• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:53
CET 04:53
KST 12:53
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Potential Updates Coming to the SC2 CN Server Behind the Blue - Team Liquid History Book herO wins SC2 All-Star Invitational Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
Recent recommended BW games ASL21 General Discussion Gypsy to Korea RepMastered™: replay sharing and analyzer site KK Platform will provide 1 million CNY
Tourneys
[Megathread] Daily Proleagues 2026 Changsha Offline Cup [ASL21] Ro24 Group B [ASL21] Ro24 Group A
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Darkest Dungeon General RTS Discussion Thread Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11109 users

IMBALANCED! - Introduction - Page 47

Forum Index > SC2 General
Post a Reply
Prev 1 45 46 47 48 49 81 Next
If you have criticism, you need to address the content, not the hosts. Idra and Artosis are 2 (1.5) Zerg players, but you can't point that out and then blanket them as biased. Respond to the content.

You can't tell them to "get 2 Terran and Protoss players". That's fucking obtuse advice. "Yo just get 4 more high level players to record with you." Yes, I think everyone sees the value in getting it, but it's not practical.

Respond to the content and use evidence / logic to back up your claims.
Seronei
Profile Joined January 2011
Sweden991 Posts
February 04 2011 18:50 GMT
#921
On February 05 2011 03:36 Huragius wrote:

And what will happen with 4 gate ? Or Immortals/Stargate units vs Terran mech ? It seems that there is no solution to this problem...

He said that they should buff them midgame, not early game. How that will be solved is another question.
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
Last Edited: 2011-02-04 18:53:03
February 04 2011 18:52 GMT
#922
I think we should tread carefully.. If you nerf colos, you'll need to buff tier 1 units MAJORLY. Like +25% health.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Jaeger
Profile Joined December 2009
United States1150 Posts
February 04 2011 18:54 GMT
#923
The "really fast" colossus have the same move speed as the oft complained about hydras off creep. Just a little more mobility with their cliffwalk/walkover units abilities.
https://www.dotabuff.com/players/8137911
FreedonNadd
Profile Joined August 2010
Austria573 Posts
February 04 2011 19:03 GMT
#924
On February 05 2011 02:26 MorroW wrote:
Show nested quote +
On February 04 2011 11:02 Spekulatius wrote:
I would LOVE to actually see some solutions to the mentioned balance issues.

nerf colosus/high templar/force field
buff everything else in midgame
(what i mean by that is that you cant straight up buff zealot cause then early game is imbalanced, u have to think out some fancy upgrade for zealots past charge to make it not-useless past early game)

i dont talk about extreme nerfs or buffs here. small ones are enough to give more options

i just want it to be possible for a protoss to fight a zerg without abusing colosus or FF like a mad man. but whenever they dont have these 2 key things zealots/stalkers etc are complete trash compared to my hydra roach combo

in zvt u have tons of choices how you want to battle and make ur unit compositions, most things work great. but as soon as protoss enters mid/late game u have to sit there and only focus on colosus and FF cause thats way better than everything else

colossus is pretty much the most bullshit unit for the cost inthe game right now.
it deals tons of damage, sick range, really fast and mobile, long sight range and sees up cliffs.
tank: doesnt have long sight and its not mobile at all
ultralisk: melee, not as mobile
thor: not as much range, lot less mobile, no splash to ground
all of them cost similar food cost (except tank) but yet the colosus is still alot better than the rest

but then go and compare zealot/stalker to marauder/rine or hydra/roach.
then toss has no chanse at all. toss has no chance to fight low tier vs low tier, and ithink thats a problem (i dont talk about earlygame)


100% Agree !
Some people wear Superman pajamas, but Superman has Day[9] pajamas.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
February 04 2011 19:11 GMT
#925
is colossus that good??? i use it only on pvp :/
i opt for templar (bw habbit)
age: 84 | location: california | sex: 잘함
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2011-02-04 19:17:31
February 04 2011 19:12 GMT
#926
On February 05 2011 03:54 Jaeger wrote:
The "really fast" colossus have the same move speed as the oft complained about hydras off creep. Just a little more mobility with their cliffwalk/walkover units abilities.


Isn't that a little strange that the zerg power army has less mobility than the protoss power army because of cliffwalk/blink? I mean the zerg power ground army can barely dent the protoss deathball. You clearly need air support of some kind. If that's the case, shouldn't the protoss army be less mobile???

Honestly, the colossus, for its power, is actually pretty damn fast. Imagine if brood lords were that fast!

As I said before, I don't think the problem with colossus is necessarily its power, it's the fact that on the current maps mobility doesn't mean very much. Also, the colossus is pretty mobile for its power. A speed nerf would make it easier to abuse it with drops and nydus worming.
nutnut
Profile Joined August 2010
Norway29 Posts
February 04 2011 19:13 GMT
#927
Maybe collosus should splash friendly units like siege tanks?
BAM
VenerableSpace
Profile Joined May 2010
United States463 Posts
February 04 2011 19:28 GMT
#928
On February 05 2011 03:54 Jaeger wrote:
The "really fast" colossus have the same move speed as the oft complained about hydras off creep. Just a little more mobility with their cliffwalk/walkover units abilities.



Collosus definately have more mobility they hydras off creep. However they are limited in that they require gateway support, more specifcally forcefields are key. So the entire deathball is limited by the speed of the sentry, yeah sure collosus will get from A to B faster then hydras if theres cliffs in the way, but without forcefields and the rest of the gateway units they arent as impressive.

Its the same reason why hydra's get lots of complaints about their speed off creep, it limits the entire armies mobility.
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
Last Edited: 2011-02-04 19:50:45
February 04 2011 19:31 GMT
#929
On February 05 2011 04:03 FreedonNadd wrote:
Show nested quote +
On February 05 2011 02:26 MorroW wrote:
On February 04 2011 11:02 Spekulatius wrote:
I would LOVE to actually see some solutions to the mentioned balance issues.

nerf colosus/high templar/force field
buff everything else in midgame
(what i mean by that is that you cant straight up buff zealot cause then early game is imbalanced, u have to think out some fancy upgrade for zealots past charge to make it not-useless past early game)

i dont talk about extreme nerfs or buffs here. small ones are enough to give more options

i just want it to be possible for a protoss to fight a zerg without abusing colosus or FF like a mad man. but whenever they dont have these 2 key things zealots/stalkers etc are complete trash compared to my hydra roach combo

in zvt u have tons of choices how you want to battle and make ur unit compositions, most things work great. but as soon as protoss enters mid/late game u have to sit there and only focus on colosus and FF cause thats way better than everything else

colossus is pretty much the most bullshit unit for the cost inthe game right now.
it deals tons of damage, sick range, really fast and mobile, long sight range and sees up cliffs.
tank: doesnt have long sight and its not mobile at all
ultralisk: melee, not as mobile
thor: not as much range, lot less mobile, no splash to ground
all of them cost similar food cost (except tank) but yet the colosus is still alot better than the rest

but then go and compare zealot/stalker to marauder/rine or hydra/roach.
then toss has no chanse at all. toss has no chance to fight low tier vs low tier, and ithink thats a problem (i dont talk about earlygame)


100% Agree !


A support bay 200 gas, range upgrade 200 gas, colossus 200 gas. 1st colossus with range out = 600 gas after you have a robo. Sentries are 100 gas a piece. Consider this in you cost analysis. They take forever to build even with crono, and to make more than one at a time, you need another robo. Not cheap at all.

The reason toss are using them extensively in every matchup is because of need. Stalker/Zealot don't measure up to MM or roach hydra for cost or dps. Without FF and colossus being as good as they are protoss would be completely broken.

A big problem IMO is the cost of getting upgrades for gateway units. Twilight + leg speed costs 350 minerals and 300 gas. Terran can get a tech lab, stim, concussive, and combat shield for 300 minerals 275 gas total. The stalkers low rate of fire and getting only +1 per upgrade, means they benefit less than roaches,hydras, and mm from upgrades.(A marine without being stimmed nearly shoots twice to every 1 shot from a stalker).
Also we must consider mobility. A protoss army mid game is the least mobile army of all three races. You all talk about colossus being fast, but they really are not. Stimmed MM and roach hydra on creep are insanely fast compared to the protoss "Death Ball" Terrans have those wonderful med evacs which make stim almost free and they can do devastating drops at any time. The heal rate of med evacs is very high imo. The protoss cannot split his army to much because he must protect the colossus. It is much harder for toss to deal with harassment and takes longer for toss to travel from their 3rd to their main to crush a drop or mutas than the other races.
I play toss and I'm sick of colossus too, but without them I'd be completely screwed.
Colossus and storm are my only (viable) splash damage units (don't even get me started on archons) they take MUCH more time and resources to get into play than banlings or siege tanks. Protoss NEEDS colossus because the rest of their army lacks splash damage and dps for cost that the other races seem to be taking for granted in this thread.
Without in colossus pvt, EMP would devastate protoss as well.
I'd like to bring one other point up to the zergs and terrans out there. I cannot tell you how many games I've played where I crush an attacking MM force or zerg force 2 or 3 times in a game and still loose the game. Yet The first time a toss looses his army in any matchup IT'S OVER. With the exception of very late game when a toss may have a ton of warpgates in play.
:)
IAmSpooner
Profile Joined April 2010
Sweden111 Posts
February 04 2011 19:32 GMT
#930
I don't understand why warp gate tech has to be available so early. Seriously, it's the reason why zealots and stalkers are so weak and colossi and sentries are so strong to begin with. It would have made more sense to make warp gates a late game upgrade instead. You can't just buff zealots and stalkers and nerf colossi because buffing zealots and stalkers while leaving warp gate unchanged would make protoss ridiculously strong in the early game.
When you play the game of drones, you win or you die.
VenerableSpace
Profile Joined May 2010
United States463 Posts
February 04 2011 19:37 GMT
#931
On February 05 2011 04:32 IAmSpooner wrote:
I don't understand why warp gate tech has to be available so early. Seriously, it's the reason why zealots and stalkers are so weak and colossi and sentries are so strong to begin with. It would have made more sense to make warp gates a late game upgrade instead. You can't just buff zealots and stalkers and nerf colossi because buffing zealots and stalkers while leaving warp gate unchanged would make protoss ridiculously strong in the early game.


This would be a step in the right direction, but it will never happen. I dont think blizzard is going to want to change the mechanics that drastically.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2011-02-04 19:49:30
February 04 2011 19:37 GMT
#932
On February 05 2011 03:36 Huragius wrote:
Show nested quote +
On February 05 2011 02:26 MorroW wrote:
On February 04 2011 11:02 Spekulatius wrote:
I would LOVE to actually see some solutions to the mentioned balance issues.

nerf colosus/high templar/force field
buff everything else in midgame
(what i mean by that is that you cant straight up buff zealot cause then early game is imbalanced, u have to think out some fancy upgrade for zealots past charge to make it not-useless past early game)

i dont talk about extreme nerfs or buffs here. small ones are enough to give more options

i just want it to be possible for a protoss to fight a zerg without abusing colosus or FF like a mad man. but whenever they dont have these 2 key things zealots/stalkers etc are complete trash compared to my hydra roach combo

in zvt u have tons of choices how you want to battle and make ur unit compositions, most things work great. but as soon as protoss enters mid/late game u have to sit there and only focus on colosus and FF cause thats way better than everything else

colossus is pretty much the most bullshit unit for the cost inthe game right now.
it deals tons of damage, sick range, really fast and mobile, long sight range and sees up cliffs.
tank: doesnt have long sight and its not mobile at all
ultralisk: melee, not as mobile
thor: not as much range, lot less mobile, no splash to ground
all of them cost similar food cost (except tank) but yet the colosus is still alot better than the rest

but then go and compare zealot/stalker to marauder/rine or hydra/roach.
then toss has no chanse at all. toss has no chance to fight low tier vs low tier, and ithink thats a problem (i dont talk about earlygame)


And what will happen with 4 gate ? Or Immortals/Stargate units vs Terran mech ? It seems that there is no solution to this problem...

did you read my post?
i said add midgame upgrades for the stuff so early game isnt touched
stargate units are already plenty good vs zerg, that isnt the issue
and immortals are already good enough, they are great vs roach and destroy ultralisk which is purpose enough

buffing corruptor is a way to fix the colosuss maybe but the problem will remain that toss cant fight with non-masscolosus/sentry vs zerg or terran. and pvp will still be a colosuss fest

the buffs i talk about could be to add some zealot upgrade for twilight concil once uget templar archives (for example, just an idea) so its only for later game.
the stalker buff can be as simple as giving it +2 vs armored on each upgrade
archon could need a buff in general, wouldnt hurt too much

but ofcourse if these changes comes along the zealot HT combo will get even stronger vs bio army than it already is. but thats another problem, that terran mech is terrible vs protoss. so ways to follow this up would be to help mech vs protoss

its pretty hard to just throw out solutions on top of my head and get it to make full sense and it all fits into pieces but at the same time i think almost everyone agrees protoss revolves too much around colosuss storm and FF
Progamerpls no copy pasterino
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
February 04 2011 19:59 GMT
#933
On February 05 2011 04:37 MorroW wrote:
Show nested quote +
On February 05 2011 03:36 Huragius wrote:
On February 05 2011 02:26 MorroW wrote:
On February 04 2011 11:02 Spekulatius wrote:
I would LOVE to actually see some solutions to the mentioned balance issues.

nerf colosus/high templar/force field
buff everything else in midgame
(what i mean by that is that you cant straight up buff zealot cause then early game is imbalanced, u have to think out some fancy upgrade for zealots past charge to make it not-useless past early game)

i dont talk about extreme nerfs or buffs here. small ones are enough to give more options

i just want it to be possible for a protoss to fight a zerg without abusing colosus or FF like a mad man. but whenever they dont have these 2 key things zealots/stalkers etc are complete trash compared to my hydra roach combo

in zvt u have tons of choices how you want to battle and make ur unit compositions, most things work great. but as soon as protoss enters mid/late game u have to sit there and only focus on colosus and FF cause thats way better than everything else

colossus is pretty much the most bullshit unit for the cost inthe game right now.
it deals tons of damage, sick range, really fast and mobile, long sight range and sees up cliffs.
tank: doesnt have long sight and its not mobile at all
ultralisk: melee, not as mobile
thor: not as much range, lot less mobile, no splash to ground
all of them cost similar food cost (except tank) but yet the colosus is still alot better than the rest

but then go and compare zealot/stalker to marauder/rine or hydra/roach.
then toss has no chanse at all. toss has no chance to fight low tier vs low tier, and ithink thats a problem (i dont talk about earlygame)


And what will happen with 4 gate ? Or Immortals/Stargate units vs Terran mech ? It seems that there is no solution to this problem...

did you read my post?
i said add midgame upgrades for the stuff so early game isnt touched
stargate units are already plenty good vs zerg, that isnt the issue
and immortals are already good enough, they are great vs roach and destroy ultralisk which is purpose enough

buffing corruptor is a way to fix the colosuss maybe but the problem will remain that toss cant fight with non-masscolosus/sentry vs zerg or terran. and pvp will still be a colosuss fest

the buffs i talk about could be to add some zealot upgrade for twilight concil once uget templar archives (for example, just an idea) so its only for later game.
the stalker buff can be as simple as giving it +2 vs armored on each upgrade
archon could need a buff in general, wouldnt hurt too much

but ofcourse if these changes comes along the zealot HT combo will get even stronger vs bio army than it already is. but thats another problem, that terran mech is terrible vs protoss. so ways to follow this up would be to help mech vs protoss

its pretty hard to just throw out solutions on top of my head and get it to make full sense and it all fits into pieces but at the same time i think almost everyone agrees protoss revolves too much around colosuss storm and FF



I read your post, and I think its very very reasonable. Nerf Colossus, and Buff Zealot/Stalker to give it a chance to fight against mm and roach/hydra.
"Trash Micro but Win. Its Marin." - Min Chul
ExoD
Profile Joined December 2010
United States37 Posts
February 04 2011 20:08 GMT
#934
Idra looks like he just wants to scream "screw this show, TERRAN IS JUST STUPID!"
noD
Profile Blog Joined August 2010
2230 Posts
February 04 2011 20:10 GMT
#935
About the show itself
can it be a little more visual attractive ? with replays showing the points and stuff ? or released in plain mp3 format ? it gets kind tiring looking at artosis and IdrA face :/
theBlues
Profile Blog Joined April 2010
El Salvador638 Posts
February 04 2011 20:16 GMT
#936
want to reduce the effectiveness of colossus? easy, hydra range buff, same as the roach make it shoot + 1 further, and make it armorless (nor light or armored) and you'll see the difference...
Change a vote, and change the world
Wesso
Profile Joined August 2010
Netherlands1245 Posts
Last Edited: 2011-02-04 20:18:28
February 04 2011 20:17 GMT
#937
This is much better than I expected, I actually agree that colossus are too hard for zerg to kill. The best change would be buff Corrupter speed and/or armor. I don't see anything that could go very wrong with that and it's just the gentle nudge needed. Because if the zealot and stalker get a midgame buff and the colossus a nerf, the gameplay of protoss would look more like terran and zerg, I like the diversity they have now.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
February 04 2011 20:19 GMT
#938
On February 05 2011 04:37 MorroW wrote:
Show nested quote +
On February 05 2011 03:36 Huragius wrote:
On February 05 2011 02:26 MorroW wrote:
On February 04 2011 11:02 Spekulatius wrote:
I would LOVE to actually see some solutions to the mentioned balance issues.

nerf colosus/high templar/force field
buff everything else in midgame
(what i mean by that is that you cant straight up buff zealot cause then early game is imbalanced, u have to think out some fancy upgrade for zealots past charge to make it not-useless past early game)

i dont talk about extreme nerfs or buffs here. small ones are enough to give more options

i just want it to be possible for a protoss to fight a zerg without abusing colosus or FF like a mad man. but whenever they dont have these 2 key things zealots/stalkers etc are complete trash compared to my hydra roach combo

in zvt u have tons of choices how you want to battle and make ur unit compositions, most things work great. but as soon as protoss enters mid/late game u have to sit there and only focus on colosus and FF cause thats way better than everything else

colossus is pretty much the most bullshit unit for the cost inthe game right now.
it deals tons of damage, sick range, really fast and mobile, long sight range and sees up cliffs.
tank: doesnt have long sight and its not mobile at all
ultralisk: melee, not as mobile
thor: not as much range, lot less mobile, no splash to ground
all of them cost similar food cost (except tank) but yet the colosus is still alot better than the rest

but then go and compare zealot/stalker to marauder/rine or hydra/roach.
then toss has no chanse at all. toss has no chance to fight low tier vs low tier, and ithink thats a problem (i dont talk about earlygame)


And what will happen with 4 gate ? Or Immortals/Stargate units vs Terran mech ? It seems that there is no solution to this problem...

did you read my post?
i said add midgame upgrades for the stuff so early game isnt touched
stargate units are already plenty good vs zerg, that isnt the issue
and immortals are already good enough, they are great vs roach and destroy ultralisk which is purpose enough

buffing corruptor is a way to fix the colosuss maybe but the problem will remain that toss cant fight with non-masscolosus/sentry vs zerg or terran. and pvp will still be a colosuss fest

the buffs i talk about could be to add some zealot upgrade for twilight concil once uget templar archives (for example, just an idea) so its only for later game.
the stalker buff can be as simple as giving it +2 vs armored on each upgrade
archon could need a buff in general, wouldnt hurt too much

but ofcourse if these changes comes along the zealot HT combo will get even stronger vs bio army than it already is. but thats another problem, that terran mech is terrible vs protoss. so ways to follow this up would be to help mech vs protoss

its pretty hard to just throw out solutions on top of my head and get it to make full sense and it all fits into pieces but at the same time i think almost everyone agrees protoss revolves too much around colosuss storm and FF

Nice thinking. However, mech would need a major buff to make it good, like you said. That could make problems TvZ lol .

It is very, very hard to balance a game as complex as SC2...People should give Blizzard a break some time.
Head Coach Park: "They should buff tanks!"
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
Last Edited: 2011-02-04 20:31:48
February 04 2011 20:27 GMT
#939
On February 05 2011 04:31 Reborn8u wrote:
Show nested quote +
On February 05 2011 04:03 FreedonNadd wrote:
On February 05 2011 02:26 MorroW wrote:
On February 04 2011 11:02 Spekulatius wrote:
I would LOVE to actually see some solutions to the mentioned balance issues.

nerf colosus/high templar/force field
buff everything else in midgame
(what i mean by that is that you cant straight up buff zealot cause then early game is imbalanced, u have to think out some fancy upgrade for zealots past charge to make it not-useless past early game)

i dont talk about extreme nerfs or buffs here. small ones are enough to give more options

i just want it to be possible for a protoss to fight a zerg without abusing colosus or FF like a mad man. but whenever they dont have these 2 key things zealots/stalkers etc are complete trash compared to my hydra roach combo

in zvt u have tons of choices how you want to battle and make ur unit compositions, most things work great. but as soon as protoss enters mid/late game u have to sit there and only focus on colosus and FF cause thats way better than everything else

colossus is pretty much the most bullshit unit for the cost inthe game right now.
it deals tons of damage, sick range, really fast and mobile, long sight range and sees up cliffs.
tank: doesnt have long sight and its not mobile at all
ultralisk: melee, not as mobile
thor: not as much range, lot less mobile, no splash to ground
all of them cost similar food cost (except tank) but yet the colosus is still alot better than the rest

but then go and compare zealot/stalker to marauder/rine or hydra/roach.
then toss has no chanse at all. toss has no chance to fight low tier vs low tier, and ithink thats a problem (i dont talk about earlygame)


100% Agree !


A support bay 200 gas, range upgrade 200 gas, colossus 200 gas. 1st colossus with range out = 600 gas after you have a robo. Sentries are 100 gas a piece. Consider this in you cost analysis. They take forever to build even with crono, and to make more than one at a time, you need another robo. Not cheap at all.

The reason toss are using them extensively in every matchup is because of need. Stalker/Zealot don't measure up to MM or roach hydra for cost or dps. Without FF and colossus being as good as they are protoss would be completely broken.

A big problem IMO is the cost of getting upgrades for gateway units. Twilight + leg speed costs 350 minerals and 300 gas. Terran can get a tech lab, stim, concussive, and combat shield for 300 minerals 275 gas total. The stalkers low rate of fire and getting only +1 per upgrade, means they benefit less than roaches,hydras, and mm from upgrades.(A marine without being stimmed nearly shoots twice to every 1 shot from a stalker).
Also we must consider mobility. A protoss army mid game is the least mobile army of all three races. You all talk about colossus being fast, but they really are not. Stimmed MM and roach hydra on creep are insanely fast compared to the protoss "Death Ball" Terrans have those wonderful med evacs which make stim almost free and they can do devastating drops at any time. The heal rate of med evacs is very high imo. The protoss cannot split his army to much because he must protect the colossus. It is much harder for toss to deal with harassment and takes longer for toss to travel from their 3rd to their main to crush a drop or mutas than the other races.
I play toss and I'm sick of colossus too, but without them I'd be completely screwed.
Colossus and storm are my only (viable) splash damage units (don't even get me started on archons) they take MUCH more time and resources to get into play than banlings or siege tanks. Protoss NEEDS colossus because the rest of their army lacks splash damage and dps for cost that the other races seem to be taking for granted in this thread.
Without in colossus pvt, EMP would devastate protoss as well.
I'd like to bring one other point up to the zergs and terrans out there. I cannot tell you how many games I've played where I crush an attacking MM force or zerg force 2 or 3 times in a game and still loose the game. Yet The first time a toss looses his army in any matchup IT'S OVER. With the exception of very late game when a toss may have a ton of warpgates in play.


3k Master Protoss here and i wholeheartly agree with you.
Protoss heavily relies on his deathball to be somewhat competitiv.
For instance against zerg, if they choose to mass mid game roaches, you will never be able to engange until you got your 4 colossi 150 supply+ army.
You bascially camp the whole fucking time and try to get to 3 bases to form an even stronger deathball. Against said roach massing army, depending on maps, you'll have to land good force fields in the early game to survive. If his +20 roaches are close to your army, everything is just melting and dies. Zealot / Stalker are just the worst basic units in the game, they're not even bulky as protoss units should be compared to 145hp roach and 125hp marauder that are cheapter and do more dps.

Add to the fact that you NEED to go robo to be save mid game (banshee and borrow roaches (becoming more and more popular)) it's most of the time a camping game until you got your highly unmobile ball.
There are timing windows against both races, T / Z, where you can do heavy damage with
sentries and your gateway army. But everything centers around your force field usage.
If you fail, you're army horribly meltes to anything and it's game over, because your core units are gone that are needed to support your colossi. So you have to make a choice between massing core units to be "somewhat" safe while they are taking the map and massing anti-colossi units.

I think EVERY higher rated protoss player would highly appreciate stronger core units for weaker colossi. Imo it's not even fun to play colossi ball and force fielding, it's just dumb and boring, but you end up beeing force to that.
You may have to tweak warpgate, but that would maybe cut the 4 gate in pvp out, and most possibly also colossi war.
Also one of the most stupid all-ins, the 4 gate, will vanish.

@ TvP Mech issue: The problem isn't that tanks aren't good enough, it's the lack of spider mines clearing most of the zealot cloud. Zealot are the most efficient tank counter in TvP, sometimes it's really not even funny how easy zealot ripe tanks apart if they manage to hit them.
And there lies one problem, terran has not really a way to defend the tanks from the zealots.
wat
hifriend
Profile Blog Joined June 2009
China7935 Posts
February 04 2011 20:28 GMT
#940
On February 05 2011 05:10 noD wrote:
About the show itself
can it be a little more visual attractive ? with replays showing the points and stuff ? or released in plain mp3 format ? it gets kind tiring looking at artosis and IdrA face :/

Uh... so how would releasing it as mp3 make any difference? You could just, y'know, not look.
Prev 1 45 46 47 48 49 81 Next
Please log in or register to reply.
Live Events Refresh
The PiG Daily
22:00
Best Games of SC
Maru vs Solar
Rogue vs MaxPax
herO vs Clem
SHIN vs ByuN
herO vs SHIN
TBD vs ByuN
PiGStarcraft502
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft502
RuFF_SC2 212
Nina 85
SpeCial 64
Ketroc 40
-ZergGirl 29
StarCraft: Brood War
Shuttle 341
Noble 31
Icarus 4
Dota 2
monkeys_forever242
League of Legends
JimRising 589
Counter-Strike
tarik_tv4449
Other Games
summit1g10461
C9.Mang0481
WinterStarcraft290
crisheroes256
ViBE142
ToD15
minikerr3
Organizations
Other Games
BasetradeTV57
StarCraft: Brood War
lovetv 13
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH228
• davetesta40
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki27
• RayReign 12
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
RSL Revival
6h 7m
Cure vs Zoun
herO vs Rogue
Platinum Heroes Events
11h 7m
BSL
16h 7m
RSL Revival
1d 6h
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
1d 8h
BSL
1d 15h
Replay Cast
1d 20h
Replay Cast
2 days
Afreeca Starleague
2 days
Light vs Calm
Royal vs Mind
Wardi Open
2 days
[ Show More ]
Monday Night Weeklies
2 days
OSC
2 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Rush vs PianO
Flash vs Speed
Replay Cast
4 days
Afreeca Starleague
4 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
4 days
The PondCast
5 days
Replay Cast
5 days
RSL Revival
6 days
Replay Cast
6 days
Liquipedia Results

Completed

KCM Race Survival 2026 Season 1
WardiTV Winter 2026
Underdog Cup #3

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.