Does Colony look OP to you?

I’m not usually the one to call out “Nerf this!” or “Buff this!” but does colony already look OP to you cause that was my thought when I saw his army drop abilities and his quick Tri laser blast. What do you think?

EDIT: Just to clarify, nobody is saying he is OP, and yes trailers are supposed to make the leader look good and give you a reason to buy them. This is purely just speculation and a question to the community on their thoughts on the new leader.

From just watching the video, it certainly looked as if that was the case. However, it all depends on how the units actually turn out in game. Maybe they just looked badass as a way to hype Colony, or maybe they did truly make him OP. We should find out next week.

Just from looking, this leader will definitely have problems.

Biggest ones I see-

  1. Trapping units. Completely breaks positioning strategies, much like displacement.
  2. A taunt. You could run the hunter leader into a group of anti-air, taunt them, then stomp them with mass air. That’s a problem.
  3. Instant effect cleansing beam. I pray it’s damage is low.
  4. More vehicle speed + damage + locust drop. Does this one need explaining? It’ll be redline all over again, counterracting a (hopeful) nerf to the locusts.

…but I’m definitely going to play him :slight_smile:

> 2533274924073601;3:
> CZ Just from looking, this leader will definitely have problems.
>
> Biggest ones I see-
> 1. Trapping units. Completely breaks positioning strategies, much like displacement.
> 2. A taunt. You could run the hunter leader into a group of anti-air, taunt them, then stomp them with mass air. That’s a problem.
> 3. Instant effect cleansing beam. I pray it’s damage is low.
> 4. More vehicle speed + damage + locust drop. Does this one need explaining? It’ll be redline all over again, counterracting a (hopeful) nerf to the locusts.
>
> …but I’m definitely going to play him :slight_smile:

well your number 1. It’s kinda the point of those ability’s there only purpose is to break up Strategies.
2. Could be a problem it would give reavers a bonus because they could jump out of the effect
3. It’s probably weak but even if it’s not its pretty small. So only good for specific targets.
4. I think they have gone wrong with locusts from the start. I think they should just go back to the way they worked in HW1.

Perhaps but I thought Kinsano was OP at the end of the day it comes down to player tactics. Still I can’t wait to try this leader out

I can’t wait to see the reaction when players start putting those turret units on their locust.

Of course the new leader will be minor over powered. This is a way to sell the DLC to those who have yet to buy the season pass…this is a selling point. Make leader over powered so that people will buy the new leader. We saw this with Forge…who got nerfed…we currently see this with Kinsano who is ridiculous early game and will obviously get a nerf next patch…and now you will see the new leader dominate once he arrives. This is the cycle.

Why on earth would the developers release a new leader that is not overpowered? You think people would buy a weak leader that does not have anything going for it like Cough Isabel Cough ?

No. Everyone is concerned about Living Barrier but forgetting that Displacement from Shipmaster is WAY better and more useful than a wall. Not saying the barrier is useless - it’s just not overpowered like people seem to think.

Hunter Captain’s Taunt ability: Seems to be a decently small radius. Not concerned about it. It will have its uses for sure but it’s not some global taunt where ALL units just go for it. Again, not overpowered.

I think the Skitterers will be the hidden gem of this leader. I am reminded of the sentinels on Labyrinth from Halo Wars 1. Attach them to your units for bonuses. But what if Colony’s tech tree allows for the Skitterers to have additional benefits, such as healing, shielding, or other similar abilities?

Then there is also the fact that this is the first Banished leader that can spawn an insta-army like Kinsano and Cutter. An interesting twist.

I think a lot of his “OP or not OP” will come down to what Colony’s two ultimates are and if Skitterers can bring any kind of utility.

Depends on its early game.
If Colony has no early just like all banished then Kinsano will still remain supreme.

Guys, girls, kids…they are going to show u a video of the new dlc dominating some Easy AI. If you noticed, they didn’t fight big armies. The big rolling unit thing took on like 3 marines. I’m pretty sure they won’t be a T1 unit. Everyone calm down and wait until the dlc actually comes out. What good would a video be if the new leader got his butt kicked and dominated? They have to make it look good. Let’s all take a deep breath and worry about the current state of locusts.

Only if you can attach skitters to skitters

I think it is waaaaaay to early to assume stuff is OP. A trailer is all we have, which will put things in a very positive light.

I say hold your freaking horses until The Colony has been out AT LEAST a week.

Can we drop the Locust nerf already, they have been nerfed twice already, at this point the problem is their counter units need a buff. Banished and Cutter are the only ones effectively dealing with them, but Banished don’t counter with Hunters ad they are to slow and Cutter can only counter it because his Cyclops’s are faster than the rest of the UNSC. That’s your issue. You guys are acting like they are sentinels but they aren’t, they move slow and need to be in Mass for a quick base kill, and are less tanky then the Sentinels were. If I get my massive of locusts to your base without you ever seeing them its because I looked at the map and flaked on an out of the way why would expect to be attacked from here route.

The fix you need is a slight speed increase for Cyclops and Hunters, for beam hunters to fire and move, right now the beam is more of a nerf than an upgrade, and possibly a slight speed nerf to the locust, they are already slow though so you can’t make them much slower so honestly I feel if they did all this in one patch they would then end up reverting the locust nerf.

Back to topic Colony looks amazing and we banished are finally getting some much needed territory denial

You can’t just judge by half the gameplay. The UNSC also has a huge advantage over the Banished, so I think the Hunter colony is just fine being good as DLC. Majority of the time, UNSC has been able to have very good advantages over the Banished leaders. I think it’s a perfect time to add a really good Banished leader for DLC. It may be buff, but there could be some beta testers. We might be able to see a nerf, since it’s still in development.

I’m so ready for this leader!

> 2533274969455749;5:
> Perhaps but I thought Kinsano was OP at the end of the day it comes down to player tactics. Still I can’t wait to try this leader out

You say that as if Kinsano had any tactics.

I saw the video. The birds will tell.

> 2535409667759808;13:
> Can we drop the Locust nerf already, they have been nerfed twice already, at this point the problem is their counter units need a buff. Banished and Cutter are the only ones effectively dealing with them, but Banished don’t counter with Hunters ad they are to slow and Cutter can only counter it because his Cyclops’s are faster than the rest of the UNSC. That’s your issue. You guys are acting like they are sentinels but they aren’t, they move slow and need to be in Mass for a quick base kill, and are less tanky then the Sentinels were. If I get my massive of locusts to your base without you ever seeing them its because I looked at the map and flaked on an out of the way why would expect to be attacked from here route.
>
> The fix you need is a slight speed increase for Cyclops and Hunters, for beam hunters to fire and move, right now the beam is more of a nerf than an upgrade, and possibly a slight speed nerf to the locust, they are already slow though so you can’t make them much slower so honestly I feel if they did all this in one patch they would then end up reverting the locust nerf.
>
> Back to topic Colony looks amazing and we banished are finally getting some much needed territory denial

Locust are the new sentinal. Especially with shipmates because you can Telenor your troops right into an enemies base and before they can even act your base is dead in 10 seconds. They can just run away and keep shooting and destroying units. Locusts need to be slower and have their damage vs every unit reduced. You want to keep them elite at crushing bases, make them less damaging vs regular units. No reason 10 locusts should be able to wreck all your turrets and a base in 10 seconds. Then you send in 5 cyclops and they get destroyed. They are anti building, that’s the only thing they should be good at. They should die fast. They need to be treated like kodiaks. You send in your regular army and then have a couple locust behind them damaging the base from a distance. Not mass build 10 of them, throw some engineers on it, then obliterate every base before the opposing teams army can get back to defend. They are the new sentinals and can walk in and destroy your base with 4 upgraded turrets in no time.

> 2533274810874067;11:
> Only if you can attach skitters to skitters

Then you could attach these skitters to another skitter

> 2541316932588271;18:
> > 2535409667759808;13:
> > Can we drop the Locust nerf already, they have been nerfed twice already, at this point the problem is their counter units need a buff. Banished and Cutter are the only ones effectively dealing with them, but Banished don’t counter with Hunters ad they are to slow and Cutter can only counter it because his Cyclops’s are faster than the rest of the UNSC. That’s your issue. You guys are acting like they are sentinels but they aren’t, they move slow and need to be in Mass for a quick base kill, and are less tanky then the Sentinels were. If I get my massive of locusts to your base without you ever seeing them its because I looked at the map and flaked on an out of the way why would expect to be attacked from here route.
> >
> > The fix you need is a slight speed increase for Cyclops and Hunters, for beam hunters to fire and move, right now the beam is more of a nerf than an upgrade, and possibly a slight speed nerf to the locust, they are already slow though so you can’t make them much slower so honestly I feel if they did all this in one patch they would then end up reverting the locust nerf.
> >
> > Back to topic Colony looks amazing and we banished are finally getting some much needed territory denial
>
> Locust are the new sentinal. Especially with shipmates because you can Telenor your troops right into an enemies base and before they can even act your base is dead in 10 seconds. They can just run away and keep shooting and destroying units. Locusts need to be slower and have their damage vs every unit reduced. You want to keep them elite at crushing bases, make them less damaging vs regular units. No reason 10 locusts should be able to wreck all your turrets and a base in 10 seconds. Then you send in 5 cyclops and they get destroyed. They are anti building, that’s the only thing they should be good at. They should die fast. They need to be treated like kodiaks. You send in your regular army and then have a couple locust behind them damaging the base from a distance. Not mass build 10 of them, throw some engineers on it, then obliterate every base before the opposing teams army can get back to defend. They are the new sentinals and can walk in and destroy your base with 4 upgraded turrets in no time.

One, no they are not the new Sentinels, the Sentinels were the fastest unit in the game and had the locust damage modifier on them for building. It didn’t matter what you did because they out ran everything and took you out unless you sat on your base. Locust move at infantry speed and don’t fly, if you have them show up at your base without you ever seeing them then that’s a you problem, scout, take power nodes, check those odd routes behind your base because that’s where I will flank you from so you don’t see them until it’s too late, that’s the point of it. It’s superior routing and positioning on the locust part.

Two, you are constantly complaining because Atriox does this and Shipmaster does that, that’s a leader issue, not a locust issue. Try Decimus if you want to see just the unit.

Three, now that we have learned the difference between a leader issue and a unit issue the issue now becomes the counter units keeping up with them, as hunters can’t and only Cutter Cyclops can as I pointed out before. That’s a huge problem as they have no way to close in on the Locust and just get kitedone. If they get to the Locust they make very short work of them, try Cutter yourself and his Cyclops’s put this on display to the point where I have started mixing Rangers into mine to help stop his faster infantry.

Four, I see you complaining about engineer healing on them, but the thing is if the engineers can heal them you weren’t going to kill them that quick anyway, they have such little health that one good hit kills them, which negates the healing because hey its dead. The counter units burst them down well if they can catch them, so does artillery Kodiaks and Blisterbacks when deployed, and then you have basically any damaging leader power as unlike the Sentinels you keep comparing the locust too the Locust has a hard time moving out of the way. Yes you can argue the dying breath negates bursting them down but as already explained that is a leader issue not a unit issue.

Five, reading what you complain they are taking out I hate to tell you but that is a player problem, not a locust problem. If they destroy you in 10 seconds well they can only do that if you weren’t prepared at all for it and it caught you off guard, which the issue is how did it catch you off guard? I see you complain 10 locust beats 5 Cyclops, hate to say it but they should 10 locust is double the pop of 5 cyclops, the game even states in its tips “often times the bigger army wins” you need more than 5 cyclops, doesn’t have to be all cyclops units but if you send just the 5 cyclops vs 10 of course they lose. Now last point, you said base with 4 turrets, of course they beat that as the turrets don’t out range them. Put a watch tower on it and 3 turrets on it, this allows your turrets to fire on them before they can fire on the turrets. Be sure to have the proper upgrades on the turrets. Not saying just that will fend it off but as stated before they have low hp, amoung the lowest in the game, it will make a sizeable dent in the locust.