Dark Swarm only provides protection from ranged attacks, so splash from tanks and hellbats will work. Additionally it's like Blinding Cloud that it can work for you and your opponent, that's why the Hydralisks were losing inside the orange cloud since their spines did no damage to the Hellbats.
TBF, you want hatcheries since you don't get queens to infuse. My favorite method for zerg was maxed zerglings (movement + adrenal + melee + armor) and just spawn them and A move them into the base. Would just swarm over and over and over again and would eventually break through. However it may be a little different with the block ramp feature that SC2 can use.
if anyone's wondering, dark swarm prevents TARGETED range damage, splash damage goes straight through. hellions and hellbats do all splash damage so they don't care, siege tanks miss the direct shot damage (which is higher) but still deal the splash. it only blocks things that only hit the target like marines or stalkers. I have no idea if it blocks ghost snipe tho.
Snipe is considered a Spell like Irradiate, so it can still punch through. Gotta keep Defilers back to avoid getting sniped, but if the Ghosts get Plagued, they won't be able to snipe again for a while.
Both SC1 and SC2 are decades old, so I play them and watch the videos because I love them, but it's hard to feel new and fresh from them. However, the SC Evo mode made it possible for me to feel a sense of newness and freshness from this old game. It's a really special experience.
what i am loving is that the meta board is completely clear. nobody knows the timings. cheeses dont work as well as they used to and the result is usually chaos and that is good as a viewer!
If they add the sc2 arcade factions it will be even better, in fact it will how starcraft multiplayer should've been from the start, and not a mod. If you look at all other successful RTSs,. they are all have many factions to chose from, not just 3. And definitelly not a stupid over thought out balancing system, like SC2 has been receiving throughout time. (reduce the speed of unit x from 0.4 to 0.2 or increase build time by 5 seconds or sight range , you know stupid minor adjustments)
@@ElGoogKO Red Alert 3 was successful and only had 3. Tiberium wars was also successful with 3, though its expansion to kanes wrath did work really well.
Just so you know, creep doesn't actually do anything except mess with building placement for SC1 zerg. Your units won't move any faster on it, so there's no actual point to spreading it around. Also, Dark Swarm works by making all non-melee attacks miss. This means that, if it's a single target attack, it will do no damage, and if it's an attack with splash, it will deal exclusively splash damage. Hellbats' attacks are a cone of fire, so they will deal splash damage to units under Dark Swarm. What I'm curious about is whether or not SC2 Hydralisks and Roaches - which only have a ranged attack, but use melee animations if the enemy is close enough - will hit their target under Dark Swarm if they are close enough
As far a I know those melee attacks ignore guardian shield's ranged damage reduction, so the game is aware that that attack animation has different properties
Watching people play this mod has been so refreshing! i want to pair it with the BGH+no worker cap+1k supply mod just to see how truly insane this can get
In SC1, iirc. dark swarm is a bit weird - it makes the attack "miss", so the unit actually attacks the ground near the target instead of the target. Splash damage still does damage, but the splash is *not* centered on the unit that was being targeted, rather it was being targeted on some random-ish ground near the unit that was being attacked (not sure if it's actually random or not), and it can still splash enemies near the ground that got targeted.
Of course the parasite has a huge vision range. It has the vision range of the unit it's attached to. In this case... a tank. If you use it on a marine, it will have way less vision range. It was super op (you could use it on observers/overlords/science vessels and get even their detection)
Awesome game.. Nothing more i loved than making 100 Guardians and just A moving them across the map.. We used to call that move, Mowing the Lawn.. haha xD
12:57 Dark Swarm Shields units in a 6x6 area from ranged attacks. Ranged attacks with splash damage only deal minimal splash damage. Firebat and lurker attacks, and damage from cast abilities, are totally unaffected. Structures are not shielded.
Spawn broodling kills any ground unit with an organic component (i.e. tanks, because they have a driver). So Ghosts and High Templar are vulnerable because broodlings can hatch from them, but archons and reavers are not, because they are entirely made out of energy and metal, respectively.
@@RochaHigor Pretty sure Broodling doesn't work on shit like Reavers, Collosus. If it does, that's a bug, since the mod wants to mostly emulate how spells work from the old game
Don't forget Plague, reduces everything with less than 300 HP to 1 HP. And yea Dark Swarm doesn't work on splash damage and "fire" type attacks. You really want Lurkers in the Dark Swarm to help do damage to anything that gets under the Dark Swarm with you, because it affects your own Hydras as well.
I had a great crack ling SC1 build. Rushed out the adreno glans upgrade and damage upgrades (on mass lings) into defilers and just swarmed with shrouded lings. And stealing a damaged command center with a queen was always fun.
Hi uThermal! Love your videos--here's why hellions do damage: It's because area of effect damage still goes through!! The main shot of the tank misses but its AOE still hits ur other hydras
I think this mod could use a "Refinery addon" for all 3 classic race, basically a free "vespen geyser" that you can only build based on the amount of vespen geyser you already have.
SC2s ui of larger unit handling than SC1 surely improves the army gameplay of sc1 factions. There seems to be significantly less collision issues for the SC1 armies. There's a lot of extra strength from the improvement of SC2's foundation.
Yeah, Queens work on any ground unit that can have anything organic in them. I'm not familiar with all SC2 units, but Widow Mines are pure mechanical so broodling doesn't work on them, same with Reavers. Dragoons and most of Terran mec has something biological in them so broodling works.
Splash damage also works under darkswarm. While a Siege tank initial shot doesn't damage units under swarm, it's splash damage does damage units. Firebats were often used under darkswarm for this reason.
2:04 Archons ARE ''psionic and massive'' but those 2 adjectives/properties are not the REASON why they are immune to ''spawn broodling'' from the Queen. REGULAR Mech and BIo units can be psionic, massive, light, whatever but they have a BIOLOGICAL UNIT as the core or INSIDE the mech unit that will ''spawn the broodling''. THAT is why they are susceptible to the ability and the Archon, (''energy unit'' ) or the Probe (robotic) is not vulnerable to that ability because there is no pilot. ''Spawn Broodling affects all ground units with the exception of: Probes Reavers Archons Dark Archons Spider Mines''
12:20: I just noticed the defiler mound sound has been patched. It used to sound like what the greater spire was supposed to sound like and vice versa.
Plague. Deals 350 dmg. Can't reduce a target below 1 hp. It SUCKS to go against that as protoss since you can't even repair anything and it damages through shields.
As far as I know, there's no available asset for the SC2 Terran CC so that's one thing. Maybe it in the works but can't tell how will they balance it. Also, do I spy a fellow Enlightened?
@@abunja Well, Infested Terrans can only come out of a single building, are pretty expensive, and not exactly fast. It probably wouldn't be too easy to make a lot of them in the first place.
@@Appletank8 As far as I can remember it costs 100 minerals and some gas something 25 or 50 and has 500 friendly fire splash damage. It can burrow so it's a good ambush unit against sieged Siege Tanks or rallying units but not really good in terms of practical use because you can only use 1 of it at a time. I don't play SC2 but I think Banelings are better splash damage suicide unit than it.
Brother! You can improve your Zerg so much with some minor things. Hive grants "adrenal gland" upgrade for zerglings in spawning pool, increases their DPS by a ton. Can rush into hive tech pretty easy while also spamming zerglings and could even squeeze an evo chamber in for +upgrades. Build two hydra dens for speed+range, as you see the upgrades take FOREVER Maxing on hydras is a great style especially with sc2 engine, they are relative glass cannon units but attack both air+ground and do full damage versus larger units. You can go FULL HYDRA mode just build 3-4 hatch early on, tech into 2*hydra den and then make nothing but drones and hydras for awhile, see how they feel heh. good content
Marc, have you already noticed that BW workers mine faster than SC2? Ez example is the timing of the 2nd hatch, for BW it's ~3s faster than perfect for SC2
Defilers and their starting cloud spell wreck all ranged. Everything misses shooting into it except splash damage and melee. Defilers>queens esp vs Terran.
They don't originally so I think that is the case for this iteration too. Creep is only there to allow and deny building for Zerg and other races, respectively.
Late game Zerg is strong but in SC1 it's a timing because during transition and upgrades as they won't be able to produce much units to handle its resource costs. Speaking of resources, they need a 3-gas economy to constantly pump out late game units like Ultras and Defilers. I don't know how it will translate with SC2 since starting location and natural has double gas
the defilers are WAY too big in SC2. the mod creator needs to rescale the defiler they're not supposed to be that big. not sure what they were thinking. they look as big as a tank in sc2!
12:20 Tahts because Defilers dispite being the BEST UNIT EVER NEVER EXISTED IN SC2 BEFORE BECAUSE THAT'S JUST HOW FKING $HIT BLIZZARD IS!!!!!!!!!!!!!!! IT DIDN'T EVEN EXIST IN ANY FKING CAMPAIGNS FFS!!!!!!!!!!!
make the queen great again. the queen in starcraft 2 is made into a mobile esrly game defensive unit and the entire starcraft 2 game is balanced around that stupid ass unit. how the terran and protoss harass. how the zerg needs to spread creep and larva inject constantly....i feel bad for zerg players cuz serral got that race nerfed into oblivion and only dark is able to get into the top 10 in zerg. not even top 5. like in starcraft 1. u didnt need to have godlike apm to play zerg like u do in starcraft 2. makes is way more enjoyable watching a high level zerg player's pov cuz the camera isnt jumping all over the place. u also didnt need to build units and then morph those units to get other units....sc2 is filled with that shit.
He's got 99 problems and they're all hydras
and only takes up 99 supply lol
Dark Swarm only provides protection from ranged attacks, so splash from tanks and hellbats will work. Additionally it's like Blinding Cloud that it can work for you and your opponent, that's why the Hydralisks were losing inside the orange cloud since their spines did no damage to the Hellbats.
yeah they make all ranged attacks miss units within the cloud. But splash still hits
widow mines + raven (seeker missile?) + hellbat/tank splash would counter it, not going pure bio with some raven support is a mistake against SC1 Zerg
Marc: "I guess you use hatcheries to spread creep."
Creep colony: "What am I to you?"
TBF, you want hatcheries since you don't get queens to infuse. My favorite method for zerg was maxed zerglings (movement + adrenal + melee + armor) and just spawn them and A move them into the base. Would just swarm over and over and over again and would eventually break through. However it may be a little different with the block ramp feature that SC2 can use.
> As long as we're on creep we have a chance
In Starcraft 1 zerg units don't get speed boost on creep
if anyone's wondering, dark swarm prevents TARGETED range damage, splash damage goes straight through.
hellions and hellbats do all splash damage so they don't care, siege tanks miss the direct shot damage (which is higher) but still deal the splash.
it only blocks things that only hit the target like marines or stalkers.
I have no idea if it blocks ghost snipe tho.
Snipe is considered a Spell like Irradiate, so it can still punch through. Gotta keep Defilers back to avoid getting sniped, but if the Ghosts get Plagued, they won't be able to snipe again for a while.
Both SC1 and SC2 are decades old, so I play them and watch the videos because I love them, but it's hard to feel new and fresh from them. However, the SC Evo mode made it possible for me to feel a sense of newness and freshness from this old game. It's a really special experience.
It's fun to not feel alone on this one.
what i am loving is that the meta board is completely clear. nobody knows the timings. cheeses dont work as well as they used to and the result is usually chaos and that is good as a viewer!
If they add the sc2 arcade factions it will be even better, in fact it will how starcraft multiplayer should've been from the start, and not a mod.
If you look at all other successful RTSs,. they are all have many factions to chose from, not just 3.
And definitelly not a stupid over thought out balancing system, like SC2 has been receiving throughout time. (reduce the speed of unit x from 0.4 to 0.2 or increase build time by 5 seconds or sight range , you know stupid minor adjustments)
@@ElGoogKO Red Alert 3 was successful and only had 3. Tiberium wars was also successful with 3, though its expansion to kanes wrath did work really well.
Arcade and campaign mods are mu new favourite thing.
This is one of the rare zerg games where uThermal actually tries to spread creep. With hatcheries no less
What's it called when you evolve but you go backwards?
Love that's uthermal learning to finally spread creep hahaha.
Wish Broodwar had some kind of a colony that could spreed creep instead.
@@nicklindberg90 it's called devolving 😀
@@WeItenspinner Spore colonies and spines do that.
If Ensnare works like it does in BW, then it would not only slow units down in movement, but also in attack.
They're only able to attack at half speed
Im loving these sc1 sc2 matches. Taking me back to my childhood
Just so you know, creep doesn't actually do anything except mess with building placement for SC1 zerg. Your units won't move any faster on it, so there's no actual point to spreading it around.
Also, Dark Swarm works by making all non-melee attacks miss. This means that, if it's a single target attack, it will do no damage, and if it's an attack with splash, it will deal exclusively splash damage. Hellbats' attacks are a cone of fire, so they will deal splash damage to units under Dark Swarm.
What I'm curious about is whether or not SC2 Hydralisks and Roaches - which only have a ranged attack, but use melee animations if the enemy is close enough - will hit their target under Dark Swarm if they are close enough
As far a I know those melee attacks ignore guardian shield's ranged damage reduction, so the game is aware that that attack animation has different properties
Watching people play this mod has been so refreshing! i want to pair it with the BGH+no worker cap+1k supply mod just to see how truly insane this can get
Can’t forget zombiebounty and spawn what you want (all units)
They are not considered melle but dark swarm doesn't work againt splash damage (aoe).
you sure? because the tanks weren't doing damage as well
@@pamsp the target the tank shot takes no damage but the surrounding units get hit by the aoe
@@pamsp Not sure for this mod but in BW, firebats do damage under dark swarm. So I'm assuming its the same for hellbats.
@@starviling For some reason tanks splash never worked inside Dark swarm in SC1. In SC2 it also does not work. All other spash does, though.
In SC1, iirc. dark swarm is a bit weird - it makes the attack "miss", so the unit actually attacks the ground near the target instead of the target. Splash damage still does damage, but the splash is *not* centered on the unit that was being targeted, rather it was being targeted on some random-ish ground near the unit that was being attacked (not sure if it's actually random or not), and it can still splash enemies near the ground that got targeted.
to bad we didn't see the queen infest a red cc :(
Of course the parasite has a huge vision range. It has the vision range of the unit it's attached to. In this case... a tank. If you use it on a marine, it will have way less vision range. It was super op (you could use it on observers/overlords/science vessels and get even their detection)
Awesome game.. Nothing more i loved than making 100 Guardians and just A moving them across the map.. We used to call that move, Mowing the Lawn.. haha xD
12:57 Dark Swarm
Shields units in a 6x6 area from ranged attacks. Ranged attacks with splash damage only deal minimal splash damage. Firebat and lurker attacks, and damage from cast abilities, are totally unaffected. Structures are not shielded.
The glory days of zerg spell-casters, back before Brenda lost her wings. They were a true terror.
99 hydras, 99 hydras on the wall. You shoot one down, three more pop out - 102 hydras on the wall
HAHAHAHHHAHAHAH
This is the best way to describe the vid
99 - 1 + 3 = 101
@@tyler197802198 someone's sitting in a corner at parties.
@@tyler197802198 the 102nd is one that accidentally got left in a dropper lord
Spawn broodling kills any ground unit with an organic component (i.e. tanks, because they have a driver). So Ghosts and High Templar are vulnerable because broodlings can hatch from them, but archons and reavers are not, because they are entirely made out of energy and metal, respectively.
In this mod, any ground unit is a target unless it has "massive" tag
@@RochaHigor Pretty sure Broodling doesn't work on shit like Reavers, Collosus. If it does, that's a bug, since the mod wants to mostly emulate how spells work from the old game
The models look so good, tbh. I really like the nostalgic artstyle.
Ah, back when zerg felt like zerg. Good times.
Don't forget Plague, reduces everything with less than 300 HP to 1 HP. And yea Dark Swarm doesn't work on splash damage and "fire" type attacks. You really want Lurkers in the Dark Swarm to help do damage to anything that gets under the Dark Swarm with you, because it affects your own Hydras as well.
I had a great crack ling SC1 build. Rushed out the adreno glans upgrade and damage upgrades (on mass lings) into defilers and just swarmed with shrouded lings. And stealing a damaged command center with a queen was always fun.
Hi uThermal! Love your videos--here's why hellions do damage: It's because area of effect damage still goes through!! The main shot of the tank misses but its AOE still hits ur other hydras
I think this mod could use a "Refinery addon" for all 3 classic race, basically a free "vespen geyser" that you can only build based on the amount of vespen geyser you already have.
Splash damage still effects units that are in dark swarm
SC2s ui of larger unit handling than SC1 surely improves the army gameplay of sc1 factions. There seems to be significantly less collision issues for the SC1 armies.
There's a lot of extra strength from the improvement of SC2's foundation.
Yeah, Queens work on any ground unit that can have anything organic in them. I'm not familiar with all SC2 units, but Widow Mines are pure mechanical so broodling doesn't work on them, same with Reavers. Dragoons and most of Terran mec has something biological in them so broodling works.
Splash damage also works under darkswarm. While a Siege tank initial shot doesn't damage units under swarm, it's splash damage does damage units. Firebats were often used under darkswarm for this reason.
Hey! Colossi, Hellions, and Hellbats for the most part ignore dark swarm, as they deal splash damage.
I'd love to see what kind of Ghost/nuke play you can unlock with BW units mixed in. Loving this whole concept!
I believe that the sunken colonies, before you make them static defenses are what spread creep for Zerg in Brood wars.
2:04
Archons ARE ''psionic and massive'' but those 2 adjectives/properties are not the REASON why they are immune to ''spawn broodling'' from the Queen.
REGULAR Mech and BIo units can be psionic, massive, light, whatever but they have a BIOLOGICAL UNIT as the core or INSIDE the mech unit that will ''spawn the broodling''.
THAT is why they are susceptible to the ability and the Archon, (''energy unit'' ) or the Probe (robotic) is not vulnerable to that ability because there is no pilot.
''Spawn Broodling affects all ground units with the exception of:
Probes
Reavers
Archons
Dark Archons
Spider Mines''
12:20: I just noticed the defiler mound sound has been patched. It used to sound like what the greater spire was supposed to sound like and vice versa.
I'm so glad you used defilers! Dark swarm is the most OP spell that still hasn't been nerfed from brood war to this day!
I think one of the most annoying zerg abilities in BW is w/e that red stuff that defilers spit.
Reduces all mech / buildings hp to like 1.
Plague. Deals 350 dmg. Can't reduce a target below 1 hp.
It SUCKS to go against that as protoss since you can't even repair anything and it damages through shields.
BW zerg was all about overwhelming your enemies with swarms of units, and it still carries on well to SC2. :D
🎶I got 99 Hydras, and supply ain't done🎶 :D
Using those oldschool Queen abilities was a treat 11:11
amazing how much more swarmy the zerg looks when your bread and butter units are 1 supply instead of 2!
SC2 defilers are present in a mission of the Nova Campaign
I miss the old BW days. Glad Evo mod is bringing it back.
Firebat is the only Terran unit that can attack in Dark Swarm normally.
Don't get high on your own hydra supply, Marc!
Aww, with that many queens I was hoping to see an infested CC... Infested Planetary?
Unfortunately that's still disabled due to a bug.
only able to infest sc1 cc
As far as I know, there's no available asset for the SC2 Terran CC so that's one thing. Maybe it in the works but can't tell how will they balance it. Also, do I spy a fellow Enlightened?
@@abunja Well, Infested Terrans can only come out of a single building, are pretty expensive, and not exactly fast. It probably wouldn't be too easy to make a lot of them in the first place.
@@Appletank8 As far as I can remember it costs 100 minerals and some gas something 25 or 50 and has 500 friendly fire splash damage. It can burrow so it's a good ambush unit against sieged Siege Tanks or rallying units but not really good in terms of practical use because you can only use 1 of it at a time. I don't play SC2 but I think Banelings are better splash damage suicide unit than it.
Splash damage still does damage through dark swarm.
it seems you put a hatchery next to proxy starport. That big blue dot was long time on the minimap.
2:47
wait, I thought this is Brood War zerg mechanics, i.e no creep speed bonus.
bro you need lings + ultra/lurker with dark swarm
SC1 zerg were just on another level
Brother! You can improve your Zerg so much with some minor things.
Hive grants "adrenal gland" upgrade for zerglings in spawning pool, increases their DPS by a ton. Can rush into hive tech pretty easy while also spamming zerglings and could even squeeze an evo chamber in for +upgrades.
Build two hydra dens for speed+range, as you see the upgrades take FOREVER
Maxing on hydras is a great style especially with sc2 engine, they are relative glass cannon units but attack both air+ground and do full damage versus larger units. You can go FULL HYDRA mode just build 3-4 hatch early on, tech into 2*hydra den and then make nothing but drones and hydras for awhile, see how they feel heh.
good content
Uh, last I check Sc1 creep is not used for zerg bonuses only building
That was a crazy match :)
Defiler's dark swarm only affect targeted attacks and not AOE's, like Hellion attacks in line or Hellbat and even Firebat melee AOE attacks 😁.
Marc, have you already noticed that BW workers mine faster than SC2? Ez example is the timing of the 2nd hatch, for BW it's ~3s faster than perfect for SC2
"The everything treatment" 😂 Love the troll fest. BW Zerg looks so broken.
Sc1 zerg do not use creep for anything but buildings. They don't get movespeed, or anything else for that matter.
Gotta say, I always liked the old Zerg-sounds better!
aww, saving up the plague and the guardian huh? 😁😁
with SC2 broodwar can you take over a burning CC with the queen?
Revenge of the queen's! So awesome :)
Splash damage still hits in Dark Swarm.
Can you make a proxy Nexus and recall your army into your opponent's base?
Queens and Reavers from SC1 are IMBA. I am sure we could send that to Harstem xD
darkswarm make unit mis fire, so AOE still in effect, I believe. The siege tank miss fire and still hurt if there are any units stay at the explosion.
AOE does damage in dark swarm, that's why hell bats were killing your units
Defilers and their starting cloud spell wreck all ranged. Everything misses shooting into it except splash damage and melee. Defilers>queens esp vs Terran.
I'm loving your BW zerg
Woo!
Nice game. The defiler needs a lot of work: the model looks too big and looks like a roach, and the dark swarm is a mini dark swarm that looks bad.
Why is uThermal's creep spread better without creep tumors?
Don't SC1 Zerg units not get a creep speed buff?
They don't originally so I think that is the case for this iteration too. Creep is only there to allow and deny building for Zerg and other races, respectively.
He clearly doesn't play campaign (defilers are in Nova campaign)
How can I play this mod?
i guess sc1 zerg is op because they benefit from sc2 having all the clunky unit movement removed
Young Brenda's op!
AoE does half damage, pure range does no damage, melee does full damage for defiler cloud iirc
Also, I feel the SC1 hydra feels more like a roach that can shoot air and costs only 1 supply. They are very supply-efficient and also cost-efficient.
Wait HYDRAS ARE NOT LIGHT?!?!?!?!?
Are the BW units OP? Unsure, just curious 🤷🏽♂️
The spellcasters are
In the current iteration everything may be OP unless you do a timing attack. The mod creators do a lot of balance changes daily though.
Late game Zerg is strong but in SC1 it's a timing because during transition and upgrades as they won't be able to produce much units to handle its resource costs. Speaking of resources, they need a 3-gas economy to constantly pump out late game units like Ultras and Defilers. I don't know how it will translate with SC2 since starting location and natural has double gas
should rename this channel to 2thermal
Not a good idea. 3 bb reapers may be better
Is this a mod?
Stop internet bullying.
11:13
the defilers are WAY too big in SC2. the mod creator needs to rescale the defiler they're not supposed to be that big. not sure what they were thinking. they look as big as a tank in sc2!
12:20 Tahts because Defilers dispite being the BEST UNIT EVER NEVER EXISTED IN SC2 BEFORE BECAUSE THAT'S JUST HOW FKING $HIT BLIZZARD IS!!!!!!!!!!!!!!! IT DIDN'T EVEN EXIST IN ANY FKING CAMPAIGNS FFS!!!!!!!!!!!
Didn't sc1 use bio against sc1 zerg? Sc1 zerg is cracked.
cool game but the terran looked bronze
What level is your opponent? Some kind of noob?? 😂😂😂
Two comments in ten minutes I think uthermal is falling off
sc2 nydus canal is better than sc2 :3
make the queen great again. the queen in starcraft 2 is made into a mobile esrly game defensive unit and the entire starcraft 2 game is balanced around that stupid ass unit. how the terran and protoss harass. how the zerg needs to spread creep and larva inject constantly....i feel bad for zerg players cuz serral got that race nerfed into oblivion and only dark is able to get into the top 10 in zerg. not even top 5. like in starcraft 1. u didnt need to have godlike apm to play zerg like u do in starcraft 2. makes is way more enjoyable watching a high level zerg player's pov cuz the camera isnt jumping all over the place. u also didnt need to build units and then morph those units to get other units....sc2 is filled with that shit.