Behemoth cost 3k metal does 150 dps 3750 hp is stationary warlord cost 4k metal 450 dps 12000 hp is mobile something is very wrong here XD
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oh and behemoth cost 50 E
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Warlord is pretty beastly but I've never thought of them as imbalanced in the metagame. Being confined to sea is a big limit and it's harder to fully support (against subs, air and raiders) than the behemoth. Generally, between good opponents sea is very heavily contested and building a warlord is difficult. At most it's slightly underpriced. The problem I see is that the behemoth is currently quite terrible. Choosing between an Annihilator (2200 metal), a doomsday machine (1800 metal) and a Behemoth (3000 metal) is easy. You'd normally only build these in an existing porc and behemoth clearly offers the worst value in this situation. Behemoths generally seem redundant and indeed I very rarely see them built. Would anyone really miss it if it was removed? I liked when behemoth could only be built on geo spots. In my opinion it should go back to requiring geo spots, get either a longer range or more HP, remove the energy requirement and maybe even get something else useful like a shield.
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Behemoth can be build on land and warlord only on sea? What is the problem? I see no problem, state your argument better! Whatsoever, I fully, totally and utmostly agree with crayfish that behemoth should be upgradable weapon for geoplant.
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Behemoth should be removed. There has never been a need for it, no reason for it to be left there. I'd like to see DDM replace it, it's pretty much useless too, just needs a little buff and voilà!
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Behemoth is useless atm because its costing way too much for its strenght. It cant even bring down a shield in a reasonable time. Sea should be more cost efficient but this is just too much. The warlord should beat behemoth in m/performance but now even if you make 3 behemoths (9k metal) the warlord (4k metal) will win....and warlord is mobile too. Not to mention you have to power the behemoth. Even if its dps and hp was doubled the warlord would still be more cost eficient.... Not saying warlord is too cheap but behemoth really needs a buff to make it usefull.
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Agree. 90% of behe that we saw are behe built in geospots on sennamap to secure wide front. Make him as powerful as warlord and buildable only on geo spots or reduce his cost and requirement of energy grid.
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(I mean Behe is crappy in most mods and games)
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Behemoth simply has the wrong role. A long-range artillery piece like that should not be low trajectory and have AoE. If you want to have a long ranged static artillery structure, its role should be to clear out enemy defensive emplacements and, at best, stop the enemy from bombarding you with his own artillery. It should -not- be a triple riot cannon for pummeling encroaching armies. It should be a weapon to give you some distance between your defensive line and the enemies, a role currently filled only by defenders and mobile artillery. A high trajectory prescision static artillery with no AoE would fit the game much better. As a result of its overbroad role, the behemoth has been nerfed into obsolescence.
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Behemoth is weak and expensive.must be surround by many unlike warlord which hopefully have heavier armor, less chance to fail to air. One word, behemoth have very limited usage and rarely seen in game.
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You know, if we scrap it, its current Gesture-position could be used for Starlight and the upper right menu would be free to use for terrforming. Can I? Can I? Plox?
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Behemoth has been Owl'd while Battleship is to some extent balanced as something Sea can do to help land.
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Sure skasi, there is some technical bug preenting us from using terraform in gesture though
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Pity to see it scrapped altogether. It was nice as a geo-spot curiosity. Not much use as it is though. Maybe a geo-behemoth will be back someday.
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Or how about a geo-spot behemoth as a long range, very high trajectory, inaccurate napalm cannon? Long ranged (maybe 35-45% of big bertha range), projectiles similar to a firewalker's and buildable only on geos. I think it would fill a niche. Wouldn't penetrate shields but could be used as a base defense to indiscriminately lay down napalm in the general area of your opponent's attack route. I think this would work well if it fired say 6 projectiles in quick sequence which take several seconds to land and spread randomly over a large area, with a long reload time. It would be almost useless for hitting mobile targets but could be used with manual attack manually to set an area of battlefield on fire in anticipation of an enemy rush or even to maintain an intermittent fire on repeat manual attack. I suppose it has similarities to the napalm missile but it wouldn't be quite the same. It would also be devastating if built within range of an unshielded base, but limiting it to geo spots would make this a fairly rare event.
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There's already the missile silo if you quickly need napalm anywhere near, or just put a Firewalker on a little hill - I don't think the difference is that big as to say it's "not quite the same", Crayfish. It's a great building in that it merges a variety of unique abilities into a single unit, thus adding tactical and strategic value while removing clutter without creating a real niche. For dedicated long range defense there's still the Annihilator and for height-bonus (plasma weapon) there's still the, albeit a little underused, DDM.
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I still think it would be fun, but I agree not vital when there are already napalm missiles. They are different though - napalm missiles are precision and breach shields, my suggestion is a saturation bombing tool almost useless against shields. As for DDMs, I think that they have too high power requirements. 50 is fine for the Anni but 30 (one fusion) would be better for the DDM. By the time you've spent 2000 metal on two fusions, the 400 m cost between DDM and anni is negligible and anni is far more useful imo.
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Napalm missile doesn't breach shields. It does 150 damage on impact which is minuscule compared to 3500 shield charge.
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Napalm missile fire does though! Firewalker projectile fire only barely. I think?
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if behemoth is going to stay the same its stats needs to be buffed dramatically. It should be as strong as a warlord but immobile.
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