I'm not sure if it's just the C4 resistance that needs to be changed but you just don't see many of them running around. Devs should do something about it.
LS , Sep 21, Why on earth does it take 8 C4? I'm sorry but these things routinely wander around with repair sundee escorts as well as the general melee of battle. If I get close enough as an engineer to plant 4 C4 on one, I expect to be rewarded. At the minimum I should have gotten some xp for damaging the damn thing. Instead I'm out nanites for what will ultimately be healed by it's escorts in less time than it took me to get to the damn thing. Luicanus , Jun 17, The colossus is meant to be an ops centerpiece, not something you bring out for small ops.
If your own outfit isn't big enough to support it properly then you'll have to reach out either to one of the big fits, or team up a few small fits for colossal operations.
Flash and Quick-Det Flash Grenades Light Assault Moved the resist type from this grenade from type 2 small arms to type 6 common explosives. Concussion Grenades Heavy Assault Concussion turning speed reductions no longer stack, which would cause inverted movement controls.
Moved the resist type from this grenade from type 2 small arms to type 6 common explosives. Revenant Implant Rank 5 benefit has been changed to the following: If you revive an allied player, they will now be cloaked upon accepting.
Failsafe Implant Cooldown from 20 seconds to 12 seconds, at all ranks. Survivalist Implant Rank 5 no longer offers reload speed increase. Rank 5 now heals the player for health over 6 seconds when shield is broken. Sprint Speed buff will now be stripped when damage is taken. Removed the broken shield shimmer benefit from the Chameleon Module suit slot. NSO Defectors no longer have the creepy human head in the second loadout slot. Disengage and Heavyweight impulse effect use new visuals.
Changes, Fixes, and Additions High Priority!! We've made adjustments to the Heavy Assault shield visuals in first person to address a major loss in framerate that would occur while aiming down sights with weapons that had highly detailed geometry. Russian and Chinese translations have been released after receiving rounds of feedback on PTS.
Note that there are still inconsistencies in voice overs. Fixed an issue where killing vehicles wouldn't contribute to your directives or weapon medal progress. Fixed an issue where using a deployable would also activate your utility slot consumable for free. Players who are BR5 and lower can no longer be invited to an outfit, but can still apply to one. Construction vehicle gates once again prevent enemy vehicles from passing through. Fixed an issue preventing players without Outfits to show their base capture score.
Tech Plant gates once again go down when both generators are destroyed. Placing a construction object will once again show its placement sockets. Changed the chatbox font to allow for broader language support. Construction Shields once again block enemy vehicles. Speculative fix for Bastion weakpoints going missing. Various crash fixes and stability improvements. Korean language chat input is now working. We are testing a speculative fix for various voice communication issues internally.
If our testing proves out, we'll release this fix in a client-only update at a later time. We'll keep you posted. Sanctuary and Desolation The Relic sites on Desolation now have full names. Fixed a Sanctuary guard who would fidget consistently. Fixed some broken collision related to Desolation's relics objects.
Black Market Fixed an issue where empty Black Market terminals would display the last previously shown item. All Black Market weapons now use A7 for attachment unlocks. Weapons, Skills, and FX Fixed a bug where aiming down sights or switching vehicles weapons could give you free thermal vision.
Phoenix Missiles will no longer sometimes advertise the game while in flight. Harasser Stealth certification line now upgrades correctly at all ranks. NSX-A Kappa now plays firing audio at the correct fire rate. Pillager audio can now be heard in first and third person. Secondly, its weapon comes with a base range of 7, and the Extended Thermal Lance upgrade extends it to an impressive attack range of 9, which allows it to attack from behind the main Protoss army.
Thirdly, the legs grant them the ability to traverse cliffs and provide vision of high ground areas, as well as stacking over other units in the player's army. However unlike smaller ranged units, if a Colossus is on the high ground and attacks enemy units on the low ground, the enemy gains temporary vision of the Colossus and can return fire.
This revealing mechanic does put a limit their ability to exploit high ground, but can still be useful for engaging short ranged units. Overall, care must be taken to account for these unique characteristics, but these also help make the colossus a powerful unit.
The Colossus is a heavy support unit that deals large amounts of damage over a moderately sized area 2. The massive battle strider is capable of obliterating large amounts of light ground forces within seconds. The Legacy of the Void version of the Colossus does less damage in general than earlier versions of the unit.
It does bonus damage against light units, and thus can be effective against massed light units such as Marines, Zerglings, and Zealots. Researching Extended Thermal Lance is considered standard in all match-ups if Colossi are to be built, as the upgrade grants it longer range than most other ground units, allowing it to fire from a safe distance.
Along with Cliff Walk, this allows the Colossus to kite ground units using the terrain to its advantage. Most ground units will not be able to pursue correctly managed Colossi without taking high amounts of damage or simply dying. The Colossus's main weakness is its additional vulnerability to air attacks.
Vikings , Corruptors , and Tempests deal bonus damage to Massive or Armored units, both of which apply to the Colossus. As Air units can easily flank the Protoss army, they may circumvent the Protoss anti-air and destroy the powerful Colossi without risk.
A Colossus-heavy army needs to be bolstered with appropriate numbers of anti-air support, in order to combat aerial threats.
There are a few units with different anti-air and anti-ground weapons. If the Thor engages with its AA weapon which is longer-range , it will continue attacking with it, but if it begins to engage at low enough range, it prefers its AG weapon. Unlike its Brood War predecessor, the Reaver , which was mostly used in combination with the Shuttle both in battle and in harassing enemy bases, Colossi have very limited potential as harassment units.
Mining workers will not usually line up in a shape that would allow for effective application of the Colossus's splash damage, thereby significantly decreasing the effectiveness of its weapons.
The Colossus synergizes well with Sentries and Stalkers. Force fields can be used both to block off and to entrap enemy ground units allowing for maximized splash damage while Stalkers provide anti-air support and act as a meat shield alongside Zealots ; the Blink ability may also increase the Stalkers' damage absorption. With its height, the Colossus is able to reveal areas atop cliffs, enabling allied units to fire upwards on to high ground, as well as enabling Stalkers to Blink to targeted locations, which would otherwise be inaccesible.
As a rule of thumb, it is possible to sustain continuous Colossi production out of double Robotics Facilities per mining base, so long as no Chrono Boost is used. Colossi are not typically used in PvP matches in Legacy of the Void. Being the most consistent source of splash damage in PvT, Colossi are not susceptible to micro techniques Terran players can use against the other main splash damage options, Psi Storm and Disruptors.
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