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The new colossus is a beast

Scheduled Pinned Locked Moved Balance Discussion
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  • V
    veteranashe
    last edited by 23 Aug 2022, 20:11

    I wanna see it grab a Continental

    ? 1 Reply Last reply 23 Aug 2022, 23:41 Reply Quote 0
    • ?
      A Former User @veteranashe
      last edited by 23 Aug 2022, 23:41

      @veteranashe I just tested. It grabbed it, but cannot grab if at least 1 unit is on board (because it cannot land).

      1 Reply Last reply Reply Quote 0
      • ?
        A Former User
        last edited by 24 Aug 2022, 14:41

        It should really stop lasering a unit being tractor-beamed, it can even rotate the colossus.

        1 Reply Last reply Reply Quote 0
        • J
          Jip
          last edited by 24 Aug 2022, 15:01

          Last time I checked it does.

          A work of art is never finished, merely abandoned

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          • V
            veteranashe
            last edited by 24 Aug 2022, 16:05

            The real question here is who wins, a Continental Getto v a gc?

            1 Reply Last reply Reply Quote 0
            • V
              veteranashe
              last edited by 26 Aug 2022, 17:31

              I just noticed the gc kills reclaim as it walks, has this always been a thing and do other t4's do this?

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              • R
                Rowey
                last edited by 26 Aug 2022, 18:12

                its due to the gc dose stopimg damage like you cna damges units by walking on them

                "The needs of the many outweigh the needs of the few" - Spock

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                • A
                  Arran
                  last edited by Arran 29 Aug 2022, 03:59

                  Its nice to see the GC get that annoying bug fixed. Still can laser pulled units though. Being objectively weaker than the Ythotha in 99% of situations while costing more was always a sore spot. Hopefully this will encourage counter play. E.g: Flanking to exploiting the GC's firing arc.

                  However, it looks like the bug was fixed by completely removing the Tractor Claw fire cool down. It was previously supposed to be ~6 seconds if memory serves, but because of the bug it was longer and buggy. The result is the GC hoovers up units as soon as the claw is free. This in turn results in the claws firing faster the closer units are to the claws themselves as there is less distance for the unit to travel while pulled towards the claw. This was mentioned by @Jip in post #4.

                  Full disclosure, I'm an Aeon main, so seeing the GC be revamped is very nice. This was a change long needed. That said, it pains me to admit that I think it may have gone too far. As it stands the GC is too effective at fighting T3 armies, especially if they move in close.

                  My suggestion would be to keep everything the same except the speed at which units travel while pulled by the Tractor Claws. By slowing down the speed at which the Tractor Claws pull units towards the Claws themselves (time of flight if you will), you effectively reduce the DPS of the Claws while maintaining the nice interaction between the distance of enemy units to the GC and the effectiveness of the Tractor Claws.

                  TL;DR - Basically, make it take longer for a lifted unit to reach the claw itself and the problem goes away while keeping the best aspects of the new change.
                  Please consider my suggestion @Jip.

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                  • ?
                    A Former User
                    last edited by A Former User 29 Aug 2022, 04:03

                    Also, I noticed that spinning percivals somehow manage to shoot the GC, but this doesn't happen often. Shouldn't their weapons be disabled? Maybe EMP everything being pulled.

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                    • J
                      Jip
                      last edited by 29 Aug 2022, 06:17

                      Also, I noticed that spinning percivals somehow manage to shoot the GC, but this doesn't happen often. Shouldn't their weapons be disabled? Maybe EMP everything being pulled.

                      I kept that in as I thought it looked good. Any unit that happens to be able to aim can fire.

                      My suggestion would be to keep everything the same except the speed at which units travel while pulled by the Tractor Claws. By slowing down the speed at which the Tractor Claws pull units towards the Claws themselves (time of flight if you will), you effectively reduce the DPS of the Claws while maintaining the nice interaction between the distance of enemy units to the GC and the effectiveness of the Tractor Claws.

                      I already slowed it down, the balance team can slow it down further in their patch @Tagada

                      even though some new problems have cropped up (beam/animation)

                      Could you send screenshots of this?

                      A work of art is never finished, merely abandoned

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                      • A
                        Arran
                        last edited by Arran 29 Aug 2022, 10:41

                        The Titan's personal shield comes back online too fast after being reduced to 0. Since this is the newest hot place to point out changes that are imbalanced.
                        Harb shield = 1000. Titan shield = 700.
                        Time taken for shields to come back online:
                        Harb = 30 seconds. Titan = 12 seconds
                        Yes. 300 HP of shield extra takes 18 more seconds to charge.
                        Fix this.

                        1 Reply Last reply Reply Quote 1
                        • J
                          Jip
                          last edited by 29 Aug 2022, 10:50

                          For other balance suggestions it is best to make a separate thread.

                          A work of art is never finished, merely abandoned

                          1 Reply Last reply Reply Quote 0
                          • ?
                            A Former User
                            last edited by 16 Oct 2022, 23:26

                            Seriously, add some code for GC to not laser-face invulnerable units being sucked. Also, why are they invulnerable?

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                            • J
                              Jip
                              last edited by 17 Oct 2022, 06:38

                              I'll look at it 😃

                              A work of art is never finished, merely abandoned

                              1 Reply Last reply Reply Quote 0
                              • L
                                lordfapington69 @TheWeakie
                                last edited by 4 Jan 2023, 16:55

                                @thewheelie Hello, im coming back after being inactive since 2019 is there a list of patch notes available/unit wiki like on the old forum. Thank you.

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                                • M
                                  magge Global Moderator
                                  last edited by magge 1 Apr 2023, 17:01 4 Jan 2023, 17:00

                                  Client has change log integrated - Host a game, look bottom right.

                                  Join a FAFtastic Team

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                                  • J Jip referenced this topic on 23 Jun 2024, 11:05
                                  • J Jip referenced this topic on 23 Jun 2024, 11:09
                                  • J Jip referenced this topic on 23 Jun 2024, 13:11
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