Friend, if you seek Jesus with all of your heart you will have a supernatural encounter with Him. He is Truth, your Creator and He loves you very much. Read the Bible, pray to Jesus and repent, my friend. You're precious.
This is so cool, I love how broken and stupid and wonderful this mod is. Watching the pros smash into each other with the different combos in that one proleague style match was sick. This is the ACTUAL Project M/P+ of starcraft
The successful strat I've seen fo BW terran vs SC2 zerg is a fast academy stimmed bio rush, since firebats absolutely wreck lings, and are quite good vs SC2 Queens. 2 medics, 1-2 bats, rest marines on a 1-base play, then expand. It keeps the Zerg from expanding/growing too quickly. Since full turtle has never really worked vs SC2 Zerg. Also, it looks like you're mostly playing on SC2 maps instead of the maps made for the mod, which means you mine out faster and need to expand more frequently, because SC2 patches have less minerals.
@@AXharoth How do you propose he defend the faster expansions after the main/nat vs the much faster growing SC2 Zerg? Pressure comes first; you need to slow the SC2 Zerg down, or you can't win (if they know what they're doing) - that's true for SC2 Terran/Protoss as well. That's the issue for BW Terran, and it has the same problem in BW as it does here. Of course, Artosis could sim-city defense a bit better with depos and whatnot, but that's not going to fix the problem of simply getting overwhelmed. Terran is viable/competitive in BW in large part because the bases hold so many more resources, so it's not forced to push out and expand as quickly, and it almost certainly performs better on the evo-specific maps (mostly converted BW maps) with more resources per base.
@@JakeUmpleby That's their answer to the push, but they won't have speed banes in time, so you can micro them down. If they fast expo, it's hard for them to avoid taking damage from the 1 base stim rush. There's also the option of a bunker rush or something. You just need to slow them down to even the playing field some.
Truly the sound design of SC2 was so bad, every Zerg unit sounds so similar, they sucked all the fun out of the sound design and made things way more "gritty." The sound design of Brood War is just so camp and fun. To this day I can repeat most of the unit lines from BW, even the Zerg sounds while I struggle to even remember many of the SC2 unit lines they're so boring.
>That dude Poor NoRegret, no recognition at all. He actually qualified for code S and played in GSL more than once. It was by cheesing, I believe. But still, most people wouldn't be able to cheese their way in to GSL either.
There's no way this mod is balanced but figuring out all these new races and match ups really makes it feel like SC3. Does the sc2 engine change the balance in redux?
I like sc1 graphics much more than sc2, it's the main reason I prefer to watch ASL rather than GSL. But actually playing sc1 after the user-friendly sc2 interface is pain.
@@jackerylel Yeah, it's all 1 to 1, as I said. The only bug's I've found have been defilers not having consume, but everything else works as intended. Even things like the hovering property are transferred over. Each person gets 4 workers at start, so I can even copy BW builds in Sc2, and you can find BW maps on customs, I play on Tau Cross and Destination sometimes, and it's a lot of fun. BW is great, and I love it for what it is, but the clunky pathing is a love/hate situation. This is a lot easier for me.
@@caelestigladii I believe so, though I can't verify that. The economy definitely seems slower. I can even time builds to the second from Sc1 builds, and they work just as intended.
Obviously we always yell at Arty over his terrible 3rd base timings and for good reason. But if I learned anything from watching TY and uThermal play it's that BW takes third later than SC2 T
U know how BW players brag about micro? So marine+medic plays very good but dies to banes easly cuz there is no shield upgrade in bw, soits need to be microed hard. Firebats evaporate lings. Add vessels for banes and tank for lategame ultras. Standart bio actually stronger, but it has to be microed. Literally skill gap is too much. Yesterday on gsl showmatch sc2z vs sc1t was preety close, and terran actually was winning until ultras.
All these SC2 versions of BW units have such an obnoxiously long delay before firing. It makes kiting impossible. I wonder why marines were given such special preferential treatment for firing delay in SC2
im not an expert in neither of those games, but, i think this is a harassment problem, in sc1 you never harass your enemy (in the game) except maybe at the start. But in sc2 you harass AAAAAAAALWAYS cause the economy grows so fast and so exponentially that you need to kill workers. Not only that Brood terran has no economy enhancement (Mules, chrono, inyect) he always will lose in the economy war, and if he doesn't harass he will always lose. but also he lose so many workers all the time cause usually sc1 units have no way to counter harassment. Dragoons have no range (at the start), Queens fly but are a tier 3 unit, and marines move super slow. A Zerling/Zealot run by, a Banshee/liberator attack, or a hellion run by is impossible or very hard to counter.
honestly arty is just bad at macro, and early harass its obvious to see in sc2, i don't know sc1 enough to know if he is bad in that game, but yeah he def is not grand master in sc2. floating like 600-3k minerals at all times P.S. BW sounds are so much fucking better than sc2 i wish i could just use those sounds in my sc2 games
The bw races have fewer options than the sc2 ones and the implemention of the micro isn't as good since the counter micro is not as good. I feel like the scion races are more complete than the bw ones. They need to add a few more things to it to make it more balanced.
He is floating 2k minerals, contantly supply block and talks about Serral not loosing a game because the game is easy. In starcraft 2 He wouldnt reach Plat because his turtle strat with 2 bases vs enemy 8 is not working in starcraft 2
@ArtosisTV... but you're not using some SC2 mechanics that would definitely ease your life and speed up your economy a bit. E.g: rally point the CC to the minerals rather than always commanding the new SCV to work. It's true you're playing bw terran, but this is not bw anymore... 😅
Imagine floating approximately 1K minerals 5 minutes in the game 5:18, and floating over 3K minerals before 8 minutes 7:55, then blaming the game for being bad, lol. Uthermal beat a top 10 GM Protoss with SC1 Mech on his channel on his second try - Just sayin'.
I don't think the mod is really all that imbalanced in terms of overall gameplay, but various builds are probably unbeatable from each side depending on maps in certain matchups. For example, proxy oracle into full wall vs vultures would always put protoss ahead by a lot. There are a handful of these interactions that have already been showing up, but people are really not practiced with the mod yet.
What is unbeatable is how much Jesus (Truth, your Creator) loves you. He proved it on the cross. Seek Him with all of your heart and you will supernaturally meet Him. Pray, read the Bible, repent. You are so precious!
Damn, refreshed and lots a huge list of nerfs to BW units and research during port into mod v1 as of 5/13/24. Major take away is, they made the best terran units and abilities take longer to research, or just ported sc2 stats that are worse than BW. -Marines look like 3 speed, not 4 -Stim and u238 research 100 and 95, not 50 and 65. Stim duration reduced 30% -Tanks build in 40 sec, not 30. -Tanks appear to acquire targets AFTER attack CD refreshes, not during CD. Adds approx 1 sec longer to all CDs. tank mode looks like 2.5 sec, in siege mode about 4, and first attack after siege up about 4 (so it feels like 4 sec siege up). This is not turret targeting behavior. -Still requires research siege while SC2 tanks get it default builds in 32 sec... -Tech lab only 18 sec can be made by rax or port, machine shop 25 -EMP from 1000 -> 100 energy damage, still 100 cost. -Increased [Unburrowed*] spider mines to highest attack priority over other units for A-move. (I'm assuming this because next line is saying spider mines have same attack target priority as other units, assumed burrowed*) -Marine HP increased to 45, but they also made explosive damage do .6325 damage to small/light armor instead of .5. Which means even +2 armor doesn't increase breakpoint to 5 goon hits to kill marine... oh and and Goon base range STARTS at 5... This modder team are all Protoss mains. I've never seen such biased cherry picked ported stats. -BW Hydras attack range upgrades 4 -> 6, lurkers from 7 -> 8 -BW Mutas attack 9 -> 10, range 3 -> 4 -BW Spores attack 15 -> 25, range 7-8 -BW Zerg also gets creep bonuses same as SC2 Zerg units. I wouldn't be surprised if the left BW muta with 11 sight like sc2 mutas, neither should have this vision range when factoring creep bonuses and persistent tumor vision.
1:39:25 "I can't wait to see how the pros are playing this mod" - it's been done already => [ENG] SC1 vs SC2 SUPERMATCH Spoiler alert: it's pretty evenly split, but no one played SC2 terran.
Loses to a small group of ultras that his 20 talks would easily defend of he used them. Lol. Arty is no good. Shoulda played league,he fits right in there.
you cant play sc2 you know it :(. your reaction times and stuff are slower. you can't handle how punishing sc2 mistakes are. it's why you couldnt even get high rated back in the day despite having massive massive RTS practice exp over everyone else
You have to accommodate for the difference in time intervals for each game to balance correctly I believe. A second for brood war represents more potential value than a second in SC2 because brood war plays at a slower pace but still is sufficient at that slower pace. This tangibly equates to giving brood war in this mod more per SC2 engine game-second than the SC2 races. That should help balance.
Look into "rapdi fire" command for vulture laying mines - it basically makes it so that you just keep shift + "whatever button you assign to mines" pressed and it layes mines forever Also, vultures are just terrible in this mod, because of zerg movespeed - its faster on creep and their movespeed with upgrade is jacked
1:32:35 yeah definitely a problem with the mod but it's a limitation of the SC2 engine, ground units are just not allowed to have moving shots in SC2 for some reason. would either require Blizzard to fix this or for the modders to basically script up their own movement and pathing code specifically for the Vulture (well and for Workers)
@@bakacs1n not a moving shot. they attack _while moving_ but that is not the same thing as a moving shot. kind of confusing naming for the technique but it was named in BW before units that could move while attacking were a thing in SC2 proper moving shots ala SC1 do exist on air units in SC2 tho, especially ones that shoot projectiles such as Vikings. (Phoenix and Void Rays are able to move while attacking much like Diamondbacks and thus don't actually have a "moving shot" like SC1)
@@bakacs1n no, actually in SC1 Vultures can moving shot so well precisely because they turn so fast, that and their weapon has an unusually large arc that it can attack in. they can make almost a 180, shoot their target, and then turn back to face the direction they were facing before, and then start moving again without losing hardly any speed at all. in SC2, ground units are hardcoded to come to a *complete* stop unless the weapon is set to allowed movement: moving whenever they fire their weapon, meaning this is impossible in SC2.
I wonder if one can make the mod allowing ALL SC1 and SC2 units on each side, that'll be less imba - although of course, new combinations could lead to new imba and balance team headaches (if they care to take this task at all), but worth a try.
I feel like the heavy benefits to defense are the starting high worker count. They make initial aggression much easier to defend. If they just dropped starting workers to like 6, that would take care of a chunk of this.
Firebats absolutely wreck lings. and also spider mines are supper effective would stop baneling too. i single bunker in the wall with firebats would be interesting to see too.
Everytime I hear him say how bad Terran is, I picture a person playing golf complaining about how his baseball bat doesnt hit as far. You have free option to pick anything to swing with, but keep taking the baseball bat.
I really wish blizzard would make SC II: BW, kinda like this, a mix of BW with modern tech, I know about all the reasons BW is great because it has old fashioned mechanics etc, but maybe this would be a cool game, mixing both concepts
A mod like that already exists, it's called Starbow. Nobody played it because broodwar fans are incapable of enjoying anything other than broodwar. They aren't really RTS fans and probably the worst demographic to attempt to cater to.