1. even if the target unit was gone/invulnerable, acid bomb still hits on the location that it was, bc its an AoE DoT (Flame Strike WISHES it worked this way tbh) 2. what resources unsummoning Undead buildings gives you (50% of what was spent to make them) 3. All about Sorceress's Invisibility -Workers CANNOT stay invisible while harvesting resources, like how units cannot stay invisible while channelling spells. Peons entering/exiting Burrows do not count as harvesting so they still retain the effect. Acolytes backing out midway from being sacrificed into becoming a Shade do not. 4. Solid objects usually cannot be compressed into occupying the same space, but apparently burrowed Crypt Fiends can do that. Imagine getting ambushed by this tactic... -5:44 in the early demos of WC3, Abominations were supposed to be created by merging 3 Ghouls in the Sacrificial Pit. Now we have a Cryptbomination (a Nerubomination, even) created by unburrowing dozens of Crypt Fiends in the same spot. Talk about going Into the Spider-Verse...
There are some of my favorite abilities here, so I'll try to explain those. 1. Acid Bomb applies the debuff to enemies near the main target upon being hit. So, even if the main target is teleported away or bubble up, the Acid Bomb buff on the secondary targets still remain. 2. Invisibility can't target spell immune, mechanical, or suicidal units (sad). Although, it makes up for that because its duration on Heroes/units with Resistant Skin is the same as on a normal unit. Channelling/casting an ability like Gather (Wisp) or Gather (Acolyte) will cancel it. Battle Station doesn't count because the Burrows is the one casting, not the Peon himself. 3. Burrow stacking is fun.
1) As established in previous series, acid hasn't been invented in WC3 universe yet, that is why it cannot hurt you if you cannot see it. It also means it cannot hurt you if you believe so strong enough or don't look at it. 2) The bigger they are, the harder they pay for running away from """competent""" managers. 3) Based being, mechanical being and units working hard don't have feelings and as such they won't try to hide away from a woman. Consequentially (and sadly for sorceress) hardening skin is not working on a di~ 4) Spiders can only co-live underground or in very tight places, as such this is where they reproduce. Carry on with your pathetic life with that information as best you can.
Acid Bomb: What if the Zeppelin picked up the Acid Bomb-targeted Wisp and unloads it elsewhere before the impact? Technically, units loaded into transporters are still at their original position, they are just hidden. Unloading the unit updates the position. But I think the homing missile link still gets broken when the unit enters the transporter, making the missile fly to the old position.
Investigated a bit. When the target unit exits the Zeppelin, the missile will still fly to the old position but when the unit walks normally again afterwards, homing missiles still in flight will start to track the unit again. The same is true for other ability displacements (I tested Mass Teleport, Scroll of Town Portal, Staff of Preservation, Staff of Teleportation, Staff of Sanctuary and Mirror Image). However, such a previously unlinked missile, if it is a direct missile, will not cause any effect when it impacts on the unit anymore. On the other hand, a missile with splash will deal the splash where the missile impacts, so there you can actually make an effective difference by having the unit walk again or not after the displacement. For waygates or trigger-based displacements (I tested SetUnitPosition, SetUnitX and SetUnitY), the behavior is a bit different for direct missiles: If the target unit does not walk after the displacement, the missile will not only fly to the old position and impact there but also still cause its effect (unlike the ability displacements). If the unit walks after the displacement, the missile will track the unit again and cause its effect upon impact. So waygates and trigger-based displacements are a softer variant in that regard. Ability displacements likely have some extra logic. Anyway, it's buggy behavior. Either, missiles should be completely unlinked when the unit is displaced/enters a transporter, or it should immediately re-track the unit after the displacement/exiting the transporter.
I used to play this game when I was really young because my older brother did surprisingly I remember a lot of the game mechanics and quotes. I’ve been looking on TH-cam to try and relearn the game. You should do voice overs and explain a bit. Also what is the name of this game and exact mode?
Could you make a video that explains siege units splash damage? Differences between regular attack command damage and ground attack damage output, distribution, etc?
@@FunnyWarcraft3 Спасибо. А еще есть момент на счет аколитов, которые уже добывают золото. Видел про рабочих что дерево добывают, у них инвиз не слетает, там так работает?
Слушай а куда упадет виверна или любой другой летающий юнит есть на всю карту только один островок. пример вокруг вода и ровно посередине летающий юнит как и тот кто кинет сетку или паутину
1. even if the target unit was gone/invulnerable, acid bomb still hits on the location that it was, bc its an AoE DoT (Flame Strike WISHES it worked this way tbh)
2. what resources unsummoning Undead buildings gives you (50% of what was spent to make them)
3. All about Sorceress's Invisibility
-Workers CANNOT stay invisible while harvesting resources, like how units cannot stay invisible while channelling spells. Peons entering/exiting Burrows do not count as harvesting so they still retain the effect. Acolytes backing out midway from being sacrificed into becoming a Shade do not.
4. Solid objects usually cannot be compressed into occupying the same space, but apparently burrowed Crypt Fiends can do that. Imagine getting ambushed by this tactic...
-5:44 in the early demos of WC3, Abominations were supposed to be created by merging 3 Ghouls in the Sacrificial Pit. Now we have a Cryptbomination (a Nerubomination, even) created by unburrowing dozens of Crypt Fiends in the same spot. Talk about going Into the Spider-Verse...
3. Everything is correct, but peon, peasant and ghoul can be invisible during harvesting lumber:
th-cam.com/video/tbm7oHmnUVk/w-d-xo.html
zzzzzzzzzzzzz
There are some of my favorite abilities here, so I'll try to explain those.
1. Acid Bomb applies the debuff to enemies near the main target upon being hit. So, even if the main target is teleported away or bubble up, the Acid Bomb buff on the secondary targets still remain.
2. Invisibility can't target spell immune, mechanical, or suicidal units (sad). Although, it makes up for that because its duration on Heroes/units with Resistant Skin is the same as on a normal unit. Channelling/casting an ability like Gather (Wisp) or Gather (Acolyte) will cancel it. Battle Station doesn't count because the Burrows is the one casting, not the Peon himself.
3. Burrow stacking is fun.
the fiend stacking was crazy, lol! youre the best!
They dont make games like that anymore 😢😢
Poor Nerub...
1) As established in previous series, acid hasn't been invented in WC3 universe yet, that is why it cannot hurt you if you cannot see it. It also means it cannot hurt you if you believe so strong enough or don't look at it.
2) The bigger they are, the harder they pay for running away from """competent""" managers.
3) Based being, mechanical being and units working hard don't have feelings and as such they won't try to hide away from a woman. Consequentially (and sadly for sorceress) hardening skin is not working on a di~
4) Spiders can only co-live underground or in very tight places, as such this is where they reproduce. Carry on with your pathetic life with that information as best you can.
While watching this, at 2:34 I wonder can you turn invisible a spirit walker in Ethereal Form?
Yes, but the invisibility drops.
Acid Bomb: What if the Zeppelin picked up the Acid Bomb-targeted Wisp and unloads it elsewhere before the impact? Technically, units loaded into transporters are still at their original position, they are just hidden. Unloading the unit updates the position. But I think the homing missile link still gets broken when the unit enters the transporter, making the missile fly to the old position.
Investigated a bit. When the target unit exits the Zeppelin, the missile will still fly to the old position but when the unit walks normally again afterwards, homing missiles still in flight will start to track the unit again. The same is true for other ability displacements (I tested Mass Teleport, Scroll of Town Portal, Staff of Preservation, Staff of Teleportation, Staff of Sanctuary and Mirror Image). However, such a previously unlinked missile, if it is a direct missile, will not cause any effect when it impacts on the unit anymore. On the other hand, a missile with splash will deal the splash where the missile impacts, so there you can actually make an effective difference by having the unit walk again or not after the displacement.
For waygates or trigger-based displacements (I tested SetUnitPosition, SetUnitX and SetUnitY), the behavior is a bit different for direct missiles: If the target unit does not walk after the displacement, the missile will not only fly to the old position and impact there but also still cause its effect (unlike the ability displacements). If the unit walks after the displacement, the missile will track the unit again and cause its effect upon impact.
So waygates and trigger-based displacements are a softer variant in that regard. Ability displacements likely have some extra logic. Anyway, it's buggy behavior. Either, missiles should be completely unlinked when the unit is displaced/enters a transporter, or it should immediately re-track the unit after the displacement/exiting the transporter.
Peak RTS
I used to play this game when I was really young because my older brother did surprisingly I remember a lot of the game mechanics and quotes. I’ve been looking on TH-cam to try and relearn the game. You should do voice overs and explain a bit. Also what is the name of this game and exact mode?
Could you make a video that explains siege units splash damage? Differences between regular attack command damage and ground attack damage output, distribution, etc?
can one cast invisibility on a troll batrider? lol
04:24
Студенты в общаге такие:
с пауками прикольно
I counted more than 4 things
С пауками интересно получилось😅 попробуй с нагами так же сделать😊
Cool
А если на тинкера наложить инвиз, а потом на нем прожать ульту? Из-за применения способности инвиз слетит?
Да, инвиз слетит. Сниму как-нибудь об этом, потому что там есть некоторые нюансы.
@@FunnyWarcraft3 Спасибо. А еще есть момент на счет аколитов, которые уже добывают золото. Видел про рабочих что дерево добывают, у них инвиз не слетает, там так работает?
@@freemen667 С добывающих золото аколитов инвиз тоже слетает.
Застаканные пауки имба, не? Реализовать, наверно, сложно, но по идее, если пачка большая, должны вообще всё ваншотать.
А ТЕПЕРЬ ПРЕДСТАВЬ ЧТО РЯДОМ С ЭТОЙ ПАЧКОЙ СТОИТ ПОСЛЕДНЕЕ ЗДАНИЕ ПРОТИВНИКА
Ура новое видео!
Слушай а куда упадет виверна или любой другой летающий юнит есть на всю карту только один островок. пример вокруг вода и ровно посередине летающий юнит как и тот кто кинет сетку или паутину
th-cam.com/video/xqerXLrExxQ/w-d-xo.html
Если бы я хоть что то понял бы...
*В названии ошибка, БРО*
Cпс
Спиздил, и радостный.