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[D] Colossus attack animation

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Manit0u
Profile Blog Joined August 2004
Poland17243 Posts
Last Edited: 2008-11-22 07:55:58
November 22 2008 07:51 GMT
#1
I know there's already been quite a lot of discussion on this subject before, and that Colossus attack animation has already been changed once but when I saw Blizzcon videos I must say that I was utterely disappointed with how this has been solved.

While the old animation produced too many beams which was rather confusing the new one with this single beam drawing the same line over everything is so crappy that it's hard to watch it.

I was wondering if the Blizzard changed this once, maybe they could do it again?

Personally I'd like for it to be less 'War of the Worlds' style and more Protoss style.

I mean a psionic explosion that would deal AoE damage, a bit like the old scarabs and siege tanks. The animation could be similar to the one for Avenger unit in Armies of Exigo.

[image loading]


It would in my opinion create less confusion and would look 10x better/be more distinctive.

Or even just blue lightning, or a combo of those, blue lightning -> explosion.

The general idea is for the attack animation not to last as long as it is now while also looking much better.

What do you think?

Edit:

I forgot not everyone played AoX
The attack animation I'm referring to are those 2 bright circular thingies on the ground in the picture.

It can also be seen in this movie at 3:42. The Avengers are the ones with tentacles on their heads(?) dodging the troll shots.
Time is precious. Waste it wisely.
BanZu
Profile Blog Joined June 2008
United States3329 Posts
November 22 2008 08:26 GMT
#2
I don't know about the Avenger attack, it isn't very aesthetically pleasing.

How come they didn't keep the Colossus' attack where it's just a beam that auto-locks once the target is dead?
Sun Tzu once said, "Defiler becomes useless at the presences of a vessel."
Manit0u
Profile Blog Joined August 2004
Poland17243 Posts
November 22 2008 10:36 GMT
#3
On November 22 2008 17:26 BanZu wrote:
I don't know about the Avenger attack, it isn't very aesthetically pleasing.


True, but still it looks better than THE BEAM.

I just wanted to show the general idea, the details (like aesthetical adjustment) can be worked on.
Time is precious. Waste it wisely.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
November 22 2008 11:15 GMT
#4
I think that instead of having a single beam like it is now they could make it a dual beam scissoring the area while at the same time the beams lose in visual intensity over the animation so that it looks more like a charge release.

The current animation sucks though.
stenole
Profile Blog Joined April 2004
Norway868 Posts
November 22 2008 11:23 GMT
#5
Changing the animation would mean going away from the line shaped attack. And that could change the role of the unit. That Blizzard seems to switch the Collossus attack for every build tells me that they are still playing around with different ideas. Personally I think the important thing is that the graphics should fit what is actually happening.
Tritanis
Profile Joined November 2007
Poland344 Posts
November 22 2008 12:07 GMT
#6
Avenger-like attack for collossus?
I'm for it, definitely better than current linear laser attack.
///
How about some skirmish in aox Manit0u? ;d
I live, I serve, I die for the Metal
Doctorasul
Profile Blog Joined October 2004
Romania1145 Posts
Last Edited: 2008-11-22 12:44:43
November 22 2008 12:12 GMT
#7
I'm glad you made this topic because I was thinking about this but didn't know where to post it to get some visibility.

How about a firing animation like a shockwave, a boom? Imagine the expanding shockwave created by an explosion or the ripples of a pebble in a pond, but use that animation only for the sector the colossus is facing (probably less than a quarter of a circle or so). So you get an arc that leaves the colossus' head and becomes bigger as it descends and moves forward, finally hitting the ground with the same line-AOE it has now (if you really want to keep the line shaped attack). The shock wave can travel very fast - yet maybe just slow enough for a line of zerglings or frenzied zeals to dodge it by dancing right after the wave is fired.

The "boom" can be caused by the two structures on either side of the collosus simultaneously closing very violently. The structures then slowly opening and "charging" would provide a nice, clear visual indication of the cooldown.

[image loading]

Imagine this with a loud BOOM and the shockwave traveling fast, with an explosive animation. I don't know how to create gifs; this is supposed to be the same wave at different times, not succesive waves.
"I believe in Spinoza's god who reveals himself in the harmony of all that exists, but not in a god who concerns himself with the fate and actions of human beings." - Albert Einstein
lololol
Profile Joined February 2006
5198 Posts
November 22 2008 12:16 GMT
#8
The original beam was fine, just make it do splash, there's no need for every race to have a lurker...
I'll call Nada.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
November 22 2008 13:21 GMT
#9
Hehe a little bit off-topic maybe, but the anti-troll micro is so sweet, I love it everytime I see that video ;D
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
November 22 2008 13:51 GMT
#10
I loved the attack of the special tank of the blue race in Dune. n_n
Moderator@TLPholon // "I need a third hand to facepalm right now"
Chuiu
Profile Blog Joined June 2003
3470 Posts
November 22 2008 14:32 GMT
#11
The attack looks fine they just need to fix its pathing so it actually does something to units and doesn't fly off to the side of the group and hit nothing.
♞
sushiman
Profile Joined September 2003
Sweden2691 Posts
November 22 2008 17:34 GMT
#12
The attack now just looks lame. I loved the old one, and the fact that it used both its lances instead of just one like now. A different AoE attack would probably be best. Either a zigzagging move with both beams, or a single concentrated impact with AoE similar to that of a siege tank.
1000 at least.
Salv
Profile Blog Joined December 2007
Canada3083 Posts
November 22 2008 17:56 GMT
#13
On November 22 2008 21:12 Doctorasul wrote:
I'm glad you made this topic because I was thinking about this but didn't know where to post it to get some visibility.

How about a firing animation like a shockwave, a boom? Imagine the expanding shockwave created by an explosion or the ripples of a pebble in a pond, but use that animation only for the sector the colossus is facing (probably less than a quarter of a circle or so). So you get an arc that leaves the colossus' head and becomes bigger as it descends and moves forward, finally hitting the ground with the same line-AOE it has now (if you really want to keep the line shaped attack). The shock wave can travel very fast - yet maybe just slow enough for a line of zerglings or frenzied zeals to dodge it by dancing right after the wave is fired.

The "boom" can be caused by the two structures on either side of the collosus simultaneously closing very violently. The structures then slowly opening and "charging" would provide a nice, clear visual indication of the cooldown.

[image loading]

Imagine this with a loud BOOM and the shockwave traveling fast, with an explosive animation. I don't know how to create gifs; this is supposed to be the same wave at different times, not succesive waves.


Allow me

[image loading]
Manit0u
Profile Blog Joined August 2004
Poland17243 Posts
November 22 2008 18:27 GMT
#14
Hmm... Any good animators here?
What if you changed this a bit for the wave to have fade-over time effect and where it goes it produces the 'hot air' effect like from the explosions in SC.

Would look wicked powerful

@ Tritanis: Tomorrow I'll go back to my parent's place where I've left my AoX copy and sure I'd love to skirmish some
Or maybe I'll just buy a new copy since it's cheap as hell now.
Time is precious. Waste it wisely.
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
November 22 2008 19:40 GMT
#15
BooooM
not Bzzzz ,Ptzzzz, zummmm
thats the way to go =D
I've got a point, and i'm ready to kill or die for it.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2008-11-23 08:20:01
November 23 2008 08:17 GMT
#16
The original beam looked awesome but I think there was a problem with its cooldown where you could attack/move/attack move spam and shoot really fast. The color of the beam being blue might be cool but that's the same as the warp/void ray. Maybe if they made the damage start lower and scale up like the warp ray that would balance this type of micro.
Then they could like implement some kind of a pro technique for full micro attention making them better than just auto firing ones.
..and then I would, ya know, check em'. (Aka SpoR)
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
November 23 2008 08:22 GMT
#17
I personally don't mind the look of the beam, but that wave is nice too.
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
November 24 2008 03:38 GMT
#18
Why have I never heard about The Armies of Exigo before? DLing the demo now, whatever helps the wait for SC2. I should get warhammer 40k too...

As for the collossus, I'd prefer two charged beams split-second slicing an "X" into the ground where the enemy is.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Mindcrime
Profile Joined July 2004
United States6899 Posts
November 24 2008 03:56 GMT
#19
On November 24 2008 12:38 Osmoses wrote:
Why have I never heard about The Armies of Exigo before?


EA is the fucking devil. That is why.
That wasn't any act of God. That was an act of pure human fuckery.
Manit0u
Profile Blog Joined August 2004
Poland17243 Posts
November 24 2008 04:31 GMT
#20
On November 24 2008 12:38 Osmoses wrote:
Why have I never heard about The Armies of Exigo before? DLing the demo now, whatever helps the wait for SC2.


Just remember to download the multiplayer demo, not single-player.
Time is precious. Waste it wisely.
WoodenSpider
Profile Joined April 2008
United States85 Posts
November 24 2008 21:44 GMT
#21
yeah, I think Doctorasul's animation thing looks pretty awsome. If you have to make the attack in a perpendicular line, that looks pretty awsome.
Ghastly
Profile Joined October 2008
United States32 Posts
November 25 2008 18:01 GMT
#22
Personally, I think the attack looks pretty good as is, and a horizontal sweep is pretty helpful in worker raids and with bunched up marines, especially if you can target a specific part on the ground.

If the beam damages friendly units, though, then I see a problem.
I'm such a Korean Protoss player fan, I read the first Halo book to make sure it wasn't about Mantoss
InRaged
Profile Joined February 2007
1047 Posts
November 25 2008 23:17 GMT
#23
boobooboobooBOOM
[image loading]


In game implementation:

- line splash damage very similar to current laser beam
- explosions should be very fast and clean
- colossus should have animation marking beginning of attack (recoil for example), so it's clear for player that bombs were thrown
- bombs should be clear but not overly expressive (much less than in gif)
Manit0u
Profile Blog Joined August 2004
Poland17243 Posts
November 25 2008 23:27 GMT
#24
I kinda like it. Could you change it though so we could see how it would look without the bomb animation and instead some 'splosion type thingie on the model (something to indicate it's firing) and leave the explosions the same (just like they would appear out of thin air)?
Time is precious. Waste it wisely.
Doctorasul
Profile Blog Joined October 2004
Romania1145 Posts
Last Edited: 2008-11-26 00:39:40
November 26 2008 00:25 GMT
#25
Wow, that looks like you spent a lot of time on it!

It's definitely better than the lots-of-mini-rays animation, if only because bombs can be dodged and that means more micro to be done, but I'm still hoping for something that's as far away from multiple almost parallel tiny mini-anythings as possible. As with the many-rays, I keep getting the feeling that units between 2 bombs/rays should receive less damage than those with one landing right on their head and I think it doesn't look destructive enough, it looks more like a lot of smoke with no fire.

That said, I'm jealous of your animation skills. What programs did you use, how much time did it take you and how much experience do you have with this kind of thing?

Edit: Tomorrow I'll start working on Manitou's version of the wave ("What if you changed this a bit for the wave to have fade-over time effect and where it goes it produces the 'hot air' effect like from the explosions in SC.") but I'm a complete noob at this so any help is appreciated!
"I believe in Spinoza's god who reveals himself in the harmony of all that exists, but not in a god who concerns himself with the fate and actions of human beings." - Albert Einstein
Ghastly
Profile Joined October 2008
United States32 Posts
November 26 2008 00:44 GMT
#26
On November 26 2008 09:25 Doctorasul wrote:
It's definitely better than the lots-of-mini-rays animation


Didn't they change that to the two beams swiping left-to-right?
I'm such a Korean Protoss player fan, I read the first Halo book to make sure it wasn't about Mantoss
Manit0u
Profile Blog Joined August 2004
Poland17243 Posts
November 26 2008 00:52 GMT
#27
On November 26 2008 09:44 Ghastly wrote:
Show nested quote +
On November 26 2008 09:25 Doctorasul wrote:
It's definitely better than the lots-of-mini-rays animation


Didn't they change that to the two beams swiping left-to-right?


They did.



And it still sucks.
Time is precious. Waste it wisely.
Doctorasul
Profile Blog Joined October 2004
Romania1145 Posts
Last Edited: 2008-11-26 02:05:50
November 26 2008 01:48 GMT
#28
Yeah, the beams sweep one at a time and it looks really, really weak.

Alright, here's almost an hour's work.

[image loading]


It's just a primer of the animation and I figured this frame looks cooler than the other one. I'd love for the wave to leave trails like InRaged's bombs and maybe fade out completely about half way through to the ground, the only traces of it before the explosion being the "hot air effect" Manitou suggested (no explosion at all could work as well, just lots of units dieing at once). I have no idea how to start doing any of those things, so I'm hoping some of you animation gurus can chip in with some tips (or some really hard work ).
"I believe in Spinoza's god who reveals himself in the harmony of all that exists, but not in a god who concerns himself with the fate and actions of human beings." - Albert Einstein
SlickR12345
Profile Blog Joined April 2008
Macedonia408 Posts
Last Edited: 2008-11-26 12:41:21
November 26 2008 12:39 GMT
#29
How about this attack animation:
[image loading]

As you can see the the Colossus fires four lanses that form a circle. The whole circle moves depending where the primary target moves and fires continuosly until the primary target is killed, any units surrounding the primary target within the AOE of the circle also take damage. The colossus re-fires only when the primary target is killed or when the player gives a different command, for example giving order to attack other target or when giving a move command!
Manit0u
Profile Blog Joined August 2004
Poland17243 Posts
Last Edited: 2008-11-26 13:00:45
November 26 2008 12:58 GMT
#30
Four lances that form a circle? I guess geometry wasn't your best feat in school
Besides, continuous attack is bad. It has already been changed to be faster but most of the ideas in this thread go towards making it even faster (the animation that is).

Beside, toss has way too many lances/beams/rays for now and not enough explosions imo.
Time is precious. Waste it wisely.
SlickR12345
Profile Blog Joined April 2008
Macedonia408 Posts
November 26 2008 18:06 GMT
#31
On November 26 2008 21:58 Manit0u wrote:
Four lances that form a circle? I guess geometry wasn't your best feat in school
Besides, continuous attack is bad. It has already been changed to be faster but most of the ideas in this thread go towards making it even faster (the animation that is).

Beside, toss has way too many lances/beams/rays for now and not enough explosions imo.

If you are looking at SC as realistic, then there is something very very wrong in the world.
4 lenses will fire forming a circle towards the end, only the circle sides would be seen, there won't be any color in the center if i may say it like that.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
November 26 2008 19:12 GMT
#32
ehhh.. can someone post a pic of what's so wrong with anime right now???
Manit0u
Profile Blog Joined August 2004
Poland17243 Posts
November 27 2008 00:02 GMT
#33


It starts at about 0:30.

Doesn't look too juicy, does it?
Time is precious. Waste it wisely.
Smurfz
Profile Joined May 2008
United States327 Posts
November 27 2008 01:11 GMT
#34
On November 26 2008 08:17 InRaged wrote:
boobooboobooBOOM
[image loading]


In game implementation:

- line splash damage very similar to current laser beam
- explosions should be very fast and clean
- colossus should have animation marking beginning of attack (recoil for example), so it's clear for player that bombs were thrown
- bombs should be clear but not overly expressive (much less than in gif)


Wow that actually looks really cool.
InRaged
Profile Joined February 2007
1047 Posts
November 28 2008 01:13 GMT
#35
[image loading]


I think bombs fit colossus' insectish look very well. Imagine this huge, scary mechanical... mantis looks down at you, and then suddenly all this tiny stuff ready to explode flies right on you. Very powerful image.

Gameplay-wise it could be made so bombs are pretty powerful, but stay on the ground for a second or even more before exploding, just to emphasis that they can and should be dodged and if not, would be damn devastating. And instead of current range upgrade (doesn't make sense anyway with this kind of weapon) give them upgradeable ability 'force attack' that will give player ability to force colossus to throw another row of bombs ignoring current cooldown, for the cost of increased cooldown after next attack, so at workers raid with proper micro one upgraded colossus will be worth of two not-upgraded, since it alone now could cover whole mineral line in no time, leaving less chance to run away. In battle this ability would be somewhat similar to the old phoenix' overcharge, that got scrapped for some reason.

On November 26 2008 08:27 Manit0u wrote:
I kinda like it. Could you change it though so we could see how it would look without the bomb animation and instead some 'splosion type thingie on the model (something to indicate it's firing) and leave the explosions the same (just like they would appear out of thin air)?

You mean like this?
[image loading]


It could be made more 'aggressive' rather than 'scared', but I hope you get an idea :3
There's definitely enough room to make colossus less blatant and much more unique and badass, and lasers here are just not the good choice. Hell knows why blizz stuck on it ;p

Doctorasul, you are way overestimating complexity of these gifs and my skills (:
They're pretty straightforward and doing them rather tedious than hard. As for soft, I use ImageReady, but only cause it just like photoshop and I don't wanna bother learning anything else for the sake of couple gifs, gotta be much more organized and careful than usual though - things here turn into complete mess very fast ;P
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
November 28 2008 02:02 GMT
#36
it looks pretty awesome, i can imagine the horror of lines of workers when the bombs are in mid air
I've got a point, and i'm ready to kill or die for it.
Manit0u
Profile Blog Joined August 2004
Poland17243 Posts
November 28 2008 03:06 GMT
#37
Please Blizzard read this thread
Awesome work InRaged.
Time is precious. Waste it wisely.
anotak
Profile Blog Joined March 2008
United States1537 Posts
November 28 2008 04:22 GMT
#38
yeah that would be absolutely awesome, it's like reaver + lurker
Star.Dj
Profile Joined August 2007
United States71 Posts
Last Edited: 2008-12-21 02:14:27
December 21 2008 02:11 GMT
#39
Liking the bomb animation, nice work.

Actually I kind of like that circle attack idea too. Something like the attack animation burning a circle into the enemy unit with lasers before disappearing or holding a constant circle over them (continually outlining the circle with its lasers) until target is destroyed or changed.
nataziel
Profile Blog Joined October 2008
Australia1455 Posts
Last Edited: 2008-12-21 02:42:37
December 21 2008 02:42 GMT
#40
On November 28 2008 10:13 InRaged wrote:
Gameplay-wise it could be made so bombs are pretty powerful, but stay on the ground for a second or even more before exploding, just to emphasis that they can and should be dodged and if not, would be damn devastating. And instead of current range upgrade (doesn't make sense anyway with this kind of weapon) give them upgradeable ability 'force attack' that will give player ability to force colossus to throw another row of bombs ignoring current cooldown, for the cost of increased cooldown after next attack, so at workers raid with proper micro one upgraded colossus will be worth of two not-upgraded, since it alone now could cover whole mineral line in no time, leaving less chance to run away. In battle this ability would be somewhat similar to the old phoenix' overcharge, that got scrapped for some reason.

*snip*


I like the increased cooldown thingy, but it'd also have to imobilise the colossus as well, otherwise you could just shoot then run away, so you'd have to be selective about when you used it.
u gotta sk8
geno
Profile Blog Joined October 2007
United States1404 Posts
December 21 2008 03:00 GMT
#41
InRaged you have singlehandedly changed my mind about the Colossus with those gifs. I came in here perfectly content with their laser attack, but those bomb gifs (particularly the second one you posted) make the unit so much better in many ways.

The cool thing about it, is if Blizzard wanted to they could impliment that animation without even changing the damage mechanics it currently uses (the bomb attack could do similar damage in a similar way as the laser attack). Additionally, it really makes the unit so unique. The initial colossus + laser design is quite similar to a number of sci-fi creations, but the only thing really similar to the bomb-style is actually the reaver which makes it a perfect lore-companion and incredibly unique unit. And on top of that, if they wanted to mess around with it, they'd have a lot of cool and interesting new mechanic options, some of which were already laid out: delayed explosions, spread out or targeted bombs vs always same pattern, quick fire bombs, etc.

I can't believe I never thought about that sooner. Bombs make so much more sense... they make it seem like a natural evolution the Reaver unit, make it a very unique design, and even make the current laser-using mobs (there is an air and a ground one if I'm not mistaken) more unique as a result. I so rarely argue against Blizzard's design choices, but this is one style that I really hope they get in the game.
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
December 21 2008 15:41 GMT
#42
Looking very cool but feels possibly imba. And if nerfed too much, there will be a lacking feeling. But still, thumbs up.

Suggestions to play with:
Bombs may be just a ball of psi energy built up by the lasers.
Maybe a second cooldown after bombs' appearance.
Maybe allow Colossus to drop bombs in multiple directions.
"Eyes in the sky."
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
December 21 2008 15:51 GMT
#43
i like the lasers
AUSSIESCUM
TeamLiquid eSTROgeneral #1 • RIP
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
December 21 2008 17:41 GMT
#44
I liked the lasers to some extent. However in watching that battle report that blizzard just posted, there was one fight which involved colossi and hellions in addition to a bunch of other units on both sides. We were a good 10 seconds into the fight before I even realized there were zealots engaged. They were completely hidden by colossus lasers and hellion flames.
I admire your commitment to being *very* oily
SirNeb
Profile Blog Joined April 2008
United States243 Posts
December 21 2008 21:18 GMT
#45
My thoughts about the colossus is this:

Blizzard needs to keep colossus in over the reaver because they want to show off the cool unit and this new physics, ie. new IK technology. Basically it's just the legs animation of the colossus stepping up and down terrains. I mean I don't mind the colossus but its current implementation is just kind of forced. I'm sure they are great support units but what's the point of being able to climb up and down cliffs if you can't do harass? They need to be able to 1 shot drones if they stick with its current implementation, I mean the laser misses all the time if you aren't at the perfect angle. I can't call these colossus "powerful" as blizzard loves to call them. They were pretty worthless for all the times protoss used them in the battle report, far from cost efficient(especially the time when it had free shots at scvs).
Aznleeman
Profile Joined November 2007
United States208 Posts
December 21 2008 21:28 GMT
#46
From a recent update on Starcraft2.com, the colossus animation isn't very distracting at all.
It dissapears very quickly and is pretty subtle for a laser beam.
._.???
Disarray
Profile Blog Joined December 2007
United States1164 Posts
Last Edited: 2008-12-22 02:16:10
December 22 2008 02:15 GMT
#47
sorry for the de-rail, but did anyone else think of this when they read the headline?

+ Show Spoiler +
Input limit reached. Please wait to perform more actions.
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
December 22 2008 03:06 GMT
#48
On December 22 2008 11:15 Disarray wrote:
sorry for the de-rail, but did anyone else think of this when they read the headline?

+ Show Spoiler +
http://www.youtube.com/watch?v=hmfnFabcHXs&#t=2m53

+ Show Spoiler +
honestly, I thought of this instead:
"Eyes in the sky."
FinalB055
Profile Joined July 2008
United States15 Posts
December 29 2008 08:26 GMT
#49
I was playing world in conflict the other day and got an idea for an improvement to the colossus attack, regardless of animation. Personally the horizontal beam didn't mean much to me, it was more the lack of control. In world in conflict, you had special artillery which was called by clicking a starting location then dragging out the beam. What if you could apply this concept to the colossus? maybe keep a horizontal beam as the standard attack but you have the ability to control the beam in that way, direct it over the battlefield in front of you.
Polyphasic
Profile Blog Joined March 2008
United States841 Posts
December 29 2008 08:39 GMT
#50
On November 27 2008 09:02 Manit0u wrote:
http://www.youtube.com/watch?v=HGCg_aRABQs

It starts at about 0:30.

Doesn't look too juicy, does it?


I feel like what blizzard is aiming for with the colossus is kind of like a lurker unit, except it does a line of damage parallel to the target rather than towards the target. this means it should attack a line of units head on rather than from the side, meaning its ideal position in a battle would be behind a line of zealots rather than say, trying to flank from the side as one should do with lurkers.

a lot of the ideas in this section seem too focused on the looks and not realizing you are taking out a lot of the micro dynamics away from both side playing.
can't making a relationship last longer than 2 weeks, since 1984 :thumbs:
Love.Zelduck
Profile Joined February 2008
United States170 Posts
December 29 2008 10:30 GMT
#51
On December 29 2008 17:39 Polyphasic wrote:

I feel like what blizzard is aiming for with the colossus is kind of like a lurker unit, except it does a line of damage parallel to the target rather than towards the target. this means it should attack a line of units head on rather than from the side, meaning its ideal position in a battle would be behind a line of zealots rather than say, trying to flank from the side as one should do with lurkers.

a lot of the ideas in this section seem too focused on the looks and not realizing you are taking out a lot of the micro dynamics away from both side playing.


I think the idea of microing parallel lines and moving beams just to get 3 random hits on a whole worker line is part of the problem, so I'd say changing the looks to some psi/laser-splosion that has some aoe to it is part of the solution. Honestly, you put both reavers and collossi in shuttles, they're both slow, one can walk up cliffs but takes air dmg as a result, the other doesn't, one does some weak ass laser that can only kill a lot of workers if they're all in a line and he gets 2-3 beams off, the other needs only an instant out of the shuttle to kill every worker caught in a big radius (and from further away). Which would you prefer?
dcttr66
Profile Joined October 2003
United States555 Posts
December 29 2008 15:15 GMT
#52
On November 23 2008 02:34 sushiman wrote:
The attack now just looks lame. I loved the old one, and the fact that it used both its lances instead of just one like now. A different AoE attack would probably be best. Either a zigzagging move with both beams, or a single concentrated impact with AoE similar to that of a siege tank.

holy crap a zigzag attack would be awesome!
FinalB055
Profile Joined July 2008
United States15 Posts
December 29 2008 15:58 GMT
#53
Thats why i feel the world in conflict Idea would be cool. It not only gives the player more control and makes the look of the beam more natural and fluid, but it is definitely an outlet for unit micro. But it might have to do enough damage so that people would take the time to control it. If the attack cant kill anything anyway then why bother...
Mannequin
Profile Blog Joined November 2008
Canada131 Posts
December 29 2008 16:04 GMT
#54
Eh I would be so happy if they just put the Reaver back, a mech worm that can kill all your workers ftw. It was my favorite thing in P games.
The man who smiles when things go wrong has thought of someone to blame it on.
Polyphasic
Profile Blog Joined March 2008
United States841 Posts
Last Edited: 2008-12-29 18:27:04
December 29 2008 18:24 GMT
#55
On December 29 2008 19:30 Love.Zelduck wrote:
Show nested quote +
On December 29 2008 17:39 Polyphasic wrote:

I feel like what blizzard is aiming for with the colossus is kind of like a lurker unit, except it does a line of damage parallel to the target rather than towards the target. this means it should attack a line of units head on rather than from the side, meaning its ideal position in a battle would be behind a line of zealots rather than say, trying to flank from the side as one should do with lurkers.

a lot of the ideas in this section seem too focused on the looks and not realizing you are taking out a lot of the micro dynamics away from both side playing.


I think the idea of microing parallel lines and moving beams just to get 3 random hits on a whole worker line is part of the problem, so I'd say changing the looks to some psi/laser-splosion that has some aoe to it is part of the solution. Honestly, you put both reavers and collossi in shuttles, they're both slow, one can walk up cliffs but takes air dmg as a result, the other doesn't, one does some weak ass laser that can only kill a lot of workers if they're all in a line and he gets 2-3 beams off, the other needs only an instant out of the shuttle to kill every worker caught in a big radius (and from further away). Which would you prefer?


the person microing the colossus in the video was a noob. if he had a reaver, it would have been even worse. i doubt that little sequence is a good display of colossus micro or what the colossus can do when used correctly.

first off, he didn't position his colossus right to get maximum hits. he didn't have nearly the amount of apm to do that. you should keep in mind that colossus recharge shield while in the shuttle. the shuttle also recharges shields very very quickly. without mutalisks, taking those down is a bitch.
can't making a relationship last longer than 2 weeks, since 1984 :thumbs:
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
December 29 2008 19:03 GMT
#56
Maybe they should add the ability to toggle the attack mode of the Collosus between the current line-sweeping laser to something more useful for taking out workers.
Not_Computer
Profile Blog Joined January 2007
Canada2277 Posts
December 29 2008 19:47 GMT
#57
wow, all these gifs are so well done. i'm amazed.

requesting sattire gifs? lol, colossus throwing bob-ombs
haha, j/k

on topic: the original lasers aren't bad, and tbh i don't find the animation that bad either... though i am totally open to other possibilities such as the quintuple scarab chucking colossus which looks pretty awesome too
"Jaedong hyung better be ready. I'm going to order the most expensive dinner in Korea."
ForVengeance
Profile Joined August 2008
United States111 Posts
Last Edited: 2008-12-29 21:43:07
December 29 2008 21:36 GMT
#58
Arent you supposed to fly your nullifier in and use stasis block to block off worker exit routes before you bring up the colossi to start lasering?

If Blizzard doesnt add ingenius ways to use single units it may be up to the players to pull off effective things by using units in combination. Cause currently i dont see colossus killing anything by itself.
MuShu
Profile Joined March 2005
United States3223 Posts
December 30 2008 02:28 GMT
#59
pretty awesome images InRaged, but I hope Blizzard will come up with a decent animation.

Or just bring back the reaver with rolly-polly upgrade.
aseq
Profile Joined January 2003
Netherlands3975 Posts
December 30 2008 15:35 GMT
#60
I don't even think the animation is bad, but the entire firing makes little sense. We got a big robot here, and all i can do is fire from right to left? When there's 2 workere behind each other, it can't even change the direction, nor can it stop moving the laser when there's only 1?

I know that may not be the idea behind the unit, but such a huge unit which fires in such a stupid way deserves little awe. When melee units approach the thing it looks completely lost. I would personally propose hitting the same area of effect, but all at the same time. The primary target would then be at the center of the aoe.
ggfobster
Profile Joined April 2007
United States298 Posts
December 30 2008 22:32 GMT
#61
InRaged gif looks so nice, I'd love to see that in game.
DanceDance
Profile Joined November 2008
226 Posts
January 01 2009 04:06 GMT
#62
Why not replace it with a yamato gun like attack? Add in some splash damage and you have the perfect replacement for the reaver.
Sk0
Profile Joined February 2008
Morocco85 Posts
January 01 2009 10:58 GMT
#63
sry for the off-subject but really got stunned by that Armies of Exigo, never heared of it before.
TimmyMac
Profile Joined December 2008
Canada499 Posts
January 01 2009 20:53 GMT
#64
On January 01 2009 13:06 DanceDance wrote:
Why not replace it with a yamato gun like attack? Add in some splash damage and you have the perfect replacement for the reaver.

Great, a unit that's already too powerful loses the only thing (scarab pathing) that makes it weaker.
Dalroti
Profile Joined October 2008
Canada70 Posts
January 02 2009 01:33 GMT
#65
hmm I dont think we should see the Collosus as a replacement for the reaver imo. Its not the same as Dragoon to Stalker.

We must look at it as if it were a totally new game. Like the Starcraft Universe and all its Gosu-ness is not existing yet. Thats wat I think. That will better help us get this artistic problem solved.

The waves are nice, but then that would make atleast 95% of the game have projectiles which you can micro goon style. Make it a little different. I actually loved the 2nd Animation. Had flaws, but the concept was pretty neat.

Maybe we could use the 2nd Animation, but have random beams come out from the eye. Like randomly there would be one on the left, then one slightly lower in ATK right next to it, and so on (with the ATK increasing and decreasing a little). It will create a shower effect of lasers. If I was a an audience member I would love to see SCVs dying in a laser shower of death! Also when I mean shower, I dont mean laser-rain drop, I mean full lenth beams.
My great grand father was a magic penguin
Lamentations
Profile Blog Joined October 2008
Australia211 Posts
Last Edited: 2009-01-03 02:02:51
January 03 2009 01:54 GMT
#66
Yeah I agree the colossus attack where it traces a line is terrible and I hate it. I think I preferred the very first one where there are two beams focusing on one target until it is dead and them moving to the next one.

Maybe something like the WarCraft III Naga Sea Witch lightning attack would be cool, too, though. Also, something more 'Protossy' as per the OP would be much better.

Also it was my understanding that the line effect for the laser was aesthetic only, so that it did not confer AoE damage in a line as you are all saying.
Bogus is like "nerdy cute", whereas Lomo is like "I would make him wear a dress and rape him" cute -Turbovolver
Doctorasul
Profile Blog Joined October 2004
Romania1145 Posts
January 03 2009 03:11 GMT
#67
No, what they said is the damage was dealt to all units in the line simultaneously, not from left to right or right to left, as the animation suggests. But it definitely is line AOE.
"I believe in Spinoza's god who reveals himself in the harmony of all that exists, but not in a god who concerns himself with the fate and actions of human beings." - Albert Einstein
Spawkuring
Profile Joined July 2008
United States755 Posts
January 03 2009 03:28 GMT
#68
I'm personally in favor of just replacing the attack animation entirely. The problem with it at first was that it looked powerful, but made things hard to see due to it being a long beam. The future versions increased the visual clarity, but ended up making the attack look weak and puny. It obviously shows in that pretty much every review of the Colossus in BlizzCon 2008 was negative. The attack just doesn't work for it.

I like the idea the OP is going for. Explosions are always more fun to watch than lasers. I always liked the way Dragoons attacked in SC1, so I don't any reason not to continue that in SC2. Give the Colossus some kind of "super" phase disruptor that causes a large AOE explosion. That way it keeps the visual clarity, is fun to watch, and is actually dangerous to both the enemy and the audience.
jassy
Profile Joined December 2021
1 Post
Last Edited: 2021-12-21 12:27:32
December 21 2021 12:26 GMT
#69
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