Korean chat translations that nobody asked 5:50 GTs are super OP aren't they? lol 10:01 Build GT and you win Agreed How should I deal with those? idk lol I should've ended this before mass GTs They will gather data for all those OP stuff to be nurfed Do dark swarm work on those? If not I can't do anything I suppose Let's test it out Come on to the center Your units must stay still, GT attacks can be dodged They are soooo fast 11:46 Uh what I think it works but only partially Yea, my army just melted in the last fight even with dark swarm Let's try ultras nvm it doesn't work That's normal damage 12:21 Imba right I cant do anything against those Feels like fighting against fully upgraded & moving siege mode tanks Yea lol 13:02 Oh I lost 14:46 ? I had 4k resources😅 15:18 😮 They were NOT super OP Just regular op unit to deal with op zerg units well I too have 5k resources... for nothing What lol GG
5:20: OMG the Glaives just committed war crimes on those Lings 9:43: AND the Ultras Seems like Glaives just counter all Zerg ground... That said, a switch to Muta would be devastating. 12:45: Well... maybe they're not OP afterall; just devastating when they have the army size advantage. I wonder how slow the Ultras are with Dryad poison on them.
Glaves are like siege tanks, just they are permanently sieged and can run around while being sieged. ps glaves have neither melee nor range damage, they have splash damage only, on one hand it means they can miss if you run, on other hand - unsffected by defilers.
Like all other siege units in the WC3 universe But other siege units would do a better job than them Maybe the meat wagons with their disease cloud or Orcs with burning oil
11:52 The Dark Swarm description indicates that Pierce and Splash damage are allowed. It's possible that the Glaive Thrower _only_ has Splash damage because of its penetration.
so... THIS IS IMPORTANT: all seige engines in warcraft 3 do not use projectiles in the traditional sense they each fire an instance which casts a spell like AoE at its location: which is also when you can order seige units to fire at a ground spot even if theres no enemy unit there (in WC3 it was mostly for the purpose of destroying trees). the glaive thrower is a seige engine and thus ignores *dark swarm* entirely as dark swarm doesnt block AoE/spell damage... much the same way a psi storm, or a snipe would
@@brentramsten249 yes If not upgraded I think the defilers ability would work on them Considering no splash damage is involved And it's a good ballance to them too Considering they cost less food or production and overall resources compared to the other siege units from wc3 And even if they try to make it so that siege attacks are affected by the dark swarm from the defilers Other siege units would still damage them Like the Demolishers Burning Oil which leaves an area of burn damage Meat wagons from the undead Disease Cloud Mortar teams with Fragmentation
I think one of the main issues is that the Night Elf player didn't go for Keeper of the Grove. The Thorns Aura would have helped a lot against those Zerglings. I get the idea behind using Starfall, but the Zerg were able to just disengage every time it was cast. They did go fully into the Priestess build with ranged units, but I do wonder how well Mountain Giants and Druids of the Claw would have faired against a Zergling/Ultra build with Thorns aura helping out.
I think a warden during the early game would be more appropriate too especially Fan of Knives at level 1 would be enough for the archers to 1 shoot them I would just be playing orcs all the time I love the tauren chieftain Shockwave and massive area stun Its satisfying seeing a line of zerglings dying to a level 3 shockwave
@@shemjoshuadumpor3654 I'm not sure. I don't know how much of the economy was tweaked for certain units, and they definitely do have balance changes. If you just keep the WarCraft 3 stats "as is" they're basically super units compared to the lower stats of StarCraft units. If we go by just their straight costs from their own games: A Brood War Ultra is 200 minerals and 200 gas. A Mountain Giant is 350 gold and 100 lumber. No idea if that would translate into 350 minerals or 350 gas. I'd have to jump into a game of Azeroth-Koprulu Hyperwar to see the stats myself.
imagine the night elf player starts with a DH with immolation, perhaps with a mana and health potion. The zerg player will have a nightmare at the start
@@travi0ok702 too expensive and takes far too long to mass produce Would be a great strat if there is another player helping you gain that tier Or do the tanking while your OP units do the damage Such as Chimeras and hippogryph run
Now that's what I call a slaughter, being ripped to shreds by locusts the size of dogs and beetles that are the size of small mountains the night elves may have defeated the burning legion but never against the zerg swarm also looking forward for more UED first light playthroughs in the future
Well I think the damage from the Glaive throwers are actually from its ability Vorpal Blades In Wc3 upgrading it causes your glaive throwers attacks to cause area damage (and the addition for it to shoot on trees but that is not relevant here) Dark Swarm from the Defiler only prevents projectile damage After upgrading the glaive's projectile is not causing any damage but the area damage is. You can see the glaive exploding twice when ever it shoots.
In wc3 it just causes wind bursts around the projectile when ever it hits something but here they used the same model as the glaives thats why we can see 2 glaives bouncing around You can see it at affect here: 11:35
Dark Swarm prevents projectiles but not splash I'd expect it to prevent the damage against the primary unit, but the units next to the target (in this case Lings) do take the damage So is the case with Siege Tanks for example
I guess the problem with defiler comes here: in WC damage type are classified as pierce, melee (or hack, forget the exact name), and magic, but in SC they are ranged, melee and spell. Despite in semantic we can easily match them, in programming they are different. The dark swarm only prevent ranged type damage, but not for pierce, so that GT can still do damage to protected unit😂
he meant Mountain Giants and Chimeras Everyone Which would be a good build I think Considering both of them have massive area damage A bit costly tho considering both of them were tier 3 units in WC3
@@shemjoshuadumpor3654 I think air is just heavily discouraged for both sides in a Night Elves vs BW Zerg match. The Zerg have Mutalisks, Devourers, Scourge, Defilers, and Hydras if someone goes heavy Chimeras or Hippogriffs. Meanwhile the Night Elves have Archers as their basic unit and can get a Priestess of the Moon. Archers I think just tear through Mutalisks pretty handily, and Guardians don't have splash to deal with them either. Mountain Giants don't have Splash though. it's mainly their Hardened Skin passive that would be great against Zerglings. That and Taunt. Comboed with a Thorns Aura, and I think that's the main way to deal with BW Cracklings.
@@shadowarchon7964 still don't know the units from brood war And yeah maintain giants does not do any area damage I checked the editor They gain siege damage when they pick up a tree that's all
And I don't think Chimera's are affected by the Dark swarm ability from the defilers either They are Instantaneous missiles that deal Aoe damage the lightning effect was just only effects I would love to see it tested with the Human's Riflemen they too have instant damage because you don't see any missiles being launches
@@shemjoshuadumpor3654 Dark Swarm works fine against Marines who have no projectiles either and just use hit-scan attacks. In Brood War, Dark Swarm prevented *all ranged* attacks from doing any damage. Only AoE, Melee, or Spells did any damage. So the Chimera lightning blast might only do AoE damage. I guess it also depends upon if the mod makes Spell attacks act like SC1/SC2 spell damage too.
These has been interesting to watch but ngl, the map is kinda bland. Would be nice if they changed things up, even just some other maps or modded too if possible.
Korean chat translations that nobody asked
5:50
GTs are super OP aren't they?
lol
10:01
Build GT
and you win
Agreed
How should I deal with those?
idk
lol
I should've ended this before mass GTs
They will gather data for all those OP stuff to be nurfed
Do dark swarm work on those? If not I can't do anything I suppose
Let's test it out
Come on to the center
Your units must stay still, GT attacks can be dodged
They are soooo fast
11:46
Uh what
I think it works but only partially
Yea, my army just melted in the last fight even with dark swarm
Let's try ultras
nvm it doesn't work
That's normal damage
12:21
Imba right
I cant do anything against those
Feels like fighting against fully upgraded & moving siege mode tanks
Yea lol
13:02
Oh I lost
14:46
?
I had 4k resources😅
15:18
😮
They were NOT super OP
Just regular op unit to deal with op zerg units
well I too have 5k resources... for nothing
What lol
GG
thank you❤
Legend! Thank you!
5:20: OMG the Glaives just committed war crimes on those Lings
9:43: AND the Ultras Seems like Glaives just counter all Zerg ground... That said, a switch to Muta would be devastating.
12:45: Well... maybe they're not OP afterall; just devastating when they have the army size advantage.
I wonder how slow the Ultras are with Dryad poison on them.
Glaves are like siege tanks, just they are permanently sieged and can run around while being sieged.
ps glaves have neither melee nor range damage, they have splash damage only, on one hand it means they can miss if you run, on other hand - unsffected by defilers.
Like all other siege units in the WC3 universe
But other siege units would do a better job than them
Maybe the meat wagons with their disease cloud or
Orcs with burning oil
Maybe they are better in this scenario considering the sc1 and 2 armies move like the flash
11:52 The Dark Swarm description indicates that Pierce and Splash damage are allowed. It's possible that the Glaive Thrower _only_ has Splash damage because of its penetration.
its weird seeing wisps carrying things
so... THIS IS IMPORTANT: all seige engines in warcraft 3 do not use projectiles in the traditional sense
they each fire an instance which casts a spell like AoE at its location: which is also when you can order seige units to fire at a ground spot even if theres no enemy unit there (in WC3 it was mostly for the purpose of destroying trees). the glaive thrower is a seige engine and thus ignores *dark swarm* entirely as dark swarm doesnt block AoE/spell damage... much the same way a psi storm, or a snipe would
forgot that the glaive throwers need an upgrade to act like the other seige engines: vorpal blades
@@brentramsten249 yes
If not upgraded I think the defilers ability would work on them
Considering no splash damage is involved
And it's a good ballance to them too
Considering they cost less food or production and overall resources compared to the other siege units from wc3
And even if they try to make it so that siege attacks are affected by the dark swarm from the defilers
Other siege units would still damage them
Like the Demolishers Burning Oil which leaves an area of burn damage
Meat wagons from the undead Disease Cloud
Mortar teams with Fragmentation
I think one of the main issues is that the Night Elf player didn't go for Keeper of the Grove. The Thorns Aura would have helped a lot against those Zerglings. I get the idea behind using Starfall, but the Zerg were able to just disengage every time it was cast.
They did go fully into the Priestess build with ranged units, but I do wonder how well Mountain Giants and Druids of the Claw would have faired against a Zergling/Ultra build with Thorns aura helping out.
Do Mountain Giants cost more than the Ultralisks?
I think a warden during the early game would be more appropriate too especially Fan of Knives at level 1 would be enough for the archers to 1 shoot them
I would just be playing orcs all the time
I love the tauren chieftain Shockwave and massive area stun
Its satisfying seeing a line of zerglings dying to a level 3 shockwave
@@shemjoshuadumpor3654 I'm not sure. I don't know how much of the economy was tweaked for certain units, and they definitely do have balance changes. If you just keep the WarCraft 3 stats "as is" they're basically super units compared to the lower stats of StarCraft units.
If we go by just their straight costs from their own games: A Brood War Ultra is 200 minerals and 200 gas. A Mountain Giant is 350 gold and 100 lumber. No idea if that would translate into 350 minerals or 350 gas.
I'd have to jump into a game of Azeroth-Koprulu Hyperwar to see the stats myself.
How about glave bounce on the Huntresses ?
IMO it should be like the #1 thing to tech vs Lings, or even Zerg in general
Demon hunter is the answer tho. Armor, evasion nd ranged splash attacks, he would crush both ultras and zerlings.
imagine the night elf player starts with a DH with immolation, perhaps with a mana and health potion. The zerg player will have a nightmare at the start
Why do the wc3 players stay at tier 1 I feel like chims and mg would stand a good chance with sc1 and sc2 units
@@travi0ok702 too expensive and takes far too long to mass produce
Would be a great strat if there is another player helping you gain that tier
Or do the tanking while your OP units do the damage
Such as Chimeras and hippogryph run
Now that's what I call a slaughter, being ripped to shreds by locusts the size of dogs and beetles that are the size of small mountains the night elves may have defeated the burning legion but never against the zerg swarm also looking forward for more UED first light playthroughs in the future
I was hoping the Zerg player would try mutalisk. I think the glavies cannot hit air at all.
@@ananzero8751 they dont
Well I think the damage from the Glaive throwers are actually from its ability
Vorpal Blades
In Wc3 upgrading it causes your glaive throwers attacks to cause area damage (and the addition for it to shoot on trees but that is not relevant here)
Dark Swarm from the Defiler only prevents projectile damage
After upgrading the glaive's projectile is not causing any damage but the area damage is.
You can see the glaive exploding twice when ever it shoots.
In wc3 it just causes wind bursts around the projectile when ever it hits something
but here they used the same model as the glaives thats why we can see 2 glaives bouncing around
You can see it at affect here: 11:35
Good analysis 👍
Dark Swarm prevents projectiles but not splash
I'd expect it to prevent the damage against the primary unit, but the units next to the target (in this case Lings) do take the damage
So is the case with Siege Tanks for example
I guess the problem with defiler comes here: in WC damage type are classified as pierce, melee (or hack, forget the exact name), and magic, but in SC they are ranged, melee and spell. Despite in semantic we can easily match them, in programming they are different. The dark swarm only prevent ranged type damage, but not for pierce, so that GT can still do damage to protected unit😂
This is so absurd, I love it.
It’s so awesome 😂
I feel like Zerg vs Undead would be entertaining to watch.
Take not the glaives are AOE projectile damage.
It's not just a projectile it also has AOE i think so that's probably why it's doing damage.
Hello again :D. I hope my message is not in a video :P
@@Kytrion did you ping me in StarCraft? 😂 it’s possible I left the game opened and missed it!
@ yy. I messages you when you logged in. I said ,,have fun recording and have a good day” or something like that
is this mod still being updated?
It's in a more or less early phase, I think the devs are still considering it alpha - so there's a lot of ongoing work on this one!
The elve side didn't use other heroes and rhey didn't go the op dragon unit.
hello from Bakersfield Ca
Hello! I’m trying to get back to the west coast 🤟
not making jakiros and tinies needs to be a crime for that nightelf player
he meant Mountain Giants and Chimeras Everyone
Which would be a good build I think
Considering both of them have massive area damage
A bit costly tho considering both of them were tier 3 units in WC3
@@shemjoshuadumpor3654 I think air is just heavily discouraged for both sides in a Night Elves vs BW Zerg match. The Zerg have Mutalisks, Devourers, Scourge, Defilers, and Hydras if someone goes heavy Chimeras or Hippogriffs. Meanwhile the Night Elves have Archers as their basic unit and can get a Priestess of the Moon. Archers I think just tear through Mutalisks pretty handily, and Guardians don't have splash to deal with them either.
Mountain Giants don't have Splash though. it's mainly their Hardened Skin passive that would be great against Zerglings. That and Taunt. Comboed with a Thorns Aura, and I think that's the main way to deal with BW Cracklings.
@@shadowarchon7964 still don't know the units from brood war
And yeah maintain giants does not do any area damage I checked the editor
They gain siege damage when they pick up a tree that's all
And I don't think Chimera's are affected by the Dark swarm ability from the defilers either
They are Instantaneous missiles that deal Aoe damage the lightning effect was just only effects
I would love to see it tested with the Human's Riflemen they too have instant damage because you don't see any missiles being launches
@@shemjoshuadumpor3654 Dark Swarm works fine against Marines who have no projectiles either and just use hit-scan attacks. In Brood War, Dark Swarm prevented *all ranged* attacks from doing any damage. Only AoE, Melee, or Spells did any damage.
So the Chimera lightning blast might only do AoE damage. I guess it also depends upon if the mod makes Spell attacks act like SC1/SC2 spell damage too.
When do the mod developers finally notice that currently Warcraft is bullshit OP compared to SC?
when tumoe ?
I’m gonna try and cast a few very soon!
These has been interesting to watch but ngl, the map is kinda bland. Would be nice if they changed things up, even just some other maps or modded too if possible.
imba warcraft units