Remember, HP is calculated down to like 6 digits after the decimal under the hood., It is needed for things like repair and zerg regeneration to work smoothly. A side effect (which we've also seen back in shields only) is that the unit can legitimately have something like 0.836367 HP. And the health bar would show that correctly, even if the unit's card would say it has 1/1. And remember, the repair speed is tied to the unit's production time, it isn't a set stat. Thus, repairing a ~0.5 hp hellion would take a single SCV ~10 seconds, restoring ~0.05 hp/second.
Huh... I did not know that repair time is calculated that way... and the other stuff as well! :D If not a secret, how having 6 digits helps to make repairing and regenerating more smoothly? Thanks for such detailed reply!
@@vladislavkaras491 as hp totals and build times vary greatly, the repair speed does too. Zerg regeneration is also slow. And HP is re-calculated every (iirc) 1/16 of a second. Although the minimum damage increment is 0.5, and even it comes up rarely in normal gameplay, it may seem unnececary to calculate hp so precisely. But, if you factor in units regenerating, being repaired or healed, it may become important. Consider, say, a hydra that tanked a couple banes and was left to regenerate a bit, before it got hit by another bane. How does the game determine whether it was just above, or below 35 HP - the threshold necessary to survive - in a specific tick of time when bane exploded? Relying on restoring a full hp every now and again would be too imprecise, therefore seemingly redundant calculations under the hood to ensure that the unit's regenerated HP (and whether or not in would clear damage thresholds) will be consistent no matter the circumstance. Did the game really NEED this level of precision and stability? No, not really, but it's nice too have just in case.
A really neat information I must say. I wonder if that also explains why you can still deal damage to enemies despite their armour stats, like a 0/0 marine can still do 1 damage per 2-3 shots at a 5/5 ultralisk or some sort?
@@desfoxofthedesert yes, minimal damage is 0.5, and cannot be reduced further, at least by armour. so against a unit without regen it should be 2 shots to lose a single hp. but because an ultra, like all zerg, has that pesky natural regeneration of a tiny fraction of hp every 1/16 of a second, by the time a marine makes his second shot, it would regen to 499.6... or whatever, thus requiring 3 shots to bring it below 499
Mod Maker here, As I have gotten feedback (initial round and now) for this mod a lot of people feel that mass marines is a little too op and makes the later stages feel more stale. For that reason I was looking into ways of keeping it interesting and I came up with some challenges and memes, which I did on a copy of the mod infrequently. Then people began suggesting balance changes to units like nerfing the marine. So I combined these ideas and am adding the Shady Mod Seller to allow a bunch of changes for macro missions to let players adjust it to their preference. I plan on having 6 nerfs, 6 boosts and 6 memes/challenges in it. 3 Nerfs and 3 boosts work with placeholders for the other items. A stand alone challenge is why I rushed this a bit. I have not figured out how to pause the game so I tried setting the speed to the slowest speed when it opens and then speed it up after it closes but that did not work out so back to the drawing board. All of this came at GGG when he got access to the Drill and it did overwhelm him a bit, my bad. Normally, players will get to see it on mission 2 so that should simplify for future players. Just leaving after destroying the door felt lame so I changed it to extermination (not the last time I will resort to that trick). When playing it that way, the drill took like 5 seconds to target a unit and felt super bad so it got boosted which felt so much better. For Hero Missions, I have sometimes taken an antagonistic role at times to spice them up. My goal for them is to showcase the 1 Hp aspect without making them to tedious. Part of this is reducing the cost of mind blast otherwise it is a bunch of waiting for energy while sniping enemy troops. I hope you enjoy watching the mod or play it under the 5th link in the video description > getting start > projects > 1 Hp or One Shot.
And you thought the Tosh mission was a horror movie. Imagine things from the enemy's perspective, where their allies just mysteriously explode right next to them.
So, as with many things in WoL, the drill is a janky mess. It certainly _COULD_ by all means just use target priority and call it a day, but it doesn't. Instead there's a trigger which repeatedly orders the drill to attack the temple specifically whenever the drill is idle.
@@kabob0077 Yes. Although explicit player-given orders are not overridden, so you can't blame the trigger for your poor understanding of shift-queueing or vision requirements when the drill starts shooting the temple again instead of what you _meant_ to tell it to attack.
i like how on "the dig" grant kept acting like he was any real danger with the drill auto targetting everything on the map and insta-gibbing it. "oh my armies so expensive".
18:48 In regards to the 'half a damage' bit - Mind Blast likely is stunning the Marines inside the bunker, rather than stunning the bunker itself. However, likely due to coding reasons, Mind Blast can't stun without doing some amount of damage first. So it deals the lowest possible amount of damage to whatever targets are inside bunkers (and possibly transports) so it can still function as intended. As for why it doesn't stun the bunker? idk, maybe early testing revealed that stunning a bunker did nothing and allowed troops to still fire while inside, so they figured this was the best compromise. Edit: AAAAAA YOU ADDRESSED IT A MINUTE LATER WITH A MORE SUCCINCT RESPONSE, DAMN ME AND MY IMPATIENCE, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
SC2 actually uses IEEE-754 Floating Point numbers of size of 32 bits, so stats are represented as numbers with around 6 digits of decimal precision. Thus the SCV in 19:00 is healing something like 0.05 hp/s and the math is working here.
@@martinhorenovsky5016 In theory, you can. In practice, some random protoss unit would just shoot down the building and that's that. We have seen a single stalker blow up two tanks easily before dying.
I love how incidentally this series makes Grant adopt more RL tactics to win e.g. staggering your artillery fire to "cover" each other and taking out enemy detector (radar, air def, etc.) to increase chance of infiltration. Not a 1:1 comparison but still an interesting trend as IRL militaries focus on not being detected or outranging their enemy vs being able to tank hits
The Dig has a bit of an X-Com feel to it in this mod; technology is overpowered and you can invest a lot to make a strong team but one attack goes wrong and suddenly everyone is dead and you have nothing.
Funny how different mission order changed the dig, you having to creep up and get vision - while I just waltzed up with 6 cloaked ghosts with + sight and range and just A moved the bases. (And yes, Ghosts do seem pretty broken in this mod)
I’d like to think the draken drill needs to survive still is because it’s really expensively rented now that the stocks are up and Raynor skimps on ressources(wanting to avoid debt too).
How long do you think until Grant realises the medic still has a "you can buy this without a tech lab" upgrade which he could spend some of his buckets of money on?
I too always think of that as the bottom/top of the base. I just think of the map with your base at the "bottom" and the artifact at the "top" and then the enemy bases are right and left.
Mind Blast stuns the units inside of Bunkers, thus, when it was hit twice by the stun area, no troops came out because they took 0.5 damage twice and died.
Huh, in my mind the top and the bottom of the big base are the other way around. I guess because I automatically think that my base is always in the bottom, so the entrance further from that must be the top.
Remainders are still used in long division for algebraic expressions if you're long dividing a polynomial to make it easier to integrate/differentiate.
Yeah the drill will auto target if the door isn't there, this happens if you roll it in the perpetual randomizer. If you build a second one on this mission they both prioritize the door.
Darn! That laser drill on steroids seemed quite strong! :D Would be interesting to see how the Mystec Golem has changed other hero related missions! :D
...I guess that base on The Dig IS just a left/right entrance, isn't it. It just FEELS like the left one is lower than the right one even though it turns out they're approximately the same vertical position on the map.
In quite a few games, stuns and other crowd control affects have historically dealt 1 damage on top of their effects - I know in League of Legends (Veigar's Stun), DotA and DotA 2 this was the case - there are more examples but it's a very reliable away to apply non-lethal affects. I had a feeling when I saw you were going to New Folsom that tank splash was going to be what got you - this is the most lore accurate depiction of 120/180mm artillery in Starcraft 2. It SHOULD vaporize everything in the blast radius. The blast radius should be like five times that size too.
@@l0rf "They know." - when an enemy hates you so much they make a deal with the literall devil and have simply stopped pretending otherwise. _that_ was premium chilling experience. And lets not forget that the game has some superb voice-acting.
@@kariellokwell914 You bring up a very valid point my friend. But I still think the player should have completed HW1 - it adds so much to the experience. In Cataclysm you don't control a Superadvanced Capital ship with custom made warships and fighters - you are a low-ranking mining clan, you don't have any of that tech. It is improvised warfare at its finest.
multiple carriers would probably be pretty op. Sure the fighters just get melted. But they're already semi-disposable units that sacrifice themselves to take down targets. Now they can do that really fast. As long as you have enough that they don't all die before shooting, you'd just win. Or the protoss enemy would just win. Though I'm not sure they ever make enough. Perhaps that battlecruiser mission.
Having the laser drill auto-target stuff for insta-kills all across the map feels very silly to me, since you can just take a random unit/building to spot, and the laser will destroy the entire world with no risk and no effort. I do like however the extra challenges and nerfs/buffs at the begining of the mission, that feels like a good way to balance things out however the player wants. Oh, and Tosh's mission was very cool as well!
I really don't think that perceived risk with the tanks exist. Honestly with that targeting speed for the drill it looks like in no way would you ever be in dire straights no matter what you lost. Wouldn't surprise me if you could just lift 2 buildings and beat the mission just like that.
I once tried the ladder placement as Protoss. What happened to me: Same as those guys in The Dig!! I see views for this series seem higher than recent ones. I want to see how everything goes down in this one!
26:10. You learn about remainders, then unlearn them. Then you get to grad school and relearn them but they become this hellscape in number theory used to prove all these odd sorts of things.
11:00 It makes sense, the bottom of the base is a more vulnerable spot of the base. Stronger side of the base always be in the front or it just we always see things in our pov, actually I don't know either it just feels right
Remember, HP is calculated down to like 6 digits after the decimal under the hood., It is needed for things like repair and zerg regeneration to work smoothly. A side effect (which we've also seen back in shields only) is that the unit can legitimately have something like 0.836367 HP. And the health bar would show that correctly, even if the unit's card would say it has 1/1.
And remember, the repair speed is tied to the unit's production time, it isn't a set stat. Thus, repairing a ~0.5 hp hellion would take a single SCV ~10 seconds, restoring ~0.05 hp/second.
Huh... I did not know that repair time is calculated that way... and the other stuff as well! :D
If not a secret, how having 6 digits helps to make repairing and regenerating more smoothly?
Thanks for such detailed reply!
@@vladislavkaras491 as hp totals and build times vary greatly, the repair speed does too. Zerg regeneration is also slow. And HP is re-calculated every (iirc) 1/16 of a second.
Although the minimum damage increment is 0.5, and even it comes up rarely in normal gameplay, it may seem unnececary to calculate hp so precisely. But, if you factor in units regenerating, being repaired or healed, it may become important.
Consider, say, a hydra that tanked a couple banes and was left to regenerate a bit, before it got hit by another bane. How does the game determine whether it was just above, or below 35 HP - the threshold necessary to survive - in a specific tick of time when bane exploded?
Relying on restoring a full hp every now and again would be too imprecise, therefore seemingly redundant calculations under the hood to ensure that the unit's regenerated HP (and whether or not in would clear damage thresholds) will be consistent no matter the circumstance.
Did the game really NEED this level of precision and stability? No, not really, but it's nice too have just in case.
@@mimicrymwot Very great info I must say!
Just wow, that you know so much!
Thanks!
A really neat information I must say. I wonder if that also explains why you can still deal damage to enemies despite their armour stats, like a 0/0 marine can still do 1 damage per 2-3 shots at a 5/5 ultralisk or some sort?
@@desfoxofthedesert yes, minimal damage is 0.5, and cannot be reduced further, at least by armour. so against a unit without regen it should be 2 shots to lose a single hp.
but because an ultra, like all zerg, has that pesky natural regeneration of a tiny fraction of hp every 1/16 of a second, by the time a marine makes his second shot, it would regen to 499.6... or whatever, thus requiring 3 shots to bring it below 499
Mod Maker here,
As I have gotten feedback (initial round and now) for this mod a lot of people feel that mass marines is a little too op and makes the later stages feel more stale. For that reason I was looking into ways of keeping it interesting and I came up with some challenges and memes, which I did on a copy of the mod infrequently. Then people began suggesting balance changes to units like nerfing the marine. So I combined these ideas and am adding the Shady Mod Seller to allow a bunch of changes for macro missions to let players adjust it to their preference. I plan on having 6 nerfs, 6 boosts and 6 memes/challenges in it. 3 Nerfs and 3 boosts work with placeholders for the other items. A stand alone challenge is why I rushed this a bit. I have not figured out how to pause the game so I tried setting the speed to the slowest speed when it opens and then speed it up after it closes but that did not work out so back to the drawing board. All of this came at GGG when he got access to the Drill and it did overwhelm him a bit, my bad. Normally, players will get to see it on mission 2 so that should simplify for future players.
Just leaving after destroying the door felt lame so I changed it to extermination (not the last time I will resort to that trick). When playing it that way, the drill took like 5 seconds to target a unit and felt super bad so it got boosted which felt so much better.
For Hero Missions, I have sometimes taken an antagonistic role at times to spice them up. My goal for them is to showcase the 1 Hp aspect without making them to tedious. Part of this is reducing the cost of mind blast otherwise it is a bunch of waiting for energy while sniping enemy troops.
I hope you enjoy watching the mod or play it under the 5th link in the video description > getting start > projects > 1 Hp or One Shot.
Will there be a way to make the drill target time default? I feel that it makes the mission too easy
sounds neat
Maybe you could Auto-Reveal the last 5-10 targets on an extermination mission?
Grant had some issues finding the last buildings here.
@@christopherg2347 wouldn t that be too op with the laser drill?
@@ignaciogildelvalle3340 That is a good idea, I will add a toggle or something.
Grant: “im so happy about our decision making”
Drill that did everything automatically for him: ”…”
"Tosh feels very strong here."
*Tosh immediately dies.*
God, the comedic timing on that XD
The ability to ..
JIM?!
And you thought the Tosh mission was a horror movie. Imagine things from the enemy's perspective, where their allies just mysteriously explode right next to them.
Lore accurate Tosh
I'm 1 HP away before going to sleep
I just woke up with 1 HP
His calming was is like a sleeping medicine
*punch*
Bonk
-I'm 1 HP away before going to sleep
Should be *...going to "sleep"*
So, as with many things in WoL, the drill is a janky mess. It certainly _COULD_ by all means just use target priority and call it a day, but it doesn't. Instead there's a trigger which repeatedly orders the drill to attack the temple specifically whenever the drill is idle.
So it's just being told "ATTACK THIS" constantly?
@@kabob0077 Yes. Although explicit player-given orders are not overridden, so you can't blame the trigger for your poor understanding of shift-queueing or vision requirements when the drill starts shooting the temple again instead of what you _meant_ to tell it to attack.
That's the regular challenge of the mission, it's supposed to attack the door unless player pulls it to save themselves.
"attention to drilltail" might be your worst one yet lmao
Grant: What I can do is get an engineering bay.
The engineering bay that came with his base: *sad noises*
4:39 Fear the Laser Pointer of DOOOOOOOM!
17:57 Jimmy is a great teammate. Just let him cook. Preferably away from you.
"Tosh feels very strong here. The ability to-!"
*Tosh gets blown up by a siege tank*
"tosh feels very strong"
dies
JIM!
i like how on "the dig" grant kept acting like he was any real danger with the drill auto targetting everything on the map and insta-gibbing it. "oh my armies so expensive".
I thought this was hilarious
He did say earlier that the mission was unlosable. Think that was just general commentary rather than for that specific moment
When GG said "my tanks are going to cover each other... like a blanket," i immediately thought "like a tanket!".
I think I'm watching too much GGG.
Mod maker really said: ignore your previous objective, leave nothing alive
lotus was behind this one fr
Real Tenno hours.
"Remember, kids' drakken keeps you safe, so invest in drakken the military industrial complex of the dominant"-manager of drakken marketing
Hilarious to imagine the Tal'darim executor typing up an angry and threatening email to send to Raynor.
18:48 In regards to the 'half a damage' bit - Mind Blast likely is stunning the Marines inside the bunker, rather than stunning the bunker itself. However, likely due to coding reasons, Mind Blast can't stun without doing some amount of damage first.
So it deals the lowest possible amount of damage to whatever targets are inside bunkers (and possibly transports) so it can still function as intended.
As for why it doesn't stun the bunker? idk, maybe early testing revealed that stunning a bunker did nothing and allowed troops to still fire while inside, so they figured this was the best compromise.
Edit: AAAAAA YOU ADDRESSED IT A MINUTE LATER WITH A MORE SUCCINCT RESPONSE, DAMN ME AND MY IMPATIENCE, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
I mean, tbf, neither of you are correct, so it's not that bad that he addressed it immediately after you posted your comment
@@InnerdesertSo what is correct then?
@@Innerdesertyou’re the same type of person who asks a question and then replies “nvm i solved it” with no explation for others who searched for it
Doing the zeratul missions with 1 hp might be pretty unbalanced.
y'know, I feel like Grant was having lots of fun on 'The Dig'. I could see him beaming. ;)
SC2 actually uses IEEE-754 Floating Point numbers of size of 32 bits, so stats are represented as numbers with around 6 digits of decimal precision. Thus the SCV in 19:00 is healing something like 0.05 hp/s and the math is working here.
14:02 I'm curious if you could do the dig with just a barracks and the drill
That was my first thought after seeing the autotargetting drill of turbodeath. Can we just creep building to erase bases?
@@martinhorenovsky5016 In theory, you can. In practice, some random protoss unit would just shoot down the building and that's that. We have seen a single stalker blow up two tanks easily before dying.
17:52 was some TF 2 spy gameplay, when you are just trying to stealth around but your teammates draw fire onto you.
I love how incidentally this series makes Grant adopt more RL tactics to win e.g. staggering your artillery fire to "cover" each other and taking out enemy detector (radar, air def, etc.) to increase chance of infiltration. Not a 1:1 comparison but still an interesting trend as IRL militaries focus on not being detected or outranging their enemy vs being able to tank hits
The Dig has a bit of an X-Com feel to it in this mod; technology is overpowered and you can invest a lot to make a strong team but one attack goes wrong and suddenly everyone is dead and you have nothing.
Can't wait for the follow-up on Equalizer Man where everything causes 1 pt of damage.
I kind of want to see this.
*Tosh dies to siege splash*
"...thanks Jim"
Funny how different mission order changed the dig, you having to creep up and get vision - while I just waltzed up with 6 cloaked ghosts with + sight and range and just A moved the bases. (And yes, Ghosts do seem pretty broken in this mod)
Being able to que siege tanks sieging is a real nice thing, something I continuously feel the lack of when I try to use c&c RA 2 GIs
"Remainders are never actually useful." Discrete math and modular arithmetic are the foundations of computation
Literally use them all the time.
Id bet he does too but doesn't realize. lol
I knew this mission would be easy but jesus did i not expect the MEGADRILL
I’d like to think the draken drill needs to survive still is because it’s really expensively rented now that the stocks are up and Raynor skimps on ressources(wanting to avoid debt too).
He's kept the receipt and needs it to not have taken a single scratch in order to return it for a refund
this mod is actually interesting to discover SC2's mechanincs lol
0:43 I totally heard Meinhoff as MindHawk at first there, and was thoroughly confused xD
@Gummiel Nah, he definitely said “hoff”…
… and definitely said “Mind”. xD
So this is the proxy barracks i keep hearing about.
How long do you think until Grant realises the medic still has a "you can buy this without a tech lab" upgrade which he could spend some of his buckets of money on?
If stun effects do half a damage, then the concussive shells on marauders could do area damage with 2 or more hits landing.
I guess we passed on the 9 range ghost bunkers?
I too always think of that as the bottom/top of the base. I just think of the map with your base at the "bottom" and the artifact at the "top" and then the enemy bases are right and left.
Mind Blast stuns the units inside of Bunkers, thus, when it was hit twice by the stun area, no troops came out because they took 0.5 damage twice and died.
So this is what Tychus describe as "the power of the sun at the tip of your finger"
good call on not buying psi lash, might make the rest of the campaign too easy
Yeah nice they left it as is for the filthy casuals.
Man imagine having Hi-sec autotracking for those missile turrets
Huh, in my mind the top and the bottom of the big base are the other way around. I guess because I automatically think that my base is always in the bottom, so the entrance further from that must be the top.
Remainders and the modulus function are incredibly useful! They're essential to encryption! RSA uses em like crazy!
If you get the orbital scan ability before coming to Xil you can probably finish the mission in two minutes
I imagine scans would've been insanely OP on the drill mission.
So glad to see one of your videos come out right before laying down for the night Grant. After a rough day you always make my day a little bit better.
This mod sounds like a great addition for zerglings only run.
I'm very worried about the Zeratul missions with how the first one is. This was not a stealth mission, this was a survival horror mission.
Remainders are still used in long division for algebraic expressions if you're long dividing a polynomial to make it easier to integrate/differentiate.
Yeah the drill will auto target if the door isn't there, this happens if you roll it in the perpetual randomizer. If you build a second one on this mission they both prioritize the door.
Ty for this knowledge
Darn! That laser drill on steroids seemed quite strong! :D
Would be interesting to see how the Mystec Golem has changed other hero related missions! :D
...I guess that base on The Dig IS just a left/right entrance, isn't it. It just FEELS like the left one is lower than the right one even though it turns out they're approximately the same vertical position on the map.
In quite a few games, stuns and other crowd control affects have historically dealt 1 damage on top of their effects - I know in League of Legends (Veigar's Stun), DotA and DotA 2 this was the case - there are more examples but it's a very reliable away to apply non-lethal affects.
I had a feeling when I saw you were going to New Folsom that tank splash was going to be what got you - this is the most lore accurate depiction of 120/180mm artillery in Starcraft 2. It SHOULD vaporize everything in the blast radius. The blast radius should be like five times that size too.
Bard ult does it too but it applies invincibility first
i never knew you could go all the way up the sides and nuke. I always bust up the middle lol. so much easier going to the sides!
Grant in 2025: Can you beat Starcraft 2 1hp edition deathless?
Bunker of Death: "How about no."
I like 1HP as a concept. And it's always funny to see some orange Marine on unit bar.
the fact the door just immediately dies. but then the mod maker made it so you gotta kill all toss is just A - tier modding
This mod Is madness, and i Was expecting the drill.
P.s. grant please play Homeworld Cataclysm/emergence, you gonna enjoy It.
Making a "horror RTS" is clearly very difficult, but Cataclysm was a very good one.
Cut us loose!
@@liamholt5623 and i think is the more accesible of all the honeworld games. And a good one option for the spook month.
@@l0rf "They know." - when an enemy hates you so much they make a deal with the literall devil and have simply stopped pretending otherwise.
_that_ was premium chilling experience.
And lets not forget that the game has some superb voice-acting.
@@kariellokwell914 You bring up a very valid point my friend.
But I still think the player should have completed HW1 - it adds so much to the experience.
In Cataclysm you don't control a Superadvanced Capital ship with custom made warships and fighters - you are a low-ranking mining clan, you don't have any of that tech.
It is improvised warfare at its finest.
Remainder is extremely useful for the modulo operator, it's foundational for computational mathematics!!!
multiple carriers would probably be pretty op. Sure the fighters just get melted. But they're already semi-disposable units that sacrifice themselves to take down targets. Now they can do that really fast. As long as you have enough that they don't all die before shooting, you'd just win.
Or the protoss enemy would just win. Though I'm not sure they ever make enough. Perhaps that battlecruiser mission.
Having the laser drill auto-target stuff for insta-kills all across the map feels very silly to me, since you can just take a random unit/building to spot, and the laser will destroy the entire world with no risk and no effort.
I do like however the extra challenges and nerfs/buffs at the begining of the mission, that feels like a good way to balance things out however the player wants.
Oh, and Tosh's mission was very cool as well!
I really don't think that perceived risk with the tanks exist.
Honestly with that targeting speed for the drill it looks like in no way would you ever be in dire straights no matter what you lost.
Wouldn't surprise me if you could just lift 2 buildings and beat the mission just like that.
Rim Jaynor strikes again
I once tried the ladder placement as Protoss. What happened to me: Same as those guys in The Dig!!
I see views for this series seem higher than recent ones. I want to see how everything goes down in this one!
Looks like there's Emil in this particular Draken laser
I've a feeling you can solo the entire mission with just flying bunkers and the laser drill.
Why did you not get psionic lash?! That's just a three second stun to you to kill ANY UNIT OR BUILDING in the game! That ability is insane!
Grant, you sound like you're about to burst into tears when you have those nervous laughs.
26:10. You learn about remainders, then unlearn them. Then you get to grad school and relearn them but they become this hellscape in number theory used to prove all these odd sorts of things.
the ability to get caught in the collateral damage zone of a siege tank blast
17:40 Me: Grant needs to watch out for splash damage...
17:45 Me: ...there it is...
I was expecting 17:43 to happen at the hectic end base, not at the very first time uncloaked forces are right next to Tosh.
Hilarious to me I thought the nearby Helion was going to attack Jim and get Tosh in the backlash
11:00 It makes sense, the bottom of the base is a more vulnerable spot of the base. Stronger side of the base always be in the front
or it just we always see things in our pov, actually I don't know either it just feels right
Belly of the Beast boutta be nightmare fuel lol
I look forward to each upload in this series. Keep it up I love it!
The Ghost ability to sniper things would be awesome in this mode XD
I like GGG coming up with new names for mods every episode xD
The right side of the Protoss base has real bottom energy
Just notice the most doing killing is the drill feels like the drill saying give me vision I kill them with one shot 😂😅
10:05 Doing a nightmare 1hp mod could be a good idea actually
Now THIS is a deathlaser!
Dammit Jimothy, stop making this hard 😂
Friendly fire has never been so true, no wonder the marines complained about it! XD
Thanks for the fun! ^^
I wonder if the perdition turret could be good here, depends on how long the windup is on firing
I just laid down for one last video before bed. Nice.
Protoss with actual glass cannons.
Definitely looking forward to the continuation of this mod.
I am a little disappointed we never got a kill count for the laser drill
Destroy 5 things while no voicelines are playing makes me think you missed four easter egg lines doing it all at once like that
‘Inspectre Gadget’ 🤣
Toshes mission was comedy gold!
I've been inpatiently waiting for this
im pretty sure those siege tanks did nearly nothing, the laser drill targets so fast
Dude! Imagine Odin's missions. Engine of Destruction is hell. Media Blitz with thousand reapers attacks...
Question: How powerful would the Reaper's time bomb be in this mod? Seems like it would be a fun way to wreak havoc with a single reaper or two
I think it would be funny if Tosh's barrier gave him a 1hp shield
is the wings of liberty reaper the one that has the damage on the charge? funky things could be done if they are
Any mission without a time limit is a win