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Hey guys, SC2 Mythbusters is back, and better than ever!
+ Show Spoiler [List of Myths] ++ Show Spoiler [Episode 1 Myths] + A baneling killed in Graviton Beam will deal splash damage to air units near it... What about ground units?
Two infestors can Neural Parasite each other at the same time.
A zealot with the charge upgrade has a faster move speed than a normal zealot.
The kills of High Templars are reset to 0 when morphed into Archons.
You can Graviton Beam burrowed units.
A medivac can load and unload units while fungal growth'd.
A corrupted immortal will still only take 10 damage to its hardened shields.
A Hunter Seeker Missile will follow a unit even after it becomes cloaked.
+ Show Spoiler [Episode 2 Myths] + Zerg units can burrow move under Supply Depots.
Burrowed units can secure a Xel'naga watchtower.
Infestors can Fungal Growth flying buildings... What about Spine/Spore crawlers?
Fungal Growth detects cloaked units.
Burrowed units gain a speed bonus underneath creep.
Changelings can /dance.
+ Show Spoiler [Episode 3 Myths] + You can Neural Parasite a drone to build a structure, then keep the drone by cancelling it.
You can fungal growth the units in a vortex to keep them clumped up.
When a worker is inside of a gas structure which is killed, the worker is killed.
Blink messes with the AI of timed attacks.
Medivacs can heal air units.
Hallucinations can claim Xel'Naga watchtowers.
+ Show Spoiler [Episode 4 Myths] + Buildings count as kills.
Chrono Boost makes hatcheries produce larvae faster.
You can contaminate a flying structure.
You can repair Hallucinations.
Point Defense Drones ignore the shots of hallucinations.
You can fungal growth larvae.
There is a limit as to how many larvae can be at a Hatchery.
+ Show Spoiler [Episode 5 Myths] + The portrait of a Viking changes as it goes from air to ground mode.
SCVs can repair other units inside bunkers and medivacs.
Banelings can splash down cliffs.
If a Mothership is Neural Parasited, the Zerg's units will be cloaked under it.
Contaminating a reactor stops the production of the second unit.
Contaminate halts the salvage on bunkers.
When you Neural Parasite a hallucination, it is shown that it is a hallucination.
+ Show Spoiler [Episode 6 Myths] + If you Neural Parasite a unit, it can go into a nydus worm.
Fungal Growth on a building SCV will halt the building of the structure.
Spore Crawlers still act as detectors when unburrowed.
You can use the minimap to cast Feedback.
You can forcefield around a vortex to keep the units clumped up.
Hallucinated probes can act as if they are mining.
If you don't cancel an upgrade when its building is destroyed, the resources are lost.
Infested Terrans shoot themselves when they expire.
+ Show Spoiler [Episode 7 Myths] + You can share control to mine an ally's gas.
A Baneling that is Graviton Beamed and killed does splash damage to ground units under it. (REVISITED)
2 Motherships cloak each other.
Broodlings can be picked up by overlords.
Units cannot shoot the 1.5 seconds after they are released from a vortex.
If you lose vision on the high ground while calling in a nuke, the nuke is cancelled.
If an Infestor Neural Parasites an SCV and builds a structure, it still can't land on the creep.
+ Show Spoiler [Episode 8 Myths] + A morphing archon can crush forcefields.
The dot size on a sensor tower is proportional to the size of the unit it is revealing.
EMPs detect Changelings. . . What about Hallucinations?
A changeling's portrait changes when it morphs.
Building a unit with a Fungal Growthed larva will save it from dying.
You can Graviton Beam Eggs to stop them from training.
+ Show Spoiler [Episode 9 Myths] + Graviton beam will save a unit from the Yamato Cannon.
Mass recalling a unit cancels the 250mm cannon.
Motherships can be fungal growth'd.
Contaminate stops buildings from gaining energy.
An unlimited amount of SCVs can repair at the same time.
Graviton beam cancels Neural Parasite.
+ Show Spoiler [Episode 10 Myths] + Uprooted Spine Crawlers still get priority over workers.
A cloaking unit cancels the charge of a zealot.
You can /dance a neural parasited unit . . . Will it keep dancing after the neural parasite ends?
When you Neural Parasite a carrier, its interceptors are yours too.
You can Neural Parasite point defense drones.
A charge zealot will infinitely chase a zergling on creep.
+ Show Spoiler [Episode 11 Myths] + A chrono boosted barracks will fly faster.
Air units attacking from high ground are revealed to ground units below.
Nydus worms unload all units at the same rate, regardless of size or supply.
A nuke kills the worker in a gas building.
You can land a viking to negate the damage of timed attacks.
Corrupted High Templars that merge into Archons remain corrupted.
You can Contaminate a creep tumor. . . . Will it stop Creep Spread?
+ Show Spoiler [Episode 12 Myths] + The 2nd Marine being trained from a reactored barracks will be cancelled if the reactor is destroyed.
A MULE repairs faster than an SCV.
EMP interrupts Yamato Cannon.
Guardian shield protects from allied splash damage.
You can neural parasite an interceptor.
Neural Parasiting a morphing baneling will cancel the morphing process.
Mutalisk Glaives bounce onto undetected cloaked units.
+ Show Spoiler [Episode 13 Myths] + A burrowed Ultralisk will destroy forcefields.
Neural Parasited High Templars can merge into an Archon.
Medivacs will heal the most damaged units first.
An Immortal still receives 10 shield damage in the presense of Guardian Shield.
A Vortex can delay a Nuke.
Seeker Missiles that are aimed for a ground target still splash nearby air units.
You can put non-Zerg units (Created by Neural Parasite) in a Nydus Worm.
+ Show Spoiler [Episode 14 Myths] + You can mass-recall fungal'd units.
Motherships can be sucked into other Vortexes.
Neural Parasited motherships can be sucked into their own vortex once the spell is broken.
If interceptors are sucked into a vortex and their carriers are destroyed during it, the interceptors blow up in the middle of the vortex.
You can mass-recall a neural parasited unit.
Tanks that are vortex'd while sieged will come out of the vortex unsieged.
You can mass-recall spine crawlers.
+ Show Spoiler [Episode 8] + + Show Spoiler [Episode 9] + + Show Spoiler [Episode 10] + + Show Spoiler [Episode 11] + + Show Spoiler [Episode 12] + + Show Spoiler [Episode 13] + + Show Spoiler [Episode 14] +
You guys had a lot of constructive criticism for last season, so we've fixed everything, and made sure that this season would be better than ever!
Description: We are the SC2 Mythbusters! It's a lot like the show - we put user-submitted myths relating to Starcraft to the test. The myths range from common things like "the kills on high templars are added when warped into archons" to crazy things like "a viking's portrait changes when it transforms." Feel free to send in anything you are wondering about the Starcraft universe; we'll put it to the test!
We put up new episodes every Friday, so be sure to either tune in then or subscribe to be notified for all new videos! Check out our channel at http://www.youtube.com/SC2Mythbusters
Email us myths at SC2mythbusters@gmail.com
Thanks for the submissions! Sc2Mythbusters
P.S. Someone made us a Liquidpedia page! I don't know who did it, but you rock!
Season 1: http://www.teamliquid.net/forum/viewmessage.php?topic_id=222046
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Woot, good to see the show back up.
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Well, I thought EMP really did a number on hallucinations, guess I was wrong.
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I like these, fun and useful.
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Do you have a list of all the myths tried?
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Lets see how long it takes until it runs out
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On September 10 2011 07:32 Resistentialism wrote: Do you have a list of all the myths tried? They're in the descriptions of the videos.
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On September 10 2011 07:39 PopcornColonel wrote:Show nested quote +On September 10 2011 07:32 Resistentialism wrote: Do you have a list of all the myths tried? They're in the descriptions of the videos.
I think he means a compiled list. It would be nice to have them in the original post (separated by episode under spoilers, for example).
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I dont know if this has been done or not already, or if it's even a big deal, but you can drop changelings directly on banelings (selecting unload and then clicking on the baneling) and the baneling will detonate.
Your welcome
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this is great. however i do feel some of the myths are rather nooby. i mean the sensor tower one SHOULD be well known by all starcraft players by now. i feel like you guys should work more on the ones that are harder to test (e.g. archon forcefield or graviton) great work though
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oh god why do i like it and want to watch more?! :D
good job
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Make it more like the tv show where they hype something up for 10 minutes with long ass commercial breaks in between and then completely overreact to the result PP
I liked the first season but I felt it moved too quickly... lol. But I don't think you can really do anything about that
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On September 10 2011 08:05 Brutaxilos wrote: this is great. however i do feel some of the myths are rather nooby. i mean the sensor tower one SHOULD be well known by all starcraft players by now. i feel like you guys should work more on the ones that are harder to test (e.g. archon forcefield or graviton) great work though Well, it's kind of hard to come up with excellent myths for every episode, we'd run out! We don't do completely absurd ones, but we like to have a mix of really "out there" myths for the experienced players and more "general knowledge" myths for the new ones.
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On September 10 2011 08:15 GhostKorean wrote:Make it more like the tv show where they hype something up for 10 minutes with long ass commercial breaks in between and then completely overreact to the result  PP I liked the first season but I felt it moved too quickly... lol. But I don't think you can really do anything about that Yeah I wouldnt mind more filler in-between various tests.
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On September 10 2011 07:40 Zeke50100 wrote:Show nested quote +On September 10 2011 07:39 PopcornColonel wrote:On September 10 2011 07:32 Resistentialism wrote: Do you have a list of all the myths tried? They're in the descriptions of the videos. I think he means a compiled list. It would be nice to have them in the original post (separated by episode under spoilers, for example). Ah, I see. OP has been updated.
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On September 10 2011 07:32 RogerX wrote:Lets see how long it takes until it runs out  With the submissions from community members, and things we've thought of on our own, that should be quite some time from now!
But keep submitting though!
sc2mythbusters@gmail.com
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These are awesome. Perfectly formatted too. I wouldn't change a thing.
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Nice to see you're back, always liked these kind of curiousity shows
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Pretty interesting topics. Good stuff!
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If you're starting a new "season" it should go from episode 1 again XD just saying
great stuff
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Haha very nice. Surely learned a few things from today's episode.
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wow, very nice show. can't believe season 1 finished without me having ever heard of it. :o if I have some interesting questions, I'll submit them for sure!
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Thanks for the support everyone! It's you guys who keep this show comin' each week!
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TLADT24920 Posts
Nice show. Only comment I have is in the video where you graviton beam the baneling and then kill it using another phoenix to see if it also hurts ground units, the beam runs out just as the other phoenix is about to kill the baneling, so, what happens is the baneling falls right into the slings below and obviously it'll detonate automatically so I think that one might need a redo?
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Nice stuff, mineral stack repairing on flying stuff is pretty crazy.
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On September 17 2011 07:50 BigFan wrote:Nice show. Only comment I have is in the video where you graviton beam the baneling and then kill it using another phoenix to see if it also hurts ground units, the beam runs out just as the other phoenix is about to kill the baneling, so, what happens is the baneling falls right into the slings below and obviously it'll detonate automatically so I think that one might need a redo?  Check out Episode 7
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The gravaton beam on infestor thing is so cool, feel like this is a potential counter to Neural that was never considered, something that could have delayed a nerf. Very cool show :D
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Grav beaming the infestors was pretty well known, the problem is that fungal growth makes general phoenix play really dangerous. So you're using them as one trick ponies and you don't really even know if the zerg is even going for neural or not.
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Actually i tought you mean, you beam up the unit which getting NP'd not the infestor, this way looked way too obvious
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is it possible to neural a medivac and heal zerg units in 1v1? and is it possible to neural a full medivac and drop the units onto banelings?
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"A medivac can load and unload units while fungal growth'd.", this is true by the way, just tested it to make sure.
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Look forward to this all the time.
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If you neural parasite a morphing brood lord / baneling / overseer, you can cancel it. When you cancel it, does it return the resources to you, or your opponent?
You can't cancel archons unfortunately, and if you neural two templar (high or dark) you still can't make archons out of them :D
Also something that crossed my mind : Can interceptors attack their mother carrier?
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Hey guys. I watched an episode and thought it was pretty neat. I will probably watch more when I have time later.
If it is possible you should make it even more like the Mythbusters television show by having 2 people talk about each Myth before showing revealing the in game footage. So it would be 2 people in front of the camera, one briefly explains what the myth is and the rationale behind it and then they each make a prediction.
Then you can allow for ongoing commentary, humor, silly comments, arguing or whatever kind of things might add to the entertainment value.
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On September 18 2011 03:50 Ziktomini wrote: "A medivac can load and unload units while fungal growth'd.", this is true by the way, just tested it to make sure. We already did that in EP1 ^^
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What is required to Chrono boost a hatchery? Can you chrono your ally's hatchery if you share control?
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Only way to chrono a hatchery is to steal a probe with neural parasite and build your own nexus. Can't chrono an ally's stuff, and even if they drop out, giving you total control of their buildings.
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Uh, you did EMP revealing changeling, and said it was busted, but as far as I could tell, it made the marine move, which a normal marine would not do, so in a sense it does reveal it, no?
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On September 18 2011 04:26 PopcornColonel wrote:Show nested quote +On September 18 2011 03:50 Ziktomini wrote: "A medivac can load and unload units while fungal growth'd.", this is true by the way, just tested it to make sure. We already did that in EP1 ^^
Haha I misread it, thought you said it can't, never mind
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I've got a myth you can bust: Hydras are slow.
Of course, all you have to do is look in Liquipedia or in game, but who bothers themselves with facts?
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On September 18 2011 08:36 Earll wrote: Uh, you did EMP revealing changeling, and said it was busted, but as far as I could tell, it made the marine move, which a normal marine would not do, so in a sense it does reveal it, no? Well, by "revealing" the changeling, we meant revealing the blueish/purplish tint that the zerg player sees.
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what if you neural parasite a pheonix then have that pheonix pick up the infestor neural parasiting it
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hai2u, how about testing if the 1% miss chance is present in sc2 lol?
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you tested if lifting the infestor cancels neural and it does does it cancel neural if you lift the neuraled unit?
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On September 29 2011 06:38 robih wrote: you tested if lifting the infestor cancels neural and it does does it cancel neural if you lift the neuraled unit? yep, if you lift th infestor
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What the hell, a Chrono'D Barracks flies faster? Shenanigans.
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woahhh that chronod rax flies so fast !
these are great, keep em comin
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Will a chrono-boosted creep tumor spread creep faster or generate cooldown faster?
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On October 01 2011 08:35 paintfive wrote: woahhh that chronod rax flies so fast !
these are great, keep em comin Thanks ^^
On October 01 2011 08:39 LittLeD wrote: Will a chrono-boosted creep tumor spread creep faster or generate cooldown faster? We'll check it out
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Hey nice show! Keep it up 
Sadly you made one error in the last video:
You falsely confirmed that a marine, which is being build in a reactor, gets cancled if the reactor dies. This is not the case It just gets queued to the marine building in the barracks. ---> you dont need to give an additional train command to get the 2nd marine.
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On October 07 2011 20:31 MasterReY wrote:Hey nice show! Keep it up  Sadly you made one error in the last video: You falsely confirmed that a marine, which is being build in a reactor, gets cancled if the reactor dies. This is not the case  It just gets queued to the marine building in the barracks. ---> you dont need to give an additional train command to get the 2nd marine. Also, does the second marine start building from scratch or does it continue at the point when the reactor was destroyed. I'm 99% sure it starts from scratch, but hey, more material
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I love mythbusting releated to games! Good job on the show so far, hope it will continue some more ^__^
Edit: Cant remember if this has been done, but what happens if a nydus full with units gets destroyed? Doed the unit that killed it get the kills?
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The marine that is built from a reactor is stopped if the reactor is destroyed. Ti will continue from the same training time as it was on when the reactor was destroyed, and will continue after the first marine. So if you build 2 marines and the reactor is destroyed at 50% then the second marine will start att 50% when the first marine is out.
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Do "can you recall fungaled units?".
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I haven't seen any myth but can you neutral parasite overlord/warp prism/medivac?
If yes: What if it has units inside?
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awesome they are back !!!
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On October 07 2011 20:37 m00nchile wrote:Show nested quote +On October 07 2011 20:31 MasterReY wrote:Hey nice show! Keep it up  Sadly you made one error in the last video: You falsely confirmed that a marine, which is being build in a reactor, gets cancled if the reactor dies. This is not the case  It just gets queued to the marine building in the barracks. ---> you dont need to give an additional train command to get the 2nd marine. Also, does the second marine start building from scratch or does it continue at the point when the reactor was destroyed. I'm 99% sure it starts from scratch, but hey, more material  Ofc it starts after the currently building marine from the barracks is complete. Like i said: the marine from the reactor gets QUEUED behind the marine from the barracks(it gets added to the barracks on 2nd position after the building one). Cancel would mean that its completely gone and you just get one marine if you dont add more commands, which is wrong because you do get two marines infact. Just the build time of both marines is a bit longer because it doesnt get produced simultaneously anymore obviously.
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How about this myth: You can't put a force field within the attraction radius of a vortex.
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Yeah, whoever did that is awesome! Thanks so much to whoever you are, anonymous hero!
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Too bad the mothership is going in Hots
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