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The Colossus: Old Fires Rekindled - Page 3

Forum Index > StarCraft 2 HotS
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Chronos.
Profile Joined February 2012
United States805 Posts
October 19 2012 01:27 GMT
#41
Fantastic idea imo, adding more micro / potential skill is always a good thing, and this is a relatively small change that could be hugely beneficial to the game.
fouquet
Profile Joined October 2012
Canada29 Posts
October 19 2012 01:33 GMT
#42
I really like the idea of shot cool up times on heavy attacks. it would actually make the collousus have to be immobile for 1 second to fire. i suggested something similar for the thor in your terran thread.

for a 3 second attack frame i would suggest slightly increasing the width of the line AoE. due to it being some what dodge-able (within the 1 second time frame) you attack damage numbers are perfect as a 3 attack upgrade colossus would 1 shot marines no matter what, giving that sense of anticipation from an e sports point of view that you were mentioning.

keep up the good work
"Drone is better"
Zergrusher
Profile Joined November 2011
United States562 Posts
October 19 2012 01:37 GMT
#43
On October 19 2012 10:26 Jaegan wrote:
Show nested quote +
On October 19 2012 10:15 Zergrusher wrote:
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.



Collosi make zerg get corruptors
Collosi make terran get vikings

Corruptors can kill carriers and make into broodlords
Vikings can easily kill carriers.



Infestor/BL/Corruptor

is only STRONG , because of INFESTORS FUNGUL GROWTHS ROOTING.

In order to fix zerg you must make fungul a slowing spell first.....


but anyways The collosi should be kindof like the lurker so that you can dodge its lasers.

so why not a slower attack animation and a splash that doesn't completely destroy concaves?



teamhozac
Profile Joined April 2012
404 Posts
October 19 2012 01:48 GMT
#44
On October 19 2012 07:20 rollAdice wrote:
That is all nice and sweet to be able to dodge colossus attacks but the best counter to colossus are still vikings and corruptors and that hurts the variety of the protoss army


True, but this will make your ground army actually ABLE to combat colossus with good micro, currently it is next to impossible to even ENGAGE the colossus at all, this should help fix that
Zergrusher
Profile Joined November 2011
United States562 Posts
October 19 2012 02:05 GMT
#45
On October 19 2012 10:48 teamhozac wrote:
Show nested quote +
On October 19 2012 07:20 rollAdice wrote:
That is all nice and sweet to be able to dodge colossus attacks but the best counter to colossus are still vikings and corruptors and that hurts the variety of the protoss army


True, but this will make your ground army actually ABLE to combat colossus with good micro, currently it is next to impossible to even ENGAGE the colossus at all, this should help fix that




Forcefield cast range is 9, that doesn't help the deathball it just makes it scarier....


but I agree, Protoss deathballs are really hard to engage.



targ
Profile Blog Joined December 2010
Malaysia445 Posts
October 19 2012 02:06 GMT
#46
I was reading the wall of text and going okkkkk, then I came to the proposed change and it was actually quite good. Perhaps you could bold it so that we can come to the "oh nice" part faster? The lore part is nice to read and all but a tad long.
http://billyfoong.blogspot.com/ my other opinions are here
rollAdice
Profile Joined June 2012
Germany32 Posts
Last Edited: 2012-10-19 02:11:41
October 19 2012 02:07 GMT
#47
On October 19 2012 10:48 teamhozac wrote:
Show nested quote +
On October 19 2012 07:20 rollAdice wrote:
That is all nice and sweet to be able to dodge colossus attacks but the best counter to colossus are still vikings and corruptors and that hurts the variety of the protoss army


True, but this will make your ground army actually ABLE to combat colossus with good micro, currently it is next to impossible to even ENGAGE the colossus at all, this should help fix that
That doesn't fix it, it just makes colossus weaker so it can't do its job while vikings/corruptors are pounding it. It is a nice idea however additional changes will be needed to fix the colossus and inherent problems of the protoss race. Two being the inability to transition to air-units and the over-reliance on sentries/colossi.

Right now i think a way to fix that would be to make the colossus stationary in order to be able to attack but at the same time not attackable by anti-air units while when mobile it shouldn't be able to attack but is then vulnerable to anti-air units.
HumpingHydra
Profile Joined November 2008
Canada97 Posts
Last Edited: 2012-10-19 02:12:02
October 19 2012 02:09 GMT
#48
I really liked OP's post. As i read it I was essentially imagining what he was saying before I read it. That is the mark of a good post. I like Charge up time SO much. The only thing I would like is a change of the AOE geometry. The horizontal line promotes clustering of colossus. I would like all the suggested changes of the OP but combined with a geometry change of the AOE. I suggest an AOE the shape of a triangle. The unit they are told to attack is the apex of the triangle, closest to the colossus.
Opponents unit at base of the \ /
\ /
^

O
^Colossus

The proposed geometry would promote colossus spreading. If the protoss has decent colossus spread (IE making a large concave with their colossus) they can concentratedly splash units within shared geometry. If the colossus are touching their geometries only overlap on one unit at the front and concentrate at the back, however In optimal engagements where there is good unit spread for the opposing race, the colossus splash will be minimized, especially if the units are minimized to a one unit thick arc/row. This creates a lack of dependance on high numbers of colossus as their splashes wouldn't compile well unless spread out, which increases their vulnerability. With proper colossus movement and position, their higher damage + delay/chargeup (as proposed by OP), the colossus in the hands of a good player would be the powerful machines of death they were conceptualized as(but not as boring as their current renditions).
For the Swarm!
sevia
Profile Joined May 2010
United States954 Posts
October 19 2012 02:11 GMT
#49
'Reaver-like' ideas like this are almost always good.

As a suggestion: keep it short and simple. For ideas to spread, posts like this need to be easily digestible. Summarize the change in bold at the top.
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
Fen1kz
Profile Joined July 2010
Russian Federation216 Posts
October 19 2012 04:10 GMT
#50
On October 19 2012 06:35 Zergrusher wrote:
OR.................


Decrease the shields from 150 to 100


that simple change is perfect, balanced, and would allow room for more metagame development, and make the collosi require micro.


no, because colossi now dies too quicky with vikings/tanks/corruptors and almost unkillable without counter.
And this is bad, its becomes minigame: do you have enought corruptors to kill colossi before they kill whole your army?
ledarsi
Profile Joined September 2010
United States475 Posts
October 19 2012 04:15 GMT
#51
Oh my. Making the colossus laser on a time delay, but way more powerful... This is actually brilliant.

Should definitely add a feature to allow the colossus to attack ground as well. This would allow a player to manually lead the colossus' shots to hit moving targets.
"First decide who you would be, then do what you must do."
Ra`s Al Ghul
Profile Joined May 2012
41 Posts
October 19 2012 04:35 GMT
#52
On October 19 2012 06:35 Zergrusher wrote:
OR.................


Decrease the shields from 150 to 100


that simple change is perfect, balanced, and would allow room for more metagame development, and make the collosi require micro.

Agree. Even as a Protoss I agree that a lower hp colo will encourage micro.
lumencryster
Profile Joined March 2012
35 Posts
October 19 2012 04:55 GMT
#53
I think a few people haven't read the OP, it is not a balance issue, it's a design issue. Anyway, its a siege unit that has one counter for zerg and terran, making a certain amount of corrupters and vikings. scout for when he makes colossus, and then throw down a spire. it is pretty much that simple. It offers no creativity, no positional play, and hardly any micro opportunities other than A move. does this design really belong in a competitive RTS? the colossus is not well designed and needs to be taken out of the game or redone from top down. I do like the vertical attack design, since this would at least let having a concave matter, but it is still only half the problem.

also, the problem isn't just the colossus. i do not think that the colossus, infester, and brood lord should be in the game with their current design.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 19 2012 05:19 GMT
#54
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?


That's why I like the OP, pinning T's Bio with forcefields to roast them with colossi's slow but powerful death rays does make for more exciting play. Same way with stalkers successfully blinking into a siege line.
Cauterize the area
lorestarcraft
Profile Joined April 2011
United States1049 Posts
October 19 2012 05:45 GMT
#55
Protosses in the lower league won't even be able to win much with this version of the colossus. Any other ideas?
SC2 Mapmaker
lugaidster
Profile Joined October 2011
Chile30 Posts
Last Edited: 2012-10-19 06:32:47
October 19 2012 06:29 GMT
#56
I have one small suggestion. I like what you propose, but how about this, you make it like aiming actually aims rather than straight-up AoE? It would mark the units it was going to shoot and 1 sec later start shooting a laser to each unit. If you don't move them, the damage is done. If you do, then no damage is done. Kinda like a mini laser-like nuclear missile. And make it like it can target as many units as available in a certain line (like the one currently available). That way, collosus drops on workers would actually be useful.

Another possibility would be like only giving it range 9 if you root it, otherwise it only has range 6. I feel the same way as many, but wouldn't like to see the collo go away (nor think it's at all feasible).

Cheers

Edit: There's only one thing I don't like about the delay though, the fact that if you enter in range of another siege unit you pay the price by receiving damage, in this case there wouldn't be a price since if you see the aiming going on, you just go back. Kinda like poking but without the price in hitpoints.
winsonsonho
Profile Joined October 2012
Korea (South)143 Posts
October 19 2012 07:03 GMT
#57
On October 19 2012 07:20 rollAdice wrote:
That is all nice and sweet to be able to dodge colossus attacks but the best counter to colossus are still vikings and corruptors and that hurts the variety of the protoss army


I agree. I think the colossus should be a little slower and have a collision radius too. Along with the attack delay that is somewhat dodge-able, it would be sufficiently nerfed/counter-able by other units. The colossus could then be made immune to anti-air again and we could all be a little happier too.

I really like the idea of having the attack delay. Imagine some dreadful sound coming out of the colossus along with the a some visual queue as it's lasers are about to rain down on the opposing force. This would definitely create more tension and excitement for spectators as well as promote micro. Really great idea!
MasterCynical
Profile Joined September 2012
505 Posts
Last Edited: 2012-10-19 07:10:09
October 19 2012 07:09 GMT
#58
I really hope they are not afraid of serious redesigns of current WOL units after theyre done tweaking the HOTS units.
They seem to have learnt their lesson of what is fun but also spectator friendly.
The collosus is probably the highest on the list and is overdue for a massive design change.
petrie911
Profile Joined October 2011
21 Posts
October 19 2012 07:51 GMT
#59
Perhaps a slightly less radical change. As it stands, the Colossus has a sweeping beam animation, but deals all its damage in 1 chunk. Why not split the damage across some number of hits during the animation. eg, instead of doing 15 (x2) damage, it deals 5 (x2) damage at the beginning of the animation, 5 (x2) in the middle, and 5 (x2) at the end. This allows dodging the full damage of the attack, much like storm.
CYFAWS
Profile Joined October 2012
Sweden275 Posts
October 19 2012 08:09 GMT
#60
I voiced a similar (albeit not as well worked out) idea a few days ago; with the addition of actually giving the colossus mineral costing battery charges for its attack. That way, baiting out bad colossus shots is even more rewarding.

In total support of this idea.
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