• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:24
CEST 00:24
KST 07:24
  • 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
Team Liquid Map Contest #22 - The Finalists8[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21
Community News
2026 GSL Season 1 Qualifiers5Maestros of the Game 2 announced22026 GSL Tour plans announced3Weekly Cups (April 6-12): herO doubles, "Villains" prevail0MaNa leaves Team Liquid18
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists 2026 GSL Tour plans announced Maestros of the Game 2 announced Weekly Cups (April 6-12): herO doubles, "Villains" prevail MaNa leaves Team Liquid
Tourneys
2026 GSL Season 1 Qualifiers Master Swan Open (Global Bronze-Master 2) SEL Doubles (SC Evo Bimonthly) Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV TLMC tournament - Presented by Monster Energy
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Data needed A cwal.gg Extension - Easily keep track of anyone [ASL21] Ro16 Preview Pt1: Fresh Flow BW General Discussion
Tourneys
[ASL21] Ro16 Group B [ASL21] Ro16 Group A [ASL21] Ro24 Group F [Megathread] Daily Proleagues
Strategy
What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates Muta micro map competition
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread General RTS Discussion Thread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Reappraising The Situation T…
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2186 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
Germany1979 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 Ireland26590 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
Germany1341 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 1h 36m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
JuggernautJason183
ROOTCatZ 106
Livibee 68
CosmosSc2 30
StarCraft: Brood War
Calm 2280
Artosis 325
Soulkey 163
firebathero 116
ivOry 3
Counter-Strike
pashabiceps1748
Pyrionflax187
Super Smash Bros
C9.Mang0187
Other Games
summit1g10640
tarik_tv4679
Grubby2962
FrodaN969
Liquid`Hasu136
ViBE104
Mew2King53
Organizations
Counter-Strike
PGL103
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 62
• musti20045 21
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 52
• HerbMon 21
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie1370
• Scarra667
Upcoming Events
PiGosaur Cup
1h 36m
CranKy Ducklings
10h 36m
Kung Fu Cup
13h 36m
Replay Cast
1d 1h
The PondCast
1d 11h
WardiTV Map Contest Tou…
1d 12h
Replay Cast
2 days
Escore
2 days
WardiTV Map Contest Tou…
2 days
OSC
2 days
[ Show More ]
Korean StarCraft League
3 days
CranKy Ducklings
3 days
WardiTV Map Contest Tou…
3 days
IPSL
3 days
WolFix vs nOmaD
dxtr13 vs Razz
BSL
3 days
Sparkling Tuna Cup
4 days
WardiTV Map Contest Tou…
4 days
Ladder Legends
4 days
BSL
4 days
IPSL
4 days
JDConan vs TBD
Aegong vs rasowy
Replay Cast
5 days
Replay Cast
5 days
Wardi Open
5 days
Afreeca Starleague
5 days
Bisu vs Ample
Jaedong vs Flash
Monday Night Weeklies
5 days
RSL Revival
6 days
Afreeca Starleague
6 days
Barracks vs Leta
Royal vs Light
WardiTV Map Contest Tou…
6 days
Liquipedia Results

Completed

Proleague 2026-04-13
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
2026 GSL S1
WardiTV TLMC #16
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
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 © 2026 TLnet. All Rights Reserved.