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Basic Colossi Mechanics - Page 2

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Ploppytheman
Profile Joined April 2010
United States248 Posts
July 17 2010 06:37 GMT
#21
On July 17 2010 11:51 FC.Strike wrote:
Show nested quote +
On July 17 2010 07:52 Ploppytheman wrote:
Exellent post. I play toss at diamond level and always wondered but never investigated the full mechanics of the pew pew lazerz. I did notice that the animation didn't exactly line up with the units taking dmg (stim + speedlings its obvious) but this is good to know for micro purposes rather than "leading" for maximum dmg.

The only thing else I would like to know is where the attack starts, and its width/depth and how that applies to smaller (or bigger units). I have done some tests verse buildings and small ones like depos or pylons build next to each other will take full damage from the splash (correct me if I'm wrong). Since Collosus aren't great vs buildings selecting small buildings near other buildings is the most efficient path to destruction (unless you are targeting key buildings).

Maybe do a test against clumped units to see how many of X units would get hit and how much dmg it does

For example

Colossus hits up to five marines for 150dmg
Colossus hits up to three roaches for 90dmg

The units to include are obviously smaller ground units. This also brings the question to what to target, if you target a tank it will have less splash but if you target a marine next to a tank it can hit a lot more potentially.

I believe colossus take out supply/pylons faster or at the same speed as immortals, while having superior range and mobility. However sniping Nexi or bigger buildings will not be faster than immortals. Actually cost for cost immortals always win but with collo you can maximize dmg by doing this.


That would take a lot of work, but is something to consider. I think for now the point to take from this post is to aim right in the middle of the fattest portion of the blob of stuff you want to kill.

Also colossi splash is indeed weird in that it's 100% splash in a straight line. I think that line is like a half unit wide, but that's only speculation.


I'd do it myself but I don't have and SC2 friends and you can't test it on your own units heh.
youtube.com/ploppytheman for GAIMEZ!!!
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
July 17 2010 06:54 GMT
#22
Hmm... this is probably why my roaches get slaughtered by colossus. Thanks for the analysis!
133 221 333 123 111
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
July 17 2010 07:00 GMT
#23
Sweet information!

If the attack is calculated at the start of the animation, if you run stimmed marines past a col does this mean any unit caught in the "line" of fire gets damaged, even if they aren't in that "line" by the end of the shooting animation? I don't like that one bit.
Coaching for 1v1 and Team games at Gosucoaching.com
omninmo
Profile Blog Joined April 2008
2349 Posts
July 17 2010 07:21 GMT
#24
i have played all the races in hundreds of games. colossus is the unit i have used the least because i dont know how it works... this kinda helps..but still...wtf colossus?
Ozx
Profile Joined February 2010
United States54 Posts
July 17 2010 07:48 GMT
#25
On July 17 2010 12:07 figq wrote:
Very helpful, thank you.

Blizzard should not / cannot "fix" the timing of the lasers. The reason is - it is meant to only affect one small line of units at a time. Once. Since the attack animation lasts some period of time, if it were to update which units it damages, it could affect much more than just a line, as long as those units move very fast through it. It also would require to spread the damage among all those moving units, and hence a single one would get less damage. It's not meant to be that weak; it must pick a line of units and then hit them very hard, even if they run away super fast. I guess they could update the animation, rather than the attack, and make the animation follow the median line of the units that were picked. Still won't be perfect, but would make it look a lot more realistic in the most cases. I see one problem with that - that it could pull the animation outside of its normal-looking range. Well, for this case they should limit the animation chasing, while still taking the damage nevertheless.


Actually I believe the animation is an after effect added on after the calculation has already been made. The calculation is not being made by following the animation, so there shouldn't be a problem with having the animation follow the correct units
lololol
Profile Joined February 2006
5198 Posts
July 17 2010 07:54 GMT
#26
On July 17 2010 05:18 Chairman Ray wrote:
huh that's interesting. I really hope Blizzard fixes it so that the beams lock onto the target so it looks a bit less silly.


It would be just as silly, since units can go in different directions, so the beams will jump around between each one of them and pass through other units that wouldn't be damaged, e.t.c.
I'll call Nada.
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-07-17 08:34:02
July 17 2010 08:25 GMT
#27
On July 17 2010 16:48 Ozx wrote:
Actually I believe the animation is an after effect added on after the calculation has already been made. -Agreed. The calculation is not being made by following the animation, so there shouldn't be a problem with having the animation follow the correct units
Yeah, except it's technical. The calculation made in the first moment is easy (because it's only made once), the calculation needed for the line to "chase" them is not that easy (will have to be repeated), and could still fail to look convincing.

For example: 12121 get affected; the 1s run up, the 2s run down. The line chases - who? So the line needs to re-calculate the median line of those units at each moment, depending on all their movements, and still could look as if it doesn't hit any of them.

I guess they could just add 1sec-stun, then we would see the effect we crave (I'd enjoy it too), but then this weapon could become too powerful. Especially since it will block groups from moving forward through the temporary stunned units.
If you stand next to my head, you can hear the ocean. - Day[9]
FC.Strike
Profile Blog Joined April 2010
United States621 Posts
July 17 2010 08:59 GMT
#28
On July 17 2010 16:00 zomgtossrush wrote:
Sweet information!

If the attack is calculated at the start of the animation, if you run stimmed marines past a col does this mean any unit caught in the "line" of fire gets damaged, even if they aren't in that "line" by the end of the shooting animation? I don't like that one bit.


Right, that's what it means. Once the attack animation starts, as long as the Colossi is still alive and still firing, the units calculated to take damage will take damage regardless of which direction they run and how fast.
--------------------------> My Smiley Face Disagrees, Your Argument is Invalid -------------------------->
sinn
Profile Joined May 2010
United States132 Posts
July 18 2010 00:22 GMT
#29
Hm so this means colossi can deal a maximum of 30 x 5 damage against smaller units, and much less so against larger units that take much more space. Interesting and good to know, thanks!
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