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Colossi are Anti-Hype: Here's Why - Page 23

Forum Index > SC2 General
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Aequos
Profile Joined October 2010
Canada606 Posts
March 18 2011 05:30 GMT
#441
On March 18 2011 14:27 R0YAL wrote:
Show nested quote +
On March 18 2011 14:21 Aequos wrote:
On March 18 2011 13:57 R0YAL wrote:
On March 18 2011 13:36 Aequos wrote:
On March 18 2011 13:26 R0YAL wrote:
On March 18 2011 13:14 Aequos wrote:
On March 18 2011 13:10 R0YAL wrote:
On March 18 2011 13:06 Aequos wrote:
On March 18 2011 12:54 sluggaslamoo wrote:
On March 18 2011 12:47 oOOoOphidian wrote:
[quote]
Maybe significantly lower the base damage against non-light, but make the vs light much higher. They'd still be really good against light, but would no longer be the basis of an entire army for dealing with everything else.


Sounds like you want a reaver type unit, why not just implement the reaver. There is no reason for blizzard not to.


There is - a Reaver would decimate MMM to the point it would be unplayable. Those attractive little balls the units form themselves into would be giant bullseyes for scarabs, each of which would instantly kill most of what it hit. I'd rather have the reaver than the Colossus, solely because it'd be better at its job with less vulnerabilities.

Less vulnerabilities? Is that a joke? Please explain to me how the reaver is less vulnerable than colossus.


For one, it can't be shot by aircraft, which is pretty huge. For another, it's simply a smaller unit (in the same way a ghost is less vulnerable than a infester). Finally, its slow movement speed is counteracted by a shuttle - if you get vikings to kill the warp prism/shuttle, you don't have a unit that can directly hurt it.

You forget that if you have the warp prism then it is susceptible to air. If you dont have a warp prism then you cant attack. Collision size hardly makes any difference whatsoever.. "if you get vikings[...]" yeah since vikings are the only thing that can attack air.. You fail horribly at backing up your claims.


If I have a unit with 9 range, I can safely assume that my warp prism needs to be no closer than 9 from the opponents deathball. That gives you exactly 2 things that can shoot it - the thor and the viking. If you bring marines to try and snipe it, it'll work about as well as trying to snipe a Colossus with marines - I'll back up and you'll lose marines to my surrounding army. I was also assuming that you possessed the minimum skill required to unload it before it got blown into giant pieces.

The argument isn't about collision size - it's about the ability to pick it out of a group. A ghost is harder to feedback than an infester, and a reaver is slightly harder to take out than a Colossus. A reaver also has a nice solid meatshield of gateway around it that protects it from one of the two ways it can be attacked. Your options to shoot through the gateway deathball are either:

1) Outrange it with a siege tank or
2) Shoot it down with an air-to-ground unit.

With a Colossus, you can use:
3) Shoot it down with an air-to-air unit.


If your not horrible then you will know to engage the army in the middle of the map. Picking off the warp prism would be the #1 priority. Once thats done then the push cannot continue. Not true for the colossus. Its stupid mobile for how strong it is. Also you know a reaver is about the size of a siege tank right? The comparison of a ghost to infestor is no where near the comparison of a reaver to colossus. Not to mention the terrans ground army would be significantly bigger with the lack of the huge investment in vikings.


In an ideal world, yes, you would engage at the center of the map. However, Protoss has an aversion to being out in the open being surrounded. Protoss was even given a spell to help them control the battlefield - Forcefield. I can't imagine it'd be too hard to adapt my play to avoiding large open spaces where I can be instantly destroyed when that is essentially what I already do, and most Protoss already do.

Adding more marines/marauders won't really help when the Protoss has the hard counter to it that can kill it efficiently. Either you'll be able to snipe it instantly (and win) or you won't (and it will kill your MMM ball with stupid-strong efficiency). Imagine an unkillable faster-than-stim baneling thats guarenteed to hit your army, and deals enough damage to 1-shot a marine - thats what a Reaver would be shooting at you.

If you mass bio vs reaver then you deserve to die. But i guess we can agree to disagree.


Fair enough, I bear no animosity towards you. I think the Reaver would be more fun, but would probably be a bit less of a solution than the majority of posters seem to think.

Either way, it couldn't be much worse in terms of entertainment value than the colossus.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
Shlowpoke
Profile Joined August 2010
United States102 Posts
March 18 2011 13:25 GMT
#442
On March 18 2011 06:34 IVN wrote:
Actually, there is one thing, that can be done. What if the radius of storm was reduced, but the damage up'd by a lot? The user would have to place the storm just right (=harder to do), and the other guy would have to react very quickly or lose his units.

I don't intend for this thread to to turn into a "suggest hype balance changes!" thread, but I have to say that I REALLY like this idea. It would make blanket storms require SO many more templar and rapid-fire clicks. I'd especially like it if Storms were small and rose up in a column of electricity so they actually look like they're hitting air units.

On March 18 2011 08:22 Torpedo.Vegas wrote:
For example, if a pro is aware of all the timings for unit output/upgrades/damage dealing potential/etc. that goes into a protoss deathball, they could incorporate effective timings to take them apart piece by piece. Now if the Protoss is aware of the timings associated with the enemies timings designed to counter your expected timings (@_@) then they could adapt and use what they do have in unique ways and alter the timings associated with the traditional deathball, or maybe even transition out of the deathball mentality and use a strategy designed to hardcounter the anti-deathball strategy of their opponent.

This kind of thing is exciting for people who know the intricacies of a game. Most of it happens behind the scenes. It does not generate hype. Hype is more simple.

This kind of thing will make the chess-players watching a chess match say "Aha. What an excellent move..." as they quietly ponder about how the rest of the game will go.

You will hardly ever see the crowd stand up and cheer (as I have seen countless times at fighting game tournaments) during a chess game, and that is NOT a fault of the game. Chess is amazing. It's just because there are no explosions and no dexterity involved. That's it, really.

On March 18 2011 08:22 Some Grammar-sensitive Guys wrote:
You're not using the word 'hype' correctly.

You're right. I am not. I am using a slang term as it is commonly used within fighting-game communities. I chose it because I am familiar with it and I felt like it was the best way to get my point across. I will not apologize. That would be mad un-hype, yo.

On March 18 2011 08:22 Some Balance-concerned Guys wrote:
The Reaver would destroy MM too hard.

Maybe so. Probably not. I don't care. It's up to Blizzard to make sure changes don't completely break the game. We should be less concerned about this than about whether or not something is incredibly yawn-inducing.

I mean, can you really not think of any way to balance it? I can think of 3 ways off the top of my head to nerf it while still keeping the hype, but it's just not my job to make that call.

On March 18 2011 08:22 Almost Everyone wrote:
You're right. Something needs to be done.

Thanks, I know. Keep complaining about it. That's how things get fixed in this game.
Goblinoid
Profile Joined February 2011
United States55 Posts
March 18 2011 13:52 GMT
#443
On March 18 2011 14:28 sluggaslamoo wrote:
Yeah I still don't get this turn the colossus into a reaver debate. Just implement the reaver, you've seen what QQ has done with maps, first they ignored, then they changed the map pool with equally shit maps, and then finally they came to their own senses and have decided to implement GSL maps.


I'm in total support of this thread and bringing back the reaver, but do we just trash the Colossus? I have the feeling Blizz won't want to part with their War of the Worlds Walker.

If we can't get the Colossus removed, how do we leverage the addition of the reaver without large changes to the Colossus? Is there a niche for both, or are they completely mutually exclusive?
Mercury-
Profile Joined December 2010
Great Britain804 Posts
March 18 2011 13:55 GMT
#444
On March 18 2011 22:25 Shlowpoke wrote:
Show nested quote +
On March 18 2011 06:34 IVN wrote:
Actually, there is one thing, that can be done. What if the radius of storm was reduced, but the damage up'd by a lot? The user would have to place the storm just right (=harder to do), and the other guy would have to react very quickly or lose his units.

I don't intend for this thread to to turn into a "suggest hype balance changes!" thread, but I have to say that I REALLY like this idea. It would make blanket storms require SO many more templar and rapid-fire clicks. I'd especially like it if Storms were small and rose up in a column of electricity so they actually look like they're hitting air units.

That'd actually be the final nail in the coffin for any non-bio play in the TvP matchup.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
March 18 2011 20:59 GMT
#445
I think even most Protoss players are in agreement that something needs to change about the Colossus.


I main Terran, and off-race as Zerg or Protoss. We've all been in scenarios where we 'gg' out of the game and sit there looking at the screen full of 4+ colossus, just dumbfounded, tempted to rage on your opponent and then deciding not to ...

There is just nothing interesting about the Colossus.
- It ignores terrain, mostly.
- It ignores units, entirely (has no unit-collision!?)
- The splash damage shape is perfect. All attacking units naturally form a line/arc perpendicular to their target. What formation is good versus this?
- Both abilities, cliff walking and thermal lance, are passive.
- It is super obviously a blatant rip-off of the War of the Worlds robots.

Personally, I think they are too good. They are the best "goal unit" in the game - far and away! But aside from being too good you don't really have to 'do anything' for them to be ridiculously awesome. Obviously any change would be considered a "nerf", but what if ...

Ridiculous and unqualified suggestions to follow ...
+ Show Spoiler +
- Thermal Lance was an activated ability? Maybe it's on cool down, maybe the Thermal Lance is turned off every time it moves, and takes a second to activate (similar to other abilities, like Strike Cannon, or Yamato)? This way if you want to be mobile, you have a little less range, but if you want to hold a position you sacrifice some of that mobility.

Too much like the siege tank?



I don't know ... How do you make this an interesting unit where attacking or defending with Colossus becomes a little bit more involved, and thought provoking, without altering one of Protoss's best AoE DPS units' efficacy in mid and end game?

/rant
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Honeybadger
Profile Joined August 2010
United States821 Posts
Last Edited: 2011-03-18 23:15:53
March 18 2011 23:13 GMT
#446
On March 18 2011 08:13 Striding Strider wrote:

Defending against that probably requires the same if not more APM as the guy doing it. Especially given the strength of Terran T1 compared to Gateway units (and the need for them to stay together).


You've clearly never had to deal with multi-front micro. Dropping in two places to draw away the army and pushing into the main with a harass force, and escaping without suffering crippling losses, is very micro intensive (requires me spamming around 300APM)

That's not "easy" by any stretch. sure, defending it is hard too, but eventually, drops won't be so hard when protoss break the "ball" mindset and start splitting their armies smartly, and placing cannons in smart places. I build turrets vs all the races if I see the cues. Why can't you build cannons?
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
mvpAKAenvyME
Profile Joined November 2010
Canada179 Posts
March 18 2011 23:36 GMT
#447
what if they just nerfed the range upgrade. this is what makes the colossus so over powered. the fact that your units CANT attack them, maybe if you could focus down the colossus first thing then it would be a little better, but as it is, as soon as i start seeing a colossus get hurt, i move behind my army and if they decide to follow it they get chewed up by gateway comps. also, i think all massive units should have no unit collision like the colossus. how is it that a zergling pushes an ultralisk out of the way and the opposite? ultras are massive units like colossus and so are thors, so why do tiny little units like marines and zerglings get in their way and the opposite? colossus is strong there is no doubt about that, but making them have unit collision would be so much easier for people to kill they as they would get stuck in the middle of their ball and have no where to run to while you focused them down.

alot of the power of the colossus has to do with maps as well, if there was no terrain on a map and you could surround the deathball completely it would be so easy to roll it with pure roaches and we all know thats true, even like a 3/4 surround would be death for any deathball, but as it is they can back up next to a cliff, run their colossus ontop of the cliff, 9 RANGE away and basically keep spamming stop on their gateway units while colossus kill you're whole army talking little to no damage.

btw i dont have a race preference but i do like to see things that are out of the box, but protoss play right now is so far in the box it'll never come out.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
March 19 2011 13:18 GMT
#448
On March 19 2011 08:36 mvpAKAenvyME wrote:
btw i dont have a race preference but i do like to see things that are out of the box, but protoss play right now is so far in the box it'll never come out.

What? No, it isn't.

Protoss Colossus play is however very boring. It's forced to be, because Colossi have one thing they're very good at (fighting in a death ball) and they're terrible for anything else.
My strategy is to fork people.
DaemonX
Profile Joined September 2010
545 Posts
March 19 2011 15:06 GMT
#449
Right, and instead of changing collosi, they are NERFING THE MOTHERSHIP, the only Hype thing that protoss even has in the entire damn race.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
March 19 2011 15:34 GMT
#450
On March 20 2011 00:06 DaemonX wrote:
Right, and instead of changing collosi, they are NERFING THE MOTHERSHIP, the only Hype thing that protoss even has in the entire damn race.


Vortex was/is broken. Do you disagree?
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
March 19 2011 18:54 GMT
#451
Well usually the excitement from the colossus actually comes from the micro to deal with the colossus. The fact that it can be hit with air units actually does give it excitement, from the opponent sniping it and such.

So it actually does, just from the other side's perspective.

I don't think anything's wrong with the excitement of the colossus especially when comparing it to the Ultralisk or the Thor.
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