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Colossus musing.

Blogs > Tin_Foil
Post a Reply
Tin_Foil
Profile Blog Joined February 2010
United States243 Posts
Last Edited: 2011-04-26 19:07:02
April 26 2011 18:24 GMT
#1
Work is slow and I'm bored, so I started thinking...

Complaints about the colossus being boring, unmicroable, w/e are everywhere. I personally think they are awesome and a lot of fun to use, but I'll admit they are not as interesting as shuttle/reaver micro. What if they were changed to better reward skilled usage?

How I think the colossus could work:

The A-move attack would no long sweep across as they do now, but instead attack a single unit, dealing splash damage around the unit(somewhere between archon and drive tank splash size). This would make A-moved colossus considerably weaker than they are now, but not worthless.

The colossus would gain a new command, "attack ground"(or sweep, or something Protoss sounding). With this ability the player would click the hotkey, similar to casting a spell, and aim the attacks. However, with this attack the player would be able to click and drag, forming a line, arc, or even circle being attacked. Well targeted colossi would deal much more damage than ai controlled colossi, rewarding skill.

The aoe could be made longer or damage increased to really reward good usage, but this would obviously have change based on balance and stuff.

This seems like it would be a lot of fun, and rewarding when aimed perfectly, to change the angle or arc that your colossus attack based on the shapes of the enemy forces. It would also be very difficult to aim every shot while forcefeilding, psi storming, marcoing, and whatnot.

What do you think?

EDIT: This discussion and proposed change has nothing to do with the current balance of the game or of colossus. I only intended to talk about a possible change to make the colossus a more interesting unit, using a mechanic that would reward skill. Please no comments on the current balance of the game.



****
.Aar
Profile Joined September 2010
2177 Posts
April 26 2011 18:38 GMT
#2
Sounds like an interesting mechanic for a custom game, but too convoluted for normal play.

As of seeing someone else's post today I'm personally in favor of simply improving the range on Corruptors to force the Protoss player to have to actually worry about keeping his damage dealers alive..
now run into the setting sun, and suffer, but don't mess up your hair.
CatNzHat
Profile Blog Joined February 2011
United States1599 Posts
April 26 2011 18:41 GMT
#3
For collosus to be balanced at a low level of play, this "spell" would have to do a lot of damage, meaning that at higher levels of play it would be even more overpowered than it is now, collosus just need an overall nerf, reducing their movement speed, dmg, area of effect, etc..
Chillsen
Profile Joined April 2010
Germany98 Posts
April 26 2011 18:43 GMT
#4
Regarding the idea, i like it. But practically i don't think this will work, the battles in SC2 are so insanely fast, you could pull that maybe with 1-2 collosuses before the big battle is over and either you or your enemy destroyed the army.
¯\_(ツ)_/¯
Tin_Foil
Profile Blog Joined February 2010
United States243 Posts
April 26 2011 19:09 GMT
#5
On April 27 2011 03:38 .Aar wrote:
Sounds like an interesting mechanic for a custom game, but too convoluted for normal play.

As of seeing someone else's post today I'm personally in favor of simply improving the range on Corruptors to force the Protoss player to have to actually worry about keeping his damage dealers alive..


I don't think it would be as convoluted in practice, meaning i you could see it and mess around with it, I think it would make sense easily.

But, yah, I could easily see this as a targeting mechanic for a dota type game as well.

Wasn't trying to comment on balance.
Tin_Foil
Profile Blog Joined February 2010
United States243 Posts
April 26 2011 19:11 GMT
#6
On April 27 2011 03:41 CatNzHat wrote:
For collosus to be balanced at a low level of play, this "spell" would have to do a lot of damage, meaning that at higher levels of play it would be even more overpowered than it is now, collosus just need an overall nerf, reducing their movement speed, dmg, area of effect, etc..


I would be perfectly fine sacrificing low level balance for greater skill rewards in high level play
Tin_Foil
Profile Blog Joined February 2010
United States243 Posts
April 26 2011 19:17 GMT
#7
On April 27 2011 03:43 Chillsen wrote:
Regarding the idea, i like it. But practically i don't think this will work, the battles in SC2 are so insanely fast, you could pull that maybe with 1-2 collosuses before the big battle is over and either you or your enemy destroyed the army.


Well, I was thinking you would be able to have multiple colossus use the "Attack Ground" command together, so you could have 5 cols focus together to attack one line or arc.

By either using force fields, cliff abuse, or range abuse I think it would be possible to use this attack more often, but yes, it could be very difficult to use it too much during a large battle while controlling everything else as well. This is part of the point though, the player who could use this ability the most times with the most accuracy, while doing everything else, would receive the biggest reward for his efforts.
Vlare
Profile Blog Joined March 2010
748 Posts
April 26 2011 19:52 GMT
#8
On April 27 2011 03:41 CatNzHat wrote:
For collosus to be balanced at a low level of play, this "spell" would have to do a lot of damage, meaning that at higher levels of play it would be even more overpowered than it is now, collosus just need an overall nerf, reducing their movement speed, dmg, area of effect, etc..


is this a troll?

On topic.

Sounds like a neat idea, similar to siege in warcraft if memory servers me right. I think it would certainly cause for a skillcurve change which would be nice, but depending on the strength of the new ability it may be abusable, especially when dealing with stealthed units.
Mass zerglings doesnt fail
Velr
Profile Blog Joined July 2008
Switzerland10764 Posts
April 26 2011 20:38 GMT
#9
they should just remove it and add something cool like... A Worm that fires moving Bombs....
Tin_Foil
Profile Blog Joined February 2010
United States243 Posts
April 26 2011 20:43 GMT
#10
Yes, it is very similar to how catapults worked in warcraft(part of where the idea come from), except you can drag the location.

I think abilities that can be use to kill invis without detection are fun, so I wouldn't mind that(like sc:bw archons killing invis or burrowed with friendly fire splash).

lol, Velr... why does that idea sound familiar..
Megaliskuu
Profile Blog Joined October 2010
United States5123 Posts
April 26 2011 21:40 GMT
#11
That would be cool, but only if it couldnt be smartcasted :3.
|BW>Everything|Add me on star2 KR server TheMuTaL.675 for practice games :)|NEX clan| https://www.dotabuff.com/players/183104694
KurtistheTurtle
Profile Blog Joined December 2008
United States1966 Posts
April 26 2011 23:39 GMT
#12
that would open up some awesome colossus micro opportunities
“Reject your sense of injury and the injury itself disappears."
YoureFired
Profile Blog Joined October 2009
United States822 Posts
April 26 2011 23:47 GMT
#13
I dislike the reliance on spells in SC2 to make units more interesting (corruption, casters are available much earlier in the tech tree).

I would rather have the colossus be more interesting positioning-wise, i.e. make their damage increase the closer they are to the opposing army, creating a nice tension between safety and damage.
ted cruz is the zodiac killer
Tin_Foil
Profile Blog Joined February 2010
United States243 Posts
April 27 2011 16:38 GMT
#14
Well... It wouldn't actually be a spell, it would just be an aimed attack, with a similar spell-web to target it. It would do the same damage as a normal attack, the benefit being that you can pull the aoe along a line that hits the most enemy units. I don't think it would be bad to allow you to have multiple colossus target one area, so in a way that's similar to smartcasting, but not really as it's not a spell.
infinity2k9
Profile Blog Joined January 2009
United Kingdom2397 Posts
April 27 2011 16:52 GMT
#15
I like the idea of a special ability that involves manual aiming... maybe a unit could even have predication to where you want to hit it, like a manually aimed yamato shot. Anything that makes these boring units better would be nice.
Snaiil
Profile Blog Joined April 2010
Sweden312 Posts
April 27 2011 17:10 GMT
#16
I think the biggest problem with this would be that the Protoss would be 100% required to always look at his army during a battle to maximize the colossus DPS. Most of the time you just want to throw up your force fields, do some necessary micro, but then try to go back to your base to warp in more units or build structures or w/e. You're always trying to find time for these things during battles.

If this change was implemented, there would be no such time during battles and you would have to chose between maximizing your dps or macroing.

Other than that I think it's a great idea which needs some tweaking. It would really separate a good protoss player from a bad protoss player, kinda lika Force Fields.
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