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The Colossus: Old Fires Rekindled - Page 9

Forum Index > StarCraft 2 HotS
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gCgCrypto
Profile Joined December 2010
Germany297 Posts
December 29 2012 07:13 GMT
#161
On December 29 2012 15:25 xPrimuSx wrote:
Show nested quote +
On December 27 2012 20:00 gCgCrypto wrote:
On December 25 2012 16:44 acrimoneyius wrote:
Just noticed this thread. It boggles my mind why Blizzard continues to ignore great ideas from the community such as this one.

I asked DB about it on twitter (been abusing the fact that i finally have a kinda direct outlet to the devs :D) He responded that they might concider.

direct link to twitter conversation

its not much but its something.
Things like this (simply saying that Blizz conciders) gives me a lot of hope.
I think there would be a lot less Balance outrage if Blizzard was giving Information about their thought process more commonly (getting way better since HotS beta though)

Edit:
What would you guys think about making the colosus attack in a vertical line from itself instead of horizontal.
Like it still has its range but instead of starting at range 9 (or enything under that) and then going right or left it now starts range seven (or enything below) and moves up by 2 range (kinda like a hellion shot that starts after a certain range)

Why i think this is a good and applicable change:

First of all the current colosus attack punishes/ negates. positioning and micro .
I cant split vs it and if i surround i give the colosus more surface area to attack.
This makes the attack really boring and incredibly strong.
Also this makes the colosus require little to no micro because its almost guaranteed to do a lot of damage.
Most importantly however is the fact that the current colosus is strongest when its right in the middle of your army
I feel like thats the biggest reason (next to FFs) why Protoss is a deathball clump race in the lategame.

My change does some stuff to counteract this:
1. You can now "counter" the new colo by splitting your units and having good positioning/ surrounds
2. The colosus now is most effective when its ouside your army on the flanks of your enemys army.
this could potentially solve most of the deathball problems with protoss as it would allow for some rebalancing (obviously the colosus numbers must be adjusted accordingly with this change)

Would love to hear your feedback,


This idea has been brought up before and without making significant changes to the Colossus is absolutely terrible. The Protoss Deathball exists for a reason, Toss units are strongest when they are grouped together. A Colossus away from the main army is normally going to be a dead Colossus. It can't run away from Vikings/Corruptors since they are flying, necessitating a guard force for them, which means a ball of Stalkers. However, Stalkers really aren't that great AA so you need them bunched up too in order to be effective, so either you leave some Colossi exposed or all Colossi under defended. Now, if you remove the Colossus weakness to air, then maybe this idea could work, but you'd likely need to nerf Colossus health too while you're at it. It just is too many changes.


Ofcourse you need to make significant changes overall, most importantly make toss less topheavy (make gateway units usefull in mid/lategame)
Thing is Blizzard wont redesign units entierly while making slight design adjustments and balance adjustments seems more possible.
I feel like the current implementation of the Colosus is terrible for the game, to look and watch. Protoss is heavily dependant (especially PvT) on the Colosus (and Templar) which forces the oponent into one specific hard counter (viking Corrupter) and as soon as the High tech of Protoss is gone, the Army is worth shit.
My idea was rather to make the colosus go more to the side which would force the entire protoss army to spread out more to protect the outer colossi (and adjust balance accordingly)

L E E J A E D O N G ! <3
skaeve
Profile Joined March 2010
Denmark66 Posts
December 29 2012 08:10 GMT
#162
but it what makes it protoss it how it does 16 damage per attack


I think u need to rephrase that I think it's a great idea though to have them do a short chargeup or perhaps make the lasers projectiles instead. Everything that rewards good micro is great imo
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