MICRO: COllosus LOSES BIG TIME against reaver
SPECTATORSHIP: collosus sucks big time and loses again vs reaver
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Polyphasic
United States841 Posts
MICRO: COllosus LOSES BIG TIME against reaver SPECTATORSHIP: collosus sucks big time and loses again vs reaver | ||
Doctorasul
Romania1145 Posts
On April 18 2009 17:21 latent wrote: I heard that in very early builds of Starcraft 2, specifically before Blizzcon 2007, Blizzard had implemented reavers into the game. Just because I salivate at the thought of seeing a 3D version of the reaver, does anyone know where to find a video of such an early version of the game? At 2:00, in the upper side of the screen. | ||
scwizard
United States1195 Posts
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shimmy
Poland997 Posts
On April 18 2009 05:20 Osmoses wrote: The way the reaver works is just more fun. This. I liked the buffed Colossus though. | ||
Unentschieden
Germany1471 Posts
On April 18 2009 17:32 maybenexttime wrote: Show nested quote + On April 18 2009 06:39 Tyrant wrote: On April 18 2009 06:23 CrimsonLotus wrote: On April 18 2009 05:46 Last Romantic wrote: New colossus is actually pretty solid. Lack of randomness factor + reebohreebohreeboh means the old unit is still preferred from a spectator point of view, though. Most people around here say randomness is bad for competitive play and therefore for the game as a spectator sport, but then other say that random things (like the retarded scarab AI) are what makes the game great as a spectator sport. So, which one is it? It's both. The retarded AI of scarabs means that you can micro away from them. It's not entirely "retarded ai" it's a combination of where the protoss decides to drop his reavers and at what angle the fleeing drones move toward. The paths can be gotten used to by the protoss as a shot from a particular point will take the same path if neither the reaver nor the target move. If every single scarab was guaranteed to land then reavers would be used in 100% of protoss games because their cost would be justified in 2-3 scarabs. There's a way to get rid of all the randomness while retaining the excitement factor! Why not make the scarabs work like Hunter Seeker missile? They would be able to travel an equivalent of 1.5 of Reaver's range and then blow up without dealing any damage if they don't reach their target. That way micro matters on both sides, there's no luck involved and the excitement is still there: will he react and escape in time? will he scatter his units properly? The actual idea behind the HS Missile ISN´T to dodge it for 15 seconds - you are supposed to guide it into the enemy ranks. In BR2 at about 16 Minutes in we see a Nighthawk destroy itself by dropping a HS right under itself - there was no Air Targeting Zerg unit at the time. | ||
maybenexttime
Poland5522 Posts
On April 18 2009 18:48 Unentschieden wrote: Show nested quote + On April 18 2009 17:32 maybenexttime wrote: On April 18 2009 06:39 Tyrant wrote: On April 18 2009 06:23 CrimsonLotus wrote: On April 18 2009 05:46 Last Romantic wrote: New colossus is actually pretty solid. Lack of randomness factor + reebohreebohreeboh means the old unit is still preferred from a spectator point of view, though. Most people around here say randomness is bad for competitive play and therefore for the game as a spectator sport, but then other say that random things (like the retarded scarab AI) are what makes the game great as a spectator sport. So, which one is it? It's both. The retarded AI of scarabs means that you can micro away from them. It's not entirely "retarded ai" it's a combination of where the protoss decides to drop his reavers and at what angle the fleeing drones move toward. The paths can be gotten used to by the protoss as a shot from a particular point will take the same path if neither the reaver nor the target move. If every single scarab was guaranteed to land then reavers would be used in 100% of protoss games because their cost would be justified in 2-3 scarabs. There's a way to get rid of all the randomness while retaining the excitement factor! Why not make the scarabs work like Hunter Seeker missile? They would be able to travel an equivalent of 1.5 of Reaver's range and then blow up without dealing any damage if they don't reach their target. That way micro matters on both sides, there's no luck involved and the excitement is still there: will he react and escape in time? will he scatter his units properly? The actual idea behind the HS Missile ISN´T to dodge it for 15 seconds - you are supposed to guide it into the enemy ranks. In BR2 at about 16 Minutes in we see a Nighthawk destroy itself by dropping a HS right under itself - there was no Air Targeting Zerg unit at the time. Yeah, what's your point? I'm talking about the fact that they can make scarabs work even with good pathing, not about the implications (since scarabs don't deal damage to friendly units, unless I'm mistaken). | ||
raga4ka
Bulgaria5679 Posts
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Plexa
Aotearoa39261 Posts
On April 18 2009 18:16 scwizard wrote: lol I can't believe I didn't know the phase canon could move until I saw that video. They removed this ability ![]() Tempest's were pretty cool ![]() | ||
Fen
Australia1848 Posts
The collossus is just a generic unit that does good damage with the ability to scale cliffs. Maybe a change in how it attacks would be better to make it more unique. | ||
Lag
Serbia22 Posts
reaver is shuttle dependant to do the high/low ground switch, colossus isnt. i can see people having loads of fun with it | ||
Hammy
France828 Posts
On April 18 2009 19:55 Plexa wrote: Show nested quote + On April 18 2009 18:16 scwizard wrote: lol I can't believe I didn't know the phase canon could move until I saw that video. They removed this ability ![]() Tempest's were pretty cool ![]() Yeah, and I don't get why it's still called a phase canon since it can no longer phase in/out. Unless it's back to photon canon, they're just changing the name for the sake of novelty. Though, of course that's a very minor detail. | ||
Hiicantpk
Canada72 Posts
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da_head
Canada3350 Posts
though i will miss the reaver. had some good times with that little guy. | ||
CursOr
United States6335 Posts
reaver is cool, i wouldnt be opposed to him making an appearance. but Colossus all the way. thats my favorite SC2 unit. | ||
FragKrag
United States11549 Posts
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Archaic
United States4024 Posts
On April 18 2009 06:22 Darth_Ihsahn wrote: I just can't imagine a "colosus" version of this: + Show Spoiler [Aphelion beat me to it] + Easy, KOLOSEEKOLOSEEKOLOSEEKOLOSEEKOLOSEEKOLOSEEKOLOSEEKOLOSEE KOLOSEEKOLOSEEKOLOSEEKOLOSEEKOLOSEEKOLOSEEKOLOSEEKOLOSEE KOLOSEEKOLOSEE!!!!!!!!! Though REEBOH is 100x better. | ||
Klockan3
Sweden2866 Posts
On April 18 2009 06:21 Aphelion wrote: Show nested quote + On April 18 2009 05:18 MoNSteR_K4iSeR wrote: Price: Colossus wins over Reaver Colossus wins because althought it cost 100 minerals and gas more then the reaver, it doesn't need to recharge its attach with additional recources . The fact that you harvest gas more rapidly in Starcraft 2 also kind of nullify the 100 additional gas you pay for the colossus. This is an extremely negligible factor. The Colossus is definitely much more expensive. You do need to account for the shuttle cost (and subsequently greater micro possibilities and mobility) the reaver requires though. Also Colossus doesn't have this :http://www.youtube.com/watch?v=msSvZPZXwJU Watch that without sound and you have how exciting the reaver would seem in sc2 if it was a new unit. | ||
Insane Lane
United States397 Posts
I can really imagine them being the new reaver/lurker, in terms of the fact that they deal heavy aoe damage and force the opponent to micro against them. And how will the tech timing compare for colossus vs. marine combat shields? | ||
da_head
Canada3350 Posts
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MoNSteR_K4iSeR
United States46 Posts
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