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Warpgates are NOT the biggest problem of protoss . - Page 3

Forum Index > StarCraft 2 HotS
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StandAloneComplex
Profile Joined September 2012
65 Posts
Last Edited: 2012-10-16 00:51:50
October 16 2012 00:49 GMT
#41
On October 16 2012 09:13 Illiterate wrote:

----------------------------------------------------------------------------------------------------------------------------------------

This hurt me so much in my nazi grammar organ (which is most likely the sphincter) that I had to do this:

I don't know what kind of loving relationship you have with your spacebar and your comma-key, but FUCK YOU FOR MAKING ME DO THAT.

Btw, I counted 93 corrections. 93. Ninety three. I'm not saying I'm not glad that people who have imperfect English still post on the forums, but I don't like having my Nazi Grammar rectum disturbed like this. I'm going to go wash my eyes now.

Edit: I just realised my signature is more fitting than it has ever been before.


--------------------------------------------------------------------------------------------------------------------------------------



Wow 93, this is really a new record. And im proud of every single one of them.
Im also very glad that i could provide something for you ,to really dislike, because people with an nazi organ
need some things to dislike from time to time, orelse they are not happy.

I have put some errors in this one too, to keep you happy.

PS: I love my _____ space bar , _____________ its soo big.
Illiterate
Profile Blog Joined January 2011
Netherlands49 Posts
October 16 2012 00:50 GMT
#42
On October 16 2012 09:18 wcr.4fun wrote:
Show nested quote +
On October 16 2012 09:13 Illiterate wrote:
This hurt me so much in my nazi grammar organ (which is most likely the sphincter) that I had to do this:

On October 16 2012 03:16 StandAloneComplex wrote:
0. Introduction


Nearly all Protoss players of the community, and many players of other races, like the concept of an alien high tech race which is technological superior against its enemies but are unhappy (to say the least) with the way Protoss has to be
played in WOL to be successful. But is the reason the Protoss race seems boring in WOL, which is only a shadow of the Aiur-spirit of the past, really the warpgate? Or is it something else, something even more disturbing?




I. The Warpgate


Almost all of the concerns are concentrating on the gameplay-mechanic of the warpgate. The argumentation is that warpgates allow, with their quick cooldown (and which can produce even faster with chronoboost), a reinforcing advantage against other races. In combination with a pylon, which can be placed nearly everywhere on the map with the exception of on creep, the Protoss can reinforce nearly anywhere on the map very quickly which negates the defender's advantage. Also, counterattacks can be taken care of with quick warp ins without splitting up the Protoss main army.

Following this argumentation Blizzard balanced this advantage of the Protoss race against the others by balancing the earlygame units, which are weaker compared to earlygame units of the other races, even though they cost equal amounts. So, in order to survive the earlygame, Protoss must either go all in with a timing push or rely heavily on the sentry's spell Force Field to hold the enemy out of their bases long enough to tech up to a healthy amount of expensive lategame units.





II. General design concept of the Protoss race.


The general overlaying design concept of the race is that the protoss units are very weak in the earlygame; without extensive micro and spell usage of Force Field and Blink. But if they survive long enough and are able to take 3 bases they can accumulate enough resources to build their expensive but very strong lategame-units such as Colossi, Archons, Immortals and the Mothership.

So:

Weak when not micro'd correctly in the earlygame, but strong in the lategame.

Important to know is , that this decision was not a design accident made by Blizzard, they wanted to design it that way. A race which is technological superior and has units that are stronger, but more expensive than the units of the other races. Balancing this concept so that all races have similar chances of winning, is very difficult and lead to the design toss is known for in WOL.

And that design is generally not a bad idea but the way Blizzard implemented it was not optimal because the lategame units are all strong but very boring to use because they are all non-microintensive-a-movers (Colossus, Immortal and Archon). It wouldn't be a bad idea that earlygame units are weak and must rely on support units if the lategame units are strong if the lategameunits would be more micro intensive and multidimensional. This would differ the way Protoss is played clearly form the other races. It creates a tension of surviving the earlygame and then, if you managed that, it's payback time.


So even if the warpgate would be a lategame upgrade in the twilight council or would be completely taken out of the game it would lead to the same unit composition in the lategame:


1. x Stalkers + 5-6 Colossi + Mothership against ground based armies.

2. x Stalkers + y Archons + Mothership against air based armies.


Because these two combinations are the most effective way to deal with the most unit compositions of the enemy. Only change there would be, if for instance warpgate were to be taken out and Stalker would be buffed, is that we would see more early Stalker + Sentry deathballs instead of Colossi + Stalker deathballs. But a deathball is a deathball.

Their is no reason for toss to go anything else, except maybe some immortals against a meching Terran.





III.Conclusion


And that leads to a situation in which nearly all Protoss games look the same. It's the bad and boring unit ideas, with the Colossus as a too powerful all-round unit, which hurt protoss gameplay and diversity in lategame unit compositions, not warpgates. The decision of being weak when not micro'd correctly earlygame but strong lategame would be good if the units would be more versatile and would lead to more different openings and more potent lategame compositions so that for example airplay would be an option. If i start Phoenix airplay in WOL it's a loss in most games if the enemy is on an even skill level because of the weakness of toss air units in the followup (carriers are a joke against target-firing vikings/corruptors).


Think about it. Which units of the protoss race in WOL are really fun to play ?

Poll: Which unit has to be redone out of all existing WOL protoss units?

Colossus (206)
 
65%

Carrier (36)
 
11%

Void Ray (24)
 
8%

Sentry (18)
 
6%

None of them , they are all good the way they are (maybe a little tweaking in numbers). (18)
 
6%

Stalker (6)
 
2%

Zealot (3)
 
1%

Dark Templar (2)
 
1%

Archon (2)
 
1%

Phonix (2)
 
1%

High Templar (1)
 
0%

Immortal (1)
 
0%

319 total votes

Your vote: Which unit has to be redone out of all existing WOL protoss units?

(Vote): Zealot
(Vote): Stalker
(Vote): Sentry
(Vote): High Templar
(Vote): Dark Templar
(Vote): Immortal
(Vote): Colossus
(Vote): Archon
(Vote): Phonix
(Vote): Void Ray
(Vote): Carrier
(Vote): None of them , they are all good the way they are (maybe a little tweaking in numbers).



In my opinion only the Sentry, Phoenix, Warp Prism and High Templar are deep in design and benefit from good micro. All the lategame units are boring because they all a-move.

This leads to the conclusion that most of the protoss units in WOL need a serious redesign and NOT the warpgate in the first place.

1. Nerf the Colossus heavily (make the lasers into a cast ability and give the colossus
energy to increase its micro and lower its damage output, perhaps let the laser fire in
a straight line away from the Colossus) and add therefore a micro-intensive
lategame unit with high damage output and low HP which is very difficult to micro. It could be the Reaver but if it must
not it can also be some new unit.

2. Protoss needs more support units like a mobile shieldbattery or teleporter which can
be also used for quick earlygame harass. The Oracle would be good for that purpose
if it had useful spells, which it doesn't the way it is now.

3. Give the protoss more expensive high tech units and especially buildings , like
cloaked probes (lategame) or Mothership Core transforming into a mobile Nexus
which can be set up in an mineral field. It can mine out of it and can flee if the
enemy is coming.

Plz discuss.


I don't know what kind of loving relationship you have with your spacebar and your comma-key, but FUCK YOU FOR MAKING ME DO THAT.

Btw, I counted 93 corrections. 93. Ninety three. I'm not saying I'm not glad that people who have imperfect English still post on the forums, but I don't like having my Nazi Grammar rectum disturbed like this. I'm going to go wash my eyes now.


Humans have more than 1 sphincter. Your error caused a disturbing contraction of both my outer and inner anal sphincter. (lol)


Sadly I was so busy being clever I forgot to be correct
It's better to be silent and thought a fool than to speak and remove all doubt.
Illiterate
Profile Blog Joined January 2011
Netherlands49 Posts
October 16 2012 00:51 GMT
#43
On October 16 2012 09:49 StandAloneComplex wrote:
On October 16 2012 09:13 Illiterate wrote:

----------------------------------------------------------------------------------------------------------------------------------------

This hurt me so much in my nazi grammar organ (which is most likely the sphincter) that I had to do this:

I don't know what kind of loving relationship you have with your spacebar and your comma-key, but FUCK YOU FOR MAKING ME DO THAT.

Btw, I counted 93 corrections. 93. Ninety three. I'm not saying I'm not glad that people who have imperfect English still post on the forums, but I don't like having my Nazi Grammar rectum disturbed like this. I'm going to go wash my eyes now.

Edit: I just realised my signature is more fitting than it has ever been before.


--------------------------------------------------------------------------------------------------------------------------------------



Wow 93, this is really a new record. And im proud of every single one of them.
Im also very glad that i could provide something for you ,to really dislike, because people with an nazi organ
need some things to dislike from time to time, orelse they are not happy.

I have put some errors in this one too, to keep you happy.

PS: I love my space bar , its soo big.


Thank you... I guess. Feel free to update your original post with my version if you want more people to keep reading through it.
It's better to be silent and thought a fool than to speak and remove all doubt.
MasterCynical
Profile Joined September 2012
505 Posts
Last Edited: 2012-10-16 04:27:40
October 16 2012 04:23 GMT
#44
Ughhhh, that OP! you should really improve it. Im not being a grammar/spelling nazi, but it interrupted the natural flow of reading to the point that I had to read at a snails pace. It also caused the meaning of some sentences to be quite ambiguous.

And that leads to an situation , that nearly all protoss games look the same.

I think you can say that for pretty much any match up. PvP is very dynamic until the lategame though.
PvT is not as deathbally as it was a couple of years ago, now you get a lot more back and forth games with extended Zealot/Archon/Templar battles.
PvZ is still pretty much turtle up for 20 minutes to get your deathball vs deathball battle.

so that for example airplay would be an option. If i start phonix airplay in WOL , its a lose in most games

Phoenix play is a very strong opening in PvP and pretty decent in PvZ. Its probably one of the most versatile units that protoss has. Phoenix can harass, gain map control, defend and even snipe some units in some situation. They also take a lot of micro and skill to use.

I think the warpgate and colossus issues are just as important as each other.
The warpgate makes too many games that are decided within the first 15 minutes from one allin timing by protoss.
The colossus makes too many "turtle up for 20mins and get an A-move deathball" games.
If these two issues are fixed, we will see more longer macro games that revolve around back and forth constant action like we see in TvZ and all BW matchups.
Rimak
Profile Joined January 2012
Denmark434 Posts
October 16 2012 05:39 GMT
#45
I have to disagree with the OP.

IMO what Protoss need is not redisign of high-tier units or adding more support, but rather adding a core gateway unit, like the widow mine.
2000 Jungler 66% Hecarim, 63% Volibear, 60% Jarvan IV
lorestarcraft
Profile Joined April 2011
United States1049 Posts
October 16 2012 05:51 GMT
#46
the reason air not a valid strat is because zerg and terran have corruptors and vikings specifically to deal with colossi. Remove all three units and do something else!
SC2 Mapmaker
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-10-16 06:16:19
October 16 2012 06:11 GMT
#47
On October 16 2012 03:16 StandAloneComplex wrote:
This leads too the conclusion , that most of the protoss units in WOL need a serious redesign ,and NOT the warpgate in the first place.

1. Nerf the colossi heavily (make the lasers into an castability and give the colossus
energy to increase its micro and lower its damageoutput, perhaps let the laser run in
an strait line away from the colossus) and add therefore an microintensive
lategame-unit , with high damage output and low HP , which is very difficult to micro . It could be the reaver but it must not , it can also be some new unit.

2. Protoss needs more supportunits , like mobile shieldbatterys or teleporter which can
be also used for quick earlygame harass. The oracle would be good for that purpose
,if it had useful spells , which it hasn't , the way it is now.

3. Give the protoss more expensive high tech units and especially buildings , like
cloaked probes (in lategame) , or mothershipcore transforming into an mobile nexus
,which can be set up in an mineralfield.It can mine out of it and can flee if the
enemy is coming .

I dont share your conclusion that the Warp Gate doesnt need a redesign. It does, but it is a very basic and minor one and doesnt change any of the units. Warp Gate should be changed to give the production speed boost to the Gateway and not the Warp Gate. Thus Protoss will have to make a choice just as Terrans have to choose between Reactor or Tech Lab as an addon.

1) The idea to give the Colossus energy is scary, because energy units tend to lean themselves to "burst fire" and that isnt a good thing for a siege unit. There was a good reason why Blizzard took out the first version of the Thors "strike cannons", which was used to AoE attack a unit (and thus place) and it wasnt really that it shares the job with the Siege Tank.

The Colossus needs a limitation to its mobility (half speed maybe) and require more room among the Gateway units between its legs in exchange for a little more survivability.

2) Mobile Shield batteries are too strong, because they basically "instantly" negate an EMP. I could agree to static ones as that would give the race a defenders advantage. As a race it seems ridiculous how they could "forget" that technology in the few short years after BW.

3) Having a mobile nexus is too much like a Terran CC and this is a bad idea, since the Mothership is supposed to be a fighting unit and not a mineral gatherer. What would be the point of cloaked probes in a game with a low amount of detection? Answer: Risk-free resource gathering. Terrible idea and no one would probably build them anyways, because a bunch of 16 cloaked probes would create such a blur that even the blindest mole would notice them. Too many support units are a bad thing and we see with the Oracle how bad the concepts are which Blizzard can come up with. So be careful what you ask for.

On October 16 2012 14:39 Rimak wrote:
IMO what Protoss need is not redisign of high-tier units or adding more support, but rather adding a core gateway unit, like the widow mine.

There are only so many designs which are useful for core units (or even support casters). Thus you cant really add something new easily without making it "look and feel the same" as units from other races. In BW only Terrans had mines and Zerg had a burrowed Lurker who attacked an area. If you want something similar put a DT on patrol in an area ...

Asking for something new to "fix something" is a bad concept and totally overlooks the possibility to fix things by changing the stuff you already have.
If you cant say what you're meaning, you can never mean what you're saying.
InVerno
Profile Joined May 2011
258 Posts
October 16 2012 06:21 GMT
#48
Finally! After two hundreds thread of automining-warpgate, someone have seen the real protoss problem, the colossus. I hope someone with a very good game knowledge write down a big wot on why this units ruin the protoss race, it's not only a micro\spectacular problem, analyze the metagame of this two w.o.l. years and take some conclusion on what role the colossus has played, someone will be amazed. I hope the devs too.
bGr.MetHiX
Profile Joined February 2011
Bulgaria511 Posts
Last Edited: 2012-10-16 06:37:31
October 16 2012 06:37 GMT
#49
voidrays are pretty useless in current metagame thanks to marines/vikings and infestor/corruptor.
they have some use as early game harrassment unit vs zerg and some use as all-in weaponry against terran.
otherwise they are pretty boring and have no usage in pvp.

Carriers are starting to find their way in the metagame as ultra-late-game-weapon against broodlord infestor.Still they are being hard countered by corruptor remax which takes out the mothership too and thats what makes them being hard to use...still they are viable in some situations.

Collosus is fine as it is.imho.

Top50 GM EU Protoss from Bulgaria. Streaming with commentary : www.twitch.tv/hwbgmethix
Rabiator
Profile Joined March 2010
Germany3948 Posts
October 16 2012 07:51 GMT
#50
On October 16 2012 15:37 bGr.MetHiX wrote:
voidrays are pretty useless in current metagame thanks to marines/vikings and infestor/corruptor.

Void Rays have the same problem as every other expensive unit has: You can kill them very easily with a bunch of rather cheap units, because they can be packed very closely in a tight area. In BW Marines didnt clump that easily and you only had 12 per control group anyways. This is the REAL culprit which makes several units useless ... Battlcruisers, Carriers, Void Rays, Phoenix.

The only exception there is the Broodlord, because it creates free ground units which block the movement of ground units and give additional targets to shoot at. You basically cant win against Broodlords without specifically targeting them ... and that is harder with a bunch of other units right below them.
If you cant say what you're meaning, you can never mean what you're saying.
StandAloneComplex
Profile Joined September 2012
65 Posts
Last Edited: 2012-10-16 18:38:26
October 16 2012 17:51 GMT
#51
On October 16 2012 04:16 osiris17 wrote:
Reduce the damage, build time, resource and food cost, and size of the colossus; but increase speed and redo the attack animation to make it trigger faster; they could be used for more cliffing / risky harassment and retreat functions, but still augment the army with splash later... but die easier and require more colossus, splash is less focused.
OR just replace the unit with the reaver and be good to go.


On October 16 2012 04:45 lost_artz wrote:
I'd be curious to see how much of a difference changing the Colossi attack from an Arc to a straight directional attack (like the Hellions) would have.

The biggest issue with Colossi as I understand it is how much their AOE scales when in large numbers. But that's not because of the fact it's an AOE attack but rather how much they overlap with other Colossi shots making it near impossible to engage without taking massive damage in one section of an army.

Having a directional attack (like the Hellions) would promote mirco so that your Colossi would hit as many units as possible rather than 1 at a time.

---

Perhaps someone could set up a custom map to test this? I know nothing of the map editor so it's not something I can do lol



I think an combination of both of these ideas would make the colossus to an much more interesting unit , which would be viable for harass and dropplay . Colossus-drops are even now really fun to watch, but noboady does them, because of the high cost and the value of them for the lategamearmy. I dont think, that colossi firering in a straight directional line, would be to weak. It would be much more microintensive because you must find an good angle to fire. Perhaps let the colossus also use blink, when its researched.Then it can blink into an good angle for the straight directional line fire, when the enemy splits up his units.


On October 16 2012 06:34 Jasiwel wrote:
I voted for the Carrier because I loved Brood War Carriers. I also love the Colossus as is frankly because of Marauders and how less expensive Colossus are than Archons. I feel like there should be some redesign in terms of being less linear and more interesting gameplay-wise (for me, it's interesting aesthetic-wise). I've been thinking about how to do this without changing the shock factor of the Colossus, but without making it have slower DPS or making it a bit like the Void Ray where the damage is at its peak the longer it fires, I'm not exactly sure. People are outcrying for the Reaver back, but frankly I don't think it would do well enough in SC2 since everything is a lot faster-paced in terms of gameplay. They could also further make issues of Protoss AoE being too overbearing for the other races (because that is a concern that needs to be recognized).



Totally agree with the artdesign part. The colossus looks very impressive/unic and has become an important part of the visual-identity of the protoss race , like the carrier. So i can understand why blizzard won´t take it away. But it must be altered gameplaywise.

Plz also discuss, in this post, the meaning of the tempest changes for the possibility of going airplay in the lategame.Thx.
CYFAWS
Profile Joined October 2012
Sweden275 Posts
October 16 2012 18:17 GMT
#52
Just posting this here, thread chosen at random from "fuck protoss"-threads

Make the colossus more reaver-like by making it build charges for its attack; slower attack speed, superOP damage and stuff.
Attack looking like this: (first seconds) (also watch that awesome movie)


Ofc cost, movespeed, tech level and other stuff could be changed if needeed.

This would make the colossus into more of a siege unit. In the deathball, the enemy would try triggering bad shots to waste its' power. You would not want to use a few shots to kill a small group of zerglings for example.

The colossus is already the baby of the p army, needing intensive sitting. make that role a little more dynamic, bigger risk/bigger reward
StandAloneComplex
Profile Joined September 2012
65 Posts
Last Edited: 2012-10-16 18:40:50
October 16 2012 18:38 GMT
#53
I added an new warpgate-poll in my original post and corrected the erros (thx to Illiterate ).

Feel free to vote.
M.R. McThundercrotch
Profile Joined June 2012
United States265 Posts
October 16 2012 22:00 GMT
#54
I posted this idea in another thread once, but I don't remember where. I think it fits here with talk of changing the colossus.

With the incredible range, bonus damage vs massive units, and removal of the Fleet Beacon requirement for the Tempest, I think it might make the void ray obsolete. However, I think the prismatic beam charge mechanic is good, the reaver was good, and the colossus is not so good, but it is pretty "cool". This presents an interesting opportunity.

Remove the void ray and give the colossus the prismatic beam, but make the third stage into an AoE explosion. This would combine the timing of the reaver, the charge management of the void ray and the "coolness" of the colossus.

The exact numbers for damage and charge times could be - and probably would need to be - adjusted to find a good balance and some other changes might be needed. For example, one change I think would be necessary would be for the charge to not automatically drop upon switching/losing targets. There could be a small grace period, a range requirement, the counter could reverse and charge down or something else, but I think it would be necessary to make the unit effective in the AoE role.
On June 30 2012 01:42 iNcontroL wrote: Fuck a lot of you. Fuck you forever.
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
October 16 2012 22:12 GMT
#55
Your warpgate / gateway poll is missing all the relevant options it needs.
StandAloneComplex
Profile Joined September 2012
65 Posts
October 16 2012 22:14 GMT
#56
On October 17 2012 07:12 Cabinet Sanchez wrote:
Your warpgate / gateway poll is missing all the relevant options it needs.


Which would be.... ?
Fenris420
Profile Joined November 2011
Sweden213 Posts
October 17 2012 00:37 GMT
#57
I think it would be interesting to see what would happen if they just downright nerfed the colossus. Likely P would just be overall weaker in direct engagements (obviously), but it would also possibly highlight what other units that the colossus has carried.
Twinkle Toes
Profile Joined May 2012
United States3605 Posts
October 17 2012 00:45 GMT
#58
Colossus for sure
Bisu - INnoVation - Dark - Rogue - Stats
FoxShine
Profile Joined January 2012
United States156 Posts
October 17 2012 00:47 GMT
#59
Nerfing a unit isn't how you go about it. If colossus gets messed with it will get nudered and be useless, they might as well remove it if they make it any weaker. The units the protoss has that NEVER get used are what needs to be tweaked right?? I mean the whole reason they aren't being used is because they suck or are not worth the investment.

We had/have this problem with every single protoss air unit. The phoenix barely started seeing its use, and the majority of the Hots changes are revolving around the carrier, tempest, oracle and mother-ship (even though its not out of stargate). Protoss needs a stronger air army. When im playing hots i have the same mentality i did in WoL. I have to get my upgrades going and start some colossus production. I agree colossus is too much of a great unit that its like required in every fight, but i still hold to my belief that it is because there are no other good units to choose from really.
We do what we must, because we can
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
October 17 2012 01:13 GMT
#60
On October 17 2012 07:14 StandAloneComplex wrote:
Show nested quote +
On October 17 2012 07:12 Cabinet Sanchez wrote:
Your warpgate / gateway poll is missing all the relevant options it needs.


Which would be.... ?


Just flip the build time and cooldown for units from gateway to warpgate and warpgate to gateway.
That's all that's needed to make the game actually make sense.
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