|
On September 22 2012 06:35 Herect wrote: [...] I think ANY unit that have splash damgage should be really hard to use. Eitheir requiring positioning/setitng up or heavy micro. The same with Hard Counters... If a unit really kills something ridiculous fast, it should require good micro to do it. In general, i really don't like the idea of giving easier gameplay to units that have great impact on the field. Roaches, Marauders and wtv T1 units can be a-move caralessy, but units that can kill your army within 1 or 2 seconds shouldn't be a-move friendly at all.
(1) Stim-bio kills everything ridiculously fast... as fast as any splash damage in the game. (2) Without splash damage, protoss cannot win vs terran after stim.
|
Definitely change the aoe-type to a different template, I'd even be ok with doing lurker style line attacks, it would mean you'd want to flank with the colossus even more, but they wouldn't be as absolutely killer vs deathballs
|
On September 22 2012 07:43 trbot wrote:Show nested quote +On September 22 2012 06:35 Herect wrote: [...] I think ANY unit that have splash damgage should be really hard to use. Eitheir requiring positioning/setitng up or heavy micro. The same with Hard Counters... If a unit really kills something ridiculous fast, it should require good micro to do it. In general, i really don't like the idea of giving easier gameplay to units that have great impact on the field. Roaches, Marauders and wtv T1 units can be a-move caralessy, but units that can kill your army within 1 or 2 seconds shouldn't be a-move friendly at all. (1) Stim-bio kills everything ridiculously fast... as fast as any splash damage in the game. (2) Without splash damage, protoss cannot win vs terran after stim.
Stim-bio still kills ridiculous fast, but it's really fragile against all AoE and against forcefields, one miss click and your lose you army. It is not a-move friendly at all. The Glass Cannon concept at his prime.
I don't like these relationships at all. I would prefer a terran composition more durable and less dependendant on micro/timings and more on positioning on PvT. But playing bio really requires map control, skirmish action, micro. Collosus is just a sad unit, it is a more safe AoE option than Templars, but it does not receive benefits from positioning and micro, it is just there to dumb kill or get dumb killed by Vikings/Corruptors. Terrans just get angrier when they see them, and Protosses, bored.
Protoss needs AoE on Robo, but the Collosus and even the Reaver aren't cool options in Sc2.
|
I'm for a change in AOE type of splash dmg as well. I comepletely agree with the flaws in horizontal splash dmg someone mentioned in the earlier pages. Your opponent's army does the micro for you by going in a concave.... Make it in a straight line so flanks could be used. Warp-prisms could also be used to keep collosus safe during flanks? A slight buff to wp speed could help if they are still too vulnerable? Also collosus vulnerability too air should be removed as well. Then maybe even viking/corrupter could be nerfed a bit to make toss air more viable.
|
Just remove it lol
(1) Stim-bio kills everything ridiculously fast... as fast as any splash damage in the game. (2) Without splash damage, protoss cannot win vs terran after stim.
Psi Storm?...
|
Blizzard should experiment with two things in my opinion:
A: make colossus have a siege ability. In non siege mode, the core of the colossus folds into the legs and the colossus moves at a normal good pace speed. The non-siege mode will not be attacked by air units as it is compacted. In siege mode it would come out of the folded position into its current position and be vulnerable to air while being able to do the normal attack. Also it should be slower than the non-siege mode. Colossus would take skill to use, and it would eliminate that death ball a-move feeling.
Retreating colossus would require extra micro and skill from the toss players (un siege and retreat). Colossus can also unseige when all ground units are killed, to protect it from air units. But if the toss players gets caught with all of his colossus unseiged, the opponent would get an opportunity to do some extra damage (like un seiged tanks).
B: bring back the reaver. Imagine the play style with warp prisons and reaver, the drops, the warpins. Protoss harassment would be fun to watch, also the drop micro along with the reinforcement via warp prism would take some serious micro.
|
On September 22 2012 10:50 PiPoGevy wrote:Just remove it lol Show nested quote +(1) Stim-bio kills everything ridiculously fast... as fast as any splash damage in the game. (2) Without splash damage, protoss cannot win vs terran after stim. Psi Storm?...
Psi storm is splash. Are you saying it's acceptable for every PvT to consist of protoss rushing to templar tech, every game, just to compete with stim-bio? (And that it's okay for terrans to have a linear tech path to every beat toss, rushing to grab ghosts?)
Here are two facts every half decent player (and most scrubs) should accept: (1) Protoss needs AoE to fight terran after stim. (2) Having only one AoE tech. path is terrible for the matchup, and for spectators, in part, because of (1).
|
On September 22 2012 14:26 trbot wrote:Show nested quote +On September 22 2012 10:50 PiPoGevy wrote:Just remove it lol (1) Stim-bio kills everything ridiculously fast... as fast as any splash damage in the game. (2) Without splash damage, protoss cannot win vs terran after stim. Psi Storm?... Psi storm is splash. Are you saying it's acceptable for every PvT to consist of protoss rushing to templar tech, every game, just to compete with stim-bio? (And that it's okay for terrans to have a linear tech path to every beat toss, rushing to grab ghosts?) Here are two facts every half decent player (and most scrubs) should accept: (1) Protoss needs AoE to fight terran after stim. (2) Having only one AoE tech. path is terrible for the matchup, and for spectators, in part, because of (1).
listen to this guy, Without AoE Protoss just loses every PvT and thus imbalance. Terrans have to be able to control their bio well to be successful. The guy that said Bio is a Glass cannon is 100% wrong Bio with medivacs is the most efficient army in the game.
I want to get rid of colossus because it will help Terrans from having to go blind vikings every game. Though you might have to nerf or change medivac cause then you would just have to fight Terrans that have 20 medivacs and huge clumps of bio being throw at you constantly tell you are out of minerals. I don't know blizzard is in a pickle with the Colossus because it's not broken or unbalanced it's just a shitty unit that no one likes.
|
On September 16 2012 09:33 MiND.GaMeS wrote: didn't read the whole post because the wall of text was too long. for the openening question: How to fix the Colossus? My answer is very short and simple...
Remove Colossus -> Add Reaver again (Brood War original AOE Dealer of Protoss)...
Why? Because of the introduction of the colossus (which is countered by air! for example vikings and corruptors) they cut a transition the protoss could make. When u went reavers, u could secretly transition into air and surprise opponnents. now u only can make transition into HTs. Very one sided and not very surprising huh? In matches where u make colossus and lose them, u now only can go to HTs or other ground stuff because he already got AA-Units u first have to deal with, which makes a hidden transition impossible! Another thing is that the reaver was WAY more micro intensive than the colossus is... In their mighty attempt to make a bad game, they have done the same with medivac. Shuttle was a wildcard, you gad to make sure your opponent didn't have a clue about it, and it was a huge investment early game that could only be compensated by the huge damage you could do.
Now you need to go shuttle every single game no matter what because some absolute idiot at blizzards has had the genius idea to mix it with medic...... How to make the game way poorer for no reason at all.
|
|
|
|