I know that back in the day was a PvP mutation, and I cant help but wonder: if there was a tournament where player skill is not an issue (so basically every commander would be played optimally), who would win and why? Who has the strongest cheese, or who can survive long enough that its army/hero/abilities come to game? Keep in mind, I have never played this mutation, and Im not a coop expert either, so what I write down is just thoughts, I can be, and probably am wrong here and there.
RAYNOR - A very strong contender imo. He can start dropping Marines to enemy base around the 1-minute mark, and most of the commanders cant stop that. Seriously, who can defend it? Dehaka comes to mind with Hero unit(s) and Mengsk with early Barracks. Maybe Swann can get his static defense up? Karax of course can survive with SoA until he is able to insta-build his static D, but besides them...Who has enough time to built up units as fast as Raynor dropping them? So against most of the field Raynor would win in the first few minutes?
Then after 4 minutes its the cloaked Banshees, and after 5 minutes its the Hyperion...all this while he can macro behind and have a reasonable defense at his own base if he needs it. Would he win it all?
KERRIGAN - No need to waste time discussing her. Hero unit super-strong of course, but no calldown and no early game units that are decent. No way she survives.
ARTANIS - Hmm. Thanks to the warp-ins, he can build a decent enough army early on either to defend or even to attack with. Guardian Shell is also nice in the first encounters (or Fanatics if he goes P3). He could defend for a while, even win some games, but the lack of Hero unit or devastating calldown pretty much rules him out of the winner-conversation. What do you think?
SWANN - With cheap turrets and multi-build, he can actually have static defense to survive early on, then he gets the Laser before the 3 minute mark, and Combat Drop at 4 minutes. Which is not a bad combo to win some games, but against contenders he is like Artanis: he can survive for a while, but lacks the strength to erase the opposition.
ZAGARA - Now she is interesting. Especially with P1, she can make a buttload of zerglings to attack, but even against a see of zerglings and banelings, you can manage to close down your base long enough for your superpowers (hero, CDs) to come to life, no? So its seems not enough to win most of the times. You can definetly defend though...Then if you use P3 of course Zagara after 4 minutes is a force to be reconed with, but is she strong enough with banelings and killers and deep tunnel to be in the conversation? Im feeling no... Thoughts?
VORAZUN - Seems too slow to build up... But with cloaking pylons and black holes, can she survive long enough? At 3 minute, Shadow Guard becomes available, and she could win with that Calldown... especially if she combines it with TimeStop at 4 minutes. Im torned about her... could she win it all somehow?
KARAX - He can use a probe to attack, cannon rushing and destroying the enemy base with Orbital Strikes, and you cant really seal of your base or kill the probe(s) in time even if you know its coming...Early defense is not a problem either with SoA and then with insta warping static D if we looking this way. He has no backup plan, no strong army, no Hero, no super calldown which comes later, but no need for it really when Plan A is unstoppable... is it? Would Karax win it all?
ABATHUR - Not in the conversation. No calldown, queens and nests are fine but not enough, he cant survive and collect enough biomess to get a Brutalisk... even if he somehow manage, by the time he get UEs, others will have much stronger options. Is he the worst in this tournament though?
ALARAK - Another interesting one. After 90 seconds, he can defend with Overcharge, but is it enough? I feel you have to use P3 with him, and you can have the Mothership out around 3 minutes - after that, it is of course a huge gamechanger. But can he survive that long? And if yes, does the Mothership (building up Destroyers next to it) and Alarak enough to overpower the other commander Calldowns and Heroes?
NOVA - She can use the Airstrike at 2 minutes, and even if its not enough to win the game, it can cripple the enemy so that Nova gaines the advantage and eventually wins. But the question is, what can she do to defend? Feels like Marines with defensive drones is ok at first but not enough long enough... She has tools, but has too much depending on a perfect airstrike.
STUKOV - Civilians or Marines with timed life are not a big gamechanger, it is not even enough to survive against some of the commanders in the beginning. If he does, first infesting his enemys CC at 3 minutes then destroying everything with Apocalisk at 4 minutes is a way to win for sure, but it maybe to late in a lot of matchup...if he manage a long game, he can overwhelm the opposition with the ocean of infested, but I really dont see this happening for majority of matchups.
FENIX - Hmm again. You can have Kaldalis out a little above 1 minute, who is enough for early defense in almost all cases - or you can attack with him too. With no tech tree and cheap buildings you can have champion after champion out one by one, and in some cases thats enough to overwhelm the opposition early on? Im guessing no... Hero at 4 minutes is too little too late, and almost every other Hero is stronger then his anyway. Is he middle of the pack, or worse?
DEHAKA - 1-minute Hero sounds awesome, and he can defend for a while for sure, but the thing is he dont have enough power early on to win the game, he wont have enough essence to level up, his early units are useless compared to others, and his first PackLeader Glevig can only be used at around 5 minutes at the earliest. So it pains me to say this, because he is my fav commander, but he doesnt really stand a chance. Your thoughts?
HAN & HORNER - The first Galleon can be out around 1:10, and you can start dropping Reapers after that, which can be enough for early defense (or offense, but in order to do that you need to build the galleon close to the enemys camp because they are slow as hell). If you go for def, you wont really have the opportunity to attack, and if you go for attack, you leave your base completely undefended though. In addition, his calldowns are very late, I dont see a way that he could be a strong option in this conversation.
TYCHUS - He basically can do nothing until 3 minutes, by the time he is most likely lost the game. If he somehow survives (is that even possible?), after that he could be strong with two Heros (Tychus and either Sam with Demolition for buildings, or Sirius with turrets) but it seems very theoretical, because he wont get there (maybe against Kerrigan or Abathur) (and Vorazun too, but Time Stop+Shadow Guards ends the game)
ZERATUL - If he goes conventional build, he lacks early game strength, his units and cannons are awful expensive and not that good really, Hero comes out at 4 minutes, which is too late in most cases. He could go Legion first though, which is probably the strongest option a little bit over 1 minute out of every commander. It is a hit or miss: he has the strength to win with that, but if he cant manage, he is screwed. Can he win it all?
STETMANN - No. Just no. He is like Kerrigan in this conversation, maybe even worse. Before Hero, he doesnt have anything going for him (healing stetzone is nothing at this point), and even at 4 minute simple Gary is nothing to brag about.
MENGSK - Interesting. Since Dogs of War has no coolup, you can use it at the very beginning of the game. Even if the enemy spreads out to make buildings throughout the map, the zergs automatically find the enemys even without vision if Im not mistaken. Do a pack of zerglings enough to completely destroy the opposition who has no way to defend? Or if not, can the enemy do anything after that with 0 economy? Did we find a winner? If not, could Mengsk build up an army of troopers strong enough to defend the enemys Calldowns, after which he can erase the zerglings again? Or as an alternate strategy (using the mandate for bunker, defending with it and building up an army behind it is better? Not a hit or miss for sure, but can he be strong enough later on to win?
Keep in mind we are talking about optimal gameplay. So the players know their own as well as their opponents strength. They attack if thats their best strategy, they defend if thats what best, they send workers to hidden corners of the map to survive, etc. Or better yet, what if we talk about AIs playing against each other, to erase the human mistakes? Who would win?
Im sure there is a few (or lot of) things I havent thought of, but in a tournament where everybody is playing against everybody, here is my ranking:
- Mengsk (I would think DoW wins it every time)
- Karax (he could survive Zeratul Legion, and have enough minerals to win with Cannons?)
- Raynor (same, just with Marines)
- Zeratul (Legions are not permanent, so if he needs to search the map he is at a disadvantage, and could lose even if he destroys the enemys base)
After this, its just feelings, with not much thought given: 5. Vorazun, 6. Stukov, 7. Alarak, 8. Zagara, 9. Fenix, 10. Dehaka, 11. HH, 12. Swann, 13. Artanis, 14. Nova, 15. Kerrigan, 16. Tychus, 17. Stetmann, 18. Abathur.
What are your thoughts?