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Colossi are Anti-Hype: Here's Why - Page 2

Forum Index > SC2 General
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mrblue182
Profile Joined April 2010
United States151 Posts
March 15 2011 00:12 GMT
#21
I was thinking of the same thing you were, except make their attack an ability that is on a 3-4 second cooldown that can't be auto cast. So it becomes a lot more micro intensive but also allows for colossus harass.
The_Piper42
Profile Blog Joined September 2009
United States426 Posts
March 15 2011 00:14 GMT
#22
I don't think every unit in the game has to have the ability to do something completely crazy. Why not complain about the Hydralisk? Why not complain about Zealots? It's not like Protoss lacks the ability to perform any of the four things you listed that determine your version of "hype".
Boxer, White-Ra, Grubby, Flash fighting!
MindRush
Profile Joined April 2010
Romania916 Posts
March 15 2011 00:14 GMT
#23
Looking at IdrA and Artosis' show IMBALANCED! and through some ridiculous PvZs, last one I've seen is this


Another aspect I want to be clear of right from the bat is that I play terran and have no problem with PvZs, terran can counter collosi easily with vikings, but I hate how every other choice fails. It's like some1 forces you to make a unit, or else he will hard counter you with everything else.
Protoss collosus takes the role of many units in the protoss army, so after a certain food count it's not necessary to make, for example, immortals anymore, because the critical number of collosi behaves better against ground armored(ex: roach, hydra, stalker)
Talking about immortals, even the protoss counter to collosi fails miserably versus the unit it was designed to counter(in larger numbers not 1 vs 1). My opinion, and I believe not mine alone is that Blizzard did not foresee this. StarCraft II should be a game where every unit has a specific role, not a game where if you get to a certain unit tech there is absolutely no reason to make other units.
The problem I've noticed is that protoss ball of collosi and stalkers are almost impenetrable by zerg. So how can zerg cope with other huge siege capacity units?
So I've made a couple of comparisons.

Do note:
i'm not adressing only zerg's problems here.

1. Terran siege tank
Terran siege tanks are too immobile, once you spot a breach in the defence, you can atack one, maybe zealot, marauder or roach drop on other and do some damage. #@@@ like thi won't work on collosus for the obvious reasons:
-collosi are too mobile and weak spots in defence are almost inexistent
-collosi don't do friendly damage so using an opponent's force against him is impossible vs them

2.The mechanic in BW: reaver + shuttle
The reaver was so slow and immobile. So protoss needed shuttles to make them mobile. At first, reaver having no delay when firing right after unloading from shuttles was imballanced vs terran. So they fixed it. But right now the collosus is almost like 2 units in 1. It is mobile and packs a mean punch. It has no delay, atacks right after he stops moving. Also, he goes up cliffs and can escape pursuing land units easily while kiting, not to mention how kiting collosus behaves now.

I am not going to compare it to zerg's siege weapon, neither the guardian from BW or the Broodlord from SC2, for obvious reasons.


So, drawing a line after what i said earlier, the collosus has 3 major problems.
1. Mobility:
Unlike the siege tank, collosus has huge damage at high range and can escape if an entranced position is atacked.
2. Instant damage:
Unlike reavers, as soon as collosi gets in range of their targets, the damage is dealt. There is no delay and no way to escape that AOE. As a related thing, even in BW, when you saw lurkers burrow, tanks sieging up you could back off, but in SC2 if you get overpowered, you pretty much lose your army.
3. Shields:
Collosi are so mobile and have so much damage, I said it. But looking at how they enter a place, take just shields damage and leave like nothing happened is ridiculous.


So, after having all the above said I can propose 3 fixes for the collosus:

1. make it have a delay, so it has to stand still for a bit before he can atack, or at least before he can use his 9 range atack, just use his 6 range.
2. make collosus do less damage to armored units.
3. make a unit ability in each race who can do damage directly to life, instead of shields(similar to plaguuuuu in BW) - also an idea for HotS.
4. nerf collosus speed, either regular speed or acceleration (when he stands still, cpl of seconds after he starts moving, the collosus is slower)
5. any combination of the above, everything or nothing.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
ExquisiteRed
Profile Joined February 2011
396 Posts
March 15 2011 00:14 GMT
#24
That isn't what hype means, saying a unit is hype or anti-hype doesn't make sense unless your trying to make this a new term in which case I hope it never catches on. Your right about collosi though
dave333
Profile Joined August 2010
United States915 Posts
March 15 2011 00:14 GMT
#25
Most of the units in sc2 are relatively dull compared to sc1. Only times I feel tense are baneling attacks and a few other situations. But compared to reavers, dark swarms, spider mines, crazy lockdowns, theres just way less gosu stuff.
Hollis
Profile Joined January 2011
United States505 Posts
March 15 2011 00:14 GMT
#26
Give protoss back KA and remove colossus, there I fixed SC2.

Oh and give me back my hydra movement speed upgrade. And probably nerf hydra DPS some to compensate.
razy
Profile Joined February 2010
Russian Federation899 Posts
Last Edited: 2011-03-15 00:16:29
March 15 2011 00:15 GMT
#27
@OP, exactly my thoughts man :O I miss the effects mines, reavers, scourges, hold-lurkers and bunch of other stuff from BW had on crowd... Now we only have banelings >_> screw balance i want FUN
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
Last Edited: 2011-03-15 06:35:43
March 15 2011 00:15 GMT
#28
I have the same feeling. Its one reason why im so sad reavers and scourge are no longer in the game. I have the same feeling about bw storms vs sc2 storms where bw storms did more damage over a longer period of time, rewarding players who micro, micro causes lots of hype. That reason also makes me sad to see infestors FG projectile being scrapped in the patch 1.3 notes. But to me, the only time hype is involved with a colossus ball is when it gets overwhelmed. Mainly due to there not being a solid viable way to destroy colossus even when you know its coming.

I used to want the colossus to have a slower attack speed but now I dont think that would be the best way to go about it with this issue. I just dont like units that have so much going their way, like with your comparison with it to the reaver. The reaver is extremely immobile and attacks much slower, however the colossus attacks at a decent rate and its 100x more mobile than the reaver, even being able to scale terrain. So what bw players ended up inventing shuttle-reaver micro which rewarded the better player and was extremely entertaining to watch. Another reason that the colossus is "anti-hype" as the op stated, is that pretty much anyone can execute them to the extent of the pros. When you see something thats very hard to execute it causes more hype. But when things are easy to execute, you look at it and say "meh I could do that.."

I am against nerfing the colossus. Blizzards approach to balance so far as it seems, is to just nerf whatever seems to be too strong. The problem actually lies within the game design. It would be much better if there were a better way to deal with colossus instead of just nerfing them. That was the best part about bw, each race had so many seemingly overpowered units and abilities but there was always an answer to it because the game design was as perfect as i've seen in any game.

Luckily we have 2 expansions left for Blizzard to fix the game design so I have no worries for its future because I trust Blizzard will be able to fill in the gaps.
Absence of evidence is not evidence of absence.
pyaar
Profile Blog Joined August 2010
United States423 Posts
March 15 2011 00:15 GMT
#29
completely agree with OP. would be great to see things that discourage a 1a deathball from all the races.
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
Last Edited: 2011-03-15 00:18:10
March 15 2011 00:16 GMT
#30
who says the colussus was supposed to be a hype unit?
even if your right, so what? it seems like your directly comparing it to the reaver a bit too much.

for example, what hype units do Terran have? and a better question, why does hype have to be something a specific unit brings? why cant it be a combination of units and upgrades or a unit + terrain advantages.
sOvrn
Profile Joined April 2010
United States678 Posts
March 15 2011 00:16 GMT
#31
On March 15 2011 08:54 Shlowpoke wrote:

So how could the Colossus be more hype? Replace it with the Reaver?

Nope, you wouldn't even have to do something that extreme. Just make the Colossus shoot half as fast at twice the damage (30x2), and make it move slow as hell. This should have little impact on how much dps the Colossus does in a giant ball. It does however, open up the possibility for mineral line harassment and require Colossi to have Warp Prisms with them if they want to get anywhere fast.

For the animation, imagine the Colossus chargin' it's lasers, then releasing a strong blast all at once. Think Yamato Cannon. The charge would build so much hype.

Thoughts? Do you guys still get excited when a player masses Colossi? I sure don't.


Y'know I usually don't pay much mind to these kind of threads, but I think you have a valid point here. Collo deathball is just plain boring, I agree. I like your suggestion, it would definitely involve more micro and open up creative play. But, as usual, I'm not sure how the balance of all this would work. As a T player for one, I can just imagine vikings being just 10x more devastating vs that suggestion and leaving a P way too vulnerable for my bio ball.

Maybe the collo is just non entertaining and there's nothing we can really do about it. I don't know
My favorites: Terran - Maru // Protoss - SoS // Zerg - soO ~~~ fighting!
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
March 15 2011 00:16 GMT
#32
Collosi having a "siege mode" would actually be quite interesting to see in practice and would make it much more dynamic have a minimum range while sieged and dealing less dmg while unsieged.

"trash micro but win - its marine" MC commentary during HSC 4
arterian
Profile Joined September 2010
Canada1157 Posts
March 15 2011 00:16 GMT
#33
been doing some speed warp prism harass with colossi, that's kinda exciting
http://www.twitch.tv/arterian
Vathus
Profile Joined October 2009
Canada404 Posts
Last Edited: 2011-03-15 00:59:36
March 15 2011 00:16 GMT
#34
On March 15 2011 08:54 Shlowpoke wrote:
Now imagine a Scourge or two vs a harassing Corsair. The Scourge beat the Corsair, but can't catch it. So when the Scourge show up the Corsair has to run all the way back home or GET BLOWN UP IMMEDIATELY


IMO we should keep the colossus and add scourge back. Create hype with colossus trying to dodge clouds of scourgyyyyy. Would be more exciting than any change to the colossus.

Edit: I realize blizzard probably won't bring back any of the units they removed but i do think we should think about some of the units that "counter" the colossus as well because currently vikings and corrupters are pretty boring as well.
mDuo13
Profile Blog Joined October 2010
United States307 Posts
Last Edited: 2011-03-15 00:21:50
March 15 2011 00:17 GMT
#35
At least the colossus is sort of a glass-cannon unit. It has relatively low health compared to the amount it costs and the damage it deals, and it can be easily sniped by AA. But overall, I can't really disagree that colossi are not as hype as a lot of alternatives.

On the other hand, the way colossi walk across cliffs and shoot criss-crossing laser beams of fiery death is really visually appealing. Somehow it still gives me chills after seeing it a million times.

Edit: P.S. ExquisiteRed, I'm guessing you don't pay attention to the 2D fighter community. Using "hype" as an adjective similar in meaning to "exciting" (or as a noun roughly meaning "excitement") is pretty common slang there and in a few other places by now.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-03-15 00:27:29
March 15 2011 00:20 GMT
#36
I like the colossus as a unit, and i think it fits protoss very well. Though i agree it doesn't require that much skill, in a way it's good, as it's noob friendly, but on the other hand it's visually appealing, and fits toss style and phylosphy well. What is wrong is that toss has to rely on it so much, as one of component of almost all their strategies, specially now that KA is being removed, then it's going to be seen pretty much in all matchups and all games. I wish it was only a choice. For instance, toss being able to chose going with colossus, HT, reavers, carriers, etc, or even a mix. What we see now is P going colossus every game, and having it always as the savior, since most other units suck by themselves without good damage dealers like colossus and HT. Colossus drop would also be good, if warp prisms moved faster. Warp prism upgrade is probably toss's most unused upgrade, along with shileds lvl 3. Might as well remove it, make it cheaper / quicker, or increase Warp prism's speed by default, to encourage all kinds of drops.

@MindRush If you would nerf the colossus, i'm sorry, but protoss w/l ratio would just plummet with a laughable HT and a nerfed colossus, not even worth playing P anymore, so you should mention the consequences of such drastic measure, or something to compensate that nerf with. Oh, and colossus is not that mobile as you think. Apart from the cliff moving. Terrans bioball with a bunch of medivacs goes stimmed all the time, zerg pretty much all units are faster than average, so toss units are actually among the slowest, except for tanks. Actually, what a lot of terrans do vs colossus builds is drop on lots of places since the army is so immobile.
SpiritAshura
Profile Joined March 2007
United States1271 Posts
March 15 2011 00:20 GMT
#37
It's true. Coming from a Protoss player I can't argue the OP. Unfortunately the game is balanced around these boring dynamics and we're gonna have to wait until the expansion for any sort of dramatic changes like this.
frozt_
Profile Joined January 2011
United States234 Posts
March 15 2011 00:20 GMT
#38
On March 15 2011 09:09 Nanic wrote:
reaver drops in sc2 :D that´s kinda interesting but sry guys sc2 isn´t made for the microkings
I would disagree, have you forgotten the baneling? Different units require more micro then others, however the Collusi doesn't compare to the reaver. But the game still involves micro, BW was hard not because of micro but because it was just hard to manage your economy and be everywhere at once. Not just microing reavers and other units.
Practice and dedication reveals the greatness within a player
spancho
Profile Joined September 2009
United States161 Posts
March 15 2011 00:22 GMT
#39
All the old ZOMFG moments from SC1 are gone now, with the exception of the nuke which no one uses anyway. Reaver=dead, spider mine=dead, scourge=dead, plague=dead. It really feels to me like blizzard wanted it to be easy to play midlevel, and were willing to sacrifice super high level play inorder to do so. People have been saying this ever since beta, what with all the MBS and smart cast hate thats been flooding TL forums for years now. The only HOLYSHITHEDIDWHAT moments now are from the hunterseeker missile (no one uses), and psy storm (getting nerfed), and nukes which are so easy to avoid as to make them near useless. Standard macro play is much stronger, which is all well and good, its just boring as hell to watch. "Oh look player one has a giant army, oh look the army just 1a attacked into player 2's base, oh look gg wow I didnt see that coming."
"Your face can't hurt 'cuz you're ugly." -Tasteless
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
March 15 2011 00:23 GMT
#40
Maybe it's just me, but I get a lot more excited as a spectator seeing Ultras run into a battle than colossus. It was kinda the same in BW, where you might hear "ULLTTRRAAAAAAAAA!! ULTRA ULTRA ULTRA!" but you would never ever ever hear "COLOOOSSSUUUSSS" in SC2. The Ultra is not much more dynamic or interesting than the colossus, but I think it's safe to say that they are more exciting to watch. Is it just because they're more rare to see?

Just bringing this up to try to gauge what makes a relatively boring unit at the base level more interesting than another boring unit.
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
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