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    The new colossus is a beast

    Scheduled Pinned Locked Moved Balance Discussion
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    • ? Offline
      A Former User
      last edited by

      In my tests, it kills 25 marching percivals and has 20% HP left after. Was this tested before release?

      FemboyF 1 Reply Last reply Reply Quote 0
      • FemboyF Offline
        Femboy Promotions team @Guest
        last edited by

        @melanol let’s gooooo alien power

        FAF Website Developer

        1 Reply Last reply Reply Quote 1
        • ? Offline
          A Former User
          last edited by

          Also, it occasionally lasers a beamed unit, with no damage. And was there really no way to kill beamed units on collision with the arm instead of the ground? Looks silly.

          JipJ 1 Reply Last reply Reply Quote 0
          • JipJ Offline
            Jip @Guest
            last edited by

            @melanol said in The new colossus is a beast:

            Also, it occasionally lasers a beamed unit, with no damage. And was there really no way to kill beamed units on collision with the arm instead of the ground? Looks silly.

            Some units have death animations - I had to find a way to let those run before they'd turn into a wreck. Hence, they get destroyed when colliding with the ground. Personally I really enjoyed the physics part of it all.

            @melanol said in The new colossus is a beast:

            In my tests, it kills 25 marching percivals and has 20% HP left after. Was this tested before release?

            Yep, it is a lot stronger. The statistics did not change, I just made sure the behavior was reliable. Luckily there's a balance patch coming in soon, then they can adjust it accordingly.

            Note though that when testing:

            • The longer the distance, the weaker the tractor beams
            • If you move all units to one side of the colossus, one of the tractor beams may not be able to reach a target

            Moving towards the colossus is a very bad idea with these changes.

            A work of art is never finished, merely abandoned

            TheWeakieT 1 Reply Last reply Reply Quote 1
            • TheWeakieT Offline
              TheWeakie @Jip
              last edited by

              @jip said in The new colossus is a beast:

              Moving towards the colossus is a very bad idea with these changes.

              Usually he comes for you now what :psyho:

              L 1 Reply Last reply Reply Quote 0
              • FtXCommandoF Offline
                FtXCommando
                last edited by

                another "percy noob trap" change poggers

                ZeldafanboyZ 1 Reply Last reply Reply Quote 1
                • ZeldafanboyZ Offline
                  Zeldafanboy @FtXCommando
                  last edited by

                  @ftxcommando

                  Just build Continentals and drop all the percies right behind the GC :^)

                  put the xbox units in the game pls u_u

                  arma473A 1 Reply Last reply Reply Quote 0
                  • FemtoZettaF Offline
                    FemtoZetta
                    last edited by

                    wAs tHiS tEsTeD bEfOrE rElEaSe?

                    1 Reply Last reply Reply Quote 2
                    • arma473A Offline
                      arma473 @Zeldafanboy
                      last edited by

                      @zeldafanboy Can the colossus use a tractor beam to grab the transport just before it drops?

                      ZeldafanboyZ JipJ 2 Replies Last reply Reply Quote 0
                      • ZeldafanboyZ Offline
                        Zeldafanboy @arma473
                        last edited by

                        @arma473

                        I hope so lol

                        put the xbox units in the game pls u_u

                        1 Reply Last reply Reply Quote 0
                        • JipJ Offline
                          Jip @arma473
                          last edited by

                          @arma473 said in The new colossus is a beast:

                          @zeldafanboy Can the colossus use a tractor beam to grab the transport just before it drops?

                          It can grab one that is landed, but I don't think it can when it is trying to drop.

                          A work of art is never finished, merely abandoned

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                          • veteranasheV Offline
                            veteranashe
                            last edited by

                            I wanna see it grab a Continental

                            ? 1 Reply Last reply Reply Quote 0
                            • ? Offline
                              A Former User @veteranashe
                              last edited by

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

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                              • ? Offline
                                A Former User
                                last edited by

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

                                1 Reply Last reply Reply Quote 0
                                • JipJ Offline
                                  Jip
                                  last edited by

                                  Last time I checked it does.

                                  A work of art is never finished, merely abandoned

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                                  • veteranasheV Offline
                                    veteranashe
                                    last edited by

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

                                    1 Reply Last reply Reply Quote 0
                                    • veteranasheV Offline
                                      veteranashe
                                      last edited by

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

                                      1 Reply Last reply Reply Quote 0
                                      • RoweyR Offline
                                        Rowey
                                        last edited by

                                        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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                                        • ArranA Offline
                                          Arran
                                          last edited by Arran

                                          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.

                                          1 Reply Last reply Reply Quote 1
                                          • ? Offline
                                            A Former User
                                            last edited by A Former User

                                            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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