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Active: 2200 users

Reaver VS Colossus

Forum Index > Closed
Post a Reply
1 2 3 4 5 6 7 Next All
internetwarrior
Profile Joined February 2010
32 Posts
March 02 2010 18:58 GMT
#1
You can guess which way I'm swinging. But I'm curious how many misguided souls actually want to defend the poor Colossus (other than trolls).

[image loading]

Poll: Reaver VS Colossus
(Vote): Iconic SC unit with original gameplay mechanics.
(Vote): Generic Tripod-like laser shooter you could find in any RTS with bad animation.
Assault_1
Profile Joined April 2009
Canada1950 Posts
March 02 2010 19:01 GMT
#2
wow, this poll isn't biased as hell
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
March 02 2010 19:01 GMT
#3
hahaha what an objective post you got going there!
"trash micro but win - its marine" MC commentary during HSC 4
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
March 02 2010 19:01 GMT
#4
I think it's fine except it should be slowed down
FusionCutter
Profile Joined October 2004
Canada974 Posts
March 02 2010 19:02 GMT
#5
Reaver Micro wouldn't really fit in 'style' of SC2... maybe if it had autobuilding scarabs? And you're kinda biased when you call the reaver "iconic".. many units in SC1 were 'iconic', yet got buffed.
Puosu
Profile Blog Joined April 2007
7012 Posts
March 02 2010 19:03 GMT
#6
Its a boring replacement to a very creative unit that has been considered to be one of the funniest unit of SC ever, I can't think many people can seriously defend colossus here. :/

I believe Blizzard is saving lurker, reaver and vulture for the first expansion, they can't seriously be taking them out just like that knowing they're some of the most liked units ever.
wintergt
Profile Joined February 2010
Belgium1335 Posts
March 02 2010 19:03 GMT
#7
I wish people would get over their nostalgia angst already.
here i am
internetwarrior
Profile Joined February 2010
32 Posts
March 02 2010 19:04 GMT
#8
Is anyone actually saying the Colossus walking animation (including going up and down cliffs since it's exactly the same) doesn't look bad?
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
March 02 2010 19:04 GMT
#9
Let's just have both and move Immortal to Gateway where it rightly belongs (because it ain't fucking robotic in the first place).
You want 20 good men, but you need a bad pussy.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
March 02 2010 19:04 GMT
#10
On March 03 2010 04:04 internetwarrior wrote:
Is anyone actually saying the Colossus walking animation (including going up and down cliffs since it's exactly the same) doesn't look bad?

It's ok.
You want 20 good men, but you need a bad pussy.
internetwarrior
Profile Joined February 2010
32 Posts
March 02 2010 19:05 GMT
#11
And is anyone actually saying you couldn't find a Tripod lookalike shooting lasers in just about ANY future themed RTS? I just fail to see where the Colossus is interesting in any way shape or form. Or how it's a good replacement for the reaver.
internetwarrior
Profile Joined February 2010
32 Posts
March 02 2010 19:06 GMT
#12
On March 03 2010 04:04 BluzMan wrote:
Show nested quote +
On March 03 2010 04:04 internetwarrior wrote:
Is anyone actually saying the Colossus walking animation (including going up and down cliffs since it's exactly the same) doesn't look bad?

It's ok.


You're being nice. Everytime I see one of those things going up and down cliffs I feel like I'm back to 2d graphics because it looks so wrong.
Icx
Profile Blog Joined November 2009
Belgium853 Posts
March 02 2010 19:08 GMT
#13
On March 03 2010 04:04 BluzMan wrote:
Let's just have both and move Immortal to Gateway where it rightly belongs (because it ain't fucking robotic in the first place).


So you honestly think that warping in multiple Immortal's (depending on your gates) in almost no time is a good idea... ?


Anyway, ontopic.

I actually like the colossus, because it's something new and refreshing.
But at the same time I miss the reaver so much.

In the end if I had to choose between the two I would pick the reaver, but I don't think blizzard is ever just gonna patch the colossus out to put the reaver back in, that's just wishfull thinking.
FusionCutter
Profile Joined October 2004
Canada974 Posts
Last Edited: 2010-03-02 19:10:40
March 02 2010 19:09 GMT
#14
I'm just speculating, but perhaps the reaver was too 'random' for the SC2 designers tastes. They wanted the game to be 100% skill based, (hence they removed the 50% chance up hitting uphill mechanic). Reavers were fun to watch because they we're tense and you never knew how many SCVs you could blow up. But I think they wanted to remove this element of unpredictability, similar to spider mines, to make the game 100% skill based, rather than something like, say 95%.

Since you are so reaver nostalgic, here you go..

+ Show Spoiler +
[image loading]
Niten
Profile Blog Joined October 2009
United States598 Posts
Last Edited: 2010-03-02 19:11:39
March 02 2010 19:10 GMT
#15
If reavers and colossus are what you want to talk about; fine, do it, but at least bring more to the thread instead of sc1 nostalgia (or make that explicitly what it's about).

And people who are open to new units are not "misguided souls" anymore than you are blinded by nostalgia.
Korra: "Ok, I know that I'm not good at emotions, but that's what Tenzin's gonna teach me, right? He's gonna teach me to be happy and gentle and spiritual, and the rest of that bullsh**t."
theqat
Profile Blog Joined March 2008
United States2856 Posts
Last Edited: 2010-03-02 19:14:18
March 02 2010 19:13 GMT
#16
On March 03 2010 04:09 Liquid_Turbo wrote:
I'm just speculating, but perhaps the reaver was too 'random' for the SC2 designers tastes. They wanted the game to be 100% skill based, (hence they removed the 50% chance up hitting uphill mechanic). Reavers were fun to watch because they we're tense and you never knew how many SCVs you could blow up. But I think they wanted to remove this element of unpredictability, similar to spider mines.


Another way of thinking about it is that they could easily have programmed Scarabs to hit the thing you targeted 100% of the time in SC2, but that would go against the historic spirit of the Reaver and would result in a balance nightmare--how much damage should a Reaver who can actually hit 100% of the time do? How fast should it move? How much health should it have? In any event it would be a much less exciting unit.

Intentionally making Scarabs buggy might be really difficult (see: the trouble they've had with Muta stacking) and would probably result in a balance nightmare, too. It's better that we've moved on.
internetwarrior
Profile Joined February 2010
32 Posts
March 02 2010 19:13 GMT
#17
Nostalgia nostalgia nostalgia..
That is your only argument here?
I'm looking for one good reason why we should replace a good unit with generic crap that is in every other RTS, and also happens to walk around like it has a robotic stick up its behind.

In other words, sure replace the Reaver, just find a better excuse to can it than the failure that is the Colossus.
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
March 02 2010 19:16 GMT
#18
Voted collosus, just because it looks cool, it is fun unit (just like reaver), maybe not funnier than reaver but since you put this poll so biased i didn't want cool unit to look stupid.
On_Slaught
Profile Joined August 2008
United States12190 Posts
March 02 2010 19:16 GMT
#19
Reavers weren't a "common" unit in BW. Colossus get used a lot more often and spice up games. Nostalgia is never an argument for why something should be kept either. Mechanics and gameplay are the only valid arguments.
Polis
Profile Joined January 2005
Poland1292 Posts
Last Edited: 2010-03-02 19:21:13
March 02 2010 19:18 GMT
#20
On March 03 2010 04:09 Liquid_Turbo wrote:
I'm just speculating, but perhaps the reaver was too 'random' for the SC2 designers tastes. They wanted the game to be 100% skill based, (hence they removed the 50% chance up hitting uphill mechanic). Reavers were fun to watch because they we're tense and you never knew how many SCVs you could blow up. But I think they wanted to remove this element of unpredictability, similar to spider mines, to make the game 100% skill based, rather than something like, say 95%.


They should remove fog of war then. How many worse players had won becouse of some supper luck in the uphill miss chance? It is a made up problem.
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