"Dual Warpprism + Colossi" (2 Warpprism & 2 Colossus) in the future.
It'll be very technical, since one mistake will punish you a lot.
But if you can pull it off, it'll be very powerful.
Or course, You'll need "Warpprism Speed" to make it do-able.
Forum Index > SC2 General |
Iatrik
Germany159 Posts
"Dual Warpprism + Colossi" (2 Warpprism & 2 Colossus) in the future. It'll be very technical, since one mistake will punish you a lot. But if you can pull it off, it'll be very powerful. Or course, You'll need "Warpprism Speed" to make it do-able. | ||
sluggaslamoo
Australia4494 Posts
On March 17 2011 01:54 Iatrik wrote: Since i predicted more Immortal + Warpprism in PvP [Like WhiteRa uses them now] , I'll make one more prediction that'll blow your mind: "Dual Warpprism + Colossi" (2 Warpprism & 2 Colossus) in the future. It'll be very technical, since one mistake will punish you a lot. But if you can pull it off, it'll be very powerful. Or course, You'll need "Warpprism Speed" to make it do-able. What makes colossi stronger when used with warprisms? | ||
Torpedo.Vegas
United States1890 Posts
Sounds crazy now, but what about using a colossus with maybe a Mothership or something to engage in quick late game economy harass. Use the Colossus's speed and cliff walking to attacking mineral lines and back away once a defense shows up, then cliff walk to a new base rinse wash and repeat. If they have air units to defend, throw down a mass recall. The high risk / high reward aspect of it would definitely be "hype" IMO. Its needs time in a stable environment. How to you expect any kind of metagame to develop when you rush the "patching" to fix everything. | ||
sluggaslamoo
Australia4494 Posts
On March 17 2011 09:30 Torpedo.Vegas wrote: I as I said before, I think people are extrapolating the current state of the game with regards to strategy and tactics and placing the blame solely on a single unit. I agree minor tweaking needs to be done to SC2, but more then that I think the pros and metagame needs more time to be fully fleshed out. Tactics and Strategy are still be redone on a monthly basis. Its entirely possible that the future pros could see colossus in ways differently then we can appreciate now because the state of the game would allow it. Sounds crazy now, but what about using a colossus with maybe a Mothership or something to engage in quick late game economy harass. Use the Colossus's speed and cliff walking to attacking mineral lines and back away once a defense shows up, then cliff walk to a new base rinse wash and repeat. If they have air units to defend, throw down a mass recall. The high risk / high reward aspect of it would definitely be "hype" IMO. Its needs time in a stable environment. How to you expect any kind of metagame to develop when you rush the "patching" to fix everything. The problem with this line of thinking is, the longer you leave it, the harder it will be to change. That and the ideas people have come up with to hype current SC2 units are pretty bad imo. It didn't require great thinking to make BW units interesting, the only person who really did that was boxer and boxer isn't interesting at all in comparison to his style in BW. That type of thinking is considered gimmicky in both games. | ||
Kappa09
United States149 Posts
On March 17 2011 01:54 Iatrik wrote: Since i predicted more Immortal + Warpprism in PvP [Like WhiteRa uses them now] , I'll make one more prediction that'll blow your mind: "Dual Warpprism + Colossi" (2 Warpprism & 2 Colossus) in the future. It'll be very technical, since one mistake will punish you a lot. But if you can pull it off, it'll be very powerful. Or course, You'll need "Warpprism Speed" to make it do-able. That is a very interesting prediction. I'm assuming you are talking about using Colossi + Warpprism as a way to harass eco lines. I think this would be fun to just try out, but it seems incredibly risky due to high cost of the units, to the point that it has no real value unless you are ahead in the game or are clearly playing a player of lower skill level. Definitely going to try it out some day when I'm bored lol. | ||
dave333
United States915 Posts
MMM>gateway units Get collossi, counter Get vikings, counter that There's too much of that in this game. There's nothing cool you can do with your roach/hydra army to fight a collossi/gateway army; you need those corruptors. In BW, you could overcome a lot of things with good control and skill. Like vultures vs. dragoons, mutas vs rines, etc. Theres just too much hardcountering in sc2 that it makes it more boring in that sense. | ||
sluggaslamoo
Australia4494 Posts
On March 17 2011 12:30 Kappa09 wrote: Show nested quote + On March 17 2011 01:54 Iatrik wrote: Since i predicted more Immortal + Warpprism in PvP [Like WhiteRa uses them now] , I'll make one more prediction that'll blow your mind: "Dual Warpprism + Colossi" (2 Warpprism & 2 Colossus) in the future. It'll be very technical, since one mistake will punish you a lot. But if you can pull it off, it'll be very powerful. Or course, You'll need "Warpprism Speed" to make it do-able. That is a very interesting prediction. I'm assuming you are talking about using Colossi + Warpprism as a way to harass eco lines. I think this would be fun to just try out, but it seems incredibly risky due to high cost of the units, to the point that it has no real value unless you are ahead in the game or are clearly playing a player of lower skill level. Definitely going to try it out some day when I'm bored lol. But how is this effective? Storm drops are way more effective because they deal a lot of damage in a very short amount of time. Colossi will need to be dropped twice to kill any workers at all, but for the same cost you can drop 2 high templars and kill 5x as many workers. Harass was only half of the point of shuttle reaver. The other was in defense and timing attacks, have a look at Snow vs Jaedong, or any goon reaver builds by stork/bisu/snow. | ||
hidiliho
Canada685 Posts
Compared to other siege units it is by far the dullest to watch. | ||
Rabiator
Germany3948 Posts
For Siege tanks there is always the "ohhhhh ... he sieged at a very bad spot / too late" part for commentators for example. Reavers always have the "lottery shots" which could either do no damage at all or hit the Jackpot. To be interesting a unit needs to have a drawback and the Colossus is basically "no risk, no fun", it can even walk up and down cliffs. One way to make a Colossus a bit more interesting would be to give it "injuries" according to the damage to its HEALTH, i.e. a damaged Colossus starts "limping" and is slower than the uninjured ones. | ||
hidiliho
Canada685 Posts
On March 17 2011 14:54 Rabiator wrote: Colossi are badly designed from a spectator / commentator point of view because there is no negative side to them, no little "risky part" to get excited about. For Siege tanks there is always the "ohhhhh ... he sieged at a very bad spot / too late" part for commentators for example. Reavers always have the "lottery shots" which could either do no damage at all or hit the Jackpot. To be interesting a unit needs to have a drawback and the Colossus is basically "no risk, no fun", it can even walk up and down cliffs. Agreed. Also there is really only 1 way to play collosi well. Atleast tanks can be used to harass. I would love to see collosi drops while warping in some units but I don't think thats viable | ||
thesums
Taiwan257 Posts
So far for me in SC2 hypes are: - burrow banes (hard to predict where terrans will be - kinda like stop lurker) - Marine split vs banelings, good stutter step - Good mutalisk micro (magic box, snipe) of course this is much easier than BW since they only use one group....this is more amazing in BW, i have no idea how they move so many groups together. TBH i dunno why ppl stiill put things on same group in SC2, zealots would be way better on different ones, i saw MarineKing with banshee, helion and marines on same group trying to chase away a medivac ?! - Archon toilet....i know its not that hard to do...but its kool... I guess SC2 is more of the multitasking as opposed to group management. Although SC1 is more difficult in every sense, you actually need to move the workers to the mineral patchs. I do not understand what it means to be macro player in SC2....its not that hard they made blocking up, worker management easier along with mules, larvae and chrono. Hate it when ppl say "I will be unstoppable if they let macro up", cause ppl wont just let u macro up like that, and the skill is about defending while doing it. | ||
LilClinkin
Australia667 Posts
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Elvin
149 Posts
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Sm3agol
United States2055 Posts
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purecarnagge
719 Posts
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R0YAL
United States1768 Posts
On March 18 2011 04:13 purecarnagge wrote: how many shots from a unupgarded corruptor does it take to kill a colossal? With the power of math I got 19 shots | ||
Jermstuddog
United States2231 Posts
On March 18 2011 04:30 R0YAL wrote: Show nested quote + On March 18 2011 04:13 purecarnagge wrote: how many shots from a unupgarded corruptor does it take to kill a colossal? With the power of math I got 19 shots Going above and beyond, I did the maths on Stalker shots to kill a Corruptor: 17 | ||
SeaSwift
Scotland4486 Posts
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Liquid`Jinro
Sweden33719 Posts
On March 17 2011 14:59 hidiliho wrote: Show nested quote + On March 17 2011 14:54 Rabiator wrote: Colossi are badly designed from a spectator / commentator point of view because there is no negative side to them, no little "risky part" to get excited about. For Siege tanks there is always the "ohhhhh ... he sieged at a very bad spot / too late" part for commentators for example. Reavers always have the "lottery shots" which could either do no damage at all or hit the Jackpot. To be interesting a unit needs to have a drawback and the Colossus is basically "no risk, no fun", it can even walk up and down cliffs. Agreed. Also there is really only 1 way to play collosi well. Atleast tanks can be used to harass. I would love to see collosi drops while warping in some units but I don't think thats viable Its pretty good on bigger maps, speed is less of a risk to get (attack doesnt come as fast) and is more useful (bigger distance to cover). | ||
andrewlt
United States7702 Posts
On March 17 2011 09:30 Torpedo.Vegas wrote: I as I said before, I think people are extrapolating the current state of the game with regards to strategy and tactics and placing the blame solely on a single unit. I agree minor tweaking needs to be done to SC2, but more then that I think the pros and metagame needs more time to be fully fleshed out. Tactics and Strategy are still be redone on a monthly basis. Its entirely possible that the future pros could see colossus in ways differently then we can appreciate now because the state of the game would allow it. Sounds crazy now, but what about using a colossus with maybe a Mothership or something to engage in quick late game economy harass. Use the Colossus's speed and cliff walking to attacking mineral lines and back away once a defense shows up, then cliff walk to a new base rinse wash and repeat. If they have air units to defend, throw down a mass recall. The high risk / high reward aspect of it would definitely be "hype" IMO. Its needs time in a stable environment. How to you expect any kind of metagame to develop when you rush the "patching" to fix everything. You can give the pros 100 years and they won't be able to come up with any use for non-existent abilities. That's the problem with too many units in SC2 and the colossus highlights it because it's the most powerful. They don't have any active abilities. It's just A-move. The reaver worked because it had the drawback of being too slow. It's shot also needed a path to whatever it was shooting. That had to be overcome by using a shuttle and using good micro. | ||
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