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Colossi are Anti-Hype: Here's Why - Page 10

Forum Index > SC2 General
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ClockToweR
Profile Joined March 2011
United States61 Posts
March 15 2011 06:39 GMT
#181
Bah... I miss BW. There just seems to be a lack of excitement. Watching games is still enjoyable, but there is nothing that makes me jump up and down. I agree whole heartedly
Pendulum.161 "Please ignore the burrowed banelings..."
Mios
Profile Joined April 2010
United States686 Posts
March 15 2011 06:43 GMT
#182
maybe colossus could do 2x30dmg but would be dodgeable
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.
no LAN and intercontinental bnet = T_T
Honeybadger
Profile Joined August 2010
United States821 Posts
Last Edited: 2011-03-15 06:50:37
March 15 2011 06:46 GMT
#183
The colossus, like the warp gate, was a fascinating idea at launch, but resulted in the most boring gameplay we've ever seen from a race. Even the lamented ZvZ is at least knife-edge enough to be cool.

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.
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
Ponyo
Profile Blog Joined January 2011
United States1231 Posts
March 15 2011 06:48 GMT
#184
w./e death balls are fun to dominate anyway. But at the same time it would be cool to see some micro required :/
ponyo.848
Sarang
Profile Blog Joined September 2010
Australia2363 Posts
March 15 2011 06:56 GMT
#185
I completely agree. That is the kind of thing that makes me seriously consider going back to BW, and starting to play it on iccup.

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?"
"Killer helped me feel better before coming to the arena. He told me to say that." - Bomber
Tianx
Profile Blog Joined October 2008
United States1196 Posts
Last Edited: 2011-03-15 06:59:24
March 15 2011 06:56 GMT
#186
Besides banelings and reapers, marines, hellions, stalkers, phoenixes, siege tanks, ghosts, and to a lesser extent roaches, marauders, banshees, and high templar can be microed in at least one exciting way.

Everything else is as dull as dirt. The colossus just happens to be the most powerful of those.
Intrigue: "as i've said to many others your troubles in life may be directly correlated to your dirty protoss icon"
Honeybadger
Profile Joined August 2010
United States821 Posts
Last Edited: 2011-03-15 07:02:11
March 15 2011 07:00 GMT
#187
I think one reason the reaver was so exciting was because every shot was russian roulette. Remember how 1/5th of its shots just exploded and did no damage? It was like dragoons. Cool to watch, but part of that was because they were so awful, lololol.


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.)
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
SwiftSpear
Profile Joined February 2010
Canada355 Posts
March 15 2011 07:03 GMT
#188
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.
Honeybadger
Profile Joined August 2010
United States821 Posts
March 15 2011 07:08 GMT
#189
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.
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
Umbrella
Profile Blog Joined September 2007
Taiwan936 Posts
March 15 2011 07:19 GMT
#190
I agree that there should be design-changes and shifting powers within races, although it's a really tricky thing to do. I'm hoping they can shift power from early T to late T while the opposite for P, but it seems hard to at this stage of the game.

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.
Falling
Profile Blog Joined June 2009
Canada11519 Posts
March 15 2011 07:19 GMT
#191
I definitely know what you mean- it reminds of a thread that came out towards the end of Beta. Something about the lack of 'wow' factor or something. Tried searching for it, but couldn't find it.

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.
ModeratorDavid Duke, Richard Spencer, Nick Fuentes, Daily Stormer... "Some very fine people on both sides"
PITN
Profile Joined October 2010
New Zealand158 Posts
Last Edited: 2011-03-15 07:22:37
March 15 2011 07:21 GMT
#192
On March 15 2011 16:08 Honeybadger wrote:
Show nested quote +
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.


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.
http://www.last.fm/user/Laethetten
TENTHST
Profile Joined December 2010
United States204 Posts
March 15 2011 07:26 GMT
#193
my thoughts about this game and its simplified mechanics are exactly what you are talking about in your post.

great job here.
Falling
Profile Blog Joined June 2009
Canada11519 Posts
Last Edited: 2011-03-15 07:34:25
March 15 2011 07:33 GMT
#194
On March 15 2011 16:21 PITN wrote:
Show nested quote +
On March 15 2011 16:08 Honeybadger wrote:
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.


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.)
ModeratorDavid Duke, Richard Spencer, Nick Fuentes, Daily Stormer... "Some very fine people on both sides"
EchelonTee
Profile Joined February 2011
United States5260 Posts
March 15 2011 07:44 GMT
#195
I definitely agree with the OP; collosi are easy mode units. Of course, not talking about being OP'd or unskilled per say, but just not exciting in anyway! Its like people complaining about infantry heavy terran; its not that it's bad or abusive play, but it just isn't entertaining watching one fat group whack itself against another fat group with at most minor micro. I hope and pray the two expansions introduce some new cool units.
aka "neophyte". learn lots. dont judge. laugh for no reason. be nice. seek happiness. -D[9]
Sarang
Profile Blog Joined September 2010
Australia2363 Posts
Last Edited: 2011-03-15 07:52:15
March 15 2011 07:51 GMT
#196
On March 15 2011 16:21 PITN wrote:
Show nested quote +
On March 15 2011 16:08 Honeybadger wrote:
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.


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.
"Killer helped me feel better before coming to the arena. He told me to say that." - Bomber
Rokk
Profile Joined March 2010
United States425 Posts
Last Edited: 2011-03-15 07:56:14
March 15 2011 07:56 GMT
#197
On March 15 2011 16:08 Honeybadger wrote:
Show nested quote +
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.

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
Profile Joined December 2009
United States124 Posts
March 15 2011 07:56 GMT
#198
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
Profile Joined November 2010
Netherlands306 Posts
March 15 2011 07:56 GMT
#199
Trying to fix something by making it more broken?xD

Altho i agreewith want reavers back. We want BW in sc2 T_T
The Wolfpack - Metalband from the Netherlands
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2011-03-15 08:23:44
March 15 2011 08:22 GMT
#200
On March 15 2011 16:51 Moonloop wrote:
Show nested quote +
On March 15 2011 16:21 PITN wrote:
On March 15 2011 16:08 Honeybadger wrote:
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.


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.


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.
I'll call Nada.
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