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Colossi are Anti-Hype: Here's Why - Page 19

Forum Index > SC2 General
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Iatrik
Profile Joined August 2010
Germany159 Posts
March 16 2011 16:54 GMT
#361
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.
Feed me more
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
March 16 2011 23:12 GMT
#362
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?
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Torpedo.Vegas
Profile Blog Joined January 2011
United States1890 Posts
March 17 2011 00:30 GMT
#363
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.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-03-17 03:26:23
March 17 2011 03:25 GMT
#364
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.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Kappa09
Profile Joined January 2011
United States149 Posts
March 17 2011 03:30 GMT
#365
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
Profile Joined August 2010
United States915 Posts
Last Edited: 2011-03-17 03:33:00
March 17 2011 03:32 GMT
#366
Overall there's too much rock paper scissors in this game.

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
Profile Blog Joined November 2009
Australia4494 Posts
March 17 2011 04:54 GMT
#367
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.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
hidiliho
Profile Joined September 2004
Canada685 Posts
March 17 2011 05:48 GMT
#368
I agree Collosi are boring to watch. After the initial "zomg it's walking up the cliff" reaction, it has not provided any excitement. Too easy to get and too easy to mass and A-move with gateway units.

Compared to other siege units it is by far the dullest to watch.
I have a dream, that some day I wouldn't see any imba comments in GSL threads.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2011-03-17 06:00:15
March 17 2011 05:54 GMT
#369
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.

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.
If you cant say what you're meaning, you can never mean what you're saying.
hidiliho
Profile Joined September 2004
Canada685 Posts
March 17 2011 05:59 GMT
#370
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
I have a dream, that some day I wouldn't see any imba comments in GSL threads.
thesums
Profile Joined December 2010
Taiwan257 Posts
March 17 2011 07:17 GMT
#371
Things are only hype when it is hard to do, i also like stop lurker oh yeah, and darkswarm, any abilities are hype for me pretty much in SC1 because they actually have to hotkey each individual unit unlike sc2. I feel that storm and FF are way too easy, ummm hold T or F and then click...where as in SC1 they had to do 1+T, 2+T 3+T.....etc, while doing all that also need to aim.....it is like many times more difficult.

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
Profile Blog Joined May 2007
Australia667 Posts
March 17 2011 07:18 GMT
#372
I absolutely hate the colossus and I hope to see them removed from the game.
Elvin
Profile Blog Joined May 2010
149 Posts
March 17 2011 16:50 GMT
#373
Don't know if this was posted here ,but I'll post it nonetheless just to let you know how collosus beam worked few yrs ago
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
March 17 2011 17:23 GMT
#374
How would it be to change the colossus from a horizontal beam sweep to a breifly charged circular area of attack, where a laser breifly shows the attack point and the attack happens instantly about 3/4 of a second later. That way all the colossus firing into a small AoE would be a massive overkill that could be avoided, but manually trageting several could really blanket an area well and be far more effective, while also allowing an opponent to dodge poorly placed attacks? i think the colossi is fine as a unit, per se, its attack just needs to be changed to something dodgeable to some extent with great micro.
purecarnagge
Profile Joined August 2010
719 Posts
March 17 2011 19:13 GMT
#375
how many shots from a unupgarded corruptor does it take to kill a colossal?
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
March 17 2011 19:30 GMT
#376
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
Absence of evidence is not evidence of absence.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
March 17 2011 19:32 GMT
#377
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
As it turns out, marines don't actually cost any money -Jinro
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
March 17 2011 19:38 GMT
#378
I really like the old way the Colossus worked in that video. I have no idea why they changed it to AoE - after all, they would still be good against smaller, weaker units so the Immortal would still have a role.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
March 17 2011 19:45 GMT
#379
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).
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
andrewlt
Profile Joined August 2009
United States7702 Posts
March 17 2011 19:50 GMT
#380
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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