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Please bring back the reaver for LotV - Page 9

Forum Index > SC2 General
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Knee_of_Justice
Profile Joined October 2009
United States388 Posts
November 10 2014 21:27 GMT
#161
I'm no fan of the colossus, but there are a few things they can do to redesign it according to their new philosophy of increasing micro (on both sides).

They could take a leaf out of the reaver's book here by slowing down the Colossus' attack speed while increasing its damage output.

They would provide a visual marker on the ground or unit where its next line attack will be unleashed (perhaps with some distinctive noise or visual cue as well). After an appropriate amount of time (not too long that it will be useless, but long enough that a skillful opponent could react), the colossus would swipe that area with its laser, dealing huge splash damage.

If they start with that redesign premise, the reaver does not need to come back.

I'm curious about how the Disruptor will work in practice. Blizz obviously has a fine line to walk here but I think it has some real potential. Overall, Im kind of disappointed at how uncreative their design team is: they tend to use similar balance resources when balancing a unit. For example, the reaver was unique because its absurdly powerful attack was mitigated on a number of fronts, including a resource cost and build time. Why does every unit get a timed ability now?

What if the disruptor could drain a group of units, or a buildings' shields for its power but could use its ability more frequently?

Finally, as people have said, I'm not sure how this unit will end up competing with the colossus as a tier 3 anti ground splash damage unit. If it were slightly cheaper and maybe a bit less powerful, it could perhaps fulfill a role between the two units. Maybe 50-100 damage to start with (with maybe a late game upgrade to give it +20-50 more, like the reaver had)?
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-11-10 21:47:51
November 10 2014 21:34 GMT
#162
They could take a leaf out of the reaver's book here by slowing down the Colossus' attack speed while increasing its damage output.


The Reaver worked because it had synergy with the Warp Prism/Shuttle. Collosus could indeed have more synergy if it had a higher burst-damage and perhaps could one-short workers, but it would also need to get rid of it being targetable by AA units. If terran is getting Vikings everytime he sees Collosus, then Warp Prism + Collosus is never gonna work.
ionONE
Profile Joined March 2011
Germany605 Posts
Last Edited: 2014-11-10 21:57:02
November 10 2014 21:45 GMT
#163
The reaver definitely works with some tweaks.

1. I'd like to see a Reaver with a baneling esque attack animation/ texture sc2 cannon

- scarab has a timer of 3 sec, if it doesn't hit the target it will explode (area damage)
- upgrade: faster attack, longer range, more damage
- both players can see the possible scarab hit (seeker missile)
Preventing damage is similar to marine/baneling - seeker missile micro
spread army - move targeted unit towards scarab, medivac load in
+ you can target fire scarab manually, (scarab has health) ?!

If have no experience with the sc2 editor
legacy looks uninspired/random

reaver micro in action:
JANGBI never forget
DooMDash
Profile Joined May 2010
United States1015 Posts
November 10 2014 22:17 GMT
#164
I agree with the Reaver coming back. The fact that Protoss lost it is the exact reason I chose not to play them.
S1 3500+ Master T. S2 1600+ Master T.
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
November 10 2014 22:22 GMT
#165
Considering that the disruptor is sort of a mini-reaver, I'd have to agree. Reavaaaa! I'm tired of seeing half-assed implementations of old units, ahahaha. Give us the real shit.

Fuck, even as a Zerg, I'd rather the reaver than the colossus (that's how unselfish I am).
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Kranyum
Profile Joined September 2012
77 Posts
December 23 2014 22:56 GMT
#166
wow that reaver micro
Kranyum
Profile Joined September 2012
77 Posts
December 23 2014 23:01 GMT
#167
On November 11 2014 06:27 Knee_of_Justice wrote:
I'm no fan of the colossus, but there are a few things they can do to redesign it according to their new philosophy of increasing micro (on both sides).

They could take a leaf out of the reaver's book here by slowing down the Colossus' attack speed while increasing its damage output.

They would provide a visual marker on the ground or unit where its next line attack will be unleashed (perhaps with some distinctive noise or visual cue as well). After an appropriate amount of time (not too long that it will be useless, but long enough that a skillful opponent could react), the colossus would swipe that area with its laser, dealing huge splash damage.

If they start with that redesign premise, the reaver does not need to come back.


collosi are clucky, they always were. they've never been used to do anything else than 1a.
reavers were skill intensive, promoted micro, supported drop play from protoss and could have been totally devastating damage if the enemy would not micro against them.

Think about a Terran drop in the current game. Leave 1 reaver near the nexus and watch 2 full medivacs full of units evaporate.

Collosus' weakness to air attacks is an extremely poor gimmick imo
404AlphaSquad
Profile Joined October 2011
839 Posts
December 23 2014 23:13 GMT
#168
On November 10 2014 07:32 MrMotionPicture wrote:
Show nested quote +
On November 10 2014 07:25 Plexa wrote:
On November 10 2014 07:24 Musicus wrote:
I think Protoss needs a new gateway/early game unit, they have enough splash and late game power. I'm pretty sure Blizzard will deliver, there is more for Protoss in the works than was shown.

Indeed, tweets suggest there is another new unit for Protoss in the works that was not at Blizzcon. (Pls Dark Archon)

A new unit would be interesting. Something early on to stop cyclones maybe? Heheh.

Kidding of course.
I don't think Dark Archon would have much role in sc2. Units don't stack as much as the muta ball in bw.

You are wrong, DA would have way more utility in sc2 than they ever had in sc1! maelstroming marine marauder + amove collossi: ez win!
aka Kalevi
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
December 23 2014 23:17 GMT
#169
Please bring back ghost's Lockdown as well!
Make DC listen!
TurboMaN
Profile Joined October 2005
Germany925 Posts
December 23 2014 23:18 GMT
#170
And the spider mines instead of HotS mines
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
December 23 2014 23:30 GMT
#171
On December 24 2014 08:18 TurboMaN wrote:
And the spider mines instead of HotS mines


Yeah, and load them on hellions. One hellion carries one spider mine, haha.
Make DC listen!
Lunareste
Profile Joined July 2011
United States3596 Posts
December 23 2014 23:34 GMT
#172
Bring back the Vulture pls
KT FlaSh FOREVER
ejozl
Profile Joined October 2010
Denmark3526 Posts
December 23 2014 23:47 GMT
#173
The Disruptor is better, it works the same in drops, but with more risk and yet it functions as a unit on it's own.
Where the Reaver relies solely on the Prism. The Disruptor is the best of both worlds.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Lexender
Profile Joined September 2013
Mexico2661 Posts
December 23 2014 23:47 GMT
#174
On December 24 2014 08:34 Lunareste wrote:
Bring back the Vulture pls


I'd rather have the goliath, right now mech AA is too dependant on starport units (vikings and ravens) an the thor is a very clunky unit, goliaths would make mech less dependant on starpot tech and could even allow to have separate ground and air upgrades.
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
December 23 2014 23:48 GMT
#175
widow mines are so much cooler than spider mines though

I don't agree with adding the reaver. It seems like the disruptor is a unit that allows and requires more control which is more exciting than the "kind of" random scarab shots. Really the only downside of the disruptor is what Jinro and others mentioned: It would probably be very hard to keep the disruptor alive after a good shot. I feel like they will have to play around with the invulnerability mechanic to make it worth alot of gas (currently 300 i think).

But I can also imagine that good disruptor control would also protect them. Like if you use like 3 disruptors in a quick succession you cover fire the vulnerable disruptors by aiming the next one at the correct spot. The disruptor design would be a cool addition that would have even a higher skillceiling to control than the reaver.

oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
coolman123123
Profile Joined August 2013
146 Posts
December 24 2014 00:06 GMT
#176
On December 24 2014 08:34 Lunareste wrote:
Bring back the Vulture pls


I wish they would just make Hellions control like Vultures. I don't like Spider Mines at all but Vultures are fun.
Kranyum
Profile Joined September 2012
77 Posts
December 24 2014 00:11 GMT
#177
On December 24 2014 08:47 Lexender wrote:
Show nested quote +
On December 24 2014 08:34 Lunareste wrote:
Bring back the Vulture pls


I'd rather have the goliath, right now mech AA is too dependant on starport units (vikings and ravens) an the thor is a very clunky unit, goliaths would make mech less dependant on starpot tech and could even allow to have separate ground and air upgrades.


Yea lol, I even forgot about the Thor. Such a crap unit.
Seems like most LotV units were questionable at best
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
Last Edited: 2014-12-24 06:22:22
December 24 2014 06:21 GMT
#178
I read a lot of complaints about colossus, P's reliance on it and how it acts as a dumb A-move unit. Seriously, P will go HT+Archon instead if ghost's EMP were replaced with a long-range Lockdown. It's one of the coolest abilities in SC1 and I really miss it.
Make DC listen!
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
December 24 2014 07:38 GMT
#179
Bring it back instead of stupid Disruptor or Colossus
_TMT_
Profile Joined September 2014
Vietnam114 Posts
December 24 2014 07:48 GMT
#180
On December 24 2014 15:21 TedCruz2016 wrote:
I read a lot of complaints about colossus, P's reliance on it and how it acts as a dumb A-move unit. Seriously, P will go HT+Archon instead if ghost's EMP were replaced with a long-range Lockdown. It's one of the coolest abilities in SC1 and I really miss it.


But it will disable Tempests, Carriers and Collosii..
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