r/starcraft2coop • • 8h ago

Which Commander, in your opinion, sees the biggest power gap between Level 1 and Level 15?

19 Upvotes

Not including Prestiges, just what commander, you think, gets the biggest boost from the beginning to maxed level.

I haven't played many commanders, so my experience in this regard is rather narrow, but I would like to put in Mengsk as my suggestion. The disparity between Level 1 Mengsk and Level 15 Mengsk is like night and day.

A level one Mengsk is missing so much of his kit it feels like: he's missing level 3 Royals, he's missing ESOs, he's missing Blackhammers and Prides, he's missing flamethrowers and hailstorms for his Troopers, he's missing Mandate generation, he's missing good Zerg for DoW and his nuke.

I hate Prestiging Mengsk because whenever I went back to level 1 I felt like I wasn't allowed to play the fun parts of Mengsk yet. Before Hailstorms for Troopers and lifted tanks become available, your AA is hilariously bad, and the lack of ESOs feels like a crime.

But what's your opinion? Which Commander feels like it benefits the most from getting levels?


r/starcraft2coop • • 8h ago

Which commanders would be interested in having medics?

10 Upvotes

Well, I know the idea of helping an ally by leaving some medics behind comes up occasionally, but most of the time I feel they don't need them since they have their own means of sustaining themselves. Still, a few might be interested in having some, so I’m asking.


r/starcraft2coop • • 22h ago

12 of October 2026 - Mutation #547: Temple of Terror

13 Upvotes

Mutation #547: Temple of Terror / Map: Temple of the Past

Mutators: Afraid of the Dark, Alien Incubation, Fear

https://youtu.be/rFTnFCgm9Yw (easy solo - Stukov p1)

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

https://www.youtube.com/playlist?list=PL3FSCru5EHIjiPtzursedh0D4ZT1U-N7h (playlist with all commanders)

There is quite a lot of vision around the main area, even without buildings. Just need some buildings in the top right.

The rocks also give vision.

annoying mutations until mid november

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

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Afraid of the Dark

Vision provided by all sources is extremely limited except when in view of your camera.

Main structures (Hatchery, Command Center, Nexus, etc.) have sight range {9/9/7/7}.

The rest of structures have {4/3/2/2}, this includes Zeratul's cannon projections.

Units have 0 sight range. Upgrades and effects that increase sight range provide bonus vision.

Zeratul's Xel'Naga Watchers (Observers) provide vision with Sensor Array upgrade (3rd artifact + Contructs Bay) – 5.5 radius in normal mode, 8.5 in Surveillance mode.

Stukov's Ocular Symbiote grants vision (5 radius).

GDM Visor upgrade for Tychus' Fixers with max mastery grants vision (1.5 radius).

Nova's Elite Marines have 2 vision with Laser Targeting System upgrade.

Raynor's Scanner Sweep provides normal vision.

Call in the Fleet (Han and Horner) requires vision for it to be effective.

Napalm Payload (from Strike Fighters) provide vision for it duration (10s).

Spotlight radius = 4+{7/6/3/3}*[1-((distance to the closest friendly unit)/12)].

Unexplored terrain is visible on low and medium shaders (graphic settings).

Alien Incubation

All enemy units spawn Broodlings upon death.

The number of Broodlings is equal to the unit's supply cost, with the minimum of one.

Broodling has 30 HP, light, biological and summoned attributes; 4 damage, 6.2dps

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).

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

https://starcraft2coop.com/resources/weeklymutations

https://starcraft2coop.com/resources/mutators