It was a decent idea to use the burst damage of disruptors to take down Tychus' units, but I feel they really cost too much for their singular use in that role and lengthy downtime. In general I dislike disruptors against pretty much everything except archons, since those are just about the only tanky unit that is neither light (and thus gets slaughtered by adepts) or armoured (and thus gets slaughtered by immortals). As a general rule Fenix is served extremely well by massing zealot/adept/immortal, the only thing missing from that being splash. The better option for splash is pretty much always colossi when they're available. Warbringer (the hero colossus) in particular is disgustingly powerful, if only because he applies an attack speed debuff on anything he hits. Also, Warbringer tops out at 68 damage per attack (every 1.38 seconds), so while expensive to field, it's going to do as much damage as one disruptor in the space of ~3 seconds. Obviously not too viable if the enemy has air superiority, but in any other situation colossi in general are great. But aside from that I have little to say (you learn fast!), straight Fenix opening is perfectly viable, though I would advise not dropping down your photon cannons in that situation (same goes for any kind of shenanigan opening). Fenix's ones are instantly recognisable, and a Fenix player sending nothing first wave is almost certainly teching to deploy Fenix himself. Having said that, Fenix has no direct hard counter, so it's not as though the enemy could do much about it, but if the enemy has to guess sometimes they'll put something *really* terrible against you by sheer bad luck. My habitual opener with Fenix is mass adept. They're his cheapest and most versatile unit, they're anti-light and can hit ground and air, meaning the counter or at least aren't countered by most enemy opening strategies. From there it's usually a question of whether I need to add zealots to tank for them (usually in the case of mass enemy high dps melee like zealots), simply keep spamming adepts (if the enemy went for something silly like mutalisks), or add on immortals (if I'm fighting anything armoured). He's one commander where I really don't like his air units though. Scouts are quite inadequate as a front line, being armoured means they get countered very hard by a lot of enemy air and anti-air, and anything that counters them also counters your carriers and colossi (having all your units in a single category is never good for survivability). That's one reason I tend to push my adept count pretty hard, I want to discourage my opponent from starting an air war unfavourable to me. I want to start the air battle on my terms, with ground superiority and plenty of my units already shooting upwards, and sometimes with my upgrades already researched. Dragoon Fenix is also a good deterrant in that regard, an opponent who watches their air units repeatedly erased by him tends not to keep pushing that angle.
Yeah, they can be good for manually sniping certain units. I often do something like that with Nova and her ghosts, I'll manually snipe enemy detectors. But at the same time the disruptor is very much a one trick pony, and any change to the battlefield can render it obsolete too easily for such an expensive unit. Like when you push forward, or you get pushed back, you're facing a different wave. Something like ghosts also have EMP and their strong basic attack to make themselves useful, but disruptors just have a weak normal attack and nothing else once they've used their ability. I wouldn't classify disruptors as bad per se, and against Tychus of all commanders they'd be rather good if only to snipe the squishy heroes at the back (using them on the tanky units was a mistake, immortals would serve far better for lower cost), but for instance the enemy could easily have made them extremely cost ineffective by simply spacing his units out a bit. And even as is I don't find them especially cost effective, perhaps mostly because Fenix's other units are all so good, diverse, and not lacking counters to anything much.
DarkFenix2k5 no lie I go down to the comment section on all of incursus direct strike vids to see your analysis. You need to make direct strike vids bro. You seem pretty well versed in it.
I just started playing this against a friend. I’m pretty new to this and Starcraft 2 in general, so probably don’t do what I do. I generally slap down a legionnaire and tech up. Then I like to work on getting a few immortals for front line and putting legionnaires behind because dash, and getting dragoon Fenix if I can. Add some purifiers for support, disrupters (Maybe switch to colossi, I hadn’t thought of that) for splash and scouts for air. Any changes I should make?
it's unfortunate that direct strike is now only filled with raynors rushing hyperion and its just unfun if youre a commander with no significant anti-air
I feel your pain, I spent a fair while stuck against that as Kerrigan the other day. All I could do was keep spamming hydras and hope my allies could pick up the slack. I'm sure he'll get a nerf, 2000 minerals is clearly too cheap.
So, Raynor is the next hero in line, and I've already got him recorded. At the time of recording, his Hyperion is at 2250 mineral cost. And boy is it strong. Thankfully, it seems that people are already figuring out how to deal with it. It's so expensive off the start, that rushing directly for it is easily punishable in the form of massing units to take mid AND their bunker. The bonus income has consistently allowed the team to field Anti-air units to swarm down the Hyperion. A fair few times now, I've been able to just mass units with no Air attack, allowing us to just pass by the Hyperion and go for the win. I've successfully bypassed the Hyperion on many occasions now without team coordination (obviously, it works better with communication). I'm just worried that it may be too powerful against commanders that lack in the Anti-Armored-Air department.
@@Incursus If you see an raynor just viking spam as han and horner and swann / spam hyrda with kerrigan and dehaka / queen spam with abathur / Tychus just go for teh mind controll / karax carriers are always good /artanis fenixes /fenix carriers too /Zagara Scourges /Nova just steam rolls it /artanis tempests and its gg so its no real threat if you see it coming ^^
The logic used for getting armour upgrades and ignoring shields baffles me. Split forces air and ground, shields has value in affecting everything. Especially cost value.
It's late but Ill answer for anyone who is wondering about this in the future. A lot of units have base armor values and more life than shields. For instance, zealots have much more hp than shields and will benefit a lot more from the armor upgrade. The same is true for carriers and many other units. Also, shield upgrades are more expensive. While it may not have been relavent in this specific case, it is also important to note that emp and widow mines are both very effective vs shields.
widow mines shouldnt even be brought up, as they bypass armour as well. so they fuck shielded and unshielded units just the same. if you tallied all the ground unit health, and then tallied all the shields of both ground and air, the shields is way ahead. emp in this game is only possible from nova. and requires her to deploy ghosts, which are stupid expensive and not really all that good once they blow their load with snipe and emp. and she wasnt in this game.
yeah, going for shild upgrades might be the better call because they still benefit air and ground, so its in the long run kinda cheaper and shild is regenerating itsself while hp isnt as much.
Carriers are relatively OP, especially when you stop expanding a line more than it should be (your scouts >_>) and start building up the next line with its own hero/super unit. 5 - 7 is pretty solid for each line to give their hero/super a good booster, after that working on the next line is a good idea because then you can start multiplying your damage outputs at a relatively good rate.
"Fenix is a balanced commander" Ahahahahahahahahahahahaha. AHAHAHAHAHAHAHAHAHAHAHAHAHAHAH. He's been nerfed more times than any other commander for a reason, Incursus.
I played Fenix a bit and realized, holy shit he has a good ground force, default Fenix with Legionnaire, Adepts, Conservator, immortals is unstoppable, but if the enemy goes for air units in the early game like Abby mass Mutas or Karax mass Mirages, Fenix's... Kinda fked, basically a guaranteed loss.
Pretty sure he meant balanced as in "good all round" rather than balanced in the meta. I played day 1 Fenix, he was indeed horrifyingly powerful, but he actually is well balanced now. Honestly I think Karax performs better than him overall, by having more durable buffer units (simply because they take time to resurrect) and better air units.
I mean... Fenix only has how many hero/super units that start scaling as you snowball? Get yourself a line of 5 - 7 of one unit, turn one into the hero/super, move to the next squad and repeat. Then laugh as each hero/super gets scaled bonuses from other heroes and others of the same units (like how he explained the bouncing glaive from Talis). Generally when you start to get those carriers... it's gonna be hard to counter a wall of meat followed by heavy bombardment followed by air superiority >_>
The lack of hero units is kinda upsetting, Kaldis is a powerful Zealot as he does additional damage as aoe, which is still good vs a single target as he's doing about 40+ damage per attack
Hey man im doing starcraft youtube on my other account and was wondering if i could use your channel for reference? Please reply so i can get details from u so we can have a chat on discord or something
They do 16 x 2 as seen i the description of their attack. In SC2 all damage numbers are for a single attack and you have a separate indicator of number of attacks. This is done to balance out certain units, as each attack is mitigated by armour. In the case of the Legionnaire, if he attacks a unit with 1 armour, he actually does 2 less damage (16-1) x 2
It was a decent idea to use the burst damage of disruptors to take down Tychus' units, but I feel they really cost too much for their singular use in that role and lengthy downtime. In general I dislike disruptors against pretty much everything except archons, since those are just about the only tanky unit that is neither light (and thus gets slaughtered by adepts) or armoured (and thus gets slaughtered by immortals). As a general rule Fenix is served extremely well by massing zealot/adept/immortal, the only thing missing from that being splash.
The better option for splash is pretty much always colossi when they're available. Warbringer (the hero colossus) in particular is disgustingly powerful, if only because he applies an attack speed debuff on anything he hits. Also, Warbringer tops out at 68 damage per attack (every 1.38 seconds), so while expensive to field, it's going to do as much damage as one disruptor in the space of ~3 seconds. Obviously not too viable if the enemy has air superiority, but in any other situation colossi in general are great.
But aside from that I have little to say (you learn fast!), straight Fenix opening is perfectly viable, though I would advise not dropping down your photon cannons in that situation (same goes for any kind of shenanigan opening). Fenix's ones are instantly recognisable, and a Fenix player sending nothing first wave is almost certainly teching to deploy Fenix himself. Having said that, Fenix has no direct hard counter, so it's not as though the enemy could do much about it, but if the enemy has to guess sometimes they'll put something *really* terrible against you by sheer bad luck.
My habitual opener with Fenix is mass adept. They're his cheapest and most versatile unit, they're anti-light and can hit ground and air, meaning the counter or at least aren't countered by most enemy opening strategies. From there it's usually a question of whether I need to add zealots to tank for them (usually in the case of mass enemy high dps melee like zealots), simply keep spamming adepts (if the enemy went for something silly like mutalisks), or add on immortals (if I'm fighting anything armoured).
He's one commander where I really don't like his air units though. Scouts are quite inadequate as a front line, being armoured means they get countered very hard by a lot of enemy air and anti-air, and anything that counters them also counters your carriers and colossi (having all your units in a single category is never good for survivability). That's one reason I tend to push my adept count pretty hard, I want to discourage my opponent from starting an air war unfavourable to me. I want to start the air battle on my terms, with ground superiority and plenty of my units already shooting upwards, and sometimes with my upgrades already researched. Dragoon Fenix is also a good deterrant in that regard, an opponent who watches their air units repeatedly erased by him tends not to keep pushing that angle.
I was thinking the same thing but when you focus the fire on strategic targets it is worth it. The value changes depending on the enemies wave.
Yeah, they can be good for manually sniping certain units. I often do something like that with Nova and her ghosts, I'll manually snipe enemy detectors. But at the same time the disruptor is very much a one trick pony, and any change to the battlefield can render it obsolete too easily for such an expensive unit. Like when you push forward, or you get pushed back, you're facing a different wave. Something like ghosts also have EMP and their strong basic attack to make themselves useful, but disruptors just have a weak normal attack and nothing else once they've used their ability.
I wouldn't classify disruptors as bad per se, and against Tychus of all commanders they'd be rather good if only to snipe the squishy heroes at the back (using them on the tanky units was a mistake, immortals would serve far better for lower cost), but for instance the enemy could easily have made them extremely cost ineffective by simply spacing his units out a bit. And even as is I don't find them especially cost effective, perhaps mostly because Fenix's other units are all so good, diverse, and not lacking counters to anything much.
DarkFenix2k5 no lie I go down to the comment section on all of incursus direct strike vids to see your analysis. You need to make direct strike vids bro. You seem pretty well versed in it.
I just started playing this against a friend. I’m pretty new to this and Starcraft 2 in general, so probably don’t do what I do. I generally slap down a legionnaire and tech up. Then I like to work on getting a few immortals for front line and putting legionnaires behind because dash, and getting dragoon Fenix if I can. Add some purifiers for support, disrupters (Maybe switch to colossi, I hadn’t thought of that) for splash and scouts for air.
Any changes I should make?
I like how the moment Dragoon Fenix appeared, he completely turned the tide of battle.
I luv the Starcraft direct strike vids keep doing them plssss
it's unfortunate that direct strike is now only filled with raynors rushing hyperion and its just unfun if youre a commander with no significant anti-air
I feel your pain, I spent a fair while stuck against that as Kerrigan the other day. All I could do was keep spamming hydras and hope my allies could pick up the slack. I'm sure he'll get a nerf, 2000 minerals is clearly too cheap.
So, Raynor is the next hero in line, and I've already got him recorded. At the time of recording, his Hyperion is at 2250 mineral cost. And boy is it strong.
Thankfully, it seems that people are already figuring out how to deal with it. It's so expensive off the start, that rushing directly for it is easily punishable in the form of massing units to take mid AND their bunker. The bonus income has consistently allowed the team to field Anti-air units to swarm down the Hyperion. A fair few times now, I've been able to just mass units with no Air attack, allowing us to just pass by the Hyperion and go for the win. I've successfully bypassed the Hyperion on many occasions now without team coordination (obviously, it works better with communication).
I'm just worried that it may be too powerful against commanders that lack in the Anti-Armored-Air department.
@@Incursus If you see an raynor just viking spam as han and horner and swann / spam hyrda with kerrigan and dehaka / queen spam with abathur / Tychus just go for teh mind controll / karax carriers are always good /artanis fenixes /fenix carriers too /Zagara Scourges /Nova just steam rolls it /artanis tempests and its gg so its no real threat if you see it coming ^^
Love direct strike. Keep it coming. Swann is my favorite commander but hes less reliable than the other terrans. Id appreciate some tips.
The logic used for getting armour upgrades and ignoring shields baffles me. Split forces air and ground, shields has value in affecting everything. Especially cost value.
It's late but Ill answer for anyone who is wondering about this in the future. A lot of units have base armor values and more life than shields. For instance, zealots have much more hp than shields and will benefit a lot more from the armor upgrade. The same is true for carriers and many other units. Also, shield upgrades are more expensive. While it may not have been relavent in this specific case, it is also important to note that emp and widow mines are both very effective vs shields.
widow mines shouldnt even be brought up, as they bypass armour as well. so they fuck shielded and unshielded units just the same.
if you tallied all the ground unit health, and then tallied all the shields of both ground and air, the shields is way ahead.
emp in this game is only possible from nova. and requires her to deploy ghosts, which are stupid expensive and not really all that good once they blow their load with snipe and emp. and she wasnt in this game.
yeah, going for shild upgrades might be the better call because they still benefit air and ground, so its in the long run kinda cheaper and shild is regenerating itsself while hp isnt as much.
Mentioning Broodwar stuff, I would like to add that Mojo, Warbringer, Tal'darin are all from the Broodwar's bonus campaign
Keep up the good work my dude
Carriers are relatively OP, especially when you stop expanding a line more than it should be (your scouts >_>) and start building up the next line with its own hero/super unit.
5 - 7 is pretty solid for each line to give their hero/super a good booster, after that working on the next line is a good idea because then you can start multiplying your damage outputs at a relatively good rate.
Those heroes fell (on the enemies) harder than WWI on tsar Nikolai
Eh...decent. Those heroes fell harder than the World Trade Center on 9/11
Actually, they fell harder than Stalingrad on the German army and funny mustache man's psychical health
This looks so cool!!!! and I just started the video!!!!!! ♥️♥️♥️♥️
The mid is actually more akin to 6 gasses, since it's 1 min per player.
I watch you only for the StarCraft
Good video
Dragoon Fenix is honestly stronger early and mid since he also outrages any turrets and his burst abilities can wipe a wave easily
YYYYEEEEEEEEESSSSSSSS
Much good yes happy
"Fenix is a balanced commander" Ahahahahahahahahahahahaha. AHAHAHAHAHAHAHAHAHAHAHAHAHAHAH. He's been nerfed more times than any other commander for a reason, Incursus.
I played Fenix a bit and realized, holy shit he has a good ground force, default Fenix with Legionnaire, Adepts, Conservator, immortals is unstoppable, but if the enemy goes for air units in the early game like Abby mass Mutas or Karax mass Mirages, Fenix's... Kinda fked, basically a guaranteed loss.
@@zestoh_coffee_892 Probably won't be too bad if you try to brute force through their ground forces and let your team deals with the air force right ?
Pretty sure he meant balanced as in "good all round" rather than balanced in the meta. I played day 1 Fenix, he was indeed horrifyingly powerful, but he actually is well balanced now. Honestly I think Karax performs better than him overall, by having more durable buffer units (simply because they take time to resurrect) and better air units.
I mean... Fenix only has how many hero/super units that start scaling as you snowball?
Get yourself a line of 5 - 7 of one unit, turn one into the hero/super, move to the next squad and repeat.
Then laugh as each hero/super gets scaled bonuses from other heroes and others of the same units (like how he explained the bouncing glaive from Talis).
Generally when you start to get those carriers... it's gonna be hard to counter a wall of meat followed by heavy bombardment followed by air superiority >_>
If Abby goes mass muta's you go Dragoon Fenix, his ability oneshots all of them
The lack of hero units is kinda upsetting, Kaldis is a powerful Zealot as he does additional damage as aoe, which is still good vs a single target as he's doing about 40+ damage per attack
How find this commander mode? I found direct strike but is all default units..
Its a 3 vs 3 commander heroes. You can create one host if you dont ser any.
Like your videos a bunch, but the scout was from Starcraft one not brood wars the expansion ;)
you should have use fenix dragoon ability more often since it is no cooldown AOE
A very small front line that charges way ahead of the back line and dies before the back line even gets there isn't a good front line...
Mass scouts is haliriously good against tychus. Tychus' only really anti air, vega, dies instantly to scouts
Yay more DS. Mwahahaha
last protose? what about Zeratul?
He's not in Direct Strike is he? I hope he is soon- one of the few commanders I purchased in Co-Op
It's pronounced Clo-lar-eon.
gg wp
Would you be able to do a T3 AP Sniper in forts? That would be cool.
Thats not a Forts vid dude. Go to a forts Vid than and ask that again.
Hey man im doing starcraft youtube on my other account and was wondering if i could use your channel for reference? Please reply so i can get details from u so we can have a chat on discord or something
Legionaires, 8 damage per hit... zealots split their damage into 2 strikes doing half their damage per hit...
They do 16 x 2 as seen i the description of their attack. In SC2 all damage numbers are for a single attack and you have a separate indicator of number of attacks. This is done to balance out certain units, as each attack is mitigated by armour.
In the case of the Legionnaire, if he attacks a unit with 1 armour, he actually does 2 less damage (16-1) x 2
31
First
ur kinda creepy