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[A] Starbow - Page 470

Forum Index > SC2 Maps & Custom Games
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Hider
Profile Blog Joined May 2010
Denmark9376 Posts
December 04 2013 23:33 GMT
#9381
I tested some other units aswell. The relationship seems to be intact no matter what, All macro mechanics now have potential to boost army production by the same % value, if players use macro mechanics non-stop.


Yeh - I think the main problem here arises when protoss tries to go for range-research before they throw down an expo when a terran player goes FE into double OC. That gives the terran player a stronge economic advantage. So my theory is that the game becomes more balanced if webuff range-upgrade builds (by reducing research time).
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-12-04 23:53:36
December 04 2013 23:36 GMT
#9382
@Stalker vs mech

I think its hard to get a ground harassing unit become useful vs mech, especially since I intend to keep Terran mech as it is. (Since I try to stick with BW balance as much as possible to avoid myself from going insane.) Spider mines + Siege tanks dominate hard vs ground. I remember you had some shield idea a couple of months ago. I played around with it in the editor recently but I did not feel satisfied with it. Hmm..

Then I thought that Stalkers can be more of a niche unit. They will probably not see much play vs mech. P has Sentinels as a new way to harass vs mech play. Perhaps can Blink Stalkers be useful vs this new version of Spider mines, since they can do some shenadigans to dodge/steer them. Blink into Tanks might also be something that can happen sometimes?

@Colossus

I will try to look more into the editor and see what can be done with it, in terms of micro control. It is ofc questionable if the unit should be in the game at all. I would prefer one more Robotic unit in the game, especially a mid-game unit. But we kinda lack models - its either some kind of Sentry, the Colossus or the Immortal. (They are units who can quite naturally fit into the structure.) And the reason is ofc that Protoss is very much like BW Protoss. I would prefer if each race had something new to explore and play around with. Both Zerg and Terran have new toys that I think fit into the game well: Marauder, Reaper, Banshee, Viking, Baneling, Roach, Queen, Viper, plus some minor things.
Protoss has the Sentinel + Warp in, but thats kinda it. Almost everything else is BW.


@PvT early game

I need to understand the problems better before I change anything. But if there is imbalances related to the fact that Terran can safely go double CC into double Orbital Command for a great macro boost.. one easy approach could be to just lower the starting energy of the macro structures. It gives less immediate impact. Rather a long term advantage. Thus its more dangerous to play greedy early.

But I am also reluctant to do too much detail balance work, especially regarding things who has with build order choices to do, since we are a small player pool. When Sbow is released, further balance patches will surely need to be released aswell. (And we can hopefully get more games from a larger player pool.)
Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9376 Posts
December 04 2013 23:41 GMT
#9383
I need to understand the problems better before I change anything. But if there is imbalances related to the fact that Terran can safely go double CC into double Orbital Command for a great macro boost.. one easy approach could be to just lower the starting energy of the macro structures. It gives less immediate impact. Rather a long term advantage. Thus its more dangerous to play greedy early.


He gets tanks earlier due to the ability to switch techlab on barracks with factory. Alternatively, we can increase BT of factory to take into account that terran players are "supposed" to use the barrack-switch trick.
Hider
Profile Blog Joined May 2010
Denmark9376 Posts
Last Edited: 2013-12-04 23:58:30
December 04 2013 23:45 GMT
#9384
I will try to look more into the editor and see what can be done with it, in terms of micro control. It is ofc questionable if the unit should be in the game at all. I would prefer one more Robotic unit in the game, especially a mid-game unit. But we kinda lack models - its either some kind of Sentry, the Colossus or the Immortal. (They are units who can quite naturally fit into the structure.)


I think its fine right now. My two problems with it are simply related to micro/control-issues and not whether it has an important role in the game or not (which I believe it does).

I think its hard to get a ground harassing unit become useful vs mech, especially since I intend to keep Terran mech as it is. (Since I try to stick with BW balance as much as possible to avoid myself from going insane.) Spider mines + Siege tanks dominate hard vs ground. I remember you had some shield idea a couple of months ago. I played around with it in the editor recently but I did not feel satisfied with it. Hmm..


If it should have a role in the gamevs mech, then it should be possible for a small group of Stalkers to pick upf 1-3 isolated Siege tanks that are A) defending an important location, B) Defended by a wall-off/semiwall (so zealots can't engage them) off and C) Has turrets around them (so sentinels, warp prism can't engage)

For instance the two tanks that I (and every BW terran) position on the 3rd on FS. Protoss can't really engage that position before they have Arbiters. If Stalkers somehow got an ability that allowed it to avoid taking damage from Siege tanks before they blinked on top of the Siege Tanks, then it could be very usefull in those situations.


Stalker upgrade suggestion
1) Make blink normal and remove the blink-buff from twilight and replace it by a benign-ability
2) Benign has a duration of 3-4 seconds and a 1 minute cooldown
3) When activated, the Stalker can't attack (this means that it doesn't become too powerfull during battles)

By activating benign at just the right time (before the stalkers get into siege tank range), it becomes possible for the protoss player to get closer into range of the Siege Tanks before the terran player realizes he manually has to target fire them. If the terran isn't quick enough, then the protoss player can blink 5-6 stalkers on top of the Siege tanks and kill them off. This allows the Stalkers to do something that no other protoss unit can (break that postion efficiently).
If it works as intended, then it will give the Stalker a (small) but aggressiev-oriented role in TvP mech that good protoss players can take advantage off.

Foxxan
Profile Joined October 2004
Sweden3427 Posts
December 05 2013 01:34 GMT
#9385

Zealot + Zerglings miss a lot, and it seems to yield lot of frustration. I will try to look into it in the editor and see what I can do.

If i know bw correct, everytime a unit starts his attack animation he hits his attack. Look at thor, in starbow. If it was broodwar, he should hit his attack even if you move the dragoons back.

Lets take zerglings versus zealot as an example, the zergling in starbow starts his attackanimation on the zealot, but he backs off, and it makes the zergling miss his attack 100%. If this was broodwar, the zergling would still do his damage to him(not miss)

The only time they miss, is if they cant finish their attackanimation. Slowzerglings against probe for example in broodwar.
If iam wrong, someone correct me



SPIDERMINES
+ Show Spoiler +

Spider mines
They are much, much better this way, with the castrange of 2 (the vulture)
Now protoss fears the vultures which is very good obviously for the matchup.
However, the new missiles are probably broken. They have 10range, and any unit can only trigger total of 3.

In broodwar, any unit can trigger how many spidermines as possible before he dies.
I would like to see a castrange of 1 on the vulture(letshope it works, so they still plant consistently, atleast try 1.5 range), and see how it works.

The A.I is also a problem here, if they dont have same A.i prio as a unit, its very hard now to clear mines in battle.
Now iam not sure if the a.i on them is the same while they are on the ground. If they aint, thats also a problem.
How on earth can you manual target 25spidermines?
It also increases the zealot micro, if the a.i is the same.


PvT early game
The techlab switch. Building a techlab in broodwar, was 36 seconds.
So with liftoff, which takes 2seconds. Lets call it 33seconds just to be safe.
(The barack builds the techlab, and lifts off. Now when a factory is done, he lifts off and lands on the techlab)

It makes terran, in many circumstances have the siegetank out 33seconds faster than in broodwar. They can also start their siegeupgrade 33seconds earlier (although, the upgrade is increased but only by 20~ seconds)

So its a double buff here. At the same time, if terran uses it on additional factories=Even more tanks than in broodwar.
This means, they have more tanks and MORE safety against everything protoss do.

CB vs SCV calldown
+ Show Spoiler +

CB vs SCV calldown
scv calldown: 25energy, 30second cooldown

CB: 15energy, 50% for 20seconds

Just on paper, it looks to be much stronger here, the scv calldown.

It takes 20seconds to regenerate 12.5 energy.
So each time protoss uses CB, he will have 12.5energy back from the 15spent when the CB is done.

It takes 30seconds to renegerate 18.6~ energy
Each time terran uses SCV calldown, he will have 18.6~ energy back from the 25spent when the calldown is done.

This means, terran can use their energy much faster=more economy. Am i wrong here?
Dont forget. SCV calldown is also 5energy cheaper.



So i just timed it with IRL seconds.
It takes 12.5 seconds to produce a worker with no eco boost.

With CB, it takes 8.5~ irl seconds to build a probe.
So each 17 irl seconds=two probes

Lets look at SCV calldown.
So they get one instant scv immediately, and then, the second scv 12.5 seconds later.
Two scvs=12.5seconds
And the first one comes instant(3~seconds till it can start to mine?)
------------------------------
Terran produces 3workers=12.5+12.5=25seconds
Protoss produces 3workers=8.5+8.5+8.5=25.5seconds

With eco booster, and irl seconds.
All in all, protoss plays catchup with worker count. Sure, its pretty even in how many they both can make. But income wise terran gets the lead quite big, take note this is only from one command center.
For each base, the income gets bigger for terran.

Also. With the techlab trick which makes terran 100% safe to everything? He can in safety just go pure eco boosters and not be afraid to die while toss, is playing chicken with himself all the time if he goes eco booster 100%


NOTE: two CB lasts 3.5 worker count, since it is 5energy more expensive it kinda even itself out i presume.



Foxxan
Profile Joined October 2004
Sweden3427 Posts
December 05 2013 01:49 GMT
#9386
Also one more important thing here.

In broodwar, terran wanted to unlock his scan.
This made them lose two workers in buildtime, while protoss and zerg never lost any workers in buildtime cuz they didnt have any upgrades like this.


And why do you nerf protoss so much?
Arbiter recall is useless, iam serious, you think against a good terran he will ever land a recall?
Its not like the arbiter when using recall benefits from smart casting either since he usually moves them individially to recall.

Statis, has casttime to.
High templar storm nerfed.
Reaver is nerfed.
Cannons nerfed
and arbiter

Carriers, are useless to since they cant micro like in bw

If the miss-attack things gets fixed, zerg will get better with their lings alot.
So zvp might look quite different actually.

Also, the 7% nerf across the board in movement speed and attackspeed makes rushes much harder now(i assume the map is kinda adapted to the normal movementspeed), also its a buff to siegetanks.
On top of this, why do siegetanks have 13range? Terran has the most cost effective units in the entire game.
Protoss tier3 is the best tech in the game.

Its kinda "balanced" like that
Hider
Profile Blog Joined May 2010
Denmark9376 Posts
Last Edited: 2013-12-05 08:29:11
December 05 2013 08:09 GMT
#9387
Arbiter recall is useless, iam serious, you think against a good terran he will ever land a recall?
Its not like the arbiter when using recall benefits from smart casting either since he usually moves them individially to recall.


Recall has cast-time? Lol, that definitely has to be removed

Statis, has casttime to.


What is the best way to replicate the stand-still thing from BW?

also its a buff to siegetanks.


Siege tanks attack speed is reduced by 7% as well, which mean that they fire the same amount of shots as previously.

Reaver is nerfed.


How has the Reaver been nerfed? Further, we must also remember that the Collosus (once finished) too some extent is supposed to compensate for some of these nerf.
Hider
Profile Blog Joined May 2010
Denmark9376 Posts
Last Edited: 2013-12-05 08:29:44
December 05 2013 08:20 GMT
#9388
CB gives the protoss player 0.0378 "workers" per energy spent.
Scv calldown gives the terran player 0.04 workers per energy spent.

So in that regard, both are pretty even. Its true, however, that terran get a head-start. However, I thought that was taking into account by making OC take longer to research than Nexus upgrade. Has that been reversed?


It makes terran, in many circumstances have the siegetank out 33seconds faster than in broodwar. They can also start their siegeupgrade 33seconds earlier (although, the upgrade is increased but only by 20~ seconds)


Its worth taking into account that the lift-off + lift down proces probably takes 7-8 sc2-seconds, which makes siege tech come out only 5 seconds faster.

Further, the fact that terran isn't producing anything out of the barrack also has an ambiguous effect on balance since its very possible that the protoss player can walk past bunkers and abuse Rift if terran only has 2 Marines inside the bunker
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-12-05 08:50:32
December 05 2013 08:50 GMT
#9389
On December 05 2013 10:34 Foxxan wrote:
Show nested quote +

Zealot + Zerglings miss a lot, and it seems to yield lot of frustration. I will try to look into it in the editor and see what I can do.

If i know bw correct, everytime a unit starts his attack animation he hits his attack. Look at thor, in starbow. If it was broodwar, he should hit his attack even if you move the dragoons back.

Lets take zerglings versus zealot as an example, the zergling in starbow starts his attackanimation on the zealot, but he backs off, and it makes the zergling miss his attack 100%. If this was broodwar, the zergling would still do his damage to him(not miss)

The only time they miss, is if they cant finish their attackanimation. Slowzerglings against probe for example in broodwar.
If iam wrong, someone correct me



It was Decembersclam who added the possibility for zealots and zerglings to miss. I am pretty sure he did so to increase counter-micro and because it was the same in BroodWar. This was at the time we tried to replicate everything in BroodWar. Dec, feel free to correct me here. Dec would show me stuff he was working on and it was always to replicate BroodWar.

Kabel, I would not try to chance this without consulting Decmebersclam first.

Alos, I'll let my cusine know that we want the temple to be more "O" shaped.
aka KanBan85. Working on Starbow.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-12-05 08:57:14
December 05 2013 08:57 GMT
#9390
@Stalker

Stalkers might indeed become useful as a way to engage smaller mech position in a way that no other Protoss units can.
I played around with the ability you describe a couple of weeks ago. (I love benign things :D) It feels too messy with 2 abilities on a simple unit? (Thats why I tried to combine them, so Blink gave a small benign buff, to allow the Stalker to get into positions or do hit-and-run attacks better. But it feels a bit odd.)

@Attack animation for Zergling + Zealot

I will write to Dec and ask for advice on how to improve it.

@Spider mine

I will look at the AI + some other things.

@Scan

Might need to be fine-tuned further. Keep in mind that each used Scan gives Terran less energy to boost his production via Overchage or Calldown SCV.

@Nerfing Protoss
+ Show Spoiler +
And why do you nerf protoss so much?
Arbiter recall is useless, iam serious, you think against a good terran he will ever land a recall?
Its not like the arbiter when using recall benefits from smart casting either since he usually moves them individially to recall.

Statis, has casttime to.
High templar storm nerfed.
Reaver is nerfed.
Cannons nerfed
and arbiter

Carriers, are useless to since they cant micro like in bw


Recall cast time is too long yes. But when it was instant, it was bad too. Maybe 1.5 seconds is enough, instead of the 3 seconds we use now.

Stasis Field has cast-time of 1 second yes. That is the best solution I have found to replicate the delay in BW.

Storm got nerfed because all units movement speed got nerfed. It is probably one of the spells that benefits most from smart cast. Storm became 15% slower, all units 7% slower. If its too bad, its easy to speed it up a tiny bit more.

Reaver damage has been reduced from 100 to 80 for a long time. They can still 2-shot all important units from BW: Tanks, Lurker etc. And 1-shot Hydras, Vultures, Workers..
I reduced it mainly for PvP. Now Reavers 3-shot Dragoons. (Since they start with 1 armor.) Does not dominate as hard.
In return, Reaver range got increased by 1. And the AI is much smarter in Sbow, compared to BW.

Cannon attack speed is slower than BW cannons. But if Chrono boost is used, they become much stronger. And I find that dynamic interesting. If we use pure BW Cannons with Chono boost on top of that, and Nexus with Rift, lategame Warp in, all of this is a giant boost to protoss defence,

Arbiters. Why are they nerfed?

Carriers are not nerfed by my intention. I just can´t get the important micro to work.

Siege Tanks have 13 range because I thought they had it too in BW. I found out one-two days ago they only have 12. I have not just fixed that in Sbow yet.



Creator of Starbow
Foxxan
Profile Joined October 2004
Sweden3427 Posts
December 05 2013 09:48 GMT
#9391
So in that regard, both are pretty even. Its true, however, that terran get a head-start. However, I thought that was taking into account by making OC take longer to research than Nexus upgrade. Has that been reversed?

Yes, its reverted. Same buildtime. Only difference is nexus is 25minerals cheaper.

Siege tanks attack speed is reduced by 7% as well, which mean that they fire the same amount of shots as previously.

I dunno about this, since every unit gets a 7% reduction.
The siegetanks dont suffer at all from the movement speed reduction tho. On top of this, the sloweffect also benefit the siegetanks

PROTOSS
+ Show Spoiler +


Arbiter
They cost 50minerals more
The statis is 125 mana instead of 100(quite big),
although the recall is cheaper.

Recall is 125 here, in bw its 150.
Statis can freeze less units, recall can recall less units.
The casttime on recall makes the recall almost impossible to use.

Why would recall be imba if it is as in bw?

Stasis Field has cast-time of 1 second yes. That is the best solution I have found to replicate the delay in BW

Dont the sentinel have this needs to stand still to cast their spell? Or is this negated with shift-click(Makes it instant)?
1second cast time, can work though.
Although, when the arbiter stands still in broodwar, he cast it instant.


Reaver
Reaver damage has been reduced from 100 to 80 for a long time. They can still 2-shot all important units from BW: Tanks, Lurker etc. And 1-shot Hydras, Vultures


Cant one shot hydras, and vultures if they gain just one armor.
Will do 74 damage to ultras lategame
You realise the scarab will not be good in darkswarm if it is not considdered a spell?

Iam all for a reaver nerf, but you also have to look at not only how many shoots they can kill.
In bw, toss drops 1reaver and 2zealots.
Shoot tank once, and attack with zealots.

Things like this is important.
Considdered reducing his aoe radius instead? And removing his upgrade completely?


Carriers
They are not nerfed statswise(although they should have +1 attack more on interceptors).
Without the bw micro, they cant be effective.

I know its a pain trying to get it to work. Tried making the launch-interceptors-faster upgrade launch them instantly? They launched instantly in bw once the player got them outside. That would be one step in the right direction atleast if that worked.

Storm, cannons
I dont think protoss can survive here against zerg with these nerfs.
Cannons and storms are core parts in pvz, from the very early stages to very lategame



Scv calldown
Any comment on this one?
And about scan, dont wanna change it to seperate?

When all comes around, the gameplay benefits from it imo atleast.(When the core-balance is fixed, which it aint right now)
Also spidermines hitting stealth will be important to
Foxxan
Profile Joined October 2004
Sweden3427 Posts
December 05 2013 09:55 GMT
#9392
The agility on marines is to good right now.
Waaaay to good actually.

The vultures dont get the sloweffect right now either. Very important!
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
December 05 2013 10:04 GMT
#9393
@Unit missing
The reason for that is to allow retreating.

In BW you did not take constant damage from a melee unit that is faster than you unlike SC2.
Even a slow hydra could safely run away from a speed zealot as long as the speed zealot isn't microed.

To replicate this we put in attack missing instead.

@Marine agility
If marine agility is any bit nerfed everyone and anyone used to sc2 marines will complain x.x
Hider
Profile Blog Joined May 2010
Denmark9376 Posts
Last Edited: 2013-12-05 16:23:57
December 05 2013 12:06 GMT
#9394
Marines

IMO Marines needs its high agility for two reasons; 1) It is more microable, 2) People are used to it from Sc2 - and it will be a step back if we revert (similar to implementing no MBS/removing smartcast etc.).

However, when you buff a unit/race in one way, then there needs to a nerf in another way. I've been thinking of this for a while, and I believe that it would be appropriate to reduce speed the attack speed boost of stim from 50% boost to 40%. This means that Marine become less cost efficient in battles, which makes it less of a neccesity to tech up to super fast AOE. Right now Marines simple rapes everything that isn't AOE-based, which isn't particularly good design in my opinion. So this change will simply make the Marines more "fair".

Terran macromechanics/openings

I suggest these changes;

- Factory BT increased by 10 seconds --- This makes up for tech lab switching.
- OC takes 10 seconds longer to research than Nexus --- This makes up for the instant scv calldown (note that the 25 mineral extra cost doesn't account for that. Instead, the higher cost accounts for the ability to unlock scan).
- Terran gets an e-bay upgrade, which (when upgraded) puts scan in a seperate energy pool from the macromechanics --- This means you don't have to worry in the mid/late game about overusing macromechanics in fear of not having enough scans. IMO this is quite an interesting solution, that doesn't outright copy either Sc2 or BW, but gives Sbow a differentiated solution.


Collosus


The identity of this unit should be a fragile but high DPS unit. This means it should be vulnerable to target firing, but it also implies that it should be agile enough for the protoss to put it back when it is getting target fired. That is different from a unit like a Dragoon, which you don't micro back individually in mid-larger sized battles. Thus, the Dragoon doesn't need to step over friendly units, but the Collosus does - becasue if it can't do that, then you can't really micro it in mid-large sized battles.

Another thing - Collosus simply can't be vulnerable to target firing as it makes it impossible for it to engage locations that are defended by AA static defense. For instance, it can't be used to engage a position with a couple of turrets + a couple of tanks, since the turrets deal way too much damage to the Collosus, and the Collosus can't avoid it. The same thing happened to me vs Dirty yesterday, when I simply lost Collosus to spore crowlers as there was no way for a Collosus-based army compostiion to engage a spore + lurker combo efficiently. So if you want the Collosus to be used aggressively, then it shouldn't be possible for AA static defense to attack the Collosus.

I dont think protoss can survive here against zerg with these nerfs.
Cannons and storms are core parts in pvz, from the very early stages to very lategame


I still think the solution here lies in fixing the slowzealot vs Hydra movement speed assymmetry - this should make 1gate expo more viable (as protoss doesn't need multiple cannons to survive vs Hydra timing attack), and it will allow toss to take faster 3rd.

One solution can be this;
1) Increase Hydra speed research time by 30 seconds
2) Reduce legspeed research time by 30 seconds
3) Possibly also buff slowzealots movement speed by 0.3 (this will also make them better vs early bio pushes)

Another solution:
1) Buff both slowzealot and slowhydra movement speed.
2) Make Hydra speed upgrade tier 2

I wonder Kabel, what are your thoughts on this subject?
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
December 05 2013 13:16 GMT
#9395
Well, if the colossus cannot attack a well-defended position then maybe you'd want a different unit? Something has to be able to defend vs the colossus as well. The reaver already outrange spores and spines, but the are so immobile as to justify it. Like siege tanks. I do not think it is a good idea to let the colossus out-range static defenses. It is much too mobile for that. I like it when it is mobile, has high DPS and is fragile, but not the insane range.
aka KanBan85. Working on Starbow.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
December 05 2013 14:23 GMT
#9396
In my opinion, the Colossus is simply too problematic to begin with.
It is a unit designed by a bunch of guys saying "Hey, this could be cool" instead of applying logical design. As a result the things we assosiate with Colossi are simply a huge mess. If we try to make it fragile, it will be too vulnerable against any kind of AA. If we make it too powerful, the huge mobility it has makes it OP. The ability to walk on top of your army, the massive splash area - the list goes on.

We can probably make it balanced, but why not design a proper midgame AOE damage support unit from the ground up instead?
Such a unit will have good midranged splash damage, some kind of vulnerability to its movements, an attack that allows dodging, but has great potential for huge damage and a few near features to make it interesting. I'm also sure we can find some nice model to go with it... If nothing else use a placeholder.
The current iteration of the Colossus has shown the viability of such a unit - but I don't think we can make the Colossus fit without making it NOT a Colossus.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Foxxan
Profile Joined October 2004
Sweden3427 Posts
December 05 2013 14:46 GMT
#9397
On December 05 2013 19:04 decemberscalm wrote:
@Unit missing
The reason for that is to allow retreating.

In BW you did not take constant damage from a melee unit that is faster than you unlike SC2.
Even a slow hydra could safely run away from a speed zealot as long as the speed zealot isn't microed.

To replicate this we put in attack missing instead.

So what can be done about it?


@Marine agility
If marine agility is any bit nerfed everyone and anyone used to sc2 marines will complain x.x

What can be done about it?
Hider
Profile Blog Joined May 2010
Denmark9376 Posts
Last Edited: 2013-12-05 15:50:43
December 05 2013 15:37 GMT
#9398
On December 05 2013 22:16 Xiphias wrote:
Well, if the colossus cannot attack a well-defended position then maybe you'd want a different unit? Something has to be able to defend vs the colossus as well. The reaver already outrange spores and spines, but the are so immobile as to justify it. Like siege tanks. I do not think it is a good idea to let the colossus out-range static defenses. It is much too mobile for that. I like it when it is mobile, has high DPS and is fragile, but not the insane range.


The Collosus is too mobile to be able to outrange spore crowlers and Turrets?
That to me doesn't make much sense, because the only units that take damage from them are actually air units, which typically are way more mobile than the Collosus. The general rule is that ground units can attack AA static defense without taking damage in the proces, so there better be a strong reason for why that shouldn't be the case for the Collosus. Blizzard thought the good reason there was that the AA vulnerability made it possible to give the Collosus a long range without being OP. in Sbow we don't have the long range, so there is no real reason (as I see it) to keep the AA vulnerability for balance reasons.

Instead, the problem it creates is simply more passive play. If the protoss invests in Collosus, then the game needs to go into a somewhat more stale mode as attacking become much harder than defending. If we want a Collosus that used differently than in Sc2, then we need to design it in such a way that aggression is rewarded - the current AA vulnerability doesn't do that at all.


Stalkers might indeed become useful as a way to engage smaller mech position in a way that no other Protoss units can.
I played around with the ability you describe a couple of weeks ago. (I love benign things :D) It feels too messy with 2 abilities on a simple unit? (Thats why I tried to combine them, so Blink gave a small benign buff, to allow the Stalker to get into positions or do hit-and-run attacks better. But it feels a bit odd.)


So I think this solution here is much better/simpler than my previous one. The difference is that when I suggested my previous solution, Stalkers were already part of the core army vs mech, which meant that you had a lot of them. So in order for the ability not to become too OP, i had to create a kind of anti-scaling effect, which meant that the Stalkers friendly fired nearby units when they activated it.

However, now the Stalker isn't part of the core army, which means it doesn't need an anti-scaling effect in the ability, and I believe this suggestion is a lot cleaner and probably more effective as well.

The reasons why I am splitting it up into 2 abilities are twofold;

1) The current version of blink is complicating something that everyone knows from Sc2 without really adding any fun extra gameplay-dynamic. As a general rule, we should keep it as simple/intuitive as possible relative to BW and Sc2, unless we have identified areas where we believe we can significantly improve the game.

2) The current version of blink doesn't make it possible for the Stalker to break small siege-lines. Note, that for a blink-stalker to do that, it needs to be able to use benign-ability before blink as that allows it to get into a close range of siege tanks, and then it needs to use the blink ability to avoid the wall offs or the cliff.

So there simply needs to be two abilities, because I don't see any single solution that accomplishes the same.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
December 05 2013 17:09 GMT
#9399
I'm fine with colossus out-raging missile turrets and spore crawlers, but then they will automatically also out-range all other static defense (except tanks) which I think will be too strong for such a mobile unit.

This seems to be a problematic, and hard to solve.
aka KanBan85. Working on Starbow.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
December 05 2013 17:15 GMT
#9400
On December 06 2013 02:09 Xiphias wrote:
I'm fine with colossus out-raging missile turrets and spore crawlers, but then they will automatically also out-range all other static defense (except tanks) which I think will be too strong for such a mobile unit.

This seems to be a problematic, and hard to solve.


Make the Colossus not take shots from AA attacks... oh wait.

+ Show Spoiler +
Seriously guys, this is a stupid feature. The Colossus has too many silly gimmicks, and if we fix those, it won't be a Colossus anymore - make another unit that can fill the same role, but better.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
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