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how to fix the colossus? - Page 5

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YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
September 16 2012 10:21 GMT
#81
Solution: http://wiki.teamliquid.net/starcraft2/Reaver

I mean just read the reasoning behind its removal o_O

On a second note: The colossus in the demo seems alot more interesting than what we see now. Sort of like a voidray but different.
Fjodorov
Profile Joined December 2011
5007 Posts
September 16 2012 10:39 GMT
#82
Its a very delicate problem. The colossus is obviously a very important unit and changing it will have very big effects. With that in mind, a beta is a very good oppurtunity to atleast play around with small tweaks and changes and im sad that blizzard are so reluctant to experiment with it a bit.

Before the number of vikings and corruptors are large enough, the colossus is the easiest unit to micro. It is huge and can walk over units/cliffs. However, the long range of the unit makes micro irrelevant most times. When viking/corruptor count gets large enough then it is useless to even try to micro the colossus. You are better if maximizing their damage output. Most of the time you will lose most of your colossus either way, so your best bet is to deal as much damage as possible. This does seem like a design flaw to me, since the unit is so microable.

The splash damage and a-move aspect of the unit has bad effects on the game in the lower leagues aswell as pro-level. The colossus makes for bad e-sports because of the stale deathball effect it brings to protoss and the turtling that takes place in order to acquire it. Though, it is not OP at pro-level. In the lower leagues the colossus is OP in the sense that the opponent, especially terran, needs to have superior micro and overall control and engagement skills to break the colossus army. One bad step and 3 colossus will damage a bio ball enough that it might cost you the game.

Since the colossus is a necessary unit for the protoss and the effects would be to big if it was to be changed drastically, im leaning towards either the idea inolving colossus using air upgrades, or the one with were the colossus fires its beam in a straight line. Air upgrades would not give the colossus a more micro-oriented feeling, but it would make it a bit harder for the protoss to switch between HT/colossus tech so easily. There is probably a better solution outhere somewhere, and i wish blizzard would consider experementing a bit with the colossus.

Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
September 16 2012 11:02 GMT
#83
It's definitely not all that you would want to do, but just changing the Extended Thermal Lance upgrade's range bonus (WTF?!)+3 to (normal large bonus)+2 for a total of 8 range would make it a little more micro intensive and its supposed frailty would feel more true because it would be just that much closer to the danger more often.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
September 16 2012 12:47 GMT
#84
Do what they rightfully did with the warhound.

Remove it from the game in HOTS beta and try it out.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
chaknow
Profile Joined April 2011
United States7 Posts
September 16 2012 12:54 GMT
#85
I think make it more squishy. You have to get a dumb amount of corruptor/viking, or hope the protoss makes a positional error to kill the collosi. Seriously sometimes I feel like I need to make 10 billion corruptors for them to kill colossus fast enough to matter. And then I am usually left with 10 billion corruptors vs a bunch of stalkers.

But also I am not a very good player...LOL.
"I'm not a real programmer. I throw together things until it works then I move on. The real programmers say ‘yeah it works but you leak memory everywhere. Perhaps we should fix that.’ I'll just restart Apache every 10 requests" Rasmus (Creator of PHP)
Xain
Profile Joined January 2011
Canada94 Posts
September 16 2012 13:22 GMT
#86
Have you posted this on Battle.net? I think these are all very interesting ideas.
Nagas
Profile Joined July 2012
Lithuania19 Posts
September 16 2012 13:25 GMT
#87
I dont want it to be removed
Quote
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
Last Edited: 2012-09-16 13:37:17
September 16 2012 13:27 GMT
#88
On September 16 2012 11:11 convention wrote:
Show nested quote +
On September 16 2012 10:54 wcr.4fun wrote:
On September 16 2012 09:48 Channel Pressure wrote:
Am I the only one mystified by the colossus hate? . .
Whats wrong with it? It fills an extremely crucial role toss has, particularly in pvz & pvt, which is splash and good army positioning. Vikings hard counter it? Okay, good army control can off-set that. Also due to the multi-function of corruptors in pvz I don't know that itd be fair to say the presence of corruptors in pvz point to the goofiness of colossi. Yeah, I must be missing something becuase I am genuinely at a loss as to why the colossus is the recipient of so much backlash. Granted its not perfect, paritcularly in lategame pvt where their can be some interesting colossus/bio ball trades. . . But at least mid game and late-mid game, the colossus is as essential as its alternative HT.

Ide have to think about it more. . But I can at least say the colossus isn't a massively broken unit. Not even kind of broken. Just maybe a tweak of some kind. Plus its cool!


The collusus is not cool. It doesn't have an interesting role. It's not exciting to watch, it's not exciting to play with. The collusus is a unit which is ruining starcraft. The collusus gets used a lot because it's sick strong, not because it's a well designed unit.
If I design a clown shaped balloon held by a little child which deals massive splash damage and fires every 1 second, can walk up cliffs, ignores collision and has pretty sick health, you can believe people would fuckign use this unit.

First, I tried to find the video interview at MLG where all of the pros were asked which unit they disliked the most, all of the said the infestor except nestea saying hydras.

But people use the colossus, not because it is sick strong, but because without splash damage protoss just straight up loses. PartinG for instance, will often never get collosi, instead he gets a lot of HT as his form of splash (against terran). Being he is the best PvT player in the world, I would say that the HT style is possibly stronger than the collosi style. Against zerg, there is no other unit that can prevent infestors from moving forward for easy fungals, and the only other unit that is good against lots of ling is zealots, which are very poor units against every other zerg unit (while storms are good in certain situations, they don't have prolonged AOE which you do need against zerg).


So you're saying the collussus has splash damage which makes it so the toss doesn't 'just lose'.
If this unit singlehandedly can turn a match up like that, my definition of it would be: 'it's sick strong.'


On September 16 2012 11:42 Channel Pressure wrote:
I dunno wcr. . Nothing in your post really demonstrated why the colossus is such a poorly designed unit. As Convention said, people don't build colossus because its "sick strong" (have you ever tried fighitng with just a colossus?), its a necessairy component to the protoss army after a point, if you are choosing to nagivate the robo tech tree. Protoss units all work very well together with the ultimate goal of collectively dealing damage and trading extremely efficiently with other races, with the possible exception of pvp. It isn't even close to ruining starcraft. . . I would cringe of the colossus disappeared from the protoss unit arsenal. How would we deal with terran 10 minute ish timings? Storm? Well there goes every protoss's win ratio against terran from about diamond down. Its a great unit, its not too strong, at all, entertaining to watch, someone mentioned the ghost-viking/colossus ht positional chess match . . . I totally agree. My opinion doesnt carry much weight but im just not convinced the colossus is some utterly broken unit that needs attention like the warhound did. But thats the feeling im getting from this thread


I wasn't describing why it's a terrible unit. There are dozens of threads on teamliquid explaining why it's a terrible unit, but if you can't figure it out for yourself, I guess you are the target audience of these kidns of units. And obviously you'd get a replacement unit, I mean how thick are people? You think you can just remove the collussus or infestor and 'be fine'? Obviously not. The collussus is sick strong, but you can make any badly designed unit sick strong.

There's a simple reason why every poll here on teamliquid regarding 'which unit do you absolutely hate/ would you like to see removed' always ends up with collussus at LEAST in the top 3 (as far as I know, number 1 every time).

And nobody in here is talking about balancing issues when we mention things like remove infestor, change fungal growth, remove collusus,... We're talking about the entertainment factor for both spectator and player and the validity of starcraft 2 as an e-sport. Sc2 isn't as exciting to watch as BW, everyone with a brain knows that. Or anyone who isn't biased towards 'hur dur "better" graphics and pathing'.

I'm not having fun when I'm playing with a collusus or an infestor and I'm nto having fun seeing people use the infestor or collussus, I mean if you have fun seeing a zerg chain fungal someone with 10 infestors, lucky you, I wish I was as easily entertained.
chaknow
Profile Joined April 2011
United States7 Posts
Last Edited: 2012-09-16 13:31:40
September 16 2012 13:31 GMT
#89
It would be cool if you could set how your units defaulted when attacking, so instead of attacking in an arc, you could tell them to stagger without having to do alot of micro.
"I'm not a real programmer. I throw together things until it works then I move on. The real programmers say ‘yeah it works but you leak memory everywhere. Perhaps we should fix that.’ I'll just restart Apache every 10 requests" Rasmus (Creator of PHP)
Kranyum
Profile Joined September 2012
77 Posts
September 16 2012 13:34 GMT
#90
I'm not sure that reavers would be able to deal with manually split stimmed marrauders ...
Fjodorov
Profile Joined December 2011
5007 Posts
Last Edited: 2012-09-16 14:13:55
September 16 2012 14:13 GMT
#91
wrong thred
Necro)Phagist(
Profile Blog Joined October 2010
Canada6659 Posts
September 16 2012 14:50 GMT
#92
On September 15 2012 17:34 dynwar7 wrote:
Be careful what you wish for. If blizzard remove colossi, most Protoss will truly be so mad since they are so used to a moving such a strong unit.

Are you seriously asking blizz to remove colossi? Think more thoroughly please...

Casual protoss players would be right pissed off. But if you remove the Colossi and give us the reaver, the more active and hardcore players of every race would rejoice!

I for one can easily say I'd MUCH MUCH MUCH rather have my reavers back in place of colossi!
"Are you talking to me? Because your authority is not recognized in fort kick ass!"" ||Park Jung Suk|| |MC|HerO|HyuN|
Channel Pressure
Profile Joined July 2011
United States62 Posts
September 16 2012 18:59 GMT
#93
the default higher range and removal of thermal lance is an interesting suggestion. i've never really seen the colossus as a broken or boring unit. I must be easy :D. as an aside the comment on col making it easy for toss to reach platnum with x apm or less. . I think all races have a bit of that. Thats not the point of this thread though so ill leave that alone . I kinda like the blatant war of the worlds ripoff too. I mean if you're going to go there, the marine is a well-known ripoff of Warhammer space marines, and its become just about as iconic in sc as the warhammer marine is. And thats fine. Blizz has a knack for ripping stuff off and making it cool. Steal from the best as tyra banks once said. .
"A pastor I was listening to was talking about Job and referenced that his belongings had been burned down by marauders -- and heres where I blew it -- I immediately and arbitrarily replied aloud, "Were they stimmed?"
Acritter
Profile Joined August 2010
Syria7637 Posts
September 16 2012 19:22 GMT
#94
On September 16 2012 17:17 Spawkuring wrote:
Show nested quote +
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.

The thing is, the Colossus ISN'T counterable. There are checks in place for it, and that's all. There are units you integrate into your composition to help deal with the Colossi, but they never eliminate the threat completely. Compare Mutas in BW ZvT. They are rendered completely obsolete by the first Science Vessel hitting the battlefield. That is the appropriate situation for the Colossus, as well. The lack of a hard counter to Colossi is hurting the entire game. Because we rely on soft counters to handle Colossi, the soft counters need to be far more efficiently produced in order for the soft counter reaction to work. This has created the problems with air play we see in SC2. If, on the other hand, each race had a hard counter to Colossi, the Protoss would be forced to immediately transition out-- into, say, Storm, which is far more interesting. Colossi are only 1-A units when you have large mobs of them. Try working with one or two Colossi, and you'll see that there's a fair amount of micro involved (check out the 1 Colo no range all-in in PvP). By making it non-viable to produce large numbers of Colossi, you increase the microability of the unit.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Channel Pressure
Profile Joined July 2011
United States62 Posts
Last Edited: 2012-09-16 20:23:38
September 16 2012 20:21 GMT
#95
On September 17 2012 04:22 Acritter wrote:
Show nested quote +
On September 16 2012 17:17 Spawkuring wrote:
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.

The thing is, the Colossus ISN'T counterable. There are checks in place for it, and that's all. There are units you integrate into your composition to help deal with the Colossi, but they never eliminate the threat completely. Compare Mutas in BW ZvT. They are rendered completely obsolete by the first Science Vessel hitting the battlefield. That is the appropriate situation for the Colossus, as well. The lack of a hard counter to Colossi is hurting the entire game. Because we rely on soft counters to handle Colossi, the soft counters need to be far more efficiently produced in order for the soft counter reaction to work. This has created the problems with air play we see in SC2. If, on the other hand, each race had a hard counter to Colossi, the Protoss would be forced to immediately transition out-- into, say, Storm, which is far more interesting. Colossi are only 1-A units when you have large mobs of them. Try working with one or two Colossi, and you'll see that there's a fair amount of micro involved (check out the 1 Colo no range all-in in PvP). By making it non-viable to produce large numbers of Colossi, you increase the microability of the unit.


Totally agree. Although I disagree with the notion that a hard counter is a good idea. Between ghosts and vikings, the colossus and the HT both have a fairly balanced "counter" to them (so I guess im talking about tvp). That the colossus never becomes obsolete in that matchup makes for very interesting army positioning and strategies, to a level that I believe allows the better player to come out on top (usually). I personally think toss has a much lower margin of error than terran does, but thats not terribly important. A good lategame tvp toss army usually has colossus and storm, as it should, and vs t that winds up leaving you pretty evenly matched.

To the first quote, if you a move your colossus during engagements you'll probably end up fresh out of a colossus against someone of even moderate skill. It is by no means a-move and forget unit between protecting your colossus with other units and microing it, especially when losing a colossus means trading inefficiently, especially vs t.
"A pastor I was listening to was talking about Job and referenced that his belongings had been burned down by marauders -- and heres where I blew it -- I immediately and arbitrarily replied aloud, "Were they stimmed?"
convention
Profile Joined October 2011
United States622 Posts
September 16 2012 21:42 GMT
#96
On September 16 2012 22:27 wcr.4fun wrote:
Show nested quote +
On September 16 2012 11:11 convention wrote:
On September 16 2012 10:54 wcr.4fun wrote:
On September 16 2012 09:48 Channel Pressure wrote:
Am I the only one mystified by the colossus hate? . .
Whats wrong with it? It fills an extremely crucial role toss has, particularly in pvz & pvt, which is splash and good army positioning. Vikings hard counter it? Okay, good army control can off-set that. Also due to the multi-function of corruptors in pvz I don't know that itd be fair to say the presence of corruptors in pvz point to the goofiness of colossi. Yeah, I must be missing something becuase I am genuinely at a loss as to why the colossus is the recipient of so much backlash. Granted its not perfect, paritcularly in lategame pvt where their can be some interesting colossus/bio ball trades. . . But at least mid game and late-mid game, the colossus is as essential as its alternative HT.

Ide have to think about it more. . But I can at least say the colossus isn't a massively broken unit. Not even kind of broken. Just maybe a tweak of some kind. Plus its cool!


The collusus is not cool. It doesn't have an interesting role. It's not exciting to watch, it's not exciting to play with. The collusus is a unit which is ruining starcraft. The collusus gets used a lot because it's sick strong, not because it's a well designed unit.
If I design a clown shaped balloon held by a little child which deals massive splash damage and fires every 1 second, can walk up cliffs, ignores collision and has pretty sick health, you can believe people would fuckign use this unit.

First, I tried to find the video interview at MLG where all of the pros were asked which unit they disliked the most, all of the said the infestor except nestea saying hydras.

But people use the colossus, not because it is sick strong, but because without splash damage protoss just straight up loses. PartinG for instance, will often never get collosi, instead he gets a lot of HT as his form of splash (against terran). Being he is the best PvT player in the world, I would say that the HT style is possibly stronger than the collosi style. Against zerg, there is no other unit that can prevent infestors from moving forward for easy fungals, and the only other unit that is good against lots of ling is zealots, which are very poor units against every other zerg unit (while storms are good in certain situations, they don't have prolonged AOE which you do need against zerg).


So you're saying the collussus has splash damage which makes it so the toss doesn't 'just lose'.
If this unit singlehandedly can turn a match up like that, my definition of it would be: 'it's sick strong.'


Marines singlehandedly prevent Terran from just losing, so do infestors, so do lings, banelings, so do medivacs, same with stim as an upgrade. Core units make it so that race does not just straight up lose, which is why they are a core unit to begin with. Every race has those core units to build compositions around, what makes collusus more sick strong than the other core units?
Channel Pressure
Profile Joined July 2011
United States62 Posts
September 16 2012 21:52 GMT
#97
Convention I can answer that for Wcr -- nothing. Great anaology with the marines. Gateway units are empowered by colossi much like stimmed bio are by medivacs. I challenge any protoss to defeat stimmed bio with strictly gateway units. I understand this thread is largely about tweaking the colossus to be more interesting? I disagree with the notion that colossus arent interesting, but if blizz could make the colossus better or more interesting for everyone, more power to them.
"A pastor I was listening to was talking about Job and referenced that his belongings had been burned down by marauders -- and heres where I blew it -- I immediately and arbitrarily replied aloud, "Were they stimmed?"
Cloak
Profile Joined October 2009
United States816 Posts
September 16 2012 21:58 GMT
#98
The difficult challenge is making Colossus a good mechanic without nerfing it, because almost every unit in this game is balanced around that splash capability. Marines, Marauders, Zerglings, Roaches, Swarm Hosts, Broodlords, Banelings, Zealots, Corruptors, Vikings, and Vipers would all have to be completely revamped to deal with the power void.
The more you know, the less you understand.
Entirety
Profile Blog Joined April 2012
1423 Posts
September 16 2012 22:13 GMT
#99
On September 17 2012 06:58 Cloak wrote:
The difficult challenge is making Colossus a good mechanic without nerfing it, because almost every unit in this game is balanced around that splash capability. Marines, Marauders, Zerglings, Roaches, Swarm Hosts, Broodlords, Banelings, Zealots, Corruptors, Vikings, and Vipers would all have to be completely revamped to deal with the power void.


This isn't true because we're rolling out HotS which inherently breaks everything in the game. There is no better time than now to completely revamp a unit.

Yes, Marines are balanced around Colossi. Without Colossi, Marine/Ghost would probably roll over the Protoss army. However, maybe with the addition of Mothership Core, the Oracle, the Tempest.... aww who am I kidding, the Protoss army would still get rolled over.
IMMvp (정종현) | Fan Club: http://www.teamliquid.net/forum/viewmessage.php?topic_id=211431
Big J
Profile Joined March 2011
Austria16289 Posts
September 16 2012 22:14 GMT
#100
On September 16 2012 19:21 YyapSsap wrote:
Solution: http://wiki.teamliquid.net/starcraft2/Reaver

I mean just read the reasoning behind its removal o_O

On a second note: The colossus in the demo seems alot more interesting than what we see now. Sort of like a voidray but different.


yeah, Liquipedia is really aweful when it comes down to unit descriptions and usage and stuff like that.
The reaver was taken out because it did too much damage. Plain and simple.
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