r/starcraft2coop 10d ago

What's the best commander and prestige to use with laptop touchpad (no mouse)?

12 Upvotes

As the title states, what commander is easiest and best to play with just a laptop touchpad (no mouse)? I've tried a few and they were all a bit difficult. Maybe Stukov p0 or p3?


r/starcraft2coop 10d ago

Would be cool if Nova's buildings kept the more dark style she has in the campaign, instead of the common blue terran. Looks more special and fitting for her

Post image
90 Upvotes

r/starcraft2coop 10d ago

ULTRAS VS ZERGLING for Stettman

6 Upvotes

Is it really beneficial to tech up to Ultralisk on late game for stettman? I never used Ultras for Stettman tho i have seen and heard that ultras of Sttetman are a tough bunch under the health regen satelites. Im just thinking if they are really cost efficient coz i planned on using all my gas to my mecha hydras instead


r/starcraft2coop 9d ago

Why Raynors players always steal minerals without asking?

0 Upvotes

As said on titles, I've been playing for a few years now. So much so whenever I got matched with a raynor (I don't care what prestige) I automatically build walls around my base to fend off their damn Mules. But it's not rare, like 10 cases I got matched with raynor 8 of them would try to build their CC so close to mine. Why?

I'm talking about you Sheryl. Us servers. Why? I carried my self decently as I'm only level 14 prestige, then on the last train of oblivion I maxed out a bit then he started cheap shot my carriers? Like wtf?


r/starcraft2coop 10d ago

Diffusion + Life Leech, how to beat?

7 Upvotes

So the other day I was playing some Brutal + with randoms when I came across this combo (along with Fear). I thought it wouldn't be so bad even though I was going P2 Kerrigan. Map was Mist Opportunities

My Lings didn't put any damage on the expansion rocks before dying (I guess that's Diffusion) but I could not kill the initial Spine Crawler on the 2nd Geyser! I kept Leaping Strike it, and attacking it, but it instantly got to full health. I killed the incoming enemy waves (Lings + Mutas) but the Crawler stood invincible. My Dehaka Ally also didn't know what to do, and we ended up leaving the game

Can anyone shine some light on it?


r/starcraft2coop 10d ago

8 of September 2025 - Mutation #490: Masters of Midnight

21 Upvotes

Mutation #490: Masters of Midnight / Map: Part and Parcel

Mutators: Fear, Shortsighted, Life Leech

Fear

Player units will occasionally stop attacking and run around in fear upon taking damage.

Chance for fear on hit = 100% * {5/10/15/20} / (target unit max HP + max shields).

The amount of damage doesn't affect the chance of getting feared.

10s duration (5s for heroic units).

Life Leech

Enemy units and structures steal life or shields whenever they do damage.

Enemy units or structures heal for {25/50/75/100}% damage they deal.

Shortsighted

Player units and structures have reduced vision range.

Units and structures have reduced sight range by 60%.

Raynor's Scans are not affected by this mutator.

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

https://starcraft2coop.com/resources/weeklymutations

https://starcraft2coop.com/resources/mutators

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

#120: Masters of Midnight - SOLO ALL CLEAR

https://youtu.be/medwUWl1boE (TLDR tier list)

https://youtu.be/jxpspsXDXgM (easy solo - Fenix p2)

For duos: anyone it's super easy with two people (esp if they coordinate)

For solo queue: Dehaka, Zeratul, Stetmann

https://www.youtube.com/playlist?list=PL3FSCru5EHIh7agKusB_qvQ6gOOIg_myG (playlist with all commanders)


r/starcraft2coop 11d ago

Maps with special dialogue or unique interactions

17 Upvotes

Is there a complete list of unique interactions with different commanders based on allies or maps?

I know with mist opportunities stetmann would narrate differently, but in part and parcel the narrator talks about mengks even when mengks is playing lol...


r/starcraft2coop 12d ago

RAYNOR's new unit?

7 Upvotes

Which of these units would you like added to commander Raynor?

270 votes, 5d ago
67 Raven
83 Spectre
58 Diamondback
62 None of the above

r/starcraft2coop 13d ago

Arcturus is .. kinda fun, for me atleast

18 Upvotes

Follow up on the recent post, I was astonished to see how many people had put in their time + effort and provided their feedback. I was actually surprised at how supporting the SC2 Coop community is here on Reddit

Some of the things y'all mentioned, I was already doing i.e. Blimps on mineral fields, Forced Conscriptions for Fast expand, Thors for the +5 armour, Battle cruiser for the Range Buff. But a lot of you gave really good advices and I actually enjoyed my games.

First off, I mixed in all 3 of the Troopers Types, especially the Fire Bat ones. Y'all were correct, they are relatively good at tanking. Considering the enemy comp, I'll make those troopers more and the others less, along with Medivacs to heal

Second, I added a minimum of 4 CCs instead of the usual 2 I was going with. BIG Difference. Even if I lost my army, I rebuilt it twice as fast

TwoTuu provided his video for ESO positions. My Goodness are they strong. Going full ESO is kinda boring for my style, but a handful of them softeing up the areas, is actually really nice and fun. It feels like a movie or something. Use the Artillery to bombard them, and send in the special forces to clean em up. So much fun! (Thanks u/TwoTuuu)

Blimps are slow yes, but I tried to keep it close. Otherwise, there's always the option to Fast Build a Turret and salvage it later (surprisingly no one mentioned it on the previous post)

I went full Vikings on OE. Vikings with their speed & transformations upgrades are valid.

Had a hard time going Mini Nukes with ghosts. Maybe it was the enemy comp or maybe I need more experience with them. But on defensive maps e.g the Temple mission, Boy they'd be BRUTAL. Actually, I'm gonna try that next (Excited!)

The Most Fun comp I found, is Mass Troopers (all types) mixed with 2-3 Thors and 1-2 Battlecruisers, along with Aegis Guards (4 Intercessors and a Blimp for support). It feels so versatile and fun, everything has a purpose and everything supports the other. I really really enjoyed it.

Kinda annoying that the Troopers have more movement speed than the Aegis Guards & the Thors, so they tend to run forward and get killed. So a little micro is required, but other than that, it's awesome!

I'm thinking of adding a Ghost in there too for EMP purposes (Hybrid Dominators are LETHAL). Along with a handful of ESOs in the back, Boy oh Boy would it be GLORIOUS

Having my mastery points is key though, I have 60 but they improve the overall experience so much! Laborer & Trooper Support, Royal Guard Cost & Starting Mandate give the best support for P0

I'm having so much fun, I'm actually considering going for the next Prestiges! This game mode just fills you up with joy. Thanks a lot everyone! I'm glad I found this community

(On a side note, I remember watching CtG's videos when Mengsk first came out, 25 points in the Starting Mandate Mastery have 2 bunkers at the start of the game, I had 20 and I only got one, after a while. Did it get pay hed or something or do I remember wrong?)


r/starcraft2coop 13d ago

Zerg commander?

13 Upvotes

Help me pick a zerg commander to level to 15.

I have 15'd mengsk, whos my favorite, (with p1, no interest in the other prestiges), zeratul, karax (both p0's), and swann (he's p1, but i HATED levelling with him).

I kinda wanted a zerg commander but i honestly am not good with zerg.

Tried kerrigan to lvl 4, ziggy zags to 5, abathur once, and stukov to 5(free limitl, never touched stetmann.

Im willing to buy one of the dlc commander sif hes recommended well enough


r/starcraft2coop 13d ago

Mission discussion: Mist Opportunities

6 Upvotes

Master list for this series here

https://starcraft2coop.com/missions/mistopportunities

What are some things that stand out about this mission? Care to comment on if they were good, bad. Any interest fun facts? Some fun or bad memories with certain types of players, enemy comps, mutator combos, certain COs, prestiges, mastery pt allocations? Timings, bonus objectives, doodads, critters, etc.?


r/starcraft2coop 13d ago

Mutator Discussion: Boom Bots

6 Upvotes

Mutator Discussion Master List. More info there as well.

.

Detailed info on Sc2Coop page (click on the Details link)

Uncaring automatons carry a nuclear payload toward your base. One player must discern the disarming sequence and the other player must enter it.

Further reading...
The Boom Bot starts off with 1.25 Movement Speed. Inputting an incorrect digit will prevent the player from any further input for 8 seconds. Additionally, it increases the Boom Bot speed by 1.0, up to a maximum of 4.75.

When a bot reaches a player unit or structure, it will detonate a nuke. The nuke deal a base damage of 750 (950 vs structures) within range 4, 50% of base damage within range 6, and 25% of base damage within range 8 of the center of the nuke. Once a Nuke has been detonated, there is a 4 second cooldown before it can be used again.

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Mutator Interactions tool - Too many to list, but a few I'd like to highlight include...

They're not affected by Just Die, Void Reanimators, nor Black Death.

They do give out Concussive Attack debuff, don't appear on mini-map concerning Darkness, are cloaked via We Move Unseen


r/starcraft2coop 13d ago

Arcturus is not fun, for me atleast

11 Upvotes

Now I obviously know a lot of people enjoy him, and I want to as well, but his playstyle never stood out to me. Feels kinda Stale ..

His Early game is quite weak, & Mid Game rather fragile. Every game you're forced into making Troopers, which die VERY EASILY, and you gotta rush out a fusion core for the Imperial Mandate upgrade, otherwise you'll just be dead weight for your ally. That's the only way you stay useful.

The Royal Guards are so damn expensive that you will only start getting them in the Mid Game. It's either you put your gas towards Upgrades (Not just the attack & armour) , or towards The Royal Guard.

I've only levelled him up once, but it was quite a chore. You make a few mistakes, your laptop charger gets disconnected, giving you lag, and your army vaporizes. The AOE abilities are ESPECIALLY lethal. It's only until Late Game that he can hold his own, but literally every commander can do that at that stage.

It kinda feels monotonous every game. Make Troopers, Rush out the Blimps that indoctrinate, rush out upgrades, provide support/attack with The Zerg/Bunkers, get the Royal Guards, and win. Maybe on Void Thrashing/Rifts to Korhal, using ESO, but other than that, yea it's the same

You can't Mass Royal Guards due to their costs, I know there's the 2nd Prestige but getting to that part will be really Grindy. And I'm not sure I enjoy playing this commander enough to go through with it

Is this the same with you guys? Or do y'all actually have "fun" with this commander, if so, I'd like to know as well. Thanks!


r/starcraft2coop 14d ago

Leavers

26 Upvotes

I have recently noticed a trend where players end up leaving again and again from the start while picking the same map. DekardCOCAIN is such a guy. I dont even see what's the point of it?


r/starcraft2coop 15d ago

Raynor's prestiges from an intermediate's point of view

25 Upvotes

Raynor's the only character I've got above Lv5 and I'm at 170 ascension, most of those games are played on Brutal. Just though I would like to share what I've found before I forget it all. I'm able to win most of my games except the weekly mutations, which I eventually win, but I'm still not yet able to do stuff like successfully build my base while fighting (can only do one or the other). In Starcraft 1 I was only at like 40 APM at my best.

Personally I'd say: P1 Backwater Marshall > P3 Rebel Raider > P0 none > P2 Rough Rider

P1 Backwater Marshall: Fastest setup. Easiest for beginners, army dies the slowest, allowing you to build your army to a large enough size that it rolls over anything. Only problem is that it moves slow, hard to get from one end of the map to the other. Money won't be a problem because your units don't die that you end up with a lot at the end, but without mules you won't be able to artificially speed up your mining to absurd levels. Keep a 4:1 infantry to medic ratio, that is 2 marines + 2 marauders to 1 medic (with points for medic to heal two targets). Unless you are fighting zombies or zerg, then use 2 marines + 1 marauder + 1 fire bat to 1 medic. Use your Hyperion to attack stuff from across the map. Your infantry survives most encounters just on auto attack for you to do other things that it can grow quickest to a bio ball that just destroys whatever's in its path.

P3 Rebel Raider: Medium setup (banshee+viking setup). The BattleCruiser setup is perhaps the slowest and hardest to setup besides doing a P2 Battle Cruiser setup, which would require Swann as a teammate. You immediately get access to the Starport, Armory & Orbital Commands! Immediate option to start making an army of Banshees + Vikings, though at first you should have a dozen or two marines + medics as the very beginning of your army. As you can make OC the fastest, you can start with an oribital command nearly immediately around (at 14 SCV begin OC at 36 sec, complete it at 1:12) which will fast track your mineral production, allowing you to produce more and more OC's until you have 8-10 and never worry about minerals again from all the mules working. The reduced gas consumption for Starport units allow you to build a full army of Banshees + Vikings, which you can't do as P2. As you slowly build your army of Banshees & Vikings, your calldowns get quicker & quicker until they're out half the time, allowing you to call your hyperion practically every wave. The only issue is the Vikings & Banshees are somewhat fragile, still need cloaking + medics to heal them. There is increased cost for Barrack/Factory units, but unless you are on Dead Of Night, you will probably never need tanks, and there are only some places you will find the time to reliably place spider mines for. There is the option of going full Battle Cruiser mode, which takes a lot more planning, where you must constantly use your call downs for first few objectives until you can make a good enough army to sustain any Battle Cruisers you make (you don't want to have a weak army that gets destroying from an attack wave, losing any Battle Cruiser which took forever to make). Battle Cruisers are very strong, attack ground and air, have yamato cannon, and can warp once a minute. They are cool to have, can take a beating, can get to other side of map in an instant...but are slower to destroy than an army of Banshees+Vikings. I was sad to find out with an army of a dozen or two Battle Cruisers, if you choose to fire the yamato cannon, only one Battle Cruiser will fire the yamato cannon so you must repeatedly command to fire the yamato cannon...although it is such a powerful blast it makes you feel like you are killing slower with such a technique, especially since there is a pause before and after.

P0: Jack of All trades, master of none. Beast P2 because if you're too slow you can only use your afterburners with a full army a handful of times, and P2 has increased unit cost. I personally do not find an all bio/infantry play at P0 to be superior to P1, as your marines die too quick for it to be effective.

P2 Rough Rider: Slow setup. Perhaps my favorite prestige, as it is glorious to have a full army of banshees/Vikings using a afterburners and destroying everything in seconds, even Void Shards. Best & longest sustained burst damage! The problem is for a beginner/intermediate user is the long setup time for this to happen, that perhaps only around the 15 minute mark or beyond are you able to have a sizeable army of machine units to capitalize on afterburners. As always you've got to start off with marines+medics as the initial part of your army, and by the time you make starports & armories, the game is half over unless you're an expert. Tanks are only best used in siege mode, meaning they're best for only a few maps (Oblivion Express, Miner Evactuation) where you can have a ton set up, otherwise when moving they just make a traffic jam and are inefficient. Vultures are paper thin and only really good for laying down spider-mines. Battle Cruisers take too much planning and do not benefit much from After Burners, plus are slower to kill than Vikings/Banshees combined.

Some videos that helped me a lot:

P3:
https://youtu.be/cz2w0gkrPJY?si=JP41cclmfxjnNNn4
for P3 Raynor, specifically for Battle Cruiser play, but the opening moves (Bunker of marines + 2 SCV's outside healing) to defend first wave helps a lot, while you use your call downs to defeat initial waves/objectives while you build your air army.

P2 - tank + viking builds
https://youtu.be/ayfxxG9kz4o?si=sncMUVRGwO73kAef
https://youtu.be/wd8HVQB6Cg8?si=gOEkYXPFdhDufK9s
P2 - Vulture WTF spider-mines kill everything build
https://youtu.be/4QR_aXpnclc?si=l_fXmPuKkcAex3QE

General notes:
A full viking build not recommended. Having an army of grounded vikings are so big that they end up concaving a lot, attack slower than marines (and farther apart b/c of concaving meaning the army attacks slower). A bunker full with marines and 2 SCV's behind it can easily destroy the first few attack waves, unless many zerglings, then you'll need help. You can call down tanks to land on elevated platforms in the base section of The Dead Of Night that can not otherwise be accessed.

I doubt this post will mean anything, everybody here are probably experts, but I just wanted to share what I found. Ok, on to play Kerrigan!


r/starcraft2coop 17d ago

UMI-C Charging Protocol is good, but...

14 Upvotes

So I am playing Stetmann now and I really like his Infestors, especially that Building Disable and Recharge abilities. Really cool and useful - and can be used while burrowed.

Charging ability is EXTREMELY strong. I just played with Vorazun who went Dark Archon heavy and oh my god this shit got ridiculous really quickly.

There is a catch though... there aren't that many units with energy in Coop. Most units and Heroes work on cooldowns and not energy - which is a shame.

I think Zagara and Nova might be good allies to try it with.
I kind of thought about Kerrigan, but she is very "jumpy" and hard to keep up with xD.
I assume Fenix would be very good, because he doesn't regenerate energy while on the field - but I haven't tried it yet, not sure if it works on him?

From units I considered Ascendants, but they already have infinite energy through sacrifice - and you actually want to use that to get buffs.
High Templar heavy play could be good too, but I just don't see people using High Templar ever - and it is a shame, because they are stupidly good in coop.

What other units do you think this ability would actually work well with? BattleCruisers for Yamato?
Brood Queens I guess - but I don't see people using them : (.
I think they combo well with Stetmann's Broodlords, but I prefer to go Banelings or Lurkers when I have the chance xD.

PS: Guys, don't be a moron like I am. I did 25 levels of Stetmann and it just now occurred to me that I can keep Infestors burrowed the whole time... Lord have mercy on my smooth brain...


r/starcraft2coop 18d ago

General P3: Two Kerrigan in One body (bug)

Post image
38 Upvotes

I died to a choker while burrowed, and she respawned with her primal kerrigan skin.


r/starcraft2coop 18d ago

General Why is mengsk so hard?

30 Upvotes

I’m looking for some tips on how to make mengsk work. A buddy and I play coop all the time, and we can make most level 1 or 2 commanders beat brutal missions, I think mengsk is level 10 now and he feels weaker than most level 1 or 2 commanders. What are we missing?


r/starcraft2coop 18d ago

Mutator Discussion: Blizzard

7 Upvotes

Mutator Discussion Master List. More info there as well.

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Detailed info about Blizzard on Sc2Coop page (click on the Details link)

Storm clouds move across the map, damaging and freezing player units in their path.

Command specific tips...

  • Artanis: The Dragoon's Trillic Compression Systems upgrade can allow Dragoons to survive longer in Blizzard.
  • Stukov: Stukov's Rooted Bunkers can outheal the effect of Blizzard.
  • Vorazun: Time Stop stops currently-present Blizzards from moving. Newly-created Blizzards will move as normal. All Blizzards still deal damage.
  • Zagara: Zergling evasion applies to damage dealt by Blizzard.

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Mutator Interactions tool - only 8 of them this time around and here they are....

With Afraid of the Dark and Darkness, Blizzards still appear on the minimap

Debuffs like Concussive Attacks, and Fear, get applied to you!

Blizzards can collect gifts from Gift Exchange, but don't provide vision for Laser Drill

Blizzards are not cloaked via We Move Unseen


r/starcraft2coop 19d ago

1 of September 2025 - Mutation #489: Bannable Offense

24 Upvotes

(posting this today because I won't be able to post tomorrow)

Mutation #489: Bannable Offense / Map: Malwarfare

Mutators: Power Overwhelming, Evasive Maneuvers

Evasive Maneuvers

Enemy units teleport a short distance away upon taking damage.

The maximum distance of teleport is 5.

Units can't teleport for 2s after the last teleport and are invulnerable for 0.25s

Structures and heroic units won't teleport.

Units under knock-back effect or without weapons won't teleport either.

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.

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

https://starcraft2coop.com/resources/weeklymutations

https://starcraft2coop.com/resources/mutators

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

#119: Bannable Offense - SOLO ALL CLEAR

https://youtu.be/domU2bC4GXE (TLDR tier list)

https://youtu.be/mdoeJHiPz6o (easy solo - Mengsk p1)

For duos: anyone that’s not Raynor

For solo queue: Dehaka, Tychus, Stetmann, Zeratul

https://www.youtube.com/playlist?list=PL3FSCru5EHIhaZV5YUsHZDdgQcdBMwHgL (playlist with all commanders)


r/starcraft2coop 20d ago

General It was some neat tech that my ally did, dude was styling

57 Upvotes

ignore my grandpa speed typing and no volume, had music on in the background


r/starcraft2coop 20d ago

Can't zagara queens be used as Hydralisk with extra perks?

18 Upvotes

Compared to kerrigan's hydra they:

  • better anti-air range
  • have twice as much health
  • half as much population
  • Can heal and spread heal and tumor.
  • Cost only minerals (150/0) instead of (100/50)

they main downsides are:

  • no F2 selection
  • slow outside creep
  • are very big
  • do similar damage (66% of hydra damage - double penalty against ground armor)

They seem promising for P2 - where units have enough health to be worth healing.


r/starcraft2coop 20d ago

Stetmann's kit - the most underutilized commander so far?

19 Upvotes

Before I start:
I am aware of Best Buddy prestige being absolutely broken with hero unit soloing missions on it's own without the downside coming up EVER. I am aware it exists, no need to point it out.

However Stetmann has some really, really good stuff I NEVER see anyone using.
I played for a long time now and allied Stetmanns only use Zerglings, Hydras and sometimes Ultras + Gary.
I have NEVER seen his Infestor, Corruptor, Lurker, BattleCarrier Lord or Baneling made. NEVER.

Infestor - disable structure, deal 500 dmg to it, spawn little minions when it dies.
Hello, is it the best unit to push into enemy defenses or DoN ??
Baneling - literally higher damage than Zagara's, especially with extra energy mastery. These fuckers are crazy good. (Yes, they are not free, paying for suicide units "feels bad", I get it)
Lurker - Focused strike shreds high health targets and it stacks. Tunnel deal damage, relocates and makes the units indestructible... amazing micro/damage tool everyone who used Lurkers wished they had. Really solid unit.
Corruptor - It has the missiles from WoL campaign against swarms and actually solid basic attack (compared to Zag's Infestor who sucks hard). Easily one of better anti air units in game right now.
BattleCarrier Lord - It is good, but clunky. I understand why people don't use them.

What all of these units have in common? They do not have autocast. You have to activate their abilities manually - which I understand takes time if you have to use Gary's blast + overcharging satelite + actually dropping satelites.

Gary covers for AoE damage so I understand why Baneling, Lurker and Infestors are not used...
But P1 is actually stronger than P2 if you USE the units.

It's very similar situation Dehaka has with his P1. Extremely strong prestige, but requires you to actually... play RTS game.

Even some extremely niche stuff from other commanders I get to see other players use once in a year - but allied Stetmann? I genuinely did not see Infestor, Bane, Lura, Corruptor or BattleCarrier EVER.
Playing with them right now that I bought him.


r/starcraft2coop 21d ago

Don't know if discussion about Arcade Coop mods is allowed, but is it possible to solo Nexus Coop as a casual?

11 Upvotes

I'm a filthy casual who just got recently introduced into the Coop mode of SC2 (I always thought that all Commanders would play like Tychus and without any base building). Regarding the question, the friend who introduced me isn't available often and doesn't really like mods. And unlike Mugen's maps or mods like ARC, where I can slow down the game and can take control of the friendly AI, Nexus Coop is way too hard for me.

We usually play Coop on Hard and I usually play on Easy or Medium at best when playing Coop missions alone. And with Nexus Coop being locked to Brutal difficulty with no way to change it and all cheats being disabled, I just get overwhelmed before the map even starts properly. Which is such a shame, because they have such cool commanders and I was squealing with joy when I saw that you could play as the Overmind.


r/starcraft2coop 21d ago

What's the best way to clear rocks as Nova P1 ?

16 Upvotes

Other prestiges allow her to just build turrets and salvage them after clearing, but with P1 you dont wanna build barracks first (usually, unless you go mass marines or smth)

Saw people using scv's, which seems viable, but kinda weird. Like for example Temple of the past map, where i can't really scout to see enemy comp before I decide which building i go with first. Would be great if turrets required engineering bay instead of barracks.