On April 23 2011 13:37 Baarn wrote: Always the same ZvP discussion about what to do when the colossus hits a critical mass. It's never about the decisions made that lead to the protoss army becoming so strong. Did you pressure expos enough or simply deny them? Did your mutas keep the army moving so the colossus are more vulnerable and out of position? Did you use overseer to poop on the robo to hinder production so the protoss can't make as many? Are you taking advantage of the opportunities that are created when a colossus can be picked off?
thats not nearly as easy as you make it sound, while your mutas are trying to harass, the protoss uses its deathball to counterpush and win, mutas arent actually that good in combat
What deathball? You're doing it wrong if you let protoss sit and macro up.
On April 23 2011 12:26 Dommk wrote: EDIT: As I'm saying this, Naniwa is showing a stellar of example of the above in NASL right now, just watching him play shows how big of a difference proper unit control makes for Protoss, with the same amount of units a lesser player would easily have done two/three times as less. Just goes to show how much other pro-Protoss players have to improve.
This is probably my biggest problem with Protoss right now. I see some friends who have hardly any dedication or spirit in getting better, but play Protoss. They come up with cheesy builds, cut workers, and are generally just stupidly aggressive. If they fail with their aggression, they get out just soon enough to not lose too much, then turtle while teching up to mass colossi+some anti counter unit (phoenix, blinkies, or voidrays) and win games. There is no improvement of worker management, micro, or even super-refinement of builds. Yet, they are able to make it into masters and compete against players who are of a higher caliber, but have the "misfortune" of not playing Protoss.
thats realy unfair to say.. when race pressure us its fine but when we presure its cheesy? no improvemint of micro.. realy?? try microing our t1 (zealot stalker) vs something like marines and ul begin to apreciate that all races take skill.
I think a problem with the Colossus is simply in game design. The Colossus is this weird imbalanced unit in that it's very very powerful but it also dies very easily, as it can literally be hit with every kind of attack, and every race (with the exception of Protoss) has some kind of unit that directly counters it.
Right now Blizzard's trying to balance it by tweaking numbers and such, but I really do feel like it's kind of trying to fix something that's really messy, and that we really have to wait for HotS for the game to be less skewed towards a single unit.
On April 23 2011 01:48 tmzu wrote: The reason collosus are such a pain in the ass in ZvP is because corruptors completely suck dick and we dont have anything else that is even close to being decent against air.
As a zerg i admit that without collosus, mass hydra/roach will completely overrun toss, but theres nothing on the zerg side than can effectivly touch them once their numbers go up.
NP, get your own colossi and watch his stalkers melt instead of your hydras
NP was a good counter to colossus when it didnt expire after what 5? seconds
It's 15 seconds ...watch this destruction. Infestors are actually IMBA but no pros use them yet. You'll see...
Thread on strat below.. Also the Spanishiwa's build is good to stop 4/5/6 gate while you build up to mass infestor...you already have the lings.
On April 23 2011 13:37 Baarn wrote: Always the same ZvP discussion about what to do when the colossus hits a critical mass. It's never about the decisions made that lead to the protoss army becoming so strong. Did you pressure expos enough or simply deny them? Did your mutas keep the army moving so the colossus are more vulnerable and out of position? Did you use overseer to poop on the robo to hinder production so the protoss can't make as many? Are you taking advantage of the opportunities that are created when a colossus can be picked off?
thats not nearly as easy as you make it sound, while your mutas are trying to harass, the protoss uses its deathball to counterpush and win, mutas arent actually that good in combat
What deathball? You're doing it wrong if you let protoss sit and macro up.
This is so true. What many don't get is Toss is supposed to own per supply at heavy resource cost.
On April 23 2011 13:37 Baarn wrote: Always the same ZvP discussion about what to do when the colossus hits a critical mass. It's never about the decisions made that lead to the protoss army becoming so strong. Did you pressure expos enough or simply deny them? Did your mutas keep the army moving so the colossus are more vulnerable and out of position? Did you use overseer to poop on the robo to hinder production so the protoss can't make as many? Are you taking advantage of the opportunities that are created when a colossus can be picked off?
thats not nearly as easy as you make it sound, while your mutas are trying to harass, the protoss uses its deathball to counterpush and win, mutas arent actually that good in combat
What deathball? You're doing it wrong if you let protoss sit and macro up.
Except that the tech path to strong harass (ling bling with drops or mutas) are easy to scout and punish with aggressions. There's a reason mutaling has gone out of fashion almost completely. Meawhile the roach hydra tech path is strong against aggression with burrowed roaches/hydra, but is worse at harass and beating the deathball compared to ling bling infestor
On April 23 2011 13:37 Baarn wrote: Always the same ZvP discussion about what to do when the colossus hits a critical mass. It's never about the decisions made that lead to the protoss army becoming so strong. Did you pressure expos enough or simply deny them? Did your mutas keep the army moving so the colossus are more vulnerable and out of position? Did you use overseer to poop on the robo to hinder production so the protoss can't make as many? Are you taking advantage of the opportunities that are created when a colossus can be picked off?
thats not nearly as easy as you make it sound, while your mutas are trying to harass, the protoss uses its deathball to counterpush and win, mutas arent actually that good in combat
What deathball? You're doing it wrong if you let protoss sit and macro up.
Except that the tech path to strong harass (ling bling with drops or mutas) are easy to scout and punish with aggressions. There's a reason mutaling has gone out of fashion almost completely. Meawhile the roach hydra tech path is strong against aggression with burrowed roaches/hydra, but is worse at harass and beating the deathball compared to ling bling infestor
Vibe/Sen do Muta a lot against Protoss. Don't think it has gone out of fashion, I think people just prefer Roach/Hydra as it is easier/safer
What is this aggression tactics you speak of again Ling/Baneling 0o? Every time I see it I turtle and become super paranoid
On April 23 2011 05:59 Kipsate wrote: Slowing the Collosi will in fact reduce the mobility of the Protoss Deathball, allowing multipronged attacks(such as drop play by the Zerg) to be actually quite effective. One of the core problems of the Protoss deathball is that it is not only powerfull but also quite mobile.
God I love when zerg players complain about the collosus being too fast but hydras off creep being so so soooo slow. Fun Fact: Collosi and hydras off creep have the same move speed. Yeah there you go, you can't drop harass because the protoss army that has the move speed of your slowest unit is too mobile?
You can't make accurate balance decisions based off of lower level play.. Basically everything should be balanced around what's going on in the grandmaster league or tournaments.
Hydra's are Zerg's only ground anti-air (other than Queens, which is even slower) we use them to defend bases and armies against air threats. Don't compare Collosus and Hydras because they have different roles. Hydras are less mobile than marines with stim and stalkers with blink.
On April 23 2011 13:37 Baarn wrote: Always the same ZvP discussion about what to do when the colossus hits a critical mass. It's never about the decisions made that lead to the protoss army becoming so strong. Did you pressure expos enough or simply deny them? Did your mutas keep the army moving so the colossus are more vulnerable and out of position? Did you use overseer to poop on the robo to hinder production so the protoss can't make as many? Are you taking advantage of the opportunities that are created when a colossus can be picked off?
thats not nearly as easy as you make it sound, while your mutas are trying to harass, the protoss uses its deathball to counterpush and win, mutas arent actually that good in combat
What deathball? You're doing it wrong if you let protoss sit and macro up.
This is so true. What many don't get is Toss is supposed to own per supply at heavy resource cost.
Pound for pound, the protoss field StarCraft II’s strongest and most durable units. That power comes at a price, as their units tend to be costly
There were 3 zergs in Code A yesterday that went though and put on a clinic of not letting Toss & Terran build death balls.
Pretty much this. ^^
It's distressing to put so much effort into wanting something nerfed so badly when the discussions about strategy should be taking place to deal with a particular unit comp. If people put as much effort as they do in trying to sway OP discussions into working on their game plan and strategies in game then the meta game would evolve across the board much faster.
On April 23 2011 05:59 Kipsate wrote: Slowing the Collosi will in fact reduce the mobility of the Protoss Deathball, allowing multipronged attacks(such as drop play by the Zerg) to be actually quite effective. One of the core problems of the Protoss deathball is that it is not only powerfull but also quite mobile.
God I love when zerg players complain about the collosus being too fast but hydras off creep being so so soooo slow. Fun Fact: Collosi and hydras off creep have the same move speed. Yeah there you go, you can't drop harass because the protoss army that has the move speed of your slowest unit is too mobile?
You can't make accurate balance decisions based off of lower level play.. Basically everything should be balanced around what's going on in the grandmaster league or tournaments.
Hydra's are Zerg's only ground anti-air (other than Queens, which is even slower) we use them to defend bases and armies against air threats. Don't compare Collosus and Hydras because they have different roles. Hydras are less mobile than marines with stim and stalkers with blink.
n hydras on crepe move fast as stimmd marines offcrepe fast as marines.. thors slow as queens do marine need speed increase or no health penalty stim? cmon think and stop balance wining.
On April 23 2011 05:59 Kipsate wrote: Slowing the Collosi will in fact reduce the mobility of the Protoss Deathball, allowing multipronged attacks(such as drop play by the Zerg) to be actually quite effective. One of the core problems of the Protoss deathball is that it is not only powerfull but also quite mobile.
God I love when zerg players complain about the collosus being too fast but hydras off creep being so so soooo slow. Fun Fact: Collosi and hydras off creep have the same move speed. Yeah there you go, you can't drop harass because the protoss army that has the move speed of your slowest unit is too mobile?
You can't make accurate balance decisions based off of lower level play.. Basically everything should be balanced around what's going on in the grandmaster league or tournaments.
Hydra's are Zerg's only ground anti-air (other than Queens, which is even slower) we use them to defend bases and armies against air threats. Don't compare Collosus and Hydras because they have different roles. Hydras are less mobile than marines with stim and stalkers with blink.
n hydras on crepe move fast as stimmd marines offcrepe fast as marines.. thors slow as queens do marine need speed increase or no health penalty stim? cmon think and stop balance wining.
What? Nobody's complaining about anything. I just wanted to point out to the poster that comparing Hydralisks to Colossus is dumb. Also grammar is important when you want people to take you seriously. This isn't a 14 year old's twitter.
I am just giving my opinion here. I dont think there should be a unit in the game which walks or moves on ground but can be attacked by air units which only attack air . Its just weird to me. Even though i haven't played brood war i dont think there was any unit like Colossus. This is one thing i dont like about colossus.
On April 23 2011 12:26 Dommk wrote: EDIT: As I'm saying this, Naniwa is showing a stellar of example of the above in NASL right now, just watching him play shows how big of a difference proper unit control makes for Protoss, with the same amount of units a lesser player would easily have done two/three times as less. Just goes to show how much other pro-Protoss players have to improve.
This is probably my biggest problem with Protoss right now. I see some friends who have hardly any dedication or spirit in getting better, but play Protoss. They come up with cheesy builds, cut workers, and are generally just stupidly aggressive. If they fail with their aggression, they get out just soon enough to not lose too much, then turtle while teching up to mass colossi+some anti counter unit (phoenix, blinkies, or voidrays) and win games. There is no improvement of worker management, micro, or even super-refinement of builds. Yet, they are able to make it into masters and compete against players who are of a higher caliber, but have the "misfortune" of not playing Protoss.
thats realy unfair to say.. when race pressure us its fine but when we presure its cheesy? no improvemint of micro.. realy?? try microing our t1 (zealot stalker) vs something like marines and ul begin to apreciate that all races take skill.
Sorry, I thought it was clear that I was talking about them SPECIFICALLY. I know that micro can be hard with Protoss. I was talking about their builds which are all pretty much executed blindly with a mindset of "What can I do next that will REALLY surprise them?!" It's things like always taking a proxy first expansion or opening proxy DTs/voids. Hell, one of them doesn't even use action groups or half of his hotkeys, and yet can still beat people because he does stuff so stupid that you don't expect it.
I also have a couple of Protoss friends who play legit and have incredible micro who collide with the top players consistently. Watching them micro gateway units against any army is almost magical. They have impeccable timing, macro, micro, and overall game sense, and it shows when they play. They also incorporate clever strategies, but they don't rely on them to win, or even deal severe blows to their opponent.
In my opinion, the problem with Collosi being to strong, lies in the collosus having to compensate the gateway units' weakness. Those units are weak because of Warp Gate being so strong. So to 'fix' the collosus without harming Protoss, he have to make Gateway units stronger. Making them stronger is impossible without nerfing Warpgate, so: To nerf collosi is by buffing Gateway Units is by nerfing Warpgate.
The idea I had was to make a proxy pylon less easy to pull of, so I thought about restirictions, and I found one.
What would happen if you could only warp from a certain distance away from the Cybernetics Core? That means, some radius (like the Sensor Towers) gets shown on your map, not the opponents. You can only warp in on Pylons within this radius. This means that to go for some early agression, you need to place a Cybercore reasonably close to the opposing base. This doesn't count for the Warp Prism. Warp Prisms may be allowed to warp in anywhere.
What this does, is bringing back the defenders advantage, or at least making a Warpgate attack a real commitment. Instead of 100m for a Pylon, it'll now be 250m and a lot of time invested, seriously delaying the Warpgate rushes, or making them more obvious and scoutable because of 2nd Pylon and Cybercore being proxied.
Once the Twilight Council is completed, you can research 'Free Warpgate', something like 50/50/80, which enables free Warp-ins out of Cybercore range.
Now, as for Gateway Unit Buffs; - Zealots are hard to take care of, because increasing their attack damage makes them very strong verse Lings. A buff in shields of ±20 might do the trick. - Sentry can get away with +1 or even +2 in their attack, a buff in Health would be unfeasable because they have to be weak to snipes, still. - Stalker should get some extra damage in, either with +1 on it's attack and another +1 vs. Armored, or with something I have been liking really myself: One of the 2 lazers fired by the Stalker becomes piercing, so it does 14 damage to the first target, and 7 to the target after that. The 3rd won't be damaged. - High Templar should get back the amulet, with a certain change to unable Instant Storm. - Dark Templar are completely different, as they are no Army-to-Army units by design. - Archons should get 1/2 Shield armour unupgraded, I think it's just silly something existing of pure shields and only useful for absorbing hits doesn't have armour.
I will not go in depth about Collosus changes, but with these changes put in, Collosi can maybe go like -3 attack.
What will happen when these changes get put into the game: - Templar Tech becomes more viable as it comes with the ability to freely warp in everywhere. - Warp Prisms see the light of day more often (if you go Robo, you can't research free Warpgates), and maybe this produces a dance of sniping the Warp Prism with Marines when playing with Terran. Lategame with Vikings it won't matter, you'll go TC for +2 upgrades anyways. - Stargate Play might see a slight reduce in prefered use, but on the other hand, a forward Cybercore gives you another upgrade structure which you might as well use?
Please let met know your opinion on this. Preferable in PM.
Kind regards, Toastie
TLDR; Nerf WG; Buff Gate Units; Nerf Collosi -> more Warp Prisms, Templar Tech and less Warpgate Rushes which are more easily scoutable and a bigger commitment Early game.
On April 23 2011 13:37 Baarn wrote: Always the same ZvP discussion about what to do when the colossus hits a critical mass. It's never about the decisions made that lead to the protoss army becoming so strong. Did you pressure expos enough or simply deny them? Did your mutas keep the army moving so the colossus are more vulnerable and out of position? Did you use overseer to poop on the robo to hinder production so the protoss can't make as many? Are you taking advantage of the opportunities that are created when a colossus can be picked off?
thats not nearly as easy as you make it sound, while your mutas are trying to harass, the protoss uses its deathball to counterpush and win, mutas arent actually that good in combat
What deathball? You're doing it wrong if you let protoss sit and macro up.
Not always you can do something. On maps like shakuras or tal darim it's nearly impossible to put any pressure. I've seen many good tosses perfectly defend any drop play and then just crush zerg because he throwed so much units away. But if we are talking about toss who has no idea how to defend such drop of course you can win lol
Most of the losses came from January, don't think anyone considered PvZ imbalanced back then 0o
I mean, if you think Zergs had it bad in January, Protoss only had a 27.3% win ratio PvT over 44games (31 matches)
March GSL is 55% in favor of Protoss, which isn't pretty bad considering IMNesTea got knocked into Up/Down, and the only Protoss July played other than MC was anypro (whom he beat). the GSL Teamleague on the other hand favors Zerg with a 54% win/loss.
On April 23 2011 09:18 Warrice wrote: Not many protoss use other strategies, they are viable. Some are extremely viable Immortal HT is still VERY potent vs zerg.
What do you do against muta/ling?
Another reason the colossus is so popular is because you are forced robo for detection anyway.
I hate this...we need sentries or ht to be able to cast a 'reveal spell'.
The reason why collosus is so "imba" is because it benefits from forge ground attack upgrades. Why should tier 2/3 units benefit from forge upgrades?. Terran has to build an armory to upgrade their mech. Zerg has their respective buildings/seperate upgrades for their tier tech. Protoss should have seperate attack/armor upgrades for their robotic tech located at the robotics bay. It would put all races on a more even playing field imo. The colossus doesn't need a nerf. The upgrades just need to be equally balanced.
On April 23 2011 15:17 tdt wrote: It's 15 seconds ...watch this destruction. Infestors are actually IMBA but no pros use them yet. You'll see...
Pretty slick...problem is though against pro's as soon as those mind control tenticals go out, those infestors get focus fired so fast it isn't even funny. Would like to see an buff to infestor range to make mind controlling more viable vs units like the colossi.