Colossi are Anti-Hype: Here's Why - Page 8
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woowoo
France164 Posts
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teamsolid
Canada3668 Posts
On March 15 2011 12:00 AndAgain wrote: I remember in beta, colossi drops were used pretty often (WhiteRa vs TLO comes to mind.) Anyone know what happened to that? I assume it got nerfed or something. They don't 1-shot workers anymore, making them pretty worthless for drop play. I do agree with OP, scourge, defiler, reaver, lurker, mines were all exciting units which took a great amount of skill to use properly. In exchange, the only new interesting units we got are banelings and sentries. Corrupter, infestor, colossus are such boring units in comparison to their counter parts. | ||
Vei
United States2845 Posts
i'm only half-serious. it's 1a+f+shift+CLICK FURIOUSLY | ||
borny
China481 Posts
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AcrossFiveJulys
United States3612 Posts
I think the best matchup in the game excitement wise is by far TvZ. The only time I've been amazed by micro feats is marine split micro against banelings. Many games are decided by who micros those battles better. Since the theme for protoss in sc2 seems to be extremely mobile (e.g., warpgate, warp prism) but expensive units dps-wise, I think a unit like the colossus absolutely doesn't belong in the protoss arsenal. I'd love to see the colossus changed to something drastically different. Like, how about a unit that functions kind of like the nydus worm (can warp anywhere in vision given some time to do so) but emerges as a painfully slow aoe damage dealer. You'd have moments where the protoss coralls the enemy army into a corner and summons these guys to finish hem off, or used for harass where the enemy has to be vigilant similar to hunting nydus worms. | ||
TheTenthDoc
United States9561 Posts
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silencesc
United States464 Posts
I think the way to make protoss a more "hype" race would be to make other tech paths more viable, instead of making them less so which is what Blizzard is doing now. Though, you were right in one point: sair vs scourge was always really cool to watch. | ||
borny
China481 Posts
On March 15 2011 12:54 TheTenthDoc wrote: I'm not a huge colossi fan myself, but I can't understand the reaver love. It was, besides spider mines, the single most luck-based crappy AI unit in all of SCBW. Matches were won or lost not based on "excellent micro" but on the scarab AI. I still feel wowed by big colossi clumps personally, but I guess it's just different tastes. :-/ Exactly this was what made it so awesome. Seeing the scrub moving awkwardly towards the target without knowing if it would blow off into nothing or kill like 10 probes, that was sooooo exciting. Sure, it might have rendered some games not won by skill, but luck. But I believe it kind of worked out like the miss-hit % on low to high ground; in the end people got lucky the same % of time and thus it was balanced. | ||
dekuschrub
United States2069 Posts
Collosi are so boring and lame. its so dumb looking at a protoss army that has like 8 collosi and knowing that its not gonna lose to anything (considering how fucking easy it is to control the big ball) the terran 200/200 in BW was super powerful, but super hard to use. the 200/200 collosi ball is even more cost effective and you dont have to do shit but 1a. | ||
Raiznhell
Canada786 Posts
SC2 in generals lacks the exciting units that BW had to offer. I hope since they are keeping the WoL ladder operational anyways that they make some pretty drastic changes to HotS as far and intensity goes. | ||
eighteen8
105 Posts
In my opinion, colossus AoE must be changed. I always wanted colossi to work like a lurker. You see first spike and you got .75 seconds to move your marines away from approaching spikes by moving them left or right. Brings excitement. Make lasers for colossi to have a small delay with indication in ground where it will hit so players can micro their army to dodge that attack. Also make colossi be able to change its lasers beam. Currently it is horizontal but having an option of making it attack vertically too (Cooldown of change will be 3-5 seconds or whatever time it will make sense). Would make colossi a lot more interesting and blink stalkers should beat colossi ball in pvp if microed correctly. #1: ^this #2: problem is more the synergy between the deathball units - the "slow" movementspeed isnt that big of deal since all other units of the ball are not way faster... that makes it easy, you dont have to pay attention at all. compare that with a protoss army accompanied by a momma-ship - thats how colossi should be like in terms of speed. | ||
Basileus
United States103 Posts
Edit: I prefer not going colossus, but I feel that its is being forced upon my play style. If a different, more interesting unit could replace its AOE damage role I would be for it. Reavers, eh at least improve that terrible scarab AI. I didn't like paying for ammo either. | ||
methematics
United States392 Posts
On March 15 2011 09:00 frozt_ wrote: I completely agree, the Colossus not only encourages boring "death ball" play from protoss users but also is extremely easy to use and execute. You really can't use colossus as a harassing unit due to its lack of mobility (Movement speed) as well as it is dead if it comes in contact with an air unit. I personally have felt that the Colossus ruins the game for spectators because if you aren't going death ball with protoss you are taking away the best chance of winning. I think most people might agree that death ball protoss is not nearly as entertaining or skillful as doing a beautiful HT build, but the fact of the matter is the HT builds have timing weaknesses that the Colossus does not. Therefore Blizzard forces Colossus. And with the new Amulet nerf coming out I imagine it will force even more Colossus play. 100% this. I play p and i hate "having" to go colo. i will either try to work wp or ht in somehow but often lose to a big mid game push. i hate watching and using colossus. same goes for maurders ![]() | ||
andrewlt
United States7702 Posts
Lots of people have made the same points. The central units in most matchups in SC2 are the 1a units. Colossus, marauder, roach and marine are what's wrong with SC2 compared to BW. Terran was the race of the most creative and dominant players in BW but all the interesting stuff got nerfed in favor of a marine buff and the addition of the a-move marauder. | ||
KillerPlague
United States1386 Posts
On March 15 2011 12:16 teamsolid wrote: They don't 1-shot workers anymore, making them pretty worthless for drop play. I do agree with OP, scourge, defiler, reaver, lurker, mines were all exciting units which took a great amount of skill to use properly. In exchange, the only new interesting units we got are banelings and sentries. Corrupter, infestor, colossus are such boring units in comparison to their counter parts. not to mention how vulnerable warp prisms are. much safer to keep your colossus with your army | ||
methematics
United States392 Posts
On March 15 2011 13:31 KillerPlague wrote: not to mention how vulnerable warp prisms are. much safer to keep your colossus with your army Well the shitty thing is 1 viking shuts this down since it kills the wp and colossus, the colossus will obviously live longer but its still dead once any air AA shows up no matter what. if its your plan to escape your fucked, i think thats the point i'm making. | ||
andrewlt
United States7702 Posts
On March 15 2011 12:54 TheTenthDoc wrote: I'm not a huge colossi fan myself, but I can't understand the reaver love. It was, besides spider mines, the single most luck-based crappy AI unit in all of SCBW. Matches were won or lost not based on "excellent micro" but on the scarab AI. I still feel wowed by big colossi clumps personally, but I guess it's just different tastes. :-/ It may be a bit luck-based but it is still more skill-based than just about everything SC2 has to offer. The control of top players like Stork with reaver and Fantasy with vultures is still a cut above almost everybody else. You can't a-move these units and you can't counter them with a-move. Positioning matters a lot. | ||
parn
France296 Posts
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yiNyO
132 Posts
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Frobert
Canada113 Posts
Just imagine the following: -Lings running through colo beams (and only being stopped by good ff placement or supporting units) -PvP where colo vs colo micro is paramount to the matchup, and every shot counts -Any sort of ranged unit micro to avoid colo beams -Forcefield placement that doesn't look like completely spammy shit I have faith in the future of SC2 (in about a decade), but the current trends in its design and patching make it bland and uninteresting to watch compared to BW. | ||
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