1. Weaken the Collossus
2. Weaken the Viking v. the Colossus without making the Vikings too weak v. others
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Krikkitone
United States1451 Posts
1. Weaken the Collossus 2. Weaken the Viking v. the Colossus without making the Vikings too weak v. others | ||
cuppatea
United Kingdom1401 Posts
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DevanT
United States71 Posts
I don't find collosus to be much of a trouble in the current game now that terrans and zergs have evolved their game plan to deal with it. HT still have not been figured out even with the nerf to them. | ||
FatkiddsLag
United States413 Posts
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CustomKal
Canada749 Posts
If mobility is reduced on them it really does have a big change on them. It leaves more chances for them to be sniped, making it not just the opponent who deals with a mismicro costing them the game, but also the same for the toss. Reduce its speed so its a slow units and it can completely change the role of a colossus compared to what it is now. | ||
Scila
Canada1849 Posts
On May 28 2011 03:19 CustomKal wrote: I find the biggest issue with the colossus is that it is like having a mobile tank. Tanks are strong enough at it is, and the colossus is just a way better version of them that doesn't have to take the time to siege to be at its best form. If mobility is reduced on them it really does have a big change on them. It leaves more chances for them to be sniped, making it not just the opponent who deals with a mismicro costing them the game, but also the same for the toss. Reduce its speed so its a slow units and it can completely change the role of a colossus compared to what it is now. This, it's really stupid that Protoss get a unit that functions BETTER than a Siege Tank and doesn't require any real control besides keeping it in the back. This can be fixed by a million ways, like making it as slow as a reaver, giving it some kind of siege/unsiege mechanic for higher range, etc. | ||
0neder
United States3733 Posts
Or get rid of the sucky unit. Boring, Visually obtrusive attack. Unrealistic, War of the Worlds, skinny legs don't look protoss-ey, etc. | ||
Enchanted
United States1609 Posts
On May 28 2011 03:21 Scila wrote: Show nested quote + On May 28 2011 03:19 CustomKal wrote: I find the biggest issue with the colossus is that it is like having a mobile tank. Tanks are strong enough at it is, and the colossus is just a way better version of them that doesn't have to take the time to siege to be at its best form. If mobility is reduced on them it really does have a big change on them. It leaves more chances for them to be sniped, making it not just the opponent who deals with a mismicro costing them the game, but also the same for the toss. Reduce its speed so its a slow units and it can completely change the role of a colossus compared to what it is now. This, it's really stupid that Protoss get a unit that functions BETTER than a Siege Tank and doesn't require any real control besides keeping it in the back. This can be fixed by a million ways, like making it as slow as a reaver, giving it some kind of siege/unsiege mechanic for higher range, etc. Siege tank is a much better unit then the colossus. Anybody above Bronze league can control a siege tank, because you know.. Protoss don't have an air unit with the same range to snipe them.. tanks cost less and do more damage, the only advantage a colossus has against a tank is that it's mobile but a tank's range while sieged is insane. | ||
ckukner
Turkey54 Posts
On May 28 2011 03:08 cuppatea wrote: It's literally the most boring RTS unit ever conceived. I totally agree with you on this subject. Even unbalanced, shitty RTS do not have a lame unit like colossus. Don't understand how collosus managed to pass beta. | ||
Drascus
United States100 Posts
On May 28 2011 03:27 ckukner wrote: I totally agree with you on this subject. Even unbalanced, shitty RTS do not have a lame unit like colossus. Don't understand how collosus managed to pass beta. Dustin Bowder Dude loves him some fancy 50's era sci-fi units, which is why the war of the worlds walker and the flying saucer could not be removed from the multiplayer even though other units faced much more intense scrutiny and many were cut. They didn't look cool enough, I guess, to not get evaluated strictly. | ||
GinDo
3327 Posts
Collosi are the only splash unit that really don't have a true draw back. Tanks are immobile, Hellions only kill light units and have low HP, Banlings are suicide units with low HP. ultras are bulky and melee. Thors are slow and bulky. Each splash unit has a draw back, which makes massing them bad. Collosi are mobile, have sick range, and have good hp. And its only true weakness is only taken advantage by the viking due to its range. Collosi need a drawback that makes massing them in high numbers less effective. TLDR: 1)Protoss need collosi. Without collosi they would fall apart. 2)Only Terran can capitalize on Collosi weakenss, while Zerg and Toss can't 3) Every Splash unit in the game have a fatal flaw except the collosi. Read above for a description. 4) Collosi need a drawback that makes massing them in high numbers less effective. | ||
Scila
Canada1849 Posts
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SeaSwift
Scotland4486 Posts
Colossus is OK, Reaver is better. Those are my feelings on the subject. | ||
GinDo
3327 Posts
On May 28 2011 03:38 Scila wrote: If only they kept the reaver instead of scrapping it... ![]() Reavers were an excellent example of balanced power. Yes, the reaver was strong, down right overpowered in strength, but its weakness of mobility made it so massing them was suicide. And the only was to capitalize was using a dropship, which was difficult. Strong, but immobile. Collosi are strong, and mobile. On May 28 2011 03:41 SeaSwift wrote: Why did they ever get rid of the Reaver in the first place? Colossus is OK, Reaver is better. Those are my feelings on the subject. They said they wanted a unit that was easier to use. | ||
Jimmy Raynor
902 Posts
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AimlessAmoeba
Canada704 Posts
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DamnCats
United States1472 Posts
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Veritassong
Canada393 Posts
On May 28 2011 03:48 AimlessAmoeba wrote: Effective infestor use is a viable counter to the deathball in ZvP. i JUST lost a game PvZ ,the guy went MASS roaches + infestor, its VERY good. it was 2 base vs 2 base, and he literally massed 100 roaches., i kill him wave after wave, but just got outran when he mind controlled my colossi, i even tried to focus down his infestors, no use. colossis is not imba, it is ESSENTIAL in any protoss match up, because templar is too slow to tech, and risky to use, and does no dmg to units like roaches and marauder. protoss needs its AOE, or else it would just be outran. the rep is here: http://drop.sc/11451 i am 800 masters with 200 bonus pool. | ||
Hikari
1914 Posts
Mid->late game protoss is very dependent on colossi count. Yes, they have decent hp, however the lifeline of a protoss revolves around maintaining that colossi count: one wrong move and one or two get sniped left and right by flanking vikings/corruptors. Note that T/Z is very capable of producing enough anti-air against the colossi: starports with reactor is extremely common and corruptors are birthed from larva, a pretty available resource for the zerg once the colossus tech becomes available. A damage nerf to the colossus would likely be attached with a rebalancing of gateway units. Stalkers are expensive, doesnt scale too well and just lacks the "punch" in late game battles. You NEED some sort of an AoE offered by the colossi or HT (which I believe is more powerful, but is vulnerable to EMP/snipe, runs on energy, and is painfully slow). As mentioned in the GSTL battle reports, the new zealot/archon/immortal/stalker comp may have potential against the ever so common colossi v colossi battles that repeats itself in almost all PvP late games. | ||
whisp91
87 Posts
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