Post new topic Reply to topic  [ 88 posts ]  Go to page 1, 2, 3, 4, 5, 6  Next
Author Message
User avatar

Joined: Mon Jul 19, 2010 1:43 pm
Posts: 1352
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
Profile
User avatar
Team: Deep Space Federation
Rank: Officer
Main: Jeff Bobbo
Level: 2700

Joined: Sat Dec 08, 2007 4:19 pm
Posts: 5138
Location: Not where you are right now
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

_________________
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 11:40 am
Profile WWW
User avatar
Team: Eminence Front
Rank: Soldier
Main: The Crazy Game Master
Level: 3240

Joined: Wed Feb 11, 2009 3:15 am
Posts: 3652
Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1
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.

_________________
Star Sonata is not ready for a release on Steam. See this topic for what we think should be done about it.
viewtopic.php?f=107&t=59132


Thu Sep 16, 2010 11:51 am
Profile
User avatar
Main: Demiser of D
Level: 4

Joined: Tue Jun 07, 2005 6:46 pm
Posts: 5424
Location: Listening to Fire On High, best song ever.
Post Re: Changes to Assault Behemoth(+)
Someone in my team has a shm ass behe, what about them?

_________________
JeffL wrote:
That's it. I quit!


Battlecruiser23 wrote:
Fuck you, Cygnus.


Thu Sep 16, 2010 11:51 am
Profile
User avatar

Joined: Mon Jul 19, 2010 1:43 pm
Posts: 1352
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
Profile
User avatar
Team: Seele Piraten
Rank: Peon
Main: Si's_Yes_Man
Level: 2275

Joined: Tue Apr 05, 2005 7:27 pm
Posts: 2846
Post Re: Changes to Assault Behemoth(+)
sticky items are 0 size when equipped.

_________________
Image
My User Page
Join SS!


Thu Sep 16, 2010 12:07 pm
Profile
User avatar

Joined: Mon Jul 19, 2010 1:43 pm
Posts: 1352
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
Profile
User avatar
Team: Deep Space Federation
Rank: Officer
Main: Jeff Bobbo
Level: 2700

Joined: Sat Dec 08, 2007 4:19 pm
Posts: 5138
Location: Not where you are right now
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

_________________
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 12:46 pm
Profile WWW
Content Dev
Main: s_m_w
Level: 1512

Joined: Mon May 17, 2010 11:18 am
Posts: 604
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

_________________
Space Dragons! In Space!

Get the Beta Client here and test new features and changes on the test server


Thu Sep 16, 2010 12:48 pm
Profile
User avatar
Team: Deep Space Federation
Rank: Officer
Main: Jeff Bobbo
Level: 2700

Joined: Sat Dec 08, 2007 4:19 pm
Posts: 5138
Location: Not where you are right now
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:!

_________________
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 12:50 pm
Profile WWW
User avatar
Team: Aidelon
Rank: Operator
Main: Hooch Dealer
Level: 4338

Joined: Sun Aug 07, 2005 2:20 pm
Posts: 1353
Location: Who is John Galt?
Post Re: Changes to Assault Behemoth(+)
I have the plus version just give me a time when to be on test.

_________________
3 Basic types of players(quitters, losers, and winners) Choose your own fate.

http://www.gbtv.com
http://www.theblaze.com


Thu Sep 16, 2010 1:00 pm
Profile YIM
User avatar

Joined: Mon Jul 19, 2010 1:43 pm
Posts: 1352
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
Profile
User avatar
Team: Deep Space Federation
Rank: Officer
Main: Jeff Bobbo
Level: 2700

Joined: Sat Dec 08, 2007 4:19 pm
Posts: 5138
Location: Not where you are right now
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.

_________________
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
Profile WWW
User avatar

Joined: Mon Jul 19, 2010 1:43 pm
Posts: 1352
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
Profile
User avatar
Team: Seele Piraten
Rank: Peon
Main: Si's_Yes_Man
Level: 2275

Joined: Tue Apr 05, 2005 7:27 pm
Posts: 2846
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?

_________________
Image
My User Page
Join SS!


Thu Sep 16, 2010 1:48 pm
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 88 posts ]  Go to page 1, 2, 3, 4, 5, 6  Next


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © phpBB Group.