Don’t get me wrong. I love the Colony DLC and I’ve won several matches with him/it.
Yet I can’t help feeling that i’m not using him “right.” Frequently, I fall back on the same Locust/engineer/banshee timed attack I’ve used for Atriox and Shipmaster. I seldom use Skitters or Goliaths. Obviously I use his leader powers, but it feels like I’m missing something.
Ideas?
Build Skitterers instead of Choppers? I don’t think there are problems with how you’re playing right now.
ya dont use locusts with colony
no teleport equals screwed in almost every encounter vs good players. locusts dont work vs my atreox build
> 2533274806879197;1:
> Don’t get me wrong. I love the Colony DLC and I’ve won several matches with him/it.
>
> Yet I can’t help feeling that i’m not using him “right.” Frequently, I fall back on the same Locust/engineer/banshee timed attack I’ve used for Atriox and Shipmaster. I seldom use Skitters or Goliaths. Obviously I use his leader powers, but it feels like I’m missing something.
>
> Ideas?
I don’t think there is any one way to play him that is the “right” way. He seems to be one of the higher skill cap leaders in terms of variability in build path.
I would say if the locust/engineer/banshee build works for you roll with it but just try and discover it’s draw backs. What leaves you open in that build? Lack of mobility without tele? Then maybe higher focus onto banshee/skitterers for mobility.
Try and look into what you like about the leader and capitalize on that. His barrier is some neat utility, same with engineer swarm. Look into how you can combo those. One of my favorite unique usages I’ve seen is vehicle symbiote maurauders. Made them decently tough.
Just find what you like about his leader wheel and lean into it 
Good luck out there.
I played Colony in skrimish and didn’t seem to really find a good playstyle, can’t say that there is a “staple” way to use him effectively.
> 2535447531087970;4:
> > 2533274806879197;1:
> > Don’t get me wrong. I love the Colony DLC and I’ve won several matches with him/it.
> >
> > Yet I can’t help feeling that i’m not using him “right.” Frequently, I fall back on the same Locust/engineer/banshee timed attack I’ve used for Atriox and Shipmaster. I seldom use Skitters or Goliaths. Obviously I use his leader powers, but it feels like I’m missing something.
> >
> > Ideas?
>
> I don’t think there is any one way to play him that is the “right” way. He seems to be one of the higher skill cap leaders in terms of variability in build path.
>
> I would say if the locust/engineer/banshee build works for you roll with it but just try and discover it’s draw backs. What leaves you open in that build? Lack of mobility without tele? Then maybe higher focus onto banshee/skitterers for mobility.
>
> Try and look into what you like about the leader and capitalize on that. His barrier is some neat utility, same with engineer swarm. Look into how you can combo those. One of my favorite unique usages I’ve seen is vehicle symbiote maurauders. Made them decently tough.
>
> Just find what you like about his leader wheel and lean into it 
>
> Good luck out there.
Hmmm, hadn’t thought about using marauders that way. Good idea.
I feel like he’s meant to be a more defensive leader. His special units have significant health increases, skitterers up the HP of any unit they attach too, hell, you can even increase to defense of your buildings with symbiosis.
Maps like rift are great because hunter captain in the garrison right outside your base will defend against just about any rush. But he’s far too slow to be used offensively.
> 2661949065475413;7:
> I feel like he’s meant to be a more defensive leader. His special units have significant health increases, skitterers up the HP of any unit they attach too, hell, you can even increase to defense of your buildings with symbiosis.
>
> Maps like rift are great because hunter captain in the garrison right outside your base will defend against just about any rush. But he’s far too slow to be used offensively.
Maybe I should use him that way then. I do play defensively, generally.
> 2533274806879197;8:
> > 2661949065475413;7:
> > I feel like he’s meant to be a more defensive leader. His special units have significant health increases, skitterers up the HP of any unit they attach too, hell, you can even increase to defense of your buildings with symbiosis.
> >
> > Maps like rift are great because hunter captain in the garrison right outside your base will defend against just about any rush. But he’s far too slow to be used offensively.
>
> Maybe I should use him that way then. I do play defensively, generally.
Only problem with that is that it only really works in a team game. Being defensive in a 1v1 let’s your opponent take map control with little resistance.
Skitters attached to engineers, with a few choppers and grunts makes for a deadly starting force to take map control. You should be able to get a decent population of this mixture in the early minutes. I’ve only done it twice but it’s super effective!
I’ve beat two player’s rushes with that mixture in a 2v2. (one had skitters and grunts, the other had marines and flame throwers.)
Colony is not as mobile as his counterparts, but his army can tank like crazy. Take in consideration that he’s all about healing and save your units. Veterancy toughens them up even further.
Right now now, I’m experimenting a build with marauders, reavers, a shroud or two, engineers and skitterers trying to utilize vehicle symbiosis in timed attacks. So far, it works against the AI 
> 2533274813444880;11:
> Colony is not as mobile as his counterparts, but his army can tank like crazy. Take in consideration that he’s all about healing and save your units. Veterancy toughens them up even further.
> Right now now, I’m experimenting a build with marauders, reavers, a shroud or two, engineers and skitterers trying to utilize vehicle symbiosis in timed attacks. So far, it works against the AI 
I agree. He’s not particularly fast unless you’ve got yourself an army of banshees. The engineer swarm has saved me and several teammates’ rear at times and they can compliment deployed engineers to render just about anything impervious to damage at times. The battle hardened passive also really improves the veterancy rate and that can make armies extremely hard to kill.
While the captain itself is kinda slow; he has a ton of health and his attack does a decent damage. The taunt ability is also very handy, especially if you’re using him with brittle units like reavers.
Best way to use the Goliaths though is when you’ve got allies attacking enemy bases and Colony Drop them on the other side to split their forces. Defenders will probably end up focusing on the bigger army, giving them ample time to rip apart turrets or shield generators and give another assault a chance.