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Team: Eminence Front
Main: yugioh
Level: 1854
Class: Fleet Commander

Joined: Mon Aug 22, 2005 8:17 am
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Post Re: Changes to Assault Behemoth(+)
Last patch cut the weapon slots in half, down to 2 now. Please say that was a bug? :?

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Fri Oct 15, 2010 2:38 pm
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Team: Aidelon
Main: goldstar-stations
Level: 2020
Class: Engineer

Joined: Sun Nov 13, 2005 12:54 pm
Post Re: Changes to Assault Behemoth(+)
Aurora Ex Machina wrote:
rand4505 wrote:

It only took a year of bitching about it to get it fixed Goldy, that is a vast improvement in dev response.



Just for the record, I've not been here a year.


Anyhow, I'm glad people are happy with it :)


we built our behes in january or febuary and its october. it took a wile.. :P

But yes it is a very satisfying fix. very well done..but the weapon slot change worries me.. that intentional?

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Fri Oct 15, 2010 3:26 pm
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Post Re: Changes to Assault Behemoth(+)
It was intentional, to gauge reaction.

I'd prefer it if this ship was slightly unfriendly to Zerkers, and four weapon slots makes it very desirable.

Three slots a fair compromise? The ship in ShM hands is already very, very good.


Fri Oct 15, 2010 5:28 pm
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Team: Eminence Front
Main: yugioh
Level: 1854
Class: Fleet Commander

Joined: Mon Aug 22, 2005 8:17 am
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Post Re: Changes to Assault Behemoth(+)
Aurora Ex Machina wrote:
It was intentional, to gauge reaction.

I'd prefer it if this ship was slightly unfriendly to Zerkers, and four weapon slots makes it very desirable.

Three slots a fair compromise? The ship in ShM hands is already very, very good.


I doubt any zerk would ever want to surrender the HF skill bonuses, but w/e. Three would be fine with me, ShMs only really need two (wand + RR), other slots are just bonuses. I used a greminvoker in one, gigantic cata in the other before this.

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Fri Oct 15, 2010 5:54 pm
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Team: Strawberry Pancakes
Main: Hooch Dealer
Level: 2763
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Post Re: Changes to Assault Behemoth(+)
3 slots is a fine compromise. And Goldy we built them over 4 unis ago :P

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Fri Oct 15, 2010 9:39 pm
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Post Re: Changes to Assault Behemoth(+)
Done, three slots is now fixed.


Fri Oct 15, 2010 9:43 pm
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Team: Aidelon
Main: Diabolus
Level: 1941
Class: Berserker

Joined: Wed Feb 13, 2008 9:25 am
Location: Netherlands, Europe, Earth, Sol, Milky way, Universe, Admins computer
Post Re: Changes to Assault Behemoth(+)
Normal dropships too, instead of only assault dropships? :D

Bleh, PMed you that already, forgot. O well, cba to change.

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Sat Oct 16, 2010 10:47 am
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Post Re: Changes to Assault Behemoth(+)
basebot wrote:
Normal dropships too, instead of only assault dropships? :D

Bleh, PMed you that already, forgot. O well, cba to change.



The assault behemoth has a pretty damn spanky launcher - both fighters & missiles. So... If you don't want to use PvB fighters, well.. use all the other ones available? Or missiles? Or a combination?


Sun Oct 17, 2010 5:03 pm
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Team: Aidelon
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Post Re: Changes to Assault Behemoth(+)
Yeah, I was already planning on that, just would seem cool to have :)

Assaults for both big player targets and bases ;)
And if it was to be broken, they could be a higher tier :P

O well. Thanks for the reply! :D

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Mon Oct 18, 2010 1:07 am
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Team: Eminence Front
Main: yugioh
Level: 1854
Class: Fleet Commander

Joined: Mon Aug 22, 2005 8:17 am
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Post Re: Changes to Assault Behemoth(+)
It's still 2 weapon slots after the latest patch. Was this forgotten, or is there a reason it wasn't changed to 3?

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Sun Oct 31, 2010 7:50 pm
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Team: Zephyr
Main: KILL EM ALL 2
Level: 2223
Class: Berserker

Joined: Mon Apr 10, 2006 2:04 am
Post Re: Changes to Assault Behemoth(+)
wow nice work on the fix to ass behe, but since were on the topic of old crap ships that need rebalanced *cough* kikale mzungu frigate *cough*

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Mon Nov 01, 2010 2:57 pm
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Post Re: Changes to Assault Behemoth(+)
ross.c wrote:
wow nice work on the fix to ass behe, but since were on the topic of old crap ships that need rebalanced *cough* kikale mzungu frigate *cough*



Make me a suggestion in the right forums, I'll look at it - it worked for this ship, and Halloween, I do actually read the suggestion forums & pull out the good stuff.



As for the weapon slots - yes, it got lost in the work-load. Looking at the ship, I think that either the aura or slots need a slight nerf: which do you prefer? (Given the two slots is live)


Mon Nov 01, 2010 7:56 pm
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Team: Strawberry Pancakes
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Post Re: Changes to Assault Behemoth(+)
I am fine with the 2 slots, its a shmky after all.

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Mon Nov 01, 2010 8:00 pm
Profile YIM
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Team: Eminence Front
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Joined: Mon Aug 22, 2005 8:17 am
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Post Re: Changes to Assault Behemoth(+)
Same, I'd rather make do with two weapon slots than get an aura nerf. ShMs don't really need more than two, it's just nice to have.

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Mon Nov 01, 2010 8:29 pm
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Post Re: Changes to Assault Behemoth(+)
Well, I did think the aura was too good, and you've both proved it ;)


However: unless there's a huge issue with the ship, I won't cut the aura down.


Mon Nov 01, 2010 8:49 pm
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