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On May 14 2012 15:03 summerloud wrote: i would remove colossus and marauder and rework the roach (smaller, less HP, 1 supply) and also the hydra (smaller, less HP, 1.5 supply)
i think it would be awesome to give back zerg their swarmy feeling
My feelings exactly. At one point in beta, hydra was hatch tech and roach was lair tech. I think that's the way it should be.
Protoss needs a serious reworking in Legacy or even hots.
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I don't play protoss, but I think sentry needs removed big time. It's like they're INCREDIBLY POTENT with a ton of forcefields, and equally weak without them if using the same unit comp. Forcefields specifically just need removed or seriously tweaked, because they seem to have too much of an extreme effect on engagements.
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I love that some people in this thread actually defend the colossus,what the fuck is the world coming to. This unit represent all that is wrong with starcraft 2,it's the pillar of the "death ball" theory. When you make colossus they can't function on their own,so the units that you make serve as a front line meat shield for the colossus to do damage from the back,so not only does it encourage you to make a "death ball",it snowballs over to the other races because in order for terran to beat it they need to make a cloud of vikings,a death ball of their own to beat it,same with zerg. All you get in the end is 2 clouds of units killing each other and who comes out on top after the engagement is basically the winner. The funny thing actually in PvT,which I agree with is really hard for terran,when a protoss that has mastered no colossus PvT with templars,decides to do a massive late game colossus switch and just rolls the terran. I'm pretty convinced that if you would remove the colossus today and put nothing in its place until HotS protoss players that aren't scrubs and learned to use templars would be perfectly fine.
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Sentry but since the protoss race is probably balanced around that little trouble maker it will never even be considered for removal.
Other than that, Colossus since it is so freaking boring.
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useless thread filled with balance whine. most people vote for units thiey dislike playing againts. medivac? seriously? it makes terran play much more dynamic sentry, baneling are ne of the best additions to the game. marauder concussive is micro rewarding. replacing reavers for collossus would be destroying the game just because you liked that unit from bw. its. not. the same game.
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Colossi is my answer also, its just too conveniently effective against everything and its cliff-walking gimmick only ended up making the unit easier to micro in regular battles.
I like my siege units effective but clunky and difficult to control, good examples of this are reavers and siege tanks. Colossi are just effective.
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On May 14 2012 12:58 calgar wrote: I'm not sure I really understand all the colossus hate. Can someone try and explain how it is more generic than the rest of the units in the game?
The way I see it - it has the unique cliffwalking mechanism and no other unit in the game has that. Doesn't that bring some variety? Doesn't the whole colossus-forces-anti air counters like vikings/corruptors meta game add a little depth to the strategy in the match up? How is this less generic than the marauder or roach?
Reapers..
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Reminder, this poll is not about "what unit is the most imbalanced" or anything like that.
It is more about "which unit is the least fun to use/see used, both as a player and as a spectator", leave your balance babble out of the door, please.
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As i am not a protoss player, i would be very happy to see the colossus removed.
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On May 14 2012 12:56 Luepert wrote: Damn, why so much colossus hate?
It's because the Collossus does not follow enough of the key rules that every other siege unit must obey.
A properly balanced siege unit must adhere to at least two of the following rules:
1) vulnerable and limited ability to fend for itself should enemy close distance 2) slow and/or clumsy to manuever 3) require "setup time" in order to make use of its siege attacks
Siege Tank:
1) enemy closes distance? it's over 2) sort of clumsy but for the most part stays in formation with your marine army 3) obviously lengthly setup time, AND requires a spotter for maximum range
Brood Lord
1) Pray that no anti-air closes distance, esp marines 2) slow as hell to get across the map 3) needs to morph from initial corrupter form
Collosus
1) Lances nail ground units regardless of distance, no friendly splash 2) fairly mobile and can stay together reasonably well with the deathball AND cliffwalks 3) what setup time? oh, and due to its height, is a spotter
Contrast that, vs the good ol' Reaver:
BW Protoss Reaver:
1) AoE ground attack nails incoming units, but has slow cooldown 2) god awful mobility, all but necessitating a shuttle to move it around 3) required player to queue up scarabs
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On May 14 2012 15:15 HaXXspetten wrote: Remove Colossi and add Reavers. Problem solved.
I would also like to see some sort of creative remake for Marauders, as well as something that increases the skill cap for Mutalisk useage.
I agree for the marauder and muta change. Well mutas should be taken out completely. They require less skill then infesters. As a Terran player I'd like to say that colossi are EASILY countered. Mutas are a huge problem though. They are fast do splash and cheap and easy to build.
As for the marauder I'd like to see them take away concussive shells. Other than that the marauder is perfectly balanced.
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Clearly sc2 general should be balancing this game
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United States13896 Posts
Wow. A poll thread that made it to 10 pages. Should get some sort of medal.
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