SOLAR (SC2 Zerg) vs. CURE (SC1 Terran) • SC1 vs. SC2 EVO
ฝัง
- เผยแพร่เมื่อ 22 พ.ย. 2024
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Lol so were all gonna pretend like thats not Solar and MC on the thumbnail?😂
yeah, im just noticing this, wth lmao
That's not cure!!!!!
I've really been enjoying this type of SC1 verses SC 2. Whole new dynamic and I am grateful for you casting these! THANKS!
Seeing Cure float his CC to the middle of the map brought back some funny memories.
I was playing in a little SC tournament hosted by some friends on Discord, and in game two of one of my sets, it was a TvZ, I go for a blue flame hellbat push that transitions into bio with 2 factorys making tanks. Messy game. After a series of counter-attacks, I accidentally hotkeyed my command centers to my army. I lifted two command centers to prevent them from dying to zerglings/ roaches only for one of them to die to queens on his side of the map. I saved the other one right after that, but I could not save my dignity.
Why DID Cure keep doing that? I really don't understand. Not once did he even ATTEMPT to clear the Creep in that expansion area.
Concussive damage is better against Armored in SC2:Evo. This is why firebats are good.
Also stimpack probably does increase it's attack speed unlike Brood War.
"Concussive" refers to Concussive Shells, which do nothing to enhance damage, but merely slow the target down. Likewise, Stim does nothing to increase your damage. It merely increases the attack and movement speed of the unit.
Wouldn't mech be better against "SC2" Zerg? I say this because "SC2" Terran rely heavily on Medivacs' ability to pick them up off the ground and get them away from the powerful ground forces of the Zerg, but "SC1" Terran doesn't have this ability with Medics. Therefore, they could spam Spider Mines with the Vultures to deal with the mass Ling/Bane on top of having the Tank fire for lots of AOE.
Just a random ass thought here after watching only 1 game of this mode: broodwar was balanced around bad AI pathing. I think the marines and tanks stat wise are much more fragile than they should be considering how fast Zerglings can surround units in the SC2 engine. EDIT: And by the same reasoning, irradiate also just destroys clumps of zerg in the SC2 engine.
Well, no one really knows how to play SC1 in the SC2 engine. I daresay "optimal" play will look totally different from Brood War.
Nothing was balanced around the bad pathing. It was just a horrible hindrance "SC1" players had to learn to deal with.
@@kommisar. As much as you don't want to believe, the game IS balanced by pathing. That's why when SC2 was first released they explicitly commented that Psi Storm's damage had been nerfed when it was ported over from SC1 because it was too easily destroying armies in SC2 due to the clumpiness of units. In SC1, 1 storm was enough to kill most units like siege tanks while in SC2 that is not the case.
@@SadFace201 You're forgetting that in "SC2" the units were much more responsive and they had what I believe they coined "smart cast", meaning now when you selected a group of spellcasters, even if they were in the same control group as non-spellcasters, you could cast their spells with each individual click as opposed them all casting with one click. That made it a lot easier to actually use the spells. "SC2" streamlined the micro requirements so you could control your units much better. The pathing made it so they didn't do dumb shit like take the long way and randomly stutter step. If anything, "SC1" made it a lot easier for your units to clump up and not do what you told them to do.
@@kommisar. I see what you mean by clumping in SC1. I think yes units in SC1 often got stuck on each other, blocked chokepoints, and didn't do what you wanted them to do. But what I'm trying to get at is that in SC2 because pathing is smarter, units are often much closer to each other compared to SC1 where they needed more space to move around. This makes armies in SC2 more susceptible to AOEs as splash damage simply hits more units per pixel.
I guess if I were to use a different example that excludes smart casting, let's talk about the Adrenal Glands for zerglings. I'm pretty sure the Adrenal Glands in SC1 improved attack time significantly more than the upgrade in SC2. This is because smart pathing allowed zerglings to smoothly surround enemies, significantly improving their DPS in SC2 over SC1. To address this, Blizzard nerfed Adrenal Glands so that it wouldn't be so oppressive with the smarter zergling pathing in SC2.
And my other point is that as much as many of those hindrances in SC1 are limitations to the game engine, the game still has to be balanced around those limitations. Likewise when they port things over to SC2, they need to be balanced around new systems which doesn't just include smart casting (or even smart targeting from siege tanks), but also stuff like pathing. This is also why marines in SC2 are wildly effective compared to their SC1 counterparts because stutter stepping just wasn't a thing in SC1 whereas in SC2 it made marines almost universally good against everything.
Hope to see more of these games!!!
Just two guys playing a different game :)
Starcraft 2 Brood War 🙂
What a game
This is crazy.
Why is the order of this playlist so random?
Engagement
Vulture mines could have been useful... Why nooo vultures..
False advertisement! We want our money back! Lol