Tychus falls over. However, his fall damages the Hyperion, instantly breaking it in half. Since it happens in the vicinity of the Dominion fleet, it starts a chain reaction, vaporizing the entire army in minutes.
Wow Grant, I can’t believe that that marine got bonus 37 range and shot that guy from halfway across the globe! That’s terrible luck. Nobody could have ever seen that happening, and even Serral and Maru’s baby couldn’t stop that. (All in good fun, love your content Grant 👍)
Goliaths have a 120 degree turret tracking (like 60 degree to each side), so when stuff isn't quite in front of them they look towards it, but when stuff is more behind them they don't track. Diamondbacks then have 360 turret tracking that locks on the instant you shoot at something. Which is worthless in this mod because when you shoot the enemy dies, breaking the tracking.
Can confirm, played through it on brutal and ghosts carried the entire game, that and marine spam. 8 ghosts was enough to beat most missions with just A-move, like Supernova.
Only issue is they attack almost twice as slow as marines, but mass ghost will be amazing for sure, he'll probably try it for one mission for the fun. Reminds me of Star Survivor mass ghost strategy, everything dies from so far away.
Ghost trivialize everything yeah. You'd think enough zerglings would overwhelm slow attacking ghosts but genuinely 12 of them and the only thing that really touches them is the occasional burrowed baneling. This mod is pretty easy in general besides the occasional rogue mission (Screw rendezvous) and whenever you're forced to play protoss.
It might be a good idea to get the armory upgrade that removes the techlab requirements for medics. Given that the medics are the destroyer of worlds against biological, that might be pretty useful.
Mod Maker here, I tried adding GGGCCM and its platform to let people know where to find the mod which is out for WoL, HotS, and LotV and it seems to have been taken down by youtube AI. Welcome to the Jungle shows the Protoss few but elite strategy may not work out in the new universe. Zeratul will get to see how it works against the Zerg in a bit. The Great Train Robbery is a nice back and forth with a strong enemy. I set the resources at 100k each to make it so you can change your army composition as long as you defense holds. It also prevents losing by running out of resources. I enjoyed that GGG had several bits of trivia about mundane mechanics. As you can see we never know when GGG is going to lose a command center.
How do I play this mod for myself? Never played modded SC2 campaigns before and would love to give this one a try but can't seem to find it or figure it out
@@Cjdergrosse I keep on trying to post it but the post I make does not get past youtube so you might have to feel in the blank. GiantGrantGames Community Campaign Manager > Getting Started > m projects > 1 Hp or One Shot.
@@Cjdergrosse See video description 5th link to GGG CCM > getting started > projects > search mod name or portions of it....youtube ... permit this comment.
@@CjdergrosseI believe they said last mission that it's 1 HP Paintball or something like that. And it should be on the custom campaign manager discord.
Grant just psi-blasted me with Red Alert 3 stuff. The Shogun Executioner is the big samurai bot, and it doesn't show up in any other campaigns other than the Empire's where you use it in two different missions. It DOES however appear as a hostile to all enemy in one of the expansion's challenge missions.
Man, RA3 was wild... And I still need to do Commander's Challenge fully but word of advice for everyone here, the Aircraft Carrier is absolutely busted and getting one or two to full Vet can CLEAR an entire map and have an obscene range. Like CROSS MAP range and they can be built on "ground only" maps like the ones where the Steel Ronin is introduced on, South side of player spawn is a pond just big enough to fit a Shipyard in and build Carriers and Assault Destroyers in. Don't sleep on Carriers in RA3.
Compared to the Marine, the Goliath has its pros and cons: + Longer attack range, and significantly longer against air. - Airborne projectiles do not deal damage instantly. Overkill is also possible. - More expensive than the Marine.
@@DarkDodger Attack speed doesn’t matter too much if you have enough Goliaths. And some Marines as backup in front. The real issue is dealing with air, because as good as the Goliath might be for this challenge, they still don’t hitscan air.
@@ThisIsntAUA-camr On the contrary, attack speed is vitally important no matter how many units you have. Attack speed determines how quickly your first line of units shoots again after the first time. If an enemy comes in range and gets shot, but then a second one comes in range at the same time or just after, if you don't have enough attack speed you might die simply because you can't fire yet, and the second line of units isn't in range yet.
Wow Grant, I can't believe that that marine got bonus 37 range and shot that guy from halfway across the globe! That's terrible luck! Nobody could have ever seen that happening, and even Serral and Maru's baby couldn't, like, stop that!
@@petrowegynyolc7108 the problem is tychus in the first section, the AI control over him so even if you have 2 bio-nuke medics it is still chaotic to keep tychus alive. Also you have to sacrifice 1 guy to activate the flame turrets so tychus don't die first.
so tbh Terran just seems the best race to play in a 1HP mod. the important things for units are range, attack speed, hitscan, splash damage and hitscan attacks. protoss relies on their units having high durability, while zerg typically tries to outnumber you with low range/melee units, terran on the other hand just relies on long range and good positioning which is just what this mod is all about
Call me silly, but I think the HP upgrade should be included in the mod. even if you round 5% up to 1 HP, 3 armor upgrades for 4 HP total? That's peak meme potential. Can you give fractions of HP? 1.15 HP would be even funnier.
I tested it before I removed the percentage and it does not change the hp to 1.15. I think it rounds to whole numbers and it never got close to rounding. Also, I set myself to 2 rules to follow everything must be 1 Hp period and if I cannot beat a mission I change it.
While thinking about Armory upgrades I realized that regenerative bio-steel gets a huge buff in this mod! Any injured mechanical unit will be fully healed within 2 seconds, the strongest that upgrade will ever be. Always good to see when mods give buffs to under appreciated upgrades, the Goliath will never need to fear the third muta bounce after that
I don't think *most* people remember all that much from Red Alert 3 aside from 'Space'. Maybe some of the George Takei lines if you're a superfan of RA3, but it really is just that one line :V
Wow Grant, I can’t believe that that marine got bonus 37 range and shot that guy from halfway across the globe! That’s terrible luck. Nobody could have ever seen that happening, and even Serral and Maru’s baby couldn’t stop that.
Splash damage doesnt matter the source of the damage dies before it can fire. Moveover a bunkwler with 6 marines should always out preform everything just due to attack speed being more important than splash.
unless the splash damage happens instantly and from outside of the marines range. which is why he mentioned extended thermal lance, because with that colossi can outrange bunkers.
Yet another episode where the in-game cutscenes get skipped. Cmon grant, start letting them play so we get more comedy like the hyperion evaporating when it was trying to save the day!
There are no combat in the cutscenes for these two missions, so we didn't miss out on anything this time. On bel'shir, I believe the command center just floats aeay, and on tarsonis everyone stands around looking at the adjutant.
@@Moingboy Is that so? Well, his complete lack of acknowledgement of the only cutscene to play has me worried, and skipping cutscenes is obviously beyond habit at this point. I sure hope that when we eventually get back to combat cutscenes that he'll resist the urge long enough to let it play out.
"What ways could i make myself most upset? Not being able to pick up all the money" grant may have been more affected by that memes of liberty doordash bit than we thought.
So in Red Alert 3, I don't _believe_ you fought the Shogun Executioner in either the Allied or Soviet campaigns (though you did fight a special variant of the King Oni that the Emperor himself piloted), but while playing as the Empire you got to escort the Executioner while it obliterated the cities in its path. Kind of like the Odin, except you didn't have to babysit it nearly as much. I really wanna play the RA3 campaigns again now lol.
Considering the main feature of this mod, the only relevant units stats are: 1 - Attack range. 2 - Fire rate. 3 - Movement speed. So you should only focus on upgrades for those.
I’ve been playing this mod, and something that I’ve realized is that the mine ability on the reaper is actually really good for out ranging certain units. Also the reaper having 5.5 range give it the ability to kill stalkers before they fire.
15:47 You fight the samurai robot, the Shogun Executioner in the Commander's Challenge in the expansion. In the base game you get to control it twice during the Empire campaign.
Darn, marines those days have 37 range!! How great that Grant is so confident in his skills and managed to win against these! That was quite coll to see watch that VOD! Thanks for the video!
The play on trains was probably to attain map control similar to what the enemy does. Definitely feels like letting them spread out like that with random bunkers around caused some issues, though fortunately none of them catastrophic.
I really think Grant's overestimating the 1 extra range from the reaper in the bunker. On the one hand, yay more range. On the other hand, 2 bunker slots and half the attack speed, meaning 1/4 the damage. The reapers in the bunks were the reason the bunkers went down at the end because 4 marines would have cleared the other threats and been able to target the voids while the reapers couldn't.
If the mod creator reads this, any chance you could test adding a research upgrade to Protoss enemy that once done makes void ray like legacy of the void, or giving Zerg access to lurkers. Maybe the Zerg armor research upgrade grants one shield point to your units per level, and the weapon upgrade one range per level? For stun packs, maybe have it so marines get bonus damage but are guaranteed to die once they run out? Or maybe give fire bats a grenade ability that throws aoe explosive like swann?
I thiiink the turret tracking only kicks in after it has fired. So if it has say 6 range, then an enemy has to step into 6 range, get shot, then the turret (while on cooldown since it one-shot) tracks onto another target in 6 range, moves to (say) 8 range and keeps track. If it then moves out of sight of the enemy it resets, so if the same enemy unit steps into 7 range, the turret won't track and it's out of range so it won't shoot.
In RA3 there are two missions against and with robot samurai, and one skirmish map or same map as skirmish but in (I forgot how game mode was nammed) with that robot, he circles araund lake on island. 😅 pulling him to enemy's base was my favorite part of the map😊
Hey Grant, I am 80% sure WoL doesn’t have “extended” turret tracking because I have used the turret’s delay to my advantage when turning to lock on to my units
Now to think of it, the lurker might be the ultimate peak of evoloution in this mode. it has aoe, it has range and it is invisible.) Oh the taldarim void ray must be a menace too with it's chain laser
Quick thought, are most mercs not just useless? The main bonus they have is in HP and damage, neither of which matters here. E.g. warpigs cost 250 for essentially 4 marines. They do have some value from spawning instantly and costing different from vanilla units, but for the most part, they're just a reskin of vanilla.
Grant pulls off a move that mensk would totally do, then declares them assets to the dominion. I feel like deep down he knew he was guilty of pulling a mensk
I just realized why the Scouts have 0 chance in this mod - they have a windup period and the same range as Marines. they just can't compete against marines.
Honestly the most interesting thing to me is, how despite the massive change that stuff having zero hp is, all your units still are good and bad at the same things they were otherwise.
It was very funny watching Grant think that Diamondbacks would be good and then realising that they are not. I had very much expected them to be bad with their slow fire rate and frame delay. I think that marines will probably be important for a while yet. Also very funny watching Grant get completely toasted by tiny counterattack waves from the enemy.
I feel like this is gonna continue to be the case for potentially good units. Their intro mission sucks, their upgraded versions murder everything. The Goliath was like that too in Welcome to the Jungle, so I have high hopes for 7 range DBacks later.
Wow grant! I cant believe that marine got bonus 37 range and shot thar guy from halfway across thr globe! That's terrible luck. Nobody could've ever seen that happening! Not even Serral and Marus' baby could've stopped that.
For the infested mission with all those zombies... would you be able to use the medic to eradicate the hellions and send them in like lawn mowers!?!?!? Please do/try this, that would be awesome to see!!!
Upgraded ghosts will probably be the best unit like 9/10 times, the only time they wouldn't be is if detection is plentiful where you probably want Goliaths instead. Ravens also will probably end up as a pretty solid spell caster strictly for the auto-turrets. Also just an idea, but Hercules MIGHT be incredibly broken? When it gets killed all the loaded units are dropped and will take damage, but according to the wiki they will be dropped at 75% of their HP. In the 1st video with Zero Hour, some Barracks were being hit by Mutalisk attack bounces and living? No clue how or why if they have 1 HP. Point is that it's possible that it means units dropping from a killed Hercules will survive. so you could basically just insta-drop a cluster of I think it's 30 marines which will kill borderline everything in an instant
In the bar fight scene, when Raynor flicks his cigar end at Tychus, does Tychus now immediately get knocked unconscious?
No. He just literally explodes.
He just ragdolls, the lit cigg touches the Hyperion and it goes nuclear.
No, his armor reduces it to 0.5 damage
I also wonder what would happen to Tychus after Tosh does his voodoo
Tychus falls over. However, his fall damages the Hyperion, instantly breaking it in half. Since it happens in the vicinity of the Dominion fleet, it starts a chain reaction, vaporizing the entire army in minutes.
Wow Grant, I can’t believe that that marine got bonus 37 range and shot that guy from halfway across the globe! That’s terrible luck. Nobody could have ever seen that happening, and even Serral and Maru’s baby couldn’t stop that.
(All in good fun, love your content Grant 👍)
Look at grant, pretending that the Marine isn't going to be MVP for this run, when they've all got 37 range.
couldn't like stop that*
I was just about to post the same when I saw yours.
I don't know about you, but I just don't expect babies to be good at starcraft
@@siaal5001Counterpoint: it's Seral's and Maru's baby
@@domacleod i dont understand your correction, you just added the word "like" somewhere it doesnt work
Goliaths have a 120 degree turret tracking (like 60 degree to each side), so when stuff isn't quite in front of them they look towards it, but when stuff is more behind them they don't track.
Diamondbacks then have 360 turret tracking that locks on the instant you shoot at something. Which is worthless in this mod because when you shoot the enemy dies, breaking the tracking.
why ghosts will be the most busted thing with permacloack and range bonus
Them plus bunkers for extreme bonus range
Can confirm, played through it on brutal and ghosts carried the entire game, that and marine spam.
8 ghosts was enough to beat most missions with just A-move, like Supernova.
Knowing Grant, he is not going to do it because it is too easy.
Only issue is they attack almost twice as slow as marines, but mass ghost will be amazing for sure, he'll probably try it for one mission for the fun. Reminds me of Star Survivor mass ghost strategy, everything dies from so far away.
Ghost trivialize everything yeah.
You'd think enough zerglings would overwhelm slow attacking ghosts but genuinely 12 of them and the only thing that really touches them is the occasional burrowed baneling.
This mod is pretty easy in general besides the occasional rogue mission (Screw rendezvous) and whenever you're forced to play protoss.
It might be a good idea to get the armory upgrade that removes the techlab requirements for medics. Given that the medics are the destroyer of worlds against biological, that might be pretty useful.
Mod Maker here,
I tried adding GGGCCM and its platform to let people know where to find the mod which is out for WoL, HotS, and LotV and it seems to have been taken down by youtube AI.
Welcome to the Jungle shows the Protoss few but elite strategy may not work out in the new universe. Zeratul will get to see how it works against the Zerg in a bit.
The Great Train Robbery is a nice back and forth with a strong enemy. I set the resources at 100k each to make it so you can change your army composition as long as you defense holds. It also prevents losing by running out of resources. I enjoyed that GGG had several bits of trivia about mundane mechanics.
As you can see we never know when GGG is going to lose a command center.
How do I play this mod for myself? Never played modded SC2 campaigns before and would love to give this one a try but can't seem to find it or figure it out
Whats the name of the mod? Where can I find it?
@@Cjdergrosse I keep on trying to post it but the post I make does not get past youtube so you might have to feel in the blank. GiantGrantGames Community Campaign Manager > Getting Started > m projects > 1 Hp or One Shot.
@@Cjdergrosse See video description 5th link to GGG CCM > getting started > projects > search mod name or portions of it....youtube ... permit this comment.
@@CjdergrosseI believe they said last mission that it's 1 HP Paintball or something like that. And it should be on the custom campaign manager discord.
Shouldn't the medic be good against the kill-team?
Shh, don't tell Grant, he's trying to be entertaining by purposely ignoring simple logic.
I actually forgot they had irradiate lol
In the final missions they might be helpful vs all the zerg.
I remembered it when they started screaming
@@jaydenly8153 It's too APM-intensive.
@@momom6197to mix in with your army, sure but not to take out the kill team.
One of the few times Destroyers might be scarier then Voidrays...
Oh hell
They wouldn't have time to charge up, so no.
Like Mutalisk they would just be a reason to get a single armor upgrade.
@@octav3k
They still bounce to at least one enemy when uncharged. That’s already better than what the Void Ray can do.
Less range though
Grant just psi-blasted me with Red Alert 3 stuff. The Shogun Executioner is the big samurai bot, and it doesn't show up in any other campaigns other than the Empire's where you use it in two different missions. It DOES however appear as a hostile to all enemy in one of the expansion's challenge missions.
Man, RA3 was wild... And I still need to do Commander's Challenge fully but word of advice for everyone here, the Aircraft Carrier is absolutely busted and getting one or two to full Vet can CLEAR an entire map and have an obscene range. Like CROSS MAP range and they can be built on "ground only" maps like the ones where the Steel Ronin is introduced on, South side of player spawn is a pond just big enough to fit a Shipyard in and build Carriers and Assault Destroyers in.
Don't sleep on Carriers in RA3.
Wish the Carriers Ability had an effect. one ofthe most commonly modded in things after the Tesla tank
@@SoloWing88 AIRCRAFT CARRIER LEAVING PORT
Compared to the Marine, the Goliath has its pros and cons:
+ Longer attack range, and significantly longer against air.
- Airborne projectiles do not deal damage instantly. Overkill is also possible.
- More expensive than the Marine.
also bulky so poor damage density
Isn't the attack speed lower too?
@@varcklen3162 and despite all this, it'll still be an important unit for the run because the range is going to be king for small skirmishes
@@DarkDodger
Attack speed doesn’t matter too much if you have enough Goliaths. And some Marines as backup in front.
The real issue is dealing with air, because as good as the Goliath might be for this challenge, they still don’t hitscan air.
@@ThisIsntAUA-camr On the contrary, attack speed is vitally important no matter how many units you have. Attack speed determines how quickly your first line of units shoots again after the first time. If an enemy comes in range and gets shot, but then a second one comes in range at the same time or just after, if you don't have enough attack speed you might die simply because you can't fire yet, and the second line of units isn't in range yet.
Classic grant underestimating man with gun again
17:26 Grant made the Terran Academy scream 🤣
I came to the comments to say exactly this
Wow Grant, I can't believe that that marine got bonus 37 range and shot that guy from halfway across the globe! That's terrible luck! Nobody could have ever seen that happening, and even Serral and Maru's baby couldn't, like, stop that!
13:58
*Dominion blows up your expansion*
Matt: Sounds like they're going to attack...
Thanks, Matt.
Wow Grant, I can't believe that marine got bonus 37 range and shot that guy from halfway across the globe!
Starcraft but everyone has glass bones and paper skin.
...yet hit like meteor that make dinosaur extincted...
Every morning they break their arms and every evening they break their legs
I mean you can make some really resilient glass
Grant "this is the last mission where marines are going to be good".
Me "i beat almost every mission marine-only, they are very good".
Shhh, I want him to explore the other units.
25:12 *watches Grant panic about marauder kill teams*
*Medics exist*
I hope that on dig main objective woud have one hp. That woud be hilarious...
LOL, but that would basically make it impossible to get the bonus objectives then
@@GummieISpoiler Alert:
You are required to clear the protoss bases to win the dig in this mod
Can't wait Mobius Factor where Kerrigan scours the city in 1 minute, and Gates of Heck where everything just dies in the cutscene from Muta bounces
And the Odin missions too, both the tychus charging head first and piloting the odin will be one hell of a pain to manage through.
@@huynhphucm445 oddly enough, I think Wraiths will make the former a cakewalk
@@petrowegynyolc7108 the problem is tychus in the first section, the AI control over him so even if you have 2 bio-nuke medics it is still chaotic to keep tychus alive. Also you have to sacrifice 1 guy to activate the flame turrets so tychus don't die first.
@@huynhphucm445 sounds like a future Grant problem to me :D
Looking forward to salvageable marines in the Nova Memes campaign
so tbh Terran just seems the best race to play in a 1HP mod. the important things for units are range, attack speed, hitscan, splash damage and hitscan attacks. protoss relies on their units having high durability, while zerg typically tries to outnumber you with low range/melee units, terran on the other hand just relies on long range and good positioning which is just what this mod is all about
14:45 "Dominion Pinata" is such a nice touch 👌
Call me silly, but I think the HP upgrade should be included in the mod. even if you round 5% up to 1 HP, 3 armor upgrades for 4 HP total? That's peak meme potential. Can you give fractions of HP? 1.15 HP would be even funnier.
I tested it before I removed the percentage and it does not change the hp to 1.15. I think it rounds to whole numbers and it never got close to rounding. Also, I set myself to 2 rules to follow everything must be 1 Hp period and if I cannot beat a mission I change it.
I respect your thoroughness and integrity, and applaud your success! A mod well made... or is it a well made mod, Bravo either way.
@@MysticGolem128you could also change any hp bonuses into vision range instead, so it can still work defensively without any direct stat boost.
@@fhgbv eh, that could change the dynamics of everything. It's 1 HP WoL, not 1 HP WoL w balancing
@MysticGolem128 where can I download this mod?
While thinking about Armory upgrades I realized that regenerative bio-steel gets a huge buff in this mod! Any injured mechanical unit will be fully healed within 2 seconds, the strongest that upgrade will ever be. Always good to see when mods give buffs to under appreciated upgrades, the Goliath will never need to fear the third muta bounce after that
17:57 Grant, seductively: "I can show a REAL hit scan works, with the, uh, 'th the G-Daddy!"
SCV: "Huh?!"
I don't think *most* people remember all that much from Red Alert 3 aside from 'Space'.
Maybe some of the George Takei lines if you're a superfan of RA3, but it really is just that one line :V
Grant, Ghosts are gonna be brutal in this! Long range, cloaking to keep them safe, and with hit scan that hits air and ground!
Wow Grant, I can’t believe that that marine got bonus 37 range and shot that guy from halfway across the globe! That’s terrible luck. Nobody could have ever seen that happening, and even Serral and Maru’s baby couldn’t stop that.
I just realized - Maw of the Void is gonna be insane. Looking forwards to how you handle it!
I dont see how you do the starting section.
My dream is that BC get theirs shield hability, but it only give 1 shield, that would be hype
Vision is a real killer here, not being able to see an enemy lets them get multiple shots off
Splash damage doesnt matter the source of the damage dies before it can fire.
Moveover a bunkwler with 6 marines should always out preform everything just due to attack speed being more important than splash.
unless the splash damage happens instantly and from outside of the marines range. which is why he mentioned extended thermal lance, because with that colossi can outrange bunkers.
oh god, grant can only be happy that WoL does not have destroyers. The destroyer would be the most OP unit in the whole campaign.
They have shorter range than void rays. Fighting them would be very doable
@@hebercluff1665and furthermore they have to charge up before they split, so they're actually just worse
@@hebercluff1665
Destroyers and Void Rays have the same range. 6 range, to be exact.
@@aaronscott7467
Destroyers hit one extra target by default.
Yet another episode where the in-game cutscenes get skipped. Cmon grant, start letting them play so we get more comedy like the hyperion evaporating when it was trying to save the day!
There are no combat in the cutscenes for these two missions, so we didn't miss out on anything this time. On bel'shir, I believe the command center just floats aeay, and on tarsonis everyone stands around looking at the adjutant.
@@Moingboy Is that so? Well, his complete lack of acknowledgement of the only cutscene to play has me worried, and skipping cutscenes is obviously beyond habit at this point. I sure hope that when we eventually get back to combat cutscenes that he'll resist the urge long enough to let it play out.
"What ways could i make myself most upset? Not being able to pick up all the money" grant may have been more affected by that memes of liberty doordash bit than we thought.
20:24 You thought the mission would be on rails, but it turns out the mission was railing you, instead!
Finally a scenario where a Nuke is acting like a god damn nuke.
26:20 Ah yes, my favorite faction, Raider's Raynors, second only to Raider: Shadow Legend.
15:52 its not a campaign mission its skirmish map, but youre right its a fun one
This mod is actually so cool, I feel like there should be a version for the other campaigns too.
I really hope, that door at "The Dig" has 1 hp as well.
Lives up to the "power of the sun at your fingertips" fluff.
@@petrowegynyolc7108 Forget "power of the sun", it'd be more like "power of a gamma ray burst"!
So in Red Alert 3, I don't _believe_ you fought the Shogun Executioner in either the Allied or Soviet campaigns (though you did fight a special variant of the King Oni that the Emperor himself piloted), but while playing as the Empire you got to escort the Executioner while it obliterated the cities in its path. Kind of like the Odin, except you didn't have to babysit it nearly as much.
I really wanna play the RA3 campaigns again now lol.
Grant talking about Red Alert's samurai robot
Diamondback: "Mmm Hmm, Mm Hm... What?"
somehow i really love this kind of stuff. its always some random weird unit thats gonna be good
Like the marine?
This mod just takes the best unit in the game, the marine, and makes it better than everything else by an even larger margin.
Cant wait for HotS, zerhling might actually br decent
Considering the main feature of this mod, the only relevant units stats are:
1 - Attack range. 2 - Fire rate. 3 - Movement speed.
So you should only focus on upgrades for those.
Hitscan is the most important thing, this is why marine is god and marauder is trash
@@macanudo6206 there are no upgrades turning projectiles into hitscan (unless mod changes it, and GGG refusing to check upgrades)
@@SeriousApache oh ok i get what you said, i thought you where talking about which unit grant should focus on upgrading
Grant: "it's called procrastination."
Diamondback: "I like it."
what you should worry about in the dig, is magically getting the protoss research without wining the mission the second you activate the drill.
I’ve been playing this mod, and something that I’ve realized is that the mine ability on the reaper is actually really good for out ranging certain units. Also the reaper having 5.5 range give it the ability to kill stalkers before they fire.
I suddenly remembered about stinky medics throwing fart bombs at the marauder teams hearing the screaming lol
That series is so interesting to follow, thank you for the filming it, Grant
This mod simulates modern war when random dudes with drones are taking out tanks but tanks are still terrifying for dudes to face.
15:47
You fight the samurai robot, the Shogun Executioner in the Commander's Challenge in the expansion. In the base game you get to control it twice during the Empire campaign.
Darn, marines those days have 37 range!! How great that Grant is so confident in his skills and managed to win against these!
That was quite coll to see watch that VOD! Thanks for the video!
I remember the turret tracking thing being called "acquisition range" in Warcraft 3
Tosh: "Bold move, Mr Raynor, collecting terrazine from two places at once!"
Jim: "Hold my beer Tosh, that's just the start."
Grant giving my beloved shrike turret some love and appreciation feels good!
Little bit sad that you didn't attack the toss base in welcome to the jungle
Colossus+HT would've shredded him before he even made it up the ramp
Next up: 10,000 HP version. The entire map turns into an aggro-manager.
The play on trains was probably to attain map control similar to what the enemy does. Definitely feels like letting them spread out like that with random bunkers around caused some issues, though fortunately none of them catastrophic.
One of the best mods existing. I love this fast fights.
Swann did say Diamondbacks didn't make it past prototyping. That's why they don't have turret tracking.
Engine of Destruction is now impossible to fail! Since you're destroying pinatas instead of trains, you don't have any trains to miss!
Protoss looks like it is the CarBot Version, literally getting melted
I really think Grant's overestimating the 1 extra range from the reaper in the bunker. On the one hand, yay more range. On the other hand, 2 bunker slots and half the attack speed, meaning 1/4 the damage. The reapers in the bunks were the reason the bunkers went down at the end because 4 marines would have cleared the other threats and been able to target the voids while the reapers couldn't.
It's so frustrating that Grant doesn't just acknowledge that the marine will just be *the unit* every mission lolol
If the mod creator reads this, any chance you could test adding a research upgrade to Protoss enemy that once done makes void ray like legacy of the void, or giving Zerg access to lurkers.
Maybe the Zerg armor research upgrade grants one shield point to your units per level, and the weapon upgrade one range per level?
For stun packs, maybe have it so marines get bonus damage but are guaranteed to die once they run out?
Or maybe give fire bats a grenade ability that throws aoe explosive like swann?
15:50 that was a challenge mission in the expansion yeah.
*_SPACE!_*
I hope that the diamondback turret works properly with the range upgrade
I thiiink the turret tracking only kicks in after it has fired. So if it has say 6 range, then an enemy has to step into 6 range, get shot, then the turret (while on cooldown since it one-shot) tracks onto another target in 6 range, moves to (say) 8 range and keeps track. If it then moves out of sight of the enemy it resets, so if the same enemy unit steps into 7 range, the turret won't track and it's out of range so it won't shoot.
In RA3 there are two missions against and with robot samurai, and one skirmish map or same map as skirmish but in (I forgot how game mode was nammed) with that robot, he circles araund lake on island. 😅 pulling him to enemy's base was my favorite part of the map😊
This has been so great! Really looking forward to the rest of the campaign, plus the Zerg and Protoss runs!
"sadly, the marines time is over" - some guy who immediately gets bonked by marines next chapter
You could say Grant's plans went. Off the rails!
Turret tracking was added to the Immortal and siege tank in LotV. The reason you think goliaths would have it is it had 180° turret tracking in sc1.
Hey Grant, I am 80% sure WoL doesn’t have “extended” turret tracking because I have used the turret’s delay to my advantage when turning to lock on to my units
Recyling Marines: Aren't marines technically speaking recyled convicts?
Now to think of it, the lurker might be the ultimate peak of evoloution in this mode. it has aoe, it has range and it is invisible.) Oh the taldarim void ray must be a menace too with it's chain laser
19:28 “It might be protoss is bad and terran is imba. Just like real life.” Truer words have never been spoken.
Quick thought, are most mercs not just useless? The main bonus they have is in HP and damage, neither of which matters here. E.g. warpigs cost 250 for essentially 4 marines.
They do have some value from spawning instantly and costing different from vanilla units, but for the most part, they're just a reskin of vanilla.
Ghosts seem like they’ll be cracked in bunks with their range upgrade.
The weapon upgrades may come into play later with the research upgrade that increases attack speed.
I am disappointed that Grant didn't try to end the mission by killing the Protoss base. He chose the easy way out.
sheesh 32s ago as I was about to sleep!
Ah, the classic 2 marine timing attack to destroy a base
And this is why Trains is my favorite mission. GGG always gets railed on any challenge here!
I leave things for future me to solve all the time. He is wiser, smarter, and more experienced than current me.
I think this campaign is potentially going to see the dawn of a new champion:
_Goliath_ Grant Games!
Grant pulls off a move that mensk would totally do, then declares them assets to the dominion. I feel like deep down he knew he was guilty of pulling a mensk
That sniper really messed you up the beggining of the mission.
I just realized why the Scouts have 0 chance in this mod - they have a windup period and the same range as Marines. they just can't compete against marines.
Finally we have a case where grant plays the way I did my first time in base WoL
Honestly the most interesting thing to me is, how despite the massive change that stuff having zero hp is, all your units still are good and bad at the same things they were otherwise.
It was very funny watching Grant think that Diamondbacks would be good and then realising that they are not. I had very much expected them to be bad with their slow fire rate and frame delay. I think that marines will probably be important for a while yet.
Also very funny watching Grant get completely toasted by tiny counterattack waves from the enemy.
I feel like this is gonna continue to be the case for potentially good units. Their intro mission sucks, their upgraded versions murder everything. The Goliath was like that too in Welcome to the Jungle, so I have high hopes for 7 range DBacks later.
Wow grant! I cant believe that marine got bonus 37 range and shot thar guy from halfway across thr globe! That's terrible luck. Nobody could've ever seen that happening! Not even Serral and Marus' baby could've stopped that.
For the infested mission with all those zombies... would you be able to use the medic to eradicate the hellions and send them in like lawn mowers!?!?!? Please do/try this, that would be awesome to see!!!
Looking forward to the Dig and the laser drill finishing the mission in 0.1 sec
Upgraded ghosts will probably be the best unit like 9/10 times, the only time they wouldn't be is if detection is plentiful where you probably want Goliaths instead. Ravens also will probably end up as a pretty solid spell caster strictly for the auto-turrets.
Also just an idea, but Hercules MIGHT be incredibly broken? When it gets killed all the loaded units are dropped and will take damage, but according to the wiki they will be dropped at 75% of their HP. In the 1st video with Zero Hour, some Barracks were being hit by Mutalisk attack bounces and living? No clue how or why if they have 1 HP. Point is that it's possible that it means units dropping from a killed Hercules will survive. so you could basically just insta-drop a cluster of I think it's 30 marines which will kill borderline everything in an instant
Perma-cloaked Ghosts must be amazing in this mod 🤔
I love that Goliaths can hit both air and ground at the same time.
4 siege tanks in this mod would basically be a "YOU SHALL NOT PASSSSSSSS"