• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:51
CEST 05:51
KST 12:51
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL20] Ro8 Preview Pt1: Mile High14Team TLMC #5 - Finalists & Open Tournaments2[ASL20] Ro16 Preview Pt2: Turbulence10Classic Games #3: Rogue vs Serral at BlizzCon10[ASL20] Ro16 Preview Pt1: Ascent10
Community News
StarCraft II 5.0.15 PTR Patch Notes192BSL 2025 Warsaw LAN + Legends Showmatch2Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8
StarCraft 2
General
StarCraft II 5.0.15 PTR Patch Notes Why Storm Should NOT Be Nerfed – A Core Part of Pr #1: Maru - Greatest Players of All Time SC4ALL: A North American StarCraft LAN Team TLMC #5 - Finalists & Open Tournaments
Tourneys
RSL: Revival, a new crowdfunded tournament series SC2's Safe House 2 - October 18 & 19 Stellar Fest KSL Week 80 StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
External Content
Mutation # 492 Get Out More Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense
Brood War
General
[ASL20] Ro8 Preview Pt1: Mile High BGH Auto Balance -> http://bghmmr.eu/ Old rep packs of BW legends ASL ro8 Upper Bracket HYPE VIDEO BW General Discussion
Tourneys
[ASL20] Ro8 Day 1 [ASL20] Ro16 Group D SC4ALL $1,500 Open Bracket LAN BSL 2025 Warsaw LAN + Legends Showmatch
Strategy
Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Borderlands 3 General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread The Big Programming Thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
Why can't Americans stop ea…
Peanutsc
Too Many LANs? Tournament Ov…
TrAiDoS
I <=> 9
KrillinFromwales
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1793 users

how to fix the colossus? - Page 2

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 3 4 5 9 10 11 Next All
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 15 2012 11:21 GMT
#21
On September 15 2012 17:19 -NegativeZero- wrote:
Increase its attack damage so it can at least 1 shot marines and workers, but increase the cooldown so it is more effective and more feasible to manually target each shot to get the maximum AoE damage.


haha genius idea, describing the state before the first change done to colossus happened because they were to easy to micro. Well played.

Personally i find the colossus more micro intensive then the reaver. Shuttle reaver of course is more micro intensive, but not taking the reaver with you in a shuttle and drop them when you meet the opponent.
At the end the colossus is a perfectly fine morph of the lurker into the sc2 world matching the sc2 pathfinding ai for huge damage if the opponent attacks without any form of positioning and of course a run over if the colossus isn't targetfired properly. Sounds like a perfect description of the lurker to me. Yeah Blizzard stole pretty obvious from bw.

The reaver port into sc2 was way to good though was nerfed heavily and moved to a lower tier for that, but that made it almost useless and we see it only occasionally and welks its not on the protoss side anymore.

Oh and i think the infestor took over the role of the unit that most people want to see changed. Atleast when they made a question round in one tournament about: "what unit would you want to have changed?" The infestor was the unit that got the most picks.
Of course that were only pros that were asked, so not a large pool of opinions.
TaShadan
Profile Joined February 2010
Germany1977 Posts
Last Edited: 2012-09-15 11:37:14
September 15 2012 11:30 GMT
#22
On September 15 2012 20:21 FeyFey wrote:
Show nested quote +
On September 15 2012 17:19 -NegativeZero- wrote:
Increase its attack damage so it can at least 1 shot marines and workers, but increase the cooldown so it is more effective and more feasible to manually target each shot to get the maximum AoE damage.


haha genius idea, describing the state before the first change done to colossus happened because they were to easy to micro. Well played.

Personally i find the colossus more micro intensive then the reaver. Shuttle reaver of course is more micro intensive, but not taking the reaver with you in a shuttle and drop them when you meet the opponent.
At the end the colossus is a perfectly fine morph of the lurker into the sc2 world matching the sc2 pathfinding ai for huge damage if the opponent attacks without any form of positioning and of course a run over if the colossus isn't targetfired properly. Sounds like a perfect description of the lurker to me. Yeah Blizzard stole pretty obvious from bw.

The reaver port into sc2 was way to good though was nerfed heavily and moved to a lower tier for that, but that made it almost useless and we see it only occasionally and welks its not on the protoss side anymore.

Oh and i think the infestor took over the role of the unit that most people want to see changed. Atleast when they made a question round in one tournament about: "what unit would you want to have changed?" The infestor was the unit that got the most picks.
Of course that were only pros that were asked, so not a large pool of opinions.


doubt you ever microed reaver properly...

also the units further away from the lurker were able to dodge the shot with proper micro, as far as i know you cant dodge the collosus shot after the shoot animation began

ps: my idea is a collosus shoot thats attack animation is slower and shoots in a line so units that are at the end of the line can dodge the shot (comparable to lurker attack) also the shoot should be a little bit stronger in damage but slower reload speed and maybe you can see the "reload" animation (maybe the lasers charging)
Total Annihilation Zero
TSL-Lore
Profile Joined January 2009
United States412 Posts
September 15 2012 11:42 GMT
#23
An idea i had for the Colossus that isn't so outlandish is give the Colossus a slow acceleration, so that when it starts to move or when it stops moving, it takes some time for it to get up to speed. The shot should also be more powerful but shoot more slowly, requiring the Colossus to come to a complete stop and "charge up" for a moment before releasing a powerful laser barrage.

I think this would make the unit more micro-intensive, as it would have to be babysat a little bit more, and the shot would be more interesting and fun to spectate, since it will do heavier damage like a Reaver, so each shot matters more.
I want to become stronger. -Shindou Hikaru
SarcasmMonster
Profile Joined October 2011
3136 Posts
Last Edited: 2012-09-15 11:50:16
September 15 2012 11:46 GMT
#24
On September 15 2012 17:19 -NegativeZero- wrote:
Increase its attack damage so it can at least 1 shot marines and workers, but increase the cooldown so it is more effective and more feasible to manually target each shot to get the maximum AoE damage.


This is probably best change because it's simple and effective.

If the Colossus can one shot workers, it will finally be worthwhile for to harass with them via Warp prism micro (and maybe we can see the return of the iconic Shuttle harass). Nerfing attk-cooldown to compensate would keep its DPS in check.
MMA: The true King of Wings
boxman22
Profile Blog Joined October 2011
Canada430 Posts
Last Edited: 2012-09-15 11:59:42
September 15 2012 11:58 GMT
#25
nvm
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
Last Edited: 2012-09-15 12:27:23
September 15 2012 12:25 GMT
#26
On September 15 2012 20:21 FeyFey wrote:
Show nested quote +
On September 15 2012 17:19 -NegativeZero- wrote:
Increase its attack damage so it can at least 1 shot marines and workers, but increase the cooldown so it is more effective and more feasible to manually target each shot to get the maximum AoE damage.


haha genius idea, describing the state before the first change done to colossus happened because they were to easy to micro. Well played.

Personally i find the colossus more micro intensive then the reaver. Shuttle reaver of course is more micro intensive, but not taking the reaver with you in a shuttle and drop them when you meet the opponent.
At the end the colossus is a perfectly fine morph of the lurker into the sc2 world matching the sc2 pathfinding ai for huge damage if the opponent attacks without any form of positioning and of course a run over if the colossus isn't targetfired properly. Sounds like a perfect description of the lurker to me. Yeah Blizzard stole pretty obvious from bw.

The reaver port into sc2 was way to good though was nerfed heavily and moved to a lower tier for that, but that made it almost useless and we see it only occasionally and welks its not on the protoss side anymore.

Oh and i think the infestor took over the role of the unit that most people want to see changed. Atleast when they made a question round in one tournament about: "what unit would you want to have changed?" The infestor was the unit that got the most picks.
Of course that were only pros that were asked, so not a large pool of opinions.


The lurker had to burrow everytime it wanted to attack, it took up HUGE space in your army and it deals damage in a line in front of it, damage which can be dodged. How is that similar to a unit which can walk over cliffs, doesn't take up space in an army, doesn't require positioning (aside from, hur dur retreat when focused by vikings and keep walking over army at all time) and deals damage in a line perpendicular to a line connecting the collusus and his attacking point; and the damage can not be evaded.
Collussus more micro intense than the reaver, lol'd. Even if you're not using it in a shuttle it's more micro intense. The collusus doesn't have any micro besides right clicking shit and moving it back when it's get focused. Stop imagining collusus micro please! The reaver takes up a lot of space, you need to remake scarabs, and you need to focus it's fire if you want any 'sick' damage done with it. You can't retreat it when it gets focus fired cause it can barely move on it's own so positioning is incredibly important. So anyone competent is always taking it with shuttles unless you're defending a base with them.

The infestor is a terrible unit, I'd love to see it get changed or removed and other zerg units buffed because of it.
sille
Profile Joined April 2011
Sweden12 Posts
September 15 2012 17:10 GMT
#27
I agree coll should be nerfed, it does what storm do without micro.

Im not sure how to fix it tho. Make it more expensive and increase build time might work somewhat.
"All to easy"
Zanno
Profile Blog Joined February 2007
United States1484 Posts
September 15 2012 18:25 GMT
#28
all you need to be able to do is dodge the swipes like you could lurker shots

you just need to set it up so one perfectly microed stim marine backed up by 1 medivac can kill a colossus

in large macro battles it will be practically impossible to dodge every swipe even if you are marineking
aaaaa
WombaT
Profile Blog Joined May 2010
Northern Ireland25749 Posts
September 15 2012 18:29 GMT
#29
The ideas about attack dodging and the likes are good. First and foremost a small tweak I'd like to see would be make them slower so they can't get pace with the rest of the ball. This way you force repositioning and good control on the Protoss player, and will separate good from bad.

I can't see them (sadly) getting rid of the unit or radically redesigning it, but tweaking it a little is worth a go
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
petrie911
Profile Joined October 2011
21 Posts
September 15 2012 19:10 GMT
#30
Colossi already are slower than the rest of the ball. Chargelots (2.75) and Stalkers (2.9531) both move faster than Colossi (2.25).
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2012-09-15 19:21:14
September 15 2012 19:19 GMT
#31
I agree that the colossus is flawed and probably the biggest problem with SC2. However, I think it's far too late to rebalance or remove the colossus, so we're stuck with it. If anything, I think if Blizzard continues to push positional units like SH and Spider Mines, the game will evolve into a state in which colossus numbers are thinned out (something we're actually already seeing, excluding PvP). In the end, the thing I'm MORE worried about is the colossus actually becoming completely useless and underused.


On September 16 2012 04:10 petrie911 wrote:
Colossi already are slower than the rest of the ball. Chargelots (2.75) and Stalkers (2.9531) both move faster than Colossi (2.25).


Those are silly stats lol. The fact that all of protoss has movement speed and attack speed all within about second variation of each other means that they just fit into a ball better. When we compare this to stimmed marines/tanks/medivacs or Broodlord/corruptor/infestor, we get 3 REALLY distinctive speeds.
StrategyAllyssa Grey <3<3
Tomasy
Profile Joined October 2010
Poland80 Posts
Last Edited: 2012-09-15 19:29:46
September 15 2012 19:29 GMT
#32
They want to have casual friendly units in game as they stated it many times before. I belive there is no chance for colossus change sadly.
6BiT
Profile Joined December 2011
513 Posts
September 15 2012 19:42 GMT
#33
On September 15 2012 17:18 SigmaoctanusIV wrote:
Yes I know I just describe the Reaver but if you asked ever Protoss player what they would want 99% of them would say Reavers over Colossus. Though Blizzard won't remove for some reason or another I really don't know.


Reaver scarabs with sc2 pathing =/ No thanks.

stuff & things
Garmer
Profile Joined October 2010
1286 Posts
September 15 2012 19:43 GMT
#34
maybe in LOTV..one at least can hope, for sure it won't get to SC3 lol
Tppz!
Profile Joined October 2010
Germany1449 Posts
September 15 2012 19:46 GMT
#35
A change I always had in midn was changing its upgrades to air since it works more like an air unit than a ground unit. This way you had to commit a bit more when you go colossus instead of ht. Also it prepares for the carrier transition (lategame pvz). I think its easily understandable cause it already can be hit by air, moves like an air unit, gives vision like an airunit from high ground (it attacks and gets revealed unlike groundunits), give vision like an airunit (give highgroundvision) etc

what do you think on this take?
Cause i dont think Blizzard will change the colossus with cooldowns/design of the attack. its easily done and has a huge impact. it also helps you scouting against protoss. "he is upgrading in cybercore? he must be going colossus"
you could also trick your opponent like done in tvX with banshee cloak. research hallucination instead of airattack to trick him to think you go colossus

what do you think?
Grummler
Profile Joined May 2010
Germany743 Posts
Last Edited: 2012-09-15 19:48:52
September 15 2012 19:47 GMT
#36
On September 15 2012 17:18 SigmaoctanusIV wrote:
[...] if you asked ever Protoss player what they would want 99% of them would say Reavers over Colossus. Though Blizzard won't remove for some reason or another I really don't know.

The warhound was imba as hell, didn't feel mechy at all, was a second marauder and was removed after 1 week of beta. STILL a lot of people went into full QQ mode as it happened and wanted it back. Just check the thread about its removal. Most people would probably think that everyone hated the warhound, but once it actually got removed a lot of people showed up and complained.

Now, the colossus. Since 2 years the backbone of every protoss army, extremly noob friendly and easy to controll. You say 99% would want the reaver over colossi? The truth is that it is probably the other way around.
workers, supply, money, workers, supply, money, workers, ...
Fig
Profile Joined March 2010
United States1324 Posts
September 15 2012 19:55 GMT
#37
On September 16 2012 04:19 SC2John wrote:
I agree that the colossus is flawed and probably the biggest problem with SC2. However, I think it's far too late to rebalance or remove the colossus, so we're stuck with it. If anything, I think if Blizzard continues to push positional units like SH and Spider Mines, the game will evolve into a state in which colossus numbers are thinned out (something we're actually already seeing, excluding PvP). In the end, the thing I'm MORE worried about is the colossus actually becoming completely useless and underused.


Show nested quote +
On September 16 2012 04:10 petrie911 wrote:
Colossi already are slower than the rest of the ball. Chargelots (2.75) and Stalkers (2.9531) both move faster than Colossi (2.25).


Those are silly stats lol. The fact that all of protoss has movement speed and attack speed all within about second variation of each other means that they just fit into a ball better. When we compare this to stimmed marines/tanks/medivacs or Broodlord/corruptor/infestor, we get 3 REALLY distinctive speeds.

Ok I'm sorry, but if you really think that terran units have more variable movespeeds than toss, you are mistaken. There is a reason why it's called a bioball. Stim changes speeds sure, but that's a bonus, not a detriment.

Marine- 2.25
Marauder- 2.25
Ghost- 2.25
Tank- 2.25
Raven- 2.25
Medivac- 2.5
Viking- 2.75
Can't elope with my cantaloupe
Decendos
Profile Joined August 2011
Germany1338 Posts
September 15 2012 20:06 GMT
#38
On September 16 2012 04:55 Fig wrote:
Show nested quote +
On September 16 2012 04:19 SC2John wrote:
I agree that the colossus is flawed and probably the biggest problem with SC2. However, I think it's far too late to rebalance or remove the colossus, so we're stuck with it. If anything, I think if Blizzard continues to push positional units like SH and Spider Mines, the game will evolve into a state in which colossus numbers are thinned out (something we're actually already seeing, excluding PvP). In the end, the thing I'm MORE worried about is the colossus actually becoming completely useless and underused.


On September 16 2012 04:10 petrie911 wrote:
Colossi already are slower than the rest of the ball. Chargelots (2.75) and Stalkers (2.9531) both move faster than Colossi (2.25).


Those are silly stats lol. The fact that all of protoss has movement speed and attack speed all within about second variation of each other means that they just fit into a ball better. When we compare this to stimmed marines/tanks/medivacs or Broodlord/corruptor/infestor, we get 3 REALLY distinctive speeds.

Ok I'm sorry, but if you really think that terran units have more variable movespeeds than toss, you are mistaken. There is a reason why it's called a bioball. Stim changes speeds sure, but that's a bonus, not a detriment.

Marine- 2.25
Marauder- 2.25
Ghost- 2.25
Tank- 2.25
Raven- 2.25
Medivac- 2.5
Viking- 2.75


and now add the time the siege unit (tank) needs until it can attack. and then add the 0 seconds the siege unit (colossus) needs until it can attack. colossus needs to be more of a siege unit. either a lot slower (BL like) or needs to siege before attacking (tank like). would add a lot more positional play and a lot more space control (especially in PvP you wouldnt need to build mass colossi).
rembrant
Profile Joined July 2012
62 Posts
September 15 2012 20:11 GMT
#39
Its no wonder we hate colossus so much, it is the only long range splash damage unit in the history of starcraft which basically requires no micro or targeting. Its not hard to figure out, just make it strong but more diifficult to be useful.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
September 15 2012 20:11 GMT
#40
Raven is 2.5 speed now in hots beta
Prev 1 2 3 4 5 9 10 11 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 9m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 183
RuFF_SC2 164
StarCraft: Brood War
Leta 353
Dewaltoss 201
Sharp 93
Noble 47
Bale 17
Icarus 8
League of Legends
JimRising 757
Counter-Strike
Coldzera 738
Stewie2K395
Heroes of the Storm
Khaldor139
Other Games
summit1g10064
C9.Mang0270
Maynarde169
Mew2King24
Organizations
Other Games
gamesdonequick663
BasetradeTV66
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH352
• davetesta66
• practicex 15
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1005
• Stunt344
Upcoming Events
Afreeca Starleague
6h 9m
Barracks vs Mini
Wardi Open
7h 9m
Monday Night Weeklies
12h 9m
Sparkling Tuna Cup
1d 6h
Afreeca Starleague
1d 6h
Snow vs EffOrt
PiGosaur Monday
1d 20h
LiuLi Cup
2 days
The PondCast
3 days
CranKy Ducklings
4 days
Maestros of the Game
5 days
Clem vs Reynor
[ Show More ]
[BSL 2025] Weekly
5 days
[BSL 2025] Weekly
5 days
BSL Team Wars
6 days
Liquipedia Results

Completed

2025 Chongqing Offline CUP
RSL Revival: Season 2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
Maestros of the Game
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

IPSL Winter 2025-26
SC4ALL: Brood War
BSL 21 Team A
BSL Season 21
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.