Scouts have a pretty small niche against capital ships and Heavy Zerg Flyers. Their Anti-Matter Missiles do massive Explosive damage, and can outmaneuver other units with ease with their Speed and Sight Upgrade.
I think that reavers are balanced in SC1 only because the pathing is derpy and sometimes the scarabs just don't hit their targets. So they're totally busted in sc2
Before I see the rest of the video, if memory serves reaver is the woodlouse looking thing which can buy blue balls of death, and dragoon is the walking coffee table, kind of like stalker?
Scouts may technically have an air to ground attack, but it's so bad that they really aren't worth building for anything other than air to air, they are quite good against large air units tho.
The only thing they're good for is being barely cost efficient against Battlecruisers and maybe Carriers. I guess there's an argument somewhere for bullying Tempests.
It's called a scout so it being bad for attacking isn't surprising though apart from being able to fly it kinda suck as a scoring unit because it isn't all that fast either... I think it has decent air to air.
What's funny about it is while it being technically named a Scout, it lacked the mobility and sight range unless you upgrade it from the Fleet Beacon. IIRC, Apial Sensors and Gravitic Thrusters costs 100 and 200 M/G respectively, which is bad considering that Scouts already had a whopping 275/125 cost
I believe they messed up with the scouts cost and never got around to balancing it, otherwise it would be a viable harassing unit such as the vultures and mutas. Theyre supposed to hit the hardest and i think wraiths shoot just a little faster but deal less damage but will out dps scouts.
@@fyregus if there's a tier of units ranging from 1 to 3, they're tier 2. Scouts are supposed counter against tier 3 units (Carriers, BCs, Devourers) but as an individual starting flying unit it's bad in all aspects. It's slow compared to Mutas, Wraiths and even Corsairs. It has strong anti-air but there's no early unit it's strong against maybe with the exception of Wraith
4:35 in case I missed out, at least in BW, you dont have to micro the battery and just right click your units to the battery and it will heal them all up. Not sure if this mod has the same behaviour
Corsairs disruption web disables ranged weapons in an area, making it incredible against tanks. Having unsiege your tanks and move them, on top of having to move your bio ball, or cyclone/hellions as well is incredibly *disruptive* to any terran ground army. If you include reavers and zealots, I'm sure you can see where I'm going. Also, dark archons made by merging two dark templar have maelstrom by default and it's cheap enough to cast very soon after merging. Maelstrom stuns all units in the target area for *ten (10)* seconds!
Maelstroms only works for biological units. Good for Marine but useless against Mech. It's a tandem with Psi Storm in BW against mass Mutas because they clump them up in a ball and micro the hell out of it.
Never understood why they took out the reavers for StarCraft two it makes sense for dragoons as you have stalkers with blink ability, but the reavers are so awesome
Challenge: Mass Reaver (no dropship). Also as much as I hate mirror matchups, I would love to see sc2 zerg vs brood war zerg. I feel like Z has the biggest changes in playstyle from 1-->2. From BW early mass hydra and late game flying caster queens, to ling/muta harrass, nydus+swarm hosts cheeses and all. 😆
The main difficulty against reavers is you don't know who the scarab is targeting. Widow Mines had the same strength. If the mod makers could highlight the targeted unit, it would greatly increase micro counterplay.
No . Just kill the shuttle . Reavers are balanced bcuz they are slow Af. The bigger the armies get , the lesser the reaver impact gets. And am taliking from the terran pov. Kill that shutle , 1 wraith or turrets...
scout had good air attack. Melt carriers, guardians and such (devourer came in to make the zerg air a bit better - though expensive and devourer could only fight air). Ground attack, meh.
I always wondered why scouts even had a ground attack because it's so weak. It's a little better against air, but then you've got corsairs that are better against mass air and disruption web was super handy en masse to temporarily disable ground attacks vs. air. They need a lot of babysitting though.
Let's say that's the only thing they don't suck at. They shoot quite a punch vs air. They cost too much, including 3 supply, requires additional building for unlocking their upgrades (speed one, they really slow without it). So the only thing they can really do is fight BCs.
is this a customs map or an actual game download mod? Actually enjoyable to watch the much better graphics then original garbage sc 1 gameboy graphics lmfao
Corsair + Reaver Drop gameplay. or try Corsair + anything Corsairs suck at air-to-air but they have the spell ability to disable ground troops and turrets.
It doesn't disable the unit, or structure, it only disables their ranged weapons. It's an important distinction, because shield batteries and production structures are entirely unaffected. If it's not a ranged attack, it works under disruption web.
Corsairs are good at defending carriers from scourges in SC1 as well. Their weapon fires fast and doesn't have a travel time like the scout's missile attack.
Also corsair were good against mutas If you clump your mutation (a promin5 strat in bw) they will get shredded by a couple of corsair (provided the mutas font dos them down first)
The way I see it, Terran NEEDS to get vikings in this matchup to pick off shuttles, or else reaver drops walk all over them. Reavers without shuttles annihilate bio and almost-but-not-quite oneshot cyclones at the center of the splash, but they can't approach tanks and can never move out onto the map. Scouts are probably the worst unit in the history of StarCraft. They have an okay air to air attack, but you've seen the air to ground attack yourself and they cost 275/125/3, which is vomit inducingly bad for how they're statted. What's weird about them is how they are statted in SC2. Enemy scouts in WoL are basically the same exact unit as in Brood War. However, in LotV, they got a complete facelift. They dropped down to 150/100/3, their anti-air got completely gutted (two missiles for 7+7 vs armored -> two missiles for 5), and their anti ground attack became their primary selling point (8 -> 16+16 vs light). This means that scouts 3 shot hydralisks and, with 1 attack upgrade, oneshot zerglings! It's a real shame we never got to play with it in campaign, because it's such a bizzare role shift.
Terran air is more viable in SC2, just being able to scout the map against Protoss would be huge and could give you intel on whether a counter drop would work out as well. I could see the matchup going either way, but in my opinion SC2 Terran could probably go for a more rush style of play because they have reapers/reactor medivac. Cloaked banshee rush against SC1 Protoss is also something I'd like to see.
BW air was pretty much terrible. Protoss had a couple of paths with DT/Corsair against Z and Arbiters and/or mass carriers against T and P, but high level Zerg never had to go past mutalisks and Terran just needed a Starport for dropships (vs everyone), science vessels (vs Z and P) and Battlecruisers (T only). SC2 air was a big step forward.
Anything other than arbiter and carriers from the stargates suck. Scouts are tickle beams for the ground while corsairs are for the sky. Even with speed upgrade the scouts barely keep up with wraiths. Such a big investment and a terrible unit. Would be curious to see how scouts and corsairs work against phoenix and voids. I’m sure sc2 would win hands down.
In SC1 scouts are good at killing carriers, sniping overlords and that's about it really. I imagine they're very good as a defense vs liberator and banshee harass in SC2.
Im honestly surprised it took people this long to make a brood war conversion to sc2 with how moddable the game is. I guess there were plenty at first but not this refined. It’s neat watching how they match up
The sc1 units were nerfed the range of the dragon, the Reaver should do more damage, in the campaign it kills a Marauder with one shot, the storm in sc 1 does more damage etc, if they modify the races it is no longer sc1 vs sc2 it is just any mod
Scouts may technically have an air to ground attack, but it's so bad that they really aren't worth building for anything other than air to air, they are quite good against large air units tho.
I used to abuse the corsair, if you cast its web on the scv line, they cant "attack" the resources, with 3 you can suppress a mineral line almost indefinitely 😂
@1ntelligentDiscourse in brood it did, trust me I spent tons of time using it to deny mining, the workers just stand stupidly at the minerals until it goes away. Maybe it doesn't work that way in this mod?
8:00 - Theory crafting on how to deal with the Shuttle + Reaver combo, honestly in main army fights it's probably a good idea for Terran to pick up in the Medivacs and retreat to Widow Mines or Siege Tanks type thing. Kind of like TvZ when you get flooded by Zerglings + Banelings. The Reaver does look pretty busted though lmao
i think viking/liberator widow mine is probably how to deal with it. Ideally u chase down the shuttle and kill it off and then u can scout the map with the air unit and also harass probes