I don't usually comment but this might be one of my fave mod playthroughs you've done in a while Grant. There's no crazy units or Unit Soup. It's like deathless in a way in that you can't just throw endless units at the problem, they will die! It takes actual skill and finesse to get through the levels (unless you're Zeratul and you just flicker through the level like you're no clipping through life)
@@feinne7652 yeah luckily he had only one HP he didn't have to time to feel the pain of getting mauled he just got evaporated by the one punch broodlings
A lot of upgrades aren't going to have any value, so it's not like the credits have value either. It should be trivial to get every upgrade that does anything.
Mod Maker here, For Outbreak, Grant was hyping it up earlier and I was thinking it seems terrifying and then once you get a solid defense in place it and it goes to boring. I had played around with the challenge mode for this mission on cloned version of the mod, with a few other ideas that are added as optional memes, so I decided to bring it over to spice up the mission. For Cutthroat, the Space Marine references Grant from the Great Train Robbery and the Tauren Marine is just a cosmetic change (excluding bigger size and an increase of 1 mineral in cost) that can have the marine nerfs applied to it. There is no good way in WoL to pause the game while reviewing the mods so change the speed to slower on selecting and then back to faster on close. I thought Grant had lost a time or two after his base was wiped out, but he somehow pulled out a win. I hope you enjoyed watching and if you want to play the mod go to the 5th link in the description > Getting Started > Projects > Search 1 Hp or One Shot
Not to bother you, but have you had any plans on giving changes to more units that are effectively useless in the mod like the Firebat somewhere down the line? Having a ridiculous speed in changing targets and attacking that Grant feared the Void Ray having might be balanced if applied to a Firebat as some form of anti-melee unit
Thanks so much for putting this together! its a lot of fun to watch, and I'd like to play it so thanks for the instructions aswell! is the file hosted in discord?
@@jonsku6662 I gave the Firebat an optional buff of increased vision, and not just 1 or 2 extra range. As for other units, probably not. The changes I am making to WoL Paintball are to try and prevent it from becoming stale with Marine bio ball.
and then he completely nerfs the marine in the second mission to 3 range, making it completely useless against regular marines AND cost more. but THEN he builds a ton of them xD
Soooo, enemy siege tanks have splash damage, right? And you can call mules down anywhere on the map, right? Including on top of the PF. I think there are ways we could have made this mission a lot easier.
I think it's pretty likely that a random hitscan unit would kill the mule before the tank had time to rotate its turret around, but it'd be a fun thing to test out.
40:09 i never noticed it before but Orlan actually comes out of the fortress during this cutscene, without the chaos you can see him popping up right bellow the marauders, very neat detail there.
When I played WoL regularly, I made it a goal to beat Meinhoff with basically every unit I could realistically have, up to and including Battlecruisers. You've not lived until you've watched a squad of BCs sweep across the infected colonists.
29:07 a cowtastrophe Also, at 39:14 you can see that the siege tank is looking southeast, this made it so the marine had a fraction of a second to kill the raven while the tank's turret rotates west. Neat.
It's a very nice and sensible touch to make some mineral fields infinite. Makes it so that you can never be hard-locked into a failure after all the time you would've spent to get there.
I'm not sure if this is necessary, but just in case: I don't think the Tauren marine has a lot less range, it was just because Grant also chose the range nerf for his marines! I couldn't tell if Grant was saying he thought they had less range because they were Tauren marines or because of the modifier.
24:27 just me over here absolutely losing it to the games helpful "base is under attack" warning shortly after the entire base has been razed to the ground...
Grant at 26:14, after nerfing his marines into uselessness and building zero actual defences on a mission already notorious for players trying too hard to save money and getting wiped out by the first attack wave as a result: "This mission is really hard D:"
It seems like he was playing this badly on purpose to make it even harder. Because he kept building low range slow fire rate units. The Orlan mission can be beaten in seconds by just dropping a few mules.
I like when we see Grant go slow and take his time. Grant has shown time and time again that in normal circumstances he can steam roll levels if he builds up quick enough. This mod makes him slow down a bit tho, since he can be steam rolled just as quickly. Great video as always, man!
'Remember when the hercules dies things drop out of it'. I havent watched the video yet so I hope he hasn't tried that but Grant... when things fall out of the hercules they take DAMAGE. This isn't going to go how you think it's going to go.
I love the basic idea of this mod SO MUCH. It's been my favourite play-through that you've done in a long time! The missions are just so different when you have this absolutely wild change to the mechanics.
The fact that grant realized so late that the marines with their nerfed range are worthless even inside bunkers was so triggering. He should've just built reapers and put them inside...
The constantly re-spawning buildings are an interesting mechanic. Because the respawn is everywhere you would have to spread out your army. You have small groups of units patrolling the city to keep the pressure low, instead of ball of units.
@@maryrose2676 Yeah, Imagine that the mod maker do this to the HoTs campaing then we force Grant to play Zerglings only in that lmao. That would be hilarious seeing him failing over and over again.
that tank at the end actually took about 0.4 seconds to rotate the turret before shelling the marine. so if you place 2 tanks without vision range, the one that wins is the most aligned turret one
I'm really curious if you can instantly win Cutthroat by scanning Orlen's base and dropping a mule to be blown up by the siege tank and let the splash damage kill the planetary fortress.
The random marine with super range matches your comment on Trains “Wow grant that marine had 37 range could shoot across half the map and did a hundred damage, nobody could have played around it” Hes the embodiment of that comment.
Honestly surprised Grant went for Reapers over Marines for his bunkers since they you can only have half as many. Wonder if it was just for variety so it wasn't marines 24/7.
5:30 "I'm just going to make sure that we are so, so, SO well-defended EVERYWHERE. We're not going to bother with anything else. This is the safe-basically, I think this is the safest I'm going to take a mission until, like, All In. That's how scary this mission is to me!" *Looks at title* Oh dear. EDIT: Oh, huh. It worked! Hooray!
The options for the hard mode give a vague explanation when you hover over Yes and No buttons, but nothing more given than that. Something involving the colonists I think.
Outbreak can be completed on brutal difficulty with mass reaper without taking any damage (on normal play with full health enemies). I just tested it myself. I was shocked you went so into overkill.
About providing vision at the bottom left entrance in outbreak, you can send reapers on the high ground at the right side. They can both blasting and spotting the infested up there so it is the easiest entrance to guard imo.
Imagine how hard it would be if it had enemies from 'Dead of Night' from coop, the jumping guys, 2 guys with long range, flying spotters, and Nydus worms (The Stank would not be a problem)
The spotters are huge and have about 1 range more than mutalisks. They prefer disabling turrets and flying around so not much of a problem imo. Hunterling is a pain ngl, but it can be killed when it is mid-air before stunning units. Agree, chokers and kaboomers will tear down your early game if you don't have any range advantage over them. Nydus has about 5-6 seconds from when it pops up till it pumps out units. One hit to take them out is much better than taking out their 2k hp version in coop.
Grant, I, being a total noob, am gonna tell you that you're sleeping on the Goliath. That thing got better range than a diamond back, and can murder any and all air. They did a lot of work here even though you barely built any. I know they're normally made of tissue paper, but that just means they didn't really get weaker in this mod, the way everything else did.
had a random thought while watching: the wraith might actually be good in this mod, solely because of it's ability to cloak, after all, having a weak attack means nothing if every shot is a kill regardless, meaning there is a argument for it being similarly as valuable as ghosts/spectres
@@emilchan5379 oh yeah, i forgot about that upgrade, but yeah, being able to attack anything, being able to avoid attacks between cloaking itself and that dodge chance, and of course the flying making maneuvering easier makes Wraiths a good unit, in theory at least, although i guess when there is detection or they run out of energy they are basically the same as any other flying unit with the 1HP
Then Grant realized that if you turn off marines and don't build any replacement defensive units, things get a little more difficult. I'm kidding of course, but it was a little silly. That said, I'm a little disappointed there wasn't at least 1 3 range, 1 damage, 100 tauren marine attack on Orlan's base considering infinite minerals.
When you said you wanted this to be booring to watch I felt you really succeeded. Felt like you could just send out 4 groups the first day in 4 directions and be done before night 2. Then I skipped ahead and saw that maybe if you failed that first night it would have left you without an army 😂
Not going to lie, I thought that when he said he was wanting to get orbitals for dead man’s port I honestly believed he was going to kill the planetary with mules by getting orlans tanks to accidentally splash the cc
just for fun if you are towards the end make a hard save and then try al the other stuff you don't think work, like the armory upgrades and stim on marines just to make sure you missed something amazing^^ Or a second run in a few weeks one or two months where you play 1HP but only the wrong way as much as possible. There will be tims when you have to play the micro game to make it unless... the modders makes a special version with more recources so you can realy throw them into the meat grinder.
If you want to do that next to the mod there is an Excel with all the units extracted and a formula to change their Hp. There are a lot of missions that mess around with hp but it should give you an idea of what would happen. As for damage, that is determine by Unit > Weapon > Effect, no easy solution there.
Could that message from the zombie be a hint to keep pressure on during the night? Since buildings have 1hp there isn't any chance for them to spawn extra guys.
I'm pretty sure majority of the missions in this mod can be solved simply by spamming marines. After the first episode I already knew your humble marine will be the best unit in this mod: cheap, hit scan ranged attack, fast attack speed and turn rate. The weaknesses of low individual damage and fragility are completely nullified by everything dying in 1 hit. It IS the best unit, not only for Terran but in the entire game pretty much. The only other unit you might want to use is Siege Tanks, on rare occasions when you are going against a base too heavily defended for a bunch of marines to breach.
7:10 So, give it 7 range with 12 or 15 damage every 0.5 seconds and voila you made Shrike turret actually good. It's what all the "Campaign upgrades" extension mods for melee maps do.
6:33 I mean if you were going to kill them may as well have sent them out during the day to do some clearing. As an aside, they're not as bad as you think because their fire acts like a beam, once they get going, they don't stop if there are targets in range, pretty good for dealing with broodlings in that regard.
I think the perdition turrets might still be really helpful. Since they are stealth units until they attack, I think you could use them for vision as I feel a lot of your units have further attack range than sight range (especially for anti-air areas as air units will not trigger the turrets and could give you the edge in counter attacking)
The problem is they have that delay when "pop up" from the ground, the same thing happens with firebats and hellions. Imo it can have the ability to enable/disable manually. That way we can use it as vision provider without losing it first (except when enemy bring detectors)
@@desfoxofthedesert that’s the thing though: it wouldn’t be for attacking. I am thinking for vision purposes. Granted,I don’t know how much vision a burrowed turret gives. For example: you build the turrets a decent distance away from the base but within siege tank range. Once the enemies approach, before they get into range of the turret’s attack range, the siege tank demolishes the enemies since they have line of sight now
@@hobbes5552 agree, but I am thinking of putting it further than the tank's range. As I mentioned above, if we have the ability to disable the perdi turret, it will just stay right there, provide vision and not be accidentally splashed by the tank too
anybody knows what the opposite upgrade of the shrike turret does? is it still +hp?(which propably doesnt work) couldn't find it in the other videos, only found him picking up the next tier
It seems like specters would be useful for taking out attack waves while cloaked. Sometimes there's a raven, but the specter might safely wipe an attack before the raven reveals him right? Or are they too much micro to be worth it? Or Grant is avoiding them because they're overpowered (and the ghost would be worse)?
I don't usually comment but this might be one of my fave mod playthroughs you've done in a while Grant. There's no crazy units or Unit Soup. It's like deathless in a way in that you can't just throw endless units at the problem, they will die! It takes actual skill and finesse to get through the levels (unless you're Zeratul and you just flicker through the level like you're no clipping through life)
I hope there’ll gonna be 1hp versions of other campaigns as well. Not having cheap hitscan units will definitely make some missions a puzzle to solve
@@lyranemThe 1 HP zerglings swarm that dies instantly but also absolutely annihilates everything. It'll either be awful or amazing.
With that description I feel you may very much be misunderstanding how deathless works, but agreed.
@@Shtoops It will be both!
They already exist
I just love to imagine the PTSD grant gave to the one firebat he forgot in a bunker when he killed all his friends at 6:25
It's ok. He doesn't suffer from it anymore after 13:48.
horrible execution :0
@@feinne7652 yeah luckily he had only one HP he didn't have to time to feel the pain of getting mauled he just got evaporated by the one punch broodlings
I like that Grant picked 'Hellions do +10 damage to light' then talks about how 'Fire suppression has like, no value'.
I assume he just misclicked and meant to get the double wide, which does have value.
Hey man Blue is a much cooler color than orange. Worth.
I assumed that THIS was the reason he went "Wait!" on 16:53 - and was immediately proven wrong.
A lot of upgrades aren't going to have any value, so it's not like the credits have value either. It should be trivial to get every upgrade that does anything.
Was really rooting for Frank the firebat after he survived Grant's initial firebat massacre. Was saddened when he lost to a broodling.
RIP Frank 13:48
We stan a useless king ✊😔
Mod Maker here,
For Outbreak, Grant was hyping it up earlier and I was thinking it seems terrifying and then once you get a solid defense in place it and it goes to boring. I had played around with the challenge mode for this mission on cloned version of the mod, with a few other ideas that are added as optional memes, so I decided to bring it over to spice up the mission.
For Cutthroat, the Space Marine references Grant from the Great Train Robbery and the Tauren Marine is just a cosmetic change (excluding bigger size and an increase of 1 mineral in cost) that can have the marine nerfs applied to it. There is no good way in WoL to pause the game while reviewing the mods so change the speed to slower on selecting and then back to faster on close. I thought Grant had lost a time or two after his base was wiped out, but he somehow pulled out a win.
I hope you enjoyed watching and if you want to play the mod go to the 5th link in the description > Getting Started > Projects > Search 1 Hp or One Shot
Not to bother you, but have you had any plans on giving changes to more units that are effectively useless in the mod like the Firebat somewhere down the line?
Having a ridiculous speed in changing targets and attacking that Grant feared the Void Ray having might be balanced if applied to a Firebat as some form of anti-melee unit
@@jonsku6662 I originally thought the Firebat would instead spew fireballs out to a similar range as the Marines.
Was that a Wheel of Time reference in the challenge?
Thanks so much for putting this together! its a lot of fun to watch, and I'd like to play it so thanks for the instructions aswell! is the file hosted in discord?
@@jonsku6662 I gave the Firebat an optional buff of increased vision, and not just 1 or 2 extra range. As for other units, probably not. The changes I am making to WoL Paintball are to try and prevent it from becoming stale with Marine bio ball.
its commendable how hard Grant tries to come up with arguments to not just spam marines
Man he tries but every time he makes an argument to no spam marines it always is just a marine endorsement in a round about way.
I really feel like Grant underestimates 6 marine bunker a lot. Like if you think about it, it's really insane attack density over huge range.
and then he completely nerfs the marine in the second mission to 3 range, making it completely useless against regular marines AND cost more.
but THEN he builds a ton of them xD
He's choosing not to play Marines (or to heavily nerf them) because they're OP and he knows it
@@Ghi102He also loves to forget how he chose to nerf them thanks to muscle memory.
Or.. he's an entertainer
@@Ghi102 Which is confusing as Ghosts are easily the best unit by FAR in this but instead he grabbed the much worse spectres
8:50 I was really prepared to laugh hysterically because Grant roasted one of his own tanks with a Hellion trying to kill his own medics.
Soooo, enemy siege tanks have splash damage, right? And you can call mules down anywhere on the map, right? Including on top of the PF.
I think there are ways we could have made this mission a lot easier.
I think it's pretty likely that a random hitscan unit would kill the mule before the tank had time to rotate its turret around, but it'd be a fun thing to test out.
I mean, we have an easy choice.
8000 minerals to Mira
Or 8000 minerals to orbitals for more mules.
You can also clasically nuke from lowgroud
40:09 i never noticed it before but Orlan actually comes out of the fortress during this cutscene, without the chaos you can see him popping up right bellow the marauders, very neat detail there.
Neat!
When I played WoL regularly, I made it a goal to beat Meinhoff with basically every unit I could realistically have, up to and including Battlecruisers. You've not lived until you've watched a squad of BCs sweep across the infected colonists.
God I wish there was a master archives for WoL, that sounds like wild shit I'd do if there was actually one for it
29:07 a cowtastrophe
Also, at 39:14 you can see that the siege tank is looking southeast, this made it so the marine had a fraction of a second to kill the raven while the tank's turret rotates west. Neat.
It's a very nice and sensible touch to make some mineral fields infinite. Makes it so that you can never be hard-locked into a failure after all the time you would've spent to get there.
I'm not sure if this is necessary, but just in case: I don't think the Tauren marine has a lot less range, it was just because Grant also chose the range nerf for his marines!
I couldn't tell if Grant was saying he thought they had less range because they were Tauren marines or because of the modifier.
0:27 Bad premonitions on this one. When hercules is destroyed, units "dropped" are damaged. Or at least that's how I remember it. 😅
They do, but it's percentage damage. So depending on how it's implemented it might work as half health is a thing.
They'll be alive with a fraction of an hp
24:27 just me over here absolutely losing it to the games helpful "base is under attack" warning shortly after the entire base has been razed to the ground...
sahgjvdgghasd, it was pretty good
"This mission is terrible - I'm having a lot of fun."
The praise every mod maker should strive for.
Grant is like the dark urge from baldurs gate,but only for medics. Every time he sees them it changes him
@@Archphoenix1 The medics are like the act1 squirrel
Grant at 26:14, after nerfing his marines into uselessness and building zero actual defences on a mission already notorious for players trying too hard to save money and getting wiped out by the first attack wave as a result: "This mission is really hard D:"
It seems like he was playing this badly on purpose to make it even harder. Because he kept building low range slow fire rate units. The Orlan mission can be beaten in seconds by just dropping a few mules.
It's mindboggling.
I like when we see Grant go slow and take his time. Grant has shown time and time again that in normal circumstances he can steam roll levels if he builds up quick enough. This mod makes him slow down a bit tho, since he can be steam rolled just as quickly. Great video as always, man!
Classic Grant taking the hellion light dmg upgrade is kinda funny ngl
Pretty sure he wanted double width
The less range is not because of the Tauran skin, but just one of the general nerfs you took to your marines
'Remember when the hercules dies things drop out of it'.
I havent watched the video yet so I hope he hasn't tried that but Grant... when things fall out of the hercules they take DAMAGE. This isn't going to go how you think it's going to go.
The damage they take is 25% of their health. So in this mod that should still survive(because half hp is a thing)? Maybe, I don't know.
@justanoman6497 Hmm, good point. 0.75 health is definitely a thing. It's a definite maybe, then.
I love the basic idea of this mod SO MUCH. It's been my favourite play-through that you've done in a long time! The missions are just so different when you have this absolutely wild change to the mechanics.
6:51 jumpscare behind you!
I'm curious if grant could have won with a scan and dropping a couple of mules next to Orlan's planetary fortress, killing it with siege tank splash.
As Jaybarino fan... bold of you to assume we find defensive play boring.
For real 🔥
I know that he finds it boring though.
"I don't have any AOE" as he continues moving his army of reapers and hellions.
With the Wheel of Time message, I think the challenge is a reference to Hinderstap
The fact that grant realized so late that the marines with their nerfed range are worthless even inside bunkers was so triggering. He should've just built reapers and put them inside...
You know, Ravens might be useful here with their turrets.
The constantly re-spawning buildings are an interesting mechanic.
Because the respawn is everywhere you would have to spread out your army.
You have small groups of units patrolling the city to keep the pressure low, instead of ball of units.
I wonder when/if Grant will ever get the attack upgrades for the attack speed 😂
also they will be useful if he takes the paint gun marine upgrade too.
After Grant finished this series you must do a Marine Only Challenge for this mod
The actual challenge is no marines. Marines are OP in this mod.
@@maryrose2676 Yeah, Imagine that the mod maker do this to the HoTs campaing then we force Grant to play Zerglings only in that lmao. That would be hilarious seeing him failing over and over again.
This continues to be the most entertaining mod series this side of Memes and Twitch Trolls Grant.
Grant: Every slipup is doom death and destruction
6 marines and a firebat: Yup.
that tank at the end actually took about 0.4 seconds to rotate the turret before shelling the marine. so if you place 2 tanks without vision range, the one that wins is the most aligned turret one
6:00 Grant the janitor: you don't notice they're doing their job right, because nothing is wrong
grant not noticing the x buildings spawned for the first 2 nights and constantly speculating on what the change would be is such dramatic irony
24:15 Yeah, putting the shortest range units into the bunkers was a good idea.
Buildings respawning is such a great idea to make an enjoyable and tense experience more tense and enjoyable.
I feel like the wraith might be absolutely GOATED in this mod, and I'm excited to see them.
I'm really curious if you can instantly win Cutthroat by scanning Orlen's base and dropping a mule to be blown up by the siege tank and let the splash damage kill the planetary fortress.
I'm kinda disappointed he didn't to a suicidal Hercule crash drop
8:47 Mission only fighting big groups of Bio units - kills Medics "there are too many units"
The random marine with super range matches your comment on Trains “Wow grant that marine had 37 range could shoot across half the map and did a hundred damage, nobody could have played around it”
Hes the embodiment of that comment.
Honestly surprised Grant went for Reapers over Marines for his bunkers since they you can only have half as many. Wonder if it was just for variety so it wasn't marines 24/7.
Same. It has to be for variety, but he could have kept the marines in bunkers and used reapers for offense
On first mission it was because of superior range I guess.
On the second mission though. Grant nerf hammered all his marine
Infested marines have similar range to the regular marines in bunker i believe, which means bad. Reapers however have 1 more range
@@blaurvedrur I think the infested marines actually had either less range by 1 or their time to acquire a target is so slow they always lose the 1v1
Reapers have more range and acquire new targets faster
5:30 "I'm just going to make sure that we are so, so, SO well-defended EVERYWHERE. We're not going to bother with anything else. This is the safe-basically, I think this is the safest I'm going to take a mission until, like, All In. That's how scary this mission is to me!"
*Looks at title* Oh dear. EDIT: Oh, huh. It worked! Hooray!
The options for the hard mode give a vague explanation when you hover over Yes and No buttons, but nothing more given than that. Something involving the colonists I think.
"I'm just not going to build marines"
*builds marines*
Outbreak can be completed on brutal difficulty with mass reaper without taking any damage (on normal play with full health enemies). I just tested it myself. I was shocked you went so into overkill.
About providing vision at the bottom left entrance in outbreak, you can send reapers on the high ground at the right side. They can both blasting and spotting the infested up there so it is the easiest entrance to guard imo.
Imagine how hard it would be if it had enemies from 'Dead of Night' from coop, the jumping guys, 2 guys with long range, flying spotters, and Nydus worms (The Stank would not be a problem)
The spotters are huge and have about 1 range more than mutalisks. They prefer disabling turrets and flying around so not much of a problem imo.
Hunterling is a pain ngl, but it can be killed when it is mid-air before stunning units.
Agree, chokers and kaboomers will tear down your early game if you don't have any range advantage over them.
Nydus has about 5-6 seconds from when it pops up till it pumps out units. One hit to take them out is much better than taking out their 2k hp version in coop.
Grant, I, being a total noob, am gonna tell you that you're sleeping on the Goliath. That thing got better range than a diamond back, and can murder any and all air.
They did a lot of work here even though you barely built any.
I know they're normally made of tissue paper, but that just means they didn't really get weaker in this mod, the way everything else did.
8:59 "So Reaperduction is looking great."
Honestly I wasn't aware that this was your after dark channel. :D
I had a terrible day. Ty grant for being here with you great vids ❤ you made it better
Thank you for the content as always Grant. You're making it possible to stay sane waiting for Hurricane Milton to hit.
39:22 I think the tank had to turn its turret before it could shoot, so it wasn't quite simultaneous
I really want to see an irradiated hellion just once. I think it would be funny to see how far one cast could go.
at 29:26 the Diamondback wasn't killed by a marine, it was killed by the covert freaking Auto-turret on the high-ground, such bad luck 😂
had a random thought while watching: the wraith might actually be good in this mod, solely because of it's ability to cloak, after all, having a weak attack means nothing if every shot is a kill regardless, meaning there is a argument for it being similarly as valuable as ghosts/spectres
Yeah it can attack both air and ground too, plus it has the upgrade that gives it a chance to dodge attacks when cloaked.
@@emilchan5379 oh yeah, i forgot about that upgrade, but yeah, being able to attack anything, being able to avoid attacks between cloaking itself and that dodge chance, and of course the flying making maneuvering easier makes Wraiths a good unit, in theory at least, although i guess when there is detection or they run out of energy they are basically the same as any other flying unit with the 1HP
Then Grant realized that if you turn off marines and don't build any replacement defensive units, things get a little more difficult. I'm kidding of course, but it was a little silly.
That said, I'm a little disappointed there wasn't at least 1 3 range, 1 damage, 100 tauren marine attack on Orlan's base considering infinite minerals.
I would use spidermines and perdition turrets primarily to scout for tanks.
You don't want them to attack - just to find enemies for your siege tanks.
39:00 does attack ground exist in SC2?
I have been wondering about exploiting siege tank splash to edge out a little more range in those situations
Or just saturate an area with staggered siege tank shots
You know, it's not like Grant couldn't just park one siege tank on east eade of Orlans base, make scan and end his planetary in single shot :P
When you said you wanted this to be booring to watch I felt you really succeeded. Felt like you could just send out 4 groups the first day in 4 directions and be done before night 2. Then I skipped ahead and saw that maybe if you failed that first night it would have left you without an army 😂
Don't units in the hercules take damage when they drop out of it though?
I think it's percentage based IIRC
Not going to lie, I thought that when he said he was wanting to get orbitals for dead man’s port I honestly believed he was going to kill the planetary with mules by getting orlans tanks to accidentally splash the cc
just for fun if you are towards the end make a hard save and then try al the other stuff you don't think work, like the armory upgrades and stim on marines just to make sure you missed something amazing^^ Or a second run in a few weeks one or two months where you play 1HP but only the wrong way as much as possible. There will be tims when you have to play the micro game to make it unless... the modders makes a special version with more recources so you can realy throw them into the meat grinder.
the second the mission started i shouted "RAMP!" at my screen. theres a ramp & high ground in this mission
"What if they gave MULE a gun" and some modder starts working on the timed-life army mod...
Personally that Predator Unit in this mission was a nice change of pace for me and I hated the fact that I never saw them again afterwards.
now i want a reverse of this mod
every one do 1 damage but their HP is normal
i wonder how painful the game get
If you want to do that next to the mod there is an Excel with all the units extracted and a formula to change their Hp. There are a lot of missions that mess around with hp but it should give you an idea of what would happen. As for damage, that is determine by Unit > Weapon > Effect, no easy solution there.
The Dig would be absolutely horrible
Could that message from the zombie be a hint to keep pressure on during the night? Since buildings have 1hp there isn't any chance for them to spawn extra guys.
All it took to make Shrike turrets good is the ability to 1-shot purifier motherships
It’s true, Grant’s A-move game is second to none!
24:10 - Well that was terrifying!
5:20 me on dead of night as Swann
I'm pretty sure majority of the missions in this mod can be solved simply by spamming marines. After the first episode I already knew your humble marine will be the best unit in this mod: cheap, hit scan ranged attack, fast attack speed and turn rate. The weaknesses of low individual damage and fragility are completely nullified by everything dying in 1 hit. It IS the best unit, not only for Terran but in the entire game pretty much. The only other unit you might want to use is Siege Tanks, on rare occasions when you are going against a base too heavily defended for a bunch of marines to breach.
7:10 So, give it 7 range with 12 or 15 damage every 0.5 seconds and voila you made Shrike turret actually good. It's what all the "Campaign upgrades" extension mods for melee maps do.
6:33 I mean if you were going to kill them may as well have sent them out during the day to do some clearing. As an aside, they're not as bad as you think because their fire acts like a beam, once they get going, they don't stop if there are targets in range, pretty good for dealing with broodlings in that regard.
RCE taught us that the strongest shape is NOT a triangle
If I go around playing this mod, first thing I do in this mod is nuking Orlan's fortress with a ghost/spectre.
Funny how he didn't do that.
I think the perdition turrets might still be really helpful. Since they are stealth units until they attack, I think you could use them for vision as I feel a lot of your units have further attack range than sight range (especially for anti-air areas as air units will not trigger the turrets and could give you the edge in counter attacking)
The problem is they have that delay when "pop up" from the ground, the same thing happens with firebats and hellions. Imo it can have the ability to enable/disable manually. That way we can use it as vision provider without losing it first (except when enemy bring detectors)
@@desfoxofthedesert that’s the thing though: it wouldn’t be for attacking. I am thinking for vision purposes. Granted,I don’t know how much vision a burrowed turret gives. For example: you build the turrets a decent distance away from the base but within siege tank range. Once the enemies approach, before they get into range of the turret’s attack range, the siege tank demolishes the enemies since they have line of sight now
@@hobbes5552 agree, but I am thinking of putting it further than the tank's range. As I mentioned above, if we have the ability to disable the perdi turret, it will just stay right there, provide vision and not be accidentally splashed by the tank too
@@desfoxofthedesert oh good idea
Imagine scaning orlans Basel and spawning a mule there... The Tanks would kill with splash 😭
"Light treason" lmao!
Oh come on. Each one of those Firebats could have destroyed a single building.
Your mules do have a gun. It’s just the enemies drop it on top of something that’s next to a siege tank and poof.
anybody knows what the opposite upgrade of the shrike turret does? is it still +hp?(which propably doesnt work) couldn't find it in the other videos, only found him picking up the next tier
If memory serves me right, it's extra HP (doesn't work) and two extra slots for the bunker.
@@TusksTheAxew if the modder added 2 slots than it's at least a decent upgrade, thanks.
Surprised, Grant did not put Specters inside bunkers.
It seems like specters would be useful for taking out attack waves while cloaked. Sometimes there's a raven, but the specter might safely wipe an attack before the raven reveals him right? Or are they too much micro to be worth it? Or Grant is avoiding them because they're overpowered (and the ghost would be worse)?
i wonder if the perdition has a place as giving cloaked low ground vision for your siege tanks
of course it happened. the medics had to die by his own hands!
it is minute ten and i don´t see spectres, missed opportunity for inviseble unbreakable wall there^^
Tanks may be hitscan but they do have to rotate their turret which is not instant so that's probably how it worked.
What isthat game? Rollimg past at 33:19 on the conveyor belt?
geez that base got deleted before i could blink
Is it me or Grant's voice can mimic Kermit?
Very funny to see this mission being so dangerous.
grant. you will learn the power of the marine in this mod