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)?
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.
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
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).
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
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!
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.
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.
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.
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
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.
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..