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Post Changes to Assault Behemoth(+)
Now, I should be working purely on Olympus, but this has been raised, and I needed to get my head around some concepts for building items, so where better to test them?

So... The build is expensive, the brief to make an assault freighter that can't be horribly broken by everyone... hmm:

  • Albatross Aug removed, stats made inherent
  • Swoop Aura changed - beefed to be similar to UZ ship versions (timed buff)
  • Resists altered - main base weapon type resists+, other types lowered
  • Aug slots remain #3
  • Launcher upgraded to be able to fire 4 fighters or missiles
  • Plain version has sticky scoop that deals significant mauling damage, but cannot scoop drones
  • + version has a different sticky scoop
  • Inbuilt sticky item generator - new commodity factory BP in a Snaky Sun system: make a Colonial Marine Training Module, train your marines, combine them with a Bulldog Fighter to make your Assault Dropships!
  • Assault Dropships are a unique type for the Assault Behemoth - use them like missiles, they're designed to be specifically used against bases (i.e. they won't do you any good against anything else). I'm fairly certain they will be effective against bases, but will require testing.
  • Marines will assault bases and significantly reduce their defenses whilst on the rampage


17 XML / Balance sheets changed ;)


This will require testing, I'll see if I can get it shoved onto test, looking for volunteers to help me - preference given to those who actually have these ships.


Last edited by Aurora Ex Machina on Thu Sep 16, 2010 11:41 am, edited 1 time in total.

Thu Sep 16, 2010 11:37 am
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Team: Capitalists
Main: Jeff Bobbo
Level: 2048
Class: Gunner

Joined: Sat Dec 08, 2007 4:19 pm
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Post Re: Changes to Assault Behemoth(+)
Aurora Ex Machina wrote:
This will require testing, I'll see if I can get it shoved onto test, looking for volunteers to help me - preference given to those who actually have these ships.

I don't have the ship, but you mentioned missile related stuff, which is Gunner related stuff, which means I'M INTERESTED! =D

So yeah, if you didn't mind. :P

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Thu Sep 16, 2010 11:40 am
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Post Re: Changes to Assault Behemoth(+)
As the dropship seems to be a fighter, I'll volunteer for an FC P.O.V., though I do not have the ship either.

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JeffL wrote:
Not sure if the quality is really up to snuff, tbh.

JeffL wrote:
Maybe you guys are right. We can leave things how they are for now and get more feedback later.


Thu Sep 16, 2010 11:51 am
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Post Re: Changes to Assault Behemoth(+)
Someone in my team has a shm ass behe, what about them?

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Thu Sep 16, 2010 11:51 am
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Post Re: Changes to Assault Behemoth(+)
Demiser of D wrote:
Someone in my team has a shm ass behe, what about them?


I've a feeling they'll like the new aura then: item generator is size 1, and won't impact people who don't want to use it at all.


Thu Sep 16, 2010 11:56 am
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Post Re: Changes to Assault Behemoth(+)
sticky items are 0 size when equipped.

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Thu Sep 16, 2010 12:07 pm
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Post Re: Changes to Assault Behemoth(+)
SimonV2 wrote:
sticky items are 0 size when equipped.



Sticky item generators are not, since they're not an item that is equipped, they're an item that is used.

Next?


Thu Sep 16, 2010 12:20 pm
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Post Re: Changes to Assault Behemoth(+)
Aurora Ex Machina wrote:
SimonV2 wrote:
sticky items are 0 size when equipped.



Sticky item generators are not, since they're not an item that is equipped, they're an item that is used.

Next?

It needs a nerf. :P

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Javatech wrote:
Battlecruiser23 wrote:
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JeffL wrote:
Are you kidding me? Our C2 music is way better than that boring garbage you linked.


Thu Sep 16, 2010 12:46 pm
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Post Re: Changes to Assault Behemoth(+)
jeff mc beth wrote:
It needs a nerf. :P

I don't see what's wrong with fighters killing achilles bases in 25 seconds

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Thu Sep 16, 2010 12:48 pm
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Post Re: Changes to Assault Behemoth(+)
s_m_w wrote:
jeff mc beth wrote:
It needs a nerf. :P

I don't see what's wrong with fighters killing achilles bases in 25 seconds

And the half regen'd Adamanturized T20 kit! D:!

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Javatech wrote:
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JeffL wrote:
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Thu Sep 16, 2010 12:50 pm
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Post Re: Changes to Assault Behemoth(+)
I have the plus version just give me a time when to be on test.

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Thu Sep 16, 2010 1:00 pm
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Post Re: Changes to Assault Behemoth(+)
Three things learnt from the feedback:

1) The AI seems to ignore a huge recoil on the weapon; tracking the reason down now: it is either the RoF cap issue that we've had with drones, or missiles work differently to normal AI.

2) Remember, if they're under fire, they don't get to live long enough to have free shots

3) Need a <stack> limiter on # parasites, I'll ask HAL for one!


Thu Sep 16, 2010 1:03 pm
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Post Re: Changes to Assault Behemoth(+)
Aurora Ex Machina wrote:
3) Need a <stack> limiter on # parasites, I'll ask HAL for one!

I only ever saw 5 on the base... But you know, was a rather quick experience.

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Javatech wrote:
Battlecruiser23 wrote:
I am a Troll, ignore everything I say.

JeffL wrote:
Are you kidding me? Our C2 music is way better than that boring garbage you linked.


Thu Sep 16, 2010 1:14 pm
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Post Re: Changes to Assault Behemoth(+)
jeff mc beth wrote:
I only ever saw 5 on the base... But you know, was a rather quick experience.



The parasites themselves are in line with the core drain / dump ones already on live, so really shouldn't have killed off 7 million shields that quickly; especially with an Achilles exterminator present.


Working on it now.


[edit]
Aura debuff stacking error - ty, fix incoming :)


Thu Sep 16, 2010 1:18 pm
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Post Re: Changes to Assault Behemoth(+)
Aurora Ex Machina wrote:
SimonV2 wrote:
sticky items are 0 size when equipped.



Sticky item generators are not, since they're not an item that is equipped, they're an item that is used.

Next?


if its an item gen like lion maul generator then it is equipped and 0 size, if its a factory, say like the engineer energy tweak factory, then it isnt equipped and i dont see how it can be sticky. if it isnt equipped then how do you keep it on the ship?

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Thu Sep 16, 2010 1:48 pm
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