Ensnare applies a negative modifier to the affected unit's speed, acceleration, turn rate, and weapon cooldown. Separately for each of these attributes, if there is already a positive modifier like stim packs or ion thrusters, this will just cancel it out (resulting in a net modifier of 0), whereas if there is not, it will result in a net -1 modifier. For movement speed, a +1 mod gives +50% (except for scouts, which get their speed set directly to 6.66, and overlords, which get their speed set directly to 3.33). A -1 mod gives -50%. The actual rate at which units move is not constant and somewhat complicated, but this is a fair representation of the effect (i.e. roughly going from 1.5x to 1x to 0.5x the base speed). For acceleration and turn rate, a +1 mod gives +100%, and a -1 mod gives -25%. This is most important for flying and hovering units. For weapon cooldown, first the cd is increased by 12.5% times the number of acid spores. Then a +1 mod divides the result by 2, while a -1 mod multiplies the result by 1.25 (i.e. a 25% increase _compounded_ on top of the increase from acid spores). However, this doesn't actually work for every unit, for different reasons. Ensnare doesn't affect the cooldown of siege tanks or goliaths because the attacks actually come from the turret, not the unit, and the turret is invulnerable. It also doesn't affect the attack rate of reavers/scarabs or carriers/interceptors, because they attack according to their main order timers, not their cooldowns. And it doesn't affect ultralisk attacks by all that much, because due to a quirk in the attack code, they already tend to attack much slower than intended. All other units should be affected. Oh, and ensnare also reveals all cloaked, non-burrowed units and instantly destroys all hallucinations. Re-ensnaring a unit that is already ensnared merely resets the timer; effects do not stack. The duration of ensnare is about 25 seconds at fastest speed (593-600 frames of 42 ms each).
When he expanded twice i was like “oh no….it’s game over now “ But then Rush just hit critical mass on m&m and went to town. Was not expecting that at all. I thought the ultras would have taken down that ball.
yeah, the double expand was a little off-putting. I'd have preferred to see him go into lurkers to hold another base, but crazy zerg is a strategy that kind of has to be already decided by that point. If you delay it by getting the lurkers after the mutas, you put yourself in a situation where Terran can have map control and Zerg doesnt really have a good way to deny a third base. But from there you can get into a longer game and go for a hydra-luker-defiler late game, and since this is a 4 player map I feel like end-game favors zerg anyway.
Hear me out. So, it goes like this....Hydra-ling-Defiler. You hear me? When Zerg gets to Defilers, they shut down everything besides Tanks, Firebats and Science Vessels. Plague and Hydras shut down SVs and Firebats. Zerglings deal with the tanks....and everything else. Oh, and plagued tanks die from one hydra shot, too.
The reason it's called crazy is because U have to be crazy to not go defiler. 4 bases , a load of ultras plus mutas and ling get deleted with minimal marine losses. Meanwhile one darkswarm would defend
Yeah and no lurkers either, despite the fact that lurkers would've turned that marine ball into red goo. Perhaps Soma was going for the Lisa Simpson "you have to listen to the notes she's NOT playing" strategy: get every unit except the ones he needed against the bio army!
@@plasmaastronaut crazy zerg works very well against a terran you're even with or ahead of in terms of upgrades. Terran has a hard time dealing with ultras with just MM. Crazy zerg is a strong viable strategy, it just didnt work here.
@@Overgis4058 its works when the zerg does a surround on the terran army in the open field. Knowing this perfectly well, Soma then proceeded to park his ultras defensively in his bases, so it was an intentional throw.
i looked into that Ensnare thing and its actually really weird and interesting. its pretty much just Tanks and Goliaths and its because these two units have turrets and the game considers the turret a separate unit that also is invulnerable so Ensnare cant affect them but the attacks originate from these turret units.
The decrease in Rate of Fire is caused by Ensnare increasing the Attack Cooldown of a unit by 25% These units revert to their usual attack rate while ensnared, as if they weren't upgraded at all. Stim and Adrenal both reduce attack cooldown be 50%, so in comparison, Ensnare makes these units attack half as quick. Snare without stim -> -25% Snare with stim -> -50% The duration is also silly. Have on ambush a Terran leaving its base for the zergs third would diminish the attack by ALOT.
The day that scouts end up getting used, the day that StarCraft ends. 🤣 I did love it when Mini used scouts to save himself from dying after being scouted rushing to Carriers and instead pumping out scouts to hold Terran’s push with tanks and vultures.
Seriously, Soma should have just sackrificed his natural. Retreat drones! Hold the main choke! Wait for the upgrades like that! Terran was still on friggim twobase! Cooome on !! Right?? Maybe Soma was tired from the military workout. I mean, it can be tough on the body!!
I dont think sacrificing the natural is a good way to go either. As terran, you'd kill the natural and then if you cant get into the main, then you just go base hunting. That natural having a nydus covered the third as well for the zerg, so if the natural breaks so does your expansions. Now that depends on if Rush can find those bases in time or not, but I would think so. A zerg knocked back to only their main HAS to have something else out on the map to decide to stay in the game. I think the move would have been to get those upgrades out IN TIME and to make sure that he has map control, or at least some kind of map presence. I also think he gave away mutas too frivolously for not quite enough value. If instead of remaking mutas he had two or three more ultras, his upgrades, and map control, then the game would have gone on for longer and could have potentially ended very differently
I like to watch the best off -race. Because what works against them is not necessarily the meta. One thing I've noticed watching Flash off-race as Zerg is that he goes ensnare a lot when his opponent goes SK Terran. That suggest to me that ensnare frustrates Flash. It also makes build order much simpler if you are going to go for queens regardless of if its mech or SK. The only difference is what upgrade you get.
The end of pro-starcraft will happen when a protoss player wins a game by stealing some SCV with a Dark Archon, builds Medics and uses mass Optical Flares on the enemy Science Vessels and Tanks. That day, we can call the game officialy over.
@@fieldrequired283 dark swarm does not remove splash damage so goons will still get vaporized by tanks. Same way you cannot attack mech with hydra-defiler. The only thing tanks cannot kill under dark swarm is a single borrowed unit because borrow protects it from splash damage.
nah, it was the mutas. He went from 7 down to 2, rebuilt more, and lost some of those as well. If he kept them alive better he would have been able to both take his third quicker, get those upgrades out sooner, and potentially have an extra ultra or two during the fight. He lost too many mutas, and even though he got value out of them, he lost his map control and terran was just too comfortable walking out to his side of the map.
bit off topic ... but does broodwar have any reasonable balancemod that respects the current orignal version but tries to make underused units more viable/atractive?
Seconded - interesting question. I dream of Artosis one day doing a video on strategies that could utilise the least used units on each side (e.g. ghosts and battleships for Terran). I feel like we get so absorbed into the meta we forget it doesn't always need Flash to change it...
Few small ideas of my own that don't seem overly gamebreaking and mostly fair - Firebats are tankier/more hp right out the box, ensnare freezes enemies for 3 seconds before its normal slow down effect, scouts slightly higher attack damage on ground units
Dark Archons for TvP as odd as that may sound. Just having 1 or 2 can almost 1 shot science vessels or wraiths with feedback spell. They're good against defiler for the same reason, and maelstrom for grouped bio, mind control for expensive units. I think some of the issues with Starcraft has been players making massed mana units that in all reality shouldn't be massed. (Specific spell casters are very good though) Like you're going to spend 700/700 to make 7 queens to research spawn broodling and then you have to wait until you get enough mana to cast it? Yes it's good against mech, but otherwise it's not doing a whole lot. Massed defiler / HT on the other hand are worh that value. Psi-storm is always guranteed damage if it connects and is actually quite cheap for how good it is. Plague/ dark swarm is stupid good. Science vessels have very good value. So something I've thought about for Protoss to think diffrently about is another way to use stasis field. Units caught in stastis are invulernable and block pathing/ the spell lasts a long time. You can essentially use the spell tactically to defend your own base by casting it on your own units to block ramps. To protect carriers that are about to die to AA, I mean the spell doesn't just have to be used as an offensive tool on your opponent.
Artosis, if a late game player is fighting late game fully upgraded ultralisks, is there a set of units and upgrades that Terran or Protoss would field that naturally beat ultras quickly?
If ghosts had a chance to instantly kill a unit, they'd be used a lot more. Heck even just limiting it to bio units would be insane. Or chance to cast lockdown on hit on mechanical
Terran OP, zerg had complete control of the whole game. Its ridiculous that you guys can play worse in every regard and then just win off a push that is basically just marines.
The time spent playing starcraft would be better spent doing literally anything else. It's like the most impotent nerds who worked the hardest to beat each other with imaginary weapons are now in a cult of "let's pretend."
Always mentioning how Soma and Rain are those super brainy progamers, figuring out strats and stuff.... But the guys are just weaker than the big guns in BW progaming like Rush, Bisu, Snow and so on .And almost always getting crushed by them. I do not really understand the hype around Soma and Rain..
Ensnare applies a negative modifier to the affected unit's speed, acceleration, turn rate, and weapon cooldown. Separately for each of these attributes, if there is already a positive modifier like stim packs or ion thrusters, this will just cancel it out (resulting in a net modifier of 0), whereas if there is not, it will result in a net -1 modifier.
For movement speed, a +1 mod gives +50% (except for scouts, which get their speed set directly to 6.66, and overlords, which get their speed set directly to 3.33). A -1 mod gives -50%. The actual rate at which units move is not constant and somewhat complicated, but this is a fair representation of the effect (i.e. roughly going from 1.5x to 1x to 0.5x the base speed).
For acceleration and turn rate, a +1 mod gives +100%, and a -1 mod gives -25%. This is most important for flying and hovering units.
For weapon cooldown, first the cd is increased by 12.5% times the number of acid spores. Then a +1 mod divides the result by 2, while a -1 mod multiplies the result by 1.25 (i.e. a 25% increase _compounded_ on top of the increase from acid spores). However, this doesn't actually work for every unit, for different reasons.
Ensnare doesn't affect the cooldown of siege tanks or goliaths because the attacks actually come from the turret, not the unit, and the turret is invulnerable. It also doesn't affect the attack rate of reavers/scarabs or carriers/interceptors, because they attack according to their main order timers, not their cooldowns. And it doesn't affect ultralisk attacks by all that much, because due to a quirk in the attack code, they already tend to attack much slower than intended. All other units should be affected.
Oh, and ensnare also reveals all cloaked, non-burrowed units and instantly destroys all hallucinations. Re-ensnaring a unit that is already ensnared merely resets the timer; effects do not stack. The duration of ensnare is about 25 seconds at fastest speed (593-600 frames of 42 ms each).
@@EebstertheGreat you are awesome 👌
What a champ post, thank you for the information
insane timing from Rush. thanks for casting!
Sometimes the misery of a brood war losing streak numbs and distracts me from the bad day I'm having IRL
Thats kind of dark
Can't believe Soma didn't rotate his rotation around and give Arty chills.
I mean if you entire strategy revolves around getting carapace upgraded ultras early, so that they cannot be killed, forgetting the upgrade is fatal.
@@oguzcanoguz5977 exactly
Crazy anti-spoiler!
Terran wins.
Thanks bro, chills
There’s something really satisfying about watching ultralisks get absolutely melted lol
Not for the Zerg players 🥲
@@Hulavuta Listen man, just give us this one.
@@Berry_Bruiserbro u play an OP race where tvz winrate is like 55
A flesh tank is destroyed
@@NguyenMinh-ld2xi more like flesh siege ram. If you could put a tank canon on ultralisk, it'd be unbeatable.
When he expanded twice i was like “oh no….it’s game over now “
But then Rush just hit critical mass on m&m and went to town. Was not expecting that at all. I thought the ultras would have taken down that ball.
yeah, the double expand was a little off-putting. I'd have preferred to see him go into lurkers to hold another base, but crazy zerg is a strategy that kind of has to be already decided by that point. If you delay it by getting the lurkers after the mutas, you put yourself in a situation where Terran can have map control and Zerg doesnt really have a good way to deny a third base. But from there you can get into a longer game and go for a hydra-luker-defiler late game, and since this is a 4 player map I feel like end-game favors zerg anyway.
i thought same thing _but_ not in the choke point lol
Hear me out. So, it goes like this....Hydra-ling-Defiler. You hear me?
When Zerg gets to Defilers, they shut down everything besides Tanks, Firebats and Science Vessels. Plague and Hydras shut down SVs and Firebats. Zerglings deal with the tanks....and everything else. Oh, and plagued tanks die from one hydra shot, too.
The reason it's called crazy is because U have to be crazy to not go defiler. 4 bases , a load of ultras plus mutas and ling get deleted with minimal marine losses. Meanwhile one darkswarm would defend
So true. The gas spent on ultras should be going towards defilier, consume, plague, scourge, some hydras, upgrades on lings,
Yeah and no lurkers either, despite the fact that lurkers would've turned that marine ball into red goo. Perhaps Soma was going for the Lisa Simpson "you have to listen to the notes she's NOT playing" strategy: get every unit except the ones he needed against the bio army!
@@plasmaastronaut crazy zerg works very well against a terran you're even with or ahead of in terms of upgrades. Terran has a hard time dealing with ultras with just MM. Crazy zerg is a strong viable strategy, it just didnt work here.
@@Overgis4058 its works when the zerg does a surround on the terran army in the open field. Knowing this perfectly well, Soma then proceeded to park his ultras defensively in his bases, so it was an intentional throw.
@@chongli297 Lurker-ling under Dark Swarm and some Scourge destroy Terran bio. You don't even need Ultras.
i looked into that Ensnare thing and its actually really weird and interesting. its pretty much just Tanks and Goliaths and its because these two units have turrets and the game considers the turret a separate unit that also is invulnerable so Ensnare cant affect them but the attacks originate from these turret units.
Your video quality is really good
Pre SSL day chills
* INSERT CHILLS MEME * - Alright, now that's how of the way: TY Arty for providing such awesome casts every day, you rock!
Scouts are gonna come back... for the first time.
Great game! And yeah it was cool to see ultra's melt
Zerg is so HYPE!
Aha! Oh how the tables have turned
The decrease in Rate of Fire is caused by Ensnare increasing the Attack Cooldown of a unit by 25%
These units revert to their usual attack rate while ensnared, as if they weren't upgraded at all. Stim and Adrenal both reduce attack cooldown be 50%, so in comparison, Ensnare makes these units attack half as quick.
Snare without stim -> -25%
Snare with stim -> -50%
The duration is also silly. Have on ambush a Terran leaving its base for the zergs third would diminish the attack by ALOT.
The day that scouts end up getting used, the day that StarCraft ends. 🤣 I did love it when Mini used scouts to save himself from dying after being scouted rushing to Carriers and instead pumping out scouts to hold Terran’s push with tanks and vultures.
Seriously, Soma should have just sackrificed his natural. Retreat drones! Hold the main choke!
Wait for the upgrades like that!
Terran was still on friggim twobase!
Cooome on !! Right??
Maybe Soma was tired from the military workout. I mean, it can be tough on the body!!
I dont think sacrificing the natural is a good way to go either. As terran, you'd kill the natural and then if you cant get into the main, then you just go base hunting. That natural having a nydus covered the third as well for the zerg, so if the natural breaks so does your expansions. Now that depends on if Rush can find those bases in time or not, but I would think so. A zerg knocked back to only their main HAS to have something else out on the map to decide to stay in the game.
I think the move would have been to get those upgrades out IN TIME and to make sure that he has map control, or at least some kind of map presence. I also think he gave away mutas too frivolously for not quite enough value. If instead of remaking mutas he had two or three more ultras, his upgrades, and map control, then the game would have gone on for longer and could have potentially ended very differently
McBumSki's Totally going to turn the proscene on it's head
3 days without chills
Wow the opening was incredible! Good casting, too. It makes me happy and I want to cuddle Artosis! Oh, wait, no I don't want that.
I like to watch the best off -race. Because what works against them is not necessarily the meta. One thing I've noticed watching Flash off-race as Zerg is that he goes ensnare a lot when his opponent goes SK Terran. That suggest to me that ensnare frustrates Flash.
It also makes build order much simpler if you are going to go for queens regardless of if its mech or SK. The only difference is what upgrade you get.
The end of pro-starcraft will happen when a protoss player wins a game by stealing some SCV with a Dark Archon, builds Medics and uses mass Optical Flares on the enemy Science Vessels and Tanks. That day, we can call the game officialy over.
Officially beginning
In the year 20XX, the strongest Protoss spellcaster is the Defiler. (Imagine busting a siege tank line with dragoons and reavers under dark swarm).
@@fieldrequired283 oh god no
@@fieldrequired283 dark swarm does not remove splash damage so goons will still get vaporized by tanks. Same way you cannot attack mech with hydra-defiler.
The only thing tanks cannot kill under dark swarm is a single borrowed unit because borrow protects it from splash damage.
I wonder if waffling on his third base is what sank his minerals so much that he wasn't able to upgrade on time
nah, it was the mutas. He went from 7 down to 2, rebuilt more, and lost some of those as well. If he kept them alive better he would have been able to both take his third quicker, get those upgrades out sooner, and potentially have an extra ultra or two during the fight. He lost too many mutas, and even though he got value out of them, he lost his map control and terran was just too comfortable walking out to his side of the map.
The future is Infested Command Centers.
one of the rare instances where equal supply zerg loses haha
bit off topic ... but does broodwar have any reasonable balancemod that respects the current orignal version but tries to make underused units more viable/atractive?
Seconded - interesting question.
I dream of Artosis one day doing a video on strategies that could utilise the least used units on each side (e.g. ghosts and battleships for Terran).
I feel like we get so absorbed into the meta we forget it doesn't always need Flash to change it...
Few small ideas of my own that don't seem overly gamebreaking and mostly fair - Firebats are tankier/more hp right out the box, ensnare freezes enemies for 3 seconds before its normal slow down effect, scouts slightly higher attack damage on ground units
@@j.t.8848 scout definitively needs a cost reduction
Smart-cast for the spells on the underused casters to make it more appealing.
That was awesome! Thought the bugs were for sure gonna get it there for a minute, than the marines came in and did what they do best!
thats racist
@@susugam3004 Get em! He’s an infested Terran!
No Flash= No Chills
@artosiscast why zergs doesn’t snare SCVs/probes from the enemies? Wouldn’t that slow the mining time?
Interesting thought. However I think it's too costly for the duration of the ensnare. The ensnare needs to gain more value.
Go rush!!
Dark Archons for TvP as odd as that may sound. Just having 1 or 2 can almost 1 shot science vessels or wraiths with feedback spell. They're good against defiler for the same reason, and maelstrom for grouped bio, mind control for expensive units. I think some of the issues with Starcraft has been players making massed mana units that in all reality shouldn't be massed. (Specific spell casters are very good though) Like you're going to spend 700/700 to make 7 queens to research spawn broodling and then you have to wait until you get enough mana to cast it? Yes it's good against mech, but otherwise it's not doing a whole lot. Massed defiler / HT on the other hand are worh that value. Psi-storm is always guranteed damage if it connects and is actually quite cheap for how good it is. Plague/ dark swarm is stupid good. Science vessels have very good value. So something I've thought about for Protoss to think diffrently about is another way to use stasis field. Units caught in stastis are invulernable and block pathing/ the spell lasts a long time. You can essentially use the spell tactically to defend your own base by casting it on your own units to block ramps. To protect carriers that are about to die to AA, I mean the spell doesn't just have to be used as an offensive tool on your opponent.
Soma having problems with the timing defense/attack around the last couple casts. If those get locked down it would be a much closer ending.
Artosis, if a late game player is fighting late game fully upgraded ultralisks, is there a set of units and upgrades that Terran or Protoss would field that naturally beat ultras quickly?
look at soma's map control
awesome game
the protoss and zerg will be exterminated
Precisely what you spoke of happened: zerg late upgrades cost the game
Kinda oversold us on the "mass ultralisks" title, bud. I got negative chills for that one.
Oh nooo, soma delayed Carapace... :( 5 sec decided the game...
more like last engagement with no surround in a choke decided the game XD
idk maybe cuz im inexperienced now, but zerg looks better off to me after defending that initial attack in the beginning
Was Soma skimping on upgrades to get through his transition/expansion? Or did he just forget?
SPOILER
Interesting how this game ended in similar way for similar reasons.
Ensnare is so dank
Was that _lag_ near the end? Crazy to see from a 26 year old game!
IDK if the upgrades would have changed the outcome though. Looked like a terrible engagement
I want D-Web used in ZvP
Hello everyone, is the Blizzard entertainment website spoilt ? Because I cannot login to my account. Do you have any solutions for login ?
If ghosts had a chance to instantly kill a unit, they'd be used a lot more. Heck even just limiting it to bio units would be insane. Or chance to cast lockdown on hit on mechanical
Terran OP, zerg had complete control of the whole game.
Its ridiculous that you guys can play worse in every regard and then just win off a push that is basically just marines.
What? Where's Flash? I thought this was a Flash vs Flash mirror only channel
Comments
1,024th
My brother was unfortunately born with an Ultra-Lisp 😞
Another Terran attack-move win, blah, skip to the next video, dislike
The time spent playing starcraft would be better spent doing literally anything else. It's like the most impotent nerds who worked the hardest to beat each other with imaginary weapons are now in a cult of "let's pretend."
Arty you are just an hypocrite. You bait ppl with titles and it is AGAIN a terran victory that you showed
Always mentioning how Soma and Rain are those super brainy progamers, figuring out strats and stuff.... But the guys are just weaker than the big guns in BW progaming like Rush, Bisu, Snow and so on .And almost always getting crushed by them. I do not really understand the hype around Soma and Rain..
Terran wins.
4:46 ¿🏳️🌈?
Timing. Key.