Strategy page |
---|
The following is a strategy page for the article BR-Colossus. |
Walkthrough[]
"Whether attacking by ground or through the air via boost tunnels, expect heavy resistance as your opponents take advantage of terrain and technology to block your path. Maps will be available for those with poor navigational skills."
– Mission description
Winning this match nets you the Bombing Run Championship.
Tips and tricks[]
- Main article: CTF-Colossus
- With the notable exception of the Sniper Rifle, almost everything else is available on the map. It takes just a few Translocator clicks to grab them all in time. Want to pick enemies from afar using the Lightning Gun? Want to show off your evasive skills and make a sneak delivery at the enemy goal? Or do you simply want to provide cover to your allies the old school manner- with Link Gun, Minigun, Flak Cannon and Redeemer? Your call.
- Grab the Super Shield pack as well as Double Damage whenever possible.
- Considering the highly uneven terrain, it is quite easy for the enemies to evade your line of sight. The Alt-Fire of the Link Gun might come in handy.
- The Minigun is effective for mowing down multiple enemies. But watch out for the ammo.
- If you are already in the enemy base deep enough, scouting near the enemy goal hoop might fetch you an extra supply of otherwise scarce Minigun ammo and Health packs. Unless you carry the Ball, the enemies won't pester you much.
- Avoid the slow Jump Chutes at all costs, while carrying in the Ball. They simply slow you down for the enemies to jump in and obliterate you.
- Use the Translocator in quick launches to reach the weapons and ammo located on the platforms as well as at the extreme ends of the bases, instead of running.
- The Link Gun is extremely effective against the enemies who go after your ally Ball carrier. However, the gun is an ammo hog. So use it wisely.
- Using the Adrenaline combo "Speed" works better when you are on the terrain and closer to the goal.
- You can shoot the Ball upward while standing under the goal hoop. It only fetches three points, but saves the trouble of going for the longer seven point dunk. This scenario is subjective, though overlooked by newcomers and AI bots who could otherwise make a score.
Prima Official Guide[]
"This massive level has two gigantic bases on each side separated by a hill with a walkway spanning left to right on the top. Double damage and a redeemer lie on either side of the central walkway with the ball on it. The walkway descends two sets of steps and a rocky drop, into a multi-entrance cave leading to the base interior. Players can traverse on the ground or on a large walkway sandwiched on both sides by a side balcony and small tunnel junction. Five air chutes allow trampoline-like movement across the level—for when translocation is outlawed. Watch out for snipers on this level, and try it on low gravity!
Goal Patrol
You face constant threat of snipers, so keep moving around your base and cover the main areas where the enemy congregates. It is impossible to completely defend your base, so grab the weapons with which you're happiest. The shock rifle behind the goal (with two ammo plus a lightning and minigun pack) is easy to reach and good at tagging from long distance. The minigun (plus one ammo pack) helps as the enemy closes, while the flak cannon (plus single ammo pack) is useful only when you're chasing an enemy or waiting on a raised walkway to lob a grenade you place in the foe's path.
Keep to the upper walkway of the base if you want a better view of the action. The rocket launcher on the sides, and the link gun, are useful if you can immediately leap back into the action or if you're following an enemy who is weaving around these side walkways and tunnel to avoid combat or well-trodden paths. Otherwise, it takes too long to nab ordnance from here unless you're quickly translocating.
Because you and your foes will translocate across most of this stage, grab the lightning gun (from the midfield) and return to base to skulk around the top walkway and bottom ground level. Look off the sides of the walkway for enemies on the floor. Stand atop either of the supports flanking the goal (these are attached to the walkway, and you can walk under to pick up a flak ammo pack) as long as opposition snipers don't see you.
You also can stand in the middle, next to the jump pad leading to the goal to overlook the cave containing the jump pad, where enemies try to leap in from. That way you have visuals on foes all the way from the steps to the cave and the walkway. Of paramount defensive importance is the jump pad (to bounce up and into the goal), so knock away anyone who attempts to use it.
Instead of lurking around corners in your defensive monolith base, work out where the enemy tends to send in attackers and blast them from as far as possible, roughing them up before finishing them as they close. Other good camp spots are the link gun areas to the side. You can double jump onto the walkway, as well as cover it with link gun or rocket fire. Naturally, the main route to the goal is via the central cave, but there are four elevators and the ground area to worry about, too!
Have a spotter who focuses on the small elevator platform on each side, at the base entrance. If the enemies use this to reach the curved platform leading to the link gun junction tunnel, they can outfox you, so blast them as they arrive. Otherwise, train a patrol (either on the ground or walkway) to watch for enemies surviving the jog downhill who ignore the cave and just use the ground near the flak and miniguns. They can quickly turn and head for the goal (throwing the ball up and through) or step to either of the two rear elevators at the back of the base, and jog in from behind. If an elevator moves, have a rocket or two waiting for an enemy!
The air chutes are also relevant. Each base contains five, and the main one is inside a cave. This shoots you onto the rocket launcher on the walkway. Ignore the two on either side of the cave, suspended high in the air, unless you want to translocate into them and be shoved over and onto the side of the upper main walkway. If translocators are banned, you can enter the ground air chute in the base’s middle far area, in front of the goal. It pushes you back out and onto the rocket launcher on the walkway. The final chute is behind the goal, accessed via translocator, and it deposits you on the rocket launcher on the walkway (although usually you'll fly over that and into the chute exit from the cave). Chutes are a good way to clear large areas when the translocator isn't available.
Then there are the translocating areas to camp out at. Some are spectacular, but you can't teleport to the side buildings’ top as you'll be hit with depressurization damage and eventually explode. However, there are some classic spots to hunker down with a lightning gun, such as the floating air chute on either side of the cave entrance, near midfield. You can translocate into the chute (you'll be fired onto the middle of the walkway), but better yet, shoot yourself to the chute’s top! It's flat, and there's a commanding view of the entire base and midfield. Optionally run across the cables for another spot where you can see below you. Otherwise, translocate onto the sloped sides of the side buildings, above the link gun (and even the sloping arch above the lower arches) for another fine view. Lastly, try landing on the ledge next to the farthest air chute, overlooking the goal. This is a great sniping spot!
Note: Health packs are scarce in Colossus. Find two behind the goal near the shock rifle, and two more on the ground under the rocket launcher (plus two ammo). Five health vials are on each side from the launcher leading across a platform to the tunnel junction and link gun (with four ammo). Other than that, the far area of the base is health free!
Tip #1: Keep the goal well guarded by using the jump pad to land on the edge of the goal and patrol it. This way, you can stop the ball from entering the goal from anywhere above the goal (but not below it!).
Tip #2: When you've launched from a chute and are in mid-air, jump as you reach the top of your ascent and you'll rise even higher for a split second, enabling you to cover a little more distance, and control your fall more easily.
Midfield Machinations
The area between the walkway and the steps to the map’s middle is known as "midfield." This zone is the base’s gateway and has a central rocky outcrop with a lightning gun on it. This is the most helpful weapon on this map, allowing you to retreat and plug away at advancing foes, or stand your ground and wait for punks to come dashing over the central walkway. Translocate to the top or to one of the protruding rock sides where shock rifles await (go halfway up the steps, then turn left or right). From here, it's a quick dash up to the level’s center.
The outcrop affords a great view of the base for both attackers and defenders, and makes a great shooting and ambush point if you stand in the shadows near the middle rock wall behind the gun. Below it is a metal ground plate with two health packs. If you need sustenance, check here. If you're attacking, pick up the health and guard this area.
On either side of the health packs are entrances leading to a cave under the base’s beginning. This is a high-traffic area. Above the left entrance are shock and minigun ammo packs. Above the right are shock and lightning gun ammo packs. Through either entrance, you find yourself inside the cave with a 100 shield pack next to a jump pad. The pad is a great escape up to the walkway and the goal—but it's likely to be guarded. Have one or two of your team patrol this area to prevent enemies from taking the shield and running for the goal. Use the ground exit to mix up your attack; above this exit is ammo for assault, flak, and rocket weapons.
Games are won or lost in the midfield zone. Don't overstretch your team by chasing an opponent with a ball, only to find others waiting at the ball respawn point (a great tactic). Watch enemies when they enter your base (the foes must enter down the hill but then can dive into cover or a variety of locations detailed above), and watch out for foes dropping from the ball location. Patrol the walkway’s edge, inform your team when a foe is entering the cave, and grab the lightning or shock weapons. Also try hiding in the shadows of the rocky hill.
Tip #1: Underneath the base walkway is an underused prowling spot. Hide in the shadows and blast enemies as they run past. They're preoccupied with heading to the goal, meaning you can tag them with less danger.
Going Balls Out
The nastiest action takes place at the zone’s center. When the match begins, translocate and vault up to the sides of the main walkway. On one side (left or right depending on your team) is a small ledge with double damage. On the opposite side is a redeemer! Obviously, the team that grabs this first (and then counts down to the redeemer respawn and effectively patrols this location) will have the advantage. Don't necessarily head for the ball; lighting up the opposition with the redeemer or a lightning gun on DD is much more of a threat.
Bring your lightning gun (find two ammo packs on either side of the ball) and race to the ball in the walkway’s middle, taking the three adrenaline pills on either side as you go. Judge whether the two health packs are needed (usually these are great to go for if you're translocating from combat, so remember they are under the DD or redeemer ledge), and then sprint for the lower portions of the hill.
Infiltrating the enemy base has already been covered (head up the elevators to mix it up a bit, or dodge jump and translocate into the cave and up on the walkway, or keep hugging the ground). Consider having mates already positioned on the side platforms, on the walkway, or on the ground to throw the ball to—making it to the goal yourself is almost unheard of.
When you have the ball and you're punting it at the goal, launch it from just in front of the rocket launcher on the walkway (it's possible to dunk it in from here) or from the minigun ground plate. Another great lobbing spot is the curved upper ledge near the link gun and ammo; this is a much easier shot to take, too. Dunk it by using the jump pad and flying up and into the goal, by sneaking around the back elevators and dunking, or (most cunning of all) staying on the ground and shooting the ball straight up and through the goal. Get your teammates to stand in these preferred spots and lob the ball at them, and victory is almost assured!"
Goal Patrol
You face constant threat of snipers, so keep moving around your base and cover the main areas where the enemy congregates. It is impossible to completely defend your base, so grab the weapons with which you're happiest. The shock rifle behind the goal (with two ammo plus a lightning and minigun pack) is easy to reach and good at tagging from long distance. The minigun (plus one ammo pack) helps as the enemy closes, while the flak cannon (plus single ammo pack) is useful only when you're chasing an enemy or waiting on a raised walkway to lob a grenade you place in the foe's path.
Keep to the upper walkway of the base if you want a better view of the action. The rocket launcher on the sides, and the link gun, are useful if you can immediately leap back into the action or if you're following an enemy who is weaving around these side walkways and tunnel to avoid combat or well-trodden paths. Otherwise, it takes too long to nab ordnance from here unless you're quickly translocating.
Because you and your foes will translocate across most of this stage, grab the lightning gun (from the midfield) and return to base to skulk around the top walkway and bottom ground level. Look off the sides of the walkway for enemies on the floor. Stand atop either of the supports flanking the goal (these are attached to the walkway, and you can walk under to pick up a flak ammo pack) as long as opposition snipers don't see you.
You also can stand in the middle, next to the jump pad leading to the goal to overlook the cave containing the jump pad, where enemies try to leap in from. That way you have visuals on foes all the way from the steps to the cave and the walkway. Of paramount defensive importance is the jump pad (to bounce up and into the goal), so knock away anyone who attempts to use it.
Instead of lurking around corners in your defensive monolith base, work out where the enemy tends to send in attackers and blast them from as far as possible, roughing them up before finishing them as they close. Other good camp spots are the link gun areas to the side. You can double jump onto the walkway, as well as cover it with link gun or rocket fire. Naturally, the main route to the goal is via the central cave, but there are four elevators and the ground area to worry about, too!
Have a spotter who focuses on the small elevator platform on each side, at the base entrance. If the enemies use this to reach the curved platform leading to the link gun junction tunnel, they can outfox you, so blast them as they arrive. Otherwise, train a patrol (either on the ground or walkway) to watch for enemies surviving the jog downhill who ignore the cave and just use the ground near the flak and miniguns. They can quickly turn and head for the goal (throwing the ball up and through) or step to either of the two rear elevators at the back of the base, and jog in from behind. If an elevator moves, have a rocket or two waiting for an enemy!
The air chutes are also relevant. Each base contains five, and the main one is inside a cave. This shoots you onto the rocket launcher on the walkway. Ignore the two on either side of the cave, suspended high in the air, unless you want to translocate into them and be shoved over and onto the side of the upper main walkway. If translocators are banned, you can enter the ground air chute in the base’s middle far area, in front of the goal. It pushes you back out and onto the rocket launcher on the walkway. The final chute is behind the goal, accessed via translocator, and it deposits you on the rocket launcher on the walkway (although usually you'll fly over that and into the chute exit from the cave). Chutes are a good way to clear large areas when the translocator isn't available.
Then there are the translocating areas to camp out at. Some are spectacular, but you can't teleport to the side buildings’ top as you'll be hit with depressurization damage and eventually explode. However, there are some classic spots to hunker down with a lightning gun, such as the floating air chute on either side of the cave entrance, near midfield. You can translocate into the chute (you'll be fired onto the middle of the walkway), but better yet, shoot yourself to the chute’s top! It's flat, and there's a commanding view of the entire base and midfield. Optionally run across the cables for another spot where you can see below you. Otherwise, translocate onto the sloped sides of the side buildings, above the link gun (and even the sloping arch above the lower arches) for another fine view. Lastly, try landing on the ledge next to the farthest air chute, overlooking the goal. This is a great sniping spot!
Note: Health packs are scarce in Colossus. Find two behind the goal near the shock rifle, and two more on the ground under the rocket launcher (plus two ammo). Five health vials are on each side from the launcher leading across a platform to the tunnel junction and link gun (with four ammo). Other than that, the far area of the base is health free!
Tip #1: Keep the goal well guarded by using the jump pad to land on the edge of the goal and patrol it. This way, you can stop the ball from entering the goal from anywhere above the goal (but not below it!).
Tip #2: When you've launched from a chute and are in mid-air, jump as you reach the top of your ascent and you'll rise even higher for a split second, enabling you to cover a little more distance, and control your fall more easily.
Midfield Machinations
The area between the walkway and the steps to the map’s middle is known as "midfield." This zone is the base’s gateway and has a central rocky outcrop with a lightning gun on it. This is the most helpful weapon on this map, allowing you to retreat and plug away at advancing foes, or stand your ground and wait for punks to come dashing over the central walkway. Translocate to the top or to one of the protruding rock sides where shock rifles await (go halfway up the steps, then turn left or right). From here, it's a quick dash up to the level’s center.
The outcrop affords a great view of the base for both attackers and defenders, and makes a great shooting and ambush point if you stand in the shadows near the middle rock wall behind the gun. Below it is a metal ground plate with two health packs. If you need sustenance, check here. If you're attacking, pick up the health and guard this area.
On either side of the health packs are entrances leading to a cave under the base’s beginning. This is a high-traffic area. Above the left entrance are shock and minigun ammo packs. Above the right are shock and lightning gun ammo packs. Through either entrance, you find yourself inside the cave with a 100 shield pack next to a jump pad. The pad is a great escape up to the walkway and the goal—but it's likely to be guarded. Have one or two of your team patrol this area to prevent enemies from taking the shield and running for the goal. Use the ground exit to mix up your attack; above this exit is ammo for assault, flak, and rocket weapons.
Games are won or lost in the midfield zone. Don't overstretch your team by chasing an opponent with a ball, only to find others waiting at the ball respawn point (a great tactic). Watch enemies when they enter your base (the foes must enter down the hill but then can dive into cover or a variety of locations detailed above), and watch out for foes dropping from the ball location. Patrol the walkway’s edge, inform your team when a foe is entering the cave, and grab the lightning or shock weapons. Also try hiding in the shadows of the rocky hill.
Tip #1: Underneath the base walkway is an underused prowling spot. Hide in the shadows and blast enemies as they run past. They're preoccupied with heading to the goal, meaning you can tag them with less danger.
Going Balls Out
The nastiest action takes place at the zone’s center. When the match begins, translocate and vault up to the sides of the main walkway. On one side (left or right depending on your team) is a small ledge with double damage. On the opposite side is a redeemer! Obviously, the team that grabs this first (and then counts down to the redeemer respawn and effectively patrols this location) will have the advantage. Don't necessarily head for the ball; lighting up the opposition with the redeemer or a lightning gun on DD is much more of a threat.
Bring your lightning gun (find two ammo packs on either side of the ball) and race to the ball in the walkway’s middle, taking the three adrenaline pills on either side as you go. Judge whether the two health packs are needed (usually these are great to go for if you're translocating from combat, so remember they are under the DD or redeemer ledge), and then sprint for the lower portions of the hill.
Infiltrating the enemy base has already been covered (head up the elevators to mix it up a bit, or dodge jump and translocate into the cave and up on the walkway, or keep hugging the ground). Consider having mates already positioned on the side platforms, on the walkway, or on the ground to throw the ball to—making it to the goal yourself is almost unheard of.
When you have the ball and you're punting it at the goal, launch it from just in front of the rocket launcher on the walkway (it's possible to dunk it in from here) or from the minigun ground plate. Another great lobbing spot is the curved upper ledge near the link gun and ammo; this is a much easier shot to take, too. Dunk it by using the jump pad and flying up and into the goal, by sneaking around the back elevators and dunking, or (most cunning of all) staying on the ground and shooting the ball straight up and through the goal. Get your teammates to stand in these preferred spots and lob the ball at them, and victory is almost assured!"