Don't know if you read the comments, but this content really means something to me. As a father of two (yeah, I know... other fathers have way more on their shoulders) - I often find myself too tired to play games myself, even if I really want to. Getting to sit back, and watch you struggle way above my league is strangely satisfying. I even had a plate of cheeses and crackers, and a few glasses of red wine - something which would have been impossible (or VERY impressive) if I was to do the gaming myself =)
I'm someone with plenty of time on my hands and I'm really good at card games, but I'm in a similar position regarding Starcraft, when I last played I wasn't very good, and now my pointer finger hurts when it's made too many clicks so I doubt improving is even possible now. I play close to the level of card game youtubers so nothing to see there but for Starcraft backseat is best seat
The game needed an active pause button like other RTS's in which mediocre players like us could multitask without being cognitively overwhelmed. As such, it's like a indy game that only has ironman mode.
While I do think both air and nydus should be active, I don't like how that makes the decision of the sky/land mission pointless. I'd rather whichever one you "kill" only spawn at say "hard" difficulty rate while the other one is at above brutal rate.
Hey, there's even easier way to go about it. Just make both missions obligatory, justifying it by having to weaken both zerg groups enough for their hive to become engage-able at all.
@@kasothronos4434 continuity-wise i agree with you (as kerry only has one leviathan during WoL somehow...), but i think removing the drop pods would be a better way for it. Something as strong as the levy does feel like it needs to be on a nightmare all-in, but the drop pods are so annoying to deal with when there's so much else to do. what i think is a bit of an issue is that we have many solutions on how to make "air removed" more interesting, but nyduses are very linear. just removing half of them seems boring compared to the air solutions.
Grant: "So all I need to do is survive for 32 more seconds" 1:27:53 Just the fact that to beat the last 32 seconds of the mission stretched into more than 20 minutes of video is insane.
he does 24 hour streams. if a challenge took him the whole 24, then i might have some slight sympathy. for someone playing games for a living. which is tiny.
Honestly I think this mission is actually quite easy grant just used the wrong strategy, just look at the numbers: Perdition turrets: -Dont cost supply -Are quite cheap -Are very hot -Are best waifu -Can be repaired by scv -Shut up air doesnt exist so if you would build perdition turrets like everywhere the zerg would always be on fire and die thx for listening to my ted talk
Hot air rises so if you really think about it perdition turrets should be able to hit air units, can't believe blizzard didn't catch that in their intial unit designs.
A real point in this is that perds excellently kill swarms of lings so building a firewall (pun intended) in front of his bunks could've spared him some pain
It makes sense. The primary reason for this campaign is to showcase nightmare mode. If Grant only won all-in because Kerrigan decided to take a holiday, it wouldn't be a satisfying conclusion for the viewers and probably discourage people from wanting to play it.
You can tell GGG hasn't used Psi-emitters that often, especially on this map. Using the upper ridges you can actually set them up so you slow the zerg before they ever get to the ramps, and before hydras are even in AA range. I've done this mission with them a lot and placing them on the ridges in the right locations and combining them with siege tanks a little closer to the bunkers you can actually kill a lot of zerg before they get close. Even so holding all of this off and succeeding was freaking amazing. Well done GGG.
I could never get this notion of "Psi disruptors are bad". They make a world of difference when it comes to the amount of damage zerg can apply. Especially when you have terrain like this and you can shoot long before they get in range.
@@Annokh compared to the hive mind emulator the Psi-emitter is bad. One slows movement and attack speed, the other permanently mind controls a unit and ignores population cap. I have never used the hive mind emulator because I realized how broken the thing was upon reading it and frankly if I wanted a god mode option I would just use cheats. That said the Psi-emitter in a vacuum is incredibly powerful when properly placed, and honestly GGG really needs to place his bunkers closer to the ramps to take advantage of the miss % SC has between high/low ground units. If he did that coupled with the emitters he could of negated a ton of the damage he took, and honestly could of spent very little time on his left flank just due to how insane of a defensive position that location is.
@@Kingofredeyes "the miss % SC has between high/low ground units" That's only in SC1. There's no miss chance shooting uphill in SC2, you just can't see them to shoot them unless you get sight up there somehow. In SC1 you'd automatically get sight of something shooting at you even from uphill though.
@@Kingofredeyes Issue with hive mind emulator here specifically is just the APM. No real issue in the normal game, but in Nightmare edition? I don't think there's enough APM to utilise them effectively.
@@LordRunty I wouldn't say it's a huge APM sink, and nightmare would prolly be much more effective due to higher number of bigger threats, more Ultras/broodlords/etc you can get from it. If I remember correctly GGG had the Hive Mind Emulator removed from that tier in nightmare expressly because it's so overpowered.
With that glorious ending, if a LotV nightmare edition ever gets made as well I'm hoping someone edits the model to have duct tape all over the artifact.
Ok. I am currently at the stage when Kerrigan caused to to be overwhelmed, so about the 12 minute mark. Typically, after a defeat Grant takes, I check the time to see if the mission itself is hard or if Grant just made a mistake. My reaction at this being ALMOST 2 HOURS has me terrified. When I saw it I said "Holy f***ing sh*t! Two hours!?" It is 2am for me currently. I guess sleep is not an option. It is too weak of a choice to make. Grant had to suffer according to the time, so I'll sit here as well and suffer with you, Grant.
I hope that upgrades in this campaign will be further balanced to make all of them viable. Being punished by purchasing the "wrong" upgrades is not the way to go, it should at worst make some compositions less effective while making others more effective. But not being able to beat a mission because you made a "wrong" decision 15 missions ago should be avoided as much as possible.
He was able to beat All In without the tank upgrade, so indeed it does not lock you out for not getting the friendly fire upgrade. But while I normally agree that all upgrades should be viable, and players shouldn't be punished for their choices, this is Terran in Starcraft. Come on! Obviously, you are going to need tanks, or you will have a tough time. I think it's totally fine that the devs expect everyone to get the reduced friendly fire as a top priority, and if someone is weird and doesn't, they will be punished for it.
@@elonstruths1475 Additionally, he admitted that not having the upgrade was his own fault because he couldn't complete bonus objectives early in the campaign and didn't adjust his upgrade plan accordingly. I think making reactive balancing decisions off of that would be a huge mistake. If anything, they could nerf The Dig so that people don't miss that 30K.
@@Kandall05161 if I recall, he didn't get the bonuses because he took a particularly brutal hit that he played poorly and then decided to play it out instead of resetting, so he was on the back foot for the rest of the mission. I don't think it was too hard, I think he was just stubborn
@@Fr0styz01 I don't really remember the mission so I don't want to sound like I'm saying it should be nerfed, just that the problem came from him not being able to do The Dig so if anything IS changed it should be The Dig, not the upgrades or All In. Truthfully though I think they basically nailed the difficulty, This mission is the only one that seemed maybe a little "too hard" and that was because he set up a plan for his upgrades and then missed the most important part of it, not because the mission itself was overtuned. If anything I think it speaks to how well balanced it is that Grant was able to beat the mission even without the tank upgrades when that was such a big part of his original plan for the mission.
Also, nukes seem like an interesting answer to some of those waves with the amount of money Grant had at 80%, I should remember that they exist if I decide to play this mod or WoL in general.
I honestly think with how insane this last mission was, having it all end with the artifact exploding simultaneously with the victory condition, and making the last cutscene look jank is probably the best possible ending for this series
I understand the outrange of the brood lords was too imbalistic, which is why ghost implants no longer give them 2 attack range. Which completely killed them, 150 150 resources for no damage, and with a cd for a sniper shot. I don't know how to use them now. Very stupid change.
@1:16:48 "If you jsut microed like Maru you'd be fine." I'm gona come right out and say it, I don't think Maru would do as well as Grant on this mission. Maru's good, VERY good, but he plays a different game. Sc2 competitive is not much like the story mode and even less like nightmare difficulty. Grant however has a very related skillset on doing campaign challenge runs and has learnt/created more associated strats. That is all, controversial opinion over.
Rather anectodal response to your claim, watch some Harstem coop stuff where they managed to win brutal mutations with level 2-5 commanders while trash talking each other. Maru would probably need some practice to beat this but don't underestimate the power of godly mechanics this much.. Grant did an amazing job, and I feel the difficulty of the mission is more psychological than physical, since he had many moments where he was watching a BC kill a nydus for 10 seconds or something which could have been used doing something else. This is the advantage of pro players, they wouldn't waste that time. That said, in terms of viewership seeing the BC win a fight is fun for the spectator, watching the screen jump every half second is spectacular but can be quite tiring. I've seen Grant move faster but I think he's also taking into account how the game feels for us, the audience.
@@floriancazacu4504 "Maru would probably need some practice to beat this but don't underestimate the power of godly mechanics this much.. " is the part where Grant does better. If Maru had grant's knowledge and strats or if Grant had Maru's precision and ability, they'd be equal.
I agree. Whilr people say that Competitive SC2 is all about reaction time, its not. Its also alot of Counterplay, being familiar to what can take advantage of a weakness in the enemy units. But here, in Custom Campaigns? The type of Counterplay is so much different. Players like Maru or Serral aren't goibg to know that three Depots can bait out Razor Swarm. Theyre not going to know lots and lots of PvE strats thats part of GGGs bread and butter. So thrust into a circumstance like Nightmare Edition, they'll definately be struggling to adapt.
I have an idea to allow Shatter the Sky/Belly of the Beast to affect this map, but in a less significant way: Doing Shatter the Sky will reduce the move and attack speed of mutalisks and brood lords by 33%. Doing Belly of the Beast will reduce the rate that nydus worms spawn units by 33%. Specific values may need balancing of course.
I am absolutely amazed by your capacity to remain calm and collected and try new strategies over and over again until the final success. Thank you for the quality containt my dear Grant. That Finally !!! I legit clapped at the end !!!
"Nightmare" does not even begin to describe this mayhem. I admire your skill to find a way out of the insanity. You are truly on a whole different level.
Man this mission looks like a real "this edition" Btw love the impromptu banter between grant and the in game units. Had me laughing out loud a couple of times
I think some difficulty could be shaved off if you made a few more missile turrets on the artifact platform, and put a perdition next to the bunker near the mineral line so it could roast the broodlings and let the ghosts kill the broodlords. Maybe a perdition here and there behind the bunker/ebay line too, to just kill off zerglings as with the ghost defence, they fire slower than the marines which is a waste on the lings. Also on the south side, mutas come attack it every so often a missile turret or two wouldn't hurt. Buildings that do damage frees up supply for you to use elsewhere. I also thought, maybe defensive banshees wouldn't be so bad as a replacement for siege tanks? They'd be able to help against nydus as well then.
2 hours? hell yeah! edit : In all honesty, if it takes 2 hours for grant to finish it, maybe needs to be tuned a bit for general public, make it really hard, but maybe not 2 hours hard?
Am I the only person that thinks it's funny that every time Horner talks his lips don't move? The things I pay too much attention to.... congrats on finishing this awesome series
This definitely makes me wanna play SC2 again. I'll likely never be good enough to handle this mode, but I've thoroughly enjoyed watching you rip and tear through the zerg!
I can't beat All In on Brutal... I've tried both air and ground, and the Kerrigan attack at 80% kills me every time. I actually don't know how you beat both at the same time, with a nerfed artifact... nail-biter of a Finale, GG!!
Even though it's cheating, pick air and use mind control. Broodlords counter Kerrigan (mostly) and split muta armies on both sides with tank/bunker support. The levi is easy when you send your 70 muta ball at it with 3/3 upgrades. You'll still have to micro/macro, but it's 10x easier.
Try this: eliminate air, and just mass siege tanks on the low ground beneath the artifact. Once you get enough tanks, it's literally impossible for the zerg to advance. 50 tanks kill Kerrigan pretty damn quick too. Surround the tanks with barracks, walling off the ramp to the artifact, and boom. It's so efficient, you don't even need to go out and kill the nydus worms.
The ALL IN mission in this new difficulty seems to be lots of fun and also pretty hard. Also respect for Grant to spent almost 2h to give us a live walkthrough on how brutal the new mission is. Just wondering if using a proper upgrades and unit composition + defense layout, would it be easier? For example: completely wall off the left entrance at the ramp, and put the bunkers in perpendicula to the entrance facing north passage. The problem with bunker is that if you don't position them correctly, only one can shoot at Kerrigan at a time. To maximize DPS against her, you need to put them in a properly layout. Second, upgraded marines with stimpack inside fortified bunker deal huge DPS to Kerrigan. Also put in Tank support with all special upgrades. In addition, Ghost is not the best cost-effective unit for this mission, at least for my experience with the regular Brutal difficulty. Vikings are better and more mobile. The new Bio-steel still sucks even after buffed. Better go with Science Vessels and extra energy. All in all, they are just some of my thoughts. Grant has done a great job for the SC2 community. Thank you!
"There really is not a replacement for the Siege Tank is there?" Agree with you there. It really feels like the siege tank is the ultimate symbol of Terrans in Starcraft 2 and an absolute necessity in any solid defense. I really felt their lack of them when I was playing Outbreak and Welcome to the Jungle on Nightmare mode where they would have been very helpful dealing with infested marines and colossi. Edit. I am really liking the combination of buffed up regenerative biosteel and Battlecruisers. It allows them to attack, disengage, and recover enough health while back at base or moving to the next attack that it basically allows them to shrug off a decent amount of damage making them very useful here. I kind of want to go on a more bio-focus so I will probably get the specialist energy instead, but it is a fun-looking combo.
10 months from now GGG will be like: Hello my friends, welcome to the WoL - Nightmare edition, Goliath & Firebat only challenge, and we are going into All In, where I'm very excited to show you this cool strategy that I've come up with.
Leviathans not being armoured is to make them a much more threatening enemy (or really in coop just to make them a usable unit), the armoured tag just makes everything so much more vulnerable, unfortunately this means when you boost the heck out of it for a nightmare mode you really need to keep that in mind otherwise it makes it far more difficult than you might think considering all the really good anti-air units are only good vs armoured
Kerrigan: Ha i have destroyed your artifact! you have lost! Raynor: No, because the true artifact was the friends we made all along Kerrigan: what? Nova blasted
I kept thinking during the mission, "How different would this be without MULEs?" Fewer SCVs needed to mine, or just more minerals in general. Fewer SCVs means more army supply. More minerals means money for bunkers or turrets and repair money. Neither of those was the straw that broke the camel's back, but it's interesting to consider how even just changing one thing can make a big difference.
I'd like it if less-essential upgrades were heavily reduced in price, to encourage experimentation. Of course Shaped Blast is worth it, but Hellion flame width? Why not make that really cheap? Also, I was surprised that Grant never upgraded Missile Turrets and barely built any. I thought the AoE upgrade was great, and would have made a big difference sometimes, but am I wrong?
In Nightmare I'm not even sure! I wrote "barely built any" to hedge my bet... In Mindhawk's Challenge Gauntlet he built a bunch against the OP wraiths in Cutthroat, and I think once for detection.
the coincidence while i was watching this, i was listening to ""hollow knight - sealed vessal" by Falkkone, and as the climax of this happened, the climax of the music happened, making everything become so much more epic
My only recommendation of change is the following: Keep the choice of Air or Ground. Have both pathways include both variants of Nydus Worms and Air Units. If you chose to attempt to destroy the Nydus worms, include the Leviathan and reduce Nydus worms to spawn minimally. If you chose to destroy the Leviathan, include at the same timestamp where the Leviathan spawns to have an event where you have to deal with a massive wave of Banelings. The kind that could absolutely wreck defenses. The Leviathan is the constant threat that must be removed; whereas, the baneling wave is something you MUST prepare for or they could wipe out your walls and supporting fighters.
Just finished this and have to say. Great job with this mod. Most missions felt very fair, but hard as ****. Especially all in lol. Can't wait for hots nightmare edition.
Love how everytime at the end he is like "I don't want the 47, I want to 53", when the one that says 53 in the menu IS the one that actually loads at 47 xD
I'm still not half way through, but I always chuckle at Grant's utter refusal to built any defensive structures other than the bunkers. The biggest struggle he's had so far is being supply blocked and not having enough DPS to handle all the enemies, yet won't do something is simple as throwing down a few perditions or turrets, yet is floating 3.5k minerals. Yes, the turret and the perdition aren't great under a lot of circumstances, but he's building empty bunkers for the Strike turrets on top, but won't build actual turrets. Makes no sense to me.
lol, instead of just building Perdition turrets around the artifact, you decided to entertain us with the most painful 1 hour crawl over the finish line,
This was rough to watch. With so many nerfs and missing crucial upgrades, the usual approaches didn't work so well. It just came down to good play and sheer stubbornness on Grant's part. Oddly, I'm wondering if a more mech-based comp (thor/goliath) would have worked well here. It's a good mix of range and DPS, and it would have made good use of the Bio-steel upgrade. The biggest problem, though, is having to march out to clear the Nydus, which...
Yeah the nydus really force your comp to focus around an air unit. Normally thats banshees but they just don't seem to scale well here with all the extra spores
6:46 Grant: "its just comical" me: "yay the third challange :D how to focus down the enemies while my units are distracted by overlords" i feel like one thing to make it a little easier in the late game gould be adding 2-3 comandcenters earlier in the mission to be able to restock on scvs faster and not run out of money so fast in the end. tho this would come with another set of hardships :D
Hats off to you Grant. I saw it was both air and nydus and just went “NOPE” and turned on god mode. I was not spending 4-5 hours on one level. Beat the rest of campaign legit though, was super satisfying
All-In really needs like, an extra supply cap. Doesn't need much, maybe just like enough to cover the amount of workers to saturate the mineral and gas. It makes zero sense for a mission called "All in" to be, well, not all in. The other ultimate missions have mechanism to have more actual units in the field through allies, All-In is the only one that's not. What are Warfield and Valerian doing anyway? Why is it only Raynor's forces on the ground?
Make a playthrough of a hard campaign mod Reach the final mission with mild troubles The video is almost 2 hours _The video is almost 2 hours_ - GiantGruGames
Great video , GGG , and congrats. But... Warning : Class 10 Zerg flier detected. Holy...Sir , scanners show the largest zerg bio-signature I've ever seen ! And it's heading your way !
This mission was absolutely insane. It really didn't look possible at most points. I really think the only adjustment that could be made in hindsight is perhaps more starports since BCs seem to be the only viable unit. You'd be able to pump more out to counter act the long build time. (also mucho money backlog would serve towards a more inefficient unit)
Very good play, but... 2 seconds to build disruptor on left and 2 seconds to build disruptor on right... But they would make your life MUCH, MUCH MORE easier...
"These Vikings need to die so I can replace them with something better" Keeps the Vikings grounded but sends battlecruisers to die against the incoming air wave
You know, I always go PF, but perditions here look like would have alleviated a lot of the heat in the rear bunker, and a couple on the front of the front bunkers could have tanked for them as well, a few missile turrets also could have helped out.
What I learned from this is that I need to put camera hotkeys for the choke points. Just putting the camera on the area will help in preventing “automatic” busts.
Loved the series. I would likely not be able to do this on brutal/nightmare. It would be fun to see more content creators run this edition on their channels to see different approaches to the challenges of nightmare. Looking forward to trying the mod, but on normal so I don't just rage quit.
For some reason while watching this I had an idea on how to make the underground turret (forgot the name) somewhat viable What if it had firebat upgrades? I.e. range and juggernaut plating.
So... about that missing 3 research... If you can still access the archives and the lab, you can still get the missing research. You actually are still rewarded missing research if you redo them through the archive... kind of. It seems kinda buggy. I did a mission without gaining the research, redid it through the archives and got the credit for it, didn't save, exited sc2 and now have a save from after doing it in the archive... without the reward. Its late for me, so I'm not going to tool around with it too much, but if anyone else wants to chime in, please feel free.
Good Game Grant! I feel like with all the minerals he had a round or two of perdition and regular turrets would have mede his life easier. Also build stuff around the artifact just to block
I like the irony of him saying the comments were gonna suggest "just micro like Maru" when the thing that won him the game in the end was playing like Maru!
"Nudyses spawn progressively stronger stuff"
Wow, these nydus worms are super unique
You are awarded the GGG comedy medal. It's grand, it's giant, and it's gold.
@@runtergerutscht4401 and its super unuiqe
@@Corundrom because there's 5 or even 6 of them!
“the design of nyduses are super unique, there are 5 or 6 of nyduses scattered around the map, each spawn a progressively stronger force”
@@randomguy-tu4we and they MUST be tanken down before the forces are To Strong
Don't know if you read the comments, but this content really means something to me. As a father of two (yeah, I know... other fathers have way more on their shoulders) - I often find myself too tired to play games myself, even if I really want to. Getting to sit back, and watch you struggle way above my league is strangely satisfying. I even had a plate of cheeses and crackers, and a few glasses of red wine - something which would have been impossible (or VERY impressive) if I was to do the gaming myself =)
I'm someone with plenty of time on my hands and I'm really good at card games, but I'm in a similar position regarding Starcraft, when I last played I wasn't very good, and now my pointer finger hurts when it's made too many clicks so I doubt improving is even possible now. I play close to the level of card game youtubers so nothing to see there but for Starcraft backseat is best seat
Man, I am a father of one - and that is already over my head. I may have free time, but I have no free energy (pun intended).
Don’t sell yourself short, most guys can’t take care of themselves let alone someone else/multiple people who rely on them
The game needed an active pause button like other RTS's in which mediocre players like us could multitask without being cognitively overwhelmed. As such, it's like a indy game that only has ironman mode.
same ⛵
While I do think both air and nydus should be active, I don't like how that makes the decision of the sky/land mission pointless. I'd rather whichever one you "kill" only spawn at say "hard" difficulty rate while the other one is at above brutal rate.
i've had a similar thought actually!
This would be way better, also remove the leviathan if it was Air because it's just Brutal.
Hey, there's even easier way to go about it. Just make both missions obligatory, justifying it by having to weaken both zerg groups enough for their hive to become engage-able at all.
@@kasothronos4434 continuity-wise i agree with you (as kerry only has one leviathan during WoL somehow...), but i think removing the drop pods would be a better way for it. Something as strong as the levy does feel like it needs to be on a nightmare all-in, but the drop pods are so annoying to deal with when there's so much else to do.
what i think is a bit of an issue is that we have many solutions on how to make "air removed" more interesting, but nyduses are very linear. just removing half of them seems boring compared to the air solutions.
@@eadbert1935 A possible way to make the nydus easier would be to only let them spawn in two of the three directions every time.
Grant: "So all I need to do is survive for 32 more seconds" 1:27:53
Just the fact that to beat the last 32 seconds of the mission stretched into more than 20 minutes of video is insane.
That's some Dragon BallZ timekeeping right there
Oh no.... two whole hours. I feel both grateful and sorry for grant.
he does 24 hour streams.
if a challenge took him the whole 24, then i might have some slight sympathy.
for someone playing games for a living.
which is tiny.
Honestly I think this mission is actually quite easy grant just used the wrong strategy, just look at the numbers:
Perdition turrets:
-Dont cost supply
-Are quite cheap
-Are very hot
-Are best waifu
-Can be repaired by scv
-Shut up air doesnt exist
so if you would build perdition turrets like everywhere the zerg would always be on fire and die
thx for listening to my ted talk
Hot air rises so if you really think about it perdition turrets should be able to hit air units, can't believe blizzard didn't catch that in their intial unit designs.
actually is you build perditions in the air, bloodlords dont stand a chance. surprised you didnt know about that.
The supply point seems big here, he had all the economy in the world but got capped by supply all game
A real point in this is that perds excellently kill swarms of lings so building a firewall (pun intended) in front of his bunks could've spared him some pain
"Largest zerg bio-signature I've ever seen!"
You've seen it many times by now man, you know the drill
I love how hopeful 2:00 Grant is. Gonne be great contrast an hour in.
He did it... the guy actually beaten WoL Nightmare. Kudos Grant you achieved Victory
just started watching and i hate to say it but the DevilDogs purchase probably robbed him of the Siege tank upgrade hahaha
Love the Description for this vod. I'm sure theres people willing to do timestamps for you Grant in the comments
Holy Shit that ending was amazing
@@_H_aruu96 DevilDogs are only 25k. Not quite enough to let him get the siege boys.
in that case, Ouch for Grant either way
26:35 free win ticket got handed
grant: ok, reload.
what a legend
It makes sense. The primary reason for this campaign is to showcase nightmare mode. If Grant only won all-in because Kerrigan decided to take a holiday, it wouldn't be a satisfying conclusion for the viewers and probably discourage people from wanting to play it.
You can tell GGG hasn't used Psi-emitters that often, especially on this map. Using the upper ridges you can actually set them up so you slow the zerg before they ever get to the ramps, and before hydras are even in AA range. I've done this mission with them a lot and placing them on the ridges in the right locations and combining them with siege tanks a little closer to the bunkers you can actually kill a lot of zerg before they get close.
Even so holding all of this off and succeeding was freaking amazing. Well done GGG.
I could never get this notion of "Psi disruptors are bad". They make a world of difference when it comes to the amount of damage zerg can apply. Especially when you have terrain like this and you can shoot long before they get in range.
@@Annokh compared to the hive mind emulator the Psi-emitter is bad. One slows movement and attack speed, the other permanently mind controls a unit and ignores population cap.
I have never used the hive mind emulator because I realized how broken the thing was upon reading it and frankly if I wanted a god mode option I would just use cheats.
That said the Psi-emitter in a vacuum is incredibly powerful when properly placed, and honestly GGG really needs to place his bunkers closer to the ramps to take advantage of the miss % SC has between high/low ground units. If he did that coupled with the emitters he could of negated a ton of the damage he took, and honestly could of spent very little time on his left flank just due to how insane of a defensive position that location is.
@@Kingofredeyes "the miss % SC has between high/low ground units" That's only in SC1. There's no miss chance shooting uphill in SC2, you just can't see them to shoot them unless you get sight up there somehow. In SC1 you'd automatically get sight of something shooting at you even from uphill though.
@@Kingofredeyes Issue with hive mind emulator here specifically is just the APM. No real issue in the normal game, but in Nightmare edition? I don't think there's enough APM to utilise them effectively.
@@LordRunty I wouldn't say it's a huge APM sink, and nightmare would prolly be much more effective due to higher number of bigger threats, more Ultras/broodlords/etc you can get from it.
If I remember correctly GGG had the Hive Mind Emulator removed from that tier in nightmare expressly because it's so overpowered.
That lone ghost shooting Zerg on top of the hill during the ending cinematic was incredibly cinematic despite being unintentional.
1:49:50 The artifact is forever destroyed. However, the zerg at that moment doomed themselves into extinction.
With that glorious ending, if a LotV nightmare edition ever gets made as well I'm hoping someone edits the model to have duct tape all over the artifact.
That's a lot of damage
i've never heard Matt say "holy sh*t" so much in my entire life lmao
also that ending literally couldn't have been better than it was, trully amazing
Ok. I am currently at the stage when Kerrigan caused to to be overwhelmed, so about the 12 minute mark. Typically, after a defeat Grant takes, I check the time to see if the mission itself is hard or if Grant just made a mistake. My reaction at this being ALMOST 2 HOURS has me terrified. When I saw it I said "Holy f***ing sh*t! Two hours!?"
It is 2am for me currently. I guess sleep is not an option. It is too weak of a choice to make. Grant had to suffer according to the time, so I'll sit here as well and suffer with you, Grant.
omg just like me hahaha i was going to comment that exact words minus the 2 am i just arrived home from work we are together!!!! :D
I hope that upgrades in this campaign will be further balanced to make all of them viable. Being punished by purchasing the "wrong" upgrades is not the way to go, it should at worst make some compositions less effective while making others more effective. But not being able to beat a mission because you made a "wrong" decision 15 missions ago should be avoided as much as possible.
He was able to beat All In without the tank upgrade, so indeed it does not lock you out for not getting the friendly fire upgrade.
But while I normally agree that all upgrades should be viable, and players shouldn't be punished for their choices, this is Terran in Starcraft. Come on! Obviously, you are going to need tanks, or you will have a tough time. I think it's totally fine that the devs expect everyone to get the reduced friendly fire as a top priority, and if someone is weird and doesn't, they will be punished for it.
@@elonstruths1475 Additionally, he admitted that not having the upgrade was his own fault because he couldn't complete bonus objectives early in the campaign and didn't adjust his upgrade plan accordingly. I think making reactive balancing decisions off of that would be a huge mistake. If anything, they could nerf The Dig so that people don't miss that 30K.
@@Kandall05161 if I recall, he didn't get the bonuses because he took a particularly brutal hit that he played poorly and then decided to play it out instead of resetting, so he was on the back foot for the rest of the mission. I don't think it was too hard, I think he was just stubborn
@@Fr0styz01 I don't really remember the mission so I don't want to sound like I'm saying it should be nerfed, just that the problem came from him not being able to do The Dig so if anything IS changed it should be The Dig, not the upgrades or All In. Truthfully though I think they basically nailed the difficulty, This mission is the only one that seemed maybe a little "too hard" and that was because he set up a plan for his upgrades and then missed the most important part of it, not because the mission itself was overtuned. If anything I think it speaks to how well balanced it is that Grant was able to beat the mission even without the tank upgrades when that was such a big part of his original plan for the mission.
I did feel so bad for Grant but still when he went to the bunkers and they were all empty I had such a good laugh (timestamp 1:13:59 )
26:50
kerrigan booped and went back to check the oven for the pizza she made for the zerglings
The Zerg were very polite to die to that nothing at the end. They must have seen how long Grant has been playing already.
Now it feels like you're really on char! zergs *EVERYWHERE* in the air, in the ground, in front of you, behind on your right, left!
Also, nukes seem like an interesting answer to some of those waves with the amount of money Grant had at 80%, I should remember that they exist if I decide to play this mod or WoL in general.
I honestly think with how insane this last mission was, having it all end with the artifact exploding simultaneously with the victory condition, and making the last cutscene look jank is probably the best possible ending for this series
Kerrigan just felt so embarrassed for Jim at the end that she ordered her Zerg to spontaneously combust
I love how Grant is already at 80% but there's still another 1 hour 20 minutes left
I honestly can't think of a better ending to nightmare mode than that.
Also I laughed alot when Kerrigan razor swarmed 3 SCVs and then called it a day
I understand the outrange of the brood lords was too imbalistic, which is why ghost implants no longer give them 2 attack range. Which completely killed them, 150 150 resources for no damage, and with a cd for a sniper shot. I don't know how to use them now. Very stupid change.
31:21 when you want to say perdition turret is good, but you remember that you hate it
Everytime GGG Appreciate Mr. Perdition:
43:52
@1:16:48 "If you jsut microed like Maru you'd be fine." I'm gona come right out and say it, I don't think Maru would do as well as Grant on this mission.
Maru's good, VERY good, but he plays a different game. Sc2 competitive is not much like the story mode and even less like nightmare difficulty. Grant however has a very related skillset on doing campaign challenge runs and has learnt/created more associated strats.
That is all, controversial opinion over.
Rather anectodal response to your claim, watch some Harstem coop stuff where they managed to win brutal mutations with level 2-5 commanders while trash talking each other. Maru would probably need some practice to beat this but don't underestimate the power of godly mechanics this much..
Grant did an amazing job, and I feel the difficulty of the mission is more psychological than physical, since he had many moments where he was watching a BC kill a nydus for 10 seconds or something which could have been used doing something else. This is the advantage of pro players, they wouldn't waste that time.
That said, in terms of viewership seeing the BC win a fight is fun for the spectator, watching the screen jump every half second is spectacular but can be quite tiring. I've seen Grant move faster but I think he's also taking into account how the game feels for us, the audience.
@@floriancazacu4504 "Maru would probably need some practice to beat this but don't underestimate the power of godly mechanics this much.. " is the part where Grant does better. If Maru had grant's knowledge and strats or if Grant had Maru's precision and ability, they'd be equal.
I agree. Whilr people say that Competitive SC2 is all about reaction time, its not. Its also alot of Counterplay, being familiar to what can take advantage of a weakness in the enemy units.
But here, in Custom Campaigns? The type of Counterplay is so much different. Players like Maru or Serral aren't goibg to know that three Depots can bait out Razor Swarm. Theyre not going to know lots and lots of PvE strats thats part of GGGs bread and butter. So thrust into a circumstance like Nightmare Edition, they'll definately be struggling to adapt.
I have an idea to allow Shatter the Sky/Belly of the Beast to affect this map, but in a less significant way:
Doing Shatter the Sky will reduce the move and attack speed of mutalisks and brood lords by 33%.
Doing Belly of the Beast will reduce the rate that nydus worms spawn units by 33%.
Specific values may need balancing of course.
I am absolutely amazed by your capacity to remain calm and collected and try new strategies over and over again until the final success. Thank you for the quality containt my dear Grant. That Finally !!! I legit clapped at the end !!!
holy shit 2 hours, this is the marathon I've been waiting for!
hmm, I wonder if he had difficulty with this mission...
"Nightmare" does not even begin to describe this mayhem.
I admire your skill to find a way out of the insanity. You are
truly on a whole different level.
I want to Play Nightmare Mod for the Balance Changes... And im 100% Sure that every difficulty lvl above hard gonna wipe my ass...
This mission is nothing but pure craziness. It's a meatgrinder beyond comprehension.
Man this mission looks like a real "this edition"
Btw love the impromptu banter between grant and the in game units. Had me laughing out loud a couple of times
"I just need to do this this and this"
"oH rEaLlY?"
Three things are harder
1) air and nydus
2) no DoT from the nova
And you missed this one
3) no MULEs
And a self imposed challenge of worse sige tanks.
I think some difficulty could be shaved off if you made a few more missile turrets on the artifact platform, and put a perdition next to the bunker near the mineral line so it could roast the broodlings and let the ghosts kill the broodlords. Maybe a perdition here and there behind the bunker/ebay line too, to just kill off zerglings as with the ghost defence, they fire slower than the marines which is a waste on the lings.
Also on the south side, mutas come attack it every so often a missile turret or two wouldn't hurt. Buildings that do damage frees up supply for you to use elsewhere.
I also thought, maybe defensive banshees wouldn't be so bad as a replacement for siege tanks? They'd be able to help against nydus as well then.
2 hours? hell yeah! edit : In all honesty, if it takes 2 hours for grant to finish it, maybe needs to be tuned a bit for general public, make it really hard, but maybe not 2 hours hard?
You stole my words:D
Am I the only person that thinks it's funny that every time Horner talks his lips don't move? The things I pay too much attention to.... congrats on finishing this awesome series
I've been paying attention to the same quirk all though the series. Interesting bug to day the least!
I've been paying attention to the same quirk all though the series. Interesting bug to say the least!
damn that was insane ive watched this all unfold great job
This definitely makes me wanna play SC2 again. I'll likely never be good enough to handle this mode, but I've thoroughly enjoyed watching you rip and tear through the zerg!
I just love how All In is just deal with ground and air at the same time. I wondered what that would look like. Ty for the video Grant!
I can't beat All In on Brutal... I've tried both air and ground, and the Kerrigan attack at 80% kills me every time. I actually don't know how you beat both at the same time, with a nerfed artifact... nail-biter of a Finale, GG!!
Even though it's cheating, pick air and use mind control. Broodlords counter Kerrigan (mostly) and split muta armies on both sides with tank/bunker support. The levi is easy when you send your 70 muta ball at it with 3/3 upgrades. You'll still have to micro/macro, but it's 10x easier.
Try this: eliminate air, and just mass siege tanks on the low ground beneath the artifact. Once you get enough tanks, it's literally impossible for the zerg to advance. 50 tanks kill Kerrigan pretty damn quick too. Surround the tanks with barracks, walling off the ramp to the artifact, and boom. It's so efficient, you don't even need to go out and kill the nydus worms.
49:50 the landed vikings fighting the ultralisks! it's just like in the cinematics!!!!
I genuinely admire your patience and determination. This video was amazing and the climax was truly epic. Talk about the last second victory! :D
The ALL IN mission in this new difficulty seems to be lots of fun and also pretty hard. Also respect for Grant to spent almost 2h to give us a live walkthrough on how brutal the new mission is. Just wondering if using a proper upgrades and unit composition + defense layout, would it be easier? For example: completely wall off the left entrance at the ramp, and put the bunkers in perpendicula to the entrance facing north passage. The problem with bunker is that if you don't position them correctly, only one can shoot at Kerrigan at a time. To maximize DPS against her, you need to put them in a properly layout. Second, upgraded marines with stimpack inside fortified bunker deal huge DPS to Kerrigan. Also put in Tank support with all special upgrades.
In addition, Ghost is not the best cost-effective unit for this mission, at least for my experience with the regular Brutal difficulty. Vikings are better and more mobile. The new Bio-steel still sucks even after buffed. Better go with Science Vessels and extra energy. All in all, they are just some of my thoughts. Grant has done a great job for the SC2 community. Thank you!
damn that was insane, amazingly played my guy
"There really is not a replacement for the Siege Tank is there?" Agree with you there. It really feels like the siege tank is the ultimate symbol of Terrans in Starcraft 2 and an absolute necessity in any solid defense. I really felt their lack of them when I was playing Outbreak and Welcome to the Jungle on Nightmare mode where they would have been very helpful dealing with infested marines and colossi. Edit. I am really liking the combination of buffed up regenerative biosteel and Battlecruisers. It allows them to attack, disengage, and recover enough health while back at base or moving to the next attack that it basically allows them to shrug off a decent amount of damage making them very useful here. I kind of want to go on a more bio-focus so I will probably get the specialist energy instead, but it is a fun-looking combo.
I love the moment Grant is so frazzled he calls an e-bay an evolution chamber XD
10 months from now GGG will be like: Hello my friends, welcome to the WoL - Nightmare edition, Goliath & Firebat only challenge, and we are going into All In, where I'm very excited to show you this cool strategy that I've come up with.
The way Kerrigan just wandered off at the the 27 min mark had me rolling.
Leviathans not being armoured is to make them a much more threatening enemy (or really in coop just to make them a usable unit), the armoured tag just makes everything so much more vulnerable, unfortunately this means when you boost the heck out of it for a nightmare mode you really need to keep that in mind otherwise it makes it far more difficult than you might think considering all the really good anti-air units are only good vs armoured
Kerrigan: Ha i have destroyed your artifact! you have lost!
Raynor: No, because the true artifact was the friends we made all along
Kerrigan: what?
Nova blasted
Due to Grant’s play style, he has solid prejudice against automatic defense options.
I kept thinking during the mission, "How different would this be without MULEs?" Fewer SCVs needed to mine, or just more minerals in general. Fewer SCVs means more army supply. More minerals means money for bunkers or turrets and repair money. Neither of those was the straw that broke the camel's back, but it's interesting to consider how even just changing one thing can make a big difference.
I'd like it if less-essential upgrades were heavily reduced in price, to encourage experimentation. Of course Shaped Blast is worth it, but Hellion flame width? Why not make that really cheap?
Also, I was surprised that Grant never upgraded Missile Turrets and barely built any. I thought the AoE upgrade was great, and would have made a big difference sometimes, but am I wrong?
Has he built any in the last few campaigns he did?
In Nightmare I'm not even sure! I wrote "barely built any" to hedge my bet...
In Mindhawk's Challenge Gauntlet he built a bunch against the OP wraiths in Cutthroat, and I think once for detection.
@@NicD I remember the one in mindhawks thing and even then he was he seemed pretty against it tbh, I just don't think he like building them
Grant is seemingly allergic to missle turrets. Weird considering that he's fine with all other static defenses with any of the other races.
@@Hindsightt2020 mhm, it's weird cus sometimes he struggles so much and just building a missle turrent or 3 would fix the issues he has
Grant has to be the king of StarCraft challenge/mod runs at this point
pretty sure he got outdone by high GMs in the reverse campaign Cutthroat ultra brutal before it got nerfed
And this is why All-In is the best SC2 mission. Brutal, but fair and straight-forward.
This is really impressive Grant! Excellent work, you're really good!
the coincidence while i was watching this, i was listening to ""hollow knight - sealed vessal" by Falkkone, and as the climax of this happened, the climax of the music happened, making everything become so much more epic
I was surprised that you weren't pulling the barracks to the artifacts sooner.
Still, way better than I could do. GGG is the CTG of campaign.
oh hey wonder how the finale is gonna go.
*sees video length*
oh no.
*gets popcorn ready*
My only recommendation of change is the following:
Keep the choice of Air or Ground. Have both pathways include both variants of Nydus Worms and Air Units. If you chose to attempt to destroy the Nydus worms, include the Leviathan and reduce Nydus worms to spawn minimally. If you chose to destroy the Leviathan, include at the same timestamp where the Leviathan spawns to have an event where you have to deal with a massive wave of Banelings. The kind that could absolutely wreck defenses. The Leviathan is the constant threat that must be removed; whereas, the baneling wave is something you MUST prepare for or they could wipe out your walls and supporting fighters.
Just finished this and have to say. Great job with this mod. Most missions felt very fair, but hard as ****. Especially all in lol. Can't wait for hots nightmare edition.
Real Scale Nightmare difficulty when? I want to see all the overlords at the beginning, but big because it's funny
Love how everytime at the end he is like "I don't want the 47, I want to 53", when the one that says 53 in the menu IS the one that actually loads at 47 xD
Oh my goodness the minimap is writhing.
“There’s not really a side that I can focus more on… And that kinda means I’m the moron” great line! 😝
1:39:12 the most wholesome moment of the stream, immediately followed by the most savage moment of the stream
I'm still not half way through, but I always chuckle at Grant's utter refusal to built any defensive structures other than the bunkers. The biggest struggle he's had so far is being supply blocked and not having enough DPS to handle all the enemies, yet won't do something is simple as throwing down a few perditions or turrets, yet is floating 3.5k minerals.
Yes, the turret and the perdition aren't great under a lot of circumstances, but he's building empty bunkers for the Strike turrets on top, but won't build actual turrets. Makes no sense to me.
"Hit it, general!"
"Eeh? Hit what? The Artifact in not there ..."
lol, instead of just building Perdition turrets around the artifact, you decided to entertain us with the most painful 1 hour crawl over the finish line,
This was rough to watch. With so many nerfs and missing crucial upgrades, the usual approaches didn't work so well. It just came down to good play and sheer stubbornness on Grant's part.
Oddly, I'm wondering if a more mech-based comp (thor/goliath) would have worked well here. It's a good mix of range and DPS, and it would have made good use of the Bio-steel upgrade. The biggest problem, though, is having to march out to clear the Nydus, which...
Yeah the nydus really force your comp to focus around an air unit. Normally thats banshees but they just don't seem to scale well here with all the extra spores
How to use prediction turret by Grant:
1 never build predictions
2 complain how they never help
Broodlords flying into your base who you gonna call
GHOST-BUNKERS!
Finale... almost 2 hours..
Oh my goodness, this sounds like a real -nightmare-
"General Warfield believes an attack on the primary hive cluster is suicide under current conditions." -Valerian Mengsk
6:46
Grant: "its just comical"
me: "yay the third challange :D how to focus down the enemies while my units are distracted by overlords"
i feel like one thing to make it a little easier in the late game gould be adding 2-3 comandcenters earlier in the mission to be able to restock on scvs faster and not run out of money so fast in the end. tho this would come with another set of hardships :D
Hats off to you Grant. I saw it was both air and nydus and just went “NOPE” and turned on god mode. I was not spending 4-5 hours on one level. Beat the rest of campaign legit though, was super satisfying
All-In really needs like, an extra supply cap. Doesn't need much, maybe just like enough to cover the amount of workers to saturate the mineral and gas. It makes zero sense for a mission called "All in" to be, well, not all in. The other ultimate missions have mechanism to have more actual units in the field through allies, All-In is the only one that's not.
What are Warfield and Valerian doing anyway? Why is it only Raynor's forces on the ground?
Kerrigan really went back after killing 3 scv probably thinking to herself "my job is done here"
Make a playthrough of a hard campaign mod
Reach the final mission with mild troubles
The video is almost 2 hours
_The video is almost 2 hours_
- GiantGruGames
Great video , GGG , and congrats.
But...
Warning : Class 10 Zerg flier detected.
Holy...Sir , scanners show the largest zerg bio-signature I've ever seen ! And it's heading your way !
This mission was absolutely insane. It really didn't look possible at most points. I really think the only adjustment that could be made in hindsight is perhaps more starports since BCs seem to be the only viable unit. You'd be able to pump more out to counter act the long build time. (also mucho money backlog would serve towards a more inefficient unit)
Very good play, but... 2 seconds to build disruptor on left and 2 seconds to build disruptor on right...
But they would make your life MUCH, MUCH MORE easier...
"These Vikings need to die so I can replace them with something better"
Keeps the Vikings grounded but sends battlecruisers to die against the incoming air wave
You know, I always go PF, but perditions here look like would have alleviated a lot of the heat in the rear bunker, and a couple on the front of the front bunkers could have tanked for them as well, a few missile turrets also could have helped out.
Grant just plain does not like them, even though they totally save his butt on the ground by the merc compound xD
What I learned from this is that I need to put camera hotkeys for the choke points. Just putting the camera on the area will help in preventing “automatic” busts.
Yes! The 2 hour masterpiece we’ve been waiting for
Loved the series. I would likely not be able to do this on brutal/nightmare. It would be fun to see more content creators run this edition on their channels to see different approaches to the challenges of nightmare. Looking forward to trying the mod, but on normal so I don't just rage quit.
This must be what the colonists at Botany Bay felt like when they landed in Australia.
For some reason while watching this I had an idea on how to make the underground turret (forgot the name) somewhat viable
What if it had firebat upgrades? I.e. range and juggernaut plating.
Flaming Betty
Also (don’t one if it has this or not), what if it could stun units (excluding aerial and big units ofc) when it emerges in its range?
@@TheHeroicraptor
I present to you
flaming underbetty
So... about that missing 3 research... If you can still access the archives and the lab, you can still get the missing research. You actually are still rewarded missing research if you redo them through the archive... kind of. It seems kinda buggy. I did a mission without gaining the research, redid it through the archives and got the credit for it, didn't save, exited sc2 and now have a save from after doing it in the archive... without the reward. Its late for me, so I'm not going to tool around with it too much, but if anyone else wants to chime in, please feel free.
I can finally watch the final episode
"sees it's nearly 2 hours long" oh no
Thanks for the fun! ^^
Praise the phantom artifact! x)
Good Game Grant!
I feel like with all the minerals he had a round or two of perdition and regular turrets would have mede his life easier.
Also build stuff around the artifact just to block
I've been waiting, this video is outstanding and I haven't even finished.
Nightmare real scale? That seems like it could be one heck of a challenge
All Kerrigan wanted was to kill 3 scvs with razor swarm. Her life was complete.
I like the irony of him saying the comments were gonna suggest "just micro like Maru" when the thing that won him the game in the end was playing like Maru!