No. They're using the same gameplay code as the original Starcraft:
Q: How did you go about replicating all the unexpected “bugs” that made BW micro
so special? Did you simply reuse code from the original game, or did you find a
solution to replicate the nuances of BW’s gameplay?
A: StarCraft: Remastered is able to achieve this effect as it uses all the same
gameplay code as Brood War. This means that Dragoons and Goliaths are still a
bit derpy in how they react to movement commands. The Reaver’s shot doesn’t
always find a target. Mutas stack.
The fact is that the gameplay is identical enough that old replays from 1.16
will play and work just fine under StarCraft: Remastered.
With IdentitiesOnly, any explicitly configured via IdentityFile, or the default identity file if none are configured explicitly, is/are still sent. Using "-i /dev/null" in combination with IdentitiesOnly prevents that.
Interesting. If you're right, the manual leaves out the rather critical "or the default identity file" bit:
> Specifies that ssh(1) should only use the authentication identity and certificate files explicitly configured in the ssh_config files or passed on the ssh(1) command-line, even if ssh-agent(1) or a PKCS11Provider offers more identities.
Seems very similar to BitTorrent, but without trackers, with Content Defined Chunking (instead of Fixed Size Chunking) and utilizing Merkle trees + public key cryptography to enable append-only operations on shared data sets (rather than 'read-only once published').
Edit: I've done some more testing, and discovered that the above works on zsh, but not in bash
2nd Edit: Ahha! http://www.cs.elte.hu/zsh-manual/zsh_7.html . So this is because zsh w/ the stock config (MULTIOS option enabled) will open as many outputs as you give it. So it can both copy FD 1's contents to FD 2 and to the pipe'd command.