@@jackdaone6469 workers ignore collision when going to a mineral patch. this isn't a glitch and is a design feature so that they don't block each other going to the mineral patches. The glitch part is that you can send them to a mineral patch, then I believe you queue a ton of move commands to the vespene gas geyser and it glitches them, making them still ignore collision even though they aren't mining minerals anymore.
@@phaenon4217 He was banned out of Arti's streams probably lol, then during Ban/Unban they chose to keep him banned for missing brain cells. This is only a legend.
It’s just like Kamikaze unit in WW II 🇯🇵 . US Navy would have been completely wipe out if there were 1000 or 10,000 Kazmikaze attacking together at once 💥 , world history would change dramatically 🌏 . This “ scourge VS. Battlecruisers “ is the another proof that suicide bombers are always super scary shits . 😱
No kidding. When I was a boy I want to write out a grand force of 120 hydralisks and sent it up to attack Duke‘s camp in one of the early Zerg missions. He had some siege tanks in bunkers on the Cliff but I figured by numbers would help with getting past that. I lost the entire force and had to restart the mission.
@@Mortablunt It is the mission when you protect the Chrysalis in Char against White Terran right? The ramp fcked me up so much I switch to a shit ton of mutalisks instead and even then those stim pack marines almost melt them all.
@@nguyenphamthanhgiang8951 Probably is. i got my copy of Starcraft somewhere if I really wanted to check. I found the trick was to spawn about 24 mutalisks, run in to kill something, and then retreat while their regeneration brought them back to fighting strength. Do that to clear a landing zone, kill the missile turrets, and then use overlords to drop in a ton of zerglings to kill the tanks, which can't hit them up close in seige mode. And then roll in simultaneously from the lower region with hydralisks on one side and mutalisks on the other.
@@Mortablunt lol i tried to do that too but with zerglings, i was forced to use droplords and mutalisks which i didnt like cause they didn't feel swarmy XD
You make really fun content! I’ve been enjoying all of your speed runs and skirmish videos too. I’d love to see you break Tiberian Sun’s campaign if that’s possible!
Okay, so here is a nice idea for next videos: how about Hero Brawl? There a lot of Hero units (most of them are basically the superior variants of their originals, although there are some unique Heroes like Infested Kerrigan), so you can make them fight. For example, I'd love to see Marine Raynor beating the crap out of Ghost Kerrigan :)
The scouts work great with carriers. Even with the scouts that much ahead and the carriers only helping them at the last second when half the scout forces were wiped out. But if carriers and scouts attack the zerg at the same time the results would be much better for the protoss.
Hey how did you make that first SCV glitch, did you write your own AI script or did you use some kind of 3rd party software for selecting more than 12 units? Cheers
I guess: 1 zealots (WTF I HAVE NEVER SEEN SOMETHING LIKE THAT) 2 lurkers loose 3 it depends of the player 4 scourges 5 scourges 6 scouts (are you kidding me?) 7 I dont want to guess anymore.
When you send SCV's to gather minerals, they can walk through each other so that they don't block each other when gathering resources. With this exploit you can basically confuse the game to think they are gathering resources even though they are attacking, so you can stack a lot of scvs together and they all attack at the same time and deal insane damage.
@@komemiute There is this one video of him completely raging out because he lost to someone on ladder because his opponent used this trick on him, that audio cue in this video was just the beginning of him starting to freak out over it lol. I'm glad Stu also appreciates a good Artosis Rage Session.
SCVs are probably the best worker unit for FIGHTING, because they have 60hp and slightly larger attack speed. But pretty sure they're all equally good for getting minerals/gas.
@@Gloom_Shroom_Gaming Actually I think they may be a bit weaker when getting minerals/gas, since they have lower accelerations than the other workers if my memories are correct.
AND REMEMBER ALL WORKERS(AND YES, THE SCV) DEALS "NORMAL" DAMAGE. Which means it suffers no damage penalty regardless of unit size category. So it will always deal the full 5 damage! The only thing that can protect you is armor upgrades.
The carriers would still have probably won, but I feel like the overwhelming margin was mainly cause of the attack-moved scourges going after the interceptors stead of carriers themselves
Well, if I remember the damage correctly, it takes six scourge to destroy one carrier maybe add two more if upgrades are involved so if all six scourge are tied up with the interceptors they won't even touch the carrier.
@@anjhindul SCVs while moving were using several "fields". One should would only target maybe 1/3 of them. What would be interesting is 2 Archons vs these SCVs. Due to their range, Archons might actually have flawless victory.
This has to be the first time where I got 90% of my guesses correctly. The only ones that caught me off guard was the Mutas vs Scourge and I busted on Ghosts vs Dragoons. Other than that, I'm really happy with my guesses.
@@arivald6677 But if Blizzard viewed it as cheating, yet also did nothing about it to patch it, where's the standard? Because SCV rushes were something that people did all the way back in the original SC1 some even thinking it wouldn't have worked because they saw it as a fucking joke. Someone even got annoyed at the commonly used Zerg rush tactic and they probably even saw that as cheating.
@@cursedhawkins1305 Its not rush itself that's the problem. Its all about bug using. Those SCV are stacked so they attack all at once and go through any obstacles. They are basically Mutalisks at this point.