Now I want to see 2v2s where SC1 and SC2 of given race fights SC1SC2 of another. Combined protoss forces of both reaver and collosus, vs ravager and flying queens.
@@karpai5427 It was 4v4 pretty much random SC1 SC2 configuration on Big Hunters that ended before anyone reached T2. I want to Protosses, one SC1 and another SC2 supporting each other, so even if we figure out meta where he can be destroyed, the other version of his race can help him defend and vicee versa.
@@MajkaSrajka I wonder what units are considered T2 and T3 for Protosses and Terrans, because they don't have an obvious main building upgrade requirement.
Oh my god Zuglugs is the funniest thing holy shit. I'm dreaming of a reality where Larva comes back to ASL under the nickname Zuglug and just plays every match with a mask of Arty's brother's face.
Rex, please make creeps and some spores near to the cliff of any of your hatch bases. If you stick to roach/ravagers compositions, make sure has some spores at strategic location where shuttles and observers cannot easily pass through.
SC2 Zerg players not knowing that the whole reason Reaver first isn't meta in SC2 is mutas. Zerg should always make a spire early lair tech, IMO, unless Protoss is being very aggressive with blink/stargate tech, and even then, it should be added once it can be afforded, since the threat of mutas can force the Protoss to spend more resources than it cost to add the spire, even if you never make any, and you want it at hive tech anyway. It took way too long to get to spire tech here for the Zerg.
@@TomFranklinX Both. Protoss doesn't really NEED shuttles for reavers vs Zerg to take fights, and without mutas around, they'll just get shredded by archons/goons anyway. If Zerg didn't have Mutas, they couldn't really pick off the reavers after they get dropped anyway - nothing can reliably get to them, since there are zealots/goons in the way and Scarabs basically 1-shot anything that isn't an ultra. The threat of mutas forces the Toss to go into Sairs and storm/Maelstrom, which are good vs both ground and air so can hedge vs the Mutas without making the toss lose to Hydras. Straight rushing reavers is an auto-loss vs Mutas, and going Reavers first, even after sairs, is very risky vs spire, since the sairs could get caught, or at least forced away, by scourge without good ground cover from storm/archons.
I think the placement of spores is also important to scare the shuttle away from the base if you just stick to roach/ravagers composition. One larvae hatch and 75 mineral costs for spores does do economical benefits compared to the bunch of drones/lings/roaches losing to scarabs.
@@dauswq Eh, You'd need quite a lot of spores to stop reaver drops. They don't have to fly right over your mineral line like Oracles do - they can drop and fire from outside of the spore's range. It just controls where the drop can happen safely. It also doesn't help out on the map, you still need units that can actually kill the shuttles/reavers if you ever want to attack, and Mutas are the best option for that until vipers are out.
@@Matt-ln7lb Interesting. The SC EVO games I saw with mutas vs. BW protoss did not look very strong. The basic +range dragoons could trade with them efficiently. The matchup probably looked different in BW because of bad dragoon micro & pathing, and magic box. And IIRC the evo mod increased the damage of explosive attacks against light from fifty to sixty-three percent.
Just saw them dying... my god, classic SC2. Dude just moved-attacked with everything he got against a race that actually has some good spells :D SC1 player would micro with mutas and snipe reavers, shuttles and high templars. But nope, here we have SC2 - just select all units, press A and go :D :D
I always cheer for the SC1 player, it's so fun to see their strengths and weaknesses vs SC2
Now I want to see 2v2s where SC1 and SC2 of given race fights SC1SC2 of another. Combined protoss forces of both reaver and collosus, vs ravager and flying queens.
4v4 was the first game in a tournament on afreeca tv.
@@karpai5427
It was 4v4 pretty much random SC1 SC2 configuration on Big Hunters that ended before anyone reached T2.
I want to Protosses, one SC1 and another SC2 supporting each other, so even if we figure out meta where he can be destroyed, the other version of his race can help him defend and vicee versa.
@@MajkaSrajka I wonder what units are considered T2 and T3 for Protosses and Terrans, because they don't have an obvious main building upgrade requirement.
"If you tickle Daddy, you WILL get tickled." Wise words
It’s so nice to finally see MC. Greatly missed him !
I have to make a second comment. This mod is so addicting especially with the high quality casting. Thanks Artosis.
Did anyone notice that the Reaver attacks without available scarabs at 7:00?
Seems like SC1 toss is most competative at this point hopefully Z and T get some strats worked out. This mod is bonkers lol
As someone who watches sc2 I'm really happy to see Mc again would be dope to see him and huk archon it up again.. Good times.
Oh my god Zuglugs is the funniest thing holy shit. I'm dreaming of a reality where Larva comes back to ASL under the nickname Zuglug and just plays every match with a mask of Arty's brother's face.
CLOAKED PAPER PLANES!
reaver at 13:16 missed the shot on lings
Rex, please make creeps and some spores near to the cliff of any of your hatch bases. If you stick to roach/ravagers compositions, make sure has some spores at strategic location where shuttles and observers cannot easily pass through.
the op race of each game meet at last
Op race of gw is terran tho.
SC2 Zerg players not knowing that the whole reason Reaver first isn't meta in SC2 is mutas. Zerg should always make a spire early lair tech, IMO, unless Protoss is being very aggressive with blink/stargate tech, and even then, it should be added once it can be afforded, since the threat of mutas can force the Protoss to spend more resources than it cost to add the spire, even if you never make any, and you want it at hive tech anyway. It took way too long to get to spire tech here for the Zerg.
Is it mutas or scourge? SC1 Scourge seems like a cheaper and bigger threat to shuttles than SC1 mutas.
@@TomFranklinX Both. Protoss doesn't really NEED shuttles for reavers vs Zerg to take fights, and without mutas around, they'll just get shredded by archons/goons anyway. If Zerg didn't have Mutas, they couldn't really pick off the reavers after they get dropped anyway - nothing can reliably get to them, since there are zealots/goons in the way and Scarabs basically 1-shot anything that isn't an ultra.
The threat of mutas forces the Toss to go into Sairs and storm/Maelstrom, which are good vs both ground and air so can hedge vs the Mutas without making the toss lose to Hydras. Straight rushing reavers is an auto-loss vs Mutas, and going Reavers first, even after sairs, is very risky vs spire, since the sairs could get caught, or at least forced away, by scourge without good ground cover from storm/archons.
I think the placement of spores is also important to scare the shuttle away from the base if you just stick to roach/ravagers composition. One larvae hatch and 75 mineral costs for spores does do economical benefits compared to the bunch of drones/lings/roaches losing to scarabs.
@@dauswq Eh, You'd need quite a lot of spores to stop reaver drops. They don't have to fly right over your mineral line like Oracles do - they can drop and fire from outside of the spore's range. It just controls where the drop can happen safely.
It also doesn't help out on the map, you still need units that can actually kill the shuttles/reavers if you ever want to attack, and Mutas are the best option for that until vipers are out.
@@Matt-ln7lb Interesting. The SC EVO games I saw with mutas vs. BW protoss did not look very strong. The basic +range dragoons could trade with them efficiently. The matchup probably looked different in BW because of bad dragoon micro & pathing, and magic box.
And IIRC the evo mod increased the damage of explosive attacks against light from fifty to sixty-three percent.
Reaver at 7:00 shot without scarabs, major Bug if you can just shoot without paying the mineral cost attached to the unit.
May just be a bug in displaying the number of scarabs
13:55 LMAOOOOOOOOOOOOOOOOOOOO
Courage the Cowardly Dog
Buena pelea ❤
Mooooooar!
SC2 lurkers have stupid range. They would have kept reavers away.
2 reavers one shot a lurker after dropping from shuttle.
@@TomFranklinX Yup, but you have to nail the range precisely. They barely outrange lurkers.
We need a gsl of this mod
awesome.
Why all matches are SC1 P vs SC2 Z
How tf is that not the storm Animation in sc2 that is 50x better than the sc2 storm Animation we have
Spoiler blocker
Where are mutas? :/ Reaver drops would end if there were at least 5 mutas
Just saw them dying... my god, classic SC2. Dude just moved-attacked with everything he got against a race that actually has some good spells :D SC1 player would micro with mutas and snipe reavers, shuttles and high templars. But nope, here we have SC2 - just select all units, press A and go :D :D
Reavers op
ZugLugs
After 25+ years, Reaver Scarabs are still broken lol
broken in two different definitions lol
Zerg player did nothing to counter Reavers. No anti-air, no lurkers, no mutas, nothing
how to you even deal with a fucking reaver outside of making air?
Vipers might deal with them
Hydras or anything that will be able to kill Shuttle. Without a Shuttle, Reaver shots once and dies.
i have a sc2 WOL disc autographed by MC in 2010. anyone want to buy it?
how we supposed to go back and watch game of anything when you don't fuckin label anything correctly? huh?
Spoiler blocker