I'm still waiting for Uthermal to use "mind control" on a drone, scv, or transport . I have no idea if like in broodwar there will be a separate 200 unit cap for the newly acquired race, or if units inside of a transport ship get mind controlled too, but I'm looking forward to a crazy build from Marc to find out.
If the mind control works like it should, then MCing a transport should net you the passengers as well. The problem with SC2 MC, is it's only a temp thing, and specific targets. But again, depends on how well they coded the mod. From stuff I've seen, they're still working on balance issues to fully match up with BW.
I would guess it is the same as Vorazun (which has dark archon) in coop mode, which is a separate 200 supply (unless you mind control a probe) and you mind control units inside a transport (but I would guess you can't control that transport if an Ultralisk is inside).
I actually rly like the talk about the thought process, future build adjustment and having fun, instead of constantly whining about whats broken and/or stupid.
Vultures.. so good early game... wonders about vulture drops, lol. 75 minerals and 3 spider mines, but I used them for vision, kind of like advanced creep, but with as a contain its madness.
So u do want to retro bw build vs toss, k In this mod you do baracks, rush factory and machine shop, rush second factory. From machineshop first mines then siege. Rush for tank in first factory and vulture in second, you should have tank 2 vults 4 marines and 2 scvs. You go out. Marines outmatch dragoons without range and siege tank unsieged deals suprisingly high dmg. Mines over siege first cuz it Forces observer or intense micro from dragoons. (Robotix+ observatory buildings)Scv repairs vults n tanks. Dragoons can kill mines if they are cautious. You can land mines close by the gateway. Siege researches when you finish bunker in natural of toss. I dont remeber timings but if you do it right everything is tight
Vultures feel super op against SC2 protoss. Full 20 dmg vs shields and light units and still respectable 10 vs the rest. Good thing reactors are not available. Still, I wonder if one could amass them...
yeah, Vulture was already kinda OP in SC1. Now with the better pathfinding (for both the vehicle and the mine) and much faster mine trigger check rate (feels like almost instant trigger now), it is even more OP.
Quick question about this mod, does it not allow a broodwar faction to be matched against its own starcraft 2 counterpart? It would be really interesting to see how broodwar zerg would do against SC2 zerg for instance.
Looks like the mod designer imported some of the units that don't exist in multiplayer SC2 directly from the campaigns (as far as I know, every single BW unit cut from SC2 made it into at least one of the campaigns, even if it was never added to SC2 or was not until a later expansion) but then for others they did not. The Goliath looks more like the BW unit and not very much like the WoL campaign version, and the firebats don't appear to be from the WoL campaign either.
You had one or two spider mines on his base the whole time =D we could see the little probes moving on the minimap, I guess they don't auto attack probes ?
Correct. Hovering units like workers, archons and vultures don't trigger mines. I don't know if SC2 only units like sentries or disruptors will trigger them though.
All Blizzard has to do is release Starcraft 3 with all of the brood war + sc2 units in it and they'd be back on the map. Instead we get mobile games and micro-transactional hellscapes.
one thing to not forget uthemal! vulture mine do not target hoover unit! and SCV/Worker/Probe are all hoover unit! (and vulture) so drooping mine in the mineral mine would do nothing! i mean, if the mine do respect SC1 logic!
Your brain is hungry for stimulation UThermal. Not enough stimulation can cause depression. Straight up. It's a matter of use your big brain or it will make you sad and lost for not using your best functions.