Mod Maker here. With regards to did modder forget to make xyz 1 hp. First, I copied all units from SC2 into an excel spreadsheet changed them to 1 hp and then loaded that data into the mod. 2nd I then went through all upgrades and abilities and removed additional hp. 3rd I went through all the individual maps and removed hp changes in them. 4th if I had missed anything I had a bunch of play testers who if they saw anything 1 hp they would let me know (the enemy attacks from the other side of the bridge by destroying this random neutral object that does not have 1 hp). Smash and Grab Zerg timing: 45 minutes on Easy, 30 on Normal, 24 on Hard and 21 on Brutal and then that triggers the meander to win which can take another minute or two. Either way you blitzed it. Brutalisk message: I added several messages from bosses commenting on their nerfed status and at the time I made that mission, I want to say GGG played a mod were the Brutalisk could walk in lava so I referenced that, I normally encourage the Brutalisk by attacking it so it never crossed my mind that someone would check. I played a HCIM ironman in RuneScape and this mod adds some of that tension to SC 2. The you can beat enemy to win is to spice up the missions a bit, speed some of the pointlessly slow ones up and it is true that if you mess up the speed strat you will pay. I am glad that you are enjoying it. PS The mod has been updated to make added objectives clearer.
The mod is out on GGGCMM under modding projects search for 1 hp. It is done for WoL, HotS and LotV. I will be making minor changes as I see GGG play through it, like alerts about bonus objectives or making certain texts more visible, nothing groundbraking.
Would it be difficult to mod descriptions of things, like the marine upgrade that normally gives +10 hp, to say zero instead? I feel like the text should match the effect, but I have no idea how much work that would actually be to implement.
Unless you stick a Ghost with the Range Upgrade in there. That increases the range to just enough to outrange Broods and Colossi. Broods have a 9.5 Range. Colossi only have 7. Ghosts have 8 with Ocular Implants. With the +1 Range Upgrade on the Bunker along side the +1 Range from the Bunker itself, that's 10 Range. Honestly, All In Air seems like it would be easier. Four Bunkers overlooking the Lava near the Artefact, each with 3 Ghosts, a Bunker with Ghosts on each side where the Broods Attack. It's either that or a bunch of bunkers inside the base with Marines on All In Ground.
Grant, at 25:16 you were wondering about the burrowed baneling; your medic killed it by accident when you irradiated the lone zergling, there was a big green sploosh, that was the baneling :D
Cloak is basically infinite range in this mod in that you will always get first strike and never trade. You start having to trade to kill detection, but that describes literally everything else in this mod. The usual downside of cloak units is bad damage which doesn't apply here. The only things that seem stronger is AOE damage and disjointed "free" attacks like ravager bile.
With upgrades, they outrange brood lords and collosi in bunkers iirc. So incredibly helpful for all in air and other missions where you get hit by units with that level of range.
@@hebercluff1665 Assuming the detection is targetable like an overseer or missile turret it doesn't matter how slow their second attack is. The real potential problem is the need for active micro and your ability to lose a ton of expensive ghosts to literally anything in 0.5 seconds if you mess up.
More bunker slots means denser guns on your defenses, means more things killed before they reach the bunker. I'm also not sure that a reaper and two marines are an improvement over four marines, but the reapers do have that extra range so it's debatable.
Since the range difference is only .5, I think the only reason why a reaper would be better than 2 marines is if it attacked twice and each attack hit a different enemy.
Yeah, Reaper does Two Attacks at a rate of 1.1. Marines are One Attack at a rate of 0.61. Unless the Reaper can hit more than one target per attack cycle, I don't think the Reaper is worth it. I'll take the half range less if that's the case.
The only good thing about the reaper in this mod is its mobility, sticking them in bunkers is just massively decreasing your defensive capabilities. One reaper is considerably worse than one marine, but considering it's 2 slots that's just horrible.
I love watching GGG tactically sniping infestors, making splits against them and commenting how well he is playing around fungal growth. But every time he seems to forget that (enemy) infestors NEVER had fungal growth in WOL (except for some custom high difficulty campaigns that explicitly add them)
Given the number of zerglings and broodlings; concussive shell's aoe slow would be good to slow the enemy down enough to shoot them before they can reach your army. Thus, marauders may be more helpful than you think.
Ghosts with range in bunkers should annihilate any non-zerg rush type of attack. But I still believe the Marine is your best unit for the entirety of the campaign. Not only they are hitscan with fast attack speed and decent range, but their cheap cost make them your best option at soaking unavoidable single target damage. Basically they are the best at almost everything. Heart of the swarm and legacy of the void are going to be a nightmare to beat.
best unit is probably perma-cloak ghost, though marine is going to be pretty amazing as well, and better for situations where losses are unavoidable. Good thing Grant can use those two together.
SCV's: Yay, it's Grant! Do you think this is another deathless run? I have a wife and kids at home! Grant, luring the Brutalisk into the lava with the flesh of his SCV's:
thinking about it, the ghost and spectre must be broken. They have the range and perma cloak, so first strike. Who attacks faster, the ghost or the spectre?
The problem with ghosts is they don’t attack so fast and train slow. I’d argue a ball of marines will be more effective, even if you lose some. Ghosts would be niche to take out things like tanks or collosus.
11:20 He's a Hydralisk. He wants to say hi. 28:39 I-I-I, got this feeling in my soul! Sorry, it just came out on its own. I couldn't help it, it's so bloody catchy. Yo I just realized, Perditions would destroy zergling swarms and Raven PDDs would literally save lives.
The fact that Hellbat always was and will remain a meme about how bad it is makes me sad as a fan of flame units in CnC series. Needs range, needs "cone" AoE attack, needs persistent flames left on the ground from both attack and walking, needs single target low range fast secondary attack without wind up, needs melee status that puts enemies on flame when they attack it and damage over time from flames. Optionally abilities to create wall of fire in front and circle of fire for crowd control. And all of that work only to make them passable on their own.
I like how you refused the bunker capacity upgrade and immediately went into a map with a lot of bunkers. Your disdain of all things static is charming.
I'm just imagining The Dig lasting 30 seconds; as soon as the drill starts shooting the door, which has 1 hp, it just instantly blasts through it for game.
23:15 this is just loony toones humor, the camera having the the bunkers in sight, quick 2s glance over to the APC at the left, glance back at bunkers which are a burning pile of rubble.
This feels like it's happening in some alternate universe where the laws of physics cause everything to combust from the slightest pressure, living in it must be even more horrifying than playing.
Outbreak is going to be insane...ly easy! Seriously, all the infested buildings only have a single HP. Need to watch out for broodlings but if you survive the first night you can probably win the second day with like 20 marines.
I find it really funny you use the terms projectile vs hitscan to talk about the different units attacks. Because it simultaneously communicates exactly what you mean very well while being extremely technically inaccurate.
I wonder would orbital droping marienes be viable option? like they're cheep and if they manage to get even one shot before being killed it could be a good trade
24:50 You actually got the bane with the irradiate on the ling but it was so perfectly under it that it was hard to tell. But you can see the splash of green goo
Upgraded Banshees with both cloaking and the line damage would be very useful for Meinhoff, they get the first shot and do AoE damage to clear out hordes of units.
i think the turret tracking works as intended, and they only track on stuff within range, it's only because immortals or collosus or siege tanks etc can't attack while moving that causes the illusion
Actually, I just thought of something. Does the firebat windup still exist when they're in a bunker? It should be fairly instant when something's in range. A bunker on top of a ramp with a firebat in it may be able to AOE entire groups trying to advance.
I think Spectres, Wraiths, Banshees and Ravens are going to be the standout units. Spectres because of their stun, they can stun a group of units to kill literally anything. Ghosts may still be completely invaluable though because of the additional range and is probably the only actual broodlord counter in this faction Wraiths have cloak, they can take any trade they want Banshee Shockwave missles is AOE and they can cloak. Ravens have PDD and can spawn budget Marines. The only unit that can allow you to "take damage" and would probably be this faction's only answer to Mutalisk swarms (If 1 Muta shoots 6 things die). Goliaths also deserve mention because they can shoot 2 targets at once and have range upgrades. Probably the best anti air answer in this faction.
Except that moment when mines pop up when triggered they are visible so literally anything with a ranged attack kills them before they can run over and explode. Also the Vulture's attack isnt hitscan nor is their range that great so I dont think they are, kinda like how firebats and Hellions are more useless than normal because of the attack wind up.
Hey, I can tell you for a fact mass Ghost later will be insane. Their firerate is not the greatest, but they have the occular implant upgrade which will make them the highest range hitscan Unit you'll have. Longest hitscan ranged unit that can attack both Ground and Air.
I think the key for Outbreak is going to be not pushing out at all for a night or two. If they get infested marines before you have your base set up, you die. Ideally you'd want something like ghosts in bunkers to dominate the attack range battle, but at minimum you'll want enough marines in bunkers to be able to withstand losing one to bad target acquisition.
I think outbreak will be in fact really easy. You have marines, one of the best units in the game, designed to be strong because of fast attack speed, ridiculously high DPS for its cost, hitscan and its balanced down just by low hitpoint. Its basically made for this mod. Infested units are extremely slow, trying to overwhelm your ability to chew through their hitpoints (its something like 10 marine shots to kill 1 or something like that), forcing you to use AoE units against them. The most scary unit is melee with tons of HP and armor. Here, all of them will fall instantly, it will be easier than a 3rd mission (because both zergling and hydralisk have decent movement speed and there were mutalisks).
the attack-upgrade will also be useful, later on after you got the protoss-research because the extra-attack-speed will be VERY useful (attack speed and range being the 2 most useful stats) ----- and i think the "bigger bunkers"-armory would also be good just to get a higher density of bullets
The escort mission and outbreak are literally a breeze when you got the reaper, especially in this mod. The fact that only mutalisks (that attack nearly in melee range) are their only counter make this unit truly explain why it got nerfed down so bad in pvp. Recommend taking the tanks before doing outbreak, they can snipe the infested marines that stay behind mass infested units and one shot all your bunkers.
The most terrifying zerg enemy is likely going to be the Guardian, with their insane range, sure they can only hit ground, but they are normally accompanied by some Mutas and/or Scourge for that reason. I have a hunch we will either being seeing a lot of Ghosts and/or Wraiths in this mod playthrough.
I feel like outbreak might be easier then expected because while the first night will be rough the fact that all the buildings have 1 hp means you might be able to clear almost the entire map in one day
16:10 Oh, I expect you'll absolutely want more units per bunker, Grant! It means you can put in 6 marines for kill speed, or 3 ghosts with maxed range. (or a combination of the two, perhaps with a reaper added too?) Since it's hit scan damage, and range from probably one pixel, you're never gonna get that much concentrated firepower! (well, adding a siege tank would still help, haha)
I love the potential power units and combos, i think i got all the ones grant theory crafted except the wraith because i always forget that it exists in this campaign because its such a meme. I feel this mod would be pretty crazy to speedrun considering how fast it plays
Are reapers in the bunker actually a good idea? They have shorter range, lower attack rate, and take up 2 bunker spots. Their 2 attacks also hit the same target, so that dosen't do anything. Marines seem better in every way.
Outbreak will either be near impossibly difficult, or literally the easiest mission ever. Because thinks about it. Durong the day, theres bassically nothing, just broodlings. So if you can not die to the broodlings, all the buildings will die instantly, and you could clear all the buildings by night 2. Alternatively, there are so many units and broodlings are strong that you are forced to lift all your buildings and float to the corner night 1.
Hey, don't forget the Thor Immortality Protocol, giving them effectively TWO HP - which is huge. Also, Goliath gets some very nice range from its armory upgrades, which could make them fairly viable in this mod whereas normally they are just average.
Just make mass marines. It's literally the god tier unit composition, with hitscan, high fire rate, no start delay, and iirc hitscan attacks benefit from the sc2 engine that makes tanks not overkill. I mean, you cane have 1 reaper, or 2 marines. 1 diamondback or 5 marines, 1 wraith or 6 marines.
I feel like firebats inside bunkers might be good. The range boost plus lack of animations means they could take out lots of melee enemies that might otherwise overwhelm your rate of fire.
Reaper mines are going to be wonderful as well. Splash Damage is INCREDIBLE. Spider Mines upgrades are fully viable. Nukes are INCREDIBLY VIABLE. BCs are functionally useless outside of Yamato-and-run, unless Defense Matrix still gives HP. All-In is going to be Rough, Belly of the Beast is going to be basically IMPOSSIBLE. Psi Disruptors are going to be INCREDIBLE. I'd also love a redo of this to see how fast Grant can clear all the bases.
I really don't think the Reaper in this mod is living up to the praise Grant's giving it in this upload. It's basically just a Marine that attacks slower, can't hit air, takes longer to build, costs gas, and requires two slots in a bunker. Oh and the anti-building attack is a projectile. I just don't think the extra 0.5 attack range makes up for all of that. Like the Marine might even outperform them on Outbreak in this mod, which is normally the Reaper's dream mission. But I understand trying to experiment because turning this entire mod into Marines Only Round Two is not super interesting.
The absolute pain of Grant ignoring bunkers, forgetting his units get PLUS TWO RANGE in em and dissing the extra bunker space... This mod makes static defence S-tier. Hopefully he'll realise that.
Darn.... That final push on Evucation felt like the Nova of the Xel'Naga artifact was activated! :D Also, Grant, plz, do not skip cinematics :P Would be fun to see a ship that got either destroyed by corruptors or that they never made it in the first place! :P Thanks for the video!
Just saw grant dismiss the concussion. I think it's very viable. It's not a slow, it's an AOE SLOW. Put a marauder or 2 in your marine deathball and units like zealots or zerglings won't be able to ever reach you because of the slow.
Regarding concussive shell for the marauder. Doesn't it slow everyone around the target hit in the campaign and it's target-only in PvP? It seems like it'd be a great upgrade against big waves of lings
Grant, I feel like you are forgettiing a ton of things, like how you could have taken forever if you wanted to in the first mission, you just would have had to put up a bunker or two in the lane. +2 Range on marines should have cleared all zerg attackers. Grant casually forgets the range bunkers give in third mission. Also extra capacity for bunkers is insane, +50% attack speed. On further consideration, do get reaper mines, it will be insane, killing full ground armies with a single reaper? Killing Kerrigan with a single reaper?
Upgrading medic so they don't need tech lab is a good upgrade to have, considering they are walking missiles. Also either Ghost or Spectre should be great in this mod, especially when they have + 2 vision and +1 range.
I just realized... In Belly of the Beast, Tychus is going to be an absolute MONSTER. Also, Perdition Turrets will basically be untouchable by Zerglings.
Probably should get the +2 bunker limit, so there's more concentrate firepower. Also the units have better range. And it is effectively a second life for the units. Fire-rate and range saves lifes.
It would be hilarious if the shield upgrade actually gave the Marines more HP but it won't. However stims really look good since they don't need to worry about HP and combining that with bunker upgrades, the marines will definitely be the best in them.
This is not the first time Grant has beaten The Devil's Playground with 1 building and 1 unit remaining at the end. Nor is it the second time. It's at least the third time to my knowledge.
Trying to defend a supposedly 1 hp artifact might be a nightmare for either air or ground all-in
The muta bounces will oneshot it so u cant do Air probably, even if ghosts would be super OP for it
What about defend tychus ?
@@damiengagnaire9919 The Odin would have to be one of the changed units. You can't even start Media Blitz without getting hit.
@@TheUberjammer odin outranges battlecruisers.
@@TheUberjammer But you don't have to have Odin to finish the Media Blitz, so...
Mod Maker here.
With regards to did modder forget to make xyz 1 hp. First, I copied all units from SC2 into an excel spreadsheet changed them to 1 hp and then loaded that data into the mod. 2nd I then went through all upgrades and abilities and removed additional hp. 3rd I went through all the individual maps and removed hp changes in them. 4th if I had missed anything I had a bunch of play testers who if they saw anything 1 hp they would let me know (the enemy attacks from the other side of the bridge by destroying this random neutral object that does not have 1 hp).
Smash and Grab Zerg timing: 45 minutes on Easy, 30 on Normal, 24 on Hard and 21 on Brutal and then that triggers the meander to win which can take another minute or two. Either way you blitzed it.
Brutalisk message: I added several messages from bosses commenting on their nerfed status and at the time I made that mission, I want to say GGG played a mod were the Brutalisk could walk in lava so I referenced that, I normally encourage the Brutalisk by attacking it so it never crossed my mind that someone would check.
I played a HCIM ironman in RuneScape and this mod adds some of that tension to SC 2.
The you can beat enemy to win is to spice up the missions a bit, speed some of the pointlessly slow ones up and it is true that if you mess up the speed strat you will pay.
I am glad that you are enjoying it.
PS The mod has been updated to make added objectives clearer.
I'm loving your work 😊
Where can I actually find the mod, though? I've looked around and haven't found it.
Is this mod just for WOL or for the entire campaign? This is rather entertaining to watch and is an interesting spin on the gameplay
The mod is out on GGGCMM under modding projects search for 1 hp. It is done for WoL, HotS and LotV. I will be making minor changes as I see GGG play through it, like alerts about bonus objectives or making certain texts more visible, nothing groundbraking.
Would it be difficult to mod descriptions of things, like the marine upgrade that normally gives +10 hp, to say zero instead? I feel like the text should match the effect, but I have no idea how much work that would actually be to implement.
did you notice during the evac grant had two marines with health bars showing?
+2 bunker capacity seems incredible. 6 marines in a bunker is probably impenetrable to any army that doesn't have broodlords or colossi.
ghosts in bunkers outrange broodlords
@@F14thunderhawk Perfect. 4 marines and a ghost in every bunker, the ultimate defense.
Unless you stick a Ghost with the Range Upgrade in there. That increases the range to just enough to outrange Broods and Colossi. Broods have a 9.5 Range. Colossi only have 7. Ghosts have 8 with Ocular Implants. With the +1 Range Upgrade on the Bunker along side the +1 Range from the Bunker itself, that's 10 Range. Honestly, All In Air seems like it would be easier. Four Bunkers overlooking the Lava near the Artefact, each with 3 Ghosts, a Bunker with Ghosts on each side where the Broods Attack. It's either that or a bunch of bunkers inside the base with Marines on All In Ground.
You can put 3 ghosts inside and it's a death zone.
Shrike turret is equal to 1 marine
Grant, at 25:16 you were wondering about the burrowed baneling; your medic killed it by accident when you irradiated the lone zergling, there was a big green sploosh, that was the baneling :D
"Gee, this Irradiate has a lot more Nickelodeon Goo than normal."
Nuke has destroyed secondary targets . unintended konsequences
24:51 for reference
That baneling must be pissed at the zergling... "Did you have to come so close to me???"
Cloak is basically infinite range in this mod in that you will always get first strike and never trade. You start having to trade to kill detection, but that describes literally everything else in this mod. The usual downside of cloak units is bad damage which doesn't apply here.
The only things that seem stronger is AOE damage and disjointed "free" attacks like ravager bile.
Assuming they have detection, are ghosts going to be good anyway? They're pretty slow attackers, but they're hit scan and have pretty good range...?
With upgrades, they outrange brood lords and collosi in bunkers iirc. So incredibly helpful for all in air and other missions where you get hit by units with that level of range.
@@hebercluff1665 Assuming the detection is targetable like an overseer or missile turret it doesn't matter how slow their second attack is. The real potential problem is the need for active micro and your ability to lose a ton of expensive ghosts to literally anything in 0.5 seconds if you mess up.
WoL doesnt have Ravagers
@@headshothunt3r414 he is theorycrafting.
More bunker slots means denser guns on your defenses, means more things killed before they reach the bunker.
I'm also not sure that a reaper and two marines are an improvement over four marines, but the reapers do have that extra range so it's debatable.
Since the range difference is only .5, I think the only reason why a reaper would be better than 2 marines is if it attacked twice and each attack hit a different enemy.
not only denser guns but more guns with more range. (Added to the fact that they dont have to stand behind the bunker.)
Yeah, Reaper does Two Attacks at a rate of 1.1. Marines are One Attack at a rate of 0.61. Unless the Reaper can hit more than one target per attack cycle, I don't think the Reaper is worth it. I'll take the half range less if that's the case.
The only good thing about the reaper in this mod is its mobility, sticking them in bunkers is just massively decreasing your defensive capabilities. One reaper is considerably worse than one marine, but considering it's 2 slots that's just horrible.
Actually, Concussive Shells is potentially useful, its slow is AoE. Given how many armory upgrade are completely useless, might be worth picking up.
The Red Lobster was in fact not lava proof.
Lava proof meaning you will accidently kill it before it become relevant
channel miner spotted
Both bunker updates looks nice. Longer range and more shooters inside so more attacks makes is harder for enemy to hit you.
And the bunker turret is finally the correct meta choice!
Bunker size sounds incredible. Firepower density is second only to range in this mod, and bunker size increases the firepower density by 40%!!!
50%
@@conorgalvin4289 No, the shrike turret has the attack speed of a marine. Thus you have 5 guns before. 40%
@@lagg1e shrike turret being a 25%/16% increase in lethality for a bunker is kinda wild in its own right lol
I love watching GGG tactically sniping infestors, making splits against them and commenting how well he is playing around fungal growth.
But every time he seems to forget that (enemy) infestors NEVER had fungal growth in WOL (except for some custom high difficulty campaigns that explicitly add them)
Given the number of zerglings and broodlings; concussive shell's aoe slow would be good to slow the enemy down enough to shoot them before they can reach your army. Thus, marauders may be more helpful than you think.
Slowing turret beats the marauder easily. It has large aoe, its cheaper and doesn't take bunker space. The difficult part is getting to it.
Ghosts with range in bunkers should annihilate any non-zerg rush type of attack.
But I still believe the Marine is your best unit for the entirety of the campaign. Not only they are hitscan with fast attack speed and decent range, but their cheap cost make them your best option at soaking unavoidable single target damage. Basically they are the best at almost everything.
Heart of the swarm and legacy of the void are going to be a nightmare to beat.
best unit is probably perma-cloak ghost, though marine is going to be pretty amazing as well, and better for situations where losses are unavoidable. Good thing Grant can use those two together.
Probably a combination of marines and ghost tbh, should be able to handle just about anything
SCV's: Yay, it's Grant! Do you think this is another deathless run? I have a wife and kids at home!
Grant, luring the Brutalisk into the lava with the flesh of his SCV's:
16:12 It's not like being able to kill 50% more enemies before they touch the bunker is good or anything
thinking about it, the ghost and spectre must be broken. They have the range and perma cloak, so first strike. Who attacks faster, the ghost or the spectre?
the ghost has a longer range and a faster attack speed, so it's not looking very good for the spectre
The only good thing for the spectre would be the stun, but not sure how good would that be
Ghosts have ocular implants. Spectres don't. Ghosts win
Ghosts will basically win any mission probably, except maw of the void
The problem with ghosts is they don’t attack so fast and train slow. I’d argue a ball of marines will be more effective, even if you lose some.
Ghosts would be niche to take out things like tanks or collosus.
11:20 He's a Hydralisk. He wants to say hi.
28:39 I-I-I, got this feeling in my soul! Sorry, it just came out on its own. I couldn't help it, it's so bloody catchy.
Yo I just realized, Perditions would destroy zergling swarms and Raven PDDs would literally save lives.
And since Predators are large melee units, they're even more worthless than Zerglings. And Science Vessels have no value whatsoever.
@@bluesbest1 Flying unit Irradiate might have some uses, but there's Medics which are cheaper so...
Ravens also got auto turrets, which are almost free units.
The fact that Hellbat always was and will remain a meme about how bad it is makes me sad as a fan of flame units in CnC series.
Needs range, needs "cone" AoE attack, needs persistent flames left on the ground from both attack and walking, needs single target low range fast secondary attack without wind up, needs melee status that puts enemies on flame when they attack it and damage over time from flames. Optionally abilities to create wall of fire in front and circle of fire for crowd control. And all of that work only to make them passable on their own.
I like how you refused the bunker capacity upgrade and immediately went into a map with a lot of bunkers. Your disdain of all things static is charming.
I like how Grant was just having a good time, enjoying himself while I was watching the purple spread on the minimap and snickering.
The more boys in bunkers upgrade sounds good just because more condensed firepower is good for preventing the enemy from closing in
Playing it myself, can confirm. escorting the colonists is trivial with 2 6-man bunkers per "lane"
I'm just imagining The Dig lasting 30 seconds; as soon as the drill starts shooting the door, which has 1 hp, it just instantly blasts through it for game.
cant wait for grant to unlock ultra capacitors so that attack upgrade becomes relevant again, lol
I bet the goliath will be good, just because of how long it's range is
goliath density is bad but it leads into the ghost which is the best unit for this campaign.
It can attack ground and air simultaneosly and it's ground attack is hit-scan, so may be decent
@@F14thunderhawk I agree, but as a single or couple units rather than an army it could be extremely helpful
23:15 this is just loony toones humor, the camera having the the bunkers in sight, quick 2s glance over to the APC at the left, glance back at bunkers which are a burning pile of rubble.
Grant: I need the damage for outbreak
Everyone: *looks at siege tanks and their splash damage*
This feels like it's happening in some alternate universe where the laws of physics cause everything to combust from the slightest pressure, living in it must be even more horrifying than playing.
The funniest part of this entire series so far is "Tactical Nuclear Medic."
Outbreak is going to be insane...ly easy! Seriously, all the infested buildings only have a single HP. Need to watch out for broodlings but if you survive the first night you can probably win the second day with like 20 marines.
moving across the map is the problem, unstimed marines are extremly slow
important thing to remember is that while damage upgrades are worthless now, getting ultra capacitors to increase the attack speed will be massive
Wraiths with irradiate also sound pretty hilarious for the later zerg missions
Is the temple door going to be 1 HP?
😂😂😂😂😂😂😂
Imagine if combat shield isn't changed, so it just adds +10 hp to marines, so they now die in 2 shots rather then 1.
Yeah was thinking about it, can't be that bad.
And if you use Stim, it's as if they never went above 1hp.
@@daddysempaichan the combo "might" be good, to rush let's say sieged up Siege Tanks. 🙄😅
In another comment someone claiming to be the mod author said all bonus hp from upgrades and missions was removed.
26:45 Somebody got “SHRIKED” 🤣
Ghost is gonna be se busted in this mod with perma clock and increased range
I find it really funny you use the terms projectile vs hitscan to talk about the different units attacks. Because it simultaneously communicates exactly what you mean very well while being extremely technically inaccurate.
i'm enjoying this series a lot, thank you for continuing!
I like how it was a mere half second in the cutscene away from colonist ship getting sniped by one muta.
I wonder would orbital droping marienes be viable option? like they're cheep and if they manage to get even one shot before being killed it could be a good trade
Grant said that he won't do that because it can invalidate basically any mission with objective to kill something
24:50 You actually got the bane with the irradiate on the ling but it was so perfectly under it that it was hard to tell. But you can see the splash of green goo
Upgraded Banshees with both cloaking and the line damage would be very useful for Meinhoff, they get the first shot and do AoE damage to clear out hordes of units.
you get banshees at 2nd to last mission before char, probably don't wanna wait that long with outbrake
i think the turret tracking works as intended, and they only track on stuff within range, it's only because immortals or collosus or siege tanks etc can't attack while moving that causes the illusion
Actually, I just thought of something. Does the firebat windup still exist when they're in a bunker? It should be fairly instant when something's in range. A bunker on top of a ramp with a firebat in it may be able to AOE entire groups trying to advance.
I think Spectres, Wraiths, Banshees and Ravens are going to be the standout units.
Spectres because of their stun, they can stun a group of units to kill literally anything. Ghosts may still be completely invaluable though because of the additional range and is probably the only actual broodlord counter in this faction
Wraiths have cloak, they can take any trade they want
Banshee Shockwave missles is AOE and they can cloak.
Ravens have PDD and can spawn budget Marines. The only unit that can allow you to "take damage" and would probably be this faction's only answer to Mutalisk swarms (If 1 Muta shoots 6 things die).
Goliaths also deserve mention because they can shoot 2 targets at once and have range upgrades. Probably the best anti air answer in this faction.
the bunker 2 slot upgrade is very good since your getting additional 2 range in total
24:50 you accidently killed the baneling.
Vulture bikes will be great for you grant. The spider mines will wreck and be low cost.
You are sleeping on them. I’d rush them.
He will rush for them anyway, because he rushes for wraiths
Except that moment when mines pop up when triggered they are visible so literally anything with a ranged attack kills them before they can run over and explode. Also the Vulture's attack isnt hitscan nor is their range that great so I dont think they are, kinda like how firebats and Hellions are more useless than normal because of the attack wind up.
Good eye, jonsmith
Grant, I feel like you're undervaluing stim
move speed is good yeah
It would boost his kill speed.
His impression was that stim can't be used because marines with not enough hp can't be stimmed.
@@momom6197a very fair fear
I feel like Christmas.
Hey, I can tell you for a fact mass Ghost later will be insane. Their firerate is not the greatest, but they have the occular implant upgrade which will make them the highest range hitscan Unit you'll have. Longest hitscan ranged unit that can attack both Ground and Air.
I think the key for Outbreak is going to be not pushing out at all for a night or two. If they get infested marines before you have your base set up, you die. Ideally you'd want something like ghosts in bunkers to dominate the attack range battle, but at minimum you'll want enough marines in bunkers to be able to withstand losing one to bad target acquisition.
I think outbreak will be in fact really easy. You have marines, one of the best units in the game, designed to be strong because of fast attack speed, ridiculously high DPS for its cost, hitscan and its balanced down just by low hitpoint. Its basically made for this mod. Infested units are extremely slow, trying to overwhelm your ability to chew through their hitpoints (its something like 10 marine shots to kill 1 or something like that), forcing you to use AoE units against them. The most scary unit is melee with tons of HP and armor. Here, all of them will fall instantly, it will be easier than a 3rd mission (because both zergling and hydralisk have decent movement speed and there were mutalisks).
the attack-upgrade will also be useful, later on
after you got the protoss-research
because the extra-attack-speed will be VERY useful
(attack speed and range being the 2 most useful stats)
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and i think the "bigger bunkers"-armory would also be good
just to get a higher density of bullets
The escort mission and outbreak are literally a breeze when you got the reaper, especially in this mod. The fact that only mutalisks (that attack nearly in melee range) are their only counter make this unit truly explain why it got nerfed down so bad in pvp.
Recommend taking the tanks before doing outbreak, they can snipe the infested marines that stay behind mass infested units and one shot all your bunkers.
The most terrifying zerg enemy is likely going to be the Guardian, with their insane range, sure they can only hit ground, but they are normally accompanied by some Mutas and/or Scourge for that reason.
I have a hunch we will either being seeing a lot of Ghosts and/or Wraiths in this mod playthrough.
I really like how medics just have a magic wand against Zerg.
I feel like outbreak might be easier then expected because while the first night will be rough the fact that all the buildings have 1 hp means you might be able to clear almost the entire map in one day
16:10 Oh, I expect you'll absolutely want more units per bunker, Grant!
It means you can put in 6 marines for kill speed, or 3 ghosts with maxed range.
(or a combination of the two, perhaps with a reaper added too?)
Since it's hit scan damage, and range from probably one pixel, you're never gonna get that much concentrated firepower!
(well, adding a siege tank would still help, haha)
I love the potential power units and combos, i think i got all the ones grant theory crafted except the wraith because i always forget that it exists in this campaign because its such a meme.
I feel this mod would be pretty crazy to speedrun considering how fast it plays
I think banshees and ghosts may be just so great in this mod just because you can be sneaky.
This must be Grant's favorite mod; it's one of the only ones ever that actively makes the Firebat even worse
4:30 Watching the Minimap while hes talking about future plans :D
Are reapers in the bunker actually a good idea? They have shorter range, lower attack rate, and take up 2 bunker spots. Their 2 attacks also hit the same target, so that dosen't do anything. Marines seem better in every way.
Outbreak will either be near impossibly difficult, or literally the easiest mission ever.
Because thinks about it. Durong the day, theres bassically nothing, just broodlings. So if you can not die to the broodlings, all the buildings will die instantly, and you could clear all the buildings by night 2.
Alternatively, there are so many units and broodlings are strong that you are forced to lift all your buildings and float to the corner night 1.
This is such a sick mod. It does make me curious about what a 1HP RTS would look like if it was built around the concept from the ground up...
Hey, don't forget the Thor Immortality Protocol, giving them effectively TWO HP - which is huge. Also, Goliath gets some very nice range from its armory upgrades, which could make them fairly viable in this mod whereas normally they are just average.
This is where the 360 no-scope burrow roach from the other mod would help out here.
25:03 - "There's a burrowed baneling here"
Meanwhile, burrowed baneling here - 24:52
Ourbreak? Just make the helion stinky and off you go.
How kill infested marine with that tech?
@@Rebellions You don't. On the other hand, everything else dies. Also, I'm not sure, but it may work on buildings there.
Just make mass marines. It's literally the god tier unit composition, with hitscan, high fire rate, no start delay, and iirc hitscan attacks benefit from the sc2 engine that makes tanks not overkill.
I mean, you cane have 1 reaper, or 2 marines. 1 diamondback or 5 marines, 1 wraith or 6 marines.
This mod gives me massive ghost vibes. Stay extra far away and cloaked while getting all the enemies.
“1 muta shot will take down the truck and half of Dr Hanson’s family”
OH NO!!! Not the truck!
I feel like firebats inside bunkers might be good. The range boost plus lack of animations means they could take out lots of melee enemies that might otherwise overwhelm your rate of fire.
Reaper mines are going to be wonderful as well.
Splash Damage is INCREDIBLE. Spider Mines upgrades are fully viable. Nukes are INCREDIBLY VIABLE.
BCs are functionally useless outside of Yamato-and-run, unless Defense Matrix still gives HP.
All-In is going to be Rough, Belly of the Beast is going to be basically IMPOSSIBLE.
Psi Disruptors are going to be INCREDIBLE.
I'd also love a redo of this to see how fast Grant can clear all the bases.
I really don't think the Reaper in this mod is living up to the praise Grant's giving it in this upload. It's basically just a Marine that attacks slower, can't hit air, takes longer to build, costs gas, and requires two slots in a bunker. Oh and the anti-building attack is a projectile. I just don't think the extra 0.5 attack range makes up for all of that. Like the Marine might even outperform them on Outbreak in this mod, which is normally the Reaper's dream mission. But I understand trying to experiment because turning this entire mod into Marines Only Round Two is not super interesting.
This makes a Lot of sense as a thought experiment if nothing else.
The absolute pain of Grant ignoring bunkers, forgetting his units get PLUS TWO RANGE in em and dissing the extra bunker space...
This mod makes static defence S-tier. Hopefully he'll realise that.
Darn.... That final push on Evucation felt like the Nova of the Xel'Naga artifact was activated! :D
Also, Grant, plz, do not skip cinematics :P
Would be fun to see a ship that got either destroyed by corruptors or that they never made it in the first place! :P
Thanks for the video!
Just saw grant dismiss the concussion. I think it's very viable. It's not a slow, it's an AOE SLOW. Put a marauder or 2 in your marine deathball and units like zealots or zerglings won't be able to ever reach you because of the slow.
They're even better early game when you don't have your deathball ready!
The fact you got repears, and used them. An this mission. Is enough to make this enitre series worth watching XD
Regarding concussive shell for the marauder. Doesn't it slow everyone around the target hit in the campaign and it's target-only in PvP? It seems like it'd be a great upgrade against big waves of lings
Just checked and, no, it's always been single target. You might be remembering the beta or something else.
@@TheShadowOnline Specifically talking about the campaign upgrade, not the PvP version. I'm quite sure it's AoE in WoL
Grant, I feel like you are forgettiing a ton of things, like how you could have taken forever if you wanted to in the first mission, you just would have had to put up a bunker or two in the lane. +2 Range on marines should have cleared all zerg attackers.
Grant casually forgets the range bunkers give in third mission.
Also extra capacity for bunkers is insane, +50% attack speed.
On further consideration, do get reaper mines, it will be insane, killing full ground armies with a single reaper? Killing Kerrigan with a single reaper?
Too be fair, I don't think he looked at the minimap until after the protoss base was gone.
@@Burred11 True, the base was gone shortly after the 5 minute mark, I probably wouldn't be looking too close at the minimap either.
Did I remember correctly? Lost Viking enemy should have 1 HP too?
Will you try it?
Upgrading medic so they don't need tech lab is a good upgrade to have, considering they are walking missiles. Also either Ghost or Spectre should be great in this mod, especially when they have + 2 vision and +1 range.
24:51 bro you sniped the burrowed baneling with that medic shot
7:50 concussive shell in the campaign slows in an area, not just the unit it hits, is not a bad upgrade at all~
I just realized... In Belly of the Beast, Tychus is going to be an absolute MONSTER.
Also, Perdition Turrets will basically be untouchable by Zerglings.
WRAITH GOOD? two word that I will never expect to be in the same sentence
i think the tank might be a bit of a trap due to the friendly splash they cause but it will be interesting to see how that turns out
1 HP buildings on outbreak should maybe hopefully balance out how scary nighttime zombies will be. Though even there broodlings are gonna be trouble.
Probably should get the +2 bunker limit, so there's more concentrate firepower. Also the units have better range. And it is effectively a second life for the units. Fire-rate and range saves lifes.
I really enjoy this 1hp series.
It would be hilarious if the shield upgrade actually gave the Marines more HP but it won't. However stims really look good since they don't need to worry about HP and combining that with bunker upgrades, the marines will definitely be the best in them.
This is not the first time Grant has beaten The Devil's Playground with 1 building and 1 unit remaining at the end. Nor is it the second time. It's at least the third time to my knowledge.
Hype, love this mod. It's not AS hard as it seems at first blush, but more then enough to keep you tense all the way through!
I feel bunker capacity is definitely amazing in this mod. 2 more range-boosted marines. Or in later missions, ghosts.
I like how somehow two marines managed to get to half of 1 hp
Wraith spam, wondering when Grant realises that they'll shine the brightiest.
I'm looking forward to Psionic Orb in the LotV version of this mod.
How's escorting the Odin gonna go?
Plot twist: You wont. Just kill everything before Tychus takes a stroll in the ruined bases.
Imagine Korhal though...
Wraiths will decimate everything
uhm... doesn't the Odin has slight splash on his rockets? Might finally be an anti-air monster ;)
I love that actually.
Maybe it's exaggerated, but it makes war feel dangerous.