What if This StarCraft 1 unit Replaced the Disruptor

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  • Опубліковано 10 лют 2025
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КОМЕНТАРІ • 162

  • @SardineS_tv
    @SardineS_tv 5 днів тому +29

    Thank you Harstem for showcasing my Reavers!
    I think it's easy to see how much more dynamic Reavers are when compared to Disruptors. It is enough for one Reaver to have a powerful impact on the flow of the game, as it is capable of harassing units and workers without a 20 second downtime. I would love for Protoss players to have a viable opening besides just Blink and Stargate, and to reduce the strength of mass Gateway styles in PvP.
    I particularly enjoyed your comment on Scarabs having a cost making the Reavers more balance-able. The cost of Robo Bay upgrades help with that too! It is a dream of mine that the Reaver may eventually replace the Disruptor in competitive play, perhaps during one of SC2's revivals further down the line.
    If anyone would like to quickly test the Reavers yourself, you may do so in the updated unit tester on the Arcade. It is called 'LotV Unit Tester Online (5.0.14)' and is available on all regions.
    Thanks again!

    • @PeekABeeGaming
      @PeekABeeGaming 4 дні тому

      I still think terran's should give back the upgraded reavers back to the protoss. Protoss need a burrowing reaver - and it's ridiculous that it walks so slowly. Anywas, this is why i don't play starcraft anymore.

  • @TristamMacDonald
    @TristamMacDonald 6 днів тому +97

    Reaver in SC1 suffers badly from the (lack of) pathfinding. These look a lot more reliable, even though the scarab-chasing-zealot-charge interaction is pretty funny

    • @Jyoryaxx
      @Jyoryaxx 6 днів тому +8

      For the same reason though it loses a lot of its power when it's so easy to defend against it. Starcraft BW reaver is terrifying in specific timings with a shuttle, because Terran can barely hold on against it if used correctly. For protoss it's hard to run away from it, also because of pathing.

    • @ZC.Andrew
      @ZC.Andrew 6 днів тому +1

      Hero would be insane with Reeaver + Prism, even with 8 gas shots.

    • @Harstem
      @Harstem  5 днів тому +6

      Yea, its really hard to have the reaver from BW straight imported because pathfinding and general unit clump. I feel like the mod maker did a good job on keeping the essence of the reaver, while adapting it for sc2.

  • @shifra8531
    @shifra8531 6 днів тому +30

    The role of the reaver in Brood War is interesting and match dependent.
    In PvT, it's primarily used as a strong early game harassment tool. Fly shuttles in and pick off SCVs. Once Terran has enough tanks to cover its mineral lines, reavers can't really harass anymore so instead they are used to slow pushes by forcing terran to leapfrog siege tanks.
    In PvP, reavers are used mainly as zoning tools because dragoons cannot easily engage into them. Both sides will often have reavers out front with shuttles and juggle them while taking potshots at each other.
    In PvZ, the reaver is used lategame defensively mostly at expansions because it can hit under dark swarm so the zerg cannot get free clears.
    It's interesting how in SC2 it looks like reavers instead might be useful for full engages. I hope to see more matches exploring them, they're already way more interesting than disruptors.

  • @L3monsta
    @L3monsta 6 днів тому +32

    I like how I this mod the scarabs change from blue to purple after the damage upgrade has been researched

  • @lethuliv5500
    @lethuliv5500 6 днів тому +15

    Oh I just loved reaver drops :)

  • @PantoniStrikesBack
    @PantoniStrikesBack 6 днів тому +20

    In Broodwar, the scarabs dealt 125 once upgraded. And it was able to store 10 of them.

    • @ThisIsntAYoutuber
      @ThisIsntAYoutuber 6 днів тому

      125 unfortunately failed to hit any meaningful breakpoints back in Brood War. But here… it almost murders marauders, just enough for the rest of the army to kill.

    • @PantoniStrikesBack
      @PantoniStrikesBack 5 днів тому

      @@ThisIsntAUA-camr it was great to evaporate worker lines when combined with the shuttle, but other than that... yeah, I agree.

  • @Mr0Mey
    @Mr0Mey 6 днів тому +61

    100% !!! This unit is a beauty, can't stand the disruptor

    • @Amoeby
      @Amoeby 6 днів тому +4

      I like both of them.

  • @SpicyMayoVegas
    @SpicyMayoVegas 6 днів тому +49

    Disruptor may be better, but the idea of reaver drops gives me the ultimate of nerd chills.

    • @viniciussardenberg706
      @viniciussardenberg706 6 днів тому +2

      tbh i think this'd be nice, because toss doesn't really struggle mightly against Zerg but with terran and reavers would be better than ruptors against MMM balls.

    • @laughingbob5786
      @laughingbob5786 5 днів тому +2

      reaver has a better protoss design imo. disruptor is just a ball

  • @SkiaAoPNinja
    @SkiaAoPNinja 6 днів тому +10

    This needs to go into the main game. Such a more interesting unit. Better to watch. Takes skill and micro to use w/ the prism. Can make holds more interesting to potentially give some upsets in games. I see the reaver as a huge win for SC2. It also moves Protoss away from the "deathball" style a bit since they don't work will in the middle of a mass of units.
    I would be really curious how the other races handle it over time. Maybe Zerg would have to go into Muta more often and Terran has Banshee's, although that doesn't help if they go in the prism.

  • @10coolfacts
    @10coolfacts 5 днів тому +1

    Really cool demonstration of the unit. Sardine did a good job of highlighting the unit vs. a top-tier player like Astrea, who is obviously incredibly talented.

  • @pulleyfm8585
    @pulleyfm8585 6 днів тому +4

    The best thing that Reavers add to Protoss is they allow gateway units to be more powerful. They're always slow and have to be protected in the back by another unit. Sniping the Prism forces the Protoss to be very careful with their army movements. Both players feel good because the non Protoss has bought time and made the Protoss army a much smaller threat. The Protoss focus now changes from attacking to be very careful while they wait for new Prisms. The Protoss will feel really good once they get new Prisms about how they held out, and the opponent will be ready to do the dance again.
    Compare that to disrupters or even high templars. The way the game works right now if your disrupter shots are dodged your opponent can charge into your army most of the time. If they land then your opponent is basically screwed. Even high templars are kind of rough because once you've stormed a lot of players just make archons and keep up the attack instead of pulling back and waiting for energy.

  • @davidvondoom2853
    @davidvondoom2853 6 днів тому +22

    The Reavers might be slow, but the scarabs are fast. Compare that to a disruptor shot, which is very slow and can be outrun, the scarabs seem more reliable for landing hits.
    They certainly got a lot of work in, in that last game.

    • @asdfasdf-mn8iu
      @asdfasdf-mn8iu 6 днів тому +1

      Disruptor have among the highest speeds in the entire game, lol. They're faster than a stimmed marine.

    • @andrewadami3920
      @andrewadami3920 6 днів тому +9

      @asdfasdf-mn8iu That's not actually true. You need to compare like things. The Disruptor [Nova], I assume that's what you meant by Disruptor, is an attack and should be compared to other attacks. It is one of the slower moving projectile attacks in the game. Many attacks hit instantly and can't be dodged. Imagine a marine bullet at that speed. Or a tank volley sailing through the air. They would be dodge-able attacks at Nova speed. Others that are projectiles, still move much faster than the Nova. So, comparing the attack to the speed of a unit is like comparing the speed of a hand grenade to that of a bicycle...it's a silly comparison.
      Not to mention, the Nova used to be much faster and sported a larger radius. Back then it was still unreliable, though devastating when it connected. To compensate, the cooldown was longer as well. All-in-all, it's a flawed unit. But it's what we have. And it's not bad, just not great either.
      If you are comparing the movement speed of the Disruptor itself to a stimmed Marine, then I really don't understand your comment.

    • @eyeballpapercut4400
      @eyeballpapercut4400 5 днів тому

      @asdfasdf-mn8iu He meant the Purification Nova

    • @Harstem
      @Harstem  5 днів тому +5

      The reaver almost works like siege unit here. Hard to get across the map with, but once you are there they pack quite a punch. I personally love when units have such big obvious downsides, they tend to create more dynamic games a lot of the time.

    • @asdfasdf-mn8iu
      @asdfasdf-mn8iu 4 дні тому

      @@andrewadami3920 You're right, I forgot to type "nova" there. The difference between other attacks and the disruptor attack is that other attacks (with the exception of ultra melee attacks) cannot be outrun or avoided except for by teleporting (blinking or recalling) or loading into buildings/transports. A stalker shot, once shot, cannot be avoided by a unit, no matter how fast it is. A tank shot hits instantly and cannot be avoided at all. On the flipside, none of these attacks deal even a fraction of the nova damage, so comparison to those attacks is pretty much pointless.
      Comparison between the nova and units is very much relevant because units are naturally gonna try to outrun the nova. Just like they'll try to outrun an ultra attacking and they might try to outrun a lot more attack projectiles if those were avoidable, at which point comparisons between those become more relevant again.
      The original statement was novas being "very slow", which is simply not true in the sense that they can be outrun. Most units cannot even begin to outrun them. Scarabs might be a tad faster, but that's imo not why reavers are much more useful than disruptors in most cases, it's much more the auto-targeting and frequency of shots by reavers.

  • @abduktedtemplar
    @abduktedtemplar 6 днів тому +4

    So good to see the Reaver in SC2.

  • @NecroGoblin-yl2fx
    @NecroGoblin-yl2fx 6 днів тому +23

    tbh i like the Reaver better then the Disrupter.
    we also got it in campaign and i think it can be made like in campaign.
    it can have up to 5 scarabs at a time and it takes some time to build one, but they can fire then pretty fast and they do not cost anything.
    so think about having 5 shots ready then it takes time to make new ones, so for short combat they are great but not so good for fights that draw out.

    • @TofuofLight
      @TofuofLight 6 днів тому +1

      Tbf most fights shouldn’t last through 10 shots of scarabs from 2 reavers. And if it is constant hit and run then it just gives more time to rebuild scarabs.

    • @goodlearnerbadstudent756
      @goodlearnerbadstudent756 6 днів тому +1

      reavers in campaign and coop behave nothing like this reaver/bw reavers iirc.
      as you can see, this reaver scarabs can be blocked by minerals, other ground units etc. campaign reavers are just funny stalkers(their shots cannot be blocked etc)

  • @Warg_Raabjorn
    @Warg_Raabjorn 6 днів тому +6

    Reaver was one of my favorite Broodwar units! I actually kind of hate the disruptor since I rarely see them land significant damage, they’re so expensive and it’s a micro tax on your brain during fights. Would love to see the disruptor changed to behave like a reaver honestly.

  • @theRealDemonPizza
    @theRealDemonPizza 6 днів тому +6

    two seconds in, and I'm already sold. sign me up

  • @abudgie6909
    @abudgie6909 6 днів тому +16

    Reaver looks a little imba in this state, but I wonder if it might make for more interesting gameplay than the disruptor.

  • @__Brandon__
    @__Brandon__ 6 днів тому +3

    It'd be cool if the balance council refreshed all the tier 3 units with alternatives. The current unit comp has been solved like 20 times. The only unit that gets refreshed it the mothership and core, but imagine we swap out the hellion or a phenox. Not that those units aren't cool, but it would certainly breathe some new life into the match ups

  • @mrpotato8985
    @mrpotato8985 6 днів тому +8

    I would really like to see this unit in the game. I don't like disruptors.

  • @TheIndignation
    @TheIndignation 6 днів тому +2

    After watching this, I actually like the way the reaver's design fits into SC2. It is a niche unit with a very big strength and weaknesses and it fits well as an alternative to the disruptor. Cool stuff.

  • @anima94
    @anima94 6 днів тому +7

    8 gas is such an insane cost that the reaver sounds only useful in some situations or maybe for late game

    • @blaurvedrur
      @blaurvedrur 6 днів тому +3

      A stalker costs 50 gas, and how many shots you need to kill it - 2, 3? Nice trade, considering that getting a shot with a reaver in this mod is way easier, then it is with disruptors

    • @ericwolf9664
      @ericwolf9664 6 днів тому +1

      @@blaurvedrur You forgot to mention banelings as a more direct comparison as well, and we all know how good they are for Zerg. And these things don't have quite as many direct issues with it.

  • @rekt4guud134
    @rekt4guud134 6 днів тому +5

    Reavers are the coolest unit.

  • @hupsaiya
    @hupsaiya 6 днів тому +3

    It would just be really nice to see something new.

  • @grayfoxx130
    @grayfoxx130 6 днів тому +5

    We want the reaver back!! Swap it out already Blizzard!

  • @Aminmotors
    @Aminmotors 5 годин тому

    oh yes finally coverage of sardines mod!

  • @Swibbleback
    @Swibbleback 6 днів тому +1

    There are pretty good sc1 mods out there. I would like more stuff like this :)

  • @k3llym0
    @k3llym0 5 днів тому

    One of my favorite sc1 units, up there with medics and defilers. Always felt burned it wasn't around. It was never meant to be anti stalker (wow that one scarab killed 6 stalkers holy hell), but anti ultralisk and anti building. The ancient reaver drops of the old days where to kill your nexus command center or hatchery to soft lock you or block tech. 3 reavers can 2 shot a hydralisk den for example. To ignore probes in favor of hitting the main bases center, using the shuttles (prism micro) to be safe from the workers/army units trying to retaliate by fleeing to the dead space over and over. The aoe effect is just a bit smaller in area then that of a siege tank, but it seems here in this data mod the aoe of the scarabs is equal to that or perhaps a little bit less then that of a siege tank. In starcraft1 the friendly fire was quite spectacular but here in this data mod the friendly fire seems to have been deactivated. Pretty cool seeing you cover custom unit data like this harstem. very cool well done.
    ''I wonder if the scarabs explode when they die any way''
    Yes when scarabs are timed out (out live their life time timer) they kill them selves and when the scarab projectile unit dies it performs its search area regardless of whether or not there are any available targets in the area, the search areas still going to do damage even if the primary target is not reached.
    ''I wonder if they benefit from attack upgrades''
    Yes and no. Yes they do get damage increases from the upgrade listed under their units unit data located in the support bay for the raw +25 damage upgrade for the increased splash damage but do not get basic damage increases from the primary weapons upgrades.
    There never was an upgrade for reavers range, that is pretty funny. Similar to my data mods reaver upgrades, really nice seeing the effort put into making this.
    ''It seems harder to micro against then disruptors''
    Absolutely, the disruptors projectiles last 3 seconds compared to the reavers 8.75 seconds, and they auto lock on, and their movement speed is much higher then that of the disruptors purification nova projectile unit. With only half the damage of a disruptor how ever, the scarabs release times much higher as well, so many more scarabs are out on the field then there ever would be purification novas. Purification novas area is larger how ever, and does deal more damage. Just much less often. When units get out of range of the scarabs, the scarabs will attempt to adjust their trajectory to be closer to their target, before they run out of time, disruptors do not do this either. Lastly and perhaps most importantly reavers can move after launching scarabs unlike disruptors which become stunned and disabled and un able to move.
    ''im not sure reaver drops are viable in the competitive environment''
    in starcraft1 it sure was: Liquipedia:
    ''CJ's Snow holds the record for most Reaver-kills in a televised match. In his game against n.Die_soO on July 17th 2010, one Reaver killed 72 enemy units.''
    In my humble opinion I personally prefer reavers to disruptors by alot. But are they fair? im not certain they are.

  • @scottevensen2615
    @scottevensen2615 6 днів тому

    "In the 2nd millennium of the common era, in the year 1998" lovely! 🙏

  • @brunob4566
    @brunob4566 6 днів тому +3

    I think it would be cool to see how starcraft 2 would look with most units that were in sc1, and im not talking about the mod, but the actual units from SC2 campaign. in the mod for example siege tanks, vultures, hydras, zealots, etc. were converted to look exactly like in sc1. i would just want to see non mod campaign units from the actual game that were in also sc1 be used in sc2. it doesnt have to be exactly the same as sc1, changes are good, like with the firebat, its alot bigger and a bit more expensive but its still a unit from sc1 that we dont get to see so using the same units but a newer version of them would be cool

    • @Pixelbuddha_
      @Pixelbuddha_ 6 днів тому

      SC1 Units in SC2, or Campaign units for that matter, would be insanely broken
      You would have to tweak them alot, because SC1 units are balanced by the game being much slower, you not being able to select as much, and worse pathfinding
      If you for example would give Zerglings the stats of SC1, there would literally be nothing, not even a SC1 unit, that would be able to stop 12 Pool

  • @jacobclark3710
    @jacobclark3710 2 дні тому

    I like that the reaver is so much slower than the army. You have to consider the unit and its mobility/positioning.
    Most of the protoss ground have about the same speed, so no wonder deathballing is so prevalent when all the units move together seamlessly.

  • @natecw4164
    @natecw4164 6 днів тому +3

    I've never been a huge fan of the Disruptor. From a perspective of zoning and *definitely* for clearing Mines and Lurkers, they serve a need. Outside of that, they just make engagements annoying and coin-flippy for both players.

    • @marinauder
      @marinauder 6 днів тому +2

      They probably needed that "dopamine rush" unit for highlight reels, but yeah, this unit's value purely depends on players' microvand while it's true for most units, it's even more egregious with disruptors

  • @Ty-bz7zx
    @Ty-bz7zx 6 днів тому +2

    Nice intro! 🤪

  • @ntm4
    @ntm4 3 дні тому

    One crazy thing that I don't see anyone mentioning is that Scarabs don't do damage to friendly units. Imagine a Disruptor nova that didn't force you to micro-manage your Chargelots! One that was actually useful against Zerglings in melee range!

  • @Dullstar2XQT
    @Dullstar2XQT 2 дні тому

    I think a big point in favor of the Reaver over the Disruptor is that, while both units need micro to be used to their full potential, Reavers aren't literally useless without it, and the value they provide is very tangible, and these factors I think make them feel very good to learn to use. The main value of the Disruptor seems to be as a zoning tool where really it's really just there to _threaten_ a lot of damage so your opponent has to move their army somewhere less favorable, but that just makes it very difficult to learn: when you use it correctly, it's hard to see it working, and when you don't use it correctly, it's useless instead of just not as effective as it could be.

  • @stalwart56k
    @stalwart56k 5 днів тому

    Reaver looks amazing in these games. I wanna see MaxPaxx vs Serral with Reavers! That would be the ultimate balance test :)

  • @phongminh2588
    @phongminh2588 6 днів тому +1

    If there is a tech tree where players must choose what to buy between choices; others would be greyed out for the rest of the game.
    Like the unit choices you have to make in the campaign, but it would be in-game choices.

    • @PeekabooEUDK
      @PeekabooEUDK 6 днів тому

      How would you techswap then? Pick the wrong tech and ure dead

    • @ufdarxy
      @ufdarxy 6 днів тому +1

      @@PeekabooEUDK well, obviously you should not be choosing between phoenix and colossus. This choice needs to be between units that fulfil similar roles in a bit different ways

    • @fraserlord4074
      @fraserlord4074 6 днів тому +1

      Seems like part of the concept that zerospace is going for with their mercenary system

    • @PeekabooEUDK
      @PeekabooEUDK 6 днів тому

      @ Like how? been lots of years since I played the campaign. I just assumed when he wrote tech tree that he meant the current multiplayer version

    • @ufdarxy
      @ufdarxy 6 днів тому +2

      ​@@PeekabooEUDK e.g. a choice between a reaver and a disruptor. Once you've built a robo bay, there is a 1 second upgrade that switches to reaver. Something like that

  • @laiye6166
    @laiye6166 6 днів тому +2

    Hello, this is your boy Harstem

  • @nKaero
    @nKaero 6 днів тому +6

    Always was kinda sad the Reaver didn't make it over to SC2 - was never that great of a unit for the investment but it had it's niche uses for sure. Shuttle Reavers with Corsair support was alot of fun to use against Zerg back in the day if you could pull it off.

    • @TheChaosNova
      @TheChaosNova 6 днів тому +2

      go watch snow use a reaver and tell me it wasn't that great of an investment lol.

    • @AnimeFan-wd5pq
      @AnimeFan-wd5pq 6 днів тому

      Tbf, for an old watcher apparently it was actually just a niche harass option. Heard Artosis talk about it in one of his videos and it’s hard to imagine it not being a PvT mainstay.

  • @JacksonSeiter
    @JacksonSeiter 6 днів тому

    Yes, we need this

  • @hyperborean2576
    @hyperborean2576 6 днів тому +1

    man, they really nerfed the damage and splash radius of the Reaver in this mod. In SC1 one shot would kill most of those zealots at 6:38

  • @Evarakeus
    @Evarakeus 6 днів тому

    The Reaver harass in PvZ went exactly like I expected lmao. Looks way more potent than archon drop

  • @dj_koen1265
    @dj_koen1265 6 днів тому

    i think we dont really need the reaver to come back, but i think we do need the disruptor to be more like the reaver
    namely: shorter attack cooldown, damage fall-off, lower speed, being able to pick up the disruptor without losing the disruption nova
    it would make the unit more interesting
    and i have been saying for years now that we need more situational/slower units in the game

  • @thomasl7860
    @thomasl7860 6 днів тому +2

    It would be cool if reavers left behind a glowy blue trail, that reinforcing reavers could follow for a movement speed increase. The pathing would automatically take this path if it’s the faster route to the destination. This would keep games from being gimmicky warp prism micro fests. You could also patrol an area through and around your bases with the reavers to keep a defensive reaver highway active

    • @strammerdetlef
      @strammerdetlef 6 днів тому

      slime sounds too zergy for me

    • @thomasl7860
      @thomasl7860 6 днів тому

      @ rather than slime, it would be more of a glowy blue trail. I just edited it to “trail” aha

  • @invoangelus
    @invoangelus 6 днів тому

    At this point I'd vote for any major change, especially relating to disruptors, one of the few problem units currently. We can whine about reaver balance after it's been implemented.

  • @Serenmew
    @Serenmew 6 днів тому +2

    We need Snow vs Arty on this mod...

  • @Matej_Sojka
    @Matej_Sojka 6 днів тому

    I never liked that SCII got rid of so many BW units. So this was nice to watch.

  • @AnimeLOVER-uw9js
    @AnimeLOVER-uw9js 6 днів тому +3

    Please bring back defilers instead infestor winter always said game is balanced when the most weak race is zerg he really hate zerg

  • @Blueist
    @Blueist 6 днів тому

    Maybe just needs a longer delay between shots and it would be great for SC2.

  • @PCProphecy
    @PCProphecy 6 днів тому

    Imagine reaver cosmetic skins with all the current skins available. Overall, if we switched the disruptor for the reaver... pros would eventually learn how to properly unit spread, and the lower ranks would cry, claiming "reavers op" because they'll move their entire army with one hotkey, group up units, and die.

  • @abyrvalg_
    @abyrvalg_ 6 днів тому +8

    To be fare, protoss players are like magicians these days: almost every unit has active abilities. But in SC1 reavers had friendly fire and I also think it should be added to to punish mass reaver strategies.

    • @mauricioalejandrowestermey1180
      @mauricioalejandrowestermey1180 6 днів тому +18

      Reavers don't do friendly fire in SC1 or BW.

    • @hfhfdjsk
      @hfhfdjsk 6 днів тому +5

      Not true no FF

    • @blaurvedrur
      @blaurvedrur 6 днів тому +2

      AoE of these reavers are not as impressive though

    • @ataleofvalor
      @ataleofvalor 6 днів тому +2

      They are also ridiculously slow, which should punish massing enough

    • @lukex1337
      @lukex1337 5 днів тому

      Nice job on making that whole thing up.

  • @anzyroadside2374
    @anzyroadside2374 6 днів тому

    StarCraft Reaver+Dropship is a menacing pair. However, I can't imagine dedicating a Warp Prism for 2 Reavers in SC2 being a viable tactic in the current meta, unless it's below diamond.

    • @KareemKhan-e1c
      @KareemKhan-e1c 6 днів тому

      You just watched 3 GM reaver wins back to back

  • @TofuofLight
    @TofuofLight 6 днів тому +5

    The fact that scarab are “smart” aoe unlike siege tanks or disrupters is big too as they won’t do friendly fire. Combine with current day warp prism to pick up and drop them super efficiently it would be op

    •  6 днів тому +1

      Reavers don't damage their own units to begin with. Toss are immune.

    • @TofuofLight
      @TofuofLight 6 днів тому

      Yes that’s what I was getting at, I phrased it a little weird

    • @ataleofvalor
      @ataleofvalor 6 днів тому +2

      They get stun when dropped tho, so not imba but strong imo

  • @RedmundR2
    @RedmundR2 5 днів тому

    what would happen if we put a brood war unit into starcraft 2 but changed so much about the brood war unit that its really not even close to the same thing

  • @AndreasMnck
    @AndreasMnck 6 днів тому

    Would be fun if you had to manually reload the unit each time. Also disable auto attack so it's kind of like the Swarm Host.

  • @hinney827
    @hinney827 6 днів тому +1

    Beg your pardon, Captain. Blizzard did not release a game called StarCraft 1. It was simply called StarCraft ;)

  • @whisped8145
    @whisped8145 5 днів тому

    I like the Reaver so much more than the unwieldy salad bowl. Didn't this thing have friendly fire or am I just imagining that would make it better?
    Overall I liked the classic intricate SciFi look of the Protoss in SC1 so much more over the soulless large clean plates of asian magic scifi in SC2. It's more Draenei-vibe than Protoss.

  • @AnimeLOVER-uw9js
    @AnimeLOVER-uw9js 6 днів тому +1

    Zerg have issue with infestors they are so trashy unit a diference high templars or ghost the only fact is mind control viable but is most when enemy guard down or you are winning just a focus fire and is a wasted 150 gas... please bring back defilers instead infestors they are so good and is a real support unit

  • @Ljokerz
    @Ljokerz 6 днів тому

    Use phoenix to pick them up + charchlots and stalkers maybe one or two importal in the mix

  • @csp890
    @csp890 6 днів тому

    I would also be happy if buffed colossus by removing their vulnerability to anti air and nerfing the disruptor to death. Colossus have enough counters as is in modern sc2; the original idea of AA countering them is no longer necessary.

  • @GigaTyGuy
    @GigaTyGuy День тому

    I miss reavers the most of units that didn't return

  • @christophec6201
    @christophec6201 6 днів тому

    3 reavers with shield batteries as defense will be imba while the rest of the army attacks.

    • @ataleofvalor
      @ataleofvalor 6 днів тому

      Just targeted them down with a stim in a few seconds, nothing to tank for them

  • @H4NGM4NDVD
    @H4NGM4NDVD 6 днів тому

    cant wait for ice age 6

  • @petercriscuola
    @petercriscuola 6 днів тому

    that would be awesome! disruptors suck since day 1.

  • @fredgagne2548
    @fredgagne2548 День тому

    So are they gonna bring back "REAL" disruptor too??

  • @nihil-baxter
    @nihil-baxter 5 днів тому

    What would happen to SC2 if Harstem would be kicked out of the hilarious balance Clowncil? It would be great again.

  • @Morkftw
    @Morkftw 4 дні тому

    Yes, please, bring the Reaver back. I'm really not a fan of the disruptor as a unit. Reavers would be a great replacement if properly balanced.

  • @bobloblawlove
    @bobloblawlove 6 днів тому

    Scarab!
    Took you 98 seconds to get out of the character.

  • @ponchoissean
    @ponchoissean 6 днів тому

    They should have done this a very long time ago.

  • @firestarter000001
    @firestarter000001 6 днів тому

    I do think reavers might be strong against Terran, since splits in the moment will be near impossible, but that PvT game was a bit skewed since Dolan lost 2 full medivacs for free, I mean any game for Protoss since that point will look pretty damn good.

  • @AntiDoctor-cx2jd
    @AntiDoctor-cx2jd 6 днів тому

    Not sure what the point was. Put in a different unit but balance it out so it doesn't affect the game.

  • @leandrotiberio2945
    @leandrotiberio2945 6 днів тому

    Please please, talk with the council balance to restore de reaver!!!!

  • @disieh
    @disieh 6 днів тому

    I will guarantee if harstem plays vs clem with reavers, harstem will still lose cause clem will micro individual marines to tank scarabs.

  • @Edandar
    @Edandar 6 днів тому

    I would prefer to play the game without the disruptor even if nothing replaced it.

  • @josearmandogomezrocabado537
    @josearmandogomezrocabado537 6 днів тому +2

    I though this was sc evo 😢😢😢

    • @natecw4164
      @natecw4164 6 днів тому +1

      uThermal uploaded his games from the recent Evo tournament this morning! 😊

    • @chrishaywood2458
      @chrishaywood2458 6 днів тому

      No then you'd be seeing Dragoons and shuttles not Stalkers and prisms. I love the sc evo mod though I play it often.

    • @josearmandogomezrocabado537
      @josearmandogomezrocabado537 6 днів тому +1

      @chrishaywood2458 I know jaja I mean I thought that it was an sc evo video because of the clickbait.

  • @drolp5680
    @drolp5680 6 днів тому

    Thats crazy wile my Internet where down I played story picking the rever I didn’t even play for 3 Yeats what are the odds 😂

  • @Moeron86
    @Moeron86 6 днів тому

    Ill take a reaver over a disruptor every single time

  • @ruffianeo3418
    @ruffianeo3418 6 днів тому

    While this is about reavers... thinking about how terran could counter it - banshees come to mind... which in turn led my train of thought to the fact, that nowadays, every P goes mass Stalker.... so here the question, Harstem.. are (blink) stalkers a good concept? Counter to BC, Harassment Unit, Fast, Great for drop defense, great for All-ins, ... so it kind of is the no-brainer default unit, good for nearly everything. Sounds bad - in the light of game design.... Now add a reaver and Terran cannot even "suprise" the Toss with 6-8 Banshee, because there are always at least 15 stalkers in the action...

  • @johnsmith42
    @johnsmith42 6 днів тому

    sadly disruptor got nerfed to death stationary when shooting and the ball got slowed while others got buffed e.g hydras can leap forward... at least disruptor should be able to move again

  • @laureloneiros1500
    @laureloneiros1500 6 днів тому

    They should one-shot SCVs, I’m sick of Terran always getting special treatment

  • @rvbencole
    @rvbencole 5 днів тому

    8:40 AYOOO?? pause

  • @z43z4r
    @z43z4r 6 днів тому

    Now do cyclone with Goliath

  • @scottevensen2615
    @scottevensen2615 6 днів тому

    Reavers > Disruptors

  • @Lmaokekw975
    @Lmaokekw975 6 днів тому

    A toss unit which doesn't suck ?

  • @napalmballwipes
    @napalmballwipes 6 днів тому

    Im confused why you wouldnt try them yourself, hasnt there been an sc1 vs sc2 mod for years?

  • @thomaschevrierlaliberte5884
    @thomaschevrierlaliberte5884 6 днів тому

    Around 22:20 the zerg has 1800 apm! Is that even possible?

    • @TheSuperappelflap
      @TheSuperappelflap 6 днів тому

      yes with high enough keyboard repeat rate and holding down a button

  • @freshjori
    @freshjori 6 днів тому

    DID HE JUST SAY SHREK 2 IS BETTER THAN SHREK 1???????

  • @HellecticMojo
    @HellecticMojo 4 дні тому

    They could replace the disruptor with the bloody scout for all I care.
    Disruptor was the worst idea for the protoss and should've never been made.

  • @leandrotiberio2945
    @leandrotiberio2945 6 днів тому

    YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSS PLEAAAAAAAAAAAAAAASEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE REPLACE THE DISRUPTOR BY THE REAVEEER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! PLEASE PLEASE !!!!!!!

  • @ssv-y2q
    @ssv-y2q 4 дні тому

    100%, i've been saying from day 1 of lotv beta that dirsuptors suck not fun. And later i added cyclones and tempest to that list. The tempest is just boring

  • @quineloe
    @quineloe 6 днів тому

    With SC1 AI reaver?

  • @Edahsrevlis
    @Edahsrevlis 6 днів тому

    This is complexity creep. Immortal = big damage. Colossus = splash damage. Reaver = big + splash damage. You've added complexity but no depth.
    In contrast, the Disruptor (which sucks) at least has a distinct identity and mechanics.
    I think the answer would be to rework the Disruptor into something closer to its original design, no projectile, just have the actual unit rush forward to deal damage and force splits, unburrows, etc. It would be like a cheaper melee unit with aoe damage that morphs between modes.

  • @jommsnow
    @jommsnow 6 днів тому

    I have been asking this for a long time. Disruptors suck!!!

  • @deathcraft2299
    @deathcraft2299 6 днів тому

    engagement

  • @dannymish573
    @dannymish573 6 днів тому

    No gg kind of tournament

  • @marcinkrocki8114
    @marcinkrocki8114 6 днів тому

    balance around this unit in SC2 maps and design would be a nightmare, will get downvoted but disruptor is so clean compared, game design is a bitch

  • @asdfasdf-mn8iu
    @asdfasdf-mn8iu 6 днів тому +1

    I mean, a reaver is a mobile tank without friendly fire splash and without minimum range. Quite obviously it is too strong. Much stronger than the disruptor, can shoot reliably on its own, cost per shot is absolutely negligible, I feel it is just better than any AoE-unit in the game, maybe except colossi vs. light units (and we know how often those come to bear). Their only drawback is that they cannot attack through units and over cliffs, because the balls always need to pathfind their way to the target. Which is why geralt trying to kill drones from the highground probably was confused at the reaver just doing nothing.
    The thing why they kinda work in BW is because of the god-awful pathfinding in that game, making them very unreliable and thus kinda balance them out. Just like zerglings in BW are balanced by falling over each other and standing in each other's way, getting stuck everywhere etc. If you added this to the game, protoss would win every tournament and if they wouldn't, they'd simply suck balls lul.

  • @KaiserMattTygore927
    @KaiserMattTygore927 5 днів тому

    The world would be a better place.
    Why they didn't just bring back the Reaver for LotV MP instead of that lame spinning ball I'll never understand.

  • @devin6272
    @devin6272 6 днів тому +1

    asdfçaskdlfjaçklsdfjçaklsdjfçlakjsdfçkadsdkasfkjçasdfljçasdk comment for algorithm. great video

  • @TheSuperappelflap
    @TheSuperappelflap 6 днів тому +1

    Ive been saying for years that the disruptor is a terrible unit design and should be replaced with the reaver.
    There are plenty of other terrible unit designs introduced into the game with LotV. The ravager with an attack ground ability, the only unit in the game that can target ground like that with a single target ability. You cant tell siege tanks or colossi to attack ground but Zerg gets it for some reason, which makes force fields much worse and not viable as a defensive tactic against Zerg timing attacks. It also does air and ground damage. Its very hard to balance the rest of the game around this ability.
    Liberators are also terrible, an air unit that can siege and do massive ground damage from air space that hugely restricts map design options. And cyclones which have been reworked at least 5 times and still no one is happy with the unit.
    The only units added in LotV that I do like are the adept and the lurker. Honestly sometimes I think it would be better if this expansion was never made.
    I hope that we can seriously consider replacing these failed unit designs with designs from SC:BW that do work, with some tweaks to balance them for the SC2 game engine.
    Some notes on this reaver design;
    The reaver moves twice as fast as it should. Its almost as fast as the immortals in the first game. It should be much slower.
    The scarabs costing 0 minerals and 8 gas doesnt make any sense, make it 20 or 25 minerals and 10 gas. Also make people have to manually build the scarabs instead of doing it automatically. There's no reason this should have an auto-build option which it looks like it does in the video.
    The scarab pathing around units is too good, make its turn radius slower so you can actually micro to block it from moving.

  • @henriboelecke1155
    @henriboelecke1155 6 днів тому

    Hallo Captain