@@emkalina Except that BW tank vs tank wars had dynamics to break the stalemates. Mass drops, BCs, defense matrix, even ghosts if you were a more casual player. In a swarm host mirror you kind of had to keep your swarm hosts stuck in place and firing even if it was just getting canceled out
Very impressive that the Raven managed to stay off this list entirely despite being the backbone of some of the most hated, abusive Terran strategies over the years.
I'm assuming Grant went off of some kind of series of polls from over the years. Maybe the Raven just managed to slip by under the radar of another more hated unit.
@Appletank8 seeker missile spam is not a problem in pro game but anti armor missile is. Remember that time it have 30 damage with immediately hit and ridiculous aoe range. 20+ raven can easily kill entire protoss fleet with no issue.
That's not factual, the time to kill is substantially lower in SC2 thanks to the DPS from massive clumping together and firing at the same time and the devastating counter splash as a result. Your whole army can get vaporized in 5 seconds, which didn't happen in SC1
Terran commonality: Got too good at everything attack and defense Zerg commonality: Drags the game down to a crawl Protoss commonality: Unit designed to be good at one thing turns out to be good and Blizzard didn't see it coming somehow.
@@soldier22881 Eh, the issue is that SC2 was balanced around much higher mobility and an emphasis on worker harassment, while BW was not. In terms of overall balance by win rates, SC2 was often better than Brood War, with brood war balance shifting more heavily depending on the maps - a lot of what keeps Brood War "balanced" is just that the mechanical limitations in the game make it so much harder to play near perfectly, so player skill gaps show through more clearly, and defenses are a lot harder to break because units are dumb and don't do what you want consistently unless you have the APM to issue new commands to units doing dumb things consistently. There aren't many things in brood war that can run into your mineral line and delete everything, and the only common ones are storm or reaver drops, which are expensive and come out much later than most of what's around in SC2, while also being less reliable and easier to stop, because shuttles are nowhere near as good as warp prisms or medivacs. Though ZvZ in Brood War has always been worse than SC2 ZvZ. ZvZ in Brood War is described as a knife-fight in a phone booth for a reason.
@soldier22881 I think a lot of the balance struggles for SC2 come with just how good pathing AI became. BW, you could get away with shit being OP as fuck because it couldn't make it's way up a ramp or would get stuck on other units. That never happened with 2.
@@soldier22881 I'm not too familiar with BW, but at least from SC2 it seems like a lot of units are just not healthy for the game (disruptors, widow mines, banelings, swarm hosts, etc.)
@@mlemmage8449 yes this you hit the nail on the head, and it goes further back, wings of liberty biggest problem was fungal growth and broodlords, zerg just dominated the game, then it was voidrays you could easily build up their attack with pylons. BW the devs thought thing through, is it fun to use and play against? wings of liberty their main push was for esports, game balance took a back seat and it shows. The biggest thing to ruin sc2 was the "live service" aspect as well, because so many games are poorly balanced in live service games because the strategy is to quickly release a game and then patch any bugs/balances later
@@IqmasterDaNinja i think he either meant longest map or you have to account for the whole series which was a best of 3, so there must be at least one additional game in mana vs firecake increasing their total match time even further.
When you brought up the Disruptor it made me remember that era when their balls exploded as soon as they touched something so protoss would get 10 disruptors and engaging into them became completely impossible (also disruptor tennis in PvP). That definitely would've been a candidate for whatever year it was.
TBF, the Reaver also technically works the same way and explodes on impact, though I guess the radius is a bit smaller, and it's very hard to control more than like, 4 at the same time. I do recall people who were fast enough could sacrifice something cheap like a Zergling or Marine to eat the Disrupter shot.
@@nightmareTomekThey did exactly that and it was op. Then they nerfed it's damage so it couldn't even kill a roach and it sucked. The current disruptor is easily the most balanced.
The fact that 2010's unit is the sentry and not the old pre supply depot reaper is a tragedy, seeing a finished bunker with a reaper in it before a gateway/pool is halfway done was ridiculous and was like 80% of early terran strats.
Honestly, and maybe it's just me, but I would often play 2v2/3v3/4v4 for a game or two to warm up my fingers before I played 1v1 ranked and I didn't even think about what my teammates were doing. This probably hinges a lot on me being a masters/low GM player but I just did weird strategies and when my teammates left it was actually a blessing in a way. You basically get 3x the income of a normal player so I just drop down like 10 barracks or 15 gateways and get 200 supply army in 30 seconds and roll over the enemy.
You know, listening to the MotherShip's core description, I thought it wasn't that bad, sure it's powerful but surely it cost a lot to make both in supplies and minerals. Than I learnt that it was an early game unit, and I shivered. Very cool unit, dear god I am glad it's gone.
i feel like they couldve done something similar to the queen where the mothership core needs power fields to move faster (they did something like this in co-op with stetmann's Gary, specifically in the second prestige)
@@SenyiKimmowouldn't stop anything tbh cause Protoss can just plop down a pylon before doing whatever they were doing It's basically just the current warp gate restrictions with extra steps
@@anvietanh6723 the problem would be that they'd have to move the mothership core there from wherever they decided to start warping it in. it'd cost a ridiculous amount of minerals to create a path from one base to the other (which fun fact is why zerg creep spread in brood war sucks), and you'd otherwise need to proxy a nexus to get any mileage out of it without it taking an eternity
Honorable mentions: The cyclone, which got reworked twice, being able to kill you while kiting you or just kill you in the first terran push. the liberator, also known as "this mineral line is lava". mass oracles, just lasering down your mineral lines and buildings while revealing your whole army. lurkers, which just kill your whole army, even if you have detection. They just have more range, aoe and their shots cant be baited by a big frontline, since they kill just everything in a straigt line. And the last, but most frustrating thing: warp prims after the pickup range buff. basically giving every protoss ground unit the blink ability which high ground vision and allowing the units to restore their cooldown while in a safe prism, always ensuring you have to fight the immortal's barrier every time you see it, no matter how low it might seem and when you finally almost got it, it just gets blinked out of your screen.
Actually in 2010 right from the get go when starcraft 2 was just launched, the reapers had their anti-building satchel charge (used in the campaign) in multiplayer as well, so that was incredibly overpowered for that limited time before it got removed, as mass reapers just easily eliminated anything else any faction could defend with in the early game.
Yup, reaper shows up in your base and its guns are great at picking off workers and zerglings/zealots, and then it blows up your pylons/depots and maybe a couple other buildings for good measure.
5:21 - RIP Kabosu, the famous Doge, that unfortunately passed away earlier this year. Great video and happy to know that Doge™ is still alive and kicking on the internet
I feel like the Raven deserves the mention here. Maybe go through many of it's hated variations with autoturrets and stuff, and the pinnacle of game design in 2018ish, when anti armor missiles were fast and dealt damage and the mass Dorito dust missile meta used to instantly delete air armies.
when blizzard traded the 10 years timed life on auto turrets for a shorter time+high damage it was crazy to the point that thing was removed, then brought back if i recall correctly
Honestly very baffling they didn't just change the missile damage to a DoT, it'd make spam straight up useless. It worked for Transfusion, Parasitic Bomb, Fungal (kinda)
idk modern SC2 but for all my time playing they had at least a few obvious downsides - namely being a really expensive spellcaster that required decent micro. They were never like Carriers where eventually you'd A-move them, they could get pretty fragile. I know that at some points they were pretty damn strong, but no more than say... a bunch of High Templars. Capable of ending games but hey, what isn't.
@@51gunner The main difference is that Storms can't stack. I can try putting 10 Strom's simultaneously on a Carrier but I'm only going to do about 90 damage. The old Raven missile stacked. It was only 30 damage, but more missiles meant more damage in that moment. Manage to build up to 10 Ravens, and you could theoretically do over 300 damage in the blink of an eye.
About Mana versus Fircecake game being longest match of any competitive game... Not even close. Dota 2 match between Cloud 9 and ScaryFaceZ lasted for 3 hours 20 minutes 34 seconds. No idea if this one is longest example but that's one e-sport match from top of my head that I know about ;)
What a throwback of a video. Thanks for it. As a diehard Terran player, I've always hated how much it felt that Zerg always had an answer to everything, even the things they were supposed to be weak at or that P/T were told to "capitalize on" to win.
Surprised the Reaper didn't make the list. The way they popped structures got a looot of hate. Sentries did get a damage nerf, and I think massive units breaking forcefield was added later too.
Reapers are also one of the few units on the roster that forced mapmakers to rethink how they design their maps, like with making most of main-base highground walls non-jumpable.
9:00 on a complete sidenote, it's sad that that's blizzard's way to balance, they try 2 or 3 times and if it doesn't work they just remove it, like 6v6 OW, Momma core, Hercules & Infested T.
Well.. I'm not knowledgeable enough about those specific examples to comment on them to know if this applies to them, but in general sometimes just removing something really is the only solution - some units simply can't be made into something fun no matter how you tweak the numbers. The problem comes when a unit actually is pretty balanced statistically, but still results in games that aren't fun to play - what do you do in those situations? If you make the unit weaker then that's basically the same thing as removing it because it actually is pretty statistically balanced already.. but if you leave it as is, then the game still won't be fun to play even if it is balanced. Sometimes the design of a unit just makes it fundamentally not fun and can't really be fixed with any amount of tweaking numbers.
@@asdfqwerty14587 The solution would be to redesign the unit, not just balance. Major changes that completely change how the unit needs to be played. Unfortunately Blizzard rarely came up with any fun unit designs, any patch at all needed 10x longer than it should have. The dev team probably talked in circles in the meeting room.
@@nightmareTomek If you're completely redesigning a unit. then is that really any different from just removing it and adding a completely different unit instead? If I said "the mothership core wasn't removed, it was just redesigned into a shield battery" would that really change anything?
It's actually kind of funny to rewatch that infamous game where CrunCher beat IdrA with the famous “:)” in chat IdrA just walked all his slow roaches into one big clump onto the former's army who forcefielded a perfect circle around it and killed them all with his higher range units. People would complain back then that it's “anti micro” and that one couldn't do anything about that but only half a year later no Zerg would be dumb enough to appoach like that and they would now always approach from multiple directions to stop that from happening. The same with ramp forcefields. It simply became a case of that if you let the Protoss get close enough to your ramp to allow a ramp forcefield you played badly and you had to engage more out front which gives you more surface area anyway.
I definitely think historically some of the most problematic units have been the ones that just vaporize everything when they work -- even if they're balanced by being difficult to use, they could result in some very swingy matches that don't feel very good to play at average levels where people make mistakes constantly.
In other news: People still hate Queens, Disruptors, Widow Mines, Carriers, Vipers, Swarm Hosts, Ghosts, and Adepts... Also, Ravens definitely belong somewhere on this list, or at least an honorable mention. Whatever year had the mass ravens meta was not a good one. Ghosts are a unit that probably should deserve an honorable mention at multiple points on this list, just as they got at the end. I don't think they are or ever will be the *most* hated unit, but they're certainly up there, especially with how they've ended up as sort of a catch-all for Terran. Anything Protoss being a problem? EMP. Anything Zerg? Snipe, and also, the only "counter" to ghosts for Zerg is the infestor, which is also countered by the ghost... Protoss "counters" ghosts with disruptors and blink stalker focus fire, but that only works when those units are viable, and if a game goes long enough, Protoss can be forced off of them due to the power of skyterran. Ironically with the Swarm Host, I think the original basic design was better than what we have now. The problem was that the duration of locusts was WAY too long - they had an effective range of ~45-65 (depending on creep), after their upgrade that increased the duration of locusts from 15 to 25. That's about 5x longer than a siege tank... If they'd just balanced the unit with a more reasonable effective locust range , perhaps with a literal leash range, like carriers/disruptors have, and/or a shorter duration with a reasonable cooldown of a bit shorter than the duration (or with no duration at all and a respawn timer if they had a leash range), they could have been more reasonably rebalanced into their original intended role of a defense/siege unit, with a range that actually allows the opponent to do something to them. A resource cost on locusts also could have been a potential solution to the problem. Now, they're a niche harass unit, because they instead decided to rebalance them by adding a long cooldown, but letting locusts fly, massively buffing their damage, and making the swarmhosts cheaper. They're still basically only used vs Protoss or mech Terran, and when they're in the game, it's still a crapshow, except now they either win the game by sniping bases/chipping away at the enemy army repeatedly before the opponent can mass up the army needed to attack, or the opponent hits a timing before the swarmhosts can deal much damage and wins, because swarmhosts are extremely weak as part of the army.
Fun list. I am surprised you left out a few things though. There was an entire era where the Terran comp was 10+ Ravens because of how stupid the missile they fired was. That missile was doing like 50 damage and debuffed armor, and were capable of wiping armies when massed. And then you had the Ultralisk era of Zerg, where Blizzard decided that the Ultra's weren't seeing enough play and buffed them to something like 7 base armor - making them functionally immortal.
The obvious fix to the mothership core is to make it only function in pylon fields, unable to leave them and instantly destroyed if the fiels it is in is destroyed. There you go, now it can't leave the base
Sounds nice and good but in practice that would be a horrible design. You would need a pylon chain literally from base to base for it to get around and with your rules if the pylon died you would lose it which would make zero sense. Why would the pylon decide if it is destroyed? It's created from the Nexus.
7:06 WAIT! That's what that unit is? I don't play StarCraft but I've watched a lot of it here and on other channels. I didn't know the names of many of the units CarBot depicted, but I did recognize nearly all of them, except, frustratingly, not that one! I'll have to go watch the series again with my new found knowledge and appreciate it even more 😂
One of the most memorable moments from the Void Ray era was when there was a GSL PvP and they both went Void Ray shield battery. Very stupid. Very fun :)
No matter what you give to protoss, they will proxy this shit, they will. And i am talking as a protoss player myself, both in bw and sc2. Protoss will try to proxy everything.
Given how weak they are compared to other races, that's the only rational option. Zerg and Terran can get an much better economy and useful troops than Toss if left unchecked.
@@vectrom21 yea, and toss rebuilts army a lot longer. Zerg can lose a fight and pop off defence force right away, terran, can pop of marine ball fast as hell. Toss cant pop such a goog options quickly.
My best SC2 buddy is a proxy everything Protoss. Against him, I suddenly scout like a master, because I have to. If only I could do it against other players! -- But the thing is, against him I know if I live seven minutes I will win. (It used to be 5 but his macro has in fact improved.) This is not, alas, the case with other Protoss, who tend to storm my hydras into a pathetic puddle.
@@vectrom21 protoss weak? maybe nowadays, idk I stopped playing in 2018. From 2010 to 2018 protoss was absolutely not a weak race. It had points of vulnerability but it was not weak by any regard. Forcefields were good, psi storm was op, DTs were often times easy wins in games with low econ or weird base situations. I could go on.
Loading and dropping sieged tanks was complete madness. Reminds SC1 in the rare instances we were able to mix arbiters with siege tanks and recall them.
Wait.. did grant just say the Swarmhost Locusts did NOT ALOT OF DAMAGE? These fucking things melted EVERYTHING on the ground, where relatively tanky and endless...
I still posit that the AOE on both the widow mine and the EMP, NEED a maximum damamge threshold. meaning, no matter how many units get caught in the blast, it won't have a potentially infinite damage splash, but rather a big number which gets distributed. Shields in large groups would still take a beating, energies would still be depleted, but no longer would it be 100% to 0% instantly. Same with the widow mine, it can keep its bigger AOE, just no more instantly sublimating a large group of units instantaneously.
EMP has always been a fun one just based on that. Instant shield removal, be it probe or Mothership. Would've thought they'd have made it a static, say 100 to 200 shield damage or something over the years, but naah. Archon deleter goes BRRR.
Regarding the Swarm Host, then 2 hours certainly isn’t the longest professional game in any esport. Dota had an infamous game last a whopping 3 hours and 20 minutes back in 2015.
If you ask me, uploading a tierlist of the most hated units in sc2 right after the tournament ended is the true IMBA strat. (Also the finals were awesome congrats clem!)
@@fmlAllthetime Its true, terran has a unit which protoss can litterly do nothing against, so just play the game without 50 percent of your hp, you cant use templars to drain since the ghosts have higher range, cant hit them because once again higher range then almost anything protoss has, and a funny abillity which 1 shots any zerg unit!! so balanced
@@Xyz360li that’s still crazy , 4 shot a ultra lisk which is like 300 , 200 for half the price , and 1/3 of supply if we do same cost it’s 2 ghosts vs 1 ultra lisk which is a 2 shot , and if we judge by supply it’s basically a 1 shot since it’s 3 ghosts vs 1 ultra
Haha, great video, small piece of feedback from the Netherlands, you had a picture of Princess Beatrix in the Queen segment, she has abdicated in 2013 and is enjoying a well earned pension while her son is now our king :D
I wish cyberathletes like Clem, Serral or Hero would start playing Coop Heroes on the tournaments, it would be so much fun! However, the only rule would be that you cannot play the same commander twice. If everything is OP, then it is somehow would be balanced 😂
I am surprised that the Ghost was not brought up earlier, before Infestor/Broodlord ever happened the Ghost was THE anti-zerg unit that could machine gun snipe zerg units to the point that late game zerg was nonviable against Terran and it was the premier anti-baneling unit. It was also core against Protoss for EMPing entire armies shields away on top of almost invalidating high templar. The ghost was made to receive a number of changes to it, such as Snipe getting a cooldown so you could not scroll wheel machine gun it (which is still possible in campaign), Snipe getting its damage reduced so that it could no longer 1 shot banelings, Snipe getting additional damage to psionic because the prior change made ghosts unable to snipe high templar, etc. If memory serves it was the Ghost being nerfed that helped lead to the arrival of Infestor/Broodlord. Now that Zerg late game was viable Infestor issues were discovered because their bane, the ghost, was no longer used leading to the changes that caused things to spiral out of control.
Terran if Stim and shield are auto from beginning. Nothing beats 4rack marine rush until gm anyways, and if they were more op, nothing will ever beat four rack marine rush
Campaign protoss are absurd. Like campaign zerg are scary, but take away your hero and they really only gain utility. Campaign protoss are all upstatted and have new skills. And then there's the adept to make anything not broken, broken. Spinlots would negate earlygame harass long enough to get the adepts up and it's GG once a vanguard hits the field.
I think you've done a fantastic job here, my only criticism is looking at the early reapers. With that KD4 explosive charge randomly getting into bases and killing nexuses before jetpacking out. That got removed and then they barely saw play until Byun did nasty things and got them nerfed...I think the reapers really need an honorable mention somewhere. Also the pre-nerf mothership with it's planetcracker and black hole abilities should also get a mention, possibly as to why it didn't make the list.
eerm... rather 2013: widow mine 2014: widow mine 2015: widow mine 2016: widow mine 2017: widow mine 2018: widow mine 2019: widow mine 2020: widow mine 2021: widow mine 2022: widow mine 2023: widow mine 2024: widow mine FIFY. I was complaining about how unfun the unit is since Heart of the Swarm beta and never changed my mind. As random race and WM user myself.
That feel when i quit because of Swarmhost(Zerg bro) era, played different games for years, came back only to have the first game with 999999 widow mines blowing up on my face. Yea...fck that, uninstalled that shit again right there.
In my first and only competitive starcraft 2 match, i went up against a terran player who used the incredibly nuanced strategy of turning the ground into a carpet of widow mines. It was about as amusing as that one time my dog got explosive diarrhea.
@@Shmandalf Lel i was Master 2013, idk how the meta is now. But back then sh1t was everywhere and i remember plenty of Progames like scarlett or jaedong having a very very hard time with terrans that were mastering widowmine play.
I go back every once in awhile and watch some homestory cup clips and state of the game clips. Funniest most uplifting guy to ever exist in esports if you ask me.
Lol, I've thought the same. Early WoL balancing was so slow to respond, I think a lot of people were just turned off the game after a while. Marines and tanks were crazy strong for a while too (remember when tanks did 50 fucking damage?)
@@Appletank8 That was done because Tanks were always intended to be the main anti-armor unit of Terran. Originally they did 70 flat damage like in BW (and still do in campaign) but then it was found that the improved AI meant that siege lines did not waste shots so they evaporated anything not an Immortal, which invalidated Tanks because nothing could do more than 10 damage to them with their old shield ability. So the flat damage was reduced and the intended anti-armor role was done via the bonus to armored damage. Of course Tanks were rarely used because Mech was missing its main frontline unit and so Terran basically just became bio outside of TvT where it was marine/tank.
@@TankHunter678 I meant, what they are now isn't that far off from what BW is right now, outside better targeting. sc2: 40 (+30 vs armored) bw: 70/52.5/35 - Large/Med/Small The oldest patch i could find had siege mode do a flat 60 against everything which was definitely way too high, but it was soon nerfed to 35(+15) for several years until finally buffed to roughly where it is today in 2016.
I loved the barely-keeping-it-together tone of this whole video. Especially when talking about the widow mine, you can tell that Grant has been hurt by them. As a fellow Protoss player, I too have been brought to my lowest by that terror. All I need is to hear that PTSD inducing burrow sound and I'm a broken man...
I was really surprised that you made a vid like this but i really enjoyed it! You got a talent for narrating something/explaining it in fun ways. Good editing too
As someone who doesn't have the time to play StarCraft anymore but absolutely loves the game to my core, I love videos like this. Relevant content, interesting factoids, and summarization of development; great for anyone like me who wants to stay in the know but can't play the game. I do remember some of these eras and I hope the game continues to get balanced so that it retains as much of a fanbase as it can. May creative & talented players keep the meta interesting by discovering methods to circumvent imbalance!
I love these retrospective vids, someone I used to play with made the '7 years of bw in 7 minutes' video (title might be off a bit) that covered every patch the game had.. would be awesome if someone did a version like this that tied it into pro meta (obviously not as many balance shifts as sc2 that changed the game, but covering historical metas is always a fun topic imo) Great vid! Hindsight is 20/20, but I'm glad I stuck with BW and didn't have to experience these balance adjustments 😵
The teammate comment really got to me because I watched all the friends that I got into SC2 back in '10 leave for LoL and it really did seem like it was because there was no one to blame when you lose a 1v1 match other than yourself.
The only IMBA in the game as far as I've seen recently, is swarm host nydus. Get vision (overseer / changeling), spawn a wormy, violently eject 20-30 swarm hosts, pop back into your dearly beloved wormy, lose nothing, gain everything. If the worm is up, you're taking attrition. If you kill the worm, I hope you see the single marine that isn't moving with your army. If you kill a swarm host, somehow, you still lost oodles and caboodles more than the zerg did. The only counter to it is air units, which if you don't already have some, you're dead. Reach the zerg base for a basetrade, and marvel at the 50+ spore cannons with Queens scurrying around.
For the Tankvac they could have just added a cooldown after you drop it off or pick it up so you have to commit to a position and cant immediately hit pot shots and get out. Or make it take like 1-3 seconds to pick up the tank since its like “loading” it onto the vac.
My favorite thing about the widowmine is that its presence in custom Phantom games. For those who don't know. Phantom is a game mode kinda like Town of Salem or amogus where you'd have 2 people designated as phantoms but nobody knew who you were (except yourself) and you had to kill all of the "good" players on the map using increased resources and supply cap. The good players had to stop you. But the game starts out with everyone allied and dumb ideas ruled the scene. In like 50% of games there would be that one guy who would go mass widow mine, then unally you as he ran all of his mines into your base and blew up your entire army.... But since widow mines can't attack structures, you'd just be sitting there with all of your buildings completely unharmed but unable to make any unit because it'd be immediately blown up by 10 widow mines. It was so goofy It was utterly hilarious to see it happen to someone else... a bit less so when you were on the receiving end of that stick.
What a ride, I've been here for all of it including the swarmhost battles that lasted hours, I remember at one point when a match with stephano had gone for longer than 1 hour I had to call a friend to hear if he was also seeing this, it was the first time I had seen an SC2 championship match go for longer than 40 minutes. As a zerg player/enthusiast I must say that I always abhorred the ghost, a good autoattack so it can defend itself from mid tier light units like mutas or hydras, a snipe that makes any medium or large unit totally irrelevant, a long range energy killer that messes up casters and kills shields, a lot of health and practically perma stealth as long as you micromanage, as the games go for longer you suddenly have an upgraded marine, and we all know how balanced the MMM combo is; the main part about the ghost and terran in general against zerg for me is how irrelevant high tier units are during the times they aren't horribly overpowered, it always hurt me a little to see a small group of ghosts delete an entire maxed out zerg army of ultralisks in less than 3 seconds.
2012 infestor meta was also queens, as they got their ground range increased so stalkers hellions marines etc couldnt micro well against them (+transfuse spam) and zerg just skipped gas and just powered drones and queens, then took all their gasses got a lair and made 9 infestors
Nice video, takes me back. I remember right when HoS came out watching WhiteRa vs. some Terran who basically only had widow mines and could not lose. I eventually stopped watching SC due to the swarm host, and it was interesting to hear about the logistical complaints around the unit for tournament scheduling.
Great pick for the end video, I saw that Parting vs. Maru blind and it was great. For those curious, search up 2020 GSL S3 Code S RO16 Group C, around 1 hour 46 minutes in if you're impatient, for the most surprising nuke of all time.
2010-2013: Marines. 50 mineral unit that with BASIC micro was easily one of the most efficient units in the game because they countered their counters.
I honestly grew up watching Destiny's 4 brofestor squad reign terror in SCII and it made me a zerg main...glad his infamy with the brofestors got a shout out here