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how to fix the colossus? - Page 4

Forum Index > StarCraft 2 HotS
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MormonWithoutACause
Profile Joined March 2011
United States94 Posts
September 16 2012 05:11 GMT
#61
Make it less expensive and cut the range upgrade, buff gateway units, decrease the amount of gas needed for warp prism speed and give it an AoE that works better against workers. This encourages colossi drops and discourages a-move play. Solved. Also if you increase its speed it synergizes with blink-stalkers more and can make for some interesting heavy harassment+recall.
jnkw
Profile Joined November 2010
Canada347 Posts
September 16 2012 05:22 GMT
#62
What might be neat is if Colossi splash didn't overlap (like storm, where multiple stacked storms don't do more damage). This could be tricky to balance (buffing the damage to compensate might work). However, it would reward micro because players who can effectively split their Colossus fire (by targeting different areas of the enemy army with each Colossus) will maximize their army's damage output.
734pot
Profile Joined June 2012
Australia294 Posts
September 16 2012 05:24 GMT
#63
On September 16 2012 14:22 jnkw wrote:
What might be neat is if Colossi splash didn't overlap (like storm, where multiple stacked storms don't do more damage). This could be tricky to balance (buffing the damage to compensate might work). However, it would reward micro because players who can effectively split their Colossus fire (by targeting different areas of the enemy army with each Colossus) will maximize their army's damage output.


Don't units automatically split fire to avoid overkill in Starcraft 2?
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
Last Edited: 2012-09-16 05:25:56
September 16 2012 05:24 GMT
#64
Remove the Collosus and put in the Reaver.
Play your best
jnkw
Profile Joined November 2010
Canada347 Posts
September 16 2012 05:26 GMT
#65
On September 16 2012 14:24 734pot wrote:
Show nested quote +
On September 16 2012 14:22 jnkw wrote:
What might be neat is if Colossi splash didn't overlap (like storm, where multiple stacked storms don't do more damage). This could be tricky to balance (buffing the damage to compensate might work). However, it would reward micro because players who can effectively split their Colossus fire (by targeting different areas of the enemy army with each Colossus) will maximize their army's damage output.


Don't units automatically split fire to avoid overkill in Starcraft 2?


Not all units. Generally speaking, any unit with a projectile has the potential to overkill. Units like marines (whose attacks aren't implemented with a projectile) don't overkill. That being said, there's no reason why the Colossus couldn't be coded to have the potential to overkill.
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
Last Edited: 2012-09-16 08:31:35
September 16 2012 05:30 GMT
#66
On September 16 2012 04:47 Grummler wrote:
Show nested quote +
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.


PvP is built around 2 things 4 gates and colossus timings They are one dimensional units and no one like to play with them. Sure they are strong and easy to use and you make a bunch and just a-move to victory. I don't personally like playing like that, playing Protoss the unit is just so boring. Just look at every Poll ever about disliked sc2 units Colossus tops every one.
I am Godzilla You are Japan
targ
Profile Blog Joined December 2010
Malaysia445 Posts
September 16 2012 05:41 GMT
#67
My idea is somewhat on the following lines:

1. Remove the colossus's ability to be hit by air.
2. Make it somewhat smaller.
3. Reduce it's hp slightly, such as from 150 shield 200 hp to 150 shield 150 hp.
4. Remove the Extended Thermal Lances upgrade.
5. Increase both its cooldown and its one hit damage considerably. Maybe increase both by a factor of 3 giving it 45 damage in one swipe.

So the Colossus would have to go into 6 range to deal a mighty blow, making it vulnerable to stuff like marauders firing back. Players would have to micro it in to take a swipe at the opponent's army then quickly run it back before it gets target fired down. A new upgrade could be given to improve its movement speed. This would add more excitement to using it, as it actually has to move into vulnerable range to do its job.
http://billyfoong.blogspot.com/ my other opinions are here
Entirety
Profile Blog Joined April 2012
1423 Posts
September 16 2012 05:46 GMT
#68
One of the biggest problems I see with Colossi is their burst damage.

Imagine if their attack was a laser that kept focusing on its target area without stopping, constantly doing DPS (lowered damage to compensate). The laser would not stop dealing damage until the unit moves out of range or it dies. Perhaps it could have a somewhat long cooldown in between attacks. That way, it could start attacking a group of Marines and you could move the group back and avoid taking further damage, just like how you don't want Marines sitting in a storm.

It would encourage micro in the following ways:

Colossus player:
- Target nearby groups so it's harder for them to run away
- Target clumps because targeting a single Marine now hurts more since the target remains on that Marine until he dies
- Maybe you want to target a dangerous unit (such as an Ultralisk) to allow the Colossus to fire longer and cooldown less
- Target Marauders instead of Marines because Marines die faster = more cooldown

Other player:
- You want to take the target unit and move it out of range, both to avoid damage and invoke the long cooldown period. Imagine a poorly controlled Colossus vs. MarineKing. Every time it targets a Marine, MarineKing immediately stims it out of range. End result: almost no damage taken
- You can also split units while the Colossus is still firing. Perhaps the Colossus is targeting your Thor and you WANT it to target your Thor. Therefore, you can move all your Marines away and leave the Colossus slowly draining the Thor's health
IMMvp (정종현) | Fan Club: http://www.teamliquid.net/forum/viewmessage.php?topic_id=211431
MormonWithoutACause
Profile Joined March 2011
United States94 Posts
September 16 2012 06:02 GMT
#69
So make Colossi into a sustained irradiate? Doesn't actually make the unit feel very useful tbh. I like adjusting it to make it more viable in doing things like Alej's Colossus drop PvT

ZetaPulse
Profile Joined December 2009
Canada59 Posts
Last Edited: 2012-09-16 06:38:13
September 16 2012 06:29 GMT
#70

8:05 - It looked more interesting.
Can't Say Goodbye to Yesterday
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
September 16 2012 06:49 GMT
#71
everything looks more interesting in that demo
aka ChillyGonzalo / GnozL
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
September 16 2012 07:03 GMT
#72
There isn't a hope in hell that Blizzard would remove the Colossus, ask your average dumb player and they'll say it's fine - mainly because it looks cool. I thought it was fine until I read a few threads here, thought about the unit and how it plays in game - it took some time to convince me.

Plus changing it significantly would break the Colossus MP unit from SP, while I admit Blizzard have now stated SP and MP are seperate - they also don't want new users 'trying out that Colossus I used in Campaign!!" to see such a huge difference. They may tweak somethings, maybe - but I imagine there's so many other things on the table that it's mostly a lost cause.

My opinion, make it move a fair bit slower, take longer cooldown on fire rate, increase attack strength slightly, increase HP and decrease damage from AA units (but have them still hurt) That should at least reduce some of the issues with the unit, well I'd like to think so.

Regardless - none of this is going to happen, seriously. It was a miracle Blizzard removed the fucking Warhound and that was probably the most apalling designed unit in an RTS for years, beta or not. It was still a miracle. Colossus, I'd take money no one can convince them of the issues either it.
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
September 16 2012 07:18 GMT
#73
On September 16 2012 15:29 ZetaPulse wrote:
http://www.youtube.com/watch?v=-PfkVeI7AiA#t=485s
8:05 - It looked more interesting.


Much cooler looking attack animation from the Zealots.
The physics / detail on the exploding BC and Barracks is far superior than what ultra high details do in SP or MP WoL >
The motherships 3 abilities (time bomb, planet cracker and black hole (super Vortex) look awesome - although kinda obviously OP. - Also the damaged mothership burning animations are awesome. How did this game look so much better in 2009?
J.E.G.
Profile Joined May 2010
United States389 Posts
September 16 2012 07:27 GMT
#74
They should double damage, double cooldown time, and offer a sort of "preview".... like a targeting laser of some sort on the area it is about to attack. This would offer different micro/positional/zoning out area tactics instead of just a-move imo
Do or do not; there is no try.
Acritter
Profile Joined August 2010
Syria7637 Posts
September 16 2012 07:48 GMT
#75
The Colossus is already being "fixed" with units like the Viper. By snatching Colossi out of deathballs, the Viper limits the use of the unit. The next things needed are a Terran way to handle the Colossus (I'm liking Lockdown more and more), and a significant buff to Storm so that it can be used against Roaches.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
CrtBalorda
Profile Joined December 2011
Slovenia704 Posts
September 16 2012 08:05 GMT
#76
First off the poll on the first page makes me ROFL.
2nd most hated unit is infestor?
Are you kidding?
I hope thats cuz fungel makes your units unmovable.
And if its cuz of balance.
Wtf is wrong with you? Zerg would be TERRIBLE without the infestor.

Now back to the topic.
Lets not try to fix whats broken and remove it from the game huh? Hows that sound?
Why would you try to fix a unit that is bad for esports in every single way?
It sums up everything people were complaining about in the beta.

Huge ingame power with the only micro requaired being "A-move" and even its model and fireing animation blocks the view of the player, so they cant see whats happening.
In what other way can you even screw up a unit?

Idk if I want them to bring back the reaver, the units now already are a bit based off of bw units and I dont want the game to feel too similar.
But if they did bring it back, I would like there to be a white line indicating where it is going to shoot, just like seeker missle. That would make it more micro intesnive. And of course have a long cooldown.

Now Im a bit suprised there is such a big outcry about the warhound. But everyone is fine the collossus and was fine apperently. Why did you not complain about the collossus during the beta and have blizzard remove it? Its kinda like you your just taking blizzards bad design into the face and not trying to give any feedback.

Its like people have already lost hope and only complain about bad new units.
4th August 2012...Never forget.....
Spawkuring
Profile Joined July 2008
United States755 Posts
Last Edited: 2012-09-16 08:23:00
September 16 2012 08:17 GMT
#77
On September 16 2012 16:48 Acritter wrote:
The Colossus is already being "fixed" with units like the Viper. By snatching Colossi out of deathballs, the Viper limits the use of the unit. The next things needed are a Terran way to handle the Colossus (I'm liking Lockdown more and more), and a significant buff to Storm so that it can be used against Roaches.


I don't want the Colossus to be counterable, it already has plenty of that. It just needs to be fun to use.

People hate the Colossus because there's no skill in using it. It's mobility guarantees almost perfect positioning in a deathball just by a-moving it. The maximum micro you get out of them is moving back a few steps when focused by AA. It makes the PvP matchup bore people to tears. It's the number #1 cause of deathball syndrome. It forces the AA of other races to be obscenely strong to counter it, therefore making all Stargate units less viable. It forces the Gateway units to be weaker due to its strength. And it's terribly dull to watch them from a spectator standpoint. I still have yet to see a colossus induce cheers from a crowd anywhere near that of a reaver. People only seem excited about colossi when they die, which should tell you something.

The only reason the Colossus is still in the game is because it looks cool, and apparently casuals love its model or something. I honestly think that if SC2 is going to have an iconic unit, it should at least be something unique, and not a War of the Worlds ripoff. The Colossus also plays boring, but Blizzard is probably reluctant to do anything because it's so essential for the Protoss to survive that they don't want to go through the effort of rebalancing it, which I think goes against what Blizzard used to stand for.

On September 16 2012 17:05 CrtBalorda wrote:
Now Im a bit suprised there is such a big outcry about the warhound. But everyone is fine the collossus and was fine apperently. Why did you not complain about the collossus during the beta and have blizzard remove it? Its kinda like you your just taking blizzards bad design into the face and not trying to give any feedback.

Its like people have already lost hope and only complain about bad new units.


People actually bitched a LOT about the Colossus in WoL beta, and even more after release. It's just that it's so hard to get Blizzard to budge on an issue that most people have given up. Remember how hard we had to scream just for them to put chat channels back? I don't blame people for giving up the fight, Blizzard is very stubborn when they are "happy" with something.
Woizit
Profile Joined June 2011
801 Posts
September 16 2012 10:10 GMT
#78
I think the Colossus unit box should be made a lot larger, so that they can't clump together. This will make it less effective to mass them, as well as make them less efficient around choke points. In all, it should reward way better positioning for the Protoss army as well as micro of the Colossi.

When I see these things which are supposed to be towering skyscrapers walking around so close that they can touch each other, I always feel that they should be toppling over once they bump into one another. Seriously, the Colossus doesn't look too bad when it's spreaded out like the Blizzard videos, but once clumped up for laser warfare, they are a nightmare to spectate.
piplup
Profile Joined April 2011
117 Posts
September 16 2012 10:12 GMT
#79
On September 16 2012 16:18 Cabinet Sanchez wrote:
Show nested quote +
On September 16 2012 15:29 ZetaPulse wrote:
http://www.youtube.com/watch?v=-PfkVeI7AiA#t=485s
8:05 - It looked more interesting.


Much cooler looking attack animation from the Zealots.
The physics / detail on the exploding BC and Barracks is far superior than what ultra high details do in SP or MP WoL >
The motherships 3 abilities (time bomb, planet cracker and black hole (super Vortex) look awesome - although kinda obviously OP. - Also the damaged mothership burning animations are awesome. How did this game look so much better in 2009?


because the game would be too cluttered and confusing with all those physic effects.
Incomplet
Profile Blog Joined September 2011
United Kingdom1419 Posts
Last Edited: 2012-09-16 10:21:16
September 16 2012 10:19 GMT
#80
-Remove range upgrade
-Increase base range by +1 (7 Range)
-Remove Cliffwalk ability
-Make smaller, cannot be hit by air
-Decrease splash radius slightly
Bow down to the sons of Aiur...SKT1_Rain, CreatorPrime, ST_Parting, Liquid_Hero.
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