On le warp gate - basically I think the protoss basically set one of their XXL people-mover sized warp gates to the coordinates of another one on Shakuras once Zeratul gave them the coordinates to let them link up the warp gate on Aiur to the one on Shakuras. The warp gates aren't necessarily a paired set, and the warp gate on Shakuras looked like hadn't been used by the Nerazim in a while.
I have a theory: Zeratul does not know difference between south and north because Shakuras doesn't have magnetic field, thus concept of south and north doesn't exist.
I'm imagining a whole different approach: Shakuras is so screwed up by Xel'Naga shenanigans that it has so many magnetic fields that Nerazim simply don't care about magnetic fields anymore and use something else for navigation
For "Eye of the Storm" you should have done Zealots and Marines. I know it's technically not allowed, but just imagine: the culmination of SC1 challenge runs - Marines only and Zealots only taking down the Overmind
So it's late, but the reason that the cannon would sometimes win and sometimes lose at the beginning of the rescue Tassadar mission is because of high ground mechanics in SC1: it essentially gives anything on (or over in air units case) high ground a chance to not get hit, noticed by projectiles landing just off the unit. So the times it lost it missed too much and the scouts won
Air units aren't subject to the miss chance due to high ground. What actually happens is more based on where the scouts stopped to attack the zealots, then having to take the time to move in to range to attack the cannon. They effectively lose one volley based on the distance they originally stopped to attack the zealot, which is just enough for the cannon to eek out a victory. I had to do testing to check if I was misremembering. Over 50 consecutive hits to air units over high ground when a ground unit on the same exact spot (rallied using hotkeys for precision) was missed right around 50% of shots. The probability of getting the 120/256 miss chance that many times in a row ends up being in the realm of 0.00000000000000077%.
@@frankkillian130 To be fair, you may have seen a miss. Projectiles like cannon shots, vulture shots, etc. have a 1/256 chance to miss. I didn't see one, but that certainly doesn't mean it didn't happen.
25:00 Because that's one of biggest SC 2 flawes. Each attack wave is identical and comes from same place. This is SC 1 back where Blizzard still was caring about players having fun. RNG is fun, it force you to expect that AI will do something unexpected. Multiple attack paths make sense.
23:24 my guess is that wall counts as high ground, which gives a miss chance. Being in trees will do that too, but not for air units. Somehow high ground does count for air units, though.
It's always amazed me how, during a war of extinction in which their sacred homeworld of Aiur was being invaded by a swarm of space locusts, the Protoss High Council still somehow found the time and resources to wage war against a couple of rebels. And I thought the warring states period in China was bad.
The protoss at this point where galactic super powers, they could obliterate entire planets ina matter of hours, it was entirely their hubris of underestimating the zerg that really broke them. Its heavily implied a unified prptoss would have not lost auir.
You should have just moved the carrier over your mineral field to tank damage while you got a little more mining done. It doesn't start with any interceptors so it can't attack back XD
Was replaying SC1 today and burnt out on this mission, decided to say "screw it, can you just go all Zealots here?" And then remembered that, yes, you did. And I think it's actually the best strategy for this mission just because of the sheer number of Reavers they throw at you.
These videos without him superimposed over the command deck is really nice, much more immersive. It's not like he ever moves or makes use of the camera anyway, just stick to this format, the voice is perfect.
If youre referring to sniping the enxus with zealots the amount of airpower thrown at you in that mission is insane, it wasnt feasible to fight through the mission
Hey grant, that last toss mission for regular non brood war has terran... that means you haven't done the marines only *just* yet
* Sees video length *
The Zealots may Wide, but Grant clearly Longs for combat.
It's 2022 and it still sounds as if the probe is meowing "Moron"
As a kid I always thought that the zealots would say "My life for hire" and always thought they were mercs.
That's pretty funny.
As a kid, I thought one of their lines was 'ME SAW A SHOE!' So I would always spam click zealots until they said it every time I played.
I’m fine with these mega episodes
On le warp gate - basically I think the protoss basically set one of their XXL people-mover sized warp gates to the coordinates of another one on Shakuras once Zeratul gave them the coordinates to let them link up the warp gate on Aiur to the one on Shakuras. The warp gates aren't necessarily a paired set, and the warp gate on Shakuras looked like hadn't been used by the Nerazim in a while.
36:32 possibly the worst way I've ever heard a reassuring factoid phrased, thanks xD
26:37 I actually laughed out loud when grant saves as 'This is fine', says a single sentence about sc1 inconsistence and then... Wild zealot appears!
"How do I beat reavers." Scouts.... :p
Sometimes SC1's AI has legitimately fantastic comedic timing.
Those reaver+shuttle maneuvers are the worst of Evil tactics
Oh no he is becoming wider for combat
I have a theory: Zeratul does not know difference between south and north because Shakuras doesn't have magnetic field, thus concept of south and north doesn't exist.
I'm imagining a whole different approach: Shakuras is so screwed up by Xel'Naga shenanigans that it has so many magnetic fields that Nerazim simply don't care about magnetic fields anymore and use something else for navigation
WARNING: Unit unplacable! (Zerg Cerebrate) (2608, 128)
For "Eye of the Storm" you should have done Zealots and Marines. I know it's technically not allowed, but just imagine: the culmination of SC1 challenge runs - Marines only and Zealots only taking down the Overmind
So it's late, but the reason that the cannon would sometimes win and sometimes lose at the beginning of the rescue Tassadar mission is because of high ground mechanics in SC1: it essentially gives anything on (or over in air units case) high ground a chance to not get hit, noticed by projectiles landing just off the unit. So the times it lost it missed too much and the scouts won
Air units aren't subject to the miss chance due to high ground. What actually happens is more based on where the scouts stopped to attack the zealots, then having to take the time to move in to range to attack the cannon. They effectively lose one volley based on the distance they originally stopped to attack the zealot, which is just enough for the cannon to eek out a victory.
I had to do testing to check if I was misremembering. Over 50 consecutive hits to air units over high ground when a ground unit on the same exact spot (rallied using hotkeys for precision) was missed right around 50% of shots. The probability of getting the 120/256 miss chance that many times in a row ends up being in the realm of 0.00000000000000077%.
@@SquallLionhart409 ah fair enough, I could've just sworn I saw a cannon shot miss in the video but I could be wrong
@@frankkillian130 To be fair, you may have seen a miss. Projectiles like cannon shots, vulture shots, etc. have a 1/256 chance to miss. I didn't see one, but that certainly doesn't mean it didn't happen.
25:00 Because that's one of biggest SC 2 flawes. Each attack wave is identical and comes from same place. This is SC 1 back where Blizzard still was caring about players having fun. RNG is fun, it force you to expect that AI will do something unexpected. Multiple attack paths make sense.
55:44 A Zealot HP bar survived the Reaver shot! xD
When zeratul is tasked to kill his own brethern: "I do this for Aiur!"
I'm somewhat surprised you managed to get Snow to play the Purple Protoss.
i just love the fact that you can basically hear his sanity dropping more and more
Feels like the AI is playing 4D chess with you
23:24 my guess is that wall counts as high ground, which gives a miss chance. Being in trees will do that too, but not for air units. Somehow high ground does count for air units, though.
It's always amazed me how, during a war of extinction in which their sacred homeworld of Aiur was being invaded by a swarm of space locusts, the Protoss High Council still somehow found the time and resources to wage war against a couple of rebels.
And I thought the warring states period in China was bad.
The protoss at this point where galactic super powers, they could obliterate entire planets ina matter of hours, it was entirely their hubris of underestimating the zerg that really broke them. Its heavily implied a unified prptoss would have not lost auir.
Yeah i always go shields only. Protoss armor is worthless because the AI just spams plague constantly non-stop.
You should have just moved the carrier over your mineral field to tank damage while you got a little more mining done. It doesn't start with any interceptors so it can't attack back XD
Was replaying SC1 today and burnt out on this mission, decided to say "screw it, can you just go all Zealots here?" And then remembered that, yes, you did. And I think it's actually the best strategy for this mission just because of the sheer number of Reavers they throw at you.
1:20:00 Artosis is having a heart attack somewhere
Templar should ride Ursadon and Dark Templar the... Dark Ursadon
2:42:23 I never noticed this but in the warp gate you can actually see Raynor and Fenix's unit.
Wide
Wild West Templar in SC3 confirmed! :'D
1:44:07 is such a weird glitch that I've never seen before!
Who would win, 1 reaver or 36 zealots?
I love your videos Grant, you're really funny!
You shouldn't be so mean to yourself.
These videos without him superimposed over the command deck is really nice, much more immersive. It's not like he ever moves or makes use of the camera anyway, just stick to this format, the voice is perfect.
I know for the last mission, just mass marines wins everything lol. Didn't think it'd be bad for zealot only either, just annoying. Wew
Wider
Scouts: “SURPRISE!” 25:40
2:16:27
Horsed Templar? HIRED!
Actually i wonder which AI would win in a match. SC1 AI vs SC2 AI.
Sc1 for sure. It would be so unpredictable the other would eventually short circuit.
my life for Wider!
24:43 LMAOOO
Widest
I find sad that you cheese missions that don't need to be...
If youre referring to sniping the enxus with zealots the amount of airpower thrown at you in that mission is insane, it wasnt feasible to fight through the mission