It's just an ability. A temporary stat modification. He'll become faster, larger and will look way more badass for I don't know, maybe 15-20 seconds? Haven't worked that out yet. He will also gain new abilties during this time.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Does it cost health or is it basically just Frenzy but for Krayen.
edit: Just made an attempt at completing mission 13. I keep getting smoked by the southern bases. Complete army wipes with not enough income and larva to re-max at a reliable time.
@redlerred7: Go
It'll cost energy. It's going to make him significantly more powerful and probably OP for a short time, so it will probably be around 100-150 energy with a 2-minute cooldown. Again, haven't tested the actual ability in a map yet, so the exact numbers may change.
All his abilities will be replaced with two new ones while this ability is active. Both of which run on very short cooldowns. (No energy)
About A13: Those two bases are technically "indestructible". I've made them deal additional damage to prevent players from completely wiping the map of attack waves and actual threats. Reason being is I want to keep the difficulty up during the whole game, and completely crippling the AI to the point where you're all alone makes you stomp the maps too easily. Bases in missions that are not supposed to be destroyed will function this way.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Re: indestructible bases, what are your thoughts on keeping those bases outside the boundaries of the playable map?
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Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
So I'm not supposed to push into the base south of your eastern expansion? I'm pretty sure I'm supposed to go to that base. That's the only way I can think of to get to the south eastern generator thing
It's a good idea, and I've tried to that before. It forces you to design the map very strangely, because you have to make sure that the entire map is visible, EXCEPT the base. That's why I decided to do it like this for the missions that are released. I can try doing it for future missions, but it also sorta just brings the question of; Why not just make spawned attack waves?" which I'm not the biggest fan of. I like it when the enemy actually has a presence on the map and you can see their bases and you can see them building and actually reacting to you, so it's hard to find a middle-ground, honestly.
I think this way functions just fine as of now. You play the map, explore, realize how quickly that particular base destroys you, then you leave it alone. I make sure that those bases are actually located in spots where you won't need to travel as part of your objective.
So I'm not supposed to push into the base south of your eastern expansion? I'm pretty sure I'm supposed to go to that base. That's the only way I can think of to get to the south eastern generator thing
You can go right past the base without much of an issue. Even without aggroing the units inside the Bunkers.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Welp, I reached the Annihilator fight with a shit ton of Queens and Hydralisks and slowly bled out units until I was left with only Krayen. I forgot to build a spire and amass Mutalisks, unfortunately, so I had to split my forces to both defend my mining bases and attack the Annihilator at the same time.
Holy crap, haha. So, did you actually beat it with only Krayen or did you have to restart? I would feel kinda bad if you had to restart the entire thing at the very end.
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Personally, I really like low graphics settings. It gives the models and textures are most saturated, sort of cell-shaded look. I've replayed all your missions on low shaders and so far, only the Callithus missions require highers graphics settings due to the ambient lighting effects. Besides, I value performance and gameplay much more than aesthetics. And think of it like this: if your campaign can look good on low graphics settings then how much better would it look on high?
Edit 1
New video up!
Edit 2
Just finished mission 14. Played on normal though. Surprisingly easy. (Am I supposed to be able to take all of the bases in this mission because I did)
Gonna try again on hard.
Personally, I really like low graphics settings. It gives the models and textures are most saturated, sort of cell-shaded look. I've replayed all your missions on low shaders and so far, only the Callithus missions require highers graphics settings due to the ambient lighting effects. Besides, I value performance and gameplay much more than aesthetics. And think of it like this: if your campaign can look good on low graphics settings then how much better would it look on high?
Good point. I generally just can't stand the look of low graphics in this game. It may be because I'm used to having really high performance and a lot of effects are in play. It's been so long since I used low graphics so I really haven't gotten used to it yet.
Just finished mission 14. Played on normal though. Surprisingly easy. (Am I supposed to be able to take all of the bases in this mission because I did)
Gonna try again on hard.
Well, destroying all the bases surely makes it easier. Only the final base guarding the actual generator I don't destroy, simply because they rebuild so fast and it's more effective to just go for the generator itself and win.
You played on Normal? What a scrub. Jk :P
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Well, I wanted to get a taste of the mission. I remember Jayborino having a hard time with it so I got worried. My worries were misplaced, though, as hard mode wasn't particularly hard. The biggest threat to me was pushing into a base right as they send an attack wave.
The opening cutscene was really long but it didn't really bother me. It was at the start instead of in the middle of the mission so I guess that's one big thing. Another big thing is how much character the dialogue has. Reeves, Baldwin, and Rhik have a certain synergy to them whenever they have scenes together. Similarly, Khaduros' Honorâ„¢ and straightforward thinking makes for a good foil to the Terrans' usual stoic back-and-forths. One negative is that Ferring and Arrow are still pretty bland in terms of personality (though the previous missions show hints of interesting details about them.)
Anyway, early into the mission, I didn't really make that many units and focused on getting saturated. Once I got my economy going, I made army until I ran out of one of the two resources. Waited for the next attack wave to come, and after that, pushed into a base. Rinse repeat until completion. Of course, I took out the north eastern base first and immediately put down a Nexus and two Assimilators. After that, I took out the lower middle base and waited for a bit to replenish lost units before going up and destroying the upper middle base. Then I dropped a Nexus at the lower middle base and waited in front of the ramp I was going to push into. After maxing out, I F2ed my army and stutter-stepped towards the objective.
Composition wise, I really like how flexible this mission is. You can use almost any combination of Gateway, Robotics, and Stargate units.
For my hard mode playthrough of this mission, I used Sentinel/Dragoon/Havoc/Immortal/Mirage. Said composition has ridiculous sustain and damage output, making this entire mission just easy enough that I didn't notice the difference between normal and hard.
Small complaint: Where are the Adepts? It doesn't even have to be the campaign adepts, I just want adepts. They're great units.
In any case, this was a great mission. A little easier than I expected it to be but still pretty fun. It also has a really long cutscene that I happened to enjoy. Good job
@DudkiSC2: Go
Small complaint: Where are the Adepts? It doesn't even have to be the campaign adepts, I just want adepts. They're great units.
You really like them that much? I remember trying Adepts once in LotV, and I just really didn't get anything out of them. I didn't find the Psionic Transfer ability that useful. I'd imagine it would be fantastic for a multiplayer setting, but for single-player, not really that good.
I decided to switch them up with Instigators. Now you could argue that Instigators aren't really that great, either. They're pretty much just Stalkers that can blink consistently, which might be very good if you enjoy microing your units.
They also haven't been playable before, and I wanted to give the player the opportunity.
Neither of those units are particulary great, imo. Although, I ultimately decided that if I were to choose between one of them, I would pick Instigators, every time.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Well, they don't necessarily have to be part of the choices at the start of the mission. You can just have adepts in the Gateway unit selection in addition to the Stalker/Dragoon/Instigator. It's not like having it there will make people not want to use other units more (except for me as I'd probably start weeding out my Zealot numbers in favor of Adepts as the mission progresses as I start floating more and more gas.)
Also, Psi-transfer is a great ability if only for the push potential. I'd much rather transfer a ball of adepts into the middle of a fortified line of defenses than run a bunch of Zealots in who'll path block me when I try to stutter step in.
Edit 1
Attempted mission 15. Really big attack waves and the enemy fortifications are hard to push into - basically the difficulty I expected to get in the previous mission. I should probably try to practice a little before I record so I don't experience the same problem as with mission 13 when it took me 16 hours worth of attempted recordings before I got it right.
Edit 2
Just finished mission 15. Had to play a couple of times to get some data. Compiled a list of where the attacks will come from and the approximate time they'd arrive so I could pre-place my units there and not lose all my cannons immediately.
For this mission, I used Sentinel, Stalker, Energizer, Immortal, Phoenix Dark Archon. The Phoenix helped immobilize most of the ground units and helped take out the air units. Immortal/Sentinel were just for army sustainability. The Stalkers were mostly for early game defense + anti-air as blink-micro with the shield-regen gave them incredible staying power. I stopped making them when I had enough Phoenix and Immortals. The Dark Archon was basically my way of eliminating priority targets in the most efficient way possible - that is to say, mind controlling them.
By the end of the macro section, I had a small fleet of Carriers, and quite a number of Colossi, all of which I incidentally did not make, in addition to the above units. Wasn't necessarily easy, but it had this reverse difficulty wherein the later I played into the mission, the easier it got.
The micro section was challenging - and perhaps the most challenging part of it was keeping your marines alive. It's more hassle than it's worth as your heroes are tanky and powerful enough that an extra 9 damage per second is negligible - especially considering how Medics will sometimes waste their heal on them rather than Reeves and Baldwin who have no reliable self-heal.
I'm loving the change to having Reeves be first in the command priority. Dealing with attack waves is so much easier now.
I haven't had a chance to use the cloaking field ability. I assume you'd use it to run Baldwin in range of a bunker to plant C4 and then quickly run him out but I currently don't have the hands to micro that reliably. I can't even use it defensively sort of like burrow-micro or drop-ship-micro since the cloak expires when the affected unit attacks.
In any case, it was a surprisingly fun mission. The increase in challenge was abrupt, but not unwelcome - especially after the previous mission
It seems like people are having trouble utilizing Reeves' new cloaking ability correctly. It may be because you have so many abilities to manage already, but it's really helpful and not quite as micro-intensive as it seems. At least not for me.
It's true that using Reeves' cloak on Baldwin is a perfect method for using C-4 without taking damage, but what I also really like to use it for is to either boost your damage or protect a certain Hero during engagements.
It's pretty simple. Once I engage any fight like you would normally do, after using any necessary abilities I just let my Heroes do their thing. I select Reeves, and I grant cloak to a Hero that is taking major damage to protect him, or I give it to 1-2 heroes just to give you a significant damage boost. Just keep repeating this process as you go on. I usually only have up to 3 charges max because I use it so heavily.
I can't even use it defensively sort of like burrow-micro or drop-ship-micro since the cloak expires when the affected unit attacks.
You sure about this? Don't you think it's just because it lasts such a short time and your timings might just be off so it looks like they're decloaked when attacking. It's meant to be used during fights so that would defeat the purpose.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Ah, I must have misunderstood what the tip said. Let me get this straight. Do they decloak when they attack or do they decloak when something attacks them?
They decloak only when the time is up. If you got decloaked, then you might have been hit by a Ghost EMP or something.
When you use it on Heroes, they gain a 6 second cloak with 50% bonus movement and attack speed.
When you use it on Units, they gain a 9 second cloak with 25% bonus movement and attack speed.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
I definitely misread the tip. I'll try to make use of it more in my video of it. Unfortunately, Murphy's Law came into effect when I attempted to record footage so it might take me a couple of tries before I have a recording ready.
Edit 1
I got a recording done. I'll be releasing missions 9-15 all this week (except for mission 11 which I don't enjoy playing unless I have a podcast playing over it so no video for that)
Edit 2
Here's mission 9. The others will be up in the next few days
Edit 3
Mission 10 part 1. This has been the longest recording I've ever done, needing to split it into two videos
Edit 4
Mission 10 part 2. I loved the base defense. Tied with Mission 5 as my favorite mission
Sorry this was late. I wanted it up by this morning but I forgot to publish it and then everything just slipped my mind until now. Anyway, mission 12 (as I said, no video for mission 11. I might make a multi-part on in the future but no promises)
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@ksnumedia: Go
It's just an ability. A temporary stat modification. He'll become faster, larger and will look way more badass for I don't know, maybe 15-20 seconds? Haven't worked that out yet. He will also gain new abilties during this time.
It's like a Stimpack 2.0 for Zerg.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
Does it cost health or is it basically just Frenzy but for Krayen.
edit: Just made an attempt at completing mission 13. I keep getting smoked by the southern bases. Complete army wipes with not enough income and larva to re-max at a reliable time.
@redlerred7: Go It'll cost energy. It's going to make him significantly more powerful and probably OP for a short time, so it will probably be around 100-150 energy with a 2-minute cooldown. Again, haven't tested the actual ability in a map yet, so the exact numbers may change.
All his abilities will be replaced with two new ones while this ability is active. Both of which run on very short cooldowns. (No energy)
About A13: Those two bases are technically "indestructible". I've made them deal additional damage to prevent players from completely wiping the map of attack waves and actual threats. Reason being is I want to keep the difficulty up during the whole game, and completely crippling the AI to the point where you're all alone makes you stomp the maps too easily. Bases in missions that are not supposed to be destroyed will function this way.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
Re: indestructible bases, what are your thoughts on keeping those bases outside the boundaries of the playable map?
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
@DudkiSC2: Go
So I'm not supposed to push into the base south of your eastern expansion? I'm pretty sure I'm supposed to go to that base. That's the only way I can think of to get to the south eastern generator thing
@JayborinoPlays: Go
It's a good idea, and I've tried to that before. It forces you to design the map very strangely, because you have to make sure that the entire map is visible, EXCEPT the base. That's why I decided to do it like this for the missions that are released. I can try doing it for future missions, but it also sorta just brings the question of; Why not just make spawned attack waves?" which I'm not the biggest fan of. I like it when the enemy actually has a presence on the map and you can see their bases and you can see them building and actually reacting to you, so it's hard to find a middle-ground, honestly.
I think this way functions just fine as of now. You play the map, explore, realize how quickly that particular base destroys you, then you leave it alone. I make sure that those bases are actually located in spots where you won't need to travel as part of your objective.
You can go right past the base without much of an issue. Even without aggroing the units inside the Bunkers.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
@DudkiSC2: Go
Welp, I reached the Annihilator fight with a shit ton of Queens and Hydralisks and slowly bled out units until I was left with only Krayen. I forgot to build a spire and amass Mutalisks, unfortunately, so I had to split my forces to both defend my mining bases and attack the Annihilator at the same time.
@redlerred7: Go
Holy crap, haha. So, did you actually beat it with only Krayen or did you have to restart? I would feel kinda bad if you had to restart the entire thing at the very end.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
@DudkiSC2: Go
Krayen died shortly after that army wipe. I stopped playing by then
Edit
SUCCESS! VICTORY FUCKING ACHIEVED!
@redlerred7: Go
Good job, man!
Dem graphics, tho xD
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
@DudkiSC2: Go
Personally, I really like low graphics settings. It gives the models and textures are most saturated, sort of cell-shaded look. I've replayed all your missions on low shaders and so far, only the Callithus missions require highers graphics settings due to the ambient lighting effects. Besides, I value performance and gameplay much more than aesthetics. And think of it like this: if your campaign can look good on low graphics settings then how much better would it look on high?
Edit 1
New video up!
Edit 2
Just finished mission 14. Played on normal though. Surprisingly easy. (Am I supposed to be able to take all of the bases in this mission because I did)
Gonna try again on hard.
Good point. I generally just can't stand the look of low graphics in this game. It may be because I'm used to having really high performance and a lot of effects are in play. It's been so long since I used low graphics so I really haven't gotten used to it yet.
Well, destroying all the bases surely makes it easier. Only the final base guarding the actual generator I don't destroy, simply because they rebuild so fast and it's more effective to just go for the generator itself and win.
You played on Normal? What a scrub. Jk :P
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
Well, I wanted to get a taste of the mission. I remember Jayborino having a hard time with it so I got worried. My worries were misplaced, though, as hard mode wasn't particularly hard. The biggest threat to me was pushing into a base right as they send an attack wave.
The opening cutscene was really long but it didn't really bother me. It was at the start instead of in the middle of the mission so I guess that's one big thing. Another big thing is how much character the dialogue has. Reeves, Baldwin, and Rhik have a certain synergy to them whenever they have scenes together. Similarly, Khaduros' Honorâ„¢ and straightforward thinking makes for a good foil to the Terrans' usual stoic back-and-forths. One negative is that Ferring and Arrow are still pretty bland in terms of personality (though the previous missions show hints of interesting details about them.)
Anyway, early into the mission, I didn't really make that many units and focused on getting saturated. Once I got my economy going, I made army until I ran out of one of the two resources. Waited for the next attack wave to come, and after that, pushed into a base. Rinse repeat until completion. Of course, I took out the north eastern base first and immediately put down a Nexus and two Assimilators. After that, I took out the lower middle base and waited for a bit to replenish lost units before going up and destroying the upper middle base. Then I dropped a Nexus at the lower middle base and waited in front of the ramp I was going to push into. After maxing out, I F2ed my army and stutter-stepped towards the objective.
Composition wise, I really like how flexible this mission is. You can use almost any combination of Gateway, Robotics, and Stargate units.
For my hard mode playthrough of this mission, I used Sentinel/Dragoon/Havoc/Immortal/Mirage. Said composition has ridiculous sustain and damage output, making this entire mission just easy enough that I didn't notice the difference between normal and hard.
Small complaint: Where are the Adepts? It doesn't even have to be the campaign adepts, I just want adepts. They're great units.
In any case, this was a great mission. A little easier than I expected it to be but still pretty fun. It also has a really long cutscene that I happened to enjoy. Good job
You really like them that much? I remember trying Adepts once in LotV, and I just really didn't get anything out of them. I didn't find the Psionic Transfer ability that useful. I'd imagine it would be fantastic for a multiplayer setting, but for single-player, not really that good.
I decided to switch them up with Instigators. Now you could argue that Instigators aren't really that great, either. They're pretty much just Stalkers that can blink consistently, which might be very good if you enjoy microing your units. They also haven't been playable before, and I wanted to give the player the opportunity.
Neither of those units are particulary great, imo. Although, I ultimately decided that if I were to choose between one of them, I would pick Instigators, every time.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
@DudkiSC2: Go
Well, they don't necessarily have to be part of the choices at the start of the mission. You can just have adepts in the Gateway unit selection in addition to the Stalker/Dragoon/Instigator. It's not like having it there will make people not want to use other units more (except for me as I'd probably start weeding out my Zealot numbers in favor of Adepts as the mission progresses as I start floating more and more gas.)
Also, Psi-transfer is a great ability if only for the push potential. I'd much rather transfer a ball of adepts into the middle of a fortified line of defenses than run a bunch of Zealots in who'll path block me when I try to stutter step in.
Edit 1
Attempted mission 15. Really big attack waves and the enemy fortifications are hard to push into - basically the difficulty I expected to get in the previous mission. I should probably try to practice a little before I record so I don't experience the same problem as with mission 13 when it took me 16 hours worth of attempted recordings before I got it right.
Edit 2
Just finished mission 15. Had to play a couple of times to get some data. Compiled a list of where the attacks will come from and the approximate time they'd arrive so I could pre-place my units there and not lose all my cannons immediately.
For this mission, I used Sentinel, Stalker, Energizer, Immortal, Phoenix Dark Archon. The Phoenix helped immobilize most of the ground units and helped take out the air units. Immortal/Sentinel were just for army sustainability. The Stalkers were mostly for early game defense + anti-air as blink-micro with the shield-regen gave them incredible staying power. I stopped making them when I had enough Phoenix and Immortals. The Dark Archon was basically my way of eliminating priority targets in the most efficient way possible - that is to say, mind controlling them.
By the end of the macro section, I had a small fleet of Carriers, and quite a number of Colossi, all of which I incidentally did not make, in addition to the above units. Wasn't necessarily easy, but it had this reverse difficulty wherein the later I played into the mission, the easier it got.
The micro section was challenging - and perhaps the most challenging part of it was keeping your marines alive. It's more hassle than it's worth as your heroes are tanky and powerful enough that an extra 9 damage per second is negligible - especially considering how Medics will sometimes waste their heal on them rather than Reeves and Baldwin who have no reliable self-heal.
I'm loving the change to having Reeves be first in the command priority. Dealing with attack waves is so much easier now.
I haven't had a chance to use the cloaking field ability. I assume you'd use it to run Baldwin in range of a bunker to plant C4 and then quickly run him out but I currently don't have the hands to micro that reliably. I can't even use it defensively sort of like burrow-micro or drop-ship-micro since the cloak expires when the affected unit attacks.
In any case, it was a surprisingly fun mission. The increase in challenge was abrupt, but not unwelcome - especially after the previous mission
@redlerred7: Go
Good job.
It seems like people are having trouble utilizing Reeves' new cloaking ability correctly. It may be because you have so many abilities to manage already, but it's really helpful and not quite as micro-intensive as it seems. At least not for me.
It's true that using Reeves' cloak on Baldwin is a perfect method for using C-4 without taking damage, but what I also really like to use it for is to either boost your damage or protect a certain Hero during engagements.
It's pretty simple. Once I engage any fight like you would normally do, after using any necessary abilities I just let my Heroes do their thing. I select Reeves, and I grant cloak to a Hero that is taking major damage to protect him, or I give it to 1-2 heroes just to give you a significant damage boost. Just keep repeating this process as you go on. I usually only have up to 3 charges max because I use it so heavily.
You sure about this? Don't you think it's just because it lasts such a short time and your timings might just be off so it looks like they're decloaked when attacking. It's meant to be used during fights so that would defeat the purpose.
Yeah, it was a great suggestion. Something that I myself am actually really happy with. Reeves definitely has the most useful abilities.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
@DudkiSC2: Go
Ah, I must have misunderstood what the tip said. Let me get this straight. Do they decloak when they attack or do they decloak when something attacks them?
@redlerred7: Go
They decloak only when the time is up. If you got decloaked, then you might have been hit by a Ghost EMP or something.
When you use it on Heroes, they gain a 6 second cloak with 50% bonus movement and attack speed. When you use it on Units, they gain a 9 second cloak with 25% bonus movement and attack speed.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
@DudkiSC2: Go
I definitely misread the tip. I'll try to make use of it more in my video of it. Unfortunately, Murphy's Law came into effect when I attempted to record footage so it might take me a couple of tries before I have a recording ready.
Edit 1
I got a recording done. I'll be releasing missions 9-15 all this week (except for mission 11 which I don't enjoy playing unless I have a podcast playing over it so no video for that)
Edit 2
Here's mission 9. The others will be up in the next few days
Edit 3
Mission 10 part 1. This has been the longest recording I've ever done, needing to split it into two videos
Edit 4
Mission 10 part 2. I loved the base defense. Tied with Mission 5 as my favorite mission
Bumping since it's been a few days now
Sorry this was late. I wanted it up by this morning but I forgot to publish it and then everything just slipped my mind until now. Anyway, mission 12 (as I said, no video for mission 11. I might make a multi-part on in the future but no promises)