The Colossus: Old Fires Rekindled - Page 3
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Chronos.
United States805 Posts
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fouquet
Canada29 Posts
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 | ||
Zergrusher
United States562 Posts
On October 19 2012 10:26 Jaegan wrote: 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
404 Posts
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
United States562 Posts
On October 19 2012 10:48 teamhozac wrote: 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
Malaysia445 Posts
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rollAdice
Germany32 Posts
On October 19 2012 10:48 teamhozac wrote: 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.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 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
Canada97 Posts
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). | ||
sevia
United States954 Posts
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. | ||
Fen1kz
Russian Federation216 Posts
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
United States475 Posts
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. | ||
Ra`s Al Ghul
41 Posts
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
35 Posts
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
Singapore1229 Posts
On October 19 2012 08:04 SigmaoctanusIV wrote: 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. | ||
lorestarcraft
United States1049 Posts
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lugaidster
Chile30 Posts
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
Korea (South)143 Posts
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
505 Posts
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
21 Posts
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CYFAWS
Sweden275 Posts
In total support of this idea. | ||
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