Real Scale Legacy of the Void – Part 13



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39 thoughts on “Real Scale Legacy of the Void – Part 13”

  1. it's interesting to see that almost nothing about the scout's identity from SC1 has been changed and it is already phenomenally viable in this campaign, just because capital ships are an un-ignorable threat by design in real scale.
    hell, i bet that if scouts replaced mirages in base LotV without the really weird design change (they went from a capital ship hunter with a really bad anti-ground attack to an anti-light A2G gunboat with a peashooter anti-air gun?), they would still be better than they are in sc1, just because of the extreme presence of carriers, tempests, battlecruisers and the like towards the end of the campaign.

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  2. It looks like that if you're bringing Void Rays, your Starfighter should not be the Scout but instead either the Phoenix (against Terran or Protoss) or the Corsair (against Zerg). The Void Rays already provide the Anti-large but have weak or nonexistant anti-medium/small that would have to be filled by the Starfighter (unless the terrain is open enough to allow anti-medium/small to be filled by ground units).

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  3. Gotta say, I am saddened that Void Rays don't shoot solar lances against ground anymore, but I guess balance is a thing. On a different note, I love how good the Scout is. Honestly, I think it might be a better (though less mobile) combat vessel for both air superiority and ground support and I am smitten. They do seem to be difficult to protect when operating on Captial Ship zoom, I saw a ton of them die to Hybrid Psychic Storms that Grant just never noticed.

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  4. There's something that hits really hard about the actual size of the void ray, knowing its "lens" is a single person putting their life on the line to focus its firepower. I love Starcraft lore so much

    edit: I also love the look of the purifier scouts, what the hell, they look so good-

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  5. I think small units feel kinda useless because the StarCraft mission design and gameplay never capitalize on their main specialisation — long lasting position warfare, where you cannot just put a deathball and go kill the objectives, because you will be counterattacked everywhere else, so you need to stretch your army, and this is where the small units are useful
    Like you cannot have 1 voidray cover 2 paths, but 18 zealots sure can

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  6. Oh TVT is gonna be awsome !
    And i REALY STRONGLY recommand you To Use Taldarim Voids Rays for the final mission cause the groups of the corupted protoss will SMELT VERSUS those Void Rays! "I will litterrally kill myself if you don't"

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  7. New episode hasn't come out and I'm honestly glad, it means they're working on it to give us as close to the completed project as possible rather then something half baked. And I appreciate that. Seeing how we've almost caught up to what's incomplete I hope we take a few days off instead of rush right into it.

    Or better yet, go back to older missions and replay them with different unit compositions. I'd really like to see grant really explore what this mod has to offer instead of just gloss through it, same goes for many of the other modded campaign runs. Speed running legacy of the meme was really enjoyable and I hope we get to see that for something like real scale or the race swap campaigns.

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