TERRAN deleted units - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-JTKCaodyzZo.html ZERG deleted units - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-f66w6JXQS1c.html PROTOSS deleted units - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-TlqBhNw_RRU.html Timecodes: 00:00 What was different 00:13 Stalkers and Dragoons 00:55 Different buildings 01:55 Sentry body transformation journey 03:00 Archons were bigger 03:20 Phoenix was cooler 03:57 Mothership was OP
One trivia about the Phase Cannon is that the relocate ability was simply reused in Spine Crawler, with the ability names still referencing Phase Cannon.
few things about the Obelisk and Dark Pylon: they were at no point both existing at the same time. the Dark Pylon and the Obelisk were always just the same unit essentially but switching the skin around. they both did the same things, the mineral harvesting buff, the cloaking, the shield/energy regen, etc. well, i dont totally remember hearing about the cloaking, but the other two spells 100% yes those definitely existed in pre-release versions of the game. the cloaking _probably_ did too at some point, though, but i'd have to see some source for that to say with certainty. you can however see this in Battle Report #3, which is a a PvZ, and Battle Report #4, which is a TvP. the Protoss builds one to boost their Probes in both games, but in both games it's a Dark Pylon, not an Obelisk.
Dark Pilon has an ability that makes the nearby workers move faster and harvest more mineral(like 2-3 more minerals). It was indirectly same as Chrono Boost
I miss the old days of all the Alpha videos and units they showed off. There was something charming about all of it and you could tell there was love being poured into the game. Then when WoL launched it all changed.
Damn, people are saying that the miss the old starcraft but you're saying that it was not good from the start and you miss alpha units lol. Those concepts are really cool and there is stuff like that in campaign, those units wouldn't work in professional play and Blizzard understood that. Either play campaign or the multiplayer, no point making multiplayer bad for esport
@@januszkurahenowski2860 Too bad the SC2 campaign sucks. The writing lacks everything that made the original great, and the mission design manages to be forgettable _despite_ being pretty inventive at times, simply because it never truly manages to get the player invested. SC and particularly BW had mission designs that tied into the story to a high degree and that's a big part if what made them memorable, and while SC2 had that too, it worked to its disadvantage, because the story sucked so badly.
Would have liked to hear about redesign of the Colossus -- this originallly had a much more practical-looking dual laser beam that would dart about as needed, doing splash damage over time, instead of the clunky crossing beams we actually got. Also would have liked to have seen a discussion of the original Tempest, which was an adaptation of the Carrier, briefly visible part way through this video. Never heard any detailed description of it, other than that it had some special shield that was anti-Ground only (also briefly visible in this video).
Laser beams don't actually do splash damage though, because they're lasers. The new design actually makes more sense as an AoE attack. I agree the old design does look cooler though.
@@yoma2977 It could be a mistake, but I could have sworn that commentators described the original design as doing splash damage in a small area around where the beams hit.
@@Lucius_Chiaraviglio Oh I know, but what I'm saying is that's just more impractical as a splash attack vs the current wide criss-cross design. The original design wouldn't be effective at all in large scale battles vs smaller units because it's essentially focus firing.
@@yoma2977 I'm not convinced -- I remember commentators saying (again this could be a mistake) that part of the reason for changing the design was that the original one was too good in terms of balance.
@@Lucius_Chiaraviglio I don't know how I'd convince you that a wide sweeping cross of two lasers would have a larger area of effect than the two lasers focusing on a single point because it's fairly self evident. That reason doesn't make much sense either cause all you'd have to do is lower the damage if it was a balance issue.
Here the Protoss feel advanced, overpowering and just fucking crazy leaving some mystery as to how the hell do they manage this stuff as well as somehow live together knowing they basically could cast themselves into a black hole flinging them into a different universe all together. Despite the loss of Aiur and the battle scars left from Kerigans betrayal they still felt powerful and more enraged then ever with a burning desire to regain their Homeland and show their enemies the Wrath of the Sons of Aiur is stronger then a Neutron Star. Even in legacy of the void they feel unnaturally tempered with odd quirky attitudes specially if you decided to listen to the usual throwaway lines once you clicked them enough, yeah sure starcraft 1 had some pop references but they were fitting with the characters and most were simply just no none-sense lines with their own dark charm, I wont forget how I felt intimidated and creeped out by the Aribter the first time I was introduced to "time travel".
Bro! How are you cranking out these videos so fast? I love them! You've actually gotten me back into starcraft. I'm aying the campaign and I'm gonna start playing ranked in a few weeks :) thank you!!!!
Protoss could really benefit from a Dragoon still, imo. The units that force you into boring Skytoss (Lurkers, Libs, Brood Lords, tanks, etc.), would be countered by an upgraded Dragoon with longer range, so you have more options. Would just have to nerf the damage a bit, or make them robo-only units instead of Gateway.
I used it quite a bit in WoL, while it had archon toilet ability. Also, there was a strat with rushing mothership + carriers, flying mothership in enemy base and teleporting entire army to you. Nowdays it is sadly just meme unit...
I wonder if those phoenixes would have been garbage because no damage for a big commit or absolutely busted against anything other than capital ships....
If they remained as fast as they are today, you could throw 4-5 pheonix into a clump of slow moving lategame flyers for disproportionate damage and value. Or keep a small contingent of pheonixes as a strong deterrent to flocks of mutalisks or any sufficiently massed air units. Overall it seems like a far more compelling design concept that would make pheonixes more useful in a larger array of situations into the mid-late game. But it would be breaking the mold of dedicated AA units in the game. Corruptors and Vikings both have methods of interacting with ground forces. This change would make Pheonixes the odd ones out by making them better at dealing with air threats instead of having ground interactivity (graviton beam). Then again, protoss already have two air units that can hit air and ground, so it may not be necessary.
@@dissolution9843 It really only targeted air and people would've just focused them down since they were stationary when using the ability but it would at least give you some value compared ton a beam that can only lift up 1 unit at a time
Personally, I really like the mothership anti projectile field ability. Coupled with the slow field ability it has now, and it's basically a multi use skill thay basically shutdown a flanking front.
Or rather OP. Toss is still strong. Only in higher leagues people can counter your bs. Should definetly be redesigned here and there but to say they're not good... c'mon dude.
The annoying thing is I remember being disappointed when the phase for cannons ability wasn't in the game when I started playing pretty early on still. I think Protoss has needed it the most, but it should have simply been constrained a bit by let's say putting it near Nexi & Tech buildings... and maybe restrain tech buildings to 2 or 3 per type. So would you really want to spend 1 cannon's worth during a cannon rush on a Cybernetics Core just so you could move a few of your other cannons around it? Wouldn't work on Zerg creep of course & Terran usually kills things before they can even get started anyway. I think it would have helped over the many years KEEP - even more deadly strategies than Dark Templars restrained for example burrowed roaches, doom drops from both other races, nyduses and so on. Terrans have always had free scans and missile turrets are quite cheap & also strong, then Zergs can move their defensive structures around and Queens provide a lot of defence in the form of damage & also by plugging gaps in walls. Having 1 or 2 cannons - maybe they should be dropped to 125 minerals, but be a bit weaker, around a few important tech structures & especially pylons would be really good for making Protoss base kills much more balanced. Doom Drop with Medivacs boosting in to kill probes or destroying 2 or 3 pylons, 1 or 2 gateways, and a tech structure or two followed by them just packing up and leaving was always the most annoying thing to watch. Zergs on the other hand I had to deal with regularly and so seeing stuff on screen just had me more adaptable or desensitised.
"a lot different" yes a lot better ! Like It should have been! The strongest race lorewise, it's such a let down for the sake of multiplayer... Thank God real scale mod exists! If only that had a multiplayer version
I always wished the races played more uniquely from each other While there definitely are still differences there remains quite a lot of uniformity between all of the races A lot of these alpha concepts they had proposed definitely would be too broken to ship out though
Photon cannon relocate would cause overuse of this (why build defensive units if you could teleport cannon to your expansion?). Also Cannon rush would be too easy - you could just build cannons in your base and teleport them to enemy base if you succesfully managed to build proxy Pylon.
There was some more alpha version changes. 1. Immortals were a gateway unit, just like zealot, stalker and etc. (imagine sitting at your base and the see, how enemy protoss puts a warp prism at your main and warps in IMMORTALS, which had their hardened shields passive at that moment) 2. Nullifier despite all it's powerfull abilities also had archon-like damage bonus against biological units, which made it an absolute nightmare to an earlygame zerg and infantry-terran. 3. Roaches had 90 hp instead of 145 but once zerg got hive he could research regenerative carapace for them, which allowed roaches to regenerate hp at a massive rate even when unburrowed. There is russian-speaking starcraft 2 commentator, which has some videos about alpha version and some matchups from it, here is a link, if you will watch it for material to your videos. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9RkldZGYpPs.html
Man, if every deleted unit and concept was in the game, this game would be so much more interesting, and it would really feel more like a world rather than an esport
hello, im french and its a bit hard to understand your english, maybe speak a bit louder, on eat less your words, aniway really good video and theme :)