@@menelik6652 both. Tychus clearly had a nice clean shot to end raynor and kerrigan, but he chose to move his aim away. Thus Raynor can shield kerri with his shoulder pad and give tychus the last goodbye.
@@huynhphucm445 My ass unrealistically burned when I found out that Jim left Tykus' body to rot on the char in that very cave calling him a traitor and a rat. Blizzard knows how to ruin everything they touch. To me Tykus is one of the most original and interesting characters ever created. He is revealed through subtle lines of dialog and yet the game tries hard to trick the player into thinking he is bad.
All In ending with a destroyed base and the last remnants of the Terran forces clustered around the artifact feels like the most appropriate way for All In to end.
Mod Maker here, It has been fun watching Grant play through this mod and I look forward to HotS and LotV in the future. My brother was asking me if you were going to play them and I basically gave him the answer Grant gave as streamers are very cautious of fatiguing content. I tested this on the Ground version and let play testers test the Air version. On the ground mission you build up bunkers with marines and siege tanks and a few BCs to take out Nydus Worms and it becomes a super boring mission. So to keep it interesting, I made Kerrigan be a Killbot. At one point I had the message about her new mechanics later in the mission but some players never got that far as they target fired Kerrigan and her supports wiped out all their defenses so I adjusted it to this and did not hear a complaint until now. I am torn between leaving it a surprise and giving more warning. As it is, the difference between Air and Ground will give players of various skill levels a different challenge to handle. Looks like I need to fix that first random message, the Kerrigan wave coming is a debug line, and adjust the timing of the thank you message. If you want to play this mod, use the 5th link in the description > getting started > projects > 1 Hp or One Shot
i personally think the surprise would be good enough if you placed it 15 secs earlier. people would still panic as their setup probably wasn't prepared for this, but a lot of people would just have to reload at that point, making the surprise lose its impact.
Just wanted to write and say thank you for making this mod, It's been a blast watching grant play through it and see the ways the game changes yet remains playable with such a fundamental change. Well done, you did really good!
The Raiders gradually go from holding entrances and choke points to making the desperate last stand around the artifact is such an epic All In ending. Really shows that Char will literally devour anything landed on it no matter the number.
Grant lost his entire eco and most of his production at the end and was forced to make his stand on the little island with the artifact. I can't imagine a better ending for All In. It was a desperate last stand and it was beautiful.
*Incoherent blubbering/whining * Don’t visit your friends in the hospital kids, you’ll end up falling in love with your mom. (Why do I live that weird ass show so much?)
I think I said it once before, but I'm saying it again - this 1 HP mod run has been the best series on this channel this side of the Memes and Twitch Trolls Grant.
Spectre and repear are actually quite useless here. Thing is, zerg have basically two range that matters: 5 for hydra, which marine in bunker already outrange, and 10 for brood, which neither outrange even in bunker (ghost gets close at 9, but alas...) Given that marine is hitscan and we don't need to worry about projectile delay, this means that concentration of marine in bunker will completely keep off any unit except brood. Reaper/spectre are useful when attacking into the enemy (i.e. not in bunker) as the extra range allows them to pick off hydras in the field out of their range. But for defensive in bunker, that doesn't matter. They are also useful against non-zerg which does have some unit at 6 range, which make the 7 range(in bunker) useful. This mission is probably best done with just marine and viking. viking against brood and marine for everything else. maybe a few raven to keep up a PDD at each defense point.
Ghosts have 6 base range, 8 with Ocular, 10 total inside an upgraded campaign bunker. Broodlords in WoL _SHOULD_ have only 9.5 range and thus get shot without being able to attack, but between random lings and potential weirdness with leashing it won't be perfectly reliable. For reapers and spectres the cargo size can also be a problem. A reaper will take out _one_ hydra, but waste both its shots doing so and then sit on its cooldown. A pair of marines could kill the hydra and an extra ling for the same cargo space. And there's no button to tell units to shoot the targets furthest away, let alone intelligent targeting of ranged attackers. So basically if you want to use longer-range defenders you need to have extra bunkers full of marines right behind them to clear out lings/zealots.
@@justanoman6497 Bunkers _ALWAYS_ grant +1 range. The WoL campaign has an extra upgrade in the Armory to make them give +1 _EXTRA_ range, for a total of +2.
@@Photoloss Huh, tested in game and indeed it does. For some reason I always thought the campaign bunker don't have the base range. That makes the ghost quite a LOT better, as it can actually solve the broodlord problem. Spectre is still useless though
@@justanoman6497 It's the go-to way to deal with the back air wave in All-in Air, 2-3 bunkers full of ghosts behind the mineral line. I think it might work decently well for defending the artifact too? though it's more missile turret spam there often. And yeah part of the other way is hive mind emulator spam and just make the zerg your own, as broodlords are very very good buffer meatshield spam.
Hey Grant, speaking of not doing mods the next two days, I've noticed you sometimes just take a day here or there off. And I want to say how proud I am of you. I don't know if they're busy days or bad days or what, all I know is you've pushed yourself way too hard for us sometimes in the past, and it's good to see you feel comfortable taking breathing room.
Some of the times in the videos following said 1 day gaps he has said that he's had a nasty headache, often even continuing into said video/while playing though i assume feeling at least somewhat better.
While the existing fanbase for the most part don't care about that sort of breaks, the unfortunate reality, is that the algorithm won't like it, so the more someone depend on the income from youtube, they less they can do that sort of stuff
@@Aelfraed26 I'm saying he's got all his dudes on the other side, and as he's looking at it, he's saying "nice concave", since it's wrapping around his forces. It's literally both convex and concave, so he's fine. It's just down to which face he's talking about, the one facing the enemies or the one covering his units.
The objective of 1hp all-in is super unique. There are 3 waves of Kerrigan you need to defend, each guarded by progressive stronger force of absolute death. Also you're dead.
@@squashiejoshie200000 myths with bounce upgrade, brood lord's, kerigan multiatack aoe, bane ambushes, raptor lings. There are some strong options like really strong, but also many weak sides its gonna be exciting
@@YRhandlesathing Muta have a really short range though, which means against any sort of anti air, you have to send a mass--you will kill a lot per shot but a lot will die before you get the shot off. With how gas expensive they are, I think muta are just bad in general (although multi bounce would be the best variant... given the other two does nothing) Extended range hydra and broods are probably the best options. In this mod, range is everything. That or just simply out number the enemy with zerglings.
"I think we want a nice, diverse coalition of forces here." Okay, President George G Games. Such high praise for All-In considering it's a defense mission, normally Grant's least favorite because you just sit there and get waves sent at you, and you can't even end it early by destroying the enemy's base or anything. But it turns out with the intensity pumped to maximum, such a classic formula can really work. You just have to make it feel like a proper, legit siege.
Hey Grant, Just wanted to thank you. I've had SC2 since launch, and been playing it regularly for the last couple of years (Coop), but you revitalized my interest in the Campaigns (which I always loved). I just finished getting almost all the achievements last night on all the campaigns (just Lost Vikings left). And now I'm going to start trying all these mods I've seen you try, though I intend to play on Normal/Hard. I'm not good enough to play all these on Brutal, and honestly, I just enjoy being OP, not necessarily the challenge. Binged so much of your content over the last couple of months, so looking forward to seeing more. I dont use Twitch, so I cant wait to see what you do next here!
Drop pods are going to be the most annoying to deal with. One drops near the artifact, it goes bye-bye. 3:35 You can hear the panic in his voice. The fact that things could change from 'fine' to 'fucked' with one unfortunate drop pod is very scary. 7:11 She's got 2 hp! No wonder she's the Queen Bitch of the Universe™. 7:17 That's a kekw from me my friend. 12:55 If that one marine wasn't to draw aggro, you could've lost to the broodling. 21:34: A Drop pod happened. At 21:20 To be exact. I think Goliaths with both upgrades could zone out most of the ground zerg, but would suck against Mutas, which there are a lot of.
Ok, I tried this mission a few times and I think I got the best(or at least easiest) build down. The first 10 min is a bit hectic, on par with regular Brutal, but after that it's honestly closer to vanilla normal. Marine, Bunker, Viking(19) and Raven(8) Each entrance is 3 bunker of marine, covered by 3 vikings fanned out slightly ahead of bunker (as far as possible where if a hydra can hit them, the bunker can hit the hydra). 2 forward bunker on artifact high ground covered by 5 fanned out viking, 4 half loaded bunker surrounding the artifact, 2 viking on each flank, 4 viking on back, PDD covering any viking that can be potentially hit by hydra. Then TONS of bunkers loaded with 1-2 marine throughout the base. When kerrigan spawns, send a huge ball of marine her way, nova just before engage to kill the other stuff so they don't steal kill. You can send all the stuff you start with that are not marines (except maybe 1 BC) to their death against the first one, both because you might not have enough spare marine at that time AND to free up supply for more marine. Do get your upgrades, especially air attack. The attack speed is important at times(do pick that research). The armor... matters in extreme rare case that muta slip through. In terms of infra, I had 3 CC(mostly for MULE so I can send most of the SCV to die half way through the mission for more marines), 1 tech-reactor star port and 8 barrack
Second Kerrigan was actually really rough because Kerrigan couldn't get kills because the point defense drone but she was soaking all the damage so the other zerg units were cleaning Grant out.
You can do it but with way more and you still need to defend quite a bit. Broodlords and hydras both outrange marines so while you still beat them up youre bleeding units during the clear
what a great ending to a great series! also, i've been watching a lot of previous series, and Grant usually goes up against the nydus worms, so it was also great to see the other side a bit more :)
I personally wasn't a fan of Kerrigan having 2 HP on this, I'd rather her just be disappointingly easy like the other bosses. It did make it a bit of a challenge, though.
You misunderstand the point. In vanilla, kerrigan doesn't actually die, but teleport when she reaches below a certain hp. This is actually tied to some triggers so when she does die (in some mod or other), she doesn't attack again and I think it breaks some other triggers as well. This have happened in a few mods. So it isn't just a matter of difficulty.
Yes, but it has 6 base range which is still more than the marine's 5 and the (upgraded) reaper's 5.5 so technically it's the longest range infantry Grant has access to here. This is essentially useless though as marines fire much faster, have 7 range in bunkers, and zerg has nothing with 7-8 range where using spectres would give the bunker a chance to fight back before getting destroyed. And 2 marines can kill a lot more than a spectre or a reaper due to their fast attack rate even without stim.
This was such a good run, and I hope we get to see more of 1hp in the future. Also, I know the meme about going death-less is kind of a thing, but perhaps there is value in speedrunning this?
Some time in the future I'd like to set a version of this mod where all units have their hp and damage equal to their supply cost, or something in that direction
Now I wanna see HOTS and LOTV. Some of those missions are going to hurt. I imagine Lings only deathcounts. Or the opposite WOL - 'But everybody throws cotton balls'. That have a WC3 feel to it. I'd watch both.
Cotton balls (roughly 3x vanilla hp for WC3 feel) would mostly be a grindfest and further incentivise the most boring but powerful strategies e.g. turtling behind mass repair (free regen from fire suppression would be insane too if it's scaled proportionally to hp) with reduced friendly fire siege tanks, medic or scivessel army cores, and deathballing with an overwhelming number of marines or air units to still instantly vaporise any opposition. Meanwhile cute tricks like reaper raids, wraith snipes, or simply moving out onto the map with smaller armies against protoss and zerg would become a massive problem as the stat-stacked melee units are able to actually make contact. HotS lings might actually be okay, as a lot of things 1shot them anyway but now will die instantly in return if the lings ever do make contact. Also vipers and infestors exist so the later missions are free wins.
16:41 I have been wondering about the use of bunkers instead of just marines. Bunkers cost twice as much and have the same range and health. I thought that the supply was the reason, but here the realisation from Grant sets in.
Actually I think think idea of reduced Time to kill starcraft 2 could be really fun to explore further Maybe not 1 HP everything, but a ballance where basic infantry could get one tapped by anything while thors can tank few good hits could be interesting
This kinda makes me wanna play a realistic hp campaign. So like marines and hydras one shot each other still, but tanks don’t one shot ultras and other stuff we’ve seen in cutscenes. Just to know how it plays out
I'm a bit sad that the Medic + irradiated Wraith magic eraser combo (with Battlecruisers to snipe overseers and spores) didn't get more use in this campaign.
17:16 I like All-In thematically, but I dont like that it doesn't really encourage you to build all the units and use all the upgrades you've acquired. Doing a big final push like HotS is a much better final mission type as you have an opportunity to use everything you've unlocked.
having Kerrigan have a gimmick but none of the other bosses anywhere did, feels weird. She should have been a OHKO like everything else. That was the point of the mod. Or give all the other bosses a mechanic.
Greetings, everyone! I know there is an absolutely vast sea of knowledge about SC2 here, so I was hoping one of you could help me with a question: I noticed that in some mods, some of the portraits during the voice exchanges does not speak - but instead just stand there, nodding their heads and staring menacingly. I seems that Matt Horner is very prone to this. Why is this, exactly? Aren't the portraits linked with the voicelines?
It depends, some portraits literally do not have talking animations at all. Some rely on special animation controllers for lip sync, which might break when the voiceline doesn't match what they say in vanilla. If things are ported from a different game mode (most Co-Op, but potentially also later expansion campaigns) they might not be set up 100% correctly because small animation glitches are easy to miss (especially as Co-Op is a tortuous nightmare to work with overall).
You forgot to show the ending cinematic where Raynor takes the bullet from tychus and instantly dies
Fucking golden
did jim take the shot? I thought tychus just missed
@@menelik6652 nah, Raynor shielded Kerrigan with his armor
@@menelik6652 both. Tychus clearly had a nice clean shot to end raynor and kerrigan, but he chose to move his aim away. Thus Raynor can shield kerri with his shoulder pad and give tychus the last goodbye.
@@huynhphucm445 My ass unrealistically burned when I found out that Jim left Tykus' body to rot on the char in that very cave calling him a traitor and a rat. Blizzard knows how to ruin everything they touch.
To me Tykus is one of the most original and interesting characters ever created. He is revealed through subtle lines of dialog and yet the game tries hard to trick the player into thinking he is bad.
Warning: Class 20hp psionic wave form detected.
Content Warning: Giant Grant getting stepped on by Big Beautiful Zerg-Woman Kerrigan (and loving it!).
All In ending with a destroyed base and the last remnants of the Terran forces clustered around the artifact feels like the most appropriate way for All In to end.
Very lore-accurate to have this tiny island of forces desperately trying to hold any line they can find.
For many players that is how it ends
That that was a very cool ending
It's kind of funny that Blizzard did almost exactly the same thing for LotV finale
Mod Maker here,
It has been fun watching Grant play through this mod and I look forward to HotS and LotV in the future. My brother was asking me if you were going to play them and I basically gave him the answer Grant gave as streamers are very cautious of fatiguing content.
I tested this on the Ground version and let play testers test the Air version. On the ground mission you build up bunkers with marines and siege tanks and a few BCs to take out Nydus Worms and it becomes a super boring mission. So to keep it interesting, I made Kerrigan be a Killbot. At one point I had the message about her new mechanics later in the mission but some players never got that far as they target fired Kerrigan and her supports wiped out all their defenses so I adjusted it to this and did not hear a complaint until now. I am torn between leaving it a surprise and giving more warning. As it is, the difference between Air and Ground will give players of various skill levels a different challenge to handle.
Looks like I need to fix that first random message, the Kerrigan wave coming is a debug line, and adjust the timing of the thank you message.
If you want to play this mod, use the 5th link in the description > getting started > projects > 1 Hp or One Shot
Really appreciated all your comments through the series. Getting insight to the mechanics and issues has been really cool.
i personally think the surprise would be good enough if you placed it 15 secs earlier.
people would still panic as their setup probably wasn't prepared for this, but a lot of people would just have to reload at that point, making the surprise lose its impact.
What happened the second time she spawned? She had way more than 20 kills and wasn't despawning.
Just wanted to write and say thank you for making this mod, It's been a blast watching grant play through it and see the ways the game changes yet remains playable with such a fundamental change. Well done, you did really good!
11:27 I think you need to send Kerrigan back to school and teach her how to count to 20.
Evrything will be 1hp
Kerigan: and i choice to ignore that
tbf, if ANYTHING should have more than 1HP in this, it would be her
The Raiders gradually go from holding entrances and choke points to making the desperate last stand around the artifact is such an epic All In ending. Really shows that Char will literally devour anything landed on it no matter the number.
Grant lost his entire eco and most of his production at the end and was forced to make his stand on the little island with the artifact. I can't imagine a better ending for All In. It was a desperate last stand and it was beautiful.
21:50 GET IN THE BUNKER SHINJ!!!
*Incoherent blubbering/whining *
Don’t visit your friends in the hospital kids, you’ll end up falling in love with your mom.
(Why do I live that weird ass show so much?)
@@Brianlikescars the fact that I understand exactly what you mean by that is crazy haha
(Cuz Evangelion is amazing)
The artifact is turning everything into fanta! :D
I think I said it once before, but I'm saying it again - this 1 HP mod run has been the best series on this channel this side of the Memes and Twitch Trolls Grant.
Agreed, and Abathur's whimsy have been up there as well among one of the best, it really been a good time lately :)
Spectre and repear are actually quite useless here. Thing is, zerg have basically two range that matters: 5 for hydra, which marine in bunker already outrange, and 10 for brood, which neither outrange even in bunker (ghost gets close at 9, but alas...)
Given that marine is hitscan and we don't need to worry about projectile delay, this means that concentration of marine in bunker will completely keep off any unit except brood.
Reaper/spectre are useful when attacking into the enemy (i.e. not in bunker) as the extra range allows them to pick off hydras in the field out of their range. But for defensive in bunker, that doesn't matter. They are also useful against non-zerg which does have some unit at 6 range, which make the 7 range(in bunker) useful.
This mission is probably best done with just marine and viking. viking against brood and marine for everything else. maybe a few raven to keep up a PDD at each defense point.
Ghosts have 6 base range, 8 with Ocular, 10 total inside an upgraded campaign bunker. Broodlords in WoL _SHOULD_ have only 9.5 range and thus get shot without being able to attack, but between random lings and potential weirdness with leashing it won't be perfectly reliable.
For reapers and spectres the cargo size can also be a problem. A reaper will take out _one_ hydra, but waste both its shots doing so and then sit on its cooldown. A pair of marines could kill the hydra and an extra ling for the same cargo space. And there's no button to tell units to shoot the targets furthest away, let alone intelligent targeting of ranged attackers. So basically if you want to use longer-range defenders you need to have extra bunkers full of marines right behind them to clear out lings/zealots.
@@Photoloss Bunker is only +1 range.
@@justanoman6497 Bunkers _ALWAYS_ grant +1 range. The WoL campaign has an extra upgrade in the Armory to make them give +1 _EXTRA_ range, for a total of +2.
@@Photoloss Huh, tested in game and indeed it does. For some reason I always thought the campaign bunker don't have the base range.
That makes the ghost quite a LOT better, as it can actually solve the broodlord problem. Spectre is still useless though
@@justanoman6497 It's the go-to way to deal with the back air wave in All-in Air, 2-3 bunkers full of ghosts behind the mineral line. I think it might work decently well for defending the artifact too? though it's more missile turret spam there often.
And yeah part of the other way is hive mind emulator spam and just make the zerg your own, as broodlords are very very good buffer meatshield spam.
Hey Grant, speaking of not doing mods the next two days, I've noticed you sometimes just take a day here or there off. And I want to say how proud I am of you. I don't know if they're busy days or bad days or what, all I know is you've pushed yourself way too hard for us sometimes in the past, and it's good to see you feel comfortable taking breathing room.
Some of the times in the videos following said 1 day gaps he has said that he's had a nasty headache, often even continuing into said video/while playing though i assume feeling at least somewhat better.
While the existing fanbase for the most part don't care about that sort of breaks, the unfortunate reality, is that the algorithm won't like it, so the more someone depend on the income from youtube, they less they can do that sort of stuff
It would be nice if he could do a community post so I don't have to keep looking to see if he just was running late, but I fully agree
"Nice concave" Sir, that is a convex.
That's down to which side he's talking about though, isn't it?
@@danielhale1 The side that matters is the one where the enemies come from, so it indeed is a convex.
@@Aelfraed26 I'm saying he's got all his dudes on the other side, and as he's looking at it, he's saying "nice concave", since it's wrapping around his forces.
It's literally both convex and concave, so he's fine. It's just down to which face he's talking about, the one facing the enemies or the one covering his units.
"Kerrigan will leave after killing 20 units."
Kerrigan proceeds to kill 60 + units before finally getting bored.
Looks like her max killcount increases with each return
Or she keeps her kill count, so it is 20 kills each round added up.
when kerrigan is “killed” she actually just teleports back to base, in other words it's the same unit every time, that's why the kill count is kept
Yeah it's just keeping her prior kill count. He was right when he said the Hunter-Killer (Hydra) was stealing kills.
The objective of 1hp all-in is super unique.
There are 3 waves of Kerrigan you need to defend, each guarded by progressive stronger force of absolute death.
Also you're dead.
One of my new favorite series I’ve watched for custom Starcraft 2 content. Can’t wait to see what’s coming next from ya.
Get in the bunker Shinji! I'm dying.
you know what, i cant wait for 1 hp heart of the swarm. that ones gotta be bad. and the protoss are going to be way worse than anything imaginable
Is It even possible? First mission has the has turrets. Theyre really bad but deal at least 1 point of damage
Hydras and queens are gonna be awesome. Same with infestors. Terran's gonna be terrifying tho
@@squashiejoshie200000 myths with bounce upgrade, brood lord's, kerigan multiatack aoe, bane ambushes, raptor lings. There are some strong options like really strong, but also many weak sides its gonna be exciting
Don't forget the OP mutas. Probably one of the few times the multiple bounce upgrade would be useful
@@YRhandlesathing Muta have a really short range though, which means against any sort of anti air, you have to send a mass--you will kill a lot per shot but a lot will die before you get the shot off. With how gas expensive they are, I think muta are just bad in general (although multi bounce would be the best variant... given the other two does nothing)
Extended range hydra and broods are probably the best options. In this mod, range is everything.
That or just simply out number the enemy with zerglings.
That ending went exactly as I expected when I saw Grant had no bunker in his mineral line.
Shinji might not get in to the robot, but at least he can get into the bunker xD
Having seen Grant play through all of these missions, I think I can honestly say this has been the most Lore Accurate run yet.
"I think we want a nice, diverse coalition of forces here." Okay, President George G Games. Such high praise for All-In considering it's a defense mission, normally Grant's least favorite because you just sit there and get waves sent at you, and you can't even end it early by destroying the enemy's base or anything. But it turns out with the intensity pumped to maximum, such a classic formula can really work. You just have to make it feel like a proper, legit siege.
Hey Grant, Just wanted to thank you. I've had SC2 since launch, and been playing it regularly for the last couple of years (Coop), but you revitalized my interest in the Campaigns (which I always loved). I just finished getting almost all the achievements last night on all the campaigns (just Lost Vikings left). And now I'm going to start trying all these mods I've seen you try, though I intend to play on Normal/Hard. I'm not good enough to play all these on Brutal, and honestly, I just enjoy being OP, not necessarily the challenge. Binged so much of your content over the last couple of months, so looking forward to seeing more. I dont use Twitch, so I cant wait to see what you do next here!
16:23 love the spine just walking up there "excuse me please. i just need to get to the other base"
God, the sheer level of nonstop panic all mission long was joyous to watch. Good stuff.
I love how you could really feel the disappointment in that "Oh..." at 7:09. Like all of Grant's plans have just been pulverized.
Drop pods are going to be the most annoying to deal with. One drops near the artifact, it goes bye-bye.
3:35 You can hear the panic in his voice. The fact that things could change from 'fine' to 'fucked' with one unfortunate drop pod is very scary.
7:11 She's got 2 hp! No wonder she's the Queen Bitch of the Universe™.
7:17 That's a kekw from me my friend.
12:55 If that one marine wasn't to draw aggro, you could've lost to the broodling.
21:34: A Drop pod happened. At 21:20 To be exact.
I think Goliaths with both upgrades could zone out most of the ground zerg, but would suck against Mutas, which there are a lot of.
Look at 2HP Kerrigan differently - she's only 40% of the ultimate barrel of the final war
@@PeterZaitcev Shit, you're so right
me each time I see an uncloaked specter : CLOAK THE DAMN SPECTER GRANT
Moving those large numbers of marines around, this mission might have finally had a need for the Hercules
I imagine a stray rock could fatally wound a nydus before it even surfaced.
"Get in the bunker, Shinji"
GGG 2024
Ok, I tried this mission a few times and I think I got the best(or at least easiest) build down. The first 10 min is a bit hectic, on par with regular Brutal, but after that it's honestly closer to vanilla normal.
Marine, Bunker, Viking(19) and Raven(8)
Each entrance is 3 bunker of marine, covered by 3 vikings fanned out slightly ahead of bunker (as far as possible where if a hydra can hit them, the bunker can hit the hydra). 2 forward bunker on artifact high ground covered by 5 fanned out viking, 4 half loaded bunker surrounding the artifact, 2 viking on each flank, 4 viking on back, PDD covering any viking that can be potentially hit by hydra. Then TONS of bunkers loaded with 1-2 marine throughout the base.
When kerrigan spawns, send a huge ball of marine her way, nova just before engage to kill the other stuff so they don't steal kill.
You can send all the stuff you start with that are not marines (except maybe 1 BC) to their death against the first one, both because you might not have enough spare marine at that time AND to free up supply for more marine.
Do get your upgrades, especially air attack. The attack speed is important at times(do pick that research). The armor... matters in extreme rare case that muta slip through.
In terms of infra, I had 3 CC(mostly for MULE so I can send most of the SCV to die half way through the mission for more marines), 1 tech-reactor star port and 8 barrack
Second Kerrigan was actually really rough because Kerrigan couldn't get kills because the point defense drone but she was soaking all the damage so the other zerg units were cleaning Grant out.
1 HP HotS and LotV sound brutal after this. Looking forward to living in fear of the marine.
I am so excited for Grant to play the 1 hp HOTS and LOTV :D This series was amazing.
Why have I watched every episode of this before 20 minutes after it comes out. Nice job very fun series
This needs to be redone where you just grab like 20 marines and clear half the map.
You can do it but with way more and you still need to defend quite a bit. Broodlords and hydras both outrange marines so while you still beat them up youre bleeding units during the clear
This was a very enjoyable and fun series to watch!
what a great ending to a great series!
also, i've been watching a lot of previous series, and Grant usually goes up against the nydus worms, so it was also great to see the other side a bit more :)
This was way harder than what i expected, nice work clearing it first try even with the kerrigan surprise
Can't wait for the next parts, something tells me that HotS will be an absolute power-fantasy, especially the drop pods from Kerrigan.
You forgot to cloak your spectres
Wow, that was the most All-in I've ever seen All-in. :D
I personally wasn't a fan of Kerrigan having 2 HP on this, I'd rather her just be disappointingly easy like the other bosses. It did make it a bit of a challenge, though.
Shame that her dying too fast apparently breaks the game
He specifically said in the memo, that that fucks with the mission and breaks some triggers, but i agree that this solution is not optimal.
@@siffonzebra4981 maybe if she dropped to 1 hp she runs away it would be better?
You misunderstand the point. In vanilla, kerrigan doesn't actually die, but teleport when she reaches below a certain hp. This is actually tied to some triggers so when she does die (in some mod or other), she doesn't attack again and I think it breaks some other triggers as well. This have happened in a few mods.
So it isn't just a matter of difficulty.
@@siffonzebra4981 Yes, it's because the code itself only has 1 HP.
Thanks for this campain of 1HP and a Dream! x)
It would've been nice to see Kerrigan be an actual boss, she just feels like a 1,000 mineral tax as a killbot
I thought spectres had a much shorter range than the ghost does, especially since it doesn't get a campaign range upgrade?
Yes, but it has 6 base range which is still more than the marine's 5 and the (upgraded) reaper's 5.5 so technically it's the longest range infantry Grant has access to here. This is essentially useless though as marines fire much faster, have 7 range in bunkers, and zerg has nothing with 7-8 range where using spectres would give the bunker a chance to fight back before getting destroyed. And 2 marines can kill a lot more than a spectre or a reaper due to their fast attack rate even without stim.
dang, I spent the entire series looking forward to stomping a 1HP Kerrigan in one hit.
I used Mules to spam Kerrigan's 20 kill quota and Goliaths for air and ground. Worked out pretty well.
This is a great simulation of how this mission feels on brutal as a beginner 😂😂
This was such a good run, and I hope we get to see more of 1hp in the future.
Also, I know the meme about going death-less is kind of a thing, but perhaps there is value in speedrunning this?
Kerrigan having 2 hp is hilarious and honestly terrifying.
This series was so much fun
Some time in the future I'd like to set a version of this mod where all units have their hp and damage equal to their supply cost, or something in that direction
Just found out that Wwacraft 3 has a custom one shot campaign for all campaigns now too
21:48 "Get in the bunker, Shinji!"
AYYYY ONE HP HOTS LETS GOOOO Psi-disrupter mission gonna be CRAZY!
Man, that 1 damage cinematic nova
This mod was awesome to watch! I look forward to HotS and LotV 1 HP mod!
19:50 we're gonna send these scvs to die.
"Ahh! You scared me"
This was such a fun series!
Now I wanna see HOTS and LOTV. Some of those missions are going to hurt. I imagine Lings only deathcounts.
Or the opposite WOL - 'But everybody throws cotton balls'. That have a WC3 feel to it.
I'd watch both.
Cotton balls (roughly 3x vanilla hp for WC3 feel) would mostly be a grindfest and further incentivise the most boring but powerful strategies e.g. turtling behind mass repair (free regen from fire suppression would be insane too if it's scaled proportionally to hp) with reduced friendly fire siege tanks, medic or scivessel army cores, and deathballing with an overwhelming number of marines or air units to still instantly vaporise any opposition. Meanwhile cute tricks like reaper raids, wraith snipes, or simply moving out onto the map with smaller armies against protoss and zerg would become a massive problem as the stat-stacked melee units are able to actually make contact.
HotS lings might actually be okay, as a lot of things 1shot them anyway but now will die instantly in return if the lings ever do make contact. Also vipers and infestors exist so the later missions are free wins.
"Get in the bunker, Shinki" Aw hell nah 😭
There needs to be a cool down easy mode mod as a reward where your units are full HP but the enemy only has 1hp
Ya know, I think the Vikings from the Heart of the Swarm cinematic thought they were playing with the 1hp mod on.
I liked the kerrigan killbot thing, but I think giving the warning 10 seconds before she spawns would have been needed
This was crazy. definitely looking forward to HoTS and LoTV.
16:41 I have been wondering about the use of bunkers instead of just marines. Bunkers cost twice as much and have the same range and health. I thought that the supply was the reason, but here the realisation from Grant sets in.
Grant with the 000,01 reaction nove Oo good job!
Actually I think think idea of reduced Time to kill starcraft 2 could be really fun to explore further
Maybe not 1 HP everything, but a ballance where basic infantry could get one tapped by anything while thors can tank few good hits could be interesting
"Id rather you die" well thats just grant.
Wow! 0 resets, damn. Well done (:
"Get in the bunker Shinji"
This version of All In is insane!
thanks and congratulations !!!
This kinda makes me wanna play a realistic hp campaign. So like marines and hydras one shot each other still, but tanks don’t one shot ultras and other stuff we’ve seen in cutscenes. Just to know how it plays out
You might enjoy watching real scale
I can't wait to see HotS 1 hp mod, I have a feeling it will be rough, if anyone can do it though, it would be Grant.
Zerg and Protos campaign would be so good on 1 hp!
That was very impressive!
The Shrike Turret has been the very sung MVP of this series! Unupgraded marine DPS that you don't need to micro!
Here we go THE GRAND FINALE
If I was the mod maker I'd have put in a "oh, didn't I mention?" For Kerrigan.
There are missions that I have made easier but I do not disclose that to the player until they fail and for one of them I used a similar line.
I'm a bit sad that the Medic + irradiated Wraith magic eraser combo (with Battlecruisers to snipe overseers and spores) didn't get more use in this campaign.
I figured that cloaking wraith/banshee spam would be good for this mod.
This is obv sponsored by shrike turret vendor
Get in the bunker, Shinji!!!
R.I.P. spine crawler family 🙏🙏😔😛
15:25
Nope, you will not spawn a single unit if I have anything to sa-
I don't have much to say about it actually....
You need Depot Dave's Gun Depots
Get in the bunker SHINJI , lmao
The wraith was abandoned yet again.
Razor swarm became eraser swarm
7:51
You can even say... that's Na-rude
I have benn waiting for the final mission
i'd love to see 1 HP HotS and LotV!
17:16 I like All-In thematically, but I dont like that it doesn't really encourage you to build all the units and use all the upgrades you've acquired. Doing a big final push like HotS is a much better final mission type as you have an opportunity to use everything you've unlocked.
Invurnerable Kerrigan is the biggest letdown
having Kerrigan have a gimmick but none of the other bosses anywhere did, feels weird. She should have been a OHKO like everything else. That was the point of the mod. Or give all the other bosses a mechanic.
Wouldn't the whole series be a piece of cake if you just spam ghosts in bunkers?
The Kerrigan here would be a problem for that. Also except for brood lords, I’m pretty sure marines are just better in bunkers
@ don't bunkered ghosts have the same range as brood lords? Also isn't more bunkers the answer xD?
21:11 Let's keep it PG-13, Grant!
Greetings, everyone! I know there is an absolutely vast sea of knowledge about SC2 here, so I was hoping one of you could help me with a question:
I noticed that in some mods, some of the portraits during the voice exchanges does not speak - but instead just stand there, nodding their heads and staring menacingly. I seems that Matt Horner is very prone to this.
Why is this, exactly? Aren't the portraits linked with the voicelines?
It depends, some portraits literally do not have talking animations at all. Some rely on special animation controllers for lip sync, which might break when the voiceline doesn't match what they say in vanilla. If things are ported from a different game mode (most Co-Op, but potentially also later expansion campaigns) they might not be set up 100% correctly because small animation glitches are easy to miss (especially as Co-Op is a tortuous nightmare to work with overall).
@@Photoloss I see! Thank you, friend!