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Shield Generator for Colossus

Charles1977

Zergling
212 posts

Pet 3,904
431

Feb 8th, 02:16pm
I hope the colossus gets a shield upgrade that would help with the defensive capabilities of this unit... isn't it designed for pure warfare... and remember this is protoss advanced weaponry.

Shield Generator
Cost: 200 minerals, 200 gas

The protoss have taken the shield battery technology from the Brood Wars and incorporated it into the colossus hull to quickly recharge the colossus shield's. This would allow for the colossus to due hit and run raids more effectively or to quickly recharge it's shields during combat.

Alphennus US

Changeling
618 posts

Pet 9,886
8,448

Feb 8th, 02:28pm
: | I don't think they will do that....it already has decent damage it can absorb, not to mention the ridiculous damage it can dish out....
Here : D have a zergling leg...OM NOM NOM NOM....taste like chicken : O

Azrael

Stalker
352 posts

Pet 8,019
2,706

Feb 8th, 02:28pm
I support anything that will make this unit less of a money sink ... though we can't say whether or not it needs further balancing atm of course.
I would rather believe in the merits of rational inquiry than the mercurial favor of an intangible sky wizard.
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Deathleech US

Overseer
1,473 posts

Pet 16,900
10,217

Feb 8th, 02:40pm
Why give the Colossus it's own personal Shield Battery when you can just increase it's total shields by 200? It would achieve the same result.

Personally I think the Colossus hp/shield are fine as is. It's the AtA vulnerability I am not crazy about.

Apheun

Probe
71 posts

Pet 1,258
1,205

Feb 8th, 04:26pm
Quote by slimdragoon
Seriously ATA vulnerability Is so stupid. Colossus makes no sense. Its only logical Protoss would in fact make colossus be able to shoot air, Why else make it so damn tall. Protoss is weak sauce even though its my fav race.


Totally with you on this. I know the game has yet to come out, and we have yet to see what the Colossus is capable of, but I'm not hopeful. I love the protoss, but this unit disappoints me as of now. It's ridiculously expensive for a walking target. It's almost like its the ultimate non-caster support unit, but is the worst combat unit ever.

Azkit

Ghost
507 posts

Pet 1,498
1,556

Feb 8th, 04:47pm
The Colossus looks fine to me. It's designed for war because it can deal an incredible amount of damage, an incredible 23(x2) for 46 damage total TO MULTIPLE TARGETS and with SIEGE RANGE.

The role of the Colossus is Heavy SUPPORT, meaning that it's meant to support other units and not be massed for a full frontal assault. It does not have high health for it's cost because it is Heavy SUPPORT, not an all-rounder. Still, 350 hp+shields isn't that low. Once again, Heavy SUPPORT.

We'll see the Colossus be used very effectively against the Terrans. Not to say it'll never be used against the Zerg, but rather, the Colossus is best against ranged units that line up in a row to attack the Protoss. Since the Terrans do not have any melee units, the Colossus, in theory, should be very effective against the Terrans.
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Griffith4100 US

Baneling
527 posts

Pet 7,498
3,892

Feb 8th, 05:17pm
Meh, the Collossus is fine mostly as is, BUT I do have one major complaint regarding both it and the Siege Tank... Cooldowns. Both units do not have the most amazing high damage attacks compared to their predecessors (Reaver and SC1 Tank), but they also fire their attacks much quicker (faster cooldowns) and will always do their damage stated (non of this "explosive" bologna). I would actually prefer both units to gain increased damage, but a much longer increase in cooldowns to improve dynamic micro between both players. Just remember how often players would micro their units according to Siege Tank cooldowns like shuttle dropping a Zealot to absorb the shot before unloading a HT to Storm. Zerg also played just as similarly with burrowing units to dodge Reaver scarabs. That was good unforgiving micro that I want to see in SC2.

rkddudgns KR

Medivac
1,347 posts

Pet 3,720
2,749

Feb 8th, 05:38pm
Quote by Azkit
The Colossus looks fine to me. It's designed for war because it can deal an incredible amount of damage, an incredible 23(x2) for 46 damage total TO MULTIPLE TARGETS and with SIEGE RANGE.

The role of the Colossus is Heavy SUPPORT, meaning that it's meant to support other units and not be massed for a full frontal assault. It does not have high health for it's cost because it is Heavy SUPPORT, not an all-rounder. Still, 350 hp+shields isn't that low. Once again, Heavy SUPPORT.

We'll see the Colossus be used very effectively against the Terrans. Not to say it'll never be used against the Zerg, but rather, the Colossus is best against ranged units that line up in a row to attack the Protoss. Since the Terrans do not have any melee units, the Colossus, in theory, should be very effective against the Terrans.

The colossus is even better against zerg, as it kills of hydras like if they didn't exist and zerglings in one hit. Colossi are essential in PvT to get rid of marauders that kill off most of protoss ground, and even will kill colossi themselves if you let them. However, siege tanks and thors seem to own them.

Also, the air weakness exists because there is no way for zerg to beat massed colossi otherwise, especially mixed with stalkers. PvZ will be horribly imbalanced towards protoss. However, on the terran side, terran will not usually take advantage of this air weakness, as they will use mostly ground army. However, in the case terran uses vikings to snipe the vikings, phoenixes are cost effective against them. Corruptors however are more efficient than phoenixes in battle against each other.

Golem72 CA

Zergling
263 posts

2,704
1,800

Feb 8th, 05:46pm
Quote by Charles1977
I hope the colossus gets a shield upgrade that would help with the defensive capabilities of this unit... isn't it designed for pure warfare... and remember this is protoss advanced weaponry.

Shield Generator
Cost: 200 minerals, 200 gas

The protoss have taken the shield battery technology from the Brood Wars and incorporated it into the colossus hull to quickly recharge the colossus shield's. This would allow for the colossus to due hit and run raids more effectively or to quickly recharge it's shields during combat.


That is a very decent Idea it also recycles the shield battery....... somebody has this as their quote starcraft is the same game over and over.
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Azkit

Ghost
507 posts

Pet 1,498
1,556

Feb 8th, 07:43pm
Quote by rkddudgns
The colossus is even better against zerg, as it kills of hydras like if they didn't exist and zerglings in one hit.


While it's true they will be effective against Hydras, I say they'll be more effective against Terrans due to every Terran ground unit lining up for the Colossus' splash damage. While Zerglings are 1-shot by Colossus, I doubt they'll be too effective in taking out a horde of Zerglings, especially once they start getting the surround around the Colossus. Once surrounded, the Zerglings cannot be killed in mass very effectively due to their positioning around the Colossus and the nature of the Colossus' attack being in a line and not an explosion like siege tanks are.

In fact, of all of the ground units, the Hydra might be the only unit the Colossus will be really effective against. I already explained Zerglings, Roaches with their high health and fast regen might not be the best for the slow attack of the Colossus. Ultralisks are too wide for the Colossus to be very effective against. Marines, Reapers, Marauders, and Hellions will all line up to be slaughtered by Colossus.

Then when you consider abilities, the Terrans and Zerg both have an ability to quickly take the Colossus out. Zerg have Neural Parasite, which will instantly decommission the Colossus and make it attack the units it is supposed to be supporting. The Thor has the 250mm cannons, but, unless I'm mistaken, I believe you can out of range the cannons or walk up a cliff (out of sight of the Thor) while the Thor is warming them up. In other words, the Zerg's version is probably more dangerous to be around.

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rkddudgns KR

Medivac
1,347 posts

Pet 3,720
2,749

Feb 8th, 07:56pm
Roaches do not have fast regen, and potentially are even worse against colossi than hydras. The colossus is a support siege unit, and there should be stalkers protecting the colossi in front.

Marauders are also easy to take out with a bunch of colossi, and even better against marines and reapers.

Acayex

Zergling
229 posts

Pet 4,399
3,008

Feb 8th, 10:24pm
Colossus is still an amazing splash unit. They do infact completely obliterate hydras. I mean look at the P v Z video at Gstar with 3 colossus vs like two or three dozen hydras and colossi pretty much obliterated them, though they got raped by corruptors afterwards. They're pretty much a siege unit meaning they're deal a ton of damage, they also seem to have quite alot of HP as well, faster than reavers, can climb cliffs to escape melee units and such, it seems like they need that AtA vulnerability. That's the one thing I hated about the reaver. It was imba because it was so damn hard to counter since they always came with goons and such, you couldn't target them with melee cuz they'd explode, ranged disappears in seconds, air gets taken out by goons.

It's not that much different now except they stand out more, not to mention they take AtA so spore/missile turrets can help, more damage from AtA based units like viking, corruptor, so now they can actually die... And protoss shifted their actual SIEGE unit to carrier/immortal I believe.
Boomshakalaka

CoruPTd_VoID AU

Archon
1,340 posts

Pet 40,739
15,708

Feb 8th, 11:15pm
Quote by Charles1977
I hope the colossus gets a shield upgrade that would help with the defensive capabilities of this unit... isn't it designed for pure warfare... and remember this is protoss advanced weaponry.

Shield Generator
Cost: 200 minerals, 200 gas

The protoss have taken the shield battery technology from the Brood Wars and incorporated it into the colossus hull to quickly recharge the colossus shield's. This would allow for the colossus to due hit and run raids more effectively or to quickly recharge it's shields during combat.


Moving into Protoss now huh?

On topic: Ill be honest with you, this is the first one of your ideas that I really like. The cost is reasonable also. I think the regeneration upgrade should put the regeneration back to how fast it was prior to Blizzard changing the original mechanic.

Like you say the Colossus is a pure war machine, unlike the Reaver of old which was more of a miner if I remember correctly, then retrofitted to fight.

This upgraded should also benefit the Immortal.
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Alphennus US

Changeling
618 posts

Pet 9,886
8,448

Feb 9th, 10:44am
Quote by Azkit
The Colossus looks fine to me. It's designed for war because it can deal an incredible amount of damage, an incredible 23(x2) for 46 damage total TO MULTIPLE TARGETS and with SIEGE RANGE.

The role of the Colossus is Heavy SUPPORT, meaning that it's meant to support other units and not be massed for a full frontal assault. It does not have high health for it's cost because it is Heavy SUPPORT, not an all-rounder. Still, 350 hp+shields isn't that low. Once again, Heavy SUPPORT.

We'll see the Colossus be used very effectively against the Terrans. Not to say it'll never be used against the Zerg, but rather, the Colossus is best against ranged units that line up in a row to attack the Protoss. Since the Terrans do not have any melee units, the Colossus, in theory, should be very effective against the Terrans.


Well said
Here : D have a zergling leg...OM NOM NOM NOM....taste like chicken : O

Azkit

Ghost
507 posts

Pet 1,498
1,556

Feb 9th, 11:48am
Quote by rkddudgns
Roaches do not have fast regen


Oh so that explains why there's an upgrade to increase passive health regen for Roaches to 10/sec, because Roaches do not have it. Makes plenty of sense to me. /eyeroll Not to mention that for it's cost, Roaches have an incredibly high amount of health to take multiple Colossus strikes. A Hydra can only take 2 Colossus strikes, a Roach can take 4-5.

Even though Roaches have a much shorter range than Hydras, Colossus aren't too effective on attacking targets that are moving towards them due to how their splash damage works.

Quote by SC2 wiki
Organic Carapace
Evolved at Roach warren
Hotkey C

Minerals 150
Gas 150
Evolution time 110

Notes
Increases roach regeneration to about 10 hp/second.
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