Final genny; I'm on top of the world And I will never rest for retries again One more time I have beaten them out The scent of solarite announces the end
gotta love how zeratul sounded like an exasperated mother in the missionbriefing trying to teach her child on how not to be stupid with limited success.
21:00 So What i believe happened at was this The tank shot the high templar Shocking, i know But, the math works like this Shields take full damage. So, the tank deals its 85 damage to the templars shield. Then, the high templar is small, so the tank will deal all it's remaining damage, 45 points, to the high templar, but only up to the cap of the damage it deals to a small unit. As the high templar only has 40 hitpoints, it dies. The other option is just straightforward blowthrough, where the shields cause the unit to take the full damage from the tank shot, 85, and because the shields have less than 40 hitpoints, the remaining damage is applied directly to the hitpoints with no modifications. Same effect, dead templar.
Tank does 85 damage. HT has 40 shield and 40 health. HT also has 2/2 which means 85 - 2 (shield armor) = 83 83 deplete shield: 83 - 40 = 43 43 - 2 (armor) = 41 41 deplete the remaining health 41 - 40 = 1 The tank still has 1 damage extra to plow through the HT. The only way for HT to survive is to have 3/3 which it doesn't.
I feel like one of the main reasons this no-build mission is so memorable is that it's pretty different, structurally, from the hallway format of the other missions. While it is somewhat linear in the order in which you need to do things, the linearity isn't obvious at first. You're dumped in this super big sandbox, with flying units of all things, and you need to figure your own way out of it. While most no-build missions are ground only, with very little reinforcements, and you basically have to follow the big corridor, with the occasional branch. Openness does it all.
It illustrates the philosophies of Hallway vs Island design. Hallway design is often more effective in narrative heavy environments as the order in which the player experiences things can be fully predicted, lending strength to a narrative moment. This is why you see it used soo frequently in JRPG dungeons, Zelda (Ironically, all but the first one), narrative heavy games, etc... Island design is called as such because in an open world you'll find 'islands' of attention, normally in the form of towns or "worlds", in which there is a high concentration of things to do, and an expected order in which to do them but it is not a strict order, and it is much more conducive to exploration, strategy (yes I know a bit ironic since it is slow and methodical [which you'd think is linear because of the repetitive motions and matchup knowledge but not really as some riskier plays can be just as effective if not more] but if you look at how PvP maps are designed you can clearly tell that the focus is around key places of attention, chokes, expos, and center map, corners often being reserved for starting bases) and emergent gameplay.
I really like this no build mission, but I think the terran one where you steal battlecruisers is even cooler. They really were on a roll when it comes to no build missions in brood war, weren't they?
If somebody is curious where the infamous Brood War opening cinematic is, it's been moved to the start of the Terran campaign in episode 5. Traditionally in Starcraft 1 it would play at the start of Episode 4 but the Mass Recall team decided to move it.
I find this Mission Interesting because of the Introduction of the UED which we get No information on other than the Cinematic into at the beginning of Brood war. Also as far as no build missions go this has to be one of my favorite if not the best.
The interesting part about some of the no build missions (Battle of Braxis and Dylarian Shipyards specifically) is that they are less "throw your units at the enemy and hope it goes well" and more of a puzzle style mission. In fact, I'd argue that is evolved into a popular SCBW custom game set "Impossible" missions which also involves preset units and using the units you get to complete an objective. Both those and this are very similar where just throwing units in doesn't work but strategically using each one to "abuse" the AI is the objective. (Personally, I liked Impossible Options custom game alot)
Oh shit I always loved these "impossible" maps. You had to be so coordinated with other players which was hard to do as a 12 year old with rather weak English lol. Still a ton of fun. Similar in vibe were these typical puzzle games "strip", where you slowly uncovered nude picture of a girl on a minimap made from small tile pieces. They weren't very difficult, but you had to think, like knowing to check which mineral node in a wall had 0 minerals on them, so that you don't get stuck. Mam, custom BW maps were so creative with how little restrictive the editor was.
Part of why this feels different is probably cause like you said is kind like a puzzle. I feel most of no build missions specially on SC 1 are just "if you are having a hard time just micro better lol" and this one is "what I am doing wrong? Lets approach it differently"
I think it was this mission that was the original inspiration for the "Impossible Scenarios" maps in BW customs, where players have a set given units for each "level" to clear it and win
It's a part of the Hard setting, so you can just go the same route as usual if you set it to Normal. The fact that the Hard setting does not give the enemy more units or buffs, though, but takes yours away, is actually pretty creative IMO. It makes you appreciate the special abilities for those spellcasters a lot more.
21:05 my guess is its programmed to check what its hitting(shields) checks the damage for that(85), and slaps that on the templar. Only when the templars hull/carapace is exposed before the damage is applied does it actually check for its size.
The objective of this mission is really unique. There are five power generators scattered around the map that you need to destroy, each guarded by a progressively stronger force of enemies.
The mission objective on Battle for Braxis is super-unique - there are 5 Power Generators scattered throughout the map which need to be destroyed, each is guarded by a progressively stronger force of enemies.
I think it helps that this mission isn't balanced around heroes and it also gives you an objective that's not just "kill everyone in this corridor". You could probably meticulously clear the map with the tools you're given, but the fun comes in when you target a weak point and watch as entire sectors of the map become safe to traverse. Really sells that David v Goliath feel that hero-focused, no build segments do not.
My question has always been, how did that huge orbital platform get there? Did they really ship in a huge blockade platform from earth? That would have been a logistical challenge. Or did they build it right here? Then they would have needed a huge engineering corps and so many minerals.
I actually bothered to check the wiki on Braxis and it doesn't help. The planet had like 25.000 terran settlers on it, which is a small town's worth at best. Because of all the ice and storms, it was highly inhospitable as a colony. So I can't imagine someone would bother with a orbital defense platform for so few people. Blizzard confuses me to no end sometimes.
@@chanyung666 braxis is in a strategic location apparently . If the planet is so harsh, it makes sense they setup most of their infrastructure in space
So for the third power generator you were actually supposed to backstab them from where the second generator is using Dragoons to snipe Turrets and scouts to kill the low ground tanks With that you could bait out the wraiths guarding the flank of the third power generator and then kill it.
They say a key piece to determine good design is how difficult it is to pick apart. Bad design is not very cohesive, you can clearly see the ideas that went into it and how they fell flat, but with good design it is hard to isolate one thing because all of the components are very well integrated with eachother. This mission is a great example of this. It's hard to explain why it's soo good, but it's evident that it was carefully designed and it shines because of it
You are not boring, you are calming! I love watching your videos here and on the main channel over and over again because I love hearing your voice. It's calming! Also your sense of humor is lit!
This is the most stressful RTS mission I have ever played and I loved it. I remember how something was awry with my PC and I couldn’t save, so I went through the whole thing in one go.
There was a fun game in the ASL on a map where carriers were overpowered. The Terran went ghosts with lockdown blindly... but the Protoss was going corsairs with Disruption Web to neutralize tanks. Its one of the strangest tech games I've ever seen. What happened was the game being screwy in some way. It is most likely that either High Templar/Sieged Tanks do not properly apply unit size in their interaction OR any hit that depletes shields deal full damage OR the Sieged Tank's attack deals both primary target damage AND splash to the Templar. Regardless, that is NOT how that interaction should work, from either what is displayed in game or in the Brood War its imitating. A 3/3 tank against a 2/2 Templar deals 40 shields damage and 20 life damage in Brood War, based on testing.
How to do it with 0 loses: (works both on old BW and SCMR) 1 stage: there is highground right from the landing zone. Clear 2 of those turrets and put your troops there. Send dragoons right to the objective, as they reach it from highground. You avoid bunkers this way. 2 stage: i go always for the left side objective, the one you tried to go first. There is landing zone left from the bridge. Droob ur troops there and clear turrets along the way to make room for scouts (they will be handy when it comes to killing wraiths). U can also drop dts to kill 1 stage bunkers instead, so they won't interrupt later on. Go with goons to northern part of objective platform, kite wraiths to you with scouts and kill them one by one. Then drop goons to northern corner of the platform and kill the objective. Stage 3: you can do it your way, but also a bit faster, since u get zealots. Another way is using goons and scouts to clear bunkers (the one that are close to siege tanks). Tanks can be killed with scouts, then need to finish 2 bunkers above and u have clear way to the objective. 4 stage- clear bunkers above stage 3 objective with goons or reavers. Then carefully kill tank on highground, north of those bunkers. Clear turrets, drop goons behind highground, clear mines and ghosts progressively with aid of observer. After that use scouts to kill turret and tank on right side of objective platform. Then kite goliaths one by one to range of dragoons with scouts and remove em. Kill objective with scouts and goons. Stage 5: clear turret blocking the way to landing zone. Then clear turrets and two bunkers West side of the zone. Alternatively, you can just block em with distruption web and rush to objective. Then kite BCs one by one and clear them. When it is done, clear objective. EZ PZ
This is 100% how no build missions should be done. Was my favourite as a lad as well. I really wish this philosophy had carried over into other no builds.
It feels like the only time Blizzard tried to make an open-minded no-build mission like this again was "Ghost of a chance" in WOL, since it has basically the same premise: get a bunch of microable units, preferably flying, and try to do stuff. Those two are very interesting, since they play out like a big puzzle, rather than a stealth operation or something.
So, this is the way I THINK the siege tank thing worked is one of two possibilities. The damage calculation first see's Am I hitting shield? Yes? Do full damage. -> 80 damage hits shields then carries through to HP regardless. OR Am I hitting shield? Yes? Do Full damage -> 40 damage applied to shield, enough to break the shield. Leftover damage is then calculated -> Am I hitting shield? No? What damage type should I do? Small? Small damage type is max of 42.5. There is 40 damage remaining after first 40 destroys shields, thus the max damage that can be dealt is not reached. I think the first is more likely, but who knows honestly. Straight spaghetti code.
I think the battle of braxis is doable without taking whole damage. For the longest time I've been doing it in the wrong order and not even using a lot of flank routes, and thought it was the hardest mission ever. Then I met the zerg campaign.
No, because he then loses a 2nd and 3rd HT to a single siege tank as well and also you get vision of what's firing at you and we didn't see the 2nd siege tank until later
I like this one, but prefer the Dylarian Shipyards mission in the Terran campaign which is basically the same thing but with a huge battlecruiser shoot out at the end.
on the second to last part, am I misremembering or he should have used the archon to deal with the mines since them are not triggered by the archons, for some reason, I asume because they float
I heard that Artanis was the Executor on the first Protoss Campaign. If that is true, this mission briefing shows a huge plot hole. Why he would understimate Terrans, after leading the attack against the Overmind with Tassadar, Zeratul and Raynor? Also there is another plot hole in another briefing saying he was not worthy of even speaking Tassadar name, but accordingly to first campaign he would have save Tassadar from the prison. It doesnt make sense that he is the executor on first campaign
1. The Terrans were useless. Call them dominion, sons of korhal or confederates... They were handled by Tassadar with no problem and only because he tried to save people in Tarsonis did he lost templars. These are the UED. Is like talking about different tribes of protoss, taldarim, whatever... They are not all made equal. Terrans of the koprulu sector weren't killed by protoss due to Tassadar mercy or to Zerg due to Zeratul revealing Aiur location. Raynor band is just that... Yes, he helped them and he could have picked the cockroach nature of humans that keep trying/popping but that's it... Zeratul is just humble and is aware of the current condition of the Aiur templar, the told the Zerg causes on the shakuras protoss and not judging your enemy before hand. So Artanis is more experienced dealing with Zerg and protoss up to this point. 2. Artanis might have been the executor but that doesn't mean he was old or experienced. He was like an intern and he got a "promotion" from desk job executor to battlefield grunt praetor. Tassadar was older, an executor, and elite among his generation and was "right" and "visionary" up to this moment when he just destroyed a monster like 2 months ago. So Artanis the respectful rookie is just like this. His personality from SC2 should tell you all this as he is always blaming himself for everything while still messing up making the decision to retake Aiur at the start of LotV.
I missed the second or third generator and went to find the next one, as a result I had to beat every part of the puzzle with reinforcements suited for the previous part. It was ridiculous, almost like cheating to utilize shield regeneration to slowly make progress.
The High Templar dying to a single siege tank shot is indeed not how math works in Brood War and the fact that it works like this here is a huge setback for the Protoss race. Protoss shields regenerate during combat in SC BW as opposed to after a delay of not taking damage in SC2 so the occasional +1 shield tick for protoss units during combat is actually going to be a weakness in many cases causing them to take huge extra damage from some sources Usually the +1 shield tick during combat means that armor is subtracted twice from an attack (hull armor and shield armor) but here it could be a disaster. Take a Zealot that's down to only 80 health vs a siege tank doing 85 damage. If he's shot he'll live with 37.5 hp but if he first gains a single point of shields he'll die. This is very disappointing, wonder if it's not possible to do any better in the SC2 engine though
Honestly the protoss should logicaly obliterate the terran with ease. The technological diference is as if one of Napoleon's armies tried to take over the modern Day US. They would get thrashed.
To be fair, it's more akin to the modern US fighting the state of Florida, except Florida's population outnumbers the rest of the US and every exaggerated story of Florida's true. Down to the cocaine. Mix a overabundance of nuclear weapons and you get Terran. Who will fling their foolish individuals into actual soldiers who have veterans in fighting in other wars, and due to the drug crazed abandon, not run away sensibly. It's not because Terrans are smart, I'm pretty sure the reason why Korhal was overly nuked into a smoldering ruin and turned to glass in the background was an accident, too many used.
Those are UED though, not common terran. The UED lore-wise is terribly overpowered, think that the three races had to unite/get manipulated by Kerrigan to hold them off. Even in SC2 some of that old glory remmains, the spartan company, the elite goliaths are mentioned to be UED leftovers if I am not mistaken
Scouts are reasonably good against BCs and are supposed to be their counter. However because Scouts have two attack projectiles BCs with armor are relatively resilient against them. They are still one of the best options for Protoss to kill BCs though, along with Feedback.
I really really do not like no build missions in SC and Brood War. The main reason is that in that game you do not get vision of what is there in the next room/platform/whatever and so you gotta take your scouting unit and then left click and then stop the unit in rapid succession because you do not wanna take damage for nothing. I guess this is a common thing in all of SC where you take damage because yes. That's one thing that I love about SC2.
wraith are good anti capitial unit if your oppentant forgot detection... in SC1 a fully upgraded wraith can kill a fully upgraded carrier if you cloak without taking damage. Why they even have an anti ground attack is beyond me.
I keep seeing people say they love this mission, and I don't get it at all, at least in the base game. It's always been in my opinion the worst mission in all of Starcraft by a significant margin. In the original there are so many missile turrets that you can't use any of the air support you're given, all of which have basically infinity range, and the forces you're given aren't even close to enough to win by themselves without significant micro, which is nothing but an exercise in frustration given the SC1 pathing. Seriously, good luck getting your units to move within a 180 degree cone of where you tell them to go. At least in this version the range of the missile turrets has been shrunk to like half of what it was, so you can actually use a bit of air and DT stealth, and units will actually go where you tell them to when you tell them to.
I think the only slightly tricky part is the ghost section. Dragoons can safely clear a lot of the turrets without being punished and you dont need to do any fancy micro with them, while the rest of the units are pretty responsive even in the base game.
I don't think turret range has been reduced in this version. It doesn't feel like it is, and it would go against the spirit of SCMR in any case. I don't feel like the missile turrets are a problem in this mission. They're there to stop you brute-forcing your way through and forcing you to work creatively to find your way. If a missile turret is in the way, there's a way to destroy it. If you can't destroy it, it'll get disabled once you reach the generator. Even in vanilla BW, I loved this mission. It was hard when I was 8, but once I got better at understanding the game the puzzles were amazingly rewarding to solve.
@@gabraeld I saw Grant kill a turret with Scouts while only one was firing in a spot where two would shoot me before I was even in range. Their range is obviously reduced.
"I shall test the mettle of these humans by scouting ahead" -Artanis
That explains his choice of craft.
Artanis as he uses the afterburner: ” Do you like…my scout!?’’
Final genny; I'm on top of the world
And I will never rest for retries again
One more time I have beaten them out
The scent of solarite announces the end
Ganthritor drifting?!
Cherry colaaa!! ~~~~
Khala durifto?
gotta love how zeratul sounded like an exasperated mother in the missionbriefing trying to teach her child on how not to be stupid with limited success.
21:00
So
What i believe happened at was this
The tank shot the high templar
Shocking, i know
But, the math works like this
Shields take full damage. So, the tank deals its 85 damage to the templars shield. Then, the high templar is small, so the tank will deal all it's remaining damage, 45 points, to the high templar, but only up to the cap of the damage it deals to a small unit. As the high templar only has 40 hitpoints, it dies.
The other option is just straightforward blowthrough, where the shields cause the unit to take the full damage from the tank shot, 85, and because the shields have less than 40 hitpoints, the remaining damage is applied directly to the hitpoints with no modifications. Same effect, dead templar.
Tank does 85 damage.
HT has 40 shield and 40 health.
HT also has 2/2 which means
85 - 2 (shield armor) = 83
83 deplete shield: 83 - 40 = 43
43 - 2 (armor) = 41
41 deplete the remaining health
41 - 40 = 1
The tank still has 1 damage extra to plow through the HT.
The only way for HT to survive is to have 3/3 which it doesn't.
@@Weigazod
But HT is smol so tonk should only do 43 damage, no? :/
@@MrNicoJac I doubt SC2 engine is suffice to do that half damage like sc1.
I feel like one of the main reasons this no-build mission is so memorable is that it's pretty different, structurally, from the hallway format of the other missions. While it is somewhat linear in the order in which you need to do things, the linearity isn't obvious at first. You're dumped in this super big sandbox, with flying units of all things, and you need to figure your own way out of it. While most no-build missions are ground only, with very little reinforcements, and you basically have to follow the big corridor, with the occasional branch.
Openness does it all.
It illustrates the philosophies of Hallway vs Island design. Hallway design is often more effective in narrative heavy environments as the order in which the player experiences things can be fully predicted, lending strength to a narrative moment. This is why you see it used soo frequently in JRPG dungeons, Zelda (Ironically, all but the first one), narrative heavy games, etc...
Island design is called as such because in an open world you'll find 'islands' of attention, normally in the form of towns or "worlds", in which there is a high concentration of things to do, and an expected order in which to do them but it is not a strict order, and it is much more conducive to exploration, strategy (yes I know a bit ironic since it is slow and methodical [which you'd think is linear because of the repetitive motions and matchup knowledge but not really as some riskier plays can be just as effective if not more] but if you look at how PvP maps are designed you can clearly tell that the focus is around key places of attention, chokes, expos, and center map, corners often being reserved for starting bases) and emergent gameplay.
I really like this no build mission, but I think the terran one where you steal battlecruisers is even cooler. They really were on a roll when it comes to no build missions in brood war, weren't they?
It was often puzzle with more than 1 solution. SC2 is mostly "Use hero, smash things"
@@Adoak1 moba missions are cool as well tbh, but the mix would be the best
If somebody is curious where the infamous Brood War opening cinematic is, it's been moved to the start of the Terran campaign in episode 5. Traditionally in Starcraft 1 it would play at the start of Episode 4 but the Mass Recall team decided to move it.
I find this Mission Interesting because of the Introduction of the UED which we get No information on other than the Cinematic into at the beginning of Brood war. Also as far as no build missions go this has to be one of my favorite if not the best.
The interesting part about some of the no build missions (Battle of Braxis and Dylarian Shipyards specifically) is that they are less "throw your units at the enemy and hope it goes well" and more of a puzzle style mission. In fact, I'd argue that is evolved into a popular SCBW custom game set "Impossible" missions which also involves preset units and using the units you get to complete an objective. Both those and this are very similar where just throwing units in doesn't work but strategically using each one to "abuse" the AI is the objective. (Personally, I liked Impossible Options custom game alot)
Oh shit I always loved these "impossible" maps. You had to be so coordinated with other players which was hard to do as a 12 year old with rather weak English lol. Still a ton of fun.
Similar in vibe were these typical puzzle games "strip", where you slowly uncovered nude picture of a girl on a minimap made from small tile pieces. They weren't very difficult, but you had to think, like knowing to check which mineral node in a wall had 0 minerals on them, so that you don't get stuck.
Mam, custom BW maps were so creative with how little restrictive the editor was.
Part of why this feels different is probably cause like you said is kind like a puzzle. I feel most of no build missions specially on SC 1 are just "if you are having a hard time just micro better lol" and this one is "what I am doing wrong? Lets approach it differently"
I think it was this mission that was the original inspiration for the "Impossible Scenarios" maps in BW customs, where players have a set given units for each "level" to clear it and win
Interesting choice to remove past units, because I do miss the ability to mass a giant army as a "reward" for doing previous sections safely
It's a part of the Hard setting, so you can just go the same route as usual if you set it to Normal. The fact that the Hard setting does not give the enemy more units or buffs, though, but takes yours away, is actually pretty creative IMO. It makes you appreciate the special abilities for those spellcasters a lot more.
@@fare-5174 those spellcasters are kinda crap in the original game
"Why would we take any damage? Only loosers take damage" - Grant after making his Observer take damage
21:05 my guess is its programmed to check what its hitting(shields) checks the damage for that(85), and slaps that on the templar. Only when the templars hull/carapace is exposed before the damage is applied does it actually check for its size.
It really does look like that which is not how it works in SC BW and really disappointing
Aww, you're not boring Grant. I look forward to thee videos above all others in my day :)
The objective of this mission is really unique. There are five power generators scattered around the map that you need to destroy, each guarded by a progressively stronger force of enemies.
The mission objective on Battle for Braxis is super-unique - there are 5 Power Generators scattered throughout the map which need to be destroyed, each is guarded by a progressively stronger force of enemies.
It pain to see Grant doesn't use hallucination to soak the tank shot, instead he just yolo in and hope for the best.
Mandatory comment saying I love this playthrough and thank you so much for all the content you provide. (this was my favorite mission also :D)
I think it helps that this mission isn't balanced around heroes and it also gives you an objective that's not just "kill everyone in this corridor". You could probably meticulously clear the map with the tools you're given, but the fun comes in when you target a weak point and watch as entire sectors of the map become safe to traverse. Really sells that David v Goliath feel that hero-focused, no build segments do not.
"Chad-Tannis" for the win! OK, maybe not. This is a comment for the algorithm! :D
that templar at 20:35 had all his faith in your calculation grant. And died instantly. Can't wait for the next mission, my favorite in Brood Wars
My question has always been, how did that huge orbital platform get there? Did they really ship in a huge blockade platform from earth? That would have been a logistical challenge. Or did they build it right here? Then they would have needed a huge engineering corps and so many minerals.
Presumably it was already there and the UED commandeered it.
It was probably already there
I actually bothered to check the wiki on Braxis and it doesn't help. The planet had like 25.000 terran settlers on it, which is a small town's worth at best. Because of all the ice and storms, it was highly inhospitable as a colony. So I can't imagine someone would bother with a orbital defense platform for so few people. Blizzard confuses me to no end sometimes.
@@chanyung666 Maybe it was a mining colony with valuable resources the Dominion wanted
@@chanyung666 braxis is in a strategic location apparently . If the planet is so harsh, it makes sense they setup most of their infrastructure in space
So for the third power generator you were actually supposed to backstab them from where the second generator is using Dragoons to snipe Turrets and scouts to kill the low ground tanks With that you could bait out the wraiths guarding the flank of the third power generator and then kill it.
They say a key piece to determine good design is how difficult it is to pick apart. Bad design is not very cohesive, you can clearly see the ideas that went into it and how they fell flat, but with good design it is hard to isolate one thing because all of the components are very well integrated with eachother. This mission is a great example of this. It's hard to explain why it's soo good, but it's evident that it was carefully designed and it shines because of it
You are not boring, you are calming!
I love watching your videos here and on the main channel over and over again because I love hearing your voice. It's calming!
Also your sense of humor is lit!
I am very curious how this mission would play out in Pacifist mode
This is the most stressful RTS mission I have ever played and I loved it. I remember how something was awry with my PC and I couldn’t save, so I went through the whole thing in one go.
TL:DW- "Ahahahah ScoutArtanis afterburner goes BRRRRRRRRRR"
Stukov be like "If course I am the admiral!"
Shields took 85 damage. It took 40 to get the shields down, the templar ate the remaining 45 and died. RIP high templar.
There was a fun game in the ASL on a map where carriers were overpowered. The Terran went ghosts with lockdown blindly... but the Protoss was going corsairs with Disruption Web to neutralize tanks. Its one of the strangest tech games I've ever seen.
What happened was the game being screwy in some way. It is most likely that either High Templar/Sieged Tanks do not properly apply unit size in their interaction OR any hit that depletes shields deal full damage OR the Sieged Tank's attack deals both primary target damage AND splash to the Templar. Regardless, that is NOT how that interaction should work, from either what is displayed in game or in the Brood War its imitating. A 3/3 tank against a 2/2 Templar deals 40 shields damage and 20 life damage in Brood War, based on testing.
How to do it with 0 loses: (works both on old BW and SCMR)
1 stage: there is highground right from the landing zone. Clear 2 of those turrets and put your troops there. Send dragoons right to the objective, as they reach it from highground. You avoid bunkers this way.
2 stage: i go always for the left side objective, the one you tried to go first. There is landing zone left from the bridge. Droob ur troops there and clear turrets along the way to make room for scouts (they will be handy when it comes to killing wraiths). U can also drop dts to kill 1 stage bunkers instead, so they won't interrupt later on. Go with goons to northern part of objective platform, kite wraiths to you with scouts and kill them one by one. Then drop goons to northern corner of the platform and kill the objective.
Stage 3: you can do it your way, but also a bit faster, since u get zealots.
Another way is using goons and scouts to clear bunkers (the one that are close to siege tanks). Tanks can be killed with scouts, then need to finish 2 bunkers above and u have clear way to the objective.
4 stage- clear bunkers above stage 3 objective with goons or reavers. Then carefully kill tank on highground, north of those bunkers. Clear turrets, drop goons behind highground, clear mines and ghosts progressively with aid of observer. After that use scouts to kill turret and tank on right side of objective platform. Then kite goliaths one by one to range of dragoons with scouts and remove em. Kill objective with scouts and goons.
Stage 5: clear turret blocking the way to landing zone. Then clear turrets and two bunkers West side of the zone. Alternatively, you can just block em with distruption web and rush to objective. Then kite BCs one by one and clear them. When it is done, clear objective.
EZ PZ
This is 100% how no build missions should be done. Was my favourite as a lad as well. I really wish this philosophy had carried over into other no builds.
It feels like the only time Blizzard tried to make an open-minded no-build mission like this again was "Ghost of a chance" in WOL, since it has basically the same premise: get a bunch of microable units, preferably flying, and try to do stuff. Those two are very interesting, since they play out like a big puzzle, rather than a stealth operation or something.
So, this is the way I THINK the siege tank thing worked is one of two possibilities.
The damage calculation first see's
Am I hitting shield? Yes? Do full damage. -> 80 damage hits shields then carries through to HP regardless.
OR
Am I hitting shield? Yes? Do Full damage -> 40 damage applied to shield, enough to break the shield.
Leftover damage is then calculated -> Am I hitting shield? No? What damage type should I do? Small?
Small damage type is max of 42.5. There is 40 damage remaining after first 40 destroys shields, thus the max damage that can be dealt is not reached.
I think the first is more likely, but who knows honestly. Straight spaghetti code.
I think the battle of braxis is doable without taking whole damage. For the longest time I've been doing it in the wrong order and not even using a lot of flank routes, and thought it was the hardest mission ever. Then I met the zerg campaign.
That stealth mission design. So good.
Awesome play. I actually played about 1hr on it as I wanted to take my time and enjoy it. And enjoy I did!
i wold really like to play this, it looks like starcraft 2 but its listed as starcraft 1? where du i find it?
Think both siege tanks were in range and one shot the templar. it's really hard to tell.
Also if you pick up a Reaver while the Scarab is out in Mass Recall it causes the Scarab to deal no damage.
Or maybe damage is only calculated once, and the game decided that since the tank was targeting a shield, it would do the full 85?
No, because he then loses a 2nd and 3rd HT to a single siege tank as well and also you get vision of what's firing at you and we didn't see the 2nd siege tank until later
I like this one, but prefer the Dylarian Shipyards mission in the Terran campaign which is basically the same thing but with a huge battlecruiser shoot out at the end.
I always get excited when i see a new upload from you :)
When I played this mission just recently, I got to keep my old units. I was playing on normal, perhaps that is part of the difficulty change.
I scream "use the freaking Scouts in the fight!" the entire time. Expecially 20:17
This is my favorite no build mission of BW
Pretty sure since shields take full damage, your Templar got nuked for 80 something damage, not the vs small damage amount, which is dumb.
on the second to last part, am I misremembering or he should have used the archon to deal with the mines since them are not triggered by the archons, for some reason, I asume because they float
remember that in brood war firebats took up the same amount if space in a bunker as a marine
ah the good days
I heard that Artanis was the Executor on the first Protoss Campaign. If that is true, this mission briefing shows a huge plot hole. Why he would understimate Terrans, after leading the attack against the Overmind with Tassadar, Zeratul and Raynor?
Also there is another plot hole in another briefing saying he was not worthy of even speaking Tassadar name, but accordingly to first campaign he would have save Tassadar from the prison.
It doesnt make sense that he is the executor on first campaign
1. The Terrans were useless. Call them dominion, sons of korhal or confederates... They were handled by Tassadar with no problem and only because he tried to save people in Tarsonis did he lost templars.
These are the UED. Is like talking about different tribes of protoss, taldarim, whatever... They are not all made equal. Terrans of the koprulu sector weren't killed by protoss due to Tassadar mercy or to Zerg due to Zeratul revealing Aiur location. Raynor band is just that... Yes, he helped them and he could have picked the cockroach nature of humans that keep trying/popping but that's it... Zeratul is just humble and is aware of the current condition of the Aiur templar, the told the Zerg causes on the shakuras protoss and not judging your enemy before hand.
So Artanis is more experienced dealing with Zerg and protoss up to this point.
2. Artanis might have been the executor but that doesn't mean he was old or experienced. He was like an intern and he got a "promotion" from desk job executor to battlefield grunt praetor. Tassadar was older, an executor, and elite among his generation and was "right" and "visionary" up to this moment when he just destroyed a monster like 2 months ago. So Artanis the respectful rookie is just like this.
His personality from SC2 should tell you all this as he is always blaming himself for everything while still messing up making the decision to retake Aiur at the start of LotV.
10:21 *sounds of power overwhelming*
I’m off to download mass recall to play this
Observers love all spectator sports
How much did you play with cheat codes when you were younger ? i always had the map vision code on.
I missed the second or third generator and went to find the next one, as a result I had to beat every part of the puzzle with reinforcements suited for the previous part. It was ridiculous, almost like cheating to utilize shield regeneration to slowly make progress.
Nerazim Scout skins look nice!
Don't you think it's odd that Artanis says "Direct my Wraith", even though he pilots a scout? ;-)
I'm pretty sure the observer is Aiur Red Sox fan.
I like this more puzzle style of mission the only thing that comes close in sc2 is the nova mission in WoL
The High Templar dying to a single siege tank shot is indeed not how math works in Brood War and the fact that it works like this here is a huge setback for the Protoss race.
Protoss shields regenerate during combat in SC BW as opposed to after a delay of not taking damage in SC2 so the occasional +1 shield tick for protoss units during combat is actually going to be a weakness in many cases causing them to take huge extra damage from some sources
Usually the +1 shield tick during combat means that armor is subtracted twice from an attack (hull armor and shield armor) but here it could be a disaster.
Take a Zealot that's down to only 80 health vs a siege tank doing 85 damage.
If he's shot he'll live with 37.5 hp but if he first gains a single point of shields he'll die.
This is very disappointing, wonder if it's not possible to do any better in the SC2 engine though
I do my own challenge on this mission in SC1 where I try to beat the entire mission with no health damage taken, destroy all units.
Why does your tanks looks weird when you killed the overmind but now the tanks looks normal.
21:00 more than one tank up there
There is something cursed about a dark templar arbiter...
Honestly the protoss should logicaly obliterate the terran with ease. The technological diference is as if one of Napoleon's armies tried to take over the modern Day US. They would get thrashed.
To be fair, it's more akin to the modern US fighting the state of Florida, except Florida's population outnumbers the rest of the US and every exaggerated story of Florida's true.
Down to the cocaine. Mix a overabundance of nuclear weapons and you get Terran.
Who will fling their foolish individuals into actual soldiers who have veterans in fighting in other wars, and due to the drug crazed abandon, not run away sensibly.
It's not because Terrans are smart, I'm pretty sure the reason why Korhal was overly nuked into a smoldering ruin and turned to glass in the background was an accident, too many used.
Those are UED though, not common terran. The UED lore-wise is terribly overpowered, think that the three races had to unite/get manipulated by Kerrigan to hold them off. Even in SC2 some of that old glory remmains, the spartan company, the elite goliaths are mentioned to be UED leftovers if I am not mistaken
Sc scaling is off for gameplay reasons, but think of each marine as 1000 or so marines or something like that
@@huitzil2389 The protoss eventually developed counter measures against the terrans.
Since he start starcraft mass recall im not question him for not continuing age of mytology for a full month
Artanis is there, but he's in a Scout, so he's only barely useful
Serious question. Are Battlecruisers a good reason to use Scouts?
scouts counter BCs, carriers, and Guardians.
Scouts are reasonably good against BCs and are supposed to be their counter. However because Scouts have two attack projectiles BCs with armor are relatively resilient against them. They are still one of the best options for Protoss to kill BCs though, along with Feedback.
The issue is to find a reason to use bcs in TvP
I really really do not like no build missions in SC and Brood War. The main reason is that in that game you do not get vision of what is there in the next room/platform/whatever and so you gotta take your scouting unit and then left click and then stop the unit in rapid succession because you do not wanna take damage for nothing. I guess this is a common thing in all of SC where you take damage because yes. That's one thing that I love about SC2.
?
That's just regular unit movement
nice one
I think these observers wear hoods. Kinda like DTs in classic SC, and these are supposed to be Dark skins, so...
Wait, is Stukov angry just because "we supposed to murder them, not you!"
The UED wanted to subjugate the Koprulu Terrans, not murder them.
wraith are good anti capitial unit if your oppentant forgot detection... in SC1 a fully upgraded wraith can kill a fully upgraded carrier if you cloak without taking damage. Why they even have an anti ground attack is beyond me.
I think most no build mission are just way more linear than this one.
Random comment for channel interaction.
21:11 there are 2 tanks
21 08 golliath is what happened
Wraiths are 100x worse than scouts
I hated this mission so much as I kid, I feel sick just seeing it. Funny much how opinions differ
FOR AIUR{!!1
I keep seeing people say they love this mission, and I don't get it at all, at least in the base game. It's always been in my opinion the worst mission in all of Starcraft by a significant margin. In the original there are so many missile turrets that you can't use any of the air support you're given, all of which have basically infinity range, and the forces you're given aren't even close to enough to win by themselves without significant micro, which is nothing but an exercise in frustration given the SC1 pathing. Seriously, good luck getting your units to move within a 180 degree cone of where you tell them to go.
At least in this version the range of the missile turrets has been shrunk to like half of what it was, so you can actually use a bit of air and DT stealth, and units will actually go where you tell them to when you tell them to.
I think the only slightly tricky part is the ghost section. Dragoons can safely clear a lot of the turrets without being punished and you dont need to do any fancy micro with them, while the rest of the units are pretty responsive even in the base game.
I don't think turret range has been reduced in this version. It doesn't feel like it is, and it would go against the spirit of SCMR in any case.
I don't feel like the missile turrets are a problem in this mission. They're there to stop you brute-forcing your way through and forcing you to work creatively to find your way. If a missile turret is in the way, there's a way to destroy it. If you can't destroy it, it'll get disabled once you reach the generator.
Even in vanilla BW, I loved this mission. It was hard when I was 8, but once I got better at understanding the game the puzzles were amazingly rewarding to solve.
@@gabraeld I saw Grant kill a turret with Scouts while only one was firing in a spot where two would shoot me before I was even in range. Their range is obviously reduced.
First!
this is one of my favourite missions too. too bad its useless in the lore.