimilation. Like, how is human Kerrigan more powerful than infested Kerrigan? One idea I do kind of like is to make assimilation aura global so that if your ally is fighting in another area, then you both can receive the doubled resource drops. So to compensate, it could make more sense to increase combat unit cost by 30%, or to just nerf Kerrigan in some other way.
-The only other thing that comes to mind is to change Kerrigan’s mutalisks to corrupters, her mutas are either baby brood lords or just cannon fodder/wasted resources that don’t do much, especially compared to the likes of Abby or Dehaka mutas. Changing them to corrupters could give Kerrigan a different AA option instead of only having the option of Hydras. Since Zagara is the one with corrupters, I’d say change hers to the campaign mutalisks that can morph into vipers, that’d give her a spellcaster that could be of use for her army… but that’s a conversation for another commander’s day.
Let me know if anyone has anything to add or any better ideas, looking forward to the discussion!
Currently I'm only playing coop mode, and I'm only playing nova, zagara, tychus and dehaka who has supplies start and not paying attention to supplies anymore, then after when I playing anyone who doesn't have it and needs supplies I feeling annoyed build supplies and thinking the entire time, man those 100 crystal and time is such a waste to build. Wanted ask did I developed a bad habit not wanting paying attention to supplies?
In a magical alternate world where Microsoft tells Blizzard to restart development for Co-op, are there any Microsoft properties that you think would make good commanders for a crossover?
Gears of War: Might make for some interesting gameplay, if there was a way to make the 3PS's cover system, rapidly-regenerating health, and reviving downed allies translate into an RTS setting. Could be sort of a fusion of Nova/Fenix/Tychus's gameplay, with a focus on slightly stronger hero units amidst more faceless armies.
Brütal Legend: While the tone and setting of this IP doesn't really gel with Starcraft, it does have the edge in that it's actually an RTS in the source. Brütal Legend's core mechanic of having a weak hero unit that can pair up with any other unit to make it more powerful depending on the situation would actually be a really cool mechanic to see in StarCraft. The Tainted Coil/Doviculus's faction's unique mechanic of this being the only way to make most of its units is also something that SC doesn't really have an equivalent to.
Halo: Yeah, sorry, I can't pretend to be enthusiastic about Halo. But it is still pretty much Microsoft's premier video game IP, and the tech level and general tone of the setting are a decent match for StarCraft, at least. It also had an RTS spinoff series, so I'm sure it could be made to work.
"please try again later."
Anyone else getting this error when trying to play?
If you know the maps and where enemy waves spawn, camping with Abathur's toxic nests isn't hard, but it isn't always just - place toxic nests in good positions and forget about them. I made a short guide that will help you with that: https://youtube.com/shorts/nmb6ebiw5v4
all my commander are stucked at lvl 5 the free and the purchased, wanna ask what can i do?
https://i.redd.it/tmgia6zu50ge1.gif
If u want to skip my rant only read the final thoughts.
I’ve been hearing a lot that P2 Fenix (Network Administrator) is the best Fenix prestige, but I haven’t been able to make it work quite as well for me.
The reason may be that I’ve gotten very used to P1 Fenix’s call-downs, and to be honest, P1 is really powerful. It’s not uncommon for me to get kill counts close to Kerrigan or even P2 Stetmann. With P1, even Arbiter Fenix becomes a solid fighter, especially since there’s no incentive to use Offline Energy Cooldown mastery—instead, I put all points into attack speed for suits.
With the weapon upgrade, Arbiter Fenix’s auto-attack reaches 106 DPS, is omnipresent, and can teleport and cloak units almost indefinitely. Praetor Fenix (Zealot Suit) can push into enemy bases without much risk of dying, providing tanking and damage for the critical first 20 seconds of an engagement. Dragoon Fenix is twice as effective as a normal Dragoon, as his cooldown is halved and syncs almost perfectly with his ability cooldowns.
In random Brutal+, many mutations don’t favor divided armies, especially environmental mutators like Nukes. Some mutations require focusing on one or two unit types—for example, on Double-Edged, you want to mass Carriers, Adepts, and Conservators, while Mutually Assured Destruction favors long-range units over melee.
That being said, I can see the appeal of P2 Fenix when economy is restricted, such as in Micro Transactions or Slim Pickings. However, in random Brutal+, those mutations are relatively rare, while environmental mutators are almost guaranteed every game.
Some argue that P2 provides better sustained early-game damage on maps like Dead of Night, Parts and Parcel, or Miner Evacuation, which is true, but that doesn’t mean P1 is weak on these maps if you manage Conservators properly.
P2 halves their cost but doesn’t nerf their abilities, which sounds great on paper.However, Amon prioritizes targeting casters, and the extra HP on Conservators (P1) actually helps keep them alive. Also, they are harder to target becuz they are in a middle of crowd as opposed to 3-4 champions.
I also dislike constantly reproducing them mid-battle, since it requires multiple actions:
I generally prefer control groups for things that don’t die or reproduce often—heroes, buildings, or even Nova’s units. For example, I dislike using control groups for Troopers or Zerglings because they constantly need to be re-added, even with rally points.
Biggest Issue With P2 Fenix:
Sometimes, I don’t want any Fenix suits online so they can fully recharge energy, but P2 forces me to always have one suit active.
P1 is great because:
Suits come in, drain energy (or HP in risky fights), then retreat when their job is done.
They rest and recharge, allowing me to summon them only when needed again.
The SC2 co-op community widely agrees that P2 Fenix is the best, which makes me think I’m probably using it incorrectly.
Can someone explain why P2 is considered the best and provide guides/tips on how to use it effectively?
This is the conclusion of me, kinda my first RTS, but having more experince in moba and turn based games
Raynor: The most basic terran playstyle, building a defense and then an army
Kerrigan: good early start and basic zeg build
Artanis: good passive skill for helping at start
Swann: having the laser is a great defense, but having no human unit feels odd for me
Zagara: great start help with 100 supplies, instant unit spam
Vorazun: dont liked her templar playstyle
Karax: very good passive skills and the expensive unit does their job
Abathur: i dont like his aggressive playstyle, without a lot biomass i feel like i have no damage
Alarak: great hero unit and almost immortal with ammount his skill can heal him
Nova: another great 100 supplies starter, nuke is great, unit will be teleported, are expensiv but also buffy as hell
Stukov: I dont like his playstlye of constantly having zombies but also dies quickly too, instead having quick dying, a lot unit and fragile unit, i rather want buffy expensive units
Fenix: Fenix hero unit feels weak and also his protoss unit also felt kinda weak to me
Dehaka: great hero unit literally plays like a moba hero QWER skills with lvl up, and also great passive summon those primal zerg, even his normal primal zerg feels very strong, with dehaka im totally confindent playing aggressive
Han & Horner: interesting idea a moving crusier producing unit, dying unit left material behind and a good defense skill, for me this feels like aggressive but with a lot unit control
Tychus: you literally just playing a moba hero team with him since all his unit are hero unit, would love just playing aggressive with the outlaw team while my partner defending my base
Zeratul: great hero unit but i hate the artefact searching
Stetmann: dont like his playstyle of basically placing his buff field to the entire map, too much micromanagment for me always checking can i place the field now and where
Mengsk: the units can become very strong with an aggressive playstyle, but i kinda hate his supplies are bunkers and i need to build tons of bunkers
Overall, im thinking im gonna play the commander who can get strong buffy units and has hero units
https://youtu.be/sI3vaYw9k1w?si=JsZJnYKM3k76CETk&t=153
this is a post from a Chinese forum by a knowledgable player who has a deep understanding of the mechanics/interactions of mutators, etc.
Based on my understanding of the post, he claims that if there are two red dots (attack waves) on the map at the same time, the hybrids from the second group (bottom right) will wander off from their group and try to meet up with the top left. This is most noticeable during the 18:00 and 23:30 double waves.
if you delete the entire top left wave before the bottom right wave starts moving, then the hybrids will behave normally.
(if there's a mistranslation on my part, please let me know)
from my own experience, i think the hybrids from the southeast are trying to replace the dead ones before heading out. on lock and load, if you destroy the enemies before they move out, they will slowing replace the units from the bases.
since this week's mutation is on temple, it's a good time to ask the community to test this out and share your findings.
whats the fastest way to lvl up in low difficulty, like is it faster doing a casual and random mission for 25% exp or a normal with 20% and with a fast mission, and also are some mission on hard or even brutal still easy with the right commander?
What is every commander's best strategy against Double-Edged?
Here’s what I think off the top of my head, but let me know if I’m wrong:
Allies with easy healing are the most helpful. The best ones include:
what do you guys think?! DE is literally pain in the neck and hence why I asked this question.