I wouldn’t watch nearly as much starcraft if artosis didnt cast. His enthusiasm, his flow, his clarity in explaining the game state, it makes watching infinitely more fun, he’s definitely a master of his craft. Thanks for casting every day Arty ❤
Been following you for absolute ages, Arty. I love this channel. It's something I can enjoy on my days off in the mornings with my breakfast, I'm currently about to enjoy it with my lunch, or I bank up matches and watch them on lunch breaks at work, or just before I drift off at night. Appreciate everything you do, man.
I love to watch Jaedong and Larva streams. Their mechanics and precise hands on the mouse and keybord is just on another level.. They make it look so easy..
Nothing is more satisfying that when a zerg swarms the map with endless units. Just like nothing is more disappointing than when a zerg doesn't macro, and runs around the map with 5 hydras that get stormed in 2 second..
GG - fellow gamer from 1998; was in military and so i used Starcraft to both learn and teach operational tactics. As a military guy, success in combat usually boils down to a heuristic: "Observe-Orient-Decide-Act," "OODA," i.e., whoever executes that loop faster--even if they make mistakes--generally wins. And it's a time-division heuristic, so you can't skip a step or you risk throwing off the rhythm--which is everything in combat. But you can change your mind (good)--it just costs you a cycle (bad). Most people forget to orient when they go into overload; hence the inherent psychological, tactical advantage of speed. Only a great decisionmaker can out-orient you in fewer moves by making better, more prescient, decisions. Read "Boyd" if you want to know more. Anyway I never got any better at Starcraft. I'm like 30 APM so ... there's that. Thanks for keeping it real out there for all of us sinners.
I'm halfway through but this felt like a different type of cast with a focus on the "art" of StarCraft. Really enjoying it, keep up the great work Arty.
Artosis, loving your channel! You have a great voice for these commentaries! I think your the ambassador for growing starcraft broodwar! Keep up the good work!
20:16 YES! Finally!, a pro player using an Overlord to save a defiler! My life is complete. Will they finally realize you can use them as hightemplars and shuttles?. And save them from dying; add mobility; unload, cast spells, upload again and get away; prevent them from getting irradiated; preventing storm damage. Etc.
Right?! i absolutely HATE it when I see pros use up all those resources for a defilers, them just leave them there out in the open after casting one dark swarm or plague. Like, dude… that’s what overlords are there for!!
I got so distracted by the worker micro harassment going on both sides that I didn't notice dude already had a stargate. I just can't keep up with these people.
+1 corsairs deal 3 dmg per hit to unupgraded scourge if they are are the primary target or in the 100% splash radius (which is only 5 pixels wide). So with 9 upgraded corsairs, you can 1-shot a scourge if you focus fire, or you can 2-shot a clump of scourge in the 50% splash radius (which is 50 pixels wide). If you want to 2-shot a single scourge, you need 5 upgraded corsairs, and if you want to 3-shot a clump, you need 6. The important numbers are probably 6 (to 3-shot a clump) and 9 (to 2-shot a clump), assuming +1 vs +0.
Hey Arty I play Starcraft a bit like Adam Sandler plays golf in happy Gilmore - many old bad habits. What I would like to see is a video about how you use the number system - right from the very start, how you use it in battle and how you use it in macro. Explain it to me like I'm 5. What do you number first - when and why? What numbers do you use for the different squads - how, when and why? E.g. Do you include medics with the marines in the numbering or do they just follow one of a full group and heal when you tell them, or do you stim and they follow trying to heal? I'm pretty sure it's all been optimised long ago. I see your hands go whirr and clickety clack at breakneck speed over the keyboard, but I have no idea what you are typing to relate it to the "beautiful dance" I see on screen. If you can bridge the gap ...
Well, as a zerg player, 1 is primary/micro units like mutas or ling runby, 2 is for general army like hydras/lurkers, 3 is for specialty/caster like scourge/defilers, 4-8 is for hatcheries, 9-0 are for oddities like queens or overlords. Once macro is above 5 hatch, use F2-F5 for groups of 3-4 hatcheries to ctrl+click larva at.
i suck ass on brood war but its sooooo fun to watch especially when the arty is casting love you man looking forward to the next asl i've been listening to all of them!!!
Finally someone with ultras. I often played take 3rd go for relatively quick hive. Adrenal.glands into ultras. Scourge and some hydras just to fend of corsairs. And mass ling/ultra baby. It can hit like a hammer
Hey Arty, loving your daily casts, thank you so much! I know that the community in general doesn't like TvTs so much, so that might be the reason you cast them so rarely, but maybe it is possible to squish in one good TvT game say once a month? Lategame TvTs are really beautiful IMO. Thanks!
Hi Artosis, thanks for the awesome video! I love all the great work you do casting all these games. There is one thing that always bugs me though which is why do the pro terrans never go Valkyries vs carriers?
Good game, reminded me a lot of the Soulkey vs Mini ASL final. It seems to me that once zerg gets to hive tech, protoss needs to have a very solid core of around 40-50 supply worth of archons, reavers in shuttles, high templars, and potentially a dark archon or 3, to trade at all efficiently with zergs basic hydra ling lurker supported by defilers.
As long as there are no stupid questions (from a guy who only spectates but hasn't played in 20+ years), why in ZvP when it's at the stage of primarily hydra/lurker vs. zealot/goon/HT do queens not get mixed in for ensnare when the queen's nest is already being built to enable hive? It seems like it would reduce the speed zealot dps on hydras and enable more kiting. Just too much going on as is?
Kind of expensive to get queens nest + ensnare + queen, then you wait for energy for 1 use, and if you have lurkers, then it might not help because you are entrenched and cannot chase. Chases are punished by psistorm as well, so it’s not as useful as it looks
Hey Arty honest question? If getting hatches early is very important for zerg why don't players block them more with pylons or Bay to force them into zerglings really early instead?
@@ArtosisCasts on 4p maps I understand but what about 2p maps? My thought process is that if sacking money for gas steals and maybe even manner pylons for that match up then surely it makes Sens to try and delay Zerg? Sorry if my ignorance is showing but I'm honestly trying to grasp the modern opening Meta properly 🙂
Ok, I have a question since Arty said so. Since the very beginning when we used to play with the top tier units only, we used to use EMP on carriers, so we kill them faster. Why isn't it used in pro matches? It will be so much easier to kill the one thing that seems to kill Terran almost every time. It will need almost half the shots of goliaths/wraiths to kill em. Serious question, no trolling
Someone asked the same question, so here's the copy and paste of my answer and more. Low range (8) and very slow missile. Most spells such as irradiate, psionic storm, and plague are longer range (9) and are casted instaneously. When it comes to sci vessels and their insane costs 100/225, you want to make sure you can keep them alive or at least one of their spells lands --- As for Carriers, well Carriers can easily catch the Science Vessel casting EMP due its low range of 8 (Carriers' range can go up to 11 due to its intetceptor leashing mechanic), which is value wasted. Also, you can dodge the EMP due its slow missile. Also, the main tankiness of the carrier is not the shields (150) but its hp (300 with 4 armor). Instead, vessels are primarily used for detection and EMP against Arbiters. Sorry for the long answer, but I thought this question required a thorough explanation
@hansonlee5847 thanks, makes sense! 🙏 Just that there always seem to be Vessels with EMP nearby because of recall or high templars and they almost never try to cast the spell. I guess it's one of those things that in theory it makes sense and it's easy, but in reality it is inapplicable.
@ArtosisCasts thanks! Ok I have another one since we started: Why don't the Terran pros use restoration more often in TvZ? There are so many medics, the spell is not that expensive and will save tons of Vessels. It pains when I see plague on flock of Vessels... i think I have seen only Royal use it now and then to restore BCs mainly....
hey bro - first of all - your awesome :) your casts, streams, shorts and everything else is amazing and i love to watch you iam an og - i played sc way back in the 2000 but i dont have APM for it.... still i love this game also - videos on this chnl are always part of my day - when i come back from work around 4pm (EU time) there is always an awesome match of sc waiting for me - thnx to you ♥ anywhoooooooo only bec you encouragemented me to ask.... why isnt ghost and lockdown utilized vs toss carriers late TvP ? always bothered me.... looks so good on paper :) thxn for the awesome content and all the best in 2024 bro ♥
The carriers come out when the Terran is all mech'd up, and you just don't have the barracks count, the time, or the economy to pump out the ghosts and tech up quickly enough. You start queuing goliaths and panic like your hand is full of lotion and you just heard your parents pull up the driveway...
Hey artosis! I've always been curious why we never see BC'S in late game TvP? What does protoss have that beats them? Is it just too hard to access as T?
Not 100% sure, but I think it's mass dragoons can counter them pretty hard especially when transitioning to BCs are slow. You might as well for tanks for the map control. But I guess it is possible if Protoss econ/Gateway count is low
@hansonlee5847 yeah that's in line with what I was thinking too. But then I break it down and 1 BC= about 3 goons. With Yamato they should win pretty easily in a fight. Artosis should know!
@@Ninja-wj8on I think you can see that when you play Fastest Map Possible. I've seen massive Dragoon soups against mass upgraded BCs. But I think most ladder/pro maps never get that far into the game of passive macro mechanics
Gols are used over BCs in late game TvP to fight Carriers because Storm just wrecks BCs. Carriers are also faster than BCs so they can just kite BCs all day. True island maps no longer exist in competitive BW because they are instant win for Protoss.
@hansonlee5847 also the transition time is probably really rough on lower econ to tech into them. I just see in ASL super late game tvps with 5 base terran and I can't help but wonder why no BCS
Have any Zergs experimented with using Overlord Drop to protect Defilers against SK Terran? I imagine it would be handy to prevent getting them irradiated, but haven't seen any use it.
Hey Arty, respect what you've been doIng all these years. General question: I love watching BW and SC2 casts of pro games but I was never really good at ladder. The highest i've gotten to is gold rank in SC2. Would you say that this is a game that can't be played "casually" persay? Not sure if you needed to research the few decades of game theory and have a super deep understanding of the game mechanics itself in order to even play ladder. It's definitely daunting to say the least. I'm a 31 year old that plays every now and then but it seems like many people that play on ladder are younger people with better reflexes and able to soak up information faster, and also have the free time to play more. Thanks!
Valks *DON"T do **_splash_** to interceptors ??* Really ?? :O First time I learn this, and am SHOCKED. Even if it *_IS_* true -- shouldn't it be considered *A BUG* to be fixed ?? :O .
Use marines + medics against interceptors. Marines with +1 attack, and stay behind buildings turrets, and goliaths. They are super effective against small units with 0/0 defense/shields. I believe marines are even more effective against interceptors than goliaths - they usually focus fire one few interceptors and they don't have a chance to get back to carriers to refill hitpoints. I have used them in games, back in the day :) and it was a good combination. Weakness are storms in full army attacks.
Great match! But why there are no dark archons in ZvP at all? Aren't they suppose to easily switch off an entire zerg pack with maelstrom or snipe defilers with energy burn?
New player who wants to get into multiplayer but hesistant; I saw your talk about strategy game vs learning mechanics. What is the Foundational Mechanic that a new player should learn that is shared across all races?
Hi Arty. I've seen in other games you casted mentioning how hydra lurker defiler is very resource efficient and hard to kill in ZvT. Why we don't see players tech directly into it? Usually I see it after the mutas didn't do much and zerg is playing from behind. I initially assumed there is not enough time to get defiler tech, but then again I see some games where players rush ultras with a lot of sunkens. And I really enjoy your daily casts, I think I saw every episode since the beginning of the last CNSL you casted. Thank you!!
I keep on reading that the drone is ranged, but when I look it up, it has a range of 1. This is the same range listed for melee units. What does it mean to have a ranged attack if it has a range of 1?
To my understanding, any unit that doesn't physically hit you is ranged. It's why scv's are ranged because they have that electric beam that comes out of their hands (pincers?) to attack even they have to be standing next to you to shoot it
@@richardnguyen2914 That doesn't really answer the question. In the cast, a drone and a zealot face off in the mineral patch. The drone is ranged, but the zealot is melee, even though both have a range of 1.
@@ophid6997 that completely answers your question. The drone has to get within "range 1" to spit on you. The zeolot has to get within "melee 1" to punch you with his hand light sabers
1:34 my biggest question is I constantly see people pull their workers to attack, even taking them across the map. In SC2 that literslly never happens, are they like substantially stronger in this game, do they mess with the AI or whats going on with that
Is it possible to turn on the sound effects for the game? I like the spitting noises hydralisks make and the fwoosh fwoosh corsairs do then the rawgheu the overlords do when they die
artosis, i saw a replay waaaaaaaaay back in like 2002 of boxer using marines to counter carriers. they just absolutely shred interceptors because their attacks aren't projectiles. do you think there's any room for that approach in 2024 starcraft?
It's the way interceptors attack, they swarm in (like a circle with a reducing radius) so splash never hits them properly, spread as they are flee out and heal when they go back in. Watch some AsL games on sparkle PVP and corsairs had the same issue as them
Just learn a simple build order like 3 hatch hydra or 2 hatch muta and do that every game You will have to Lose a ton of games while you get the hang of it But it can still be fun if you are prepared to lose and focus on improvising and the gameplay
Ive always wanted to ask is Goliath ground to ground weaker damage then their air attack? I've just always noticed 2 desperate animations on their attacks as well as how rarely they're used except against corsair or drop To note I'm not a comp. Player nor ever was, my brother got me to play brood war in 2012 and I haven't looked back since. I just was curious if goliaths damage calculations are different between air to ground and ground to ground attacks
It’s a barcode made up of lowercase L’s and uppercase i’s - which look the same in SC’s font. Since everyone’s IDs look the same, you can’t tell who you are playing, so you have no information about the way you play. Honestly it’s a problem. It hides your flaws and gives an unrealistic advantage which would never happen in a tournament setting.
Great game. Bisu overextended top right and lost his army, without having a proper tech switch behind it. A little anticlimactic after such a strong start. Great macro play by Soma though.
Are zealots, dragoons and archons a good combo? Archons are like all gas, zeslots are all mins, and dragoons are split. Then use reavers for defense/micro with shuttles. But a shield battery with archons seem strong.
There aren’t real circumstances for archon shield battery. Storm is more powerful than archons but archons are good and useful in PvP and PvZ in the late game
Zealot/Archon/HT/Reaver is usually the ultimate anti zerg force for protoss. Dragoons are for the mid game to kill lurkers. By end game the protoss should not be bothering with dragoons much, the gas should be getting poured into reavers.
Let me see if I have this right: Toss go Corsairs to make zerg play scared about keeping their overlords safe...which makes it easier to pull off successful and devastating dark templar attacks? Like if Zerg is scared to lose overlords to corsair attacks, they probably aren't going to use them as aggressively for vision.
Goliaths, traditionally. I've seen some people here saying Marines are decent but I haven't seen much proof to back that up. Would love to see mass ghost against carriers but that has only happened like a couple of times.
Im playing starcraft again. Practicing againdt the comp. I have a tough time with the mechanics, i have terrible with what to hotkey through out the game. I like playing terran. What do you normally hotkey, beginning middle and end? Thanks
Dumb question - I have followed BW for years but haven't played since the mid 2000s. In TvZ or TvP, why are firebat-dropship not super common? Firebats crush drones and probes, but is the gas investment too high if the drop doesn't work? Is it just inefficient overall or mess up timing? Thanks for the lunch break BW content, makes my day.
For TvP, you need to use stim, which is gas you can use for vulture speed instead. Also, by that time, Protoss will have reavers to counter firebats. At least, vultures have greater survivability and utility and cost minerals only. For TvZ, we do sometimes see Firebats kill drone lines, but you can use Irradiated Science Vessels (eraser) instead when the Zerg is not paying attention or way behind. Also, by the time you have drops, Zerg will have scourges and mutas out to stop your drops when detected. However, drops can be effective depending on the map
It doesn’t fit into any build, and if there is anything like a cannon or unit around, the firebat ai will be messed up and you will have to focus fire probes constantly.
Those comments about valkyrie's vs carriers just go to show that people who never play a given matchup or the game at all think they're smarter than the pros who spent 10-20 years playing this game (ok, to be fair, valks are only good since remastered came out, so pros had about 6 years to potentially figure this out)
The problem is some theory crafters don't do the resource/utility math and usually underestimate the timing Valks cost a Starport, Control Tower, and 250/125, which means you won't have as many tanks. Also, even if you destroy the carriers, your valks are useless against the ground units that Protoss can quickly mass from Gateways.
Can someone get this man an electric blanket, he has chills every game, it must be freezing in that room.
Canada cold
Maybe Artosis has ice in his veins? Unlikely though
Could be health issues? Rickets?
When he's the one playing he's anything but chill
we all know how hotblodded he is on stream after all xDDD @@hansonlee5847
I wouldn’t watch nearly as much starcraft if artosis didnt cast. His enthusiasm, his flow, his clarity in explaining the game state, it makes watching infinitely more fun, he’s definitely a master of his craft. Thanks for casting every day Arty ❤
these days I wouldn't watch any if not for artosis
"Starcraft's a beautiful game and every level requires different thinking and different strategies and different.. everything" - Artosis 2024
How to end a game while just dripping with style, a real slam dunk
You could say that Soma has the Ultra finishing move. Okay, I'll stop
Don't get to see Ults mow through Protoss armies that often. That was a great ending.
Been following you for absolute ages, Arty. I love this channel. It's something I can enjoy on my days off in the mornings with my breakfast, I'm currently about to enjoy it with my lunch, or I bank up matches and watch them on lunch breaks at work, or just before I drift off at night. Appreciate everything you do, man.
I love to watch Jaedong and Larva streams. Their mechanics and precise hands on the mouse and keybord is just on another level.. They make it look so easy..
Nothing is more satisfying that when a zerg swarms the map with endless units. Just like nothing is more disappointing than when a zerg doesn't macro, and runs around the map with 5 hydras that get stormed in 2 second..
GG - fellow gamer from 1998; was in military and so i used Starcraft to both learn and teach operational tactics. As a military guy, success in combat usually boils down to a heuristic: "Observe-Orient-Decide-Act," "OODA," i.e., whoever executes that loop faster--even if they make mistakes--generally wins. And it's a time-division heuristic, so you can't skip a step or you risk throwing off the rhythm--which is everything in combat. But you can change your mind (good)--it just costs you a cycle (bad). Most people forget to orient when they go into overload; hence the inherent psychological, tactical advantage of speed. Only a great decisionmaker can out-orient you in fewer moves by making better, more prescient, decisions. Read "Boyd" if you want to know more. Anyway I never got any better at Starcraft. I'm like 30 APM so ... there's that. Thanks for keeping it real out there for all of us sinners.
Had a great time with ya during this PvZ Arty
I'm halfway through but this felt like a different type of cast with a focus on the "art" of StarCraft. Really enjoying it, keep up the great work Arty.
Really glad to see another long and intense series building up!
12:03 Me watching this on my phone and Artosis zooms out: "They all look like ants from here!"
Artosis, loving your channel! You have a great voice for these commentaries! I think your the ambassador for growing starcraft broodwar! Keep up the good work!
by the gods cracklings really are insane
20:16 YES! Finally!, a pro player using an Overlord to save a defiler! My life is complete.
Will they finally realize you can use them as hightemplars and shuttles?. And save them from dying; add mobility; unload, cast spells, upload again and get away; prevent them from getting irradiated; preventing storm damage. Etc.
Right?! i absolutely HATE it when I see pros use up all those resources for a defilers, them just leave them there out in the open after casting one dark swarm or plague.
Like, dude… that’s what overlords are there for!!
This series is going to be so epic, thanks for casting!
I got so distracted by the worker micro harassment going on both sides that I didn't notice dude already had a stargate.
I just can't keep up with these people.
On the subject of valks vs carriers - it is a bit counterintuitive that interceptors don't take splash damage.
Yeah, it's weird. I would've expected them do great against them
Does anyone know why they don't?
Its hardcoded that way
+1 corsairs deal 3 dmg per hit to unupgraded scourge if they are are the primary target or in the 100% splash radius (which is only 5 pixels wide). So with 9 upgraded corsairs, you can 1-shot a scourge if you focus fire, or you can 2-shot a clump of scourge in the 50% splash radius (which is 50 pixels wide). If you want to 2-shot a single scourge, you need 5 upgraded corsairs, and if you want to 3-shot a clump, you need 6.
The important numbers are probably 6 (to 3-shot a clump) and 9 (to 2-shot a clump), assuming +1 vs +0.
Hey Arty
I play Starcraft a bit like Adam Sandler plays golf in happy Gilmore -
many old bad habits.
What I would like to see is a video about how you use the number system -
right from the very start, how you use it in battle and how you use it in
macro. Explain it to me like I'm 5.
What do you number first - when and why?
What numbers do you use for the different squads - how, when and why?
E.g.
Do you include medics with the marines in the numbering or do they just
follow one of a full group and heal when you tell them, or do you stim and
they follow trying to heal?
I'm pretty sure it's all been optimised long ago.
I see your hands go whirr and clickety clack at breakneck speed over the
keyboard, but I have no idea what you are typing to relate it to the
"beautiful dance" I see on screen.
If you can bridge the gap ...
Well, as a zerg player, 1 is primary/micro units like mutas or ling runby, 2 is for general army like hydras/lurkers, 3 is for specialty/caster like scourge/defilers, 4-8 is for hatcheries, 9-0 are for oddities like queens or overlords. Once macro is above 5 hatch, use F2-F5 for groups of 3-4 hatcheries to ctrl+click larva at.
Why people don't use disruption Web in situations when hydras are underneath overlords? Is it because the cost of the upgrade?
i suck ass on brood war but its sooooo fun to watch especially when the arty is casting love you man looking forward to the next asl i've been listening to all of them!!!
Finally someone with ultras. I often played take 3rd go for relatively quick hive. Adrenal.glands into ultras. Scourge and some hydras just to fend of corsairs. And mass ling/ultra baby. It can hit like a hammer
Gg. Impeccable cast as always, Artosis.
Artosis experiencing January in canada: "I'm getting chills right now."
Perfect game, just before my bed time :) Thank you Artosis !
cracklings triple S tier
Yes
I'm amazed we don't see more shield batteries after showing how strong they can be the game before this one.
I like the "If Soma would be a maphacker, he would have noticed it" sentence. I mean... Makes sense I guess :D
Hey Arty, loving your daily casts, thank you so much! I know that the community in general doesn't like TvTs so much, so that might be the reason you cast them so rarely, but maybe it is possible to squish in one good TvT game say once a month? Lategame TvTs are really beautiful IMO. Thanks!
Beautiful Game, Thx Artosis ! good cast !
Always try to watch this series, very nostalgic!💯
Hi Artosis, thanks for the awesome video! I love all the great work you do casting all these games. There is one thing that always bugs me though which is why do the pro terrans never go Valkyries vs carriers?
Loving those games! Soma is such a brainy player.
Omg @4:40 drone!🪙
Good game, reminded me a lot of the Soulkey vs Mini ASL final. It seems to me that once zerg gets to hive tech, protoss needs to have a very solid core of around 40-50 supply worth of archons, reavers in shuttles, high templars, and potentially a dark archon or 3, to trade at all efficiently with zergs basic hydra ling lurker supported by defilers.
As long as there are no stupid questions (from a guy who only spectates but hasn't played in 20+ years), why in ZvP when it's at the stage of primarily hydra/lurker vs. zealot/goon/HT do queens not get mixed in for ensnare when the queen's nest is already being built to enable hive? It seems like it would reduce the speed zealot dps on hydras and enable more kiting. Just too much going on as is?
Kind of expensive to get queens nest + ensnare + queen, then you wait for energy for 1 use, and if you have lurkers, then it might not help because you are entrenched and cannot chase. Chases are punished by psistorm as well, so it’s not as useful as it looks
Hey Arty honest question? If getting hatches early is very important for zerg why don't players block them more with pylons or Bay to force them into zerglings really early instead?
4 player maps. And the timing of the hatch is so early you have to hurt your own economy to try it
@@ArtosisCasts on 4p maps I understand but what about 2p maps? My thought process is that if sacking money for gas steals and maybe even manner pylons for that match up then surely it makes Sens to try and delay Zerg? Sorry if my ignorance is showing but I'm honestly trying to grasp the modern opening Meta properly 🙂
Arty for president
Amazing that Starcraft is still alive.
I played often 2vs2 with my best friend around 2000.
Maybe I should buy it again 😅
Hey Artosis, why do Protoss players not upgrade their shields? Is this a bad upgrade or something?
Ok, I have a question since Arty said so. Since the very beginning when we used to play with the top tier units only, we used to use EMP on carriers, so we kill them faster.
Why isn't it used in pro matches?
It will be so much easier to kill the one thing that seems to kill Terran almost every time. It will need almost half the shots of goliaths/wraiths to kill em.
Serious question, no trolling
Someone asked the same question, so here's the copy and paste of my answer and more.
Low range (8) and very slow missile. Most spells such as irradiate, psionic storm, and plague are longer range (9) and are casted instaneously.
When it comes to sci vessels and their insane costs 100/225, you want to make sure you can keep them alive or at least one of their spells lands
---
As for Carriers, well Carriers can easily catch the Science Vessel casting EMP due its low range of 8 (Carriers' range can go up to 11 due to its intetceptor leashing mechanic), which is value wasted. Also, you can dodge the EMP due its slow missile. Also, the main tankiness of the carrier is not the shields (150) but its hp (300 with 4 armor).
Instead, vessels are primarily used for detection and EMP against Arbiters.
Sorry for the long answer, but I thought this question required a thorough explanation
@hansonlee5847 thanks, makes sense! 🙏 Just that there always seem to be Vessels with EMP nearby because of recall or high templars and they almost never try to cast the spell.
I guess it's one of those things that in theory it makes sense and it's easy, but in reality it is inapplicable.
You can’t hit the actual carriers. So what would emp do? 425 gas gone.
@ArtosisCasts thanks! Ok I have another one since we started:
Why don't the Terran pros use restoration more often in TvZ? There are so many medics, the spell is not that expensive and will save tons of Vessels. It pains when I see plague on flock of Vessels... i think I have seen only Royal use it now and then to restore BCs mainly....
drink everytime arty gets chills
hey bro - first of all - your awesome :) your casts, streams, shorts and everything else is amazing and i love to watch you
iam an og - i played sc way back in the 2000 but i dont have APM for it.... still i love this game
also - videos on this chnl are always part of my day - when i come back from work around 4pm (EU time) there is always an awesome match of sc waiting for me - thnx to you ♥
anywhoooooooo
only bec you encouragemented me to ask....
why isnt ghost and lockdown utilized vs toss carriers late TvP ? always bothered me.... looks so good on paper :)
thxn for the awesome content and all the best in 2024 bro ♥
The carriers come out when the Terran is all mech'd up, and you just don't have the barracks count, the time, or the economy to pump out the ghosts and tech up quickly enough. You start queuing goliaths and panic like your hand is full of lotion and you just heard your parents pull up the driveway...
Valks not doing splash to interceptors sounds like the game not knowing how the game should work. Lol.
My question is why exactly the valkyrie's splash damage doesn't apply to interceptors. Is there some special rule for interceptors?
Hey artosis! I've always been curious why we never see BC'S in late game TvP? What does protoss have that beats them? Is it just too hard to access as T?
Not 100% sure, but I think it's mass dragoons can counter them pretty hard especially when transitioning to BCs are slow. You might as well for tanks for the map control.
But I guess it is possible if Protoss econ/Gateway count is low
@hansonlee5847 yeah that's in line with what I was thinking too. But then I break it down and 1 BC= about 3 goons. With Yamato they should win pretty easily in a fight. Artosis should know!
@@Ninja-wj8on I think you can see that when you play Fastest Map Possible. I've seen massive Dragoon soups against mass upgraded BCs. But I think most ladder/pro maps never get that far into the game of passive macro mechanics
Gols are used over BCs in late game TvP to fight Carriers because Storm just wrecks BCs. Carriers are also faster than BCs so they can just kite BCs all day. True island maps no longer exist in competitive BW because they are instant win for Protoss.
@hansonlee5847 also the transition time is probably really rough on lower econ to tech into them. I just see in ASL super late game tvps with 5 base terran and I can't help but wonder why no BCS
Have any Zergs experimented with using Overlord Drop to protect Defilers against SK Terran? I imagine it would be handy to prevent getting them irradiated, but haven't seen any use it.
Hey Arty, respect what you've been doIng all these years.
General question: I love watching BW and SC2 casts of pro games but I was never really good at ladder. The highest i've gotten to is gold rank in SC2.
Would you say that this is a game that can't be played "casually" persay? Not sure if you needed to research the few decades of game theory and have a super deep understanding of the game mechanics itself in order to even play ladder. It's definitely daunting to say the least. I'm a 31 year old that plays every now and then but it seems like many people that play on ladder are younger people with better reflexes and able to soak up information faster, and also have the free time to play more. Thanks!
Why do I never see the Corsairs' disruption web in pro games?
Pretty new player to SC Brood War Remastered, probably a dumb question but what is the best way to counter Protoss Carriers as Terran? Goliaths?
This was a SICK game
So plasma shields upgrade only affects regeneration rate?
Valks *DON"T do **_splash_** to interceptors ??* Really ?? :O
First time I learn this, and am SHOCKED. Even if it *_IS_* true -- shouldn't it be considered *A BUG* to be fixed ?? :O
.
I know right? Like wtf?
Use marines + medics against interceptors. Marines with +1 attack, and stay behind buildings turrets, and goliaths. They are super effective against small units with 0/0 defense/shields. I believe marines are even more effective against interceptors than goliaths - they usually focus fire one few interceptors and they don't have a chance to get back to carriers to refill hitpoints. I have used them in games, back in the day :) and it was a good combination. Weakness are storms in full army attacks.
Is Feedback not a viable option to pick off defilers?
Defilers are way cheaper and versatile than dark archons with feedback
Also, easier to raise a squad of defilers with spell ready (gotta love that consume)
What type of map is generally considered the best, or most balanced? 2 spawn, 3 spawn or 4 spawn?
I have a random question, why are there lights on the back of corsairs and some times there arnt
It’s a bug. They are supposed to always light up when moving but it doesn’t always happen
hey artosis can you do a video about what's banned and why in brood war?
Kinda stupid ngl that Valkyrie’s don’t splash interceptors. You finally got me Artosis. Protoss is overpowered.
Why is mass corsair overlord sniping is not use more often ?
great game
Great match! But why there are no dark archons in ZvP at all? Aren't they suppose to easily switch off an entire zerg pack with maelstrom or snipe defilers with energy burn?
Is there any pro build that involves scouts? I really like the unit but I pretty much never see it.
New player who wants to get into multiplayer but hesistant; I saw your talk about strategy game vs learning mechanics. What is the Foundational Mechanic that a new player should learn that is shared across all races?
Hi Arty. I've seen in other games you casted mentioning how hydra lurker defiler is very resource efficient and hard to kill in ZvT. Why we don't see players tech directly into it? Usually I see it after the mutas didn't do much and zerg is playing from behind. I initially assumed there is not enough time to get defiler tech, but then again I see some games where players rush ultras with a lot of sunkens. And I really enjoy your daily casts, I think I saw every episode since the beginning of the last CNSL you casted. Thank you!!
if zerg doesn't go muta they give up early map control and can't get a third which is needed for the gas
I'm a simple man, I see Bisu, I click
I keep on reading that the drone is ranged, but when I look it up, it has a range of 1. This is the same range listed for melee units. What does it mean to have a ranged attack if it has a range of 1?
To my understanding, any unit that doesn't physically hit you is ranged. It's why scv's are ranged because they have that electric beam that comes out of their hands (pincers?) to attack even they have to be standing next to you to shoot it
@@richardnguyen2914 That doesn't really answer the question. In the cast, a drone and a zealot face off in the mineral patch. The drone is ranged, but the zealot is melee, even though both have a range of 1.
@@ophid6997 that completely answers your question. The drone has to get within "range 1" to spit on you. The zeolot has to get within "melee 1" to punch you with his hand light sabers
1:34 my biggest question is I constantly see people pull their workers to attack, even taking them across the map. In SC2 that literslly never happens, are they like substantially stronger in this game, do they mess with the AI or whats going on with that
Workers go across the map generally only by Terran for very specific rushes. And yes workers are like 10x better in bw than in sc2
@@ArtosisCasts Okay Thank you!!!!!!! Love the daily casts
Is it possible to turn on the sound effects for the game? I like the spitting noises hydralisks make and the fwoosh fwoosh corsairs do then the rawgheu the overlords do when they die
They are on…?
artosis, i saw a replay waaaaaaaaay back in like 2002 of boxer using marines to counter carriers. they just absolutely shred interceptors because their attacks aren't projectiles. do you think there's any room for that approach in 2024 starcraft?
Wait what? Valkyries dont do splash damage against interceptors? Like how, why? Please elaborate.
Why no use of Devourer? The Heavy AA Zerg unit
I thought that five corsairs with +1 attack killed scourge in 2 hits but maybe im wrong and its 7 corsairs?
I never knew that valks splash damage did not affect interceptors. Is that a design choice or a glitch/programming issue?
Assuming those ships are tiny and super mobile, it’d make sense
SCBW was created with spaghetti code, it is most likely just an unintended bug.
It's the way interceptors attack, they swarm in (like a circle with a reducing radius) so splash never hits them properly, spread as they are flee out and heal when they go back in. Watch some AsL games on sparkle PVP and corsairs had the same issue as them
Love these videos, what is the best way to learn how to play Zerg on ladder? It seems a bit intimidating.
Just learn a simple build order like 3 hatch hydra or 2 hatch muta and do that every game
You will have to Lose a ton of games while you get the hang of it
But it can still be fun if you are prepared to lose and focus on improvising and the gameplay
@ArtosisCasts, please ensure your videos are at least 12m long, otherwise I will not finish my ironing in time.
Hey RT Can you add links to the replays in the description?
answer me this: why do P players do not research that web ability for corsairs that can do a lot of trouble for ground units?
Because its too expensive and worse than storm
How do these guys get so high on the APM right at the start of the game? What's the point when all you have is 5 workers?
Ive always wanted to ask is Goliath ground to ground weaker damage then their air attack? I've just always noticed 2 desperate animations on their attacks as well as how rarely they're used except against corsair or drop
To note I'm not a comp. Player nor ever was, my brother got me to play brood war in 2012 and I haven't looked back since. I just was curious if goliaths damage calculations are different between air to ground and ground to ground attacks
Goliath ground to air DPS is much higher and the range is alot better
Why ppl use those lines lllllll nicknames?
I see this all overall the place and I don't get it that trend, can someone explain?
It’s a barcode made up of lowercase L’s and uppercase i’s - which look the same in SC’s font. Since everyone’s IDs look the same, you can’t tell who you are playing, so you have no information about the way you play.
Honestly it’s a problem. It hides your flaws and gives an unrealistic advantage which would never happen in a tournament setting.
Box art fight!
Great game. Bisu overextended top right and lost his army, without having a proper tech switch behind it. A little anticlimactic after such a strong start. Great macro play by Soma though.
Why there are no island(air) maps. They are playing basically the same maps all the time..
Island maps are horrendously imbalanced. Either Zerg can’t win or Zerg can’t lose, based on the layout.
Are zealots, dragoons and archons a good combo? Archons are like all gas, zeslots are all mins, and dragoons are split. Then use reavers for defense/micro with shuttles. But a shield battery with archons seem strong.
There aren’t real circumstances for archon shield battery. Storm is more powerful than archons but archons are good and useful in PvP and PvZ in the late game
Zealot/Archon/HT/Reaver is usually the ultimate anti zerg force for protoss. Dragoons are for the mid game to kill lurkers. By end game the protoss should not be bothering with dragoons much, the gas should be getting poured into reavers.
Hey Artosis, I would love to see you comment a game/series without knowing the players and then try to guess the players after the game!
Let me see if I have this right:
Toss go Corsairs to make zerg play scared about keeping their overlords safe...which makes it easier to pull off successful and devastating dark templar attacks? Like if Zerg is scared to lose overlords to corsair attacks, they probably aren't going to use them as aggressively for vision.
What would be the terran counter to Carriers? Wraiths?
Goliaths, traditionally. I've seen some people here saying Marines are decent but I haven't seen much proof to back that up. Would love to see mass ghost against carriers but that has only happened like a couple of times.
Im playing starcraft again. Practicing againdt the comp. I have a tough time with the mechanics, i have terrible with what to hotkey through out the game. I like playing terran. What do you normally hotkey, beginning middle and end? Thanks
Early game you need your first 2 command centers hotkeyed. For at least 10-11 minutes. Then u can switch to units.
Ok, here goes. Something I have never understood. Why no carriers vs. Zero? I've heard it as a joke but never see it
Do you mean Zero (Queen) or Zerg? Going to assume Zerg.
Carriers are 100% countered by a defiler, countered strongly by hydras, and by scourge.
Dumb question - I have followed BW for years but haven't played since the mid 2000s. In TvZ or TvP, why are firebat-dropship not super common? Firebats crush drones and probes, but is the gas investment too high if the drop doesn't work? Is it just inefficient overall or mess up timing? Thanks for the lunch break BW content, makes my day.
For TvP, you need to use stim, which is gas you can use for vulture speed instead. Also, by that time, Protoss will have reavers to counter firebats. At least, vultures have greater survivability and utility and cost minerals only.
For TvZ, we do sometimes see Firebats kill drone lines, but you can use Irradiated Science Vessels (eraser) instead when the Zerg is not paying attention or way behind. Also, by the time you have drops, Zerg will have scourges and mutas out to stop your drops when detected. However, drops can be effective depending on the map
It doesn’t fit into any build, and if there is anything like a cannon or unit around, the firebat ai will be messed up and you will have to focus fire probes constantly.
@@hansonlee5847 gotcha gotcha thank you! This is helpful
@@ArtosisCasts ahhh ok that makes sense. Thanks for the reply!
Does it make sense to upgrade shields in a game like this?
Bisu had level 2 shields near the end of the game, as you saw it doesn't matter much to ultra+ling since their dps is so high
Probably. It’s expensive though.
Why didn't Soma use Valkyries?
Those comments about valkyrie's vs carriers just go to show that people who never play a given matchup or the game at all think they're smarter than the pros who spent 10-20 years playing this game (ok, to be fair, valks are only good since remastered came out, so pros had about 6 years to potentially figure this out)
I love all the comments talking about how ghosts and Dark Archons should be seeing use and how the pros are stupid for not using them.
The problem is some theory crafters don't do the resource/utility math and usually underestimate the timing
Valks cost a Starport, Control Tower, and 250/125, which means you won't have as many tanks. Also, even if you destroy the carriers, your valks are useless against the ground units that Protoss can quickly mass from Gateways.
Nice finishing blow
Genuine question: are devourers just hot trash? I've never seen a Zerg player use them in any of these vids, not even once. Thanks!
"Twelve Ultras" me: wait who's building vultures??
I never knew that valkyries can't hit interceptors, that's unfair!
But why didn't Soma use Valkyries vs the carriers?!
After watching this, i feel obliged to ask why not use Valkyries against Carriers? :)
cuz they don't do splash dmg to interceptors