silverrex wrote: does his black at 13ap not translate into - activate any ability? so now Ironman40 isnt as slow as you think?
user311 wrote: silverrex wrote: does his black at 13ap not translate into - activate any ability? so now Ironman40 isnt as slow as you think? Thats how I read it, but is it random?? You throw IM40 hoping for blue/red and get yellow instead. At 13ap, though is that worth it? If you paired with another high HP person like IM40, chances are youve taken several hits from the AI before you use anyones abilities.
Sandmaker wrote: Nonce Equitaur 2 wrote: I made a change.Immovable Object - Yellow 8 AP Colossus protects his team by standing in front of any force that comes their way. Turns a chosen basic Yellow tile into a 3 turn Countdown tile. While active, Colossus moves to the front at end of turn, and resists 25% of the damage dealt to him. If the team has 0 AP in all colors, the power can be cast for free.Level Upgrades Level 2: Damage reduction up to 35% Level 3: Damage reduction up to 45% Level 4: Lasts 4 turns Level 5: Damage reduction up to 50%, lasts 5 turns 0 AP = free casting. This makes Colossus immediately useful at the start of a match, protecting the team during the initial rounds. It matches his comic persona of immediately armoring up when the team is caught flat-footed. It gives some time for the rest of his team to rally behind him. This would be a block against fast Sentry wins. This is by far the best idea I've seen. Addresses the speed problem, without running the danger of having too low of an AP cost and turning the ability into a full time 50% damage shield for your team. Also very in character and serve the role he's trying to fill.
Nonce Equitaur 2 wrote: I made a change.Immovable Object - Yellow 8 AP Colossus protects his team by standing in front of any force that comes their way. Turns a chosen basic Yellow tile into a 3 turn Countdown tile. While active, Colossus moves to the front at end of turn, and resists 25% of the damage dealt to him. If the team has 0 AP in all colors, the power can be cast for free.Level Upgrades Level 2: Damage reduction up to 35% Level 3: Damage reduction up to 45% Level 4: Lasts 4 turns Level 5: Damage reduction up to 50%, lasts 5 turns 0 AP = free casting. This makes Colossus immediately useful at the start of a match, protecting the team during the initial rounds. It matches his comic persona of immediately armoring up when the team is caught flat-footed. It gives some time for the rest of his team to rally behind him. This would be a block against fast Sentry wins.
Phaserhawk wrote: Ohhhhh. I now see the big problem with this guy and why he'll suck. You'll never get red to go off for full power without yellow since yellow is his strongest tile color and not red . Please change tile strength to have red strongest or he's gonna suck. Unless you have him as your only red user that's the only way to get that 11th red and use it the following turn if you want max damage. Otherwise say you run him with Sentry or Torch. You have 8 red you do a match 3 so sentry or torch will be out front at end of turn. Meaning unless you also have 8 yellow or 13 black or you have all ready casted yellow otherwise you are going to have to hope there is a match with Colossus as the tile owner otherwise you won't be able to max cast it the following turn either. Please, please , please flip flop tile strength of red and yellow
Phaserhawk wrote: Even if free he won't stop a turn 3 Sentry from killing your team. Because World Rupture is AoE he can't stand in front, thus while he would take 50% reduced damage, the rest of the team does not, so at best you have a Colossus that took 3-5K worth of damage instead of 6-10K but the rest of the team is dead, he's at half health and the only one left on the team.
Gowaderacer wrote: So how does Intimidation and Anti-Grav device work with Immovable Object since it is a countdown tile we want to stay on the board?
Enoc99 wrote: Gowaderacer wrote: So how does Intimidation and Anti-Grav device work with Immovable Object since it is a countdown tile we want to stay on the board? I would assume the same way it does with Falcon's countdown tile.
Nonce Equitaur 2 wrote: Phaserhawk wrote: Even if free he won't stop a turn 3 Sentry from killing your team. Because World Rupture is AoE he can't stand in front, thus while he would take 50% reduced damage, the rest of the team does not, so at best you have a Colossus that took 3-5K worth of damage instead of 6-10K but the rest of the team is dead, he's at half health and the only one left on the team. "Colossus protects his team by standing in front of any force that comes their way." -- I thought this would protect against AOE attacks. then again ... "Magneto hurls a massive metal object towards the heart of the enemy team, landing with tremendous force and causing them to scatter." -- I thought this was an AOE attack.
IceIX wrote: Enoc99 wrote: Gowaderacer wrote: So how does Intimidation and Anti-Grav device work with Immovable Object since it is a countdown tile we want to stay on the board? I would assume the same way it does with Falcon's countdown tile. Yep, just something you have to take into account with those abilities.
NorthernPolarity wrote: Phaserhawk wrote: Ohhhhh. I now see the big problem with this guy and why he'll suck. You'll never get red to go off for full power without yellow since yellow is his strongest tile color and not red . Please change tile strength to have red strongest or he's gonna suck. Unless you have him as your only red user that's the only way to get that 11th red and use it the following turn if you want max damage. Otherwise say you run him with Sentry or Torch. You have 8 red you do a match 3 so sentry or torch will be out front at end of turn. Meaning unless you also have 8 yellow or 13 black or you have all ready casted yellow otherwise you are going to have to hope there is a match with Colossus as the tile owner otherwise you won't be able to max cast it the following turn either. Please, please , please flip flop tile strength of red and yellow Or you could just get the red ap to cast the ability and then make a yellow match... I dont think this is going to be as big of a deal as you think. I actually kinda like it this way to be honest: it makes it more challenging team comp wise to get colossus red to activate, which adds more thinking to the game: you dont want to make getting beefed red off too trivial.