StarCraft II: Discussing The Colossus
6:00 AM | Cord Kruse | Comment on this story
Blizzard's Karune recently offered some comments on the usefulness of the Protoss Colossus, one of the many new units offered in the upcoming StarCraft II. The discussion covers the unit's abilities and strategies for using it most effectively.
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Blizzplanet: Usefulness Of The Colossus
Karune: In my opinion, the Colossus is the most effective when you have more than one. Three seems to be my optimal number, especially against Terran. Medivacs heal at a very fast rate, but only one target at a time. Against a group of Marines with a Medivac, one single Colossus would do virtually nothing, because the damage would be healed through easily. With three Colossi, the Marines would die in one sweep, negating any healing that could be done. A single Colossus is good at softening targets, but with more rapid healing from Medivacs and new units like Roaches, it may not be enough. At that point, you need enough to kill them in one sweep, and when you do have that, it will do significant damage to any army, especially with the additional range upgrade for the Colossus.
What are your thoughts on the Colossus attack mechanic? While the numbers can be adjusted in accordance to balance, there's concern that the current attack mechanic is itself a flaw in that it's too situational.
Karune: Even though the beam is currently shown visually in various ways, the damage is done to all units in that straight line at the same time instantly. That line will always be based on the position you are attacking from, so in that way there is a lot of control as how to use the Colossus.
I definitely wouldn't say the Colossus is too situational either cause this unit is quite useful in both Zerg and Terran matchups. As long as in these matchups, both players continue to adapt to counter each other's strategies, Colossi will surely be brought to the battlefield.
What benefits do Colossi have over using units like High Templar or Archons for Zerglings and such?
Karune: It is true, they all do some form of AoE, but they are very much different from each other. Archons have a range of 2. Colossi have a range of 6, and with the upgrade that becomes 9, as well as increasing the area in which takes damage. The range of the Colossus is what makes it such a great support unit, as well as an awesome raider from cliffs. Additionally, all competitive maps will have cliffs to some degree.
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