I should probably watch some P reps, but I'm curious as to how collosus can be good counters to light units when they don't splash (or do they?) and their attack speed isn't all that great, but they do have good damage per second. I've got a cool spreadsheet on unit stats. I'll try and upload it in a bit.
Maybe I'm just noob and I dont know what i'm talking about, but I dont really use colossus all that much. I generally use psi storm for light units/area of effect. I use the resources I saved from building colossi (which is alot) and generally spend on immortals or air units. Maybe I'm just too used to SC1 gameplay relying on temps.
@Agile : They just hit a lot of units, they don't splash. @Topic : Collosus are great against light units as long as you've got light units yourself to cover the collosus, cous light units absolutely rape collosus (ironic). A good scenario for where collosus would be useful would be in small maps such as Blistering sands or maps where there are lots of isolated cliffs. Because the Collosus moves so slow, it's better to use them in maps where the distance between you and the enemy isn't that far. You always want zealots to cover the front of the collosus to make sure that they don't get taken out. It'd probably help to get carriers or any air units for that matter, to divert and attack made by ranged/air units.
I mostly play zerg, but I see potential for the collosus... range upgrade + cliff climbing could make them pretty effective against short range light units. Try experimenting more, and pay attention to how atk,def + range upgrades affect them (typically expensive units are greatly improved by upgrades).
The collosus is one of my favorites. Especially for maps with lots of raised platforms. Saves some time treking across the map and allows you to bypass wall blocks that you usually see these days on SC2
Colossi are very nice against clustered, low HP units like zerglings and roaches, but it's important to note that they are targeted as air and ground, so anti-air units take them down pretty quickly :S
Colossus' are more support units for the main force, allowing them to take down weak/spammy units with ease and allowing other units such as your void rays to focus on the bigger ones. Saying something like viking>colossus is like saying marines>void rays, which while true, doesnt really reflect what they are good against and can counter or how they can support your force.
I'm protoss player and I think that Colossus are quite useless. Ofc they are good as support but they cant atk air and vikings are extremly good against them. For me best units are Void Rays and Stalkers. Void Rays can deal with every single unit + great dmg for buildings and heavy units. Void Rays FTW.
Your strat seems pretty favoured towards taking down groups of massive units but i doubt it would last long against a balanced army, or even one that simply comprise of spammy units such as marines or speedlings that would simply ignore your voidrays and decimate your base, not counting that those are extremely cheap units which allow your enemy to use gas in other ways, such as tech.
Definitely strong for taking out groups of light units, though as mentioned they need support.. Don't think anyone would really be going for a pure colossus, other than for jokes. They also seem to be better against ranged units, like marines, marauders, hyrdas over lings and zealots, as the ranged units form nice straight lines if you a+click them into combat.
I was a Diamond toss before the wipe and I can tell you that Colossi are extremely deadly units, but ONLY if combined with sentries force field.
Thermal Lances will to my knowledge out-range every ground unit aside from a siege tank. But that's not saying much if the enemy force is bearing down on your position to get in range and rape it. So you mass force field the army away from your colossi so you out-range them for 15 seconds, and if the force fields are done properly you can maximize the splash damage and potentially eradicate the entire army.
The only counter at that point will be Vikings, and you should have many sentries and stalkers to deal with the threat.
Otherwise, Colossi dominate the ground if they are well protected.
I should probably watch some P reps, but I'm curious as to how collosus can be good counters to light units when they don't splash (or do they?) and their attack speed isn't all that great, but they do have good damage per second. I've got a cool spreadsheet on unit stats. I'll try and upload it in a bit.
SC2 Beta Unit Stats
actually Colossus have splash attack, and they are awesome against light units
when I play protoss I go for Colossis ASAP, to counter pretty much all early/mid game rushes with ground units.
Just get some vikings, colossus go down like nothing
colossus still cant fuck w/ upgraded lings i'm pretty sure unless they got a good unit mix of zeals, stalkers, sentries, etc.
u cant straight tech to colossus and expect to beat a competent player as they will have a larger mixed force.
Colossus are great against light units that group - like marines.
Maybe I'm just noob and I dont know what i'm talking about, but I dont really use colossus all that much. I generally use psi storm for light units/area of effect. I use the resources I saved from building colossi (which is alot) and generally spend on immortals or air units. Maybe I'm just too used to SC1 gameplay relying on temps.
i think colossus are easy to counter and i hate ht and their storms (i playing as a zerg)
Colossus + stalker(5-7) + mothership imba!!!!
It'll help against all except terr tech air.
@Agile : They just hit a lot of units, they don't splash.
@Topic : Collosus are great against light units as long as you've got light units yourself to cover the collosus, cous light units absolutely rape collosus (ironic).
A good scenario for where collosus would be useful would be in small maps such as Blistering sands or maps where there are lots of isolated cliffs. Because the Collosus moves so slow, it's better to use them in maps where the distance between you and the enemy isn't that far.
You always want zealots to cover the front of the collosus to make sure that they don't get taken out. It'd probably help to get carriers or any air units for that matter, to divert and attack made by ranged/air units.
Like the people said above me, I usually go for Colossus after I get an immortal or two to help me against armored.
I mostly play zerg, but I see potential for the collosus... range upgrade + cliff climbing could make them pretty effective against short range light units. Try experimenting more, and pay attention to how atk,def + range upgrades affect them (typically expensive units are greatly improved by upgrades).
The collosus is one of my favorites. Especially for maps with lots of raised platforms. Saves some time treking across the map and allows you to bypass wall blocks that you usually see these days on SC2
that is if a terran player dosnt rape you first? ;D.
Thermal lancers help a lot as well
Colossi are very nice against clustered, low HP units like zerglings and roaches, but it's important to note that they are targeted as air and ground, so anti-air units take them down pretty quickly :S
My opinion colossus < viking :) or turret defence
Colossus' are more support units for the main force, allowing them to take down weak/spammy units with ease and allowing other units such as your void rays to focus on the bigger ones. Saying something like viking>colossus is like saying marines>void rays, which while true, doesnt really reflect what they are good against and can counter or how they can support your force.
I agree with GardenOfAiur and Veior!!
@david899 I think,if you are play as a gerg,you must hate also Archons :D(I'm play as a any race)
I'm protoss player and I think that Colossus are quite useless.
Ofc they are good as support but they cant atk air and vikings are extremly good against them.
For me best units are Void Rays and Stalkers.
Void Rays can deal with every single unit + great dmg for buildings and heavy units.
Void Rays FTW.
Void Rays die pretty damn quick to a cluster of marines. ;)
Your strat seems pretty favoured towards taking down groups of massive units but i doubt it would last long against a balanced army, or even one that simply comprise of spammy units such as marines or speedlings that would simply ignore your voidrays and decimate your base, not counting that those are extremely cheap units which allow your enemy to use gas in other ways, such as tech.
Definitely strong for taking out groups of light units, though as mentioned they need support.. Don't think anyone would really be going for a pure colossus, other than for jokes. They also seem to be better against ranged units, like marines, marauders, hyrdas over lings and zealots, as the ranged units form nice straight lines if you a+click them into combat.
Speed Upgrade and who says we need to fight with marines?
I was a Diamond toss before the wipe and I can tell you that Colossi are extremely deadly units, but ONLY if combined with sentries force field.
Thermal Lances will to my knowledge out-range every ground unit aside from a siege tank.
But that's not saying much if the enemy force is bearing down on your position to get in range and rape it.
So you mass force field the army away from your colossi so you out-range them for 15 seconds, and if the force fields are done properly you can maximize the splash damage and potentially eradicate the entire army.
The only counter at that point will be Vikings, and you should have many sentries and stalkers to deal with the threat.
Otherwise, Colossi dominate the ground if they are well protected.