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With the Reav... err... Disruptor filling in the role the Colossus once had, i think its time to give one of the (rightfully) most hated units in SC2 a new role.
I have two, not necessarily exclusive, suggestions - each creating a unique role for the Colossus:
1) Give Colossus a deployable "attack ground" ability instead of a normal attack
With new zone control units like the Liberator or the Lurker for Terran and Zerg, Protoss could use a unit to fill this role as well.
Make the Colossus attack a deployable ability that constantly burns ground in a line in front of the Colossus, just like its attack does now, but with higher damage output. The ability would take a few seconds to deploy, just like a Siege Tank sieging.
This way, Colossus becomes a strategic unit to control choke points, and we have another dodgeable attack in the game, which is always a good way to create new micro abilities.
2) Make Colossus only attackable by anti-air attacks
This kind of makes sense lore-wise, with the Colossus being huge and all, and also gives it a distinctly different role than the Disruptor, since they would require different units to counter them.
Of course, this change would require tweaks in damage/hp as well in order not to make Colossi overpowered.
Poll: Would you like to see one or both of these changes implemented?No, both changes suck. (63) 73% Only change 1) makes sense. (14) 16% Yes, both changes are awesome and would work well together. (5) 6% Only change 2) makes sense. (4) 5% 86 total votes Your vote: Would you like to see one or both of these changes implemented? (Vote): No, both changes suck. (Vote): Yes, both changes are awesome and would work well together. (Vote): Only change 1) makes sense. (Vote): Only change 2) makes sense.
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Please no more gimmicks on protoss.
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I would rather like the collosus to have an anti-air attack, since none of the robo units has that.
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The new role of the unit should be to go back to War of the Worlds and chase Tom Cruise around.
At some point it is either fine to just leave a unit as hardly used or remove it from the game. Who ever liked this unit? Who ever liked using this unit or playing against this unit? Good riddance, happy to see it's role being moved to irrelevant.
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On August 21 2015 20:23 Psychopomp wrote: Please no more gimmicks on protoss.
How would the zone control idea be a gimmick?
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I think your first idea is hitting upon a good idea, but I dislike keeping the line-based splash damage, as I think that's part of the problem with the unit. It actively punishes good concaves and forces a specific type of positioning that's not always very intuitive or fun for the opponent.
On August 21 2015 20:37 FLuE wrote: The new role of the unit should be to go back to War of the Worlds and chase Tom Cruise around.
At some point it is either fine to just leave a unit as hardly used or remove it from the game. Who ever liked this unit? Who ever liked using this unit or playing against this unit? Good riddance, happy to see it's role being moved to irrelevant. The majority of my casual friends play Protoss specifically because they adore the Colossus. If you spend all your time on TL and reddit/starcraft, you may be fooled into believing that hating the Colossus is the norm and that no one actually likes it, but few things could be further from the truth. If you take out the Colossus entirely, you'll end up driving away fans.
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Just flip the attack area by 90° so it becomes a vertical line instead of an horizontal line similar to the sc2 alpha.
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remove colossus buff archon
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It seems your first suggestion relies entirely on the implementation of the second, which perpetuates a dynamic which already exists with the Colossus and is detrimental to the game. A unit which is only countered (either generally or literally) by a single unit creates a dynamic whereby certain unit compositions are forced just to deal with the strength of another unit. This is the reason PvT has been unchanged since WoL beta.
The Colossus was just a poorly designed unit which is now something of a necessity for Protoss to deal with mass bio or Roach/Hydra. It's an a-move unit (AKA extremely limited micro potential and near-maximum damage output from simply a-moving) with splash, which is laughably deplorable design for an RTS. It should have never been implemented, and should just be replaced with a splash unit with better micro potential and less hard-counter requirements, something like the Reaver which operates more like a Baneling in that it can be minimized through splitting and requires attention from the Protoss player to make efficient.
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Do you understand the 2) makes it just a retarded capital ship? Protoss has quite a number of these already.
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Option 1 makes sense. Give colossus the liberator "zone focus" ability. Adjust stats/attack appropriately. In fact it is much better having that zone thing implemented on a land unit like the colossus than an air unit that can endlessly abuse terrain.
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Just remove it, I don't think it really serves a purpose with a more robust gateway army and the disruptor added in.
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No, both changes suck.
What the colossus needs is either one of the nerfs reverted or a reduced price. There is zero reason to get a colossus for the current price when you can get a disruptor for less than that.
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On August 21 2015 20:54 IeZaeL wrote: Just flip the attack area by 90° so it becomes a vertical line instead of an horizontal line similar to the sc2 alpha.
I agree with that, it would be much more interesting.
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I'm pretty sure, even in the worst case, a guy with an ax can start hacking away at the legs of the colossus.
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I think the suggestion (in another thread) of making Colossus +bio and Disrupter +mech would be an interesting one. It would differentiate them (although there would be some Archon overlap for the Colossus, but the Archon attacks air.)
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Hmm.. The Colossus characteristics are being the tallest unit on the battlefield and having those long thin spider legs. Maybe it could be reinvented as some kind of spotter/map-controll unit? Give it a huge sight-range and make it quite a bit faster. It can skirmish around the map overwatching big areas. If it's with your army it protects you from being surprised by flanks, spots tanks, sees where his units are clumped up and so on... It's Lasers would have to be redesigned to something else of course, maybe like a low demage/big splash Corsair-style ground to ground attack.
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On August 24 2015 12:11 FIENCHEN wrote: Hmm.. The Colossus characteristics are being the tallest unit on the battlefield and having those long thin spider legs. Maybe it could be reinvented as some kind of spotter/map-controll unit? Give it a huge sight-range and make it quite a bit faster. It can skirmish around the map overwatching big areas. If it's with your army it protects you from being surprised by flanks, spots tanks, sees where his units are clumped up and so on... It's Lasers would have to be redesigned to something else of course, maybe like a low demage/big splash Corsair-style ground to ground attack.
i like this suggestion, more than my own actually, but i think it might be overpowered.
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On August 25 2015 22:07 summerloud wrote:Show nested quote +On August 24 2015 12:11 FIENCHEN wrote: Hmm.. The Colossus characteristics are being the tallest unit on the battlefield and having those long thin spider legs. Maybe it could be reinvented as some kind of spotter/map-controll unit? Give it a huge sight-range and make it quite a bit faster. It can skirmish around the map overwatching big areas. If it's with your army it protects you from being surprised by flanks, spots tanks, sees where his units are clumped up and so on... It's Lasers would have to be redesigned to something else of course, maybe like a low demage/big splash Corsair-style ground to ground attack. i like this suggestion, more than my own actually, but i think it might be overpowered.
Well, it all Depends on the DPS. Give the Colossus a bit more of punch (20-25) like the old design, but increase weapon cooldown drastically, and you have a more positional unit, with extra vision.
I've always thought that Colossus should have 2 modes to be interesting: Spider mode (ground only, no splash, fast movement, dynamic, good early game skirmisher) and Colosi mode (positional, high vision, vulnerable to AA, slower, high damage with AoE). Otherwise, pre-range Colossi are very useless.
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Czech Republic12129 Posts
On August 25 2015 22:14 JCoto wrote:Show nested quote +On August 25 2015 22:07 summerloud wrote:On August 24 2015 12:11 FIENCHEN wrote: Hmm.. The Colossus characteristics are being the tallest unit on the battlefield and having those long thin spider legs. Maybe it could be reinvented as some kind of spotter/map-controll unit? Give it a huge sight-range and make it quite a bit faster. It can skirmish around the map overwatching big areas. If it's with your army it protects you from being surprised by flanks, spots tanks, sees where his units are clumped up and so on... It's Lasers would have to be redesigned to something else of course, maybe like a low demage/big splash Corsair-style ground to ground attack. i like this suggestion, more than my own actually, but i think it might be overpowered. Well, it all Depends on the DPS. Give the Colossus a bit more of punch (20-25) like the old design, but increase weapon cooldown drastically, and you have a more positional unit, with extra vision. I've always thought that Colossus should have 2 modes to be interesting: Spider mode (ground only, no splash, fast movement, dynamic, good early game skirmisher) and Colosi mode (positional, high vision, vulnerable to AA, slower, high damage with AoE). Otherwise, pre-range Colossi are very useless. Exactly, I always thought about Colossus the same way as they are shown in horror movies/or in ME :D/. You see the weapon armoring itself, preparing for launch and then deadly lazorz come out and kill anything. The current Colossus has too fast attack speed, IMO.
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On August 25 2015 22:14 JCoto wrote:Show nested quote +On August 25 2015 22:07 summerloud wrote:On August 24 2015 12:11 FIENCHEN wrote: Hmm.. The Colossus characteristics are being the tallest unit on the battlefield and having those long thin spider legs. Maybe it could be reinvented as some kind of spotter/map-controll unit? Give it a huge sight-range and make it quite a bit faster. It can skirmish around the map overwatching big areas. If it's with your army it protects you from being surprised by flanks, spots tanks, sees where his units are clumped up and so on... It's Lasers would have to be redesigned to something else of course, maybe like a low demage/big splash Corsair-style ground to ground attack. i like this suggestion, more than my own actually, but i think it might be overpowered. Well, it all Depends on the DPS. Give the Colossus a bit more of punch (20-25) like the old design, but increase weapon cooldown drastically, and you have a more positional unit, with extra vision. I've always thought that Colossus should have 2 modes to be interesting: Spider mode (ground only, no splash, fast movement, dynamic, good early game skirmisher) and Colosi mode (positional, high vision, vulnerable to AA, slower, high damage with AoE). Otherwise, pre-range Colossi are very useless.
i would be careful with increasing its DPS again, else it becomes a deathball unit again. if you really want to increase damage per shot, attack ratio would have to be heavily nerfed.
with the proposed buff to vision range, a single colossus might be a useful addition to an army, while more than that is a waste of resources.
one more downside to the vision change that just occured to me: hallucinations of colossi would prolly have to be made much more expensive or eliminated altogether
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