Colossi are Anti-Hype: Here's Why - Page 10
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ClockToweR
United States61 Posts
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Mios
United States686 Posts
like you could see it charging up and predict where its gonna lazer and move ur units away that would make for some amazing micro battles pre-emptively charging 4-5 colossi at a spot on the ground where their army is walking towards, then having all the lazers be unleashed and pwn the army? that sounds fucking awesome, blizzard really needs to add more hype units that require skill, i completely agree. | ||
Honeybadger
United States821 Posts
While I still think the warp gate has uses that make it fascinating, the colossus, in its design, just DEMANDS that it be protected at all times. I like that as a terran (lets me drop the crap out of a protoss) but it does make games boring as heck. I think, however, that map design is most of the problem. The "death ball" is only so scary because the second you lose an engagement, the colossus army is at your base. Larger maps (like the GSL ones) result in games that don't revolve around one gigantic engagement. vikings engaging colossi is nice and hype. I love watching carefully microed vikings (sky reavers, if you will) snipe colossi. | ||
Ponyo
United States1231 Posts
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Sarang
Australia2363 Posts
Colossi are just such a boring unit. There's absolutely no excitement while they're doing their thing, unlike BW where every reaver shot was an edge-of-your-seat moment. Seeing colossi get sniped by vikings/corruptors is the most exciting thing about them. I am reaaaaally hoping in a few months or a year or so, we'll all look back and say: "Hey, remember the time when Protoss were boring?" | ||
Tianx
United States1196 Posts
Everything else is as dull as dirt. The colossus just happens to be the most powerful of those. | ||
Honeybadger
United States821 Posts
While micro is exciting (I remember freaking out at marineking's split and CRUSHING baneling armies) there is something to be said for not having to babysit every movement a unit makes, and protoss already have a lot to micro (force field placement, guardian shield, storms, phoenix lifts, blink, etc.) | ||
SwiftSpear
Canada355 Posts
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Honeybadger
United States821 Posts
On March 15 2011 16:03 SwiftSpear wrote: I've seen colossus drops kill whole probe lines in a swipe. They do have that reaver pwn capability. no one uses them that way though. I think part of it is that the balsam wood drop ship is so slow and weak that people would rather just walk their colossus around the map then ever actually put them in a drop ship. This is another problem. The dropship was robust. The warp prism is a paper tiger. why put a colossus in something that a single stimmed marine can kill in seconds? I want real dropships back. | ||
Umbrella
Taiwan936 Posts
Specifically with the colossus, I don't like how there's no real risk when attacking with colossi. Tanks are only strong when in correct positions and sieged, reavers need an obscene amount of care, etc.The number of colossi just tells you how bad you're losing/winning really. | ||
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Falling
Canada11278 Posts
One thing that may help the death ball syndrome, but will probably effect balance is simply make collossi unable to walk over their own army. Keep the cliff-walking ability, but make it so they can't walk over friendlies. It's a 'cool' ability on paper and to look at. However, it doesn't promote cool play. Why worry about positioning your army when collosi can simply stand over top? In fact this is the best place for them. Hence death ball. As soon as they can no longer walk over troops, you promote more positional play. Collossi should be in the back, but if your stalker line is too deep, the collossi can't fire. So you need a greater arc for maximum stalker damage (like dragoon arcs in BW) so that collossi and can move up to do their damage and not be stuck doing no damage in the back. (Combine that with the need to spread out templar and sentries to avoid emps, and you'll get much more microed armies to be effective.) In might need rebalancing, but the reason you don't see anything other than the deathball with collossii is I think simply because it is the most efficient use of toss firepower. It might not create the 'wow' factor of reaver micro, but at least it's at step in the right direction. | ||
PITN
New Zealand158 Posts
On March 15 2011 16:08 Honeybadger wrote: This is another problem. The dropship was robust. The warp prism is a paper tiger. why put a colossus in something that a single stimmed marine can kill in seconds? I want real dropships back. The warp prism has the same effective hps as a shuttle. Only difference is that instead of 60 shields the warp prism has 40. The rest is hps adding up to 140.. And this 140 is only 10 less than a medivac. I wish people would stop fucking crying about how 'weak' warp prisms are. protip: keep transport units away from things which can shoot them. | ||
TENTHST
United States204 Posts
great job here. | ||
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Falling
Canada11278 Posts
On March 15 2011 16:21 PITN wrote: The warp prism has the same effective hps as a shuttle. Only difference is that instead of 60 shields the warp prism has 40. The rest is hps adding up to 140.. And this 140 is only 10 less than a medivac. I wish people would stop fucking crying about how 'weak' warp prisms are. protip: keep transport units away from things which can shoot them. First- yeah BW it was a shuttle or speed shuttle. Not a dropship- that was Terran. Second- I don't know about this. Stats-wise, yeah they're equivalent in hitpoints. But in the BW case, marines weren't near as good and in pvt, it was generally turrets that shut down shuttle play (or the occasional wraith or goliath build ala Stork.) Speed shuttles could move around a lot easier without dodging hundreds of stimming marines like in SC2. So in SC2- while the hitpoints on the medivac and the warp prism are generally the same, the ability to catch drops aren't quite the same: Sensor tower/ viking or stim marines vs phoenix or blink stalker. There are more factors than simply the hitpoints of one drop tech vs another (including how easy one one is to get and how one interrupts collosi production.) | ||
EchelonTee
United States5241 Posts
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Sarang
Australia2363 Posts
On March 15 2011 16:21 PITN wrote: The warp prism has the same effective hps as a shuttle. Only difference is that instead of 60 shields the warp prism has 40. The rest is hps adding up to 140.. And this 140 is only 10 less than a medivac. I wish people would stop fucking crying about how 'weak' warp prisms are. protip: keep transport units away from things which can shoot them. Yeah, but Warp Prisms have no armour. I don't know how much (if any) shuttles have, but medivacs have 1 armour. | ||
Rokk
United States425 Posts
On March 15 2011 16:08 Honeybadger wrote: This is another problem. The dropship was robust. The warp prism is a paper tiger. why put a colossus in something that a single stimmed marine can kill in seconds? I want real dropships back. The main problem with the warp prism transition is when you build the thing to counter colossi (vikings/corruptors), you also build the thing to kill warp prisms easily. | ||
boaecho
United States124 Posts
On March 15 2011 13:45 andrewwiggin wrote: Not every unit needs to or SHOULD for that matter have 'GOSU MICRO' buffer applied to it to be an sc2 unit. And saying this isn't about imbalance is bull. You hide behind that statement.. but this is exactly about balance. Because whatever you change about the colossi CHANGES balance. noob. LOL . The only "GOSU MICRO" unit that Protoss has which can even be considered that is the blink stalker. There is pretty much nothing else that makes Protoss have that WOW factor. Also, what the fuck is wrong with every unit having "GOSU MICRO" buffer on it? What negative impacts does it have? It only give more positive aspects to the skill and makes it more fun to spectate. This has nothing to do with fucking balance. Learn to read. | ||
Skrelt
Netherlands306 Posts
Altho i agreewith want reavers back. We want BW in sc2 T_T | ||
lololol
5198 Posts
On March 15 2011 16:51 Moonloop wrote: Yeah, but Warp Prisms have no armour. I don't know how much (if any) shuttles have, but medivacs have 1 armour. 26 marine hits to kill a shuttle and 24 to kill a warp prism. Speed upgrade is also worse, but what makes the biggest difference is that marines are common and 9 range vikings are built to counter colossus anyway. | ||
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