• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:06
CEST 21:06
KST 04:06
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
IntoTheTV X SOOP SC2 League : Weekly & Monthly4Clem: "I don't have that much hope in Blizzard"2ZeroSpace Early Access is Now Live!28Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters2Balance hotfix patch 5.0.16b (July 16)94
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) How would you feel about frequent/monthly balance patches for SC2? Reynor: GSL Loss Wasn't About Preparation Format What's the best tug of war? Clem: "I don't have that much hope in Blizzard"
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event PIG STY FESTIVAL 8.0! (13 - 23 August) IntoTheTV X SOOP SC2 League : Weekly & Monthly INu's Battles#18 - Cure, herO, Rogue & ByuN Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Having the right mentality to improve
Custom Maps
[M] (2) Industrial Park New Map Maker - Looking for Advice - Love or Hate
External Content
The PondCast: SC2 News & Results Mutation # 535 Assembly of Vengeance Mutation # 534 Burning Evacuation Mutation # 533 Die Together
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Recent recommended BW games screpdb: new Starcraft reporting tool ASL22 General Discussion
Tourneys
[Megathread] Daily Proleagues Star Con San Diego 2026 BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS Escore Tournament - Season 3
Strategy
Simple Questions, Simple Answers PvT advise for noobs Fighting Spirit mining rates Creating a full chart of Zerg builds
Other Games
General Games
ZeroSpace Early Access is Now Live! General RTS Discussion Thread Nintendo Switch Thread Path of Exile Diablo IV
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread European Politico-economics QA Mega-thread How to buy a book - shipping from Korea to Europe
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread 2026-27 Football Thread placeholder TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Games, Hormones, and "Dark" …
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8351 users

The Colossus: Old Fires Rekindled - Page 2

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 3 4 5 7 8 9 Next All
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
October 18 2012 23:04 GMT
#21
On October 19 2012 07:30 Fungal Growth wrote:
In most RTS games ranged units are NOT mobile...and for good reason. Mobile ranged units = unstoppable deathballs that need equally ridiculous counters.


What about Terran Bio? probably the most mobile force in the game?
I am Godzilla You are Japan
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
October 18 2012 23:09 GMT
#22
Blinkstalkers, Chargelots and Phoenix all come to mind.
Reflection and Respect.
Fungal Growth
Profile Joined November 2010
United States434 Posts
Last Edited: 2012-10-18 23:19:09
October 18 2012 23:14 GMT
#23
On October 19 2012 08:04 SigmaoctanusIV wrote:
Show nested quote +
On October 19 2012 07:30 Fungal Growth wrote:
In most RTS games ranged units are NOT mobile...and for good reason. Mobile ranged units = unstoppable deathballs that need equally ridiculous counters.


What about Terran Bio? probably the most mobile force in the game?
They aren't siege units (what I intended to say)..

That's not to say that marine/marauder are problematic though and need fixes on their own right.
AnachronisticAnarchy
Profile Blog Joined July 2011
United States2957 Posts
Last Edited: 2012-10-18 23:23:30
October 18 2012 23:21 GMT
#24
On October 19 2012 07:40 Zergrusher wrote:
Show nested quote +
On October 19 2012 06:57 Foxxan wrote:
#zergrusher
What? I dont understand why.

#To op, (the one that wrote this post), i dont know what op means.
I like this change, what i would like alot more is if the delayshot is not linear but a circle instead, NOT BIG circle , but not a dot either.

I would love that change, i dont really know why excactly.
What do u think of that? U must have thought about it



Lower the collosi's Shields from 150 down to 100


Siege units are slower and/or have low HP

does it make sense now?

With lower HP, it does 2 things.

1) it makes protoss pay attention to there collosi now, because they are more fragile.

2) the opponent doesn't have to over commit on collosi killers as much, because the collosi will take less damage to kill.



It opens up many strategic options for both sides.







Absolutely not. Here's what this would change: bio stims in, vikings shoot colossi, maybe some stalkers focus fire the vikings, and the colossi end up dying slightly faster.
That's it.
You don't fucking micro your colossi versus vikings because it does jack shit. You lose too much damage in a futile attempt to run away.
As for point number two, it's still going to be the same, except you'll just end up wanting slightly less vikings.
50 health nerf to the colossus isn't going to do anything at all. Buffing the damage and making the attack dodgeable is way better, it promotes micro on the part of the opponent and makes attention an abusable resource in fights.
"How are you?" "I am fine, because it is not normal to scream in pain."
emc
Profile Joined September 2010
United States3088 Posts
October 18 2012 23:58 GMT
#25
EXCELLENT THREAD. Couldn't have said it better myself. Why is this thread so good? Because it isn't a straight whine thread, nor is it a "remove colossus completely from the game" thread. I really like the idea that was put forth and I hope blizzard listens.
Fenris420
Profile Joined November 2011
Sweden213 Posts
October 19 2012 00:00 GMT
#26
I like this topic and support the changes pretty much across the board.

I just want to point out that the slower an attack is, the more susceptible it becomes to certain health ranges. Say colossus did 100 damage but fired once per minute, and there was a terran or zerg unit with 101 hp. You get the point. I guess at the same time that reinforces the need for the colossus to have backup, which is probably just a good thing.

I have to say that I don't understand where all the hate is coming from with the colossus. There are plenty of ways to position and micro them if you want to keep them alive. Most of the problem is that the need for damage output outweights the need to reposition. Marines can stutter step, colossus can't. So if you want to see more colossus micro, reduce the damage that the opponents army does so that you can actually survive long enough to position properly.

The only problem I have with the unit itself is that as long as they dont get hardcountered by air, having more is always better than the alternatives.

I feel a part of that is because gateway units are not up to the task, but there are plenty of threads about that already. Truth to be told, I cannot remember which one of the many threads were made by whom.

The thing about reavers was that you never wanted 8 of them at one location. There was just never any point in that. Colossus is different, it is all about breaking the critical mass of the opponent asap. For that you want front loaded damage and lots of it. Maybe this will change to some extent since Blizzard is trying to break the balls up.

What I like about OPs suggestion is the damage bonus to light. I know people don't like damage bonuses, but Protoss really does not need colossus to counter armored. Immortal/Zealot/VR does that plenty well as is. If the colossus becomes weaker to armor, there is a definite tech path to counter it even without air. Because the problem is that the colossus is too good in some cases. Even if it means protoss as a race gets weaker until other units are buffed appropriately, we have to reduce the importance of colossus in the overall protoss play imo.
Zergrusher
Profile Joined November 2011
United States562 Posts
Last Edited: 2012-10-19 00:15:36
October 19 2012 00:06 GMT
#27
All you have to do is make collosi shields 100 HP

The collosi has several advatages that all other siege units(Broodlord,siege tank) in sc2 just don't have.

1) high HP(Heath/shields)
2) 100% mobility
3) perfect splash damage 100% of the time( linear splash thats horizontal combined with how concaves work)


Reduce the shields from 150 to 100

its always been that simple.

wcr.4fun
Profile Joined April 2012
Belgium686 Posts
Last Edited: 2012-10-19 00:28:41
October 19 2012 00:23 GMT
#28
zergrusher you are clueless. Stop reposting your awful idea (which would have no influence at all besides probably shifting balance into zerg/terran's advantage.) in this great thread.

But as someone else suggested in this thread (and has been discussed to death as well), the collussus shouldn't be able to be attacked by air. It's an interesting feature but has too many disadvantages even limiting game play and options (opponent counters collussus with anti-air, opponent already has anti-air against any possible stargate transitions etc plus many more problems).
rollAdice
Profile Joined June 2012
Germany32 Posts
Last Edited: 2012-10-19 00:33:45
October 19 2012 00:25 GMT
#29
That wouldn't change anything, just tip the favor in engagements towards terrans/zergs, which is not necessary. In fact protoss needs a way to deal with bioballs without relying on the colossus, because once they are gone nothing can stand up against it. The TvP matchup is pretty awful to watch right now, Terrans have to get vikings only to deal with colossus and protoss has to get stalkers to deal with the vikings which however suck against the bio-army and once ghosts arrive there is no alternative to colossi. The matchup is decided by either the vikings killing the colossi before they kill the bio-army or vice versa, a 15-20 minute game that is decided within seconds without chance for recovery.
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
October 19 2012 00:46 GMT
#30
On October 19 2012 09:25 rollAdice wrote:
That wouldn't change anything, just tip the favor in engagements towards terrans/zergs, which is not necessary. In fact protoss needs a way to deal with bioballs without relying on the colossus, because once they are gone nothing can stand up against it. The TvP matchup is pretty awful to watch right now, Terrans have to get vikings only to deal with colossus and protoss has to get stalkers to deal with the vikings which however suck against the bio-army and once ghosts arrive there is no alternative to colossi. The matchup is decided by either the vikings killing the colossi before they kill the bio-army or vice versa, a 15-20 minute game that is decided within seconds without chance for recovery.


By itself, yes, a more brittle Colossus hurts the game.
Reflection and Respect.
Jaegan
Profile Joined November 2011
United States11 Posts
Last Edited: 2012-10-19 00:47:05
October 19 2012 00:46 GMT
#31
On October 19 2012 09:23 wcr.4fun wrote:
zergrusher you are clueless. Stop reposting your awful idea (which would have no influence at all besides probably shifting balance into zerg/terran's advantage.) in this great thread.

But as someone else suggested in this thread (and has been discussed to death as well), the collussus shouldn't be able to be attacked by air. It's an interesting feature but has too many disadvantages even limiting game play and options (opponent counters collussus with anti-air, opponent already has anti-air against any possible stargate transitions etc plus many more problems).


This ^^

Personally I would like to see a colossus that can't be hit by air,but reduce damage and give a bonus vs light (just an idea, would need a fair bit of testing first), then you have colossi vs light and immortals vs armored from robo. That will also free up the possibility of buffing the abysmal toss air.
Maybe something like this and changes to FFs and fungal (spells that physically stop your opponent from doing anything ftl), and I would be a happy camper.
Changing FFs might necessitate some minor tweaking of gateway depending on how it's done, but buffing gateway units means warpgate timings might be too strong. Toss design really has some problems the more I think about it -.-
Culioz
Profile Joined December 2011
Canada10 Posts
October 19 2012 00:55 GMT
#32
awesome post! I am glad people are talking about design instead of just talking stats. This would make for a way more interesting game dynamic that offers more back and forth action vs 8 lasers kill a whole army gg
Zergrusher
Profile Joined November 2011
United States562 Posts
October 19 2012 00:56 GMT
#33
Actaully I am not clueless.

Answer me these questions.

Whats a siege unit?

what are the advantages and disadvantages of a siege unit?
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
Last Edited: 2012-10-19 01:00:52
October 19 2012 00:59 GMT
#34
A siege unit is a unit with range 7+ as dictated by the range of static defenses.
The disadvantages of a siege unit can be many things. Mobility is the most common weakness.
Reflection and Respect.
Zergrusher
Profile Joined November 2011
United States562 Posts
October 19 2012 01:02 GMT
#35
On October 19 2012 09:59 ItWhoSpeaks wrote:
A siege unit is a unit with range 7+ as dictated by the range of static defenses.
The disadvantages of a siege unit can be many things. Mobility is the most common weakness.



Mobility and HP are common weaknesses of siege units.

Does the collosi have those?
Alex1Sun
Profile Blog Joined April 2010
494 Posts
October 19 2012 01:02 GMT
#36
I like this idea. Sounds totally cool and encourages micro. Maybe not balanced, but the design is better.
This is not Warcraft in space!
Jaegan
Profile Joined November 2011
United States11 Posts
Last Edited: 2012-10-19 01:10:31
October 19 2012 01:09 GMT
#37
On October 19 2012 09:56 Zergrusher wrote:
Actaully I am not clueless.

Answer me these questions.

Whats a siege unit?

what are the advantages and disadvantages of a siege unit?


Fine, I'll give you the answer you're obviously looking for. Siege units are generally slow, do a lot of damage, and have a large range.

Yes the colossus is faster than your average siege unit but, on the flip side, it is susceptible to both ground and air attacks unlike every other siege unit. So basically, yes the colossus is more mobile, but can be attacked by ANY unit in the game, which is a feature not shared by any other unit in SC2.
You want to nerf the shields of the colossus? Fine. HOWEVER, you need to give something in return. Who knows, maybe nerfing colossi a bit and buffing something else may make the game more interesting/balanced as a whole.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 19 2012 01:09 GMT
#38
On October 19 2012 09:59 ItWhoSpeaks wrote:
A siege unit is a unit with range 7+ as dictated by the range of static defenses.
The disadvantages of a siege unit can be many things. Mobility is the most common weakness.

This leads directly to why the shield reduction idea misses the point. Colossus' main weakness is that it can be hit by AA. Being able to pull micro and recharge shields is a completely minor point in a game determined by production cycles on the 30 second scale (how long it takes to recharge shields).

OP, your idea is similar to the one I've always favored which is a charge-up time on a slower but more powerful colossus attack. This builds anticipation and allows a lot more micro. Yay. ^^

You should change your attack rate number though. That's the delay between attacks, so the number should go up, not down.

If you haven't implemented your changes yet, I'm not sure what good it does to advertise the map. I would try to talk to people at sc2mapster.com if you are having trouble making it work. The slow sweeping beam is a great idea but anything "dodgeable" in the sc2 engine is a huge pain to implement -- I'm not even sure how you would do that without a ton of special data design from scratch. The other changes would be relatively simple.
Comprehensive strategic intention: DNE
Zergrusher
Profile Joined November 2011
United States562 Posts
Last Edited: 2012-10-19 01:18:18
October 19 2012 01:15 GMT
#39
On October 19 2012 10:09 Jaegan wrote:
Show nested quote +
On October 19 2012 09:56 Zergrusher wrote:
Actaully I am not clueless.

Answer me these questions.

Whats a siege unit?

what are the advantages and disadvantages of a siege unit?


Fine, I'll give you the answer you're obviously looking for. Siege units are generally slow, do a lot of damage, and have a large range.

Yes the colossus is faster than your average siege unit but, on the flip side, it is susceptible to both ground and air attacks unlike every other siege unit. So basically, yes the colossus is more mobile, but can be attacked by ANY unit in the game, which is a feature not shared by any other unit in SC2.
You want to nerf the shields of the colossus? Fine. HOWEVER, you need to give something in return. Who knows, maybe nerfing colossi a bit and buffing something else may make the game more interesting/balanced as a whole.



how much HP did the reaver from BW have again?

and shure the collosi can be hit by anything in the game, but if you cocnider it the only weakness of the unit, then theres something wrong.

the OP actaully has a good idea, I am just suggestion that the collosi be made more of a siege unit instead of the main DPS/damage of the protoss army.


and if you think about it... the collosi leads to broodlords in ZVP and rarely ever carriers in PVT and PVZ
Jaegan
Profile Joined November 2011
United States11 Posts
October 19 2012 01:26 GMT
#40
On October 19 2012 10:15 Zergrusher wrote:
Show nested quote +
On October 19 2012 10:09 Jaegan wrote:
On October 19 2012 09:56 Zergrusher wrote:
Actaully I am not clueless.

Answer me these questions.

Whats a siege unit?

what are the advantages and disadvantages of a siege unit?


Fine, I'll give you the answer you're obviously looking for. Siege units are generally slow, do a lot of damage, and have a large range.

Yes the colossus is faster than your average siege unit but, on the flip side, it is susceptible to both ground and air attacks unlike every other siege unit. So basically, yes the colossus is more mobile, but can be attacked by ANY unit in the game, which is a feature not shared by any other unit in SC2.
You want to nerf the shields of the colossus? Fine. HOWEVER, you need to give something in return. Who knows, maybe nerfing colossi a bit and buffing something else may make the game more interesting/balanced as a whole.



how much HP did the reaver from BW have again?

and shure the collosi can be hit by anything in the game, but if you cocnider it the only weakness of the unit, then theres something wrong.

the OP actaully has a good idea, I am just suggestion that the collosi be made more of a siege unit instead of the main DPS/damage of the protoss army.


and if you think about it... the collosi leads to broodlords in ZVP and rarely ever carriers in PVT and PVZ


Like I said, I'm fine with nerfs/changes to colossi if theres changes elsewhere as well.
As for them leading to BL in PvZ, zerg going to make BL regardless because BL/fester/corrupter is their strongest army. Let's not talk about carriers, they're just bad in 99% of situations.
Prev 1 2 3 4 5 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Platinum Heroes Events
16:00
PHSC2 Tour S26 Cup #6
RotterdaM995
Liquipedia
Online Event
15:00
Yamato Cup #7
killerbeecast17
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 995
ProTech82
BRAT_OK 64
ZombieGrub54
EmSc Tv 21
StarCraft: Brood War
Shuttle 980
Mini 486
ggaemo 211
Soulkey 146
Free 33
Shine 33
soO 29
yabsab 8
firebathero 0
Dota 2
420jenkins763
monkeys_forever200
Counter-Strike
fl0m7371
minikerr36
Heroes of the Storm
Khaldor316
Other Games
Grubby2034
singsing1369
Beastyqt570
B2W.Neo388
elazer242
Liquid`Hasu153
ArmadaUGS152
C9.Mang0150
Livibee69
Mew2King47
Organizations
Other Games
gamesdonequick1895
StarCraft 2
angryscii 26
EmSc Tv 21
EmSc2Tv 21
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• Reevou 6
• IndyKCrew
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• blackmanpl 26
• FirePhoenix17
• Pr0nogo 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Jankos2383
Other Games
• Shiphtur491
Upcoming Events
WardiTV Weekly
15h 54m
Sparkling Tuna Cup
1d 14h
INu's Battles
1d 15h
Cure vs herO
ByuN vs Rogue
PiGosaur Cup
2 days
The PondCast
2 days
Kung Fu Cup
2 days
Patches Events
2 days
Replay Cast
3 days
CrankTV Team League
3 days
OSC
3 days
[ Show More ]
Replay Cast
4 days
CrankTV Team League
4 days
Replay Cast
5 days
Afreeca Starleague
5 days
RSL Revival
5 days
ByuN vs SHIN
Solar vs Lambo
WardiTV Summer Champion…
5 days
Afreeca Starleague
6 days
RSL Revival
6 days
Clem vs Serral
herO vs Rogue
WardiTV Summer Champion…
6 days
Liquipedia Results

Completed

ASL S22 SEASON OPEN Day 2
HSC XXIX
Eternal Conflict S2 E3

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
Proleague 2026-07-26
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Eternal Conflict S2 Finale
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W5
ASL Season 22: Qualifier #1
ASL Season 22: Qualifier #2
Acropolis #5
CSLAN 4
ASL Season 22
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Light Tournament 2026
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
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.