Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
-Attack increased by 10%
-New Technology [Heavy Target]: Decrease range by 10, when switching target, lock-on priority is given to the unit with the highest HP in range.
-[Extended range Steel Ball] is removed from the game.
Heavy target + range up is very good, yes.
They are expensive to get started but if you can get some to level 3 it can be tough to deal with.
I'd be curious to see where the meta settles in a couple weeks with steel balls.
and steel balls are intended to counter giants anyway so ya shouldn't let them that close. its not like there's a melee giant.
Wait, does a shield bubble actually influence targetting of this new ability? If the range is measured up to the actual unit, ignoring shields, Fortress is fine.
Maybe we could have some sort of decoy ability for the fang and wasps that draw aggro