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Colossus vs Disruptor

Forum Index > StarCraft 2 Strategy
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1 2 3 Next All
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
Last Edited: 2015-11-16 15:02:06
November 16 2015 14:59 GMT
#1
Hey guys,

Is there a reason disruptors are so popular? Isn't a colossus better for guaranteed damage? I've seeing some epic splits dodging my disruptors shot so I got some colossus in there and bam, guaranteed damage. Also, I can use the almighty zealot with colossus.
Elentos
Profile Blog Joined February 2015
55570 Posts
Last Edited: 2015-11-16 15:15:50
November 16 2015 15:15 GMT
#2
The colossus damage nerf was pretty huge. Also disruptors aren't as bad against liberators. Just look at what happens to Zest going colossi in SHOUTcraft:
Every 60 seconds in Africa, a minute passes.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 16 2015 15:15 GMT
#3
I think I saw Parting use a couple (±3) collosi as a backbone to his army to survive the Disruptor transition. Collosi damage nerf really hurt them though.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
HelpMeGetBetter
Profile Blog Joined November 2012
United States764 Posts
Last Edited: 2015-11-17 00:58:50
November 17 2015 00:58 GMT
#4
How do you deal with Disruptors in PvP? Do you have to build a Stargate to take out the Warp Prism? and in large army comps, It seems like you can kite with them. It doesn't make any sense, no clue what to do.
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
November 17 2015 01:56 GMT
#5
Colossus damage nerf was pretty massive. I didn't realize how much it was until I did some closer looking at the numbers:

Previously:
+0 colossus did 15 x2 = 30 linear AoE damage. And with each upgrade, it would get +2 damage per lance
+3 colossus did 21 x2 = 42 damage

Now:
+0 colossus does 12 x2 = 24 damage. And with each upgrade, it only gets +1 damage per lance now.
+3 colossus does 15 x2 = 30 damage.


So a +3 LotV colossus is now the equivalent to a +0 atk HotS colossus.

Further, its attack upgrades no longer outpace armour upgrades.

Furthermost, if upgrades are ever equal, 2 colossi will only do 48 damage. Which is not enough to one-shot a combat-shielded Marine (55HP) - a 50% reduction in efficiency. It's also means a colossus can no longer 1-shot a zergling or even a +1 armour baneling
In Bizarro World, I ladder more than I make custom maps
JulDraGoN
Profile Blog Joined September 2004
Sweden370 Posts
November 17 2015 11:28 GMT
#6
I think Blizzard will change the colossus sooner or later if it is not used.
Colossus is the only Protoss unit with no ability to activate right? Just you wait!

I would not be surprised if they added an ability to make it more versatile. Maybe something along the lines of
- Press c to fire 3 corsairs from the colossus head to fight air units in the targeted area




I mean nobody wants to admit they eat 9 cans of ravioli, but I did and I'm ashamed of myself. The first can doesn't count and then you get to the second, and the third. The fourth and fifth I think I burnt with the blow torch and I just kept eating.
Sipario
Profile Joined November 2009
Italy206 Posts
November 17 2015 12:43 GMT
#7
On November 17 2015 20:28 JulDraGoN wrote:
I think Blizzard will change the colossus sooner or later if it is not used.
Colossus is the only Protoss unit with no ability to activate right? Just you wait!

I would not be surprised if they added an ability to make it more versatile. Maybe something along the lines of
- Press c to fire 3 corsairs from the colossus head to fight air units in the targeted area





I don't want another spell-caster unit, i don't have enough hands to use forcefield,storm,blink,disruptor,prysm,adept. Why toss have to manage so different units during engage ??
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 17 2015 13:43 GMT
#8
On November 17 2015 21:43 Sipario wrote:
Show nested quote +
On November 17 2015 20:28 JulDraGoN wrote:
I think Blizzard will change the colossus sooner or later if it is not used.
Colossus is the only Protoss unit with no ability to activate right? Just you wait!

I would not be surprised if they added an ability to make it more versatile. Maybe something along the lines of
- Press c to fire 3 corsairs from the colossus head to fight air units in the targeted area





I don't want another spell-caster unit, i don't have enough hands to use forcefield,storm,blink,disruptor,prysm,adept. Why toss have to manage so different units during engage ??

Because slapping a spell on a unit is considerably easier than designing interesting units without spells.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
wasilix
Profile Joined August 2014
Russian Federation80 Posts
November 17 2015 13:48 GMT
#9
On November 17 2015 10:56 The_Frozen_Inferno wrote:
Colossus damage nerf was pretty massive. I didn't realize how much it was until I did some closer looking at the numbers:

Previously:
+0 colossus did 15 x2 = 30 linear AoE damage. And with each upgrade, it would get +2 damage per lance
+3 colossus did 21 x2 = 42 damage

Now:
+0 colossus does 12 x2 = 24 damage. And with each upgrade, it only gets +1 damage per lance now.
+3 colossus does 15 x2 = 30 damage.


So a +3 LotV colossus is now the equivalent to a +0 atk HotS colossus.

Further, its attack upgrades no longer outpace armour upgrades.

Furthermost, if upgrades are ever equal, 2 colossi will only do 48 damage. Which is not enough to one-shot a combat-shielded Marine (55HP) - a 50% reduction in efficiency. It's also means a colossus can no longer 1-shot a zergling or even a +1 armour baneling


It's especially important because no one ever built more than 2 colossi per game, so those colossi have never been overkilling marines. Never ever. Ever.

Comparison of colossi damage to zergling and baneling hp is also very important, because those 2 units are now best counters to colossi play in LoTV. So broken
wasilix
Profile Joined August 2014
Russian Federation80 Posts
November 17 2015 13:50 GMT
#10
On November 17 2015 21:43 Sipario wrote:
Show nested quote +
On November 17 2015 20:28 JulDraGoN wrote:
I think Blizzard will change the colossus sooner or later if it is not used.
Colossus is the only Protoss unit with no ability to activate right? Just you wait!

I would not be surprised if they added an ability to make it more versatile. Maybe something along the lines of
- Press c to fire 3 corsairs from the colossus head to fight air units in the targeted area





I don't want another spell-caster unit, i don't have enough hands to use forcefield,storm,blink,disruptor,prysm,adept. Why toss have to manage so different units during engage ??


C'mon, terrans have spells too! Like... which one... stim... yeah, stim! And if you say "it's just one spell". Prepare before I destroyed argument with gracious ease... all terran bio units are casters :D
Janko
Profile Joined September 2010
Slovenia28 Posts
November 17 2015 14:10 GMT
#11
On November 17 2015 10:56 The_Frozen_Inferno wrote:
Colossus damage nerf was pretty massive. I didn't realize how much it was until I did some closer looking at the numbers:

Previously:
+0 colossus did 15 x2 = 30 linear AoE damage. And with each upgrade, it would get +2 damage per lance
+3 colossus did 21 x2 = 42 damage

Now:
+0 colossus does 12 x2 = 24 damage. And with each upgrade, it only gets +1 damage per lance now.
+3 colossus does 15 x2 = 30 damage.



Interesting. Where can I find all the LotV changes to the game? Are there any patch notes?
starcraft2.si
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
November 17 2015 14:27 GMT
#12
I think it's wise to get 1-2 Colossi (as fucking terrible as they are) before switching to disruptors.

In small engagements the disruptor shots are too easy to dodge and you need some guaranteed splash.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
dr3am_b3ing
Profile Joined May 2015
Canada188 Posts
November 17 2015 14:45 GMT
#13
LotV killed Protoss

User was warned for this post
Potassium Gang
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
November 17 2015 15:26 GMT
#14
I've seen MC games on twitch and he goes for high templars in PvT. Basically uses the robo for prism, obs and immortals. Main AOE is HT. In pvt, he tries to end it before disruptors with non stop harassment of warp prism lol.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
November 17 2015 15:39 GMT
#15
With the tracking change (Stalkers no longer walk into Widow Mines), the introduction of the Adept (ranged, won't charge into mines like Zealots) and the new Oracle Revelation that can tag Ghosts without needing an observer I think Storm is the most legit AoE vs T.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Startyr
Profile Joined November 2011
Scotland188 Posts
Last Edited: 2015-11-17 16:38:25
November 17 2015 16:38 GMT
#16
The games with zest are not a great example as he was mostly trying to play the same style as hots. He was outplayed by someone who had more practice and experience with Lotv.

Another important change worth thinking about is the marauder now has:

damage:5
vs armoured:10
2 attacks

This means with protoss base armour and a guardian shield the marauder would do only 4 total damage to non armoured units. if you are ever 1 armour upgrade ahead then it only does 2 damage vs armour.

Adept sentry/zealot can destroy marines and marauders do very little damage to them, Protoss may not need to be as reliant on rushing to splash.

There are so many possibilities still to explore.

Rhythm.102
Profile Joined December 2010
United States56 Posts
November 17 2015 17:54 GMT
#17
On November 17 2015 21:43 Sipario wrote:
Show nested quote +
On November 17 2015 20:28 JulDraGoN wrote:
I think Blizzard will change the colossus sooner or later if it is not used.
Colossus is the only Protoss unit with no ability to activate right? Just you wait!

I would not be surprised if they added an ability to make it more versatile. Maybe something along the lines of
- Press c to fire 3 corsairs from the colossus head to fight air units in the targeted area





I don't want another spell-caster unit, i don't have enough hands to use forcefield,storm,blink,disruptor,prysm,adept. Why toss have to manage so different units during engage ??


Shhh don't say that, the other will races will stop thinking that protoss is a 1a race. xD
[img]http://sc2sig.com/s/us/2410867-1.png?1314762023[/img]
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
November 17 2015 18:04 GMT
#18
On November 18 2015 01:38 Startyr wrote:
The games with zest are not a great example as he was mostly trying to play the same style as hots. He was outplayed by someone who had more practice and experience with Lotv.

Another important change worth thinking about is the marauder now has:

damage:5
vs armoured:10
2 attacks

This means with protoss base armour and a guardian shield the marauder would do only 4 total damage to non armoured units. if you are ever 1 armour upgrade ahead then it only does 2 damage vs armour.

Adept sentry/zealot can destroy marines and marauders do very little damage to them, Protoss may not need to be as reliant on rushing to splash.

There are so many possibilities still to explore.



I agree. I looks like especially PvT is now similar as in BW. P can (and has to) rely on gateway units with a few AoE support units in there, while T is stacking up immobile lategame units. I really like that because colossi where boring as hell.

Disruptors are basicly there to deny huge stim death balls without being an allrounder dps like the colossus. This is perfect design IMO. As for now i think it is a bit lazy that the colossus is just nerfed to a point where you want to avoid making the unit at all. I would love to see them shifting it more towards a support unit like HT and Disruptor are but with a different purpose.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2015-11-17 18:07:06
November 17 2015 18:04 GMT
#19
On November 18 2015 01:38 Startyr wrote:
The games with zest are not a great example as he was mostly trying to play the same style as hots. He was outplayed by someone who had more practice and experience with Lotv.

Another important change worth thinking about is the marauder now has:

damage:5
vs armoured:10
2 attacks

This means with protoss base armour and a guardian shield the marauder would do only 4 total damage to non armoured units. if you are ever 1 armour upgrade ahead then it only does 2 damage vs armour.

Adept sentry/zealot can destroy marines and marauders do very little damage to them, Protoss may not need to be as reliant on rushing to splash.

There are so many possibilities still to explore.



Marines + an economy that delays tech and favors massing mineral units.

Game is so broken.

Adept rushes wrecking everyone = "NERF THE ADEPT!"

Protoss struggling to play a basic macro game vs Terran = "LET THEM FIGURE IT OUT."

If only Protoss players got together and collectively bitched as a unit the way Terrans do.

"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Charoisaur
Profile Joined August 2014
Germany16062 Posts
November 17 2015 18:16 GMT
#20
On November 18 2015 00:26 FreeZEternal wrote:
I've seen MC games on twitch and he goes for high templars in PvT. Basically uses the robo for prism, obs and immortals. Main AOE is HT. In pvt, he tries to end it before disruptors with non stop harassment of warp prism lol.

YEAAAAAAAAAAAAHH. chargelot templar play viable again. sc2 is alive and DK a god!!!
FUUCKK YEAAHHH!
Many of the coolest moments in sc2 happen due to worker harassment
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