It's funny as hell watching Lowko derping through the missions. "How do I pick up that psi emitter? It's not like a SCV was carrying it at the beginning of the mission or anything"
I mean tbf SCVs are actually a lot larger than we think (about as tall as a two-story house). I mean they aren't as big as a third of a BC, but the ingame scales are weird in both the games ;p
There is a mod in Sc2 that scales everything perfectly ¿Dont you think its a little excessive when one cruiser is 1/3 of the screen? Just check it out and come back
If he is capable of missing an entire expansion, which he has done that many times, then he absolutely could miss a tiny SCV holding that thing too. Mostly it's just him trying to get that 400+ APM when the game doesn't require more than 50 APM. And of course he's narrating live.
I gotta agree with A.D. on this one. I'm thinking he keeps approaching these missions in a complete SC2 and SC1 multiplayer way, where hes mainly trying to macro a lot.
Man lockdown is so op against mech or battle cruisers. It's really sad to watch your entire battlecruiser army get locked down by like 7 ghost. Then watch as each one gets destroyed by like 1 goliath a missile turret and 4 rings + the 7 ghost xD
Majority of missions in SC1 campaign have easy way to end them. Like in here you can just cheese your way through defenses with dropships and raynor and win very quickly but you can also kill everything on the map first and then finish the mission... I prefer second method :D
Don't even need to bother with the dropships: you can wreck the starting bunkers, build a factory and run it into the scrouge down south while you build two starports with techlabs, run your units into the Zerg defense ahead of Jimmy while he's on his way to the Norad (they always attack the first unit they see) just as you start building dropships so Jimmy can reach the area just as they finish.
Bubba's Big Blast you can't interchange add-ons in this game, they are all building-specific. Factory gets machine shop, starport gets control tower, science facility gets the covert ops or the physics lab
And "The Trump Card" mission is the fastest mission in the entire campaign to complete: just send SCV with Psi-Emitter and Science Vessel along the middle road towards destination site and use Defence Matrix on SCV on half-way point. Its durability will allow SCV just roll through enemy forces to the Beacon. GG 30 seconds mission.
Watching SC1 story after you know SC2 story is less about getting to know "what happend" but about "how things happen" which is also a great way to get into a story.
Hello Lowko! Have a great time on Gamescon. Your idea of rushing Dropships through forest of Spore Colonies is good - that's how people cheese that mission for speed runs. And same with next mission - 2 Dropships, 1 Science Vessel and Defense Matrix :) Kerrigan and SCV with PSI Emitter to 1 Dropship. Both Dropships get Defense Matrix. And then Empty Dropship with Science Vessel just before Dropship with Kerrigan fly to beacon, where you drop Kerrigan and SCV. Insta win ;) Also tip - use Comsat Station to get knowledge about map layout. You don't need it in SC2, as you know ladder maps by heart, but in campaign it's useful tool :)
Highly recommend that you always build the ComSat Add On for the Command Center, it's useful for scouting safely when you don't want to risk sending your pricey units into the realm of the unknown. I did that and it helped me make better play decisions just because I saw where I could cut through or where I should avoid.
Actually an easy way to bring the scv to the base is to give it a defense matrix and make a run for it with some units. This mission can be done extremely quickly
Don't be afraid to take expansions. Also, you may want to note that SC1 heroes are usually more of a liability than a help. Plus Kerrigan and Raynor both do concussive damage so their attacks are decreased against large units and buildings. Generally you're better just leaving them behind.
SCV holding the psi emitter, Lowko even moves it around, ends up being destroyed. Lowko 3 min later ''I think I need to bring the psi emitter over there then. The question is, how am I gonna do that?'' XD
Norad II was one of my favorite missions from sc1 back in the day. If you let one of the bunkers get destroyed (forget which one) you could build a barracks, factory, or starport down there. Felt extra cheeky fighting through the map backwards.
Important part of the Terran campaign: repair, repair, repair! I know that you don't see a lot of repair in SC2 multiplayer, but it's crucial for this campaign. Example: for the majority of the time, the SCV carrying the psiemmiter was standing beside the Science vessel and all the tanks, and they all just died for nothing. Especially since there's no way to deal with injured marines, when pushing a base like that, try having half a dozen SCVs for repair, along with 6 goliaths for AA, and maybe start with 2 Sci Vessels, instead of all those marines dying.
I love how _all_ Zerg flying patrols and attack forces always have some Guardians, and terror/cleanup squads are made up almost _only_ of these bad boys. Such a great unit.
I remember playing this missions in what I guess would be considered a slow push. I barely lost a unit if any at all. I would set my defenses before even building my attack army.
I know this will get lost in the comments, but I really love the story on the original StarCraft game. This was the first game I learned how to play, but I never had the time to complete the Zerg or Protoss campaigns. I am binge watching all of the campaign episodes now as I am also working on my college assignments. I love this game and so far I'm falling back in love with the story. Keep on pushing Lowko (I know you've already finished the campaign, but I am still interested in seeing how the rest of the story turns out). I'm very happy you are showing the story as well as you are.
interesting to see Lowko using marines. I almost always gone for max air or mech terran. Cloaked wraiths were broken,btw, AI didn't use much detection.
I prefer a siege tank \ golith \ valkyrie play style in general.. (valkyrie vs zerg) or tank + goliath and gosth nuclear vs terran and tank + goliath and Bc vs protos .. just for fun. :)
You shoud defenetly try lockdown ability on kerrigan against mech units. (Also, defense matrix on sience vessel... worth a shot, could have saved the sige tanks in low hp.) Nice videos huge fan of SC1, enjoying seeing you playing it.
Did you know SCVs could be put into bunkers? You left the Norad SCVs vulnerable even though there was space in the bunkers for them. If you lost them it would be much harder to win.
im gonna laugh so hard when he looses from a hero getting broodling spawned by zerg queens because he keeps wanting to use them on the front lines so much.
Unfortunately for you, the computers will NEVER spawn broodling hero units. This is just like how computer medics will never optical flare a unit that has less than 81 hp.
I know exactly which mission you're talking about to! I had to keep him and Raynor huddled up in the corner of my base so they had to go through my other units.
He's probably still treating them like in Warcraft 3/SC 2, where putting heroes up front is what you want to do. Heroes in Starcraft 1 are much closer to liabilities best used to protect mineral lines.
Hey man, watching a guy who's actually good at it discover my favorite game of all time is super entertaining. Keep it up. Also I can't stress how important and rewarding exploration in-general is in old games, I'd suggest exploring as much as possible. Also, self-set bonus objectives, hahaha, SC/BW didn't have many.
Was shouting at my phone at several points in the video. Guess Lowko is Lowko alright. Here's a helpful hint: don't use stim packs in this campaign. All it does is to make your marines easier to kill without medics. I rather play with a mech army at this point.
Hmm lemme see whats new in youtube today: hmmm tom and jerry live strea,... ... ... Lowko, new vídeo 1 minute ago... FUCK YEAH, running to grab a popcorn
It making me laugh when you trying to get the psy emitter, on the second mission. But you did it great Lowko. Keep it on with your great work and your sense of humour, hahaha
Lowko, when they give you a new unit, you are supposed to use that unit. Goliaths are the new unit on this map and totally wipe the floor on this mission.
Lowko next time you ever play Norad II mission again you can place barracks in this pit if you destroy one of your bunkers and it makes clearing it a lot easier as well as defending.
Lowko don't be scared to drag and drop box loads of troops. Hot keys help a lot but in combat Drag and drop works really well in a chaotic battle front as your hot group units often stop moving after being blocked by units ahead of them.
Lowko, the EZPZ way to do that 2nd mission, and tbh all missions where you have siege tanks, is to use a drop ship to move 3-4 tanks + either 8 marines or a couple goliaths onto the highground patches. That will give them massive vision and range advantages, which the enemy will try to counter with air units that will be shot down by your marines or goliaths
Don't even need that; grab your SCV carrying Psi Emitter, move him southeast, where the siege tank is attacking your supply depots blocking expansion along with Science Vessel that you have in your base, cast Defensive Matrix on SCV/Psi Emitter before the Siege tank notice it, then have SCV make a marathon rush to the Beacon - mission completed in less than 1 minute.
And the mission with psi emitter also has a shortcut. Defensive matrix is the key. Matrix on carrier SCV, and matrix on dropship. Load the SCV into dropship, fly to the beacon, and unload. If dropship just can't stand the hit, unload SCV just before destroyed. Hopefully get into the beacon just in time. If done correctly, defensive matrix should still up. If this trick is too difficult, destroyed a single turret on the cliff (enemy's territory) and avoiding BC should help.
Ghost has an ability called lock down if my memory is correct. You can freeze and disable an enemy mechanic unit with that ability and knock it down. Quite useful against high value units like battlecruiser and siege tank. And science vessel's shield gives your unit extra 200 hit points. Just cast it on a marine and soak all enemy fire as you push into enemy's base.
Hey Lowko, simple trick for you with the enemy AI. Build at least 6 tanks (more are better) put them close together like a roaring "deathball" and let the enemy AI run into your blasting artillery fire! and always take adventage of the highground. enemys below will have a 33% chance to hit you directly all other shots deal less dmg cuz they "hit the wall"
Massing one unit will work out very good for almost whole starcraft 1 campaign. Even if computer have skills to deal with big balls of units he won't use them. It will change in brood war campaign. Missions in there will be harder because of increased difficulty.
Originally during development guardians could attack air. The cinematics were made early in the development of the game because it took a while to make them.
Lowko, use lockdown (ghost's ability). It is really powerful. For example at @30:50 you could use it with Sarah. It is so good they added it in the new balance test patch in SC2 :D
Goliaths would have taken care of enemy dropships dropping marines right next to your seige tanks in seige mode. In seige mode, they have minimum range they can attack as well. (If units too close, they can't defend themselves in seige mode)
I don't know what you did in that second mission, Lowko. But I didn't have many attacks against my base. Then again, most of my attacks were focused on clearing out the south for my expo. Also, please be very careful with seige splash damage. It can be very dangerous for your own units if the blasts stack up. I was a bit frightened for Kerrigan there.
anyone else tries to limit the amount of loses they have? like these marines are following your orders to the death because they believe you are right and will get them home to their families at the end of the day. Zerg i dont really care cause of swarm numbers, but terrans, each marine had a full life till u told them to run up to a sunken lol
Marines not always are rehabs... some times they're just conscripts or rebels or low order militar professionals... SC2 Reapers, on the other hand... those guys are the worse!....
Adeen Dragon Raynor's boys are good though, I think. He seems pretty choked up about marine casualties in the SC2 campaign for them to be a bunch of scum.
yea, ya'll too focus on marines, like in sc2, before warfield died, he said his men had families to go back to, i try to limit all loss in Terran campaigns cause theyre my solders
The first time I played this mission, I didn't realize I could control the units near the Norad. I had played RTS games in the past with NPC allies in some of the campaign missions, and assumed that's what was going on.
What I liked about this mission was I can control the units around the Nomad. I used the golitath to clear the Sunken Coloney and used the cleared space to build a Barracks. I started producing Marines from within the crash site and pincer attacked my way through. It was actually a very easy mission... all you needed was 2 drop ships worth of marines and unload them on the edge of the hill adjacent to the crash site. it could have been cleared in 8 minutes, but I spend about 23 minutes in it.
Second mission here (with psi emitter) can be cheesed by shielding the scv and just straight sending it to the beacon. Just shield it outside your base, or it will end too early.
Tip for this map, instead of building a ground army, use dropships and land troops on on the cliff to the right of the base. There are spore colonys there, once those are destroyed you can win the game by bring Raynro and two dropships over.
In the first mission, I like to destroy a bunker and build a production building there. It's much easier if you can make an army at and move out from the Norad 2 area. 13:25 It's Entangle. It also reveals cloaked units hit by it. Also, I love how the science vessels look!
Hey Lowko, you should consider enabling the "Game Timer" option so we can see how much time goes through the cuts. Also awesome content, keep going. ^^
Actually there is a shortcut for this mission objective. With 2 dropships and a few goliaths, you can just make a way from southern cliff side to the Norad II. View uphill with comsat scan.
What did we learn?.. That SCVs can carry stuff.. And that Raynor rhymes with traitor.. And we almost learned that SCVs can be used for repairing stuff too.
I really like Mengsk's "theory" on the Zerg. I'm sure he has a better inkling of their true origin (he would have at this point talked to Duke about them), but they way he uses the information to manipulate you and Raynor.
Ah the Norad mission, I love to build the barracks, factory and starport in the finish area and produce units there and then just roll out and kill the Zerg from the other side >D
If I remember correctly you can have your science facility follow another unit by just selecting science facility and right clicking another unit. Helps to give mobile vision without putting it in danger.
I found out, that if you destroy the siege tanks to the right, you can go ahead and give the scv a defence matrix and he can walk all the way to the beacon before he dies.
lowko for the next mission i believe is better to start of with a second base(mineral in first base is few and for god sake research +3 attack and deference if you want to go mass marine. build armory in advanced structure in order to unlock infantry weapon/defence +2 then proceed to +3 in engineering bay) research vehicle weapon will granted +5 damage for siege tank when sieged.
A single group of 12 marines is not "mass marines" in case of sunken colony supported by zerglings and hydra. The tanks and reavers are hard to counter with "squishy" units too. The static defense is hard here but it's balanced by the fact siege units are even _more_ dangerous. The second mission could be speed run with starting forces only by taking Science Vessel, Kerrigan and SCV with emitter, going to the enemy base by south part of the map, using the Defense Matrix on Ker and SCV, locking down the tank and battlecruiser and just running SCV to the beacon. Easiest and fastest mission in the entire game. It's not obvious, of course, especially when you play it the first time. Just some fun game design glitch of the old times. The pathfinding after so many years feels unfriendly - and when I've played it when it was released I've thought it's great and so player-friendly! Some practice required.
I started playing SC after AoE II. and was thoroughly appalled by the way my troops moved. There are NO formation options, they can't even stay in formation! They run around like they're blindfolded! How am I supposed to control them? It took some getting used to. :)
Did you ever play Dune 2? If I recall it right you had to move your units one by one. Every. Single. Unit. No wonder RTS-Games needed so much time those days to be considered as worth being obsessed with...
Fastest way through this mission is going to the bottom right cliff near the base, sniping the spore's with marines/goliaths so you can drop units at the top, then just own the remaining spores and flying Jimmy over once the path is clear of scourge etc
Nice vids. Can't wait to see you play in the later campaigns, especially the zerg... their dialogue is so cool. Starcraft 1 vanilla's missions got harder the further you got, but BW was much tougher from start to finish. Good luck, commander!
Iridicate ability of Science Vessel is best when you mix it along with mechanical unit. However, as a counter, Ghost's lockdown ability is pretty annoying due to the fact they can render all mechanical units stuns for quite sometimes( mostly long enough to get them killed by other units). sugestion: use Goliath mix with Wraith, and spend some to build Dropships to grand ending.
+LowkoTV your units actually have like a 30% increase in damage from the high ground attacking low ground units. And Low ground units attacking high ground units have like a 30% decrease in damage. Or something like that. Pretty crazy lol
Raynor is mechanical in his vulture form, so you can actually repair him. Lowko, please consider sparing your marines the pain of using stims to kill spores faster. I mean, using stims is fine when fighting if it ultimately saves units, but when you are shooting something that can't even defend itself and are not on a time limit, using stim is just a waste. SCVs do not repair automatically. It would be very useful to repair your units when you have an SCV carrying around a PSI-Emitter anyway. The first science vessel could easily have survived if you had just decided that repairing it would be prudent.
It repeatedly blows me away how he doesn't even consider building any kind of escort for his dropships. He would rather build four extra dropships with the express purpose of them getting shot down than a single wraith.
I remember during this mission you can push out with Dukes units and take the first little part of high ground and build a barracks. From there you can just finish the mission with dukes units lol. You actually don't even need to push with the base you have xD
But after you push up you need to right away build a barracks and a bunker or a turret. While you are doing that, gas up and build a starport and get the tower. Whilest that is going on you should completed the bunker/barracks long before created marines and started to kill the stuffs. There is a base South and North. So you have to make sure you push south and just kill a few things and then push in with like 4 drop shops. 2 drop ships a little ways in front of the other two with jim. You also to maybe make it a little faster get plus 1 and stim. *Make sure your goliaths don't die.* They are really powerful against zerg. *Remember you only need to get 2 drop ships and jim there. So you could even just build a starport and mass drop ships to push in* in theory anyways. I've actually never tryed that way to complete this mission :D
surprisingly, the engin bay is the most crucial thing for that 1st mission... You can just build 10 of them and fly them over the anti airs.. covering your dropships..
Lowko, may I kindly point out that in Starcraft original (without the BroodWar expansion) there are no medics nor valkyries for terrans. Eventually those units were later added in BW as well as other units for each race. Ex. DT's for protoss.
Each map has a sort of hack. On this map, I got dropships before doing anything offensive. Get high ground vision, start sniping the defenses...Fly in to beacon. Note on Kerrigan and Ghosts: EMP (Lockdown), your best friend against mechanical units.
Please fix the order of the videos in your Starcraft Remastered playlist so people can watch without spoilers. "UNLEASHING THE ZERG!" was right before this one, but obviously happens afterwards chronologically.
It's funny as hell watching Lowko derping through the missions.
"How do I pick up that psi emitter? It's not like a SCV was carrying it at the beginning of the mission or anything"
yeah. i was like, does he even pay attention when he's gaming ?
Channelling his inner DSP.
Gotta love the scale in this game.
When a single SCV is one third of a battlecruiser
just like sc2
Nevermind that, the Vessel is a whole darn mobile space station and it looks this small.
How else are you supposed to make everything fit on the screen?
I mean tbf SCVs are actually a lot larger than we think (about as tall as a two-story house).
I mean they aren't as big as a third of a BC, but the ingame scales are weird in both the games ;p
There is a mod in Sc2 that scales everything perfectly ¿Dont you think its a little excessive when one cruiser is 1/3 of the screen? Just check it out and come back
How did he not notice the scv holding the psi emitter
Its Lowko :)
yeah I was thinking the same :)
If he is capable of missing an entire expansion, which he has done that many times, then he absolutely could miss a tiny SCV holding that thing too.
Mostly it's just him trying to get that 400+ APM when the game doesn't require more than 50 APM. And of course he's narrating live.
maybe.. but in the beginning he saw the SCV with the Psi-emitter and moved him around! you can´t tell me he did not take note off that?!
I gotta agree with A.D. on this one. I'm thinking he keeps approaching these missions in a complete SC2 and SC1 multiplayer way, where hes mainly trying to macro a lot.
You should try using "Lockdown" on enemy tanks or Battlecruisers.
Yeah Lowko, it is so effective. You can lock down mech units, it's like stasis trap, but you can still attack them!
Lowko hates utility skills. That has been confirmed during his WC3 walkthrough :)
Oh yeah, Lockdown is incredible. Getting to kill a Battlecruiser for free rocks.
Lowko have the micro of a Bronze player we all know this.
Man lockdown is so op against mech or battle cruisers. It's really sad to watch your entire battlecruiser army get locked down by like 7 ghost. Then watch as each one gets destroyed by like 1 goliath a missile turret and 4 rings + the 7 ghost xD
I love how Lowko's portrait is present in the mission briefing. Commander Nice Guy reporting for duty!
"Let's see if we can move through the northern side a little bit more efficiently this time."
He totally lost Sarah in the previous one x'D
Lol the SCV was attacking the enemy refinery and was killed by your own Siege Tank's splash damage :O
it's lowko, not much brains in him lol
Majority of missions in SC1 campaign have easy way to end them. Like in here you can just cheese your way through defenses with dropships and raynor and win very quickly but you can also kill everything on the map first and then finish the mission... I prefer second method :D
Don't even need to bother with the dropships: you can wreck the starting bunkers, build a factory and run it into the scrouge down south while you build two starports with techlabs, run your units into the Zerg defense ahead of Jimmy while he's on his way to the Norad (they always attack the first unit they see) just as you start building dropships so Jimmy can reach the area just as they finish.
Bubba's Big Blast you can't interchange add-ons in this game, they are all building-specific. Factory gets machine shop, starport gets control tower, science facility gets the covert ops or the physics lab
Ah, that's right: I'll amend it.
And "The Trump Card" mission is the fastest mission in the entire campaign to complete: just send SCV with Psi-Emitter and Science Vessel along the middle road towards destination site and use Defence Matrix on SCV on half-way point. Its durability will allow SCV just roll through enemy forces to the Beacon. GG 30 seconds mission.
virus3x2
Watching SC1 story after you know SC2 story is less about getting to know "what happend" but about "how things happen" which is also a great way to get into a story.
Was kinda cringing when you didnt use lockdown on that battlecruiser or the tanks. Use it, its SUPER useful vs those kinds of units.
2:34
"He is obviously a confederate general, so he is very much a high rank officer"
Lowko 2017
Hello Lowko! Have a great time on Gamescon.
Your idea of rushing Dropships through forest of Spore Colonies is good - that's how people cheese that mission for speed runs. And same with next mission - 2 Dropships, 1 Science Vessel and Defense Matrix :) Kerrigan and SCV with PSI Emitter to 1 Dropship. Both Dropships get Defense Matrix. And then Empty Dropship with Science Vessel just before Dropship with Kerrigan fly to beacon, where you drop Kerrigan and SCV. Insta win ;)
Also tip - use Comsat Station to get knowledge about map layout. You don't need it in SC2, as you know ladder maps by heart, but in campaign it's useful tool :)
Highly recommend that you always build the ComSat Add On for the Command Center, it's useful for scouting safely when you don't want to risk sending your pricey units into the realm of the unknown. I did that and it helped me make better play decisions just because I saw where I could cut through or where I should avoid.
Actually an easy way to bring the scv to the base is to give it a defense matrix and make a run for it with some units. This mission can be done extremely quickly
Lowko being Lowko with the psi emitter. Totally didn't noticed that he moved the scv with the emitter at the beginning
sacrificial dropships was my initial tactic back in like 99 while I was like 7 or so, everybody thought I was a cheeky brat :D
I'm starting to love these cutscenes. It's like watching the Star Trek original series.
Needs more tribbles tho
Tribbles would be the nice addition to the Zerg as a spy unit...
Don't be afraid to take expansions. Also, you may want to note that SC1 heroes are usually more of a liability than a help. Plus Kerrigan and Raynor both do concussive damage so their attacks are decreased against large units and buildings. Generally you're better just leaving them behind.
SCV holding the psi emitter, Lowko even moves it around, ends up being destroyed. Lowko 3 min later ''I think I need to bring the psi emitter over there then. The question is, how am I gonna do that?'' XD
Norad II was one of my favorite missions from sc1 back in the day. If you let one of the bunkers get destroyed (forget which one) you could build a barracks, factory, or starport down there. Felt extra cheeky fighting through the map backwards.
I can't wait until you get further in the story, THIS IS SOME GREAT CONTENT!!! :D
Important part of the Terran campaign: repair, repair, repair! I know that you don't see a lot of repair in SC2 multiplayer, but it's crucial for this campaign. Example: for the majority of the time, the SCV carrying the psiemmiter was standing beside the Science vessel and all the tanks, and they all just died for nothing.
Especially since there's no way to deal with injured marines, when pushing a base like that, try having half a dozen SCVs for repair, along with 6 goliaths for AA, and maybe start with 2 Sci Vessels, instead of all those marines dying.
These amazing cut scenes always got my imagination going. Still looks good!
I love how _all_ Zerg flying patrols and attack forces always have some Guardians, and terror/cleanup squads are made up almost _only_ of these bad boys. Such a great unit.
I remember playing this missions in what I guess would be considered a slow push. I barely lost a unit if any at all. I would set my defenses before even building my attack army.
16:40 Yes, that was exactly my strategy when I played this mission for the first time ... and it worked!
I know this will get lost in the comments, but I really love the story on the original StarCraft game. This was the first game I learned how to play, but I never had the time to complete the Zerg or Protoss campaigns. I am binge watching all of the campaign episodes now as I am also working on my college assignments. I love this game and so far I'm falling back in love with the story. Keep on pushing Lowko (I know you've already finished the campaign, but I am still interested in seeing how the rest of the story turns out). I'm very happy you are showing the story as well as you are.
interesting to see Lowko using marines. I almost always gone for max air or mech terran. Cloaked wraiths were broken,btw, AI didn't use much detection.
They use it so often, they waste their energy! I hate it, that they always see my cloaked units.
I prefer a siege tank \ golith \ valkyrie play style in general.. (valkyrie vs zerg) or tank + goliath and gosth nuclear vs terran and tank + goliath and Bc vs protos .. just for fun. :)
Well he's originally a Starcraft 2 player.
Arkontramps Yeah the terran AI use the fuckin scanner like it's a strobe light
well,yeah, the only mission I needed a lot of siege tanks too were TvT .
Don't remember much about Brood War, just that it wasn't as easy
Man that pathing on the Goliath when you tried to get him back down the ramp... took me way back :)
You shoud defenetly try lockdown ability on kerrigan against mech units. (Also, defense matrix on sience vessel... worth a shot, could have saved the sige tanks in low hp.)
Nice videos huge fan of SC1, enjoying seeing you playing it.
Did you know SCVs could be put into bunkers? You left the Norad SCVs vulnerable even though there was space in the bunkers for them. If you lost them it would be much harder to win.
Fun fact:
Voice actors for Mengsk and Raynor hadn't changed from SC1 to SC2. These are only prominent roles that had same voice actors
im gonna laugh so hard when he looses from a hero getting broodling spawned by zerg queens because he keeps wanting to use them on the front lines so much.
5$ says it will be tassadar
Unfortunately for you, the computers will NEVER spawn broodling hero units. This is just like how computer medics will never optical flare a unit that has less than 81 hp.
I know exactly which mission you're talking about to! I had to keep him and Raynor huddled up in the corner of my base so they had to go through my other units.
I sure do remember losing to that at least once, they must have patched that after I played the campaign.
He's probably still treating them like in Warcraft 3/SC 2, where putting heroes up front is what you want to do. Heroes in Starcraft 1 are much closer to liabilities best used to protect mineral lines.
Hey man, watching a guy who's actually good at it discover my favorite game of all time is super entertaining. Keep it up.
Also I can't stress how important and rewarding exploration in-general is in old games, I'd suggest exploring as much as possible. Also, self-set bonus objectives, hahaha, SC/BW didn't have many.
Was shouting at my phone at several points in the video. Guess Lowko is Lowko alright.
Here's a helpful hint: don't use stim packs in this campaign. All it does is to make your marines easier to kill without medics. I rather play with a mech army at this point.
Hmm lemme see whats new in youtube today:
hmmm tom and jerry live strea,...
...
...
Lowko, new vídeo 1 minute ago...
FUCK YEAH, running to grab a popcorn
you mean Pewds? lol. Haven't watched any of his livestreams yet
oh it was his vídeo rofl
ibm5155 haahahha
A popcorn? Like, just one single popcorn. Not a pack of them? :D
Slavi Slavchev a miljon popcorn packs
It making me laugh when you trying to get the psy emitter, on the second mission. But you did it great Lowko.
Keep it on with your great work and your sense of humour, hahaha
You just know he googled how to move the psi emitter after a while hahahaha
A Goliath is a mini Thor. That is a clearer explanation lol. Both Group to ground and ground to air. I believe the ground to air is stronger too.
He should never fast forward and share all his pain of this campaign when playing for the first time with us.
I went on a straight line to the Norad II with Dropships and thats it. I did clean up a little bit of the spore colonies before.
Lowko, when they give you a new unit, you are supposed to use that unit. Goliaths are the new unit on this map and totally wipe the floor on this mission.
Lowko next time you ever play Norad II mission again you can place barracks in this pit if you destroy one of your bunkers and it makes clearing it a lot easier as well as defending.
Lowko don't be scared to drag and drop box loads of troops. Hot keys help a lot but in combat Drag and drop works really well in a chaotic battle front as your hot group units often stop moving after being blocked by units ahead of them.
Gotta hit that 'Non other than' quotas, man
Lowko, the EZPZ way to do that 2nd mission, and tbh all missions where you have siege tanks, is to use a drop ship to move 3-4 tanks + either 8 marines or a couple goliaths onto the highground patches. That will give them massive vision and range advantages, which the enemy will try to counter with air units that will be shot down by your marines or goliaths
Don't even need that; grab your SCV carrying Psi Emitter, move him southeast, where the siege tank is attacking your supply depots blocking expansion along with Science Vessel that you have in your base, cast Defensive Matrix on SCV/Psi Emitter before the Siege tank notice it, then have SCV make a marathon rush to the Beacon - mission completed in less than 1 minute.
In this mision you only need to fly a bunch ir dropships to the battlecruiser, and you failed. GG Lowko, GG.
And the mission with psi emitter also has a shortcut. Defensive matrix is the key. Matrix on carrier SCV, and matrix on dropship. Load the SCV into dropship, fly to the beacon, and unload. If dropship just can't stand the hit, unload SCV just before destroyed. Hopefully get into the beacon just in time. If done correctly, defensive matrix should still up. If this trick is too difficult, destroyed a single turret on the cliff (enemy's territory) and avoiding BC should help.
I remember goliaths being pretty good at this point in the campaign - maybe give them a try? :)
Just so you know, workers are really strong units. One worker can beat a 0-0 marine (without micro) 1v1.
Ghost has an ability called lock down if my memory is correct. You can freeze and disable an enemy mechanic unit with that ability and knock it down. Quite useful against high value units like battlecruiser and siege tank. And science vessel's shield gives your unit extra 200 hit points. Just cast it on a marine and soak all enemy fire as you push into enemy's base.
Almost all Terran structures could lift off save for add-ons.
Lowko... U've a lot to learn! jajaja
That PSi Emiter got bored there for ages 'till u realized an SCV was supposed to carry it! XD
Hey Lowko, simple trick for you with the enemy AI.
Build at least 6 tanks (more are better) put them close together like a roaring "deathball" and let the enemy AI run into your blasting artillery fire! and always take adventage of the highground. enemys below will have a 33% chance to hit you directly all other shots deal less dmg cuz they "hit the wall"
Massing one unit will work out very good for almost whole starcraft 1 campaign.
Even if computer have skills to deal with big balls of units he won't use them.
It will change in brood war campaign. Missions in there will be harder because of increased difficulty.
For some reasons blizzard loves to put guardians chasing air units in every videos.
Originally during development guardians could attack air. The cinematics were made early in the development of the game because it took a while to make them.
A little tip.
If you struggle in a mission, find and destroy the weaker bases. And obtain expansions.
Lowko, use lockdown (ghost's ability). It is really powerful. For example at @30:50 you could use it with Sarah. It is so good they added it in the new balance test patch in SC2 :D
Goliaths would have taken care of enemy dropships dropping marines right next to your seige tanks in seige mode. In seige mode, they have minimum range they can attack as well. (If units too close, they can't defend themselves in seige mode)
I don't know what you did in that second mission, Lowko. But I didn't have many attacks against my base. Then again, most of my attacks were focused on clearing out the south for my expo. Also, please be very careful with seige splash damage. It can be very dangerous for your own units if the blasts stack up. I was a bit frightened for Kerrigan there.
anyone else tries to limit the amount of loses they have? like these marines are following your orders to the death because they believe you are right and will get them home to their families at the end of the day. Zerg i dont really care cause of swarm numbers, but terrans, each marine had a full life till u told them to run up to a sunken lol
goat bleach but they are all lowlife prisoners officially, right?
Marines not always are rehabs... some times they're just conscripts or rebels or low order militar professionals...
SC2 Reapers, on the other hand... those guys are the worse!....
Yeah I always put the wounded ones into bunkers and imagine it like a rehabilitation.
Adeen Dragon Raynor's boys are good though, I think. He seems pretty choked up about marine casualties in the SC2 campaign for them to be a bunch of scum.
yea, ya'll too focus on marines, like in sc2, before warfield died, he said his men had families to go back to, i try to limit all loss in Terran campaigns cause theyre my solders
The first time I played this mission, I didn't realize I could control the units near the Norad. I had played RTS games in the past with NPC allies in some of the campaign missions, and assumed that's what was going on.
What I liked about this mission was I can control the units around the Nomad. I used the golitath to clear the Sunken Coloney and used the cleared space to build a Barracks. I started producing Marines from within the crash site and pincer attacked my way through. It was actually a very easy mission... all you needed was 2 drop ships worth of marines and unload them on the edge of the hill adjacent to the crash site. it could have been cleared in 8 minutes, but I spend about 23 minutes in it.
Second mission here (with psi emitter) can be cheesed by shielding the scv and just straight sending it to the beacon. Just shield it outside your base, or it will end too early.
Tip for this map, instead of building a ground army, use dropships and land troops on on the cliff to the right of the base. There are spore colonys there, once those are destroyed you can win the game by bring Raynro and two dropships over.
In the first mission, I like to destroy a bunker and build a production building there. It's much easier if you can make an army at and move out from the Norad 2 area.
13:25 It's Entangle. It also reveals cloaked units hit by it.
Also, I love how the science vessels look!
ensnare*
@Lowko
this Video is found under SC2 Casts, not StarCraft: Remastered
Hey Lowko, you should consider enabling the "Game Timer" option so we can see how much time goes through the cuts. Also awesome content, keep going. ^^
Actually there is a shortcut for this mission objective. With 2 dropships and a few goliaths, you can just make a way from southern cliff side to the Norad II. View uphill with comsat scan.
17:45 and so Jim initiates my favourite Kerrigan line in the entire SC series. “Shut up.” 😆
I'm not used to watching someone else play Starcraft. I keep clicking on the video screen trying to check the health of units and scroll the screen xD
What did we learn?.. That SCVs can carry stuff.. And that Raynor rhymes with traitor.. And we almost learned that SCVs can be used for repairing stuff too.
I really like Mengsk's "theory" on the Zerg. I'm sure he has a better inkling of their true origin (he would have at this point talked to Duke about them), but they way he uses the information to manipulate you and Raynor.
Ah the Norad mission, I love to build the barracks, factory and starport in the finish area and produce units there and then just roll out and kill the Zerg from the other side >D
If I remember correctly you can have your science facility follow another unit by just selecting science facility and right clicking another unit. Helps to give mobile vision without putting it in danger.
I found out, that if you destroy the siege tanks to the right, you can go ahead and give the scv a defence matrix and he can walk all the way to the beacon before he dies.
lowko for the next mission i believe is better to start of with a second base(mineral in first base is few and for god sake research +3 attack and deference if you want to go mass marine. build armory in advanced structure in order to unlock infantry weapon/defence +2 then proceed to +3 in engineering bay) research vehicle weapon will granted +5 damage for siege tank when sieged.
A single group of 12 marines is not "mass marines" in case of sunken colony supported by zerglings and hydra. The tanks and reavers are hard to counter with "squishy" units too. The static defense is hard here but it's balanced by the fact siege units are even _more_ dangerous.
The second mission could be speed run with starting forces only by taking Science Vessel, Kerrigan and SCV with emitter, going to the enemy base by south part of the map, using the Defense Matrix on Ker and SCV, locking down the tank and battlecruiser and just running SCV to the beacon. Easiest and fastest mission in the entire game. It's not obvious, of course, especially when you play it the first time. Just some fun game design glitch of the old times.
The pathfinding after so many years feels unfriendly - and when I've played it when it was released I've thought it's great and so player-friendly! Some practice required.
I started playing SC after AoE II. and was thoroughly appalled by the way my troops moved. There are NO formation options, they can't even stay in formation! They run around like they're blindfolded! How am I supposed to control them? It took some getting used to. :)
Did you ever play Dune 2? If I recall it right you had to move your units one by one. Every. Single. Unit. No wonder RTS-Games needed so much time those days to be considered as worth being obsessed with...
Fastest way through this mission is going to the bottom right cliff near the base, sniping the spore's with marines/goliaths so you can drop units at the top, then just own the remaining spores and flying Jimmy over once the path is clear of scourge etc
mengsk actually an excellence speaker
Like Kerrigan said in HotS: "Your words are weapons, Mengsk". And. it is one of his most powerful ones.
Nice vids. Can't wait to see you play in the later campaigns, especially the zerg... their dialogue is so cool. Starcraft 1 vanilla's missions got harder the further you got, but BW was much tougher from start to finish. Good luck, commander!
Iridicate ability of Science Vessel is best when you mix it along with mechanical unit. However, as a counter, Ghost's lockdown ability is pretty annoying due to the fact they can render all mechanical units stuns for quite sometimes( mostly long enough to get them killed by other units).
sugestion: use Goliath mix with Wraith, and spend some to build Dropships to grand ending.
Lowko, if you have a ghost, use lock down please. You could have kill that battlecruiser without losing marines.
"maybe an SCV can pick it up" havent you payed the SC2 CO-OP lava map? :))
+LowkoTV your units actually have like a 30% increase in damage from the high ground attacking low ground units. And Low ground units attacking high ground units have like a 30% decrease in damage. Or something like that. Pretty crazy lol
Lots of hidden mechanics in this game. :)
Lowko. U need use the lockdown from the ghost to disable units.
That second mission can be super cheesed if you just make tons of SCV's and run them to the beacon
I tried the dropship rush strategy. I had to use 8 dropships because there are a lot of scourge on the southern part of the crater
Build 2 dropships, and float over all your buildings just before you send the dropships in. :-)
"Inconomy"
Lowko 2017
Raynor is mechanical in his vulture form, so you can actually repair him.
Lowko, please consider sparing your marines the pain of using stims to kill spores faster. I mean, using stims is fine when fighting if it ultimately saves units, but when you are shooting something that can't even defend itself and are not on a time limit, using stim is just a waste.
SCVs do not repair automatically. It would be very useful to repair your units when you have an SCV carrying around a PSI-Emitter anyway. The first science vessel could easily have survived if you had just decided that repairing it would be prudent.
It repeatedly blows me away how he doesn't even consider building any kind of escort for his dropships. He would rather build four extra dropships with the express purpose of them getting shot down than a single wraith.
I remember during this mission you can push out with Dukes units and take the first little part of high ground and build a barracks. From there you can just finish the mission with dukes units lol. You actually don't even need to push with the base you have xD
Hope that is a nice tip for anyone else who wants to speed run this mission. Or thinking of speed running Starcraft :)
But after you push up you need to right away build a barracks and a bunker or a turret. While you are doing that, gas up and build a starport and get the tower. Whilest that is going on you should completed the bunker/barracks long before created marines and started to kill the stuffs. There is a base South and North. So you have to make sure you push south and just kill a few things and then push in with like 4 drop shops. 2 drop ships a little ways in front of the other two with jim. You also to maybe make it a little faster get plus 1 and stim. *Make sure your goliaths don't die.*
They are really powerful against zerg.
*Remember you only need to get 2 drop ships and jim there. So you could even just build a starport and mass drop ships to push in* in theory anyways. I've actually never tryed that way to complete this mission :D
surprisingly, the engin bay is the most crucial thing for that 1st mission... You can just build 10 of them and fly them over the anti airs.. covering your dropships..
"Commanding The Fleet"
-Random Russian Guy With Great Mustache.
Lowko, may I kindly point out that in Starcraft original (without the BroodWar expansion) there are no medics nor valkyries for terrans. Eventually those units were later added in BW as well as other units for each race. Ex. DT's for protoss.
Lowko is on mission 6 while I'm about to start act 6 lol
Each map has a sort of hack. On this map, I got dropships before doing anything offensive. Get high ground vision, start sniping the defenses...Fly in to beacon.
Note on Kerrigan and Ghosts: EMP (Lockdown), your best friend against mechanical units.
26:03: Try asking Harstem. He can probably figure it out for you.
I just came to see Lokwo asperging over SC1 mechanics after SC2 made everyone dull and accustomed to comfort.
Please fix the order of the videos in your Starcraft Remastered playlist so people can watch without spoilers. "UNLEASHING THE ZERG!" was right before this one, but obviously happens afterwards chronologically.