Putting a request for Grant to not skip mission cutscenes when they first play, we need to see all the chaos that unfolds - like the Hyperion dying at the end here.
@@ericjeon2727 they must have changed how the Rip Fields work, they probably reduce range/attack speed/plain speed or something now otherwise it's physically impossible since you'd need something like 30+ range to hit a RF-Generator from outside of the field and NO units in SC2 can get that much range. the alternative is that protoss have 1 shields and 1 hp so that they still have immunity to the generators and you must now use the limited supply of DTs
@@lanteanboy I don't think you physically can get to the DTs though? Maybe Protoss and the vault have 1 HP and the mission just instantly autowins lmao
Mod Maker here, this is my first mod. The missions for this mod have a chaotic difficulty in part because I generally aimed for a sandbox approach if I could beat the mission, otherwise I had fun (made changes) until I got to LotV in which I had a lot of pain and fun with the SOA. I began with a crazy mod idea that was too complicated for first time touching the SC2 mod manager so I went with this idea from a Warcraft 2 custom maps where both sides had a group of units and could produce grunts for free really quick. The shield only mod reminded me of it a decade later and it seemed a reasonable idea for my first mod and I was able to explore more of the modding tools on the no build missions (Ultralisk Evolution mission is one of my favorites) and built up experience for when I got to HotS and LotV. 1st mission eases players into the 1 hp mod, 2nd mission introduces infinite minerals (which was missed) and that bases die super quick. I changed the medics to make them not pointless and to reward good micro (they are also helpful on no build missions). 3rd mission ramps up the tension, show cases the bunker and introduces alternate bonus objectives to speed up defense missions. And the tension is an interesting part of the mod. WoL and HotS got playtested a lot, LotV not since I updated the SOA for the umpteenth time, there are certain things one can only get by watching someone else play it. So I will be making the alternate objectives send a mail as well. Concerns by people who played the mod: that it would get stale for youtube since mass marines is an easy go to solution for most maps (not such a concern with HotS or LotV). True, but then you never know when GGG is going to forget static defense and lose his base to a Zergling. I have begun to create a list of fun twists to add the 1 hp universe but it would be for a future mod to see what interesting things can be done in it. If you have an idea feel free to mention it in GGGCCM. Enjoy, Mystic Golem PS GGG Play it how you want, speed run it, cheese it, do whatever you think is most interesting. I will enjoy watching it. Also, new version is out with Mail messages that point out new bonus objectives.
The fact you went beyond just setting everything to 1HP and calling it a day is amazing. This seems like it will be a lot of fun to play and watch. Great job!
Asking the big questions. I was only thinking about 1 shotting Kerrigan or Maar. But now. Having Zeratur survive the first mission will be tough. Belly in the beast will be impossible too.
@@Ahakenab i think that one is even easier as they outrange almost everything and tychus has splash dmg which is also very fast, not to mention they only die when all die.
I feel like this mod is going to be very heavily based on... strangely enough, Marine / Tank / Viking. The key things in this mod I think are going to be range, splash, and price. Siege tanks and vikings can hit things from far away, Tanks do good splash, Marines are cheap cannon fodder (as much as 1hp cannon fodder can be). Potentially hellions might be good too?
Marine tanks are just straight up the best units in the game, long range splash and rapid fire guns that are hitscan are unmatched in this mod. The only late game unit that are useful would probably be cloakies
I noticed there was a bonus objective on Zero Hour labeled "Destroy All Hatcheries [win]", I wonder if that would be easier or harder to pull off. Overall, this mod clearly has thought put into it, so I'd love to see more of it!
In normal - non 1 hp game, destroying all Zerg hacheries is tough. I don't think I ever managed to do it in a legit non moded run. Always run out of time before destroying the last base
@@RancorSnp It's fairly easy even on normal Brutal difficulty, dedicate to rushing the bottom left base so you can expand for double base income, mass marines and dive the zerg from the top left to top right.
well, the one way to use bunkers is shrike turret+range+ghosts. basically you outrange most attacks so the bunker doesnt get touched. however i dont know if ghosts attack fast enough.. its up to attspeed in this mod and not anything else. also wind up animation matters
@@blaurvedrur That’s why you do turret + marine bunker. 5 marine shots in the same place at 6 range means you become a meatgrinder for most enemy units. Edit: 7 Marine shots at 7 range, sorry. I forgot about the armory upgrades.
might be worth a mix of ghosts and marines in the bunkers, so the ghosts out range most everything and keep the bunker from getting sniped while the marines use their superior attack speed to clean everything else up? Either that or just a critical mass of ghosts clustered in the bunkers, like any attack wave with less units than you have ghosts should just get instant killed by your alpha strike, atk speed be damned.
I feel like in some ways, this mod is very realistic. At least in the small scale fights. A marine firing a full burst(like 4-5 shots I think?) should kill a zergling, and zerglings have repeatedly been shown in cutscenes to kill marines on their own so long as they can get to them... It gets a little ridiculous when we get to bigger things though...
In large scale it kinda realistic as well, when it comes to TvT. If you split up and manage to get close to artillery, it should not be difficult to shut it down. The problem is how, because rushing in with 50 marines is not an option anymore. With zerg it kinda works the same way. Protoss is garbage though, maybe with the exception of HT and colossi all their units are joke
@@blaurvedrur Well its the other wa thats the problem... A tank exploding just cause it takes one salvo of gaus rifles? A BC insta dead due to a single round from a ghost?
0:16 So range, attack speed, and splash is king. 2:12 Nah dude, that's too crazy. 5:25 The mod really didn't let what you said slide, huh? 6:00 They're not Medics anymore. They're Harmacists. 8:15 **rebel base gets levelled** **Get rescued immediately after** Better late than never, I guess... 12:28 You know what's as strong as tanks but not as vulnerable? Colossi and Brood Lords. Also swarms of zerglings. 27:14 The number of times this mod has made you rethink your choice of words is surprisingly impressive. Mod Summary: Good: *You breathe on your enemies, they die.* Bad: *Your enemies breathe on **_you,_** you die.*
This sounds like a great idea. Do you just auto win on the dig as soon as the laser turns on? How do you beat Maw of the Void? Turning an RTS into a puzzle is really interesting!
Going into the episode, I wasn't very excited for this mod but was still aware that I would watch every video on it. I've changed my mind. I'm *very* excited for it
Oh my. This seems quite fun. And interesting. The moment I saw the they added range to raynor, it makes it obvious they tried to make it *possible*. But yeah no, this is gonna be TUFF.
Only way I see it: Defence Matrix is given for free, giving you 1 shield for a short duration... but I don't know how you win with BCs... they are outranged by so many units, and they are not hitscan.
The Nydus worm thing is because they have a sequential spawning order with designated spaces that should be filled first. Because you killed it so fast from position 'A' when it checked where to spawn in the next one it saw position 'A' was empty and put it there first. The reason the others spawned in at different locations at the end is because those are set to spawn as a group the first runs the check to see the next empty spot and the rest just spawn in the next sequential spawn points.
Holy crap guys, the Wraith is gonna be OP in this mod! Think about it, fast, cloaks, high energy pool with upgrades, hits air and ground, and can be irratiated for AoE
Turns out that the unit that deals almost no damage and dies instantly is pretty good when everything else also dies instantly and everyone deals infinite damage
Also don’t forget: Wraiths have the unique armory upgrade that gives them 20% evasion when cloaked and detected. In other words, they are literally the tankiest unit in the game because they have a chance to not die in one hit.
There are a number of fixed nydus spawn points(I think like 6-8?), all of them respawn rapidly when killed. The others should also be there, but are probably rallied to your old base first so given the short time remaining and the ramp, inconsequential overall. I know this because I sometime bunker near all the spawn points, and kill dozens of nydus in the short time window.
I played this mod (all three campaigns)! It's lots of fun! I won't spoil the strongest units, but I do think there is a simple strategy that guarantees victory in almost every mission. I do think there are two issues that are inherent to the premise : (1) unit variety is cut down. Over half the units are unviable, understandably. (2) you have to be prepared for every single attack wave ahead of time or you die. Not so bad with Terran, but more of an issue with zerg and protoss. Other than that, it's a wonderful time.
You can tell how interesting this mod is based on how many questions it makes you ask yourself, about unit compositions, new (and old) strategies, and maps and your positioning. Can't wait to see the rest of this. Also, it's awesome how you play sc2 with your sister, that's an amazing relationship.
from the get go: "+1 bunker range is going to be mandatory huh" grant: "bunkers will be useless" mission 2 bunker of death: mission 3: i am become the bunker of death i think its because that one nydus is inside the 'base' thats supposed to be rebuilt, so it keeps respawning. i figure there are another couple in the other bases. then theres the larger spawn wave trigger later
@@momom6197 They don't really have "windup", though. They certainly aren't hitscan and that's a serious weakness, but they fire immediately once the enemy is in range, and killing them doesn't stop the shots from landing once they're in flight
Even without a true wind up, the fact that it is a projectile instead of hit scan means that there is going to be so much wasted damage that you're going to lose an unreasonable amount of your army while waiting for the projectiles to collide@@great_hedgehog8199
I would like to see more. And I had a few thoughts: - In SC1, if Armor>Attack, they needed several attacks to deal 1 damage. So armor upgrades might actually work. - It is also possible that Attack Upgrades are redirected to range, Firerate or something the like. And it would still be relevant to overcomming larger armor values. So you should check them out at least - Range and Splash are the most scary thing - windup, sight range, low rate of fire - those are core weaknesses. High ground is very valuable to deny LoS. - when approaching a long range unit, take out every unit and building that scouts for it. Deny them sight range - The only way to tank, is to have bodies in front. - free Spawns will be invaluable, even a simple raven turret. It is possible that unit was changed - defense matrix is a lot of extra HP. But between it and the heal, the SciShip was probably changed drastically
This is certainly very interesting, but I can potentially see this becoming stale later on to lack of unit variety, given that a large number of units have probably become inviable. Especially as most of the strong units are probably the ones that are already strong. The key factors for most units to have will be range (firing the first shot is essential), hit-scan (projectiles with travel time give their targets time to get return shots off), cost (to reduce the burden of losses), fire-rate/splash (to deal with groups).
not really, mostly only the siege tank and possibly banshees -battlecruisers are too slow -diamondbacks fire too slowly so would end up needing way too much micro -thor is basically worthless waste of resources -marauder is completely inviable due to their bulk and slowing shots being their major upside -raven is a coinflip depending on what you're fighting, since if its projectiles its point defense drone is really good defense, but at the same time a single marine will one-tap it and its seeker missile is deceptively short-ranged contrary to this, the wraith will probably see way more wide use cuz of its stealth and ability to hit both ground and air, helions will be good on a few zerg/infested missions and maybe even all in, and the shrike turret basically gives the bunkers 1 extra marine dps, which have already been established to be the backbone of most of the campaign -
@@ilijavirijevic3876 One marauder in each bunk with four marines seems like it might be just as good as normal, if not better against swarms. Remember that the slow is AOE in campaign, so it can stall approaching hydras and stalkers that bit more to let the marines get more shots off. Or maybe it just washes compared to two more marines, idk. We'll find out!
@@avitraangelica9278why slow when you can kill instead? Marauders are waaay too slow. You know what will be ironically great. Vulture bikes cause of the mines.
@@jonsmith5058 Depends on how many ranged enemies you can slow in a big blob and if that lets the four marines in the bunker do the work of more than six, letting the bunker's range advantage stay in play. Again though, it might just be better to have more marines and hope. I'unno. Spider mines will be INSANE here, yeah! Definitely going to be one of those units to pick up ASAP. At least Trains will probably be pretty easy for getting to them!
Reapers and Ghost/Spectre are going to be insane because of the range bonuses. Reapers in a bunker were already good, though they lose a little on killing since they attack twice. A bunker with 4 marines and 1 ghost, however, is going to be absolutely insane because the ghosts already long range +ocular implant+bunker range
Grant at 20:00 in, as his base's east side gets annihilated by the mutas that start arriving at this point in the mission: "What _happened_?! What _happened_?! It all died! Was there a drop pod? _Oh_, dude, there's mutas." Grant for the next 4m30s: Builds not a single defensive emplacement on the east side of his base. (I enjoyed this a lot, just poking a little bit of fun. I'd happily watch the rest of this series. Like you said, some missions will be fascinating.)
Writing this literally 4mins into the video, not even finished yet, end of mission one! Quick take: So far one of the most exciting campaign mod run I am looking forward to whatching you play it through. Tactical overview real quick on the top of my mind: winning strategy at first glance: -Have the longest range unit always! and make sure of proper DPS provided for those units, - for Defense : minimap awareness is key, if any attack wave comes when not expected, the base/expansion can fall in seconds! Very cool idea, very hard, but if you have above things covered should not be a huge issue, Hope you like it as well, and see it through , GL and HF! And as always thanks for keeping the SC2 community entertained in such a cool manner!
Ghosts in a bunker for All In air nothing survives. Not even Kerrigan. Also the dig is gonna be hell. Engine of Destruction is going to be hell trying to protect that Odin
I don't think they have the fire rate to do that. Ghosts just have a worse fire rate than Marines do, although one or two per bunker might be really helpful for dealing with long-range enemies such as brood lords or hydralisks
I want to see All In Nydus. Ghosts fire very slowly and don’t completely alleviate the bunker being vulnerable to brood lords, and watching legions of ground forces get meatgrindered by a 7 marine bunker seems much more entertaining.
I would absolutely love to see more of this, I feel like range is gonna suddenly be the MOST important stat. Also, I support not skipping cutscenes to see the funny 1hp chaos.
This mod seems like some really silly fun that fits the general vibe of the channel really well. And it is surprisingly interesting to see how missions unfold, maybe it gets old as the campaign progresses but I think that this has potential.
Every weapon in the game already does more than 3 damage per attack though, besides roachlings, I think. Grant is probably gonna go ultra-capacitors for the attack speed.
I would definitely love watching the entire campaign of this. The absolute chaos that can ensue from 1 second to the next is hilarious. And, as see at the end, it might result in some weird new knowledge about how stuff works, which is always interesting.
22:00 - Me thinking "Grant JUST watched a muta attack over the cliffs Destroy his production. Surely he's gonna throw down some bunkers or turrets over there now?" 22:42 - Nope, guess not :') 24:30 - HOORAY HE PUT SOME BUNKERS ALONG THE EASTERN FLANK
Honestly, I'd love to see more. It's simple, yes, but with potential for very stupid things happening. Also what happened to the Legacy of the Tal'darim? Did the mod creator abandon it or it didn't get enough traction for you to consider continuing it?
Coming back after playing the mod myself, I have to say, bunker is THE most powerful thing in this mod. In this mod, range is king, and the range bonus it can give to marine, a hitscan, fast attacking unit, is invaluable. Bunker marine counters everything except broods, tanks and colossous, one or three bunker, depending on enemy and mission, will completely choke off all enemy attack except the noted.
I for one and definitely interested in seeing more of this, especially with the later missions. Imagine things like a single colossus moving over cliffs, talk about devastating. Oh my god, imagine the mission where you need to face Mira in space or where you are escorting the Odin around.
Seeing the mutas destroy all of your barracks and then NOT parking some marines over there had me screaming at my TV lmaoooo. All, please...PLEAAASSSE defend the barracks. Ans then the second wave came. Too funny. Love the video man, you're awesome as always.
this mod seems really cool to see, going to be interesting to see how things go when you have to keep things like the Odin from dying when Tychus goes for a joyride, also forgot to add this in, but it makes sense that the Bunkers are so OP. they give everything in it two hits before dying horribly.
Backing the full playthrough. I get the funny feeling the 'easiest/shortest' missions are going to be nightmares, while the 'difficult/longest' missions are going to be a walk in the relative park. After all, it's easy to break a vault when it has one HP.
In the old Broodwar UMS days where you couldn't change some properties of units like range, ghosts were an extremely powerful unit because they had the highest range of any mobile ground unit. I think only the siege units of siege tanks, reavers, and guardians outranged them. Heroic versions of units have slightly higher attack speed and generally considered better because of that, but for the ghosts they were considered worse because the regular ghosts actually slightly outranged their heroic versions. Ghosts would probably be the most powerful mobile ground unit Grant has access to in this mod.
Hey grant there’s a fraction of a second where a unit has to go from walking to firing. In the first mission when you used Jim to pull those marines and your other marines were standing around waiting, they always shot first and didn’t die. Let them come to you and you’ll have a significant advantage
I had the same thought about the uselessness of medics before that mission even started, and was just as pleasantly surprised as he was when they said "we swapped your useless heal for a nice blasty irradiate."
Fascinating to watch the gameplay of someone who is so smart, and at the same time so foolish. Moving to the left base was a stroke of genius; losing your entire production to 4 mutas three times in a row was... less so. xD
The Nydus' do spawn everywhere but it's a slow scale up. Left, center, top right - there is 1 Nydus in each base as it takes down below 3 minutes, sending a constant small wave of enemies at you. Then several more join in the last minute and a half.
I love that they went with 1 hp instead of making a trigger that outright kills whatever takes damage, I'm certain there's a solid reason for it :p I miss playing games with my sisters, there was always something special about getting to do so but between all our lifestyles and work none of us are synchronised.
100% interested in seeing more. Watching the hyperion get vaporized was definitely a highlight though. Agreeing with everyone else that sticking around to see what changes in all the cutscenes will be fantastic.
The sheer speed at which things die is hilarious. As soon as I remembered mutalisks are a thing zerg has, I thought, "Oh no, those can go 3-for-1 as long as they can get into their 3 range." Lo and behold, a missile turret's projectile isn't *quite* fast enough. Irradiated Banshees or Wraiths? Fly over anything biological for an *invisible* magic eraser.
The AoE upgrade for the missile turret, +2 bunker slots, and +1 range for bunkers are going to have so much value. Oh god, Goliaths might be insane with the firing ground and air, at the same time,with their range. Perma-Cloaked Ghosts as well. The Carnage! Wait, did Grant get so caught up thinking about the Nydus Worm that he didn't notice Horner get annihilated at the end? lol, poor Matthew.
do I want to see more of this you ask? are you kidding? This clip is one of the fastest clip I clicked after reading what kind of mod it is going to be about (as fast as the memes series at least). Expected the absolute chaos and I wasn't disappointed 😂
100% glass cannon gameplay is so fun in every game. Had to think of the realistic lighsaber cheat in Jedi Knight 2, where every hit that isn't blocked results in either you or the enemy dying. it doesn't affect ranged weapons at all, so those enemies are just fodder, but every close combat engagement is insanely tense.
Putting a request for Grant to not skip mission cutscenes when they first play, we need to see all the chaos that unfolds - like the Hyperion dying at the end here.
Yess!!
Yeah
funny as hell. hope he noticed and will notice in the future
he did not have any reaction to the hyperion just exploding
anyone still alive down th- dies
LOL at the Hyperion dying in the ending cutscene
And grant was so enraptured discussing the nydus thing he didnt react to it.
Damn Jimmy, you've been holding out on m... Nevermind.
Marine: The Hyperion is here were sav..... ( Hyperion gets shot out of the sky in a second) WELL FUK!!!!
@@cheesysealAnon "We're Screwed."
bro... spojlers....
More please. This is going to be the fastest, the hardest, or both of the WoL mods.
Looks at maw of the void.
@@ericjeon2727 they must have changed how the Rip Fields work, they probably reduce range/attack speed/plain speed or something now otherwise it's physically impossible since you'd need something like 30+ range to hit a RF-Generator from outside of the field and NO units in SC2 can get that much range.
the alternative is that protoss have 1 shields and 1 hp so that they still have immunity to the generators and you must now use the limited supply of DTs
@@lanteanboy I don't think you physically can get to the DTs though?
Maybe Protoss and the vault have 1 HP and the mission just instantly autowins lmao
@@TrixterTheFemboy that would probably be funnier
@@lanteanboy maybe all units have 1 shield + 1hp on this mission?
The fact Grant plays Coop with his Sister off-hour is so fucking cool, coop-gaming with siblings is so much fun
I’m now genuinely curious if she’s as good as Grant - or better
@@FenekkuKitsune Plot twist, it's Scarlett
that bit was so wholesome.
@@FenekkuKitsune what if grant created this channel so we get only his perspective and we think he's better than his sister?
That part was so adorable to see
Mod Maker here, this is my first mod.
The missions for this mod have a chaotic difficulty in part because I generally aimed for a sandbox approach if I could beat the mission, otherwise I had fun (made changes) until I got to LotV in which I had a lot of pain and fun with the SOA. I began with a crazy mod idea that was too complicated for first time touching the SC2 mod manager so I went with this idea from a Warcraft 2 custom maps where both sides had a group of units and could produce grunts for free really quick. The shield only mod reminded me of it a decade later and it seemed a reasonable idea for my first mod and I was able to explore more of the modding tools on the no build missions (Ultralisk Evolution mission is one of my favorites) and built up experience for when I got to HotS and LotV.
1st mission eases players into the 1 hp mod, 2nd mission introduces infinite minerals (which was missed) and that bases die super quick. I changed the medics to make them not pointless and to reward good micro (they are also helpful on no build missions). 3rd mission ramps up the tension, show cases the bunker and introduces alternate bonus objectives to speed up defense missions. And the tension is an interesting part of the mod.
WoL and HotS got playtested a lot, LotV not since I updated the SOA for the umpteenth time, there are certain things one can only get by watching someone else play it. So I will be making the alternate objectives send a mail as well.
Concerns by people who played the mod: that it would get stale for youtube since mass marines is an easy go to solution for most maps (not such a concern with HotS or LotV). True, but then you never know when GGG is going to forget static defense and lose his base to a Zergling. I have begun to create a list of fun twists to add the 1 hp universe but it would be for a future mod to see what interesting things can be done in it. If you have an idea feel free to mention it in GGGCCM.
Enjoy, Mystic Golem
PS GGG Play it how you want, speed run it, cheese it, do whatever you think is most interesting. I will enjoy watching it. Also, new version is out with Mail messages that point out new bonus objectives.
Fun mod so far; thanks for expanding on the concept.
Infinite minerals is nice with how often I've transitioned into losing my whole army
Awesome mod, it's the little changes that always feel like they go the farthest for me. Thank you for bringing this to us!
If i may ask, do any armory/lab upgrade add life? if no have they been modified to be of some use?
Oh infinite minerals, very neat. I love the details that goes into this
The fact you went beyond just setting everything to 1HP and calling it a day is amazing. This seems like it will be a lot of fun to play and watch. Great job!
uuhhh, what is going to happen with the Odin? The Laser Drill? The Artefact?
lol, 2 second The Dig.
ded.
Asking the big questions. I was only thinking about 1 shotting Kerrigan or Maar. But now. Having Zeratur survive the first mission will be tough. Belly in the beast will be impossible too.
Tychus: This ain’t no stealth mission ladies, bring it loud and-
*Tychus has died
@@Ahakenab i think that one is even easier as they outrange almost everything and tychus has splash dmg which is also very fast, not to mention they only die when all die.
The medic be like *"Ze healing is not as rewarding as ze hurting"*
Guess they can't lose medical license since they're war criminals xD
The doctor is in(sane)
That NEEDS to be the training sound for the medic in this mod! it's perfect!
Dr. Medicgele
*PJUURE AGONYYYYY!!!*
"Oops ! Zat was not MEDICINE !"
Litterally "Meet the BLU/Raynor Medic"
I feel like this mod is going to be very heavily based on... strangely enough, Marine / Tank / Viking. The key things in this mod I think are going to be range, splash, and price. Siege tanks and vikings can hit things from far away, Tanks do good splash, Marines are cheap cannon fodder (as much as 1hp cannon fodder can be). Potentially hellions might be good too?
Hellions are way too slow to fire, so unless they're fighting against exclusively melee units, few will even get a shot off
high fire-rate is also rewarded, which also makes marines strong compared to hydralisks/stalkers.
as soon as you get ghosts/wraiths its gg.
Ravens/banshee will be deadly also
Vikings have splash with the tomahawk missiles
Marine tanks are just straight up the best units in the game, long range splash and rapid fire guns that are hitscan are unmatched in this mod. The only late game unit that are useful would probably be cloakies
Cant we appreciate how the hyperion got killed by the hero spore crawler?
That version of Hype even has like 80% damage reduction, but spore not care
1 HP is nothing when it uses with damage reduction.
LMAO the surprise sister ambush whilst recording is the deadliest XD
A wild sister has appeared
@@hebercluff1665 gotta catch'em all! who's that sister!? it's GiantGrantGamer!
"Those people need our help, Tychus. There's no way we're leaving them to rot."
*walks up ramp*
"Oh, um..."
It's nice Grant plays co-op with his sister GiantGirlGames
It's a bit fascinating that Grant's sis also plays StarCraft 2 and wanted to play it together with Grant
I noticed there was a bonus objective on Zero Hour labeled "Destroy All Hatcheries [win]", I wonder if that would be easier or harder to pull off. Overall, this mod clearly has thought put into it, so I'd love to see more of it!
Harder but faster.
@@MysticGolem128 Better and stronger
In normal - non 1 hp game, destroying all Zerg hacheries is tough. I don't think I ever managed to do it in a legit non moded run. Always run out of time before destroying the last base
@@RancorSnp It's fairly easy even on normal Brutal difficulty, dedicate to rushing the bottom left base so you can expand for double base income, mass marines and dive the zerg from the top left to top right.
Easier and faster
well, the one way to use bunkers is shrike turret+range+ghosts. basically you outrange most attacks so the bunker doesnt get touched. however i dont know if ghosts attack fast enough.. its up to attspeed in this mod and not anything else. also wind up animation matters
Turret is way worse then a marine bunker, it can shoot only once against muta etc
What the alternative anyway... hp? XD
@@blaurvedrur
That’s why you do turret + marine bunker. 5 marine shots in the same place at 6 range means you become a meatgrinder for most enemy units.
Edit: 7 Marine shots at 7 range, sorry. I forgot about the armory upgrades.
might be worth a mix of ghosts and marines in the bunkers, so the ghosts out range most everything and keep the bunker from getting sniped while the marines use their superior attack speed to clean everything else up? Either that or just a critical mass of ghosts clustered in the bunkers, like any attack wave with less units than you have ghosts should just get instant killed by your alpha strike, atk speed be damned.
@@Flamewarden_Honoushugoshin 2 marine 2 ghost or 4 marine 1 ghost depending on the amount of swarm units attacking
[Grant clears a Zerg hatchery cluster just to airlift his base to a new location.]
"This man is Sun Tzu made manifest once more!"
I feel like in some ways, this mod is very realistic. At least in the small scale fights. A marine firing a full burst(like 4-5 shots I think?) should kill a zergling, and zerglings have repeatedly been shown in cutscenes to kill marines on their own so long as they can get to them... It gets a little ridiculous when we get to bigger things though...
And Hydras have always been monsters, so his terror is definitely lore-accurate.
In large scale it kinda realistic as well, when it comes to TvT. If you split up and manage to get close to artillery, it should not be difficult to shut it down. The problem is how, because rushing in with 50 marines is not an option anymore. With zerg it kinda works the same way. Protoss is garbage though, maybe with the exception of HT and colossi all their units are joke
@blaurvedrur, at the very least, High Templar storms are actually useful as an attack instead of just an ai pusher
@@blaurvedrur Well its the other wa thats the problem...
A tank exploding just cause it takes one salvo of gaus rifles?
A BC insta dead due to a single round from a ghost?
@@vyran7044 bcs and air units in general are garbage. Marine/tank/ling hydra interactions are cool and fresh
0:16 So range, attack speed, and splash is king.
2:12 Nah dude, that's too crazy.
5:25 The mod really didn't let what you said slide, huh?
6:00 They're not Medics anymore. They're Harmacists.
8:15 **rebel base gets levelled**
**Get rescued immediately after**
Better late than never, I guess...
12:28 You know what's as strong as tanks but not as vulnerable? Colossi and Brood Lords. Also swarms of zerglings.
27:14 The number of times this mod has made you rethink your choice of words is surprisingly impressive.
Mod Summary:
Good: *You breathe on your enemies, they die.*
Bad: *Your enemies breathe on **_you,_** you die.*
So basically ghosts, marines and tanks
@@drfreeman3908 Yep.
HARMacists made my day!
@@kazzi_ They swore to do harm
You thought storms were scary before. Just you wait til later
This sounds like a great idea. Do you just auto win on the dig as soon as the laser turns on? How do you beat Maw of the Void? Turning an RTS into a puzzle is really interesting!
I didnt even think of that, but its kinda hilarious.
Also, Maw of the Void being an instant loss is kinda hilarious
BC yamato gets insane range
@@colonelcon shh no spoilers
@@DeadlyNightshadeZ Cool, thanks, now I know it's a spoiler and not just a random joke.
@@Burred11 I dont know if its true or not. But it might be, and if it is, SHH NO SPOILERS
Going into the episode, I wasn't very excited for this mod but was still aware that I would watch every video on it.
I've changed my mind. I'm *very* excited for it
The Hyperion dying in the end cutscene 🤣🤣🤣
I think the Wraith might actually be good this run. It was already really fragile, but now its mobility is paired with an insane kill speed.
@@LegendaryMapMaker possibly, but it's still expensive and fires projectiles instead of being hit scan
@@aaronscott7467 Infinite money is part of the mod design, so expenses are majorly mitigated.
27:55 I laughed hard and GRANT while he talked about Nydus worm. Good vid.
I found myself subconsciously shouting "MAAAAATT" as it happened lmaao
13:01 I'm having a fun time, please keep going. This is a delight, and yeah it becomes more puzzle-orientated.
Wait, zero hour is interesting? IMPOSSIBLE
Oh my. This seems quite fun. And interesting. The moment I saw the they added range to raynor, it makes it obvious they tried to make it *possible*. But yeah no, this is gonna be TUFF.
Is the temple in The Dig just going to have one hp and it's a meme mission? I assume not, but I want to see it so badly.
ive been thinking the same exact thing, that and the ripfield generators are gonna be interesting to see how they work out
Only way I see it: Defence Matrix is given for free, giving you 1 shield for a short duration... but I don't know how you win with BCs... they are outranged by so many units, and they are not hitscan.
@@GATCornebrecool down based Yamato maybe?
I guess laser drill will be just turned off until the timer runs out.
The Nydus worm thing is because they have a sequential spawning order with designated spaces that should be filled first. Because you killed it so fast from position 'A' when it checked where to spawn in the next one it saw position 'A' was empty and put it there first. The reason the others spawned in at different locations at the end is because those are set to spawn as a group the first runs the check to see the next empty spot and the rest just spawn in the next sequential spawn points.
Holy crap guys, the Wraith is gonna be OP in this mod! Think about it, fast, cloaks, high energy pool with upgrades, hits air and ground, and can be irratiated for AoE
Turns out that the unit that deals almost no damage and dies instantly is pretty good when everything else also dies instantly and everyone deals infinite damage
I festers with instant fungal growths: Why hello there.
It has to be - dosen't the Odin also get just one hp?
Also don’t forget: Wraiths have the unique armory upgrade that gives them 20% evasion when cloaked and detected. In other words, they are literally the tankiest unit in the game because they have a chance to not die in one hit.
There are a number of fixed nydus spawn points(I think like 6-8?), all of them respawn rapidly when killed. The others should also be there, but are probably rallied to your old base first so given the short time remaining and the ramp, inconsequential overall.
I know this because I sometime bunker near all the spawn points, and kill dozens of nydus in the short time window.
I played this mod (all three campaigns)! It's lots of fun! I won't spoil the strongest units, but I do think there is a simple strategy that guarantees victory in almost every mission. I do think there are two issues that are inherent to the premise : (1) unit variety is cut down. Over half the units are unviable, understandably. (2) you have to be prepared for every single attack wave ahead of time or you die. Not so bad with Terran, but more of an issue with zerg and protoss. Other than that, it's a wonderful time.
Where can I find this mod?
28:10 Now replay Zero Hour with the goal of spawn-camping the entire map with *_Bunker of Death_* Coming to your cinema this christmas!
Tooth Hurty was bad and you should feel bad.
But, like the good bad. Like the 80's when bad was good.
That joke was BAD, Triple-G-diddy. Fo' rizzle~
Finally a mod where bunker auto turrets are actually good (ignore the fact that the bunker won't be used at all probably)
+1 range is worth 100 minerals when it saves 20 marine's lives
10:07 Grant watches Ryan George confirmed
You can tell how interesting this mod is based on how many questions it makes you ask yourself, about unit compositions, new (and old) strategies, and maps and your positioning. Can't wait to see the rest of this.
Also, it's awesome how you play sc2 with your sister, that's an amazing relationship.
Everything i have only has 1hp? Sounds like how i feel in ladder
So is the Odin going to have 1HP?
@@DrewMiller1 that would both be hilarious and terrifying
from the get go: "+1 bunker range is going to be mandatory huh"
grant: "bunkers will be useless"
mission 2 bunker of death:
mission 3: i am become the bunker of death
i think its because that one nydus is inside the 'base' thats supposed to be rebuilt, so it keeps respawning. i figure there are another couple in the other bases. then theres the larger spawn wave trigger later
Vanguards must be busted in this mod! As opposed to every other form of the vanguard where it’s also busted
I feel like they attack too slowly.
Two words: attack wind-up. Any unit that's not hitscan is worse. Also, they have less range than immortals.
@@momom6197 They don't really have "windup", though. They certainly aren't hitscan and that's a serious weakness, but they fire immediately once the enemy is in range, and killing them doesn't stop the shots from landing once they're in flight
Even without a true wind up, the fact that it is a projectile instead of hit scan means that there is going to be so much wasted damage that you're going to lose an unreasonable amount of your army while waiting for the projectiles to collide@@great_hedgehog8199
Vanguards are actually really bad.
I love your content so much. So relaxing and wholesome!
This mod is so funny, I hope we get to see it all the way through!
Grant, i would recommend you still pick drop pods, having that as a back up might be... necessary
I would like to see more. And I had a few thoughts:
- In SC1, if Armor>Attack, they needed several attacks to deal 1 damage. So armor upgrades might actually work.
- It is also possible that Attack Upgrades are redirected to range, Firerate or something the like. And it would still be relevant to overcomming larger armor values. So you should check them out at least
- Range and Splash are the most scary thing
- windup, sight range, low rate of fire - those are core weaknesses. High ground is very valuable to deny LoS.
- when approaching a long range unit, take out every unit and building that scouts for it. Deny them sight range
- The only way to tank, is to have bodies in front.
- free Spawns will be invaluable, even a simple raven turret. It is possible that unit was changed
- defense matrix is a lot of extra HP. But between it and the heal, the SciShip was probably changed drastically
This is certainly very interesting, but I can potentially see this becoming stale later on to lack of unit variety, given that a large number of units have probably become inviable. Especially as most of the strong units are probably the ones that are already strong.
The key factors for most units to have will be range (firing the first shot is essential), hit-scan (projectiles with travel time give their targets time to get return shots off), cost (to reduce the burden of losses), fire-rate/splash (to deal with groups).
not really, mostly only the siege tank and possibly banshees
-battlecruisers are too slow
-diamondbacks fire too slowly so would end up needing way too much micro
-thor is basically worthless waste of resources
-marauder is completely inviable due to their bulk and slowing shots being their major upside
-raven is a coinflip depending on what you're fighting, since if its projectiles its point defense drone is really good defense, but at the same time a single marine will one-tap it and its seeker missile is deceptively short-ranged
contrary to this, the wraith will probably see way more wide use cuz of its stealth and ability to hit both ground and air, helions will be good on a few zerg/infested missions and maybe even all in, and the shrike turret basically gives the bunkers 1 extra marine dps, which have already been established to be the backbone of most of the campaign
-
@@ilijavirijevic3876 One marauder in each bunk with four marines seems like it might be just as good as normal, if not better against swarms. Remember that the slow is AOE in campaign, so it can stall approaching hydras and stalkers that bit more to let the marines get more shots off. Or maybe it just washes compared to two more marines, idk. We'll find out!
@@avitraangelica9278why slow when you can kill instead? Marauders are waaay too slow.
You know what will be ironically great. Vulture bikes cause of the mines.
@@jonsmith5058 Depends on how many ranged enemies you can slow in a big blob and if that lets the four marines in the bunker do the work of more than six, letting the bunker's range advantage stay in play. Again though, it might just be better to have more marines and hope. I'unno.
Spider mines will be INSANE here, yeah! Definitely going to be one of those units to pick up ASAP. At least Trains will probably be pretty easy for getting to them!
Reapers and Ghost/Spectre are going to be insane because of the range bonuses. Reapers in a bunker were already good, though they lose a little on killing since they attack twice. A bunker with 4 marines and 1 ghost, however, is going to be absolutely insane because the ghosts already long range +ocular implant+bunker range
Grant: MEDIC IS THE MOST USELESS UNIT
*reads email*
Grant: MEDICS ARE GOING TO BE REALLY GOOD!
How will stim work on marines? Is it an instant game-over now?😂
That’s the funny part, stim can’t kill. You wouldn’t be able to use it in the first place.
@@FenekkuKitsune You can't stim if you don't have enough hp ? didn't know that
Is stim going to cost 0.5 hp or something?
@@timotheebrasseur6188 Yep, stim can only bring the unit down to 1hp at the least. If they have 1hp, they can't stim.
Grant at 20:00 in, as his base's east side gets annihilated by the mutas that start arriving at this point in the mission: "What _happened_?! What _happened_?! It all died! Was there a drop pod? _Oh_, dude, there's mutas."
Grant for the next 4m30s: Builds not a single defensive emplacement on the east side of his base.
(I enjoyed this a lot, just poking a little bit of fun. I'd happily watch the rest of this series. Like you said, some missions will be fascinating.)
It looks like a good challenge and the ghost with upgrade mught be overpowered
Writing this literally 4mins into the video, not even finished yet, end of mission one!
Quick take: So far one of the most exciting campaign mod run I am looking forward to whatching you play it through.
Tactical overview real quick on the top of my mind: winning strategy at first glance:
-Have the longest range unit always! and make sure of proper DPS provided for those units,
- for Defense : minimap awareness is key, if any attack wave comes when not expected, the base/expansion can fall in seconds!
Very cool idea, very hard, but if you have above things covered should not be a huge issue, Hope you like it as well, and see it through ,
GL and HF!
And as always thanks for keeping the SC2 community entertained in such a cool manner!
Ghosts in a bunker for All In air nothing survives. Not even Kerrigan. Also the dig is gonna be hell. Engine of Destruction is going to be hell trying to protect that Odin
Before protecting Odin you'll need to somehow protect Tychus in no-built section
@BekindBekbek you're not wrong but considering the changes to raynor the first mission I really hope the mod maker did something for that
I don't think they have the fire rate to do that. Ghosts just have a worse fire rate than Marines do, although one or two per bunker might be really helpful for dealing with long-range enemies such as brood lords or hydralisks
The dig will either be hell or extremely funny.
I want to see All In Nydus. Ghosts fire very slowly and don’t completely alleviate the bunker being vulnerable to brood lords, and watching legions of ground forces get meatgrindered by a 7 marine bunker seems much more entertaining.
I would absolutely love to see more of this, I feel like range is gonna suddenly be the MOST important stat. Also, I support not skipping cutscenes to see the funny 1hp chaos.
Now do it deathless haha
This mod seems like some really silly fun that fits the general vibe of the channel really well.
And it is surprisingly interesting to see how missions unfold, maybe it gets old as the campaign progresses but I think that this has potential.
Vanadium Plating is going to be so broken if each armor upgrade ups their health
Every weapon in the game already does more than 3 damage per attack though, besides roachlings, I think. Grant is probably gonna go ultra-capacitors for the attack speed.
I really like the mods you chose to highlight lately, and they are very enjoyable to watch! I'd probably finish watching this series through.
mooooooore!
The Hyperion xD
I would definitely love watching the entire campaign of this.
The absolute chaos that can ensue from 1 second to the next is hilarious. And, as see at the end, it might result in some weird new knowledge about how stuff works, which is always interesting.
Let's do 1hp deathless :P
22:00 - Me thinking "Grant JUST watched a muta attack over the cliffs Destroy his production. Surely he's gonna throw down some bunkers or turrets over there now?"
22:42 - Nope, guess not :')
24:30 - HOORAY HE PUT SOME BUNKERS ALONG THE EASTERN FLANK
Honestly, I'd love to see more. It's simple, yes, but with potential for very stupid things happening.
Also what happened to the Legacy of the Tal'darim? Did the mod creator abandon it or it didn't get enough traction for you to consider continuing it?
Coming back after playing the mod myself, I have to say, bunker is THE most powerful thing in this mod. In this mod, range is king, and the range bonus it can give to marine, a hitscan, fast attacking unit, is invaluable. Bunker marine counters everything except broods, tanks and colossous, one or three bunker, depending on enemy and mission, will completely choke off all enemy attack except the noted.
I wanna see more
Such a simple change with such huge remifications needs a complete playthrough!
medic wraith new strat
This mod look absolutely amazing. Ghost in bunkers will be king on all in
So, as someone who completed these 1hp/paintball campaigns... I look forward to see Grant strugle on The Reckoning in HOTS
I for one and definitely interested in seeing more of this, especially with the later missions.
Imagine things like a single colossus moving over cliffs, talk about devastating.
Oh my god, imagine the mission where you need to face Mira in space or where you are escorting the Odin around.
Seeing the mutas destroy all of your barracks and then NOT parking some marines over there had me screaming at my TV lmaoooo. All, please...PLEAAASSSE defend the barracks.
Ans then the second wave came. Too funny. Love the video man, you're awesome as always.
This turns the campaign into a puzzle game, and I think that's awesome. Would love to watch more!
The knowledge that Grant plays SC2 with his sister is super-wholesome!
this mod seems really cool to see, going to be interesting to see how things go when you have to keep things like the Odin from dying when Tychus goes for a joyride, also forgot to add this in, but it makes sense that the Bunkers are so OP. they give everything in it two hits before dying horribly.
The mutas wrecking your entire production was horrifying. I love it!
Grant's marines in mission 2 forming like a SEAL team to hit the tank is peak humor. I need this.
I immediately thought of "The Dig" and laughed really hard at the implications. I'd love to see a playthrough with this mod.
Backing the full playthrough. I get the funny feeling the 'easiest/shortest' missions are going to be nightmares, while the 'difficult/longest' missions are going to be a walk in the relative park. After all, it's easy to break a vault when it has one HP.
25:21 I thought a Portland dentists favorite time would be 4:20!
Grant: Dumpsters Medic calls them worthless in this mod
Medic: ... and I took that personally.
In the old Broodwar UMS days where you couldn't change some properties of units like range, ghosts were an extremely powerful unit because they had the highest range of any mobile ground unit. I think only the siege units of siege tanks, reavers, and guardians outranged them. Heroic versions of units have slightly higher attack speed and generally considered better because of that, but for the ghosts they were considered worse because the regular ghosts actually slightly outranged their heroic versions.
Ghosts would probably be the most powerful mobile ground unit Grant has access to in this mod.
"time to be nervous" that's the understatement of the century, this sounds like anxiety incarnate
I love how his mind was so blown by his discovery on the nidus spawns Grant didn't even register the Hyperion's death
I legitimately laughed out loud when the siege tank took out Grant's entire army.
Hey grant there’s a fraction of a second where a unit has to go from walking to firing. In the first mission when you used Jim to pull those marines and your other marines were standing around waiting, they always shot first and didn’t die. Let them come to you and you’ll have a significant advantage
The Dig is gonna suck so frickin' hard, either by being impossible or the DUMBEST anticlimax. XD I love this so much.
I had the same thought about the uselessness of medics before that mission even started, and was just as pleasantly surprised as he was when they said "we swapped your useless heal for a nice blasty irradiate."
Fascinating to watch the gameplay of someone who is so smart, and at the same time so foolish. Moving to the left base was a stroke of genius; losing your entire production to 4 mutas three times in a row was... less so. xD
Please make this into a series. Even if some of the missions are crazy fast it's really entertaining to see.
I have never played or watched start craft so I have NO idea wtf is going on, that being said this was awesome+ more please
The Nydus' do spawn everywhere but it's a slow scale up. Left, center, top right - there is 1 Nydus in each base as it takes down below 3 minutes, sending a constant small wave of enemies at you. Then several more join in the last minute and a half.
I love watching Grant solve these kind of challenge campaigns!
I love that they went with 1 hp instead of making a trigger that outright kills whatever takes damage, I'm certain there's a solid reason for it :p
I miss playing games with my sisters, there was always something special about getting to do so but between all our lifestyles and work none of us are synchronised.
100% interested in seeing more. Watching the hyperion get vaporized was definitely a highlight though. Agreeing with everyone else that sticking around to see what changes in all the cutscenes will be fantastic.
more more more, this is amazing, so cool watching all the weird ways every unit works at 1 ho
The sheer speed at which things die is hilarious. As soon as I remembered mutalisks are a thing zerg has, I thought, "Oh no, those can go 3-for-1 as long as they can get into their 3 range." Lo and behold, a missile turret's projectile isn't *quite* fast enough.
Irradiated Banshees or Wraiths? Fly over anything biological for an *invisible* magic eraser.
My day always gets better when Grant pops up in my recommended
The AoE upgrade for the missile turret, +2 bunker slots, and +1 range for bunkers are going to have so much value. Oh god, Goliaths might be insane with the firing ground and air, at the same time,with their range. Perma-Cloaked Ghosts as well. The Carnage!
Wait, did Grant get so caught up thinking about the Nydus Worm that he didn't notice Horner get annihilated at the end? lol, poor Matthew.
I enjoyed this. Honestly i love when RTS's are more like puzzles.
do I want to see more of this you ask? are you kidding? This clip is one of the fastest clip I clicked after reading what kind of mod it is going to be about (as fast as the memes series at least). Expected the absolute chaos and I wasn't disappointed 😂
Please do more, it's both funny and surprisingly tactical.
Really enjoyed it. I would love to watch the whole 3 campaigns like this !
100% glass cannon gameplay is so fun in every game.
Had to think of the realistic lighsaber cheat in Jedi Knight 2, where every hit that isn't blocked results in either you or the enemy dying. it doesn't affect ranged weapons at all, so those enemies are just fodder, but every close combat engagement is insanely tense.
This was honestly amazing, pretty hilarious while still provoking thought.