yeah dude has no idea what hes talking about Lots of veterans agree that mines and banes and disruptor are braindead dogshit design and should've never been in the game. Reaver target firing took skill espeically with micro. Dragoons making 7 early to prevent terran first push.... Learning to feedback defilers or use a dark archon to swing the tide of the game... Sc2 is a far cry from broodwar's skill floor and ceiling. Its a big reason I didnt like it was the absolute straight removal of older units instead of keeping them an adding new ones.
@@Tory-JJ removing a unit because it wasnt used much and the units role was to simular to a new unit. Maybe let the player decide if a units is not used much. Scout for example was still used in ffa's. Removing options is bad. Reaver was spectecular. I feel something was lost in SC2 that broodwar had
@@geuros Banelings are not at all worse (except for Zerg vs Zerg… hate ling/bling mirror). They are so much less cost efficient then widow mines and not reusable, and after their nerf I hardly use them at all against Terran infantry anymore because they do pretty much nothing to marauders and get evaporated en masse by the buffed tanks (AND WIDOW MINES). Even if you lose a good number of marines to banes, they’re spending gas to gas less units alongside themselves and it’s nothing, NOTHING compared to losing 50 mutas to two mines
@@AtillaTheFun1337 you can't lose 50 mutas to 2 mines, you need 4 to destroy the whole flock of mutas. Don't play mutas then, you absolutely don't have to and if you lose them to mines, you're not slow but stupid. Banes are one use, but they chase you, on creep no chance - no other race has this advantage of "lava floor" where you can't ever win a fight. Mines are not reliable, sometimes they help you tremendously, sometimes they ignore the banes completely, sometimes they kill half of your army. Mines got nerfed by the way and their burrow time research is way longer than e.g. range for lurkers. Like what do you complain about. You can win games using just queens, lings and banes, the ungodly amount of these units that you can get is absolutely crazy, mind you banes take 0.5 supply, like wtf. Mine is 2 supply. And cost efficiency? Zerg has the best economy so why does that matter. It matters in a long game where you are nearing mining out of all resources, that's like 3% of all games you will play. In the rest of the games, you can win games where you lost twice the resources of Terran, just because guess what, Terran can't remax instantly, Terran can't produce the unit they need at unlimited speed (like you can use all larva to make ultras), no, Terran can't make tanks in starports etc
I dislike the widow mine too. It's just unfun... If I could redesign Terran I'd nix the reaper and widow mine. I would change the hellion to have a spider mine tech, but only one charge of it on a long recharge, and then the spider mine would have timed life as well. This would give the Hellion greater use as a harassing unit late game. Allow it to bait counterattacks or take riskier dives with better options for retreat. The spider mine also gives you a chance to split or counter, which the widow doesn't allow most of the time.
100% agree with you. Scarabs at least have difficulties getting in the middle of your army, making them less effective than disruptors in a head-to-head combat.
I played Starcraft back when, I wasn't a good player. Not much control over the units and thevA.I. kept killing me, I only won by saving Jon stop so many save points. Also, many defensive builf8ngs, too many, so many crystsls spent building those things. Anyway, I liked the Dark Archon because in dome missions I could control a drone and a SVC and have all three armies obeying me. Side note, did they consider the ramifications of the protons bring able you vontrol and increase the other two functions? Seems like a win case for them, just show up on the battlefield with what works best from each faction. Even if they could not control zeros in large scale, humans should be fair game to command and throw in war.
I remember two maps that I made myself back then, one of them being a max size 8 player one with starting positions on islands to make it kind of impossible for the AI to do anything against you until you were in the mood for it. I also put an absolute ton of resources on each island so you didn't really need to expand to keep yourself going. I would create a game with me vs a Zerg and Terran. Get Dark Archons and destroy an expansion base while leaving one worker alive and then do the same to the other race. End up with one full base of each race and mess around for ages and taking over the whole map before taking out each enemy with a mix of Protoss and their own units. I particularly enjoyed a whole line of tanks and Hydras.
Anyone else got goosebumps when playing the first Terran mission? I mean the one in which all that uou need to fo is build a barrack and a few supply units. First times trying to explore the map and kill zeroing was like going against a nightmare. Lost a good number of marines before realizing that I could send one with full health and even if it got hurt, so long it managed to bring a zerglibg ir two in toll and not die that was enough for my other marines to kill off. If it got too hurt I would keep it in the group and just send one with full health.
@@WolframHeart-xp2px yeah I do too. I got the game when it came out back in 1998, finished it and Brood War (Well, needed some help from the friendly cheat codes for some of the Zerg missions) at least once per year for the next 7 years then here and there again since then. I recently decided to play it again and damn the nostalgia.... on what must be like my 20th play through I still love it and just get so immersed. I pretty much always listen to something in the background while playing a game unless it is the first time playing but even with all of the hours I have put in I still play with only the game sounds. I don't think there is any game where everything comes so automatically to me. The voice lines, units to use for different times etc and like even with my last play being in end of 2017 and the one before that also being years before I still just know all the hotkeys as if I never stopped.
😀 Ar slow in SC1, in SC2 can by litle fast. Slow, Fast, Buggy, ar just fake reason, Reaver Scout Corsair Dragons, Albitrar, ar too OP units. Shuttle and Warp Prisme it evolution protos army, rest ar just fake reasons.
I never liked them cause they were so bugged af like homing but not destroying the projectile into an enemy unit, like the homing turned into an orbit spin on the enemy like a solar planet spin lol
Check teamliquid post from me about reaver pathing and your reaver wont be "buggy' anymore. Sure it could be seen as a bug but actually isnt. As explained in the post the scarab finds a path towards a static target, but when it starts to move the pathing is constantly reset giving the impression its not working as intended. The fix for this is to change your attack angle to paths where there are less obstacles. Example if you drop reaver behind mineral line to hit workers that moves you will get this issue. Dropping reaver on worker side you will have a clear path and the scarab will work as intended.
That's exactly why we don't have arbiters in SC2. Massing them and sending at the enemy base in hope one will pass, is not tactical approach. Not that Protoss players know what Tactics even mean.
@@blacklight4720 Yeah, you can't give protoss actual options, they need to be the flimsy garbage race that can only win with the game's silly clumpy pathing.
I think the most useful I've ever seen a mothership be was when it cloaked a nexus and mineral line, preventing a group of swarm hosts from doing any damage, since there was no detection.
That sounds incredibly inefficient. You’re going to spend 800 resources and 8 supply to negate a unit that otherwise wouldn’t be a problem if you just had better map control.
Honestly, I hate hide-the-base games because it all boils down to hiding your last few structures. The problem is mainly because of a poorly optimized victory condition: *ALL* structures, including non-production, keep the player from being defeated. Another problem is the lack of alternative victory conditions, which is present in games like Dawn of War, Age of Empires and Company of Heroes.
@@diamondwave100 You don't build a mothership for that purpose. You can't - it takes too long. But if you have it, and you don't have enough map control to take out a group of swam hosts, using the mothership to protect your base without fighting is real damn efficient.
The most interesting unit in the game, with a cool audio-visual design gets dumped for some shitty knock off nobody ever uses because it's the most niche thing in the entirety of the multiverse. That was SC2's biggest tragedy, even me in 2009ish when the SC2 website was showcasing the units that were going to be in the game, and every day I got more and more concerned when I DIDN'T see arbiters on that page.
@@balazsfenyes3880 SC1 has started RTS e-sports, so when Dragoons were made Blizz didn't think about making everything smooth like in WC3/SC2. SC1 Dragoons way of walking was just an immersive thing, an issue that this unit just have to make it unique and cool.
Scouts would need a price cut, but I feel like they could be useful against mass corruptor, but it probably wouldn't make for very exciting games since it'd be all skytoss. Dark Archon maelstrom would actually be insane in SC2 I think. Generally it was hard to use in Brood war, because your economy wasn't nearly as good and managing spellcasters was a lot tricker, because it didnt use smart casting like SC2. With the giant SC2 armies, you'd commonly see blanket maelstroms onto the entire zerg army to crush them. And tbh, I have no idea how Zerg would deal with that. Arbiters are really the only unit I feel is missing. They'd be such a better replacement for the garbage overpriced mothership. If a viper can yoink a mothership you should at least be able to build a bunch of them, and the arbiter stasis field gave them another ability they could use to make them feel powerful. Mothership feels so weak now, ever since they removed vortex (granted vortex/archon toilet was broken as hell).
@@taragnor To be fair they could just add all old unit and let people decide there own style of play. But honestly dont know how that work in rts games.
They are harrass and siege units. They cant move with ur army unless in a shuttle and scarabs arw way too buggy that you can only control two reavers at a time else you donate your whole army manually targetting
3:40 Great to see Sc: Remastered doesn't have a problem with sprite limits. I remember in Sc: BW, such a limit meant Valkyrie Frigates ended up shooting "invisible H.A.L.O. Rockets" that do 0 damage each :p
Because they're actually interesting units, and you can't have those. "Let's remake the arbiter as a shitty hero unit that's worse in every way and call it the Mothership" Yuck.
It's not really accurate to say that Oracles fulfilled the stasis role of Arbiters. Stasis wards are functionally very different from the actual stasis ability, and more importantly, Oracles didn't exist during the development of Wings of Liberty. They were a Heart of the Swarm unit created because the development team wanted to give a Protoss harassment option that didn't involve just attacking workers, though they ended up with an attack because the developers couldn't find a balanced implementation of it.
It's funny, because on the box art for heart of the swarm they advertized their mineral stasis ability, but I believe they removed it either day one or within a week of release.
i mean the main reason it was imba in the first place was because initial iterations of mineral shields randomly casted onto 5 nodes at once. so rather than toning that down to like 1 node at a time they just removed it entirely. nowadays instead of doing something like this, they'll rework units from the ground up. also hilarious because current oracle meta has them cast stasis ward into mineral lines, and worker stasis is pretty much just mineral shields anyway.
Обожаю тёмных архонтов из-за захвата контроля. Как же я был счастлив когда их добавили в компанию протоссов во 2 части) что может быть лучше когда у тебя лимит войск, но ты захватываешь армию врага)))
dark archons mind control was scary. because back then you could get workers from other races with it. And back then the unit cap was per race. so you could have 600 units :P
I used Dark Archons in Brood War. That Mind Control ability was underrated. Because you can mind control WORKER UNITS which essentially gave you access to an entire new army if they were playing a different race. Fun as hell, especially if you're working with good resources
watching modern pro protoss players trying to tickle zerg and terran air units to death with the stalkers' peashooter attacks makes me wish that they kept the dragoon for reasonable ground to air DPS Ditto for scout/phoenixes in the anti-air role. Phoenixes cost the same as corruptors but are worthless against pretty much any air unit that can shoot back, even against things that can't, like overlords or medivacs, they take forever to kill anything, making skytoss rely more on low-skill capped capital ships
SCII Dragoons look terrrible (extra 'r' in there for emphasis), but the SCI dragoons are awesome. Watching A.S.L. and general SCI games are much preferred for me most of the time now (for the previous 4 years or so). Stalkers are nice in a way, but feel far too weak against the stim bio of today or zerglings and such. I guess/understand that we just had reaver or better storms in SCI and so on against them so they felt stronger, but still love the dragoon - apart from the pathing problems of course.
If Reavers would come back in SC2, major changes need to be done: - Remove Disruptor (role overlap) - Drastically increase movement speed to the same level as Colossus (reduce Warp Prism reliance, bonus if it has movement speed upgrade) - Scarab rework: - Free of charge - HP and Shields: 20/20 (20/40 on upgrade), can be shot down by anti-ground weapons (to incentivise counterplay)
honestly i think reavers should still rely on warp prisms for movement just because it's an insane dynamic. can you imagine warp prism micro on a reaver? it'd basically have blink and it'd be the most hype thing imagineable.
@@SenyiKimmo Still, I want to give chance to players who hate having their workers or units deleted by scarabs. Unobstructed, it's near-impossible to dodge 100 damage scarab shots, so why not give them room to evade?
@@razorback9999able I think they scarabs should be body blocked, not dodged... Disruptors prove that if you can dodge, pro players will 90% of the time
@@growtocycle6992 I never played SC at a pro level. It is one of these things in video games that pro players can manage around, but helpless and unfair to the rest. Pro players make up the minority of SC's crowd, while the casuals are the majority. Unfortunately, SC2's smooth pathfinding makes it very difficult to bodyblock an incoming scarab shot, so there is little chance to not suffer instant 100 damage to your easily clumped army or worse, workers.
I remember playing this as a kid, mind controlling an scv and a drone, you could play all 3 factions in the same game, never played online so i don't know it this was ever changed but i remember having armies of zerg terran and protoss
Arbiter is definitely superior than Mothership since you can build multiple at the same time. This is the unit that should be brought back to SC2 the most, since not having a second caster in late game is what made Protoss weak.
I still hate that they decide to remake arbiter into shitty mothership.... Protoss need one more mobility and arbiter does that better than mothership since you can get more than 1and arbiter also have area denial ability. Not like it can't be counter since Terran got Ghost EMP and scan while Zerg have viper and million overseer.... Also they can't make mothership to become like the Demo ver. mothership because it will be too bullshit and another race player will whining on how imba protoss are as it isn't too much whining on their side already *shrug*.... Same case as the Reaver. I find it bullshit reason on too much dmg while another race also have one-shot potential unit in their arsenal. People shitty on reaver in LoTV main campaign but they didn't realize that they fix the reaver problem on many thing as it become better than colossus in term of dmg and AOE but still have same weakness on still have slow move spd and scarab ammunition. I know that we got disruptor but Reaver is better than them because their scarab are projectile that will hit later than ability that you have to aim
>Dragoon >cavalry >a fast, mobile, easily maneuverable unit capable of traversing the battlefield(or going around it) with relative ease and at great speeds _>Dragoon_
collosus was the worst unit. it's braindead as hell, boring to play AND boring to play against. playing with and against reaver is such a thrill as you try to split your army while sniping the shuttle. blizzard fucked up
I'm glad that Blizzard left single-player users to choose their own units rather than impose a definitive set, ofc some like the defiler were left out entirely but I'm glad that they decided to let people have fun on their own while striking a balance in multiplayer, other publishers wouldn't have cared.
i realy miss the Dark Arcons, they was great, the most dangerus think is a protos unit whit a healer behind, they arey unstopable!!, thats way they remuved, Blizzard nerf the protos poware so much, that now, is the weaks of the 3 races, thats way non Protos player can win a tournamente, and that is sad!
Because for some reason the anti-Muta fighter has the damage type that does a quarter of attack's damage to Mutas instead of the one that makes them deal 100% damage 'Sairs have Explosive, deals 100% to Large, 25% to Small and like 50%? to Medium Mutas, Scourge and Interceptors are the only Small air units 'Sairs and Queens are the only Medium ones Everything else is Large Concussive is Explosive in reverse
"We replaced dragoons with stalkers because stalkers have ability to show off your micro!" "We removed reavers because reaver + shuttle combo is too micro intensive" Make it make sense.
if I had a say in StarCraft 2 development I would have left Dragoons in place of Stalkers, kept reavers in place of disruptors, and kept Arbiters in place of the Mothership.
wasn't the dragoon replaced though because of its general-purposefulness though? The thing was as far as I was reading on the wiki regarding the development of sc2 that they didn't want the protoss to have such a boring unit to play with, with being neither too mobile nor too tanky and so they split its abilities onto the stalker and the immortal
Stalkers do not look cooler than Dragoons, and I think the goons were better cause of their range. Reavers were quit powerful when microed right, it is a shame they removed them and the Disruptor is not nearly as good cause it lacks the microability that makes reaver awesome. Scout is really only unused cause of its cost, they were actually really good units, but not worth the stupid cost. As for the Arbiter, there was no "Better design" Arbiters are way better only because they do not cost nearly as much and you can have more than one. Also their stasis is game changing/ending, where as mothership's rarely gets used cause its rarely used due to its cost and how easy it is to burst down. Arbiter >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>mothership
scout is the best. it just got crappy numbers and never got fixed, nor an ability in the beta its weapons were reversed. the missiles on ground was aoe
they didnt add Reavers, Corsairs and Arbiters because the intial designers were utterly stupid. the fact that they added the Not-Reaver (Disruptor) 2 expansions later proves that ultimately, BW had better design ideas overall. Each unit ultimately ended up having a very similar yet much dumber couterpart in Sc2.
Bring back the Arbiter and Reaver! Mothership is a flying tomb, and Disruptors are yet another gimmicky hard to use unit. Make the Reavers faster moving but less powerful if needed.
Another thing to mention, imagine Protoss could warp in Dragoons. That'd be really hard to balance, u'd have to nerf the Dragoon so much it would no longer be a Dragoon.
The Stalker isn't much weaker than the Brood War Dragoon in terms of combat. It has 20 less HP, but deals pretty much the same damage (slightly more vs. light, slightly less vs. armored, and very slightly lower attack speed), and has the same attack range as a Dragoon with Singularity Charge. Considering the incredible micro potential of Blink, I'd say Stalkers are overall the stronger unit. The Dragoons in the LotV campaign and Coop are actually massively buffed compared to the ones in Brood War to make up for this.
@@Broockle dragoons and zealots feel more buff in sc1 than in sc2 due to the nature of the game, with more units, more microable units, them grouping up a lot easier/faster and such, at least for the zealots. They are still good units in sc2, and the perfect mineral sink, but they just don't feel as good. For the dragoons... Dragoons in sc2 are strong, period. They are a better combat unit than the stalker, and them being in a gateway means you can warp them in anywhere in large quantities. They are essentially lighter/lesser immortals that are cheaper and spammable, pretty much the main reason they aren't in multiplayer ladder. The stalker is instead quite a bit weaker, but has blink that can go up/down cliffs, forward/backward in armies and can disjoint enemy projectiles, it kinda fits multiplayer better for those trick plays, but imo both should be available.
Warpgate was genuinely the worst thing that happened to Protoss. "Can't have strong Protoss, you know the point of their race? because lmao warpgate exists"
@@KaiserMattTygore927 nah Warpgates and warpprisms are awesome. Makes Protoss feel more unique. Makes SC2 feel very distinct from SCBW. You can't just remake the same RTS again without at least experimenting with new concepts. Zerg got the creep spread that gives movement speed, even tho the vision is still a bit unnecessarily OP imho. And the Terrans got the depot walls and the multi-use addons. I really can't complain with how SC2 turned out. It's so frikn good.
Again, like your other videos, you're delusional. Having every unit have a specific purpose ruined this game. Rock-Paper-Scissors gameplay has never been what Starcraft was about. The game was originally very general purpose and the PLAYERS and COMMUNITY THEMSELVES would come up with counters and playstyles, not have them laid-out. And again, the units bunch up in SC2 making tactics much less viable because it's just army-vs-army instead of mass map control. They had to make several things more important to actually reintroduce map-control which was already a natural thing in the original. A small step forward and two huge steps backwards is what SC2 is...
Dragoons are "skill based" in that their famously garbage pathing means they require constant supervision to make sure they're actually doing what they're supposed to. Stalkers are "skill based" in that blink rewards skill in a clear way. Big upgrade.
scout was always a strange unit to me. looks like a human fighter jet and has 2 different weapons for air/ground, which was a terran thing in brood war. glad they got rid of it in favor of more protossy looking units
"Probably the most useful ability of the Dark Archon was Maelstrom." _Me, a casual LAN BW player:_ *lol wtf is a "Maelstrom"?? 400 supply Protoss Carrier/Battlecruiser fleet go brrrr.*
Reaver needs extra care to move around? Lets replace it with a unit that need extra care with every shot! Disruptor is the worst unit in game in terms of micro: you have to manually control every shot and then wait forever for reload.
kind of much more healthy for the game design than the arbiters, where with the arbiters you could just amass them and send them continually for non-stop recalls, in addition having this horrendally balanced stun ability (for ~40ish seconds INSTANTLY, compare it to the much better oracle and the stasis ward) which was pretty much what made the arbiter be put on the same place on the shelf as the defiler (as in units that are way too broken)
the mothership requires actual skill and planning in advance to recall, and players will not be able to win by utilizing non-thoughtful strategies competitively all the time
I think the Disruptor is more like Reaver v2 than Colossus (ignoring the fact that Reavers were removed long before Disruptors were added, but gameplay wise I feel Disruptor is much closer to what reaver was). The Scout is actually trash, so I'd be surprised if anyone actually misses it... It sucks at anti-air, it sucks even more at shooting down, it's slow and expensive... I know it's been used several times, but I've only personally seen it used once in a pro match.
Colossus used to work a lot more like Reavers with their splash and height becoming some imitation of Shuttle Reaver, (because they didn’t like the idea of transporting a snail of a unit i guess?) however the change to anti light made them useless to pretty much everything except Marines, Zerglings, Hydras, Zealots.
As for the Scout, technically it hyper specializes into anti capital ship. But it is so good at that job that nobody really wants to build capital ships against them. The closest analogue to Scouts in SC2 are Void rays, doing heavy damage to slow, armored units. However, I think a mistake made to the VR’s design, is having its ground attack be equal to air attack, causing all the problems of early game harass seen in the past. By making them a bit more expensive, it does make VR rushes less effective, but it also reduces the efficiency of VR’s job of anti armored air. Personally, Skytoss as a whole kinda has this problem.
As were arbiters and reavers, but he's talking about MP which removed those units for really aggressively silly reasons and replaced them with inferior versions.
@@KaiserMattTygore927 inferior because of warp gate. Wish they removed warp gate and just gave better units like SC1. That said, Dragoons maybe too similar to immortal to have both.
Did you just say scouts are slow and corsairs are fast? You got fooled by their sizes. If you run them in the game, you’ll find that scouts are much faster than corsairs once you upgrade the speed for the former.
We got the Viper in exchange.... it's kinda weird, Hydras were way better in SC1 but SC1 also had defilers which made Zergling/Ultra way better. Viper's on the other hand only help Roach/Hydra which isn't that great a composition... Kinda feel like Zerg in general was just way better in SCBW but also harder to play at the same time... tho so were all the races in BW. I'm actually curious how the meta would have evolved if Zerg still had access to darkswarm and plague.
Nah, Stalker is not look cooler, arbiter is more usefull than mothercrap. Just blizzard want to make the new unit doing the same as old one to give some fresh in game but looks finally much worse for me. Sadly we dont have army customization tool like in campaing to swap unit as we want to play before match
Well, unlike the mothership, arbiters were not limited to a single unit. If we would have them in SC2 Protoss mobility would be too OP. Reavers are similar to disruptors, but with one big difference. Although their attack is less powerful in damage output, Terran bio would be unplayable against them. You can't split against scarabs!
BW Zerg deleted units - ua-cam.com/video/_U_RA5uUQYQ/v-deo.html
Timecodes:
00:00 Zerg & Toss units
00:11 Dragoon
00:59 Shuttle
01:05 Reaver
02:14 Dark Archon
03:11 Scout
03:34 Corsair
04:01 Arbiter
"It can be annoying to lose the game because you blinked for a second"
Disruptor, mines, and banes: *Hello there*
Also them: "hey!"
Demoliton Truck: MY TRUCK IS LOADED!
Mines havn't so much damage like reaver. How u can skip benelings - idk, but real hard unit is disruptor. It's more real analogue than colossuses.
yeah dude has no idea what hes talking about
Lots of veterans agree that mines and banes and disruptor are braindead dogshit design and should've never been in the game.
Reaver target firing took skill espeically with micro.
Dragoons making 7 early to prevent terran first push.... Learning to feedback defilers or use a dark archon to swing the tide of the game...
Sc2 is a far cry from broodwar's skill floor and ceiling.
Its a big reason I didnt like it was the absolute straight removal of older units instead of keeping them an adding new ones.
@@Tory-JJ removing a unit because it wasnt used much and the units role was to simular to a new unit.
Maybe let the player decide if a units is not used much. Scout for example was still used in ffa's. Removing options is bad.
Reaver was spectecular.
I feel something was lost in SC2 that broodwar had
"People don't like all their stuff blowing up because they blinked for 1 second"
And still widow mines exist
Banes are much worse, disruptors too
And banelingsss
@@geuros Banelings are not at all worse (except for Zerg vs Zerg… hate ling/bling mirror). They are so much less cost efficient then widow mines and not reusable, and after their nerf I hardly use them at all against Terran infantry anymore because they do pretty much nothing to marauders and get evaporated en masse by the buffed tanks (AND WIDOW MINES).
Even if you lose a good number of marines to banes, they’re spending gas to gas less units alongside themselves and it’s nothing, NOTHING compared to losing 50 mutas to two mines
@@AtillaTheFun1337 you can't lose 50 mutas to 2 mines, you need 4 to destroy the whole flock of mutas. Don't play mutas then, you absolutely don't have to and if you lose them to mines, you're not slow but stupid. Banes are one use, but they chase you, on creep no chance - no other race has this advantage of "lava floor" where you can't ever win a fight. Mines are not reliable, sometimes they help you tremendously, sometimes they ignore the banes completely, sometimes they kill half of your army. Mines got nerfed by the way and their burrow time research is way longer than e.g. range for lurkers. Like what do you complain about. You can win games using just queens, lings and banes, the ungodly amount of these units that you can get is absolutely crazy, mind you banes take 0.5 supply, like wtf. Mine is 2 supply. And cost efficiency? Zerg has the best economy so why does that matter. It matters in a long game where you are nearing mining out of all resources, that's like 3% of all games you will play. In the rest of the games, you can win games where you lost twice the resources of Terran, just because guess what, Terran can't remax instantly, Terran can't produce the unit they need at unlimited speed (like you can use all larva to make ultras), no, Terran can't make tanks in starports etc
I dislike the widow mine too. It's just unfun... If I could redesign Terran I'd nix the reaper and widow mine. I would change the hellion to have a spider mine tech, but only one charge of it on a long recharge, and then the spider mine would have timed life as well. This would give the Hellion greater use as a harassing unit late game. Allow it to bait counterattacks or take riskier dives with better options for retreat. The spider mine also gives you a chance to split or counter, which the widow doesn't allow most of the time.
And we've come full circle on the reaver. I don't like the disruptor though. Wish we still had the adorable robot death grubs.
100% agree with you. Scarabs at least have difficulties getting in the middle of your army, making them less effective than disruptors in a head-to-head combat.
i wish they hadn't removed the immortals hardend shield.
Once I've used Dark Archon to mind control an SCV and couple of minutes later I had a siege tanks in my army :)
only once? ;). darchon shenanigans are missed. modern protoss seems so weak now - maybe they should bring the darchon back.
I played Starcraft back when, I wasn't a good player.
Not much control over the units and thevA.I. kept killing me, I only won by saving Jon stop so many save points. Also, many defensive builf8ngs, too many, so many crystsls spent building those things.
Anyway, I liked the Dark Archon because in dome missions I could control a drone and a SVC and have all three armies obeying me.
Side note, did they consider the ramifications of the protons bring able you vontrol and increase the other two functions?
Seems like a win case for them, just show up on the battlefield with what works best from each faction. Even if they could not control zeros in large scale, humans should be fair game to command and throw in war.
I remember two maps that I made myself back then, one of them being a max size 8 player one with starting positions on islands to make it kind of impossible for the AI to do anything against you until you were in the mood for it. I also put an absolute ton of resources on each island so you didn't really need to expand to keep yourself going.
I would create a game with me vs a Zerg and Terran. Get Dark Archons and destroy an expansion base while leaving one worker alive and then do the same to the other race. End up with one full base of each race and mess around for ages and taking over the whole map before taking out each enemy with a mix of Protoss and their own units.
I particularly enjoyed a whole line of tanks and Hydras.
Anyone else got goosebumps when playing the first Terran mission?
I mean the one in which all that uou need to fo is build a barrack and a few supply units.
First times trying to explore the map and kill zeroing was like going against a nightmare.
Lost a good number of marines before realizing that I could send one with full health and even if it got hurt, so long it managed to bring a zerglibg ir two in toll and not die that was enough for my other marines to kill off.
If it got too hurt I would keep it in the group and just send one with full health.
@@WolframHeart-xp2px yeah I do too. I got the game when it came out back in 1998, finished it and Brood War (Well, needed some help from the friendly cheat codes for some of the Zerg missions) at least once per year for the next 7 years then here and there again since then. I recently decided to play it again and damn the nostalgia.... on what must be like my 20th play through I still love it and just get so immersed. I pretty much always listen to something in the background while playing a game unless it is the first time playing but even with all of the hours I have put in I still play with only the game sounds.
I don't think there is any game where everything comes so automatically to me. The voice lines, units to use for different times etc and like even with my last play being in end of 2017 and the one before that also being years before I still just know all the hotkeys as if I never stopped.
Me: Reavers just don't work! Slow, buggy, no kills.
Against anyone else using them: And now they work for you?!?
😀 Ar slow in SC1, in SC2 can by litle fast. Slow, Fast, Buggy, ar just fake reason, Reaver Scout Corsair Dragons, Albitrar, ar too OP units. Shuttle and Warp Prisme it evolution protos army, rest ar just fake reasons.
@@ProgamersPC I did not understand anything from you comment.
@@blacklight4720 Light Fake reasons units ar slow, or for abilities. imagine Dragoon with blink. or Reaver whit 5 speed
I never liked them cause they were so bugged af like homing but not destroying the projectile into an enemy unit, like the homing turned into an orbit spin on the enemy like a solar planet spin lol
Check teamliquid post from me about reaver pathing and your reaver wont be "buggy' anymore. Sure it could be seen as a bug but actually isnt.
As explained in the post the scarab finds a path towards a static target, but when it starts to move the pathing is constantly reset giving the impression its not working as intended.
The fix for this is to change your attack angle to paths where there are less obstacles. Example if you drop reaver behind mineral line to hit workers that moves you will get this issue. Dropping reaver on worker side you will have a clear path and the scarab will work as intended.
Arbiters > Mothership. Can't get many mother ships while you can easily get like 5 arbiters, recalling all over the place
Not to mention that mothership was and still isn't used all that often. Even back when it had vortex, it was a mildly rare sight.
That's exactly why we don't have arbiters in SC2. Massing them and sending at the enemy base in hope one will pass, is not tactical approach. Not that Protoss players know what Tactics even mean.
@@blacklight4720 Yeah, you can't give protoss actual options, they need to be the flimsy garbage race that can only win with the game's silly clumpy pathing.
@Kaiser Matt Tygore protoss dominates the ladder what are you talking about. Protoss dominates the ladder, but ehthe greay3s player is always a zerg
Also arbiters are cheaper don't take years to produce and can actually turn
I think the most useful I've ever seen a mothership be was when it cloaked a nexus and mineral line, preventing a group of swarm hosts from doing any damage, since there was no detection.
That sounds incredibly inefficient.
You’re going to spend 800 resources and 8 supply to negate a unit that otherwise wouldn’t be a problem if you just had better map control.
Honestly, I hate hide-the-base games because it all boils down to hiding your last few structures. The problem is mainly because of a poorly optimized victory condition: *ALL* structures, including non-production, keep the player from being defeated. Another problem is the lack of alternative victory conditions, which is present in games like Dawn of War, Age of Empires and Company of Heroes.
@@diamondwave100 You don't build a mothership for that purpose. You can't - it takes too long. But if you have it, and you don't have enough map control to take out a group of swam hosts, using the mothership to protect your base without fighting is real damn efficient.
The most interesting unit in the game, with a cool audio-visual design gets dumped for some shitty knock off nobody ever uses because it's the most niche thing in the entirety of the multiverse.
That was SC2's biggest tragedy, even me in 2009ish when the SC2 website was showcasing the units that were going to be in the game, and every day I got more and more concerned when I DIDN'T see arbiters on that page.
0:50
"replaced by Stalkers (...) because just looks cooler"
This skinny purple potato on legs looks cooler than Dragoons? Lol :P
They look like the turrets in Portal. Cute and silly but not cooler than dragoons.
Stalker's design also makes no sense at all. Why is the head sticking out?
@@AliceRedFox96 Nothing about that disaster of a unit makes sense, let's be honest.
Stalkers looks like severed ninja heads while dragoons were space spiders, much cooler. But their pathing was so awful.
@@balazsfenyes3880 SC1 has started RTS e-sports, so when Dragoons were made Blizz didn't think about making everything smooth like in WC3/SC2.
SC1 Dragoons way of walking was just an immersive thing, an issue that this unit just have to make it unique and cool.
ARbiter should've made it in... mothership just encourages a single death ball army.
Artosis's favorite unit 🤣
agreed completely.
I miss my Dragoons and Reavers man, I really do, Arbiters and Dark Archons too, they took my boy and gave it to the Zerg, shameful
I think all of these units could fit into the current meta if only so many of the SC2 units were not multi-role.
100%
Scouts would need a price cut, but I feel like they could be useful against mass corruptor, but it probably wouldn't make for very exciting games since it'd be all skytoss. Dark Archon maelstrom would actually be insane in SC2 I think. Generally it was hard to use in Brood war, because your economy wasn't nearly as good and managing spellcasters was a lot tricker, because it didnt use smart casting like SC2. With the giant SC2 armies, you'd commonly see blanket maelstroms onto the entire zerg army to crush them. And tbh, I have no idea how Zerg would deal with that.
Arbiters are really the only unit I feel is missing. They'd be such a better replacement for the garbage overpriced mothership. If a viper can yoink a mothership you should at least be able to build a bunch of them, and the arbiter stasis field gave them another ability they could use to make them feel powerful. Mothership feels so weak now, ever since they removed vortex (granted vortex/archon toilet was broken as hell).
@@taragnor To be fair they could just add all old unit and let people decide there own style of play. But honestly dont know how that work in rts games.
Man I miss the reaver... Slow, fragile, and hard to control but they are so useful when paired with your army for additional damage.
Fragile...? 🤔
Slow AF sure but not Fragile.
@@Broockle easily dies to a lot of things... But still one of my favorite units!
They are harrass and siege units. They cant move with ur army unless in a shuttle and scarabs arw way too buggy that you can only control two reavers at a time else you donate your whole army manually targetting
It was the SC2 design of making everything super easy to control.
The dragoon being replaced by the stalker I think had the flimsiest excuse of this list.
It's stalker + immortal, imo
I find it funny that the Scout is in EVERY campaign but the only time you ever get to use it is in co-op.
WHY NO SCOUTS IN LOTV
IT'S UNFAIR
IT'S RIDICILOUS
IT'S SIMPLY DUMB
_W H O B U I L D S M I R A G E S_
wait which commander?
@@DavidGlendaleArdenaso Fenix/Talandar
I would gladly give up the Mothership, and fork out 400/400 for one Broodwar Arbiter...
3:40 Great to see Sc: Remastered doesn't have a problem with sprite limits. I remember in Sc: BW, such a limit meant Valkyrie Frigates ended up shooting "invisible H.A.L.O. Rockets" that do 0 damage each :p
Because they're actually interesting units, and you can't have those.
"Let's remake the arbiter as a shitty hero unit that's worse in every way and call it the Mothership"
Yuck.
I agree Hero Units don't belong in Starcraft.
Yes, just like what Artanis said, THIS IS NOT WARCRAFT IN SPACE!
@@TheAsmileXD Co-Op commanders being the most popular mode in the game say otherwise
Invent a problem and delete the solution
Esports Storyteller: Next is scout
Literally everyone: Who?
It's not really accurate to say that Oracles fulfilled the stasis role of Arbiters. Stasis wards are functionally very different from the actual stasis ability, and more importantly, Oracles didn't exist during the development of Wings of Liberty. They were a Heart of the Swarm unit created because the development team wanted to give a Protoss harassment option that didn't involve just attacking workers, though they ended up with an attack because the developers couldn't find a balanced implementation of it.
It's funny, because on the box art for heart of the swarm they advertized their mineral stasis ability, but I believe they removed it either day one or within a week of release.
i mean the main reason it was imba in the first place was because initial iterations of mineral shields randomly casted onto 5 nodes at once. so rather than toning that down to like 1 node at a time they just removed it entirely.
nowadays instead of doing something like this, they'll rework units from the ground up.
also hilarious because current oracle meta has them cast stasis ward into mineral lines, and worker stasis is pretty much just mineral shields anyway.
Kinda expected another arty clip about arbiter rage
To be honest I can make a full unit video with arty describing every protoss unit :D
@@EsportsStoryteller Please do!
@@EsportsStoryteller Arty is Terran player spirtual leader.
Обожаю тёмных архонтов из-за захвата контроля. Как же я был счастлив когда их добавили в компанию протоссов во 2 части) что может быть лучше когда у тебя лимит войск, но ты захватываешь армию врага)))
dark archons mind control was scary. because back then you could get workers from other races with it. And back then the unit cap was per race. so you could have 600 units :P
Mothership useless because really chad (op af) Vipers exist and can Abduct, Parasitic Bomb solo-counter entire Sky armies.
I only miss Dragoons
As you describe the reasons to remove the reaver I cannot stop thinking about the disruptor. Protoss lack a high damage siege unit like the reaver
I used Dark Archons in Brood War.
That Mind Control ability was underrated. Because you can mind control WORKER UNITS which essentially gave you access to an entire new army if they were playing a different race. Fun as hell, especially if you're working with good resources
watching modern pro protoss players trying to tickle zerg and terran air units to death with the stalkers' peashooter attacks makes me wish that they kept the dragoon for reasonable ground to air DPS
Ditto for scout/phoenixes in the anti-air role. Phoenixes cost the same as corruptors but are worthless against pretty much any air unit that can shoot back, even against things that can't, like overlords or medivacs, they take forever to kill anything, making skytoss rely more on low-skill capped capital ships
No, dawg, the Stalker does NOT look cooler than the Dragoon.
SCII Dragoons look terrrible (extra 'r' in there for emphasis), but the SCI dragoons are awesome. Watching A.S.L. and general SCI games are much preferred for me most of the time now (for the previous 4 years or so). Stalkers are nice in a way, but feel far too weak against the stim bio of today or zerglings and such.
I guess/understand that we just had reaver or better storms in SCI and so on against them so they felt stronger, but still love the dragoon - apart from the pathing problems of course.
Stalkers don't look any cooler compared to dragoons at all! They just look stupid.
If Reavers would come back in SC2, major changes need to be done:
- Remove Disruptor (role overlap)
- Drastically increase movement speed to the same level as Colossus (reduce Warp Prism reliance, bonus if it has movement speed upgrade)
- Scarab rework:
- Free of charge
- HP and Shields: 20/20 (20/40 on upgrade), can be shot down by anti-ground weapons (to incentivise counterplay)
Also, Scarabs should be slow and unguided, so that they can be dodged so easily.
honestly i think reavers should still rely on warp prisms for movement just because it's an insane dynamic. can you imagine warp prism micro on a reaver? it'd basically have blink and it'd be the most hype thing imagineable.
@@SenyiKimmo Still, I want to give chance to players who hate having their workers or units deleted by scarabs. Unobstructed, it's near-impossible to dodge 100 damage scarab shots, so why not give them room to evade?
@@razorback9999able I think they scarabs should be body blocked, not dodged... Disruptors prove that if you can dodge, pro players will 90% of the time
@@growtocycle6992 I never played SC at a pro level. It is one of these things in video games that pro players can manage around, but helpless and unfair to the rest. Pro players make up the minority of SC's crowd, while the casuals are the majority.
Unfortunately, SC2's smooth pathfinding makes it very difficult to bodyblock an incoming scarab shot, so there is little chance to not suffer instant 100 damage to your easily clumped army or worse, workers.
I remember playing this as a kid, mind controlling an scv and a drone, you could play all 3 factions in the same game, never played online so i don't know it this was ever changed but i remember having armies of zerg terran and protoss
Oh this was multiplayer focused
Next video
Are you telling me a freeze stun is more powerful and usable than a permanent mind control?!?
It's all about cost effectiveness.
Arbiter is definitely superior than Mothership since you can build multiple at the same time.
This is the unit that should be brought back to SC2 the most, since not having a second caster in late game is what made Protoss weak.
Ya mean third? Dark Archons, remember?
All the changes made SC2 easier to play but also make SC1 superior.
I still hate that they decide to remake arbiter into shitty mothership....
Protoss need one more mobility and arbiter does that better than mothership since you can get more than 1and arbiter also have area denial ability.
Not like it can't be counter since Terran got Ghost EMP and scan while Zerg have viper and million overseer....
Also they can't make mothership to become like the Demo ver. mothership because it will be too bullshit and another race player will whining on how imba protoss are as it isn't too much whining on their side already *shrug*....
Same case as the Reaver.
I find it bullshit reason on too much dmg while another race also have one-shot potential unit in their arsenal.
People shitty on reaver in LoTV main campaign but they didn't realize that they fix the reaver problem on many thing as it become better than colossus in term of dmg and AOE but still have same weakness on still have slow move spd and scarab ammunition.
I know that we got disruptor but Reaver is better than them because their scarab are projectile that will hit later than ability that you have to aim
Technically dragoons are not infantry. They're cavalry, much like their real life namesake.
>Dragoon
>cavalry
>a fast, mobile, easily maneuverable unit capable of traversing the battlefield(or going around it) with relative ease and at great speeds
_>Dragoon_
@@The-jy3yq co-op dragoons be like
collosus was the worst unit. it's braindead as hell, boring to play AND boring to play against.
playing with and against reaver is such a thrill as you try to split your army while sniping the shuttle.
blizzard fucked up
Maelstorm would be perfect with the current Archon, making reminicence of the Dark Archon being the coolest unit.
with the dark archon, you could make 600 supply worth of army with the 3 races which was completely broken
Arbiter is my favorite BW unit. Recall and Stasis Field are overpowered skills.
Mine too.
I'm glad that Blizzard left single-player users to choose their own units rather than impose a definitive set, ofc some like the defiler were left out entirely but I'm glad that they decided to let people have fun on their own while striking a balance in multiplayer, other publishers wouldn't have cared.
Brood War was balanced. SC2 has never been.
This IS why zerg dominated in brood war
i realy miss the Dark Arcons, they was great, the most dangerus think is a protos unit whit a healer behind, they arey unstopable!!, thats way they remuved, Blizzard nerf the protos poware so much, that now, is the weaks of the 3 races, thats way non Protos player can win a tournamente, and that is sad!
Why Corsairs beat Valkyries?! F@cking clown world!
Because for some reason the anti-Muta fighter has the damage type that does a quarter of attack's damage to Mutas instead of the one that makes them deal 100% damage
'Sairs have Explosive, deals 100% to Large, 25% to Small and like 50%? to Medium
Mutas, Scourge and Interceptors are the only Small air units
'Sairs and Queens are the only Medium ones
Everything else is Large
Concussive is Explosive in reverse
tldr: when it comes to every unit, blizzard made a big, dumb, "cooler" replacement for it
but Zealots tho... and Templar and DTs... also Carriers... Marines, Tanks... Battlecruisers tho... also Lings.. Hydras, Lurkers and Ultras...
@@Broockle Every unit in the video. Not every unit that ever existed.
"We replaced dragoons with stalkers because stalkers have ability to show off your micro!"
"We removed reavers because reaver + shuttle combo is too micro intensive"
Make it make sense.
if I had a say in StarCraft 2 development I would have left Dragoons in place of Stalkers, kept reavers in place of disruptors, and kept Arbiters in place of the Mothership.
wasn't the dragoon replaced though because of its general-purposefulness though? The thing was as far as I was reading on the wiki regarding the development of sc2 that they didn't want the protoss to have such a boring unit to play with, with being neither too mobile nor too tanky and so they split its abilities onto the stalker and the immortal
And yet they added Marauders and Roaches to the game..
Sc2's design is a contradiction stew.
Stalkers do not look cooler than Dragoons, and I think the goons were better cause of their range.
Reavers were quit powerful when microed right, it is a shame they removed them and the Disruptor is not nearly as good cause it lacks the microability that makes reaver awesome.
Scout is really only unused cause of its cost, they were actually really good units, but not worth the stupid cost.
As for the Arbiter, there was no "Better design" Arbiters are way better only because they do not cost nearly as much and you can have more than one. Also their stasis is game changing/ending, where as mothership's rarely gets used cause its rarely used due to its cost and how easy it is to burst down. Arbiter >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>mothership
This 1000000%
scout is the best. it just got crappy numbers and never got fixed, nor an ability
in the beta its weapons were reversed. the missiles on ground was aoe
It would be interesting to have the scout be like the protoss guardian in some way
But probably too strong versus terran
First! Awesome content dude, keep them coming please!
Thank you!
Protoss already doesn't need micro now imagine with dragoons
they didnt add Reavers, Corsairs and Arbiters because the intial designers were utterly stupid.
the fact that they added the Not-Reaver (Disruptor) 2 expansions later proves that ultimately, BW had better design ideas overall.
Each unit ultimately ended up having a very similar yet much dumber couterpart in Sc2.
Bring back the Arbiter and Reaver! Mothership is a flying tomb, and Disruptors are yet another gimmicky hard to use unit. Make the Reavers faster moving but less powerful if needed.
Why are impact and fire of corsair's weapon changed in SC2? Stupid choice, Blizzard
Actually, the Protoss units can be swapped out to use them, save certain units! Scouts for 1! In StarCraft 2, Legacy of the Void!!
Another thing to mention, imagine Protoss could warp in Dragoons.
That'd be really hard to balance, u'd have to nerf the Dragoon so much it would no longer be a Dragoon.
The Stalker isn't much weaker than the Brood War Dragoon in terms of combat.
It has 20 less HP, but deals pretty much the same damage (slightly more vs. light, slightly less vs. armored, and very slightly lower attack speed), and has the same attack range as a Dragoon with Singularity Charge. Considering the incredible micro potential of Blink, I'd say Stalkers are overall the stronger unit. The Dragoons in the LotV campaign and Coop are actually massively buffed compared to the ones in Brood War to make up for this.
@@drarenthiralas1683
Hmm weird.
Dragoons and Zealots felt more buff in SCBW.
@@Broockle dragoons and zealots feel more buff in sc1 than in sc2 due to the nature of the game, with more units, more microable units, them grouping up a lot easier/faster and such, at least for the zealots. They are still good units in sc2, and the perfect mineral sink, but they just don't feel as good.
For the dragoons... Dragoons in sc2 are strong, period. They are a better combat unit than the stalker, and them being in a gateway means you can warp them in anywhere in large quantities. They are essentially lighter/lesser immortals that are cheaper and spammable, pretty much the main reason they aren't in multiplayer ladder. The stalker is instead quite a bit weaker, but has blink that can go up/down cliffs, forward/backward in armies and can disjoint enemy projectiles, it kinda fits multiplayer better for those trick plays, but imo both should be available.
Warpgate was genuinely the worst thing that happened to Protoss.
"Can't have strong Protoss, you know the point of their race? because lmao warpgate exists"
@@KaiserMattTygore927
nah Warpgates and warpprisms are awesome. Makes Protoss feel more unique.
Makes SC2 feel very distinct from SCBW.
You can't just remake the same RTS again without at least experimenting with new concepts.
Zerg got the creep spread that gives movement speed, even tho the vision is still a bit unnecessarily OP imho.
And the Terrans got the depot walls and the multi-use addons.
I really can't complain with how SC2 turned out. It's so frikn good.
they are in starcraft2 coop
Dark archon is required, for armies that invest into dark templars that are essentially useless by mid game and beyond
reaver was removed because micro intensive yet they removed the immortals hardend shield.....
At least with disruptors you can dodge
Once the reever launches it's scarab all you can do is pray 🙏
Again, like your other videos, you're delusional. Having every unit have a specific purpose ruined this game. Rock-Paper-Scissors gameplay has never been what Starcraft was about. The game was originally very general purpose and the PLAYERS and COMMUNITY THEMSELVES would come up with counters and playstyles, not have them laid-out. And again, the units bunch up in SC2 making tactics much less viable because it's just army-vs-army instead of mass map control. They had to make several things more important to actually reintroduce map-control which was already a natural thing in the original. A small step forward and two huge steps backwards is what SC2 is...
Dragoons are "skill based" in that their famously garbage pathing means they require constant supervision to make sure they're actually doing what they're supposed to. Stalkers are "skill based" in that blink rewards skill in a clear way. Big upgrade.
Well the units are in the game but different. Goon = stalker, reaver = colossus.
Artosis is peak mald terran who is OP as fuck but get mad when people get one over on him.
scout was always a strange unit to me. looks like a human fighter jet and has 2 different weapons for air/ground, which was a terran thing in brood war. glad they got rid of it in favor of more protossy looking units
Phoenix is a thing, if it didn't have 360 movement it would also be a human fighter jet.
Nah, SC2's unit design just doesn't look "Protoss-y" at all to me.
"Probably the most useful ability of the Dark Archon was Maelstrom."
_Me, a casual LAN BW player:_ *lol wtf is a "Maelstrom"?? 400 supply Protoss Carrier/Battlecruiser fleet go brrrr.*
Reaver needs extra care to move around? Lets replace it with a unit that need extra care with every shot!
Disruptor is the worst unit in game in terms of micro: you have to manually control every shot and then wait forever for reload.
Dragoon looks 40000 times better than a stalker
That Artosis guy needs a treatment😀
And this is why SCBW will win the test of time
is the mothership better design than the arbiter though?
is it?
kind of much more healthy for the game design than the arbiters, where with the arbiters you could just amass them and send them continually for non-stop recalls, in addition having this horrendally balanced stun ability (for ~40ish seconds INSTANTLY, compare it to the much better oracle and the stasis ward) which was pretty much what made the arbiter be put on the same place on the shelf as the defiler (as in units that are way too broken)
the mothership requires actual skill and planning in advance to recall, and players will not be able to win by utilizing non-thoughtful strategies competitively all the time
Nope, not at all.
It's inconsistent game design (you can only have one of these lol) and does everything worse than an Arbiter.
I like this channel :)
I think the Disruptor is more like Reaver v2 than Colossus (ignoring the fact that Reavers were removed long before Disruptors were added, but gameplay wise I feel Disruptor is much closer to what reaver was).
The Scout is actually trash, so I'd be surprised if anyone actually misses it... It sucks at anti-air, it sucks even more at shooting down, it's slow and expensive... I know it's been used several times, but I've only personally seen it used once in a pro match.
12 scouts can destroy pretty much everything on the map.
don't underestimate them >:)
@@KaiserMattTygore927 Too bad they cost more than all the bases on the map...
Colossus used to work a lot more like Reavers with their splash and height becoming some imitation of Shuttle Reaver, (because they didn’t like the idea of transporting a snail of a unit i guess?) however the change to anti light made them useless to pretty much everything except Marines, Zerglings, Hydras, Zealots.
As for the Scout, technically it hyper specializes into anti capital ship. But it is so good at that job that nobody really wants to build capital ships against them.
The closest analogue to Scouts in SC2 are Void rays, doing heavy damage to slow, armored units. However, I think a mistake made to the VR’s design, is having its ground attack be equal to air attack, causing all the problems of early game harass seen in the past. By making them a bit more expensive, it does make VR rushes less effective, but it also reduces the efficiency of VR’s job of anti armored air.
Personally, Skytoss as a whole kinda has this problem.
@@KaiserMattTygore927 Goliath on-line.
Also Valkyries lmao
Also Hydralisk lmao
Also Dragoon lmao
Also Scourge lmao
Well modders just need to create a game to let Broodwar unit (SC1) vs End war unit (SC2), let see which is stronger 😁.
Or, take Brood War units and expand them further in unique ways (eg. Terran Bunkers can liftoff, Plagued units spread disease on death)
See those OP things protoss does that people hate? Yeah remove those. Now give it to Zergs.
Me personally maybe it’s just nostalgia but stalkers do NOT look cooler than dragoons
Ehm, dragoons were in SC2. In Legacy of the Void, you can alter stalkers to them.
Yeah that's only relatable to multiplayer
As were arbiters and reavers, but he's talking about MP which removed those units for really aggressively silly reasons and replaced them with inferior versions.
@@KaiserMattTygore927 inferior because of warp gate. Wish they removed warp gate and just gave better units like SC1. That said, Dragoons maybe too similar to immortal to have both.
This comment was made by a human being I think.
@@hellowill Speaking my language, bud, totally agree with the warp gate stuff.
The biggest disaster of Protoss, frankly.
Because terrans complained about them probably.
Basset, почему на русском про это не заведешь канал?
по акценту можно узнать, что русский))
Did you just say scouts are slow and corsairs are fast? You got fooled by their sizes.
If you run them in the game, you’ll find that scouts are much faster than corsairs once you upgrade the speed for the former.
They destroyed the fun of game because of money in competitive
no dices nada que fenix reemplaza al scout no sabes nada
Reaper are simply overrated in defense and in the campaigne they destroyed full army with three of them
No good reasons
Sc2, If zerg has defiler = auto win
We got the Viper in exchange.... it's kinda weird, Hydras were way better in SC1 but SC1 also had defilers which made Zergling/Ultra way better.
Viper's on the other hand only help Roach/Hydra which isn't that great a composition...
Kinda feel like Zerg in general was just way better in SCBW but also harder to play at the same time... tho so were all the races in BW.
I'm actually curious how the meta would have evolved if Zerg still had access to darkswarm and plague.
@@Broockle yes, lurker, ultralisk, zergling, banneling sc2 under darkwarm, omg .... I think it is very hard to counter, even use ghost and bc
This did not age well, lol
Imagine having non-microable units in SC2. Dragoons, goliaths and reavers.
Artosis is a very bad example, he is a salty manchild.
stalkers do not look better then dragoons lmao
OMFG was P units op back in sc1. Imagine having dragoons instead of stalkers, cheaper and more dmg and antiair.
Dragoons cost more though
Because they demande brain power to use. And they wanted a game with blobs A moving across the map.
Nah, Stalker is not look cooler, arbiter is more usefull than mothercrap. Just blizzard want to make the new unit doing the same as old one to give some fresh in game but looks finally much worse for me. Sadly we dont have army customization tool like in campaing to swap unit as we want to play before match
Акцент конечно братик нужно подтянуть
There are some really goofy takes in this video.
Well, unlike the mothership, arbiters were not limited to a single unit. If we would have them in SC2 Protoss mobility would be too OP. Reavers are similar to disruptors, but with one big difference. Although their attack is less powerful in damage output, Terran bio would be unplayable against them. You can't split against scarabs!
giving combat units abilities was the most broken decision to sc2's development
Not every unit needs them