Imagined NASA: *operates using the most cutting edge technology and methods* Real NASA: *wouldn't even use cutting edge technology if they could afford it, which they can't, because super old analog shit is all that's gonna survive being hurled across the void and bouncing over the unknown landscape of a dead planet*
Ironically, I think the lurkers might have actually hurt the zerg in that fight - while the lurkers were "efficient", the fight was never really about efficiency - the fight was about "which side can get the other 2 to fight each other the most", and lurkers by killing all the early game units of the other races put zerg in a position where they were largely 2v1ing afterwards (if they hadn't killed so many units then it would've been more of a 3 way fight instead of a 2v1). Swarm hosts won because they sat far enough away from the fight that terran and protoss killed each other pretty much.
With the marines vs. zealots + zerglings, in fights with such large scales, you should virtually never bet on melee units winning (unless it's something like upgraded ultralisks vs. marines) because they're way too limited by surface area.
Depends on the ratio mate and if lings would got their upgrades, zealots would also have charge then stand ground stimmed marines would lose. Especially that zealots would tank a lot more with 3/3/3 and extra few seconds for adrenal lings is a lot.
@@andrzejnadgirl2029 Unless you're talking about upgraded zealots+zerglings vs. unupgraded marines, the marines would absolutely destroy the zealots+zerglings in that fight with or without upgrades, and it wouldn't even be close either way. It's also especially weird to say so, because they literally were upgraded in the fight that they lost. Those were upgraded zealots and zerglings, and they didn't even come close to winning. The zealots were charging, it's just that.. charge isn't actually useful in that kind of fight, because the speed with which they reach the marines has nothing to do with why they're losing. They're losing because only a tiny fraction of them can attack at a time while way way more marines are attacking at a time because they're ranged. Also, the attack and armor upgrades completely cancel out so I don't know why you'd even bring them up. If both sides do +3 damage and take 3 less damage then there's no difference.
12 ชั่วโมงที่ผ่านมา
Which is why Terran is OP. Marines are a valid option at virtually all tiers of play and have no real weaknesses.
@@andrzejnadgirl2029 Upgrades wouldn't change much with units clumped in a ball like that, for every melee unit attacking a marine there is like 5-6 marines shooting back.
The LingZealot vs Marine one makes sense when you think about how limiting the melee range is to attacking. Only the front row of Lings and Zealots could attack at any given time, while 5 or 6 marine rows (even on the inside of a conclave) are attacking at once due to their range, so they physically are capable of doing a lot more DPS at any given time.
@ No, I don’t think it would have changed much. The only significant advantage that could have been gained was if the number of marines could have been lowered to be so few that less and less rows were fighting, but in the end, the number of marines attacking is way more than the number of melee units. It’s a totally unfair fight.
@@GeneGear Eh.. even with a full surround the marines win easily. It would be marginally better for the zealots+zerglings but not by much, because there were still a lot of marines that weren't shooting anything (if they had gotten a full surround then sure more zealots+zerglings are attacking, but there would also be about the same % more marines attacking too). If there are so many units that even in a full surround the units in the middle aren't in range of attacking anything, then surrounds kind of stop being meaningful towards the outcome of a fight (unless you care about "how quickly the fight ends" instead of just which side wins).. well, unless you're dealing with an enemy that's kiting you, but the marines weren't doing that.
A more playful channel alternative would maybe be a good idea honestly for someone mostly doing casts? Or the other way around I guess. Thought about switching your casting content to another page lowko? ”Lowko casts”?
There is also channel named "Tya" ( he's one of guys running the direct strike), he also put a lot of very fun to watch duels between various SC2 units and armies, both on small and large ( tho not as lage as Stu ) scale, and not just from ladder but also campain and co-op too.
Used to watch Tya's stuff daily. It was cool how he used Coop units and stuff too and different upgrades and unit comps. Its actually what got me into playing Coop, seeing all the cool OP units.
The strength of marines against lings and zealots is that they have range, and as such a lot more marines can attack at the same time while only the front row of their melee opponents can attack.
Put any other ranged unit they'll lose (except maybe Colossus) Marines ARE actually broken, but not necessarily unbalanced And the reason isn't only in the high DPS but also the very small model, that's what wins them most of the fights Every other ranged unit in the game has a relatively large model, so they can't achieve the DPS per target density that Marines can do
Concerning the third fight: yeah melee units only work in small supply fights. Its a basic premise, but i dont think many of us understand how bad it gets the higher the suplly gets. I once did a test in unit tester, and without micro , just stim vs charge, zealots only win i think up to 18 supply against marines. Then its bettter and better for marines. And its without micro.
It was unfortunate for the Terran Army that faced the Void Rays that their layer of Widow Mines was so close to the start. Imagine if they were deeper into the formation, so that they had a chance to burrow in advance, and the Void Rays had clumped up by the time they arrived!
This is cool, but i wouldnt say its says anything about balance of cost eficency, as the first 2 matches is with units that are not really designed to fight each other. High templar are designed to counter banelings, specially in choke, and mutas are harrasing units, not supposed to fight straight up.
Also, the mutalisks would've absolutely destroyed the ghosts if they had all been clumped up from the start. The only reason the ghosts ever had a fighting chance was that the mutalisks were only trickling in (relative to how many there were) and they could pick them off as they came for a lot of it. And in general, in these kinds of large scale fights in regards to efficiency there are usually 3 big considerations - range, AoE, and flying units. Usually flying units win against anything that doesn't have AoE (unless the flying units are too spread out and most of them die before they've clumped up), ranged units beat anything with less range than them unless they're flying units and the ranged units don't have AoE. Of course, if the resources are lopsided enough it can turn out differently, or if the units are fighting something they're especially bad against (like upgraded ultralisks vs. marines can be an exception) but in almost all fights you can just look at those 3 things to predict which will be more efficient (and terran often has a big advantage because they have a lot of high range units).
The Marines vs. Zealots & Zerglings one shouldn't have been surprising. Marines win because the range enables more of them to be in contact at any time. Zealots have like 1.5 times the health of Marines per mineral, Zerglings about the same, but double the damage output per mineral. In this setup, though? Only the frontlines of Zealots and Lings are fighting, they each have about the same DPS as a stimmed Marine. But behind every Marine stand 5-6 others shooting constantly. The raw DPS output of the Marine ball is just way too high. It would be interesting to see how well eg. Zealots can do vs. Marines if they're interspersed more, so the engagement surface is more even.
I think the biggest advantage the Marines have over Zealots and Zerglings is that they’re ranged. You can have multiple rows of Marines shooting but only the first row of Zealots and Zerglings can attack until they’re replaced by the ones derping about in the back. The Marines are always going to output several times more damage than either unit for this fact alone.
7:18 i think their strength is the fact that they're a cheap early ranged unit while the other 2 is a melee unit, if you see at 6:15, the back row marine also attacks, up to at least 7-8 row behind the frontline, that means the marine have ariound more than 6x attack power than the swarm and zealots head on since the other 2 can only attack 1 by 1, or several if they round up a lone marine
FInally this is getting some good recognition :D (Episode 7 has been my favorite fight club episode!) Btw at 8:45 no cyclone managed to get in a single kill
The Void Ray mainly loss because of the ghost EMP and anti-armor. The EMP before thor was what got a huge portion of them to get wiped out. If it was ghost early on so that void rays can regenerate shield earlier, they would have a bigger chance.
People call Swarm Hosts bad, but they are only inefficient from a supply standpoint, their cost-efficiency in terms of other resources is quite strong. The issue is that pros can take advantage of you if you don't already have them on a backfoot or on a defensive stance already.
If melee can't get a wrap around they lose every time. You should know that Lowko. They can only DPS the edge of the ball whereas the marines can bring almost ALL their DPS to bear
The voidray rush could've been stopped at the marine stage, if the AI had just done the tiniest bit of stutter-step. Stim, advance, stop, advance; once all marines were under the VR ball it was over...
As someone who's played around with the editor to figure out cost/supply efficiency, I can tell you how well each race trades. Terran is first, Zerg is second and Protoss is dead last. Terran mech trades extremely well. Zerg ling+bane trades very poorly, hydralisks even worse but corruptors are their saving grace. Skytoss trades surprisingly poorly and so do stalkers (except against air units) with archon+immortal being their only good comp. All in all, it was quite interesting to compare the stats to what the pro players are doing. Micro aside it really seems like they've figured out the optimal way to play. If I had to guess why Terran is first it'd be due to all their units being ranged which gives them an edge in terms of surface area against melee units, whereas Protoss suffers due to a lack of reliable splash damage. But that's just my thoughts. (Psst! Blizzard! Please give the sentry's splash damage back!)
25:10 Not weird, your point of view that you think Protoss is the best means that the disruptors changes were good otherwise toss would be IMBA. However, in order to nerf disruptors they nerfed lurkers as well, that’s what’s weird and unfair for Zerg.
...No? The thing that made it weird is that it's a nerf where P is generally thought to need help (PvT) rather than where P could plausibly be argued to be too strong (PvZ). There was another option called 'nerf something that's actually good in PvZ'.
Marines have range; zealots and zerglings do not. As such, it's about 1500 marines vs ~100 zerglings and ~100 zealots at any one time. Would have been way worse than that, even, if the AI just backed the marines into a corner to protect their backs, reducing the zealots and zerglings engaged at any point in time by about half.
That classical song isnt playing in mengsk's office its playing in DuGalle's cabin when he's discussing with Stukov if he's ready to "go all the way." you should know better lowko:P
ahh yes, put the zealots and zerglings coming from the same direction so that they don't surround the marines, good way to make it miss leading and make terran look OP. creator totaly not biased at all
Not so. What happened was that melee dynamics completely screwed over the zealots and lings. ONLY the front row of them attacking can deal damage, meanwhile most of the marine backline can also deal damage via being ranged units. So 95% of both zealots and lings couldn't actually deal any damage and kind of derped around behind the front row that could deal damage, meanwhile only about 50% or so of the marines couldn't deal damage due to not having long enough ranged to shoot past the 5 range of marines in front of them who were all attacking.
I think this video just goes to show how stupid Terran can be at times. Makes no sense how a basic unit is all you need decimate an army 3 times the supply.
I'm honestly dumbfounded that you didn't realize Marines were that good, with as long as you've been casting. If you pay any attention to the game at all you know they're the single best unit in the game by an order of magnitude lol. The blindspot the pro community has for them is astonishing.
The Marine vs Zealot+Zergling fight is undeniable proof of how broken range is in SC2, and the Terran army is made entirely of ranged units, with a lot of them also dealing aoe damage... Anyone that thinks Terran is not entirely broken just from the units they have in every stage of the game, is delusional. And we don't even need to take into account economy with Mules, map control with MMM, braindead base defense with Tanks, Liberators, and Mines, stupidly easy but powerful harassment options, literal maphack with Scans, and of course the stupidity that is the Ghost that should not even exist in the game.
Well, let's be entirely fair not forget that fights at these scales never ever even have a dream of occurring, meaning melee units actually have a chance to surround the enemy army and be useful (also why they have such a high speed and damage output) The rest, honestly, try Terran and see how hard it can be and how needed some of those things are (Mules). Not to say that the situation isn't ideal
Hey, I know this guy! I hear he's using NASA technology to be able to run these without lag.
Love your videos!
dude, tytyty this was so freakin cool!
Imagined NASA: *operates using the most cutting edge technology and methods*
Real NASA: *wouldn't even use cutting edge technology if they could afford it, which they can't, because super old analog shit is all that's gonna survive being hurled across the void and bouncing over the unknown landscape of a dead planet*
But seriously… How?
I heard he _actually_ travelled to the future and filmed these live.
20:00 this is how the balance council decide the new patch
Ironically, I think the lurkers might have actually hurt the zerg in that fight - while the lurkers were "efficient", the fight was never really about efficiency - the fight was about "which side can get the other 2 to fight each other the most", and lurkers by killing all the early game units of the other races put zerg in a position where they were largely 2v1ing afterwards (if they hadn't killed so many units then it would've been more of a 3 way fight instead of a 2v1). Swarm hosts won because they sat far enough away from the fight that terran and protoss killed each other pretty much.
@@asdfqwerty14587 fax
The marines are broken. Send this replay to Harstem.
With the marines vs. zealots + zerglings, in fights with such large scales, you should virtually never bet on melee units winning (unless it's something like upgraded ultralisks vs. marines) because they're way too limited by surface area.
Depends on the ratio mate and if lings would got their upgrades, zealots would also have charge then stand ground stimmed marines would lose. Especially that zealots would tank a lot more with 3/3/3 and extra few seconds for adrenal lings is a lot.
@@andrzejnadgirl2029 Unless you're talking about upgraded zealots+zerglings vs. unupgraded marines, the marines would absolutely destroy the zealots+zerglings in that fight with or without upgrades, and it wouldn't even be close either way.
It's also especially weird to say so, because they literally were upgraded in the fight that they lost. Those were upgraded zealots and zerglings, and they didn't even come close to winning. The zealots were charging, it's just that.. charge isn't actually useful in that kind of fight, because the speed with which they reach the marines has nothing to do with why they're losing. They're losing because only a tiny fraction of them can attack at a time while way way more marines are attacking at a time because they're ranged.
Also, the attack and armor upgrades completely cancel out so I don't know why you'd even bring them up. If both sides do +3 damage and take 3 less damage then there's no difference.
Which is why Terran is OP. Marines are a valid option at virtually all tiers of play and have no real weaknesses.
@@andrzejnadgirl2029 Upgrades wouldn't change much with units clumped in a ball like that, for every melee unit attacking a marine there is like 5-6 marines shooting back.
@@asdfqwerty14587 Shame they removed damage on charge, might have made it more equal.
The LingZealot vs Marine one makes sense when you think about how limiting the melee range is to attacking. Only the front row of Lings and Zealots could attack at any given time, while 5 or 6 marine rows (even on the inside of a conclave) are attacking at once due to their range, so they physically are capable of doing a lot more DPS at any given time.
It would have been even better for the Marines if the Zealots and Zerglings had attacked from opposite directions!
Yeah, it would have been an ENTIRELY different fight had the zerglings/zealots gotten off a full surround. But the rear marines managed to prevent it.
@ No, I don’t think it would have changed much. The only significant advantage that could have been gained was if the number of marines could have been lowered to be so few that less and less rows were fighting, but in the end, the number of marines attacking is way more than the number of melee units. It’s a totally unfair fight.
@@GeneGear Eh.. even with a full surround the marines win easily. It would be marginally better for the zealots+zerglings but not by much, because there were still a lot of marines that weren't shooting anything (if they had gotten a full surround then sure more zealots+zerglings are attacking, but there would also be about the same % more marines attacking too). If there are so many units that even in a full surround the units in the middle aren't in range of attacking anything, then surrounds kind of stop being meaningful towards the outcome of a fight (unless you care about "how quickly the fight ends" instead of just which side wins).. well, unless you're dealing with an enemy that's kiting you, but the marines weren't doing that.
In fact, to add to it, a full surround would have enabled many more marines to attack, more than the other two at a ratio of 4-5:1
Random terran: theyre everywhere
Thor: then shoot everywhere
Can't believe he put it on the main channel
Agreed
A more playful channel alternative would maybe be a good idea honestly for someone mostly doing casts?
Or the other way around I guess.
Thought about switching your casting content to another page lowko?
”Lowko casts”?
It deserves to be here.
It was nice as a one off, I'm not sure I would watch more of it
Shouldn’t you be jacking off to cat girl videos
There is also channel named "Tya" ( he's one of guys running the direct strike), he also put a lot of very fun to watch duels between various SC2 units and armies, both on small and large ( tho not as lage as Stu ) scale, and not just from ladder but also campain and co-op too.
sadly, Tya hasn't uploaded in... maybe over a year and have said they're not coming back ._.
@@spamhonx56 Yep, he said in one of his last comunity posts that he found a work in game development and won't be uploading anymore.
Used to watch Tya's stuff daily. It was cool how he used Coop units and stuff too and different upgrades and unit comps. Its actually what got me into playing Coop, seeing all the cool OP units.
STU actually does great content, good on him
the marines being nuked and running around reminded me of burning ant piles xd
The strength of marines against lings and zealots is that they have range, and as such a lot more marines can attack at the same time while only the front row of their melee opponents can attack.
Put any other ranged unit they'll lose (except maybe Colossus)
Marines ARE actually broken, but not necessarily unbalanced
And the reason isn't only in the high DPS but also the very small model, that's what wins them most of the fights
Every other ranged unit in the game has a relatively large model, so they can't achieve the DPS per target density that Marines can do
Concerning the third fight: yeah melee units only work in small supply fights. Its a basic premise, but i dont think many of us understand how bad it gets the higher the suplly gets. I once did a test in unit tester, and without micro , just stim vs charge, zealots only win i think up to 18 supply against marines. Then its bettter and better for marines. And its without micro.
Thanks for the video, Lowko. Amazing how much computers can push their limits to show fights as grand as these. Absolutely crazy! ❤
It was unfortunate for the Terran Army that faced the Void Rays that their layer of Widow Mines was so close to the start. Imagine if they were deeper into the formation, so that they had a chance to burrow in advance, and the Void Rays had clumped up by the time they arrived!
a number of units were harmed because they didn't have preemptive setup, and were only allowed to change/burrow AFTER the fight got into range.
This is cool, but i wouldnt say its says anything about balance of cost eficency, as the first 2 matches is with units that are not really designed to fight each other. High templar are designed to counter banelings, specially in choke, and mutas are harrasing units, not supposed to fight straight up.
Also, the mutalisks would've absolutely destroyed the ghosts if they had all been clumped up from the start. The only reason the ghosts ever had a fighting chance was that the mutalisks were only trickling in (relative to how many there were) and they could pick them off as they came for a lot of it.
And in general, in these kinds of large scale fights in regards to efficiency there are usually 3 big considerations - range, AoE, and flying units. Usually flying units win against anything that doesn't have AoE (unless the flying units are too spread out and most of them die before they've clumped up), ranged units beat anything with less range than them unless they're flying units and the ranged units don't have AoE. Of course, if the resources are lopsided enough it can turn out differently, or if the units are fighting something they're especially bad against (like upgraded ultralisks vs. marines can be an exception) but in almost all fights you can just look at those 3 things to predict which will be more efficient (and terran often has a big advantage because they have a lot of high range units).
The Marines vs. Zealots & Zerglings one shouldn't have been surprising. Marines win because the range enables more of them to be in contact at any time. Zealots have like 1.5 times the health of Marines per mineral, Zerglings about the same, but double the damage output per mineral.
In this setup, though? Only the frontlines of Zealots and Lings are fighting, they each have about the same DPS as a stimmed Marine. But behind every Marine stand 5-6 others shooting constantly. The raw DPS output of the Marine ball is just way too high.
It would be interesting to see how well eg. Zealots can do vs. Marines if they're interspersed more, so the engagement surface is more even.
I think the biggest advantage the Marines have over Zealots and Zerglings is that they’re ranged. You can have multiple rows of Marines shooting but only the first row of Zealots and Zerglings can attack until they’re replaced by the ones derping about in the back. The Marines are always going to output several times more damage than either unit for this fact alone.
I freaking love these videos. I know they're dumb. But I love them.
7:18 i think their strength is the fact that they're a cheap early ranged unit while the other 2 is a melee unit, if you see at 6:15, the back row marine also attacks, up to at least 7-8 row behind the frontline, that means the marine have ariound more than 6x attack power than the swarm and zealots head on since the other 2 can only attack 1 by 1, or several if they round up a lone marine
FInally this is getting some good recognition :D (Episode 7 has been my favorite fight club episode!)
Btw at 8:45 no cyclone managed to get in a single kill
The Void Ray mainly loss because of the ghost EMP and anti-armor. The EMP before thor was what got a huge portion of them to get wiped out. If it was ghost early on so that void rays can regenerate shield earlier, they would have a bigger chance.
The armory is for ship/vehicle upgrades and the engineering bay is for infantry upgrades but it’s supposed to be the other way around.
welp, anyone still remember the ancient saying "a marine walks into a bar... where is the counter?"
Setup: Infestors v carriers
Lowko: "Terran wins again"
Professional casting alert.
People call Swarm Hosts bad, but they are only inefficient from a supply standpoint, their cost-efficiency in terms of other resources is quite strong. The issue is that pros can take advantage of you if you don't already have them on a backfoot or on a defensive stance already.
If melee can't get a wrap around they lose every time. You should know that Lowko. They can only DPS the edge of the ball whereas the marines can bring almost ALL their DPS to bear
Finally, quality content
In conclusion, terran is OP, please nerf.
The voidray rush could've been stopped at the marine stage, if the AI had just done the tiniest bit of stutter-step. Stim, advance, stop, advance; once all marines were under the VR ball it was over...
Melee is just at a huge disadvantage when the melee cant surround and yet 4-5 lines of ranged can be firing.
Reminds me of custom Starcraft 1 maps.
6:40 How are you surprised? Man with gun is really strong remember?
Lowko: "Men with guns can't be that good..."
Those Marines: "WE HOLD THIS GROUND IN THE NAME OF THE PRIMARCH!"
Straight marines has been a viable strat since sc1 for a reason lowko.
Stu should be doing StarCraft one races at this point
Terran is OP
Best thing I watched since new years fire works
I love Content Like this. Thanks for uploading your Reaction, lowko.
20:00 The Swarm hosts did not even join the fight until the end because there was no enemies nearby to agro them
The only bummer with these simulations is the lack of micro. Stutter stepping the marines for example changes the battle dramatically
this is AWESOME! do more of this please
16:22 isnt it the musak that plays when Dugalle is leaving the planet talking to Alexei?
Thanks for sharing the fun! ^^
Balance rant, instant upvote!
2:34 neuron activated
13:10 Melee units with charge need unit-walking, like how Ultralisk got it recently.
Lol you saying one more one more around the 21:00 minute mark made me laugh.
Ugh that concave ASMR has me on the edge right now
30:27: the muta's weren't there to Tank, they were there as Chaff
Lowko, this is like SC2 lowfi. More content like this. I can listen to it while I work 😹
Strenght in numbers boys
My computer sweating just watching thissweating
Terran has nukes and therefore Terran always wins.
Now this is the perfect brainrot I can get behind
As someone who's played around with the editor to figure out cost/supply efficiency, I can tell you how well each race trades. Terran is first, Zerg is second and Protoss is dead last. Terran mech trades extremely well. Zerg ling+bane trades very poorly, hydralisks even worse but corruptors are their saving grace. Skytoss trades surprisingly poorly and so do stalkers (except against air units) with archon+immortal being their only good comp. All in all, it was quite interesting to compare the stats to what the pro players are doing. Micro aside it really seems like they've figured out the optimal way to play.
If I had to guess why Terran is first it'd be due to all their units being ranged which gives them an edge in terms of surface area against melee units, whereas Protoss suffers due to a lack of reliable splash damage. But that's just my thoughts. (Psst! Blizzard! Please give the sentry's splash damage back!)
Oh man I miss these Versus matches
Breakfast time, Lowko time, good time :D
Wow what a great drinking game
25:10 Not weird, your point of view that you think Protoss is the best means that the disruptors changes were good otherwise toss would be IMBA. However, in order to nerf disruptors they nerfed lurkers as well, that’s what’s weird and unfair for Zerg.
...No? The thing that made it weird is that it's a nerf where P is generally thought to need help (PvT) rather than where P could plausibly be argued to be too strong (PvZ). There was another option called 'nerf something that's actually good in PvZ'.
Marines have range; zealots and zerglings do not.
As such, it's about 1500 marines vs ~100 zerglings and ~100 zealots at any one time. Would have been way worse than that, even, if the AI just backed the marines into a corner to protect their backs, reducing the zealots and zerglings engaged at any point in time by about half.
That classical song isnt playing in mengsk's office its playing in DuGalle's cabin when he's discussing with Stukov if he's ready to "go all the way." you should know better lowko:P
Them high templar storms was wonderful
baneling literally can touch ht after its energy is exhausted
Ghosts are having a renaissance re-enactment moment
marines have the highest dps density in the game
So splash wins, then normal ranged then melee?
Yeah, and guess what race has most of these...
Crazy how a 15+ year-old game can still destroy a new video card.
ahh yes, put the zealots and zerglings coming from the same direction so that they don't surround the marines, good way to make it miss leading and make terran look OP. creator totaly not biased at all
PEAK CONTENT RIGHT HERE BOYS
That prediction of void rays :D
The high Templar would have one way easier if before the bainlings reached them, the front line all converted into archons
I love this, please do more
They should do Warp Prism VS Lurker
did you know that if you q two snipes on a same unit the second snipe comes faster
i was JUST watching these lol
Me too haha. Ahh the algos, they know us so well.
14:55 the best ability in the game was the archon toilet
Lol the video I didn’t know I’d enjoy today.
I feel like Marines outcome would have been different if AI got the surround properly.
6:00 Those had to be fully upgraded marines against base z&p
Not so. What happened was that melee dynamics completely screwed over the zealots and lings. ONLY the front row of them attacking can deal damage, meanwhile most of the marine backline can also deal damage via being ranged units. So 95% of both zealots and lings couldn't actually deal any damage and kind of derped around behind the front row that could deal damage, meanwhile only about 50% or so of the marines couldn't deal damage due to not having long enough ranged to shoot past the 5 range of marines in front of them who were all attacking.
I want to see a pro game of starcraft 2 played at 0.5 or 0.25 speed and then sped up to standard in post.
If the Infestors would have fungaled the interceptors they could have won
7:00 Lowko still surprised marines OP?
The ghosts should have dropped a nuke or two.
I think this video just goes to show how stupid Terran can be at times. Makes no sense how a basic unit is all you need decimate an army 3 times the supply.
Shout out to STU!!!!!! Legendary!
That was worth the time ill never get back lol
i love watching these haha
is this how we know that lowko has hit rock bottom?
who wins 1 dark Templer vs 10 nukes
Loosing my mind at that tank micro x.x
In all fairness, the HT were on auto cast I assume and storms don't stack.
tbf....i HAVE won ranked games by rushing just void rays. Once they reach what i deem "critical mass", theres not much in the game that can stop them
Banelings would win if not the chokepoint
How did the game run so smoothly with so many units on the screen for Stu? How to build a PC capable of dealing with SC2 1 core limit?
I'm honestly dumbfounded that you didn't realize Marines were that good, with as long as you've been casting. If you pay any attention to the game at all you know they're the single best unit in the game by an order of magnitude lol. The blindspot the pro community has for them is astonishing.
I can't tell if I am really good or really bad at this game. I always get it wrong. I have guessed correct on these videos
The Marine vs Zealot+Zergling fight is undeniable proof of how broken range is in SC2, and the Terran army is made entirely of ranged units, with a lot of them also dealing aoe damage...
Anyone that thinks Terran is not entirely broken just from the units they have in every stage of the game, is delusional.
And we don't even need to take into account economy with Mules, map control with MMM, braindead base defense with Tanks, Liberators, and Mines, stupidly easy but powerful harassment options, literal maphack with Scans, and of course the stupidity that is the Ghost that should not even exist in the game.
Well, let's be entirely fair not forget that fights at these scales never ever even have a dream of occurring, meaning melee units actually have a chance to surround the enemy army and be useful (also why they have such a high speed and damage output)
The rest, honestly, try Terran and see how hard it can be and how needed some of those things are (Mules). Not to say that the situation isn't ideal
3:58 Everything reminds me of her...
Actually only got 2 wrong
are terran marines op? no crap!
Me gustó el video gracias