• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:42
CEST 18:42
KST 01:42
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22 - The Finalists14[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21
Community News
2026 GSL Season 1 Qualifiers11Maestros of the Game 2 announced32026 GSL Tour plans announced11Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid22
StarCraft 2
General
MaNa leaves Team Liquid 2026 GSL Tour plans announced Team Liquid Map Contest #22 - The Finalists Weekly Cups (April 6-12): herO doubles, "Villains" prevail Oliveira Would Have Returned If EWC Continued
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament GSL CK: More events planned pending crowdfunding 2026 GSL Season 1 Qualifiers Master Swan Open (Global Bronze-Master 2) SEL Doubles (SC Evo Bimonthly)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
RepMastered™: replay sharing and analyzer site Gypsy to Korea ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Pros React To: Tulbo in Ro.16 Group A
Tourneys
Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro16 Group A [ASL21] Ro16 Group B
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Reappraising The Situation T…
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2236 users

SC2 Design Theorycraft: Viking and Colossi - Page 2

Blogs > LlamaNamedOsama
Post a Reply
Prev 1 2 All
mastergriggy
Profile Blog Joined May 2010
United States1312 Posts
May 05 2012 22:00 GMT
#21
Colossi are slightly faster than AT-AT; not sure if it would work. But if it does, the viking has to shoot the Colossus once it has fallen over to destroy it. Or, it can sneeze on it rendering its shields disabled.
Write your own song!
LlamaNamedOsama
Profile Blog Joined July 2010
United States1900 Posts
Last Edited: 2012-05-05 23:29:33
May 05 2012 22:09 GMT
#22
On May 06 2012 06:46 Forikorder wrote:
Show nested quote +
You're continuing with this false presumption. You keep insisting that "every collosus [sic] has to leave the field immediately" because of this ability. That's incorrect. Remember that this is a small loop that the viking will have to do (re-read the OP: this is an ability limited by time, vikings will not be able to make cords stretching halfway across the map). All the colossus has to do is literally walk a radius of maybe 3 hexes to escape the cord. And this is easily accomplished while retaining its power in the fight by stutter-stepping.


then the ability is worthless and couldnt possible ever work


You're operating under a false dichotomy. You're claiming that either Terrans can use the ability, and colossus die, making it "imbalanced," or you're claiming that Terrans can't use that ability, making it "worthless."

First, the dichotomy is false: rather than being a binary, it is a gradual continuum. It isn't: "it will work" vs. "it won't work," it is a gradual scale of how effective the move will be in killing colossi. The great thing about this continuum is that depends on both the control of the terran player AND the control of the protoss player.

Second, this proposal is no risk. In attempting to reach a balance, we could (as I've stated three times now, where all three times you've failed to acknowledge the solution) err on the side of caution, err on the side of the ability not being effective versus it being too effective. This would work because the current status quo (simply using vikings' normal attack to counter colossi) would still be present. If it's not effective, then absolutely nothing in the current game/balance would be disrupted or harmed.

However, to be clear, this would not make the ability "worthless" simply because it is difficult to pull off. It would simply require a higher skill level from Terrans to accomplish, and in turn, a higher skill level from the protoss to counter the Terrans if Terrans managed to have the level of skill to accomplish this task.

This balance of control is much like the marine-baneling dynamic.

Theoretically, marine-splits would "nullify banelings" and make them worthless, as you claim that this viking technique would do to colossi. For example: optimal marine splitting.

However, this is not the case for two reasons.
1: this is dependent upon skill and control, players would not have the 9000apm of a computer.
2: zergs have a reactive element of control: they can flank and use zerglings to surround.

Now, although the above two are reasons why marine splits would not be imbalanced, that isn't to say marine splits wouldn't be perfect: even if players can't marine split like an automaton, they can marine split decently well and still gain a relative benefit from such a move.

Likewise with the viking against the colossi. Even if players can't perfectly micro vikings to the point of imbalance, they can still micro them effectively enough to gain some benefit, and the protoss can micro in response to counter the benefit gained from the Terran's move.
Dario Wünsch: I guess...Creator...met his maker *sunglasses*
Forikorder
Profile Joined August 2011
Canada8840 Posts
May 05 2012 22:18 GMT
#23
First, the dichotomy is false: rather than being a binary, it is a gradual continuum. It isn't: "it will work" vs. "it won't work," it is a gradual scale of how effective the move will be in killing colossi. The great thing about this continuum is that depends on both the control of the terran player AND the control of the protoss player.


right, the terran has to make moves that rival the accuracy of open heart surgery and the toss has to make the collosus take 2 steps to the left

it is impossible for the move to work on a collosus if it has to be within a couple hexes like you said

there is no middleground, either the circle has to be so small any toss with a brain gets the collosus out in time or its large enough to make it impossible to get out in time

Second, this proposal is no risk. In attempting to reach a balance, we could (as I've stated three times now, where all three times you've failed to acknowledge the solution) err on the side of caution, err on the side of the ability not being effective versus it being too effective. This would work because the current status quo (simply using vikings' normal attack to counter colossi) would still be present. If it's not effective, then absolutely nothing in the current game/balance would be disrupted or harmed.


no reason not to add something is not the same as having a reason to add it theres no reason to risk completely imbalancing the game jsut becuase theres no reason to add something, unless theres a good reason to add something its not going in

This balance of control is much like the marine-baneling dynamic.


you realise the reason infester/ling is so popular is because Terran have gotten so good at splitting that banelings are pretty much never cost effective at all?

between marine splitting as terran and getting better at focusing on the Blings with tanks blings rarely exist in ZvT anymore
LlamaNamedOsama
Profile Blog Joined July 2010
United States1900 Posts
Last Edited: 2012-05-05 23:50:14
May 05 2012 23:47 GMT
#24
On May 06 2012 07:18 Forikorder wrote:
Show nested quote +
First, the dichotomy is false: rather than being a binary, it is a gradual continuum. It isn't: "it will work" vs. "it won't work," it is a gradual scale of how effective the move will be in killing colossi. The great thing about this continuum is that depends on both the control of the terran player AND the control of the protoss player.


right, the terran has to make moves that rival the accuracy of open heart surgery and the toss has to make the collosus take 2 steps to the left

it is impossible for the move to work on a collosus if it has to be within a couple hexes like you said

there is no middleground, either the circle has to be so small any toss with a brain gets the collosus out in time or its large enough to make it impossible to get out in time



Show nested quote +
Second, this proposal is no risk. In attempting to reach a balance, we could (as I've stated three times now, where all three times you've failed to acknowledge the solution) err on the side of caution, err on the side of the ability not being effective versus it being too effective. This would work because the current status quo (simply using vikings' normal attack to counter colossi) would still be present. If it's not effective, then absolutely nothing in the current game/balance would be disrupted or harmed.


no reason not to add something is not the same as having a reason to add it theres no reason to risk completely imbalancing the game jsut becuase theres no reason to add something, unless theres a good reason to add something its not going in

Show nested quote +
This balance of control is much like the marine-baneling dynamic.


you realise the reason infester/ling is so popular is because Terran have gotten so good at splitting that banelings are pretty much never cost effective at all?

between marine splitting as terran and getting better at focusing on the Blings with tanks blings rarely exist in ZvT anymore


Again, it seems you can't think outside of a dichotomy. Of course, deconstruction necessitates that your post contradict itself if you insist on the dichotomy.

First, you write: "the terran has to make moves that rival the accuracy of open heart surgery and the toss has to make the collosus take 2 steps to the left" (of course, evidence of your clearly dichotomous thinking in that you use such hyperbole - "heat surgery" to describe any task of skill).

Second, you claim (creating the contradiction): "no reason to risk completely imbalancing the game"
If it's so hard for terran as you claim, then it obviously wouldn't imbalance the game. You keep ignoring my point that the implementation would clearly err on the side of making it difficult for terrans.

"there is no middleground" - there is always a middle ground, life isn't black and white. There's still a point where it could be hard to do, but still do-able and rewarding when accomplished. The same logic really applies to any instance of micro in starcraft. Splitting marines (in both sc1 and sc2) operated like this - splitting marines was often helpful in counteracting lurkers, but lurkers obviously did not lose use. Mutalisk and scourge against corsairs operated the same way. Ghosts versus high templars. It goes on and on. In every case, there is a scale of better reward for better micro, ultimately because the micro went both ways. If you had 4 ghosts versus 6 high templar, you coould micro poorly, sniping none of them, and getting completely feedback. If you micro'd slightly better, you could snipe 3 of them but still get feedbacked, perhaps stormed, too. If you micro'd optimally, you would snipe all of them. But that wouldn't defeat the purpose of high templar because high templar can counteract ghosts by control from the other player. As you can see, there's a scale of how successful ghosts are against high templar, and even at the highest end, that success is not imbalanced because the protoss has a dual role in microing versus the terran. It's exactly the same. You're assuming that either the terran fails or the terran succeeds, but there's a mix of the terran failing because the protoss succeeds, or the terran and protoss both damaging each other failing, or the terran succeeding because the protoss failing, or the terran and protoss both micro-ing insanely and producing a stalemate.


you realise the reason infester/ling is so popular is because Terran have gotten so good at splitting that banelings are pretty much never cost effective at all?


Not at all, infestor-ling is so popular because it naturally transitions to late-game ZvT compositions of infestor-BL or infestor ultra, and zergs got better at defending drops without mutalisks.

Dario Wünsch: I guess...Creator...met his maker *sunglasses*
Carson
Profile Joined September 2010
Canada820 Posts
May 06 2012 00:10 GMT
#25
This would be a great idea if there was a 50% chance that the viking would die after completing the loop. (or at least crash, so the pilot could out and shoot a grapple hook into the walker and drop a d-8 charge )
"You have to remember something: Everybody pities the weak; jealousy you have to earn." Arnold Schwarzenegger
Forikorder
Profile Joined August 2011
Canada8840 Posts
May 06 2012 01:03 GMT
#26
First, you write: "the terran has to make moves that rival the accuracy of open heart surgery and the toss has to make the collosus take 2 steps to the left" (of course, evidence of your clearly dichotomous thinking in that you use such hyperbole - "heat surgery" to describe any task of skill).

Second, you claim (creating the contradiction): "no reason to risk completely imbalancing the game"
If it's so hard for terran as you claim, then it obviously wouldn't imbalance the game. You keep ignoring my point that the implementation would clearly err on the side of making it difficult for terrans.

the only way the change could possibly effect the game in any way is bad, since its impossible for it to do good since vikings VS collosus is fine as is then its 99% likely to jsut be the viking version of the Thors cannon with a very very slight chance that someone figures out a way to completely break it

There's still a point where it could be hard to do, but still do-able and rewarding when accomplished.


no there isnt since theres such a huge skill gap between pros and joes either its impossible for the joes to ever pull off and too mcuh effort with not enough reward for the pros or too easy for the pros and doable by the joes

Not at all, infestor-ling is so popular because it naturally transitions to late-game ZvT compositions of infestor-BL or infestor ultra, and zergs got better at defending drops without mutalisks.


Zerg went ling/bane/muta for almost 2 years then all of a sudden pretty much everyone switchs to infester/ling and the few times we do see ling/bane/muta in GSL (like DRGs Ro32 matchs) the Zerg struggles to do anything with it since the Terran can pretty much split perfectly and focus the banes down and they know exactly how to defend muta harass so Zergs took the 2 worthless gas guzzlers (mutas and banes) and put them into something useful (infesters and upgrades) if anything muta/ling/bane transitions better since you already have the spire, already have air upgrades and have the ground upgrades however since Terran can pretty mcuh make mutas and banelings worthless people stopped using them
Shock710
Profile Blog Joined December 2009
Australia6097 Posts
Last Edited: 2012-05-06 03:22:23
May 06 2012 03:22 GMT
#27
the cord goes around the legs? shouldnt it be like a bit higher, cause if its too low then cant the collosus just step over it, i mean it can walk up and down cliffs, its like an AT-AT where it cant jump or something. not really gameplay, more like graphics
dAPhREAk gives Shock a * | [23:55] <Shock710> that was out of context -_- [16:26] <@motbob> Good question, Shock!
Kanil
Profile Joined April 2010
United States1713 Posts
May 06 2012 06:38 GMT
#28
My primary reasoning behind this being a bad idea, it's completely one dimensional. "Vikings should be able to kill Colossus instantly."

The ability is completely useless in the Viking vs Overlord battle, the Viking vs Void Ray battle, the occasional Viking vs SCV battle... it only has an effect against Colossus. No other ability in SC has ever been like that. The only thing that would come close is Lockdown being completely ineffective against Zerg. Certainly, some abilities work better against certain units/races/what have you, but even in unfavorable situations they still do something.

The insta-kill part is also rather unprecedented in StarCraft, but this isn't nearly as much an issue.

I admire you for trying to make the Colossus/Viking interaction more interesting (it's one of the most boring parts of the game) but this idea is just a needless exception. It sounds like a band-aid fix when you can't balance something. (Ultralisk frenzy anyone?)
I used to have an Oz icon over here ---->
Xyik
Profile Blog Joined November 2009
Canada728 Posts
May 06 2012 07:03 GMT
#29
This is a very interesting idea, but like all great ideas balancing will be difficult. Make it too easy to escape the loop and the ability will be useless. Making it easier to pull down colossus would on the other hand make it too easy for Terran.
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
IPSL
16:00
Ro24 Group D
JDConan vs TBD
Aegong vs rasowy
Liquipedia
PSISTORM Gaming Misc
15:55
FSL s10 code S playoffs
Freeedom20
Liquipedia
Ladder Legends
15:00
Valedictorian Cup #1 Qualifier
SteadfastSC63
Liquipedia
WardiTV Map Contest Tou…
11:00
Group D
WardiTV1147
IndyStarCraft 314
Rex97
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 314
LamboSC2 160
Liquid`TLO 111
Rex 97
BRAT_OK 73
SteadfastSC 63
Codebar 39
EmSc Tv 15
StarCraft: Brood War
Britney 67998
Calm 3997
BeSt 534
Mini 455
firebathero 276
Dewaltoss 100
Soulkey 78
Sexy 71
actioN 65
Killer 36
[ Show more ]
Rock 19
zelot 18
yabsab 16
Movie 15
Terrorterran 11
GoRush 11
Hm[arnc] 8
SilentControl 6
eros_byul 1
Dota 2
Gorgc7139
Counter-Strike
fl0m3732
byalli546
Super Smash Bros
Mew2King175
Heroes of the Storm
Khaldor729
Liquid`Hasu420
Other Games
Grubby3095
singsing1999
FrodaN779
Beastyqt673
B2W.Neo406
KnowMe251
Hui .174
XaKoH 170
RotterdaM40
MindelVK14
Organizations
Dota 2
PGL Dota 2 - Main Stream10871
PGL Dota 2 - Secondary Stream3191
Other Games
BasetradeTV1043
StarCraft 2
ComeBackTV 385
EmSc Tv 15
EmSc2Tv 15
angryscii 14
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 23 non-featured ]
StarCraft 2
• EnkiAlexander 46
• Adnapsc2 19
• poizon28 19
• Shameless 17
• LUISG 15
• Reevou 3
• Response 2
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• Kozan
StarCraft: Brood War
• Airneanach54
• FirePhoenix2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Jankos1926
• Nemesis1405
• TFBlade1289
Other Games
• Shiphtur171
Upcoming Events
BSL
2h 18m
StRyKeR vs rasowy
Artosis vs Aether
JDConan vs OyAji
Hawk vs izu
Replay Cast
7h 18m
Replay Cast
16h 18m
Wardi Open
17h 18m
Afreeca Starleague
17h 18m
Bisu vs Ample
Jaedong vs Flash
Monday Night Weeklies
23h 18m
RSL Revival
1d 9h
GSL
1d 15h
Afreeca Starleague
1d 17h
Barracks vs Leta
Royal vs Light
WardiTV Map Contest Tou…
1d 18h
[ Show More ]
RSL Revival
2 days
Replay Cast
3 days
The PondCast
3 days
KCM Race Survival
3 days
WardiTV Map Contest Tou…
3 days
CranKy Ducklings
4 days
Escore
4 days
RSL Revival
5 days
WardiTV Map Contest Tou…
5 days
Universe Titan Cup
5 days
Rogue vs Percival
Ladder Legends
5 days
uThermal 2v2 Circuit
5 days
BSL
6 days
Sparkling Tuna Cup
6 days
WardiTV Map Contest Tou…
6 days
Ladder Legends
6 days
Liquipedia Results

Completed

Escore Tournament S2: W3
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.