You know for someone who plays competitively in StarCraft, they would understand that having a proper army would help counter whatever your enemy is throwing at you, Defilers casting Dark Swarm on your bunkers/photon cannons? Have units that can counter the Dark Swarm like Firebats for Terran and Zealots for Protoss. I can't comment if it would affect sunken colonies but the same rule applies there as well with the Zerglings if it does. To say something is OP but be a part of a game's community when you should know the game inside and out like a competitive player tends to do and act like there's nothing you can do to counter it, is just stupid.
@@cursedhawkins1305 having to answer a really cheap unit that gets to spam because of consume with dozens of subpar units compared to others means that it is op, in no way in hell it's balanced that a single spammable spell can negate most of the units in the game
@@superbeta1716 No offense but who's fault would it be if you're put in that position to begin with? StarCraft as a game is all about map control when it comes to your economy, if your opponent is being allowed to do this then you have nobody but yourself to blame! There's plenty of ways to counter a Defiler heck even their energy itself can be countered when you use Dark Archon's and use Feedback on them, which in turn also deals damage so the more energy they have the more damage they receive!
@@superbeta1716 Science vessels exist too you know? Irradiate guarantees a defiler kill. and Siege tanks are a game defining unit in all Terran matchups. with outcomes often coming down just to how the siege tank performs. and many other games depend on how well the Terran and Zerg can protect their spellcasters. Defilers represent one of the zergs only option to deal with the insane efficiency of Terran units. Oh and Firebats trade very well against Zerglings regardless. on a side note I hardly see defilers or Science vessels at lower levels of play. As it turns out they are really hard to use correctly so many new players ignore them in favor of more straightforward tactics.
@@mwperk02 Which is probably where the majority of IMBA claims come from most StarCraft players, newer players aren't making full use of the toolbox so when they go up against someone who is so to them it's IMBA (not saying there aren't legitimate IMBA claims but most just seem to be made from players who think something's IMBA when in reality it's not). I mean going back to the dark archon's feedback ability the defiler only has 80 health, meaning just the 200 base energy they start with would literally kill them if a protoss player spots them and sends a dark archon to feedback them. "Drains a target's energy and deals damage equal to the amount of the energy drained. The ability can instantly kill a high templar, ghost, medic, Wraith, science vessel, defiler or a queen that was at full health. The amount of damage is not affected by armor or unit size." And that ability only costs 50 energy to cast meaning a freshly created dark archon can instantly kill a defiler the second it turns up or even emerges out of the ground as that's when a zerg player would be about ready to use dark swarm if they were keeping them hidden.
@@digi_edits Monster? I'll show you a real monster... "Take a group of Ultralisks, Defense Matrix them and also Irradiate them. Send them into swarms of *Medics*. Do the Medics survive by self-healing before the Ultras die by Irradiate?" Mwa ha ha ha ha ha!
@@skyvipers it takes 2 castings of irradiate to kill an Ultralisk. Irradiate deals 249 damage in 25.2 seconds regardless on how much armor they have. With 2 castings (staggered, 2nd cast right after the first one wears out), it'll kill the Ultralisk in around 40 seconds. If you have a swarm of medics, all if all ultralisks are irradiated at the same time, they have ~40 seconds to kill every medic. With DMatrix, this increases their timelimit to somewhere around 272 seconds! Irradiate does 9.88 damage per second and to bio units directly adjacent to it. Iradiates from multiple sources do(?) stack. Couple this with 20(23 fully upgraded) damage from the Ultralisk per attack (every 0.63 seconds, >31~36 damage per second.) Single medic dies in roughly
In the first battle, how many kills belong to tank's friendly fire? And in the second battle, how many kills belong to friendly defiler's cannibalism? XD
He's immune to spider mines because he's hovering above ground. Workers, Vultures, Archons do not trigger mines. (Technically HTs also hover above ground but they still trigger mines for some reason)
Another interesting question is if the archon would take damage from a spider-mine triggered by another groundunit of the same team, a zealot etc. I mean if it were hovering close enough to them during explosion?.
@@fistofzen2158 Yes they will. In fact I think Raynor did not help himself in that fight by being so close to his own spider mine, as he could get hit by it. So if the Archon was moving exactly alongside the Marines, he may ended up taking the collateral damage, that'd be the only way for Vulture to win without micro.
looooooool that Archon victory, I thought maybe the Vulture would win from faster speed and being able to micro but I guess the driver just thought "nope, this is how I die"
I really thought that such (big) pack of tanks could stand agaisnt the infinite stream of zerg units, BUT you have shown to me there is a hope for Zerg to overcome them!😄
Infested Terran recall on to a Terran base. Medics and hydras vs medics and marines. 30 x Bunkers(3 ghosts (no lockdown) + 1 medic) vs 12 carriers (8 interceptors). Firebats + plus irradiate + d-matrix vs speed zealots. Irradiated dragoons vs mass zerglings.
A number of units are technically 'floating' and dont trigger spider mines. These include all workers, vultures and archons. Probably some other units im not aware of too. You can tell which units do because they have a short 'acceleration' and 'deceleration' to their movement just like flying units rather than instantly moving at full speed/instantly stopping.
In BW, workers, Vultures, Archons and Dark Archins are all classified as "hovering" units. The only significance this has is to determine whether or not they will trigger Spider Mines. Oddly, High Templar are not considered a hovering unit.
One time I saw an ultralisk sit on a Spidermine. The only thing that happen was that his scrotum got blown off. He bled out in about an hour and 10 mins.
Arbiters (Recall and Stasis Field) + Protoss Army (Dragoons, Zealots, Observers...) VS Zerg Island Base (Spore Colony and Lurkers). Dark Archons VS Ultralisks + Hydralisks + Zerglings Terran Army VS Protoss Base (Photon Cannon, Reavers, Zealots, Dragoons, High Templars...) Zerg Army VS Terran Base (Bunkers, Turrets, Spider Mines, Tanks, Marines, Science Vessels...) Protoss Army VS Zerg Base (Sunken Colony, Spore Colony, Lurkers, Zerglings, Hydralisks, Queens...) ... or vice versa.
I was correct with my predictions for fights 1-3. 4th was wrong. 5th - just starting to watch) Firstly, I have no clue who should win. Secondly, if I don't write this comment now, I'll forget about it after the Epic)
great video. But I'd like to ask how did you get the game to switch between remastered graphics and cartooned. I always have between Remastered to original or Cartooned to original.
My ideas would be to have more Protoss vs Zerg, so we do not know who will win and we have to guess. It's too easy to just bet against Terran and most of the time we will be correct.
The ability of some units to float has always been a thing, I feel because otherwise Vultures would be too OP with their speed as they could just zoom into a mineral line, drop a mine and decimate workers. However I didn't learn until this video that Archons also could float
make a kerrigan player controlled aganst an army. Or oyu can make 4 Protoss probes cannon rush each other :D Also maybe the production one you did in C&C asswell. Firebats vs Zealots vs Lings vs mariens.
I know this is an old video, but didn't dark swarm just reduce damage taken from ranged attacks to 1 instead of the normal damage? If it didn't, how did any zerglings die under the cloud when there is no friendly fire and the marines have only ranged attacks?