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post #22751 of 25319
Quote:
Originally Posted by DoomDash View Post

The the core of the BC has always remained the same. I played since beta and they didn't redesign the BC they just modified it. Colossus problems have nothing to do with balance, only design.

Hmm, I don't think I can agree with that. The Annihilator Tripod from CnC is virtually identical in design, never had any problems. So what do you understand by "design"? Does "design problems" include that it can take damage from air? Because that's tweakable.

When I say "design" and "look", I just refer to the way it looks, nothing about how it works. smile.gif
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post #22752 of 25319
I mean mechanically designed. It's just not a good unit for Starcraft ( see my 2nd last post ). It looks cool, sure, but it's also probably the most cliche design ever. I mean how many games and movies do you basically see the same thing in?
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post #22753 of 25319
Quote:
Originally Posted by DoomDash View Post

I mean mechanically designed. It's just not a good unit for Starcraft ( see my 2nd last post ). It looks cool, sure, but it's also probably the most cliche design ever. I mean how many games and movies do you basically see the same thing in?

Let's see - War of the Worlds, The Matrix, CnC3, UT3... and probably a lot more.

You call it cliché, I call it classic, mate thumb.gif I personally would miss it greatly if they decide to sack it. And that Reaver is technically the Infestor, toss edition. I don't like it, never will. And you guys say that it requires skill, but you don't know how Blizzard would implement it, if they decide to! It could be an a-move unit as well! And I think it has an even greater potential for that, since it can't be that easily sniped from air.

I understand, the way it *was* was good for you. But nothing guarantees that this will be the way it will be, if it is ever included. Think about it - why on Earth would Blizzard radically change the toss gameplay? T and Z will have a tremendous advantage while the P's are busy trying to re-learn their race. No, if Blizz remove an a-move unit, they will replace it with another a-move unit, that's what I think will happen... Hope I'm wrong smile.gif
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post #22754 of 25319
I don't think Blizzard could possibly ruin the Reaver to be as bad as the Colossus is.

Seriously it can't even be an effective A move unit as its completely useless without a drop ship ( besides defensively ). It has the slowest movement speed....
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post #22755 of 25319
Quote:
Originally Posted by ronnin426850 View Post

Hmm, I don't think I can agree with that. The Annihilator Tripod from CnC is virtually identical in design, never had any problems. So what do you understand by "design"? Does "design problems" include that it can take damage from air? Because that's tweakable.

When I say "design" and "look", I just refer to the way it looks, nothing about how it works. smile.gif

its very simple

- if a unit has x worth it should require x work

- a collosi needs nothing more than a move to accomplish MASSIVE damage


to think the collosus is a good unit is to not really understand sc2. CnC is not sc2 and the units that "worked" in that game do not in this game for other reasons. no unit should do so well for such little work another example being the MSC. the MSC requires a 1 button solution to my multi tasking drops or attacks, its not a balanced unit because not only its power but its ease of use.

if the collosi COULDNT take damage from air it would be the most OP thing in the world.... they thought the air damage would offset its power but its not enough because the time it takes to kill it with air often times still results in ground forces being destroyed way too quickly

what league are you... im pretty sure u mentioned it and it was lower league i just dont understand how any human being can see nothing wrong with the current collosi and site the BC as the example of "change" when bc has been the same all through BW and till now save MINOR changes
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post #22756 of 25319
Quote:
the MSC requires a 1 button solution to my multi tasking drops or attacks, its not a balanced unit because not only its power but its ease of use.

The "difficulty" of msc is largely down to managing energy on it, considering it takes 6 minutes to fill energy pool, many high level players try to bait out an overcharge then multi-prong, or more scarily, if you let energy get really low or use double overcharge, they'll just pull workers in response knowing that you can't overcharge when they get there and are playing in a way that is reliant on that defense. It's good for allowing toss to much more reliably gate expand (otherwise you simply had to FFE on many maps; though a lot of them were not suited for that either) and probably won't allow days like: Pick one of 3 options; 2rax conc shell first, moving out with 1-2 marauder - 2rax reactor first, moving out with 5 marines (both hitting before warpgate) or 1-1-1, scv pulling or not, muling, simply never expanding flying main to nat etc. There were some pretty abusive timings on med sized maps against expanding toss so i can completely understand why they added msc, but the lower level you go the more of an unstoppable barrier it seems to become rather than a fragile and necessary defensive tool
Edited by Cyro999 - 1/15/14 at 5:10pm
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post #22757 of 25319
Thread Starter 
Quote:
Originally Posted by ronnin426850 View Post

No, why?

Because you would completely understand why we think the first sc1 was completely perfect. The reaver would make sense and I believe your mind would change somewhat. Maybe. I dont know you personally, but if you were armed with that experience I believe it would help. Those really were the glory days IMO. I remember just hanging in channels and getting games together. It was the most fun I have ever had on any game. Evar
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post #22758 of 25319
anyone playing the starbow custom game? its like broodwar but starcraft 2.
post #22759 of 25319
Quote:
Originally Posted by eosgreen View Post

its very simple

- if a unit has x worth it should require x work

- a collosi needs nothing more than a move to accomplish MASSIVE damage


to think the collosus is a good unit is to not really understand sc2. CnC is not sc2 and the units that "worked" in that game do not in this game for other reasons. no unit should do so well for such little work another example being the MSC. the MSC requires a 1 button solution to my multi tasking drops or attacks, its not a balanced unit because not only its power but its ease of use.

if the collosi COULDNT take damage from air it would be the most OP thing in the world.... they thought the air damage would offset its power but its not enough because the time it takes to kill it with air often times still results in ground forces being destroyed way too quickly

what league are you... im pretty sure u mentioned it and it was lower league i just dont understand how any human being can see nothing wrong with the current collosi and site the BC as the example of "change" when bc has been the same all through BW and till now save MINOR changes

And I do not understand how can you be so terrible at reading my posts... rolleyes.gif You understood nothing of what I was saying.
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post #22760 of 25319
You're just thinking in terms of the lore. That's what the single player campaign is for. You can have as many cool units that "make sense" in there as you wish. The units for competitive play should be designed around balance and interesting multiplayer gameplay.
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