Baneling chance of going nuclear is random, something like 5% chance of going off. The unreliable activation carries risk of chain reactions blowing up your army, hence the whole "keep away from army". *REMINDER*: If you absolutely need clarification on what a whimsy does to a unit, build an evolution chamber and check the command card. It has descriptions for all unit changes.
"How many banelings is it?" ... Abathur tells you: UNRELIABLE. Nothing about specifics here, only random chance. Which in turn is more likely to occur in higher numbers.
Abathur: Monte Carlo fallacy produced. Abathur: Education required. Abathur: One coin toss does not effect the next. Abathur: Producing new strain of gamb-lings
6:17 It is at this moment we see Grant, in his natural habitat, go from not knowing what the baneling does, to seeing it happen once, to forming a hypothesis, to completely convincing himself that that hypothesis is true. All in the span of 17 seconds.
In this Universe, Abathur went a little too silly with the mutations Fortunately, the silly mutations are extremely effective against the boring terran and the KJ Amon.
My impression of Abathur's reaction to the Aberration was more that he was, like... grudgingly impressed that Ziggy created a new Zerg strain and it did what she designed it to do, even though it wasn't up to his usual standards.
Nah it's more like, he's just mad that how something so sloppy actually work It'd be like you seeing a REALLY badly put together computer somehow works perfectly
@@anvietanh6723 I feel like it's like a classical composer (an open minded one) seeing a rave. Like "this music is sloppy and cacophonous but people *like* it and it *works* so fine, I'll accept it."
I get the feeling the nuke banelings are either: -low percentage chance to nuke, and you don't see it that often -slightly higher low percentage chance to nuke, and nukes too often ...and the modder probably picked the less devastating of the two.
The main thing is that when Grant's trying to do a dozen things at once, some subtleties will slip past him. If the tooltip had mentioned Random Chance, he probably would have caught on.
The dark ling following Kerrigan, dying and coming back... all I can think of is a really old... I think it was a nursery rhyme. " I have a little shadow. It goes in and out with me"
Regular banelings have a % chance to go nuclear at the time of detonation. A later permanent upgrade creates a % chance that some banelings are designated "golden" on spawn and those ones are guaranteed to go big boom.
can the "perfect Zergling" also morph into a "perfect Baneling"? and i think the nuke is just random, as in each baneling has a random chance to go nuclear when they explode
Like the previous person commented, the answer is no. At 8:28 a Perfect Zergling is single selected, and it lacks the ability to morph on the command card.
As a warning, like all units in this mod, the ability for creep tumors to move is more trolly than it seems at first glance, because if you happen to click outside a tumor's normal range to spawn a new tumor, instead of throwing an error, it will move at roughly the pace of a tectonic plate shifting to get itself in place to drop the new tumor.
1:49 Don't tell me they do friendly fire to other non-banes. Also what's with the other ability? 3:00 Oh, it's just a reset 11:50 They do do collat to your units. I think even other banes are not safe. 31:05 Grant! CEASE!
The mod author has the flowery poetic finesse of Robert Frost, but they need to partner with IKEA to write the "1% chance for baneling explosion to be replaced by terran nuke" explanations for us mere mortals.
When you lost everything and had only roaches I was thinking all the time: USE THE POWER OF REPRODUCTION!!! (roachlings from old roaches grow in to new full roaches if given a moment, which you had while doing solo stuff with Kerri 😊)
About the moving Tumors; when i played the Campaign it found i found it very useful to plant a tumor and then just move it a small bit because then the creep spreads extremly fast compared to normal tumors. Most of the times my tumors had max spread before the cooldown to spawn a new one was up again.
The moving creep tumors are great, because it greatly speeds up how fast the tumor is making creep. Just make a new tumor, move it five feet, and now you don't have to wait for the normal creep spread and just make a new tumor.
Hey Grant, not sure if you saw, but there was a text about a mysterious "dog" following kerrigan at 10:09, probably from the secret objective EDIT: oh yeah, he found him at the end of the mission lmao
Those two ghosts on the high ground in that terran base were the bane of my existence when I went to Char first, You just have to bring an Overlord or otherwise they chainsnipe everything. Including that Overlord You just brought in
Obviously, thumbnail spoiler helped out a bit, but when something says "unreliable" and you see a nuke, the answer is usually "yay, gambling!" Not "it takes exactly 27.25 banelines impacting up to 3 targets within 2.56 range of each other in under 5.64 second to cause a tactical nuclear detonation". But i can also understand you expecting your game to "make sense" and "be reasonable", even when your zerglings self immolate.
See, the immolation actually makes sense in terms of gameplay design. It's a bonus effect on top of vanilla but comes with a tradeoff, and that tradeoff can itself be used to your benefit in combination with other mod mechanics (Perfect Zergling). Meanwhile RNG nukes are just bad and stupid and unfun especially since they blow up your other banelings, so massing them is not viable either. It's basically just "sometimes when you use Spawn Banelings you use Apocalypse for free" because spending money on obliterating your own army is not a good idea.
@@PhotolossThe tool tip recommends keeping them separate from the main army, they're essentially Generals Terrorists or Bomb Trucks that occasionally moonlight as a Red Alert/Red Alert 2 Nuke Truck, they're not supposed to be in your main force.
@@kabob0077 Uh, do those C&C units ALSO have only a ~5% chance of working even if entirely uncontested by enemy fire? Because my gripe is not the need to split them off, but rather the crippling unreliability even if you use them 100% correctly as a separate independent task force (and let's even argue you combo them with viper clouds to ensure the enemy doesn't kill your paltry 5-10 banes before they even get in range - because a nuke going off during the approach makes mass banes completely and utterly useless) The basic idea would be much better as a gradual upgrade via deaths similar to the Perfect Zergling. Maybe make it so they actually need to hit enemies instead of just die themselves, and then you get a giant egg or a Kaboomer just straight up spawns via an autocast ability on the hatchery. That way you can actually *USE* them as nuke trucks instead of praying to RNGesus.
@@Photoloss There are a couple of unlocks that help with these problems, but they come after the bane mission. The splitter bane lets you regrow full banes from split banes, and these will survive a nuke due to their brief invuln on spawning. Is it as good as Hunter banes? Ehhh, hard to say. The other is the bonus objective on the Zerus defense, which reduces it from pure RNG to introducing "golden banes" as a chance to be spawned which guarantee nukes, and non-goldens have a much lesser chance.
With these explanations, I also had no idea what’s going on with those banelings until I read the chat. Just a random chance to nuke instead of normal explosion, and grant - you weren’t stupid when figuring it out ❤
Forming a hypothesis and working with what data you have is the scientific method, after all. He came to the wrong conclusion but that's a huge part of science.
Looking at the Papa Roach in action, it seems like it's just a roach that's better at tanking, and tank more when they die. Like, when you're using them normally, basically when you're A moving, they provide a bit more HP and does a better job at sitting in front of your army. And it doesn't improve their Burrow Ambush due to the fact that you're already on top of the enemy in the first place. Compared to Vile's Burrow Ambush of giving the gooping to everyone around them, which stops them in their tracks which let's the Viles goop them even more, and since you're already on top of them they'll spread their attacks out when they're unborrowed. Like, put a few Viles on top of, or well, under the attack wave, then whey the pop out and slowed everyone, you just move in your army and wipe them out no problem. Now, of course, that's practical talk, what about funny talk? Papa Roach beats Viles in a landslide, as with time and a bit of micro, watch as I turn one Roach into a million. And what better mission for them than Old Solider, since it's not time limited, and Warfield is so generous with helping you cull the elderly with his Nukes. The name's even thematically appropriate. Course, depending on how good the Aberrations are, Grant might just bulldoze through the map, and Grant has videos to make so he can't just sit there for several minutes just to do the thing, but hey, this is something for everyone else to play around with. And Grant can always just keep this in his back pocket along with Spine Crawler Siege. Shatter the Sky is probably the only other mission I can think of where Infinite Papa Roaches can work, but that's endgame and there's likely something funnier/stupider to do there. Anyways, that's enough yapping from me.
the baneling nuke looked like it went off with a number of banelings dying at once, so maybe have a set up with a bunch of banelings, kill some with friendly units and see how many dieaths it takes for them to go kaboom
5:49 Looks like the Evolution Chamber has additional upgrades? I wonder when Grant will notice those. 27:13 The Roach Ambush is able to hit air. Also, there is the Overlord combining that hasn't taken to the maximum yet.
Those extra buttons on the evolution chamber are just tooltip spoilers that explain exactly what the changes on each unit are, instead of Abathur's somewhat vague musings. No upgrades are being missed!
Moving the creep tumor increases the rate at which the creep spreads by a HUGE margin so that’s why I’m moving and spreading together is far more efficient than just spreading or just moving
The different feeling when you get your first baneling nukes and loses you a lot, and not getting the nuke till your sixtieth baneling, it influences a lot about how you feel about them.
no worries Grant- while the flavor text is fun and exciting it can be annoying when things aren't clear. As other's have said the Evo chamber has a new command card that gives much more detailed explanations of the changes - but it also contains ALL the changes so be careful of spoiling yourself. Edit: this is what i get for posting halfway through the video - DISREGARD grant knows about the evo chamber edit edit: also i fully agree, the idea behind the anxious queens is kinda funny but personally stuff that makes me lose control of my units (that isn't an enemy ability) isn't fun
Detailed descriptions are in evo chamber, also all unlocked side objectives. Banes have 5% chance to nuke. There is side objective later that interacts with this percentage, but you will have to find it out yourself ;)
So I’m sure at some point we’ll figure out what the mechanism is for the nuke. But just going off what I see here, it looks like the new will only happen if a certain number of banelings hit the same target. In other words when he threw it against the buildings and enough of them started hitting you saw nukes go off, but at other times when they branched out and hit several different targets, it didn’t. Then again you did have a times multiples going off at the same time in different places so it may just be completely random or percentage base so you could send 10 and three of them go off or you could send 100 and none of them go off.
To confirm yes, if the queen if Busy or attacking will not run from Kerrigan this was done during the testing as my suggestion to make it so they don't just suicide dash into enemy armies. Again keeping the concept but not making them entirely useless with kerri nearby.
HotS has detection EVERYWHERE, but it doesn't have the ability to replace it most of the time. Hence in vanilla whenever you need to get rid of it Kinetic Blast will do the job immediately, whereas these burrow roaches are just bad and sad (though not nearly as much as vanilla tunnel roaches).
Banes are the "Let's go gambling!" unit, does it do a normal bane splash, or does it nuke! I think the evolution mission or a bonus later gives golden banes, which are guaranteed nukes, and they will sometimes be spawned instead of a normal gambing bane.
@Grant 27:10 you need to watch the unburrow of the roach ambush attack as I'm pretty sure it attacked the Banshee's! Unsure if this is a bug or a feature but good to know it's in the arsenal!
I find it a bit disappointing when Grant doesn`t use the roach thingy with the respawn mechanic in the second mission. I do understand that it is hard to tell timed roachlings from the corpsers` kill and evolving roachlings from papa roaches` death apart, but he doesn`t even try and I`m a little bit sad about it. Perhaps this is just the timed nature of the mission and overall difficulty of the series that give no chance to see that system shine, like many others
I want to see a mod of this mission where a Gorgon moves if you don't look at it, like the angel statues. Wouldn't it also be nice if widow mines were sprinkled around the map?
It seems Grant needed to reach a critical mass of banelings to trigger the nuclear explosion. It’s good to see modders stick to realism in their creations.
I think a lot of the difficulty in the 2nd mission just came from getting too excited about the moving creep tumors and triggering the first 2 nests too fast. Probably something they could've improved on in the mission design since it punishes you for doing well, on the other hand it does reward planning ahead, maybe they could've used a few voice lines to hint it would be a good idea to be slow on the nests for first time players.
GiantGrantGames, did u saw u have additional stuff in the evo chamber ? Like there is a star thing and something on the right of it. I dont think u checked it yet, it might be why this zerg campaign seems like a difficult campaign cause you are basically playing less upgraded Zergs army than the mod give u.
I'm gonna be honest Grant, I thought you were being a big dumb, but it turned out I was being a big dumb as well as I wasn't correct either regarding the Gamb-ling :D
I dont get Grant why he complains he has no good units and refuse to use hydras. Yes they have recoil but they do like twice the damage, they can pretty much 1tap anything in small groups. The only time he used hydras was against shuttles and he attacked them from the behind like wanting to prove they are bad
Baneling chance of going nuclear is random, something like 5% chance of going off. The unreliable activation carries risk of chain reactions blowing up your army, hence the whole "keep away from army".
*REMINDER*: If you absolutely need clarification on what a whimsy does to a unit, build an evolution chamber and check the command card. It has descriptions for all unit changes.
How detailed are the command cards in the evo?
Ohh that makes more sense. I just thought they were now able to deal dmg to your own units as well. I hope he reads about the cmd cards soon lol
Man, I hate RNG and the fact it blows up not just your regular army but also other banes makes it pretty much unusable.
Very. @@Squarcialupi
@@PhotolossJust build some banes and send them on their own
"How many banelings is it?" ... Abathur tells you: UNRELIABLE. Nothing about specifics here, only random chance. Which in turn is more likely to occur in higher numbers.
Which is wild, that during the last push: none went nuclear until 1 was left. And the final one took all lings with it.
Abathur: Monte Carlo fallacy produced.
Abathur: Education required.
Abathur: One coin toss does not effect the next.
Abathur: Producing new strain of gamb-lings
Abathor: Needs intervention. Forming counselling groups.
Gamb-lings are getting hard countered by Coin-toss with this one
6:17 It is at this moment we see Grant, in his natural habitat, go from not knowing what the baneling does, to seeing it happen once, to forming a hypothesis, to completely convincing himself that that hypothesis is true. All in the span of 17 seconds.
And of course he never goes back to check the tool tip to check his hypothesis after getting more info.
Misses something, doesn’t read, then makes up the rest, classic.
what's most surprising, it SOMEHOW works out! 🖤
Oh I just realized why Zagara says "how can you control so many?" She can only control 12 at a time!
Blizzard and their references!
wait actually? i never paid attention before but are all of her attack waves in groups of 12?
does she really?
By 12, you mean WC3?
@@yessir6919 and starcraft 1
@@yessir6919 in Sc1 & BW control groups were max 12 units at a time
I find it funny that because of how probability works you could probably play this mission and have the banelings never use their payloads
I don't really like the baneling so I usually don't make that many during that mission. I definitely wouldn't trigger it and be as confused as Grant
It's also possible that they would ALL use their payloads.
That creep tumor moves at about the speed it takes for SC1 creep to recede, I swear
Still faster than SC1 reavers or unupgraded overlords by the looks of it.
Or flying buildings.
In this Universe, Abathur went a little too silly with the mutations
Fortunately, the silly mutations are extremely effective against the boring terran and the KJ Amon.
My impression of Abathur's reaction to the Aberration was more that he was, like... grudgingly impressed that Ziggy created a new Zerg strain and it did what she designed it to do, even though it wasn't up to his usual standards.
Nah it's more like, he's just mad that how something so sloppy actually work
It'd be like you seeing a REALLY badly put together computer somehow works perfectly
@@anvietanh6723 I feel like it's like a classical composer (an open minded one) seeing a rave. Like "this music is sloppy and cacophonous but people *like* it and it *works* so fine, I'll accept it."
that's the best comparison I read in a long time 🖤 🎵 🎵 @@hypotheticalaxolotl
I get the feeling the nuke banelings are either:
-low percentage chance to nuke, and you don't see it that often
-slightly higher low percentage chance to nuke, and nukes too often
...and the modder probably picked the less devastating of the two.
Grant got really unlucky(?) with nukes here. When I played it felt like a 10% chance to nuke and I lost too much to them.
The banelings are not "Explode a certain amount". They are UNRELIABLE. Gamblelings
Gamblings
Gambaneling.
The main thing is that when Grant's trying to do a dozen things at once, some subtleties will slip past him. If the tooltip had mentioned Random Chance, he probably would have caught on.
Mod: "Banelings drop nukes randomly"
Grant: "So it needs certain number to activate 100%?"
Probability: *leaves the chat*
It doesn't say that though lol. It just reads like "flavor text, flavor text, friendly fire big boom, flavor text."
@@TJ-vo3rv improved explosive mixture = big boom. Unreliable = not 100%. Can result in explosion = not 100%.
@@TJ-vo3rv it said unreliable
@@TJ-vo3rv More like "flavor text, random chance, friendly fire big boom, flavor text."
@@bluvalor7443 It sure does.
The dark ling following Kerrigan, dying and coming back... all I can think of is a really old... I think it was a nursery rhyme. " I have a little shadow. It goes in and out with me"
Maybe it's a reference to the darkness comics, the Minions of the protagonist aré called "Darklings"
maybe it's the broken horn from the cinematics? looks canon to me :D
i belive the baneling thing is random like every time a banling spawns its decided if its nuclear or not
Regular banelings have a % chance to go nuclear at the time of detonation. A later permanent upgrade creates a % chance that some banelings are designated "golden" on spawn and those ones are guaranteed to go big boom.
can the "perfect Zergling" also morph into a "perfect Baneling"?
and i think the nuke is just random, as in each baneling has a random chance to go nuclear when they explode
Looks like a no. Saw him single select on near the end of the first mission. Didnt see any button
@@redblackdg that is too bad
'cause Abathur said that you could morph ANY zergling into a baneling
Like the previous person commented, the answer is no. At 8:28 a Perfect Zergling is single selected, and it lacks the ability to morph on the command card.
grant you can manually kill the old man roaches to spawn two babies that will grow up to grow your roach army for free
Thats just euthanasia, I dunno if Grant is onboard with that
Kerrigan: *throws her dog at the enemy*
Grant: "We have a scout!"
Banelings: Random small chance to explodes for a nuke
Grant: "Instructions unclear, baneling stuck into evolution chamber"
As a warning, like all units in this mod, the ability for creep tumors to move is more trolly than it seems at first glance, because if you happen to click outside a tumor's normal range to spawn a new tumor, instead of throwing an error, it will move at roughly the pace of a tectonic plate shifting to get itself in place to drop the new tumor.
1:49 Don't tell me they do friendly fire to other non-banes. Also what's with the other ability?
3:00 Oh, it's just a reset
11:50 They do do collat to your units. I think even other banes are not safe.
31:05 Grant! CEASE!
"Baneling. Rare specimen can be infused with uranium core. Advise you to keep separate."
Kerrigan: Move that tumor to the scourge nest!
Warfield: Are you suggesting that creep migrates?
IT DOES MOVE IN HERDS
The mod author has the flowery poetic finesse of Robert Frost, but they need to partner with IKEA to write the "1% chance for baneling explosion to be replaced by terran nuke" explanations for us mere mortals.
Check evo chamber, is in plain english over there.
Grant obviously will not check as it spoilers everything.
@@zoratsuki that and not checking tooltips is the grant gambit.
it's not unlikely he has no idea they exist in the evo chamber
When you lost everything and had only roaches I was thinking all the time: USE THE POWER OF REPRODUCTION!!!
(roachlings from old roaches grow in to new full roaches if given a moment, which you had while doing solo stuff with Kerri 😊)
11:35 would you say the banelings explosions are unreliable? Like the tooltip says?
I saw a baneling trying to atack Zagara and instantly thought "there go all your warmlings"
Wamlings did, in fact, go there.
About the moving Tumors; when i played the Campaign it found i found it very useful to plant a tumor and then just move it a small bit because then the creep spreads extremly fast compared to normal tumors. Most of the times my tumors had max spread before the cooldown to spawn a new one was up again.
The creep also spreads faster if the tumor moves.
The moving creep tumors are great, because it greatly speeds up how fast the tumor is making creep. Just make a new tumor, move it five feet, and now you don't have to wait for the normal creep spread and just make a new tumor.
Kerrigan: Surrender, Zagara!
Zagara: NUKE ME HARDER, MY QUEEN!!!! 🥵🥵🥵🥵
Kerringan: what?
Zagara: what?
Hey Grant, not sure if you saw, but there was a text about a mysterious "dog" following kerrigan at 10:09, probably from the secret objective
EDIT: oh yeah, he found him at the end of the mission lmao
Finally, Wild Mutation lives up to its name.
And Spawn Banelings is much more of what you'd expect from "spawn ____ling"
I think a way to use the corpser is once you stabilize, you can kill the papa roaches and hide the roachlings to multiply them for free.
Those two ghosts on the high ground in that terran base were the bane of my existence when I went to Char first, You just have to bring an Overlord or otherwise they chainsnipe everything. Including that Overlord You just brought in
Hehe BANE of my existence hehe
Creeping Creep Tumor. Somehow that's creepy.
Nice to see Grant making some otherworldley shadowy f(r)iends
Obviously, thumbnail spoiler helped out a bit, but when something says "unreliable" and you see a nuke, the answer is usually "yay, gambling!" Not "it takes exactly 27.25 banelines impacting up to 3 targets within 2.56 range of each other in under 5.64 second to cause a tactical nuclear detonation".
But i can also understand you expecting your game to "make sense" and "be reasonable", even when your zerglings self immolate.
See, the immolation actually makes sense in terms of gameplay design. It's a bonus effect on top of vanilla but comes with a tradeoff, and that tradeoff can itself be used to your benefit in combination with other mod mechanics (Perfect Zergling).
Meanwhile RNG nukes are just bad and stupid and unfun especially since they blow up your other banelings, so massing them is not viable either. It's basically just "sometimes when you use Spawn Banelings you use Apocalypse for free" because spending money on obliterating your own army is not a good idea.
@@Photoloss not every meme from one man's mind is gonna be a banger, but most of the ones in this mod really are.
@@PhotolossThe tool tip recommends keeping them separate from the main army, they're essentially Generals Terrorists or Bomb Trucks that occasionally moonlight as a Red Alert/Red Alert 2 Nuke Truck, they're not supposed to be in your main force.
@@kabob0077 Uh, do those C&C units ALSO have only a ~5% chance of working even if entirely uncontested by enemy fire? Because my gripe is not the need to split them off, but rather the crippling unreliability even if you use them 100% correctly as a separate independent task force (and let's even argue you combo them with viper clouds to ensure the enemy doesn't kill your paltry 5-10 banes before they even get in range - because a nuke going off during the approach makes mass banes completely and utterly useless)
The basic idea would be much better as a gradual upgrade via deaths similar to the Perfect Zergling. Maybe make it so they actually need to hit enemies instead of just die themselves, and then you get a giant egg or a Kaboomer just straight up spawns via an autocast ability on the hatchery. That way you can actually *USE* them as nuke trucks instead of praying to RNGesus.
@@Photoloss There are a couple of unlocks that help with these problems, but they come after the bane mission.
The splitter bane lets you regrow full banes from split banes, and these will survive a nuke due to their brief invuln on spawning. Is it as good as Hunter banes? Ehhh, hard to say.
The other is the bonus objective on the Zerus defense, which reduces it from pure RNG to introducing "golden banes" as a chance to be spawned which guarantee nukes, and non-goldens have a much lesser chance.
Baneling bowling: use Kerigan to launch banelings at enemies
Always love how the gorgon mission have 2 main objectives that are effectively the same thing xD
With these explanations, I also had no idea what’s going on with those banelings until I read the chat.
Just a random chance to nuke instead of normal explosion, and grant - you weren’t stupid when figuring it out ❤
Forming a hypothesis and working with what data you have is the scientific method, after all. He came to the wrong conclusion but that's a huge part of science.
The Big one reminds me of this Hydralisk animation where a massive Hydralisk unburrowed from the earth under a city.
Looking at the Papa Roach in action, it seems like it's just a roach that's better at tanking, and tank more when they die. Like, when you're using them normally, basically when you're A moving, they provide a bit more HP and does a better job at sitting in front of your army. And it doesn't improve their Burrow Ambush due to the fact that you're already on top of the enemy in the first place. Compared to Vile's Burrow Ambush of giving the gooping to everyone around them, which stops them in their tracks which let's the Viles goop them even more, and since you're already on top of them they'll spread their attacks out when they're unborrowed. Like, put a few Viles on top of, or well, under the attack wave, then whey the pop out and slowed everyone, you just move in your army and wipe them out no problem.
Now, of course, that's practical talk, what about funny talk? Papa Roach beats Viles in a landslide, as with time and a bit of micro, watch as I turn one Roach into a million. And what better mission for them than Old Solider, since it's not time limited, and Warfield is so generous with helping you cull the elderly with his Nukes. The name's even thematically appropriate. Course, depending on how good the Aberrations are, Grant might just bulldoze through the map, and Grant has videos to make so he can't just sit there for several minutes just to do the thing, but hey, this is something for everyone else to play around with. And Grant can always just keep this in his back pocket along with Spine Crawler Siege. Shatter the Sky is probably the only other mission I can think of where Infinite Papa Roaches can work, but that's endgame and there's likely something funnier/stupider to do there. Anyways, that's enough yapping from me.
It is utterly hilarious that Zagara believes she can be Queen of the Zerg lol
Ugh... She did, after the war.
@@blankenheim39 I meant in Domination, where she literally loses to human kerrigan just running around getting eggs.
She just needed a proper queen to teach her first ❤
a real shame the perfect zergling cant become the perfect baneling
the baneling nuke looked like it went off with a number of banelings dying at once, so maybe have a set up with a bunch of banelings, kill some with friendly units and see how many dieaths it takes for them to go kaboom
The nuking bane is quite interesting! :D
Thanks for the video!
5:49 Looks like the Evolution Chamber has additional upgrades? I wonder when Grant will notice those.
27:13 The Roach Ambush is able to hit air.
Also, there is the Overlord combining that hasn't taken to the maximum yet.
Those extra buttons on the evolution chamber are just tooltip spoilers that explain exactly what the changes on each unit are, instead of Abathur's somewhat vague musings. No upgrades are being missed!
@@alamei
Ah, thanks for the information. That's good to know.
I think the nuke bane is a random but small chance to proc on any baneling.
Moving the creep tumor increases the rate at which the creep spreads by a HUGE margin so that’s why I’m moving and spreading together is far more efficient than just spreading or just moving
If you use Wild Mutation next mission you can turn the starting invasion into something crazy for free
The different feeling when you get your first baneling nukes and loses you a lot, and not getting the nuke till your sixtieth baneling, it influences a lot about how you feel about them.
11:49 that one last baneling.
The creep tumour push attempt makes me wonder; have we ever had an overlord that can creep tumour drop?
no worries Grant- while the flavor text is fun and exciting it can be annoying when things aren't clear. As other's have said the Evo chamber has a new command card that gives much more detailed explanations of the changes - but it also contains ALL the changes so be careful of spoiling yourself.
Edit: this is what i get for posting halfway through the video - DISREGARD grant knows about the evo chamber
edit edit: also i fully agree, the idea behind the anxious queens is kinda funny but personally stuff that makes me lose control of my units (that isn't an enemy ability) isn't fun
Grant, protect your permanent roachlings. They are free roaches if you keep them alive long enough!
Grant definitely has to try Kinetic Blasting one of his own Banelings into the enemy base until a nuke goes off at some point...
imagine nuke heals but only after it has killed most everything nearby, your stuff included.
General Gorgfield has send in another Wargon!
Detailed descriptions are in evo chamber, also all unlocked side objectives. Banes have 5% chance to nuke. There is side objective later that interacts with this percentage, but you will have to find it out yourself ;)
11:48 why do i have the feeling that one singular bane left over is a nuke bane... yep
So I’m sure at some point we’ll figure out what the mechanism is for the nuke. But just going off what I see here, it looks like the new will only happen if a certain number of banelings hit the same target. In other words when he threw it against the buildings and enough of them started hitting you saw nukes go off, but at other times when they branched out and hit several different targets, it didn’t.
Then again you did have a times multiples going off at the same time in different places so it may just be completely random or percentage base so you could send 10 and three of them go off or you could send 100 and none of them go off.
To confirm yes, if the queen if Busy or attacking will not run from Kerrigan this was done during the testing as my suggestion to make it so they don't just suicide dash into enemy armies. Again keeping the concept but not making them entirely useless with kerri nearby.
HotS has detection EVERYWHERE, but it doesn't have the ability to replace it most of the time. Hence in vanilla whenever you need to get rid of it Kinetic Blast will do the job immediately, whereas these burrow roaches are just bad and sad (though not nearly as much as vanilla tunnel roaches).
I highly recommend Grant to grab Wild mutation to next mission - it's really synergizes with what Abomination is in this mod.
Banes are the "Let's go gambling!" unit, does it do a normal bane splash, or does it nuke! I think the evolution mission or a bonus later gives golden banes, which are guaranteed nukes, and they will sometimes be spawned instead of a normal gambing bane.
if you get lucky, you could bounce a nuclear baneling right into the enemy base
finally, a weapon on par with the siege tank
R.I.P. spine crawler family 🙏🙏😔😛
@Grant 27:10 you need to watch the unburrow of the roach ambush attack as I'm pretty sure it attacked the Banshee's! Unsure if this is a bug or a feature but good to know it's in the arsenal!
Ahh, been looking forward to this for most of the day ❤
Gets the random nuke banelings and is about to get Aberrations?
Lets go gambling!
Abathur: Legalise nuclear bombs!
7:55 *Technically* not wrong… 5% chance means one in twenty should* be a nuke, but 25 would be more likely to have one.
I find it a bit disappointing when Grant doesn`t use the roach thingy with the respawn mechanic in the second mission. I do understand that it is hard to tell timed roachlings from the corpsers` kill and evolving roachlings from papa roaches` death apart, but he doesn`t even try and I`m a little bit sad about it. Perhaps this is just the timed nature of the mission and overall difficulty of the series that give no chance to see that system shine, like many others
I want to see a mod of this mission where a Gorgon moves if you don't look at it, like the angel statues.
Wouldn't it also be nice if widow mines were sprinkled around the map?
Whimsical Nukes
13:12 I see you also have read Fallout Equestria!
14:00 Just _Creepin' Around_
Wait, if the Spines of The Big One are longer than a Gorgon, wouldn't take make The Big One so big and tall it would reach into the Stratosphere?
To the people pointing to Abathur saying in the description 'Unreliable' as a clue, banelings default can be easily called unreliable and unstable.
It seems Grant needed to reach a critical mass of banelings to trigger the nuclear explosion. It’s good to see modders stick to realism in their creations.
Not really it is random, like really random
@@gumikin8706 sad, I thought I was being very smart.
Also pretty frustrating when you completely ignore the mechanic of the map.
I think a lot of the difficulty in the 2nd mission just came from getting too excited about the moving creep tumors and triggering the first 2 nests too fast. Probably something they could've improved on in the mission design since it punishes you for doing well, on the other hand it does reward planning ahead, maybe they could've used a few voice lines to hint it would be a good idea to be slow on the nests for first time players.
I figured it was just poorly worded and meant it had a random chance to do something crazy. I expected a random chance to hurt your own units.
GiantGrantGames, did u saw u have additional stuff in the evo chamber ?
Like there is a star thing and something on the right of it.
I dont think u checked it yet, it might be why this zerg campaign seems like a difficult campaign cause you are basically playing less upgraded Zergs army than the mod give u.
How did the mod author miss the chance to call the moving creep TUMOUR, 'malignant'?
Is "dog" a reference to something? I remember seeing something like this somewhere
I'm gonna be honest Grant, I thought you were being a big dumb, but it turned out I was being a big dumb as well as I wasn't correct either regarding the Gamb-ling :D
I am assuming the shadow zergling is supposed to be Broken Horn
Wait… if the creep tumors can move… Can Kerrigan punt them? 1:26
Sadly not, he tried it later
I just got to that point, very sad :(
CHECK THE EVO CHAMBER!
I mean pushing banelings seems like a strat you could try?
Grant may not be ready for it but I like my aberrations like I like my joes. Sloppy.
Can you push the banelings into the enemies, turning them into ICBMs?
Anyone know what's up with Kerrigan's pet shadow zergling?
It's her pet dog that comes back
I do love nukelings
Ah grant... Im not surprised
YAY!
I dont get Grant why he complains he has no good units and refuse to use hydras. Yes they have recoil but they do like twice the damage, they can pretty much 1tap anything in small groups. The only time he used hydras was against shuttles and he attacked them from the behind like wanting to prove they are bad
everybody so mean...
Why not consider the possibility of rabdomness ?
Silly Grant, not understanding statistics.