Difference between revisions of "Behemoth"
m (→Variant G - "Grounded") |
m (Grammar corrections, minor edits to D and E descriptions) |
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<li>1 [[PDS]] | <li>1 [[PDS]] | ||
<li>6 [[HS]] | <li>6 [[HS]] | ||
− | <li> | + | <li>3 [[free tons]] |
<li>15.5t [[Armor]] | <li>15.5t [[Armor]] | ||
</ul> | </ul> | ||
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===Prime=== | ===Prime=== | ||
− | The Prime variant of the Behemoth is a potent long-range fire support vehicle housing four [[LRM|Long Range Missiles 5]] with a combined splash damage of 1740 for a devastating blow or chainfired for a constant screen shake. Coupled with a good Tagger the Prime can almost spew a continuous stream of missiles. Its main guns are two [[HVAC10|Hyper-Velocity AutoCannons10]] which each Fires a single high explosive projectile causing intensive screenshake and splash damage. Lastly for close defense three [[SRM|Short-Range Missiles2]] that are relatively fast and travel in a straight line. Six [[Free tons|Extra Tons of Ammo]], Zero [[HS]] as extras aren't required, [[EOptics]] to size up the battle and | + | The Prime variant of the Behemoth is a potent long-range fire support vehicle housing four [[LRM|Long Range Missiles 5]] with a combined splash damage of 1740 for a devastating blow or chainfired for a constant screen shake. Coupled with a good Tagger the Prime can almost spew a continuous stream of missiles. Its main guns are two [[HVAC10|Hyper-Velocity AutoCannons10]] which each Fires a single high explosive projectile causing intensive [[screenshake]] and splash damage. Lastly for close defense three [[SRM|Short-Range Missiles2]] that are relatively fast and travel in a straight line. Six [[Free tons|Extra Tons of Ammo]], Zero [[HS]] as extras aren't required, [[EOptics]] to size up the battle and two [[AutoFlamer|AutoFlamers]] & one [[PDS]] for self defense. |
===Variant A - ''"Apocalypse"''=== | ===Variant A - ''"Apocalypse"''=== | ||
− | The A is a mid to close range fighter. Contained in its main guns are Two [[UAC10|Ultra AutoCannon10]] that shoot bursts of two Heavy Kinetic projectiles with high damage and impressive DPS. Just beware of the [[jam]] Duration as it lasts 8 seconds. When the battle reaches | + | The A is a mid to close range fighter. Contained in its main guns are Two [[UAC10|Ultra AutoCannon10]] that shoot bursts of two Heavy Kinetic projectiles with high damage and impressive DPS. Just beware of the [[jam]] Duration as it lasts 8 seconds. When the battle reaches 350m, two [[SSRM6|Streak SRMs6]] and two [[SSRM2|Streak SRMs2]] come to bear with their lock-on capabilities and combined devastating fire power while one [[PDS]] provides auto backup. Six [[Free tons|Tons of Ammo]] to divide up, five [[HS]] hold heat in check & [[EOptics]] to survey the battlefield. |
===Variant B=== | ===Variant B=== | ||
− | The B | + | The B's Four [[RAC2|Rotary AutoCannon2]] makes this unit a high caliber Gatling gun. Ideal for ripping Aero wings, downing VTOLs or shredding armor off from its owner. The enormous firepower of the Three [[MRM10|Medium Range Missiles10]] will devastate anything that crosses the 675m line. [[EOptics]] help aim the RACs and Eight [[Free tons|Tons of Ammo]] will allow you stay in the field for a good bit of time. Six [[HS]] for heat control and for Auto Protection Two [[AutoFlamer]]s & One [[PDS]]. |
===Variant C=== | ===Variant C=== | ||
− | The C is a hard hitting long range unit with its main guns containing Two [[ERPPC|Extended Range Particle Projection Cannons]] | + | The C is a hard hitting long range unit with its main guns containing Two [[ERPPC|Extended Range Particle Projection Cannons]], dishing out heavy [[screenshake]] at the cost of heat. Three [[UAC5|Ultra AutoCannons5]] provide high DPS along with bonus kinetic damage to air units. Two [[LRM5|Long Range Missiles5]] help locate and soften up incoming attackers. Three [[Free tons]] to feed the UAC5s, Six [[HS]] to help keep things cool, Auto Protection provided by Two [[AutoFlamer]]s & One [[PDS]]. To zoom in on your targets [[EOptics]]. |
===Variant D=== | ===Variant D=== | ||
− | The D houses [[GECM|Guardian Electronic Countermeasures]] to | + | The D houses [[GECM|Guardian Electronic Countermeasures]] to help close the distance with its slow speed and relatively short ranged weapons. Dual [[LBX10|Lubalin Ballistics-X AutoCannon 10s]] rip apart tanks along with devastating dual [[HPPC|Heavy Particle Projection Cannons]]. Two [[Free tons]] for the LBX10s and Eight [[HS]] help control the the heat of the HPPCs for one Alpha Strike, after which they must be Chainfired. [[EOptics]] to insure your aim is right on. Auto Protection provided by Two [[AutoFlamer]]s & One [[PDS]]. |
===Variant E - ''"Sheila"''=== | ===Variant E - ''"Sheila"''=== | ||
− | The E can be a bit of a | + | The E can be a bit of a challenge to master. Housing Six [[TBolt5|Thunderbolt5s]] which lock on out to 750m but can travel almost 2000m. The effectiveness increases with a [[TAG|Tagger]]. The main gun is the [[Thumper|Thumper Indirect Artillery Piece]] which can travel across the map to deliver enormous damage. Its shells arc while in flight, so learning to account for projectile drop is a must. Finally Three [[ML|Medium Lasers]] for enemies that break the 500m mark. [[GECM]] to help mask your position, [[EOptics]] to help select your targets, Three [[Free tons]] and Seven [[HS]] will more than handle the heatload. Auto Protection provided by Two [[AutoFlamer]]s & One [[PDS]]. |
===Variant F=== | ===Variant F=== | ||
− | The F is an extreme long range unit providing the cover of [[AECM|Angel ECM]] for its teammates. Two [[HVAC5|Hyper-Velocity AutoCannons 5]] are its main guns reaching out to 1300m. Two [[ELRM20|Extended Long Range Missiles 20]] can travel out to 1870m while raining terror on your foe, while | + | The F is an extreme long range unit providing the cover of [[AECM|Angel ECM]] for its teammates. Two [[HVAC5|Hyper-Velocity AutoCannons 5]] are its main guns reaching out to 1300m. Two [[ELRM20|Extended Long Range Missiles 20]] can travel out to 1870m while raining terror on your foe, while your own dual [[LAMS]] protects you from incoming missiles. Six [[Free tons]] to divide up as you see fit. [[EOptics]] to keep your eyes on target. Auto Protection provided by Two [[AutoFlamer]]s & One [[PDS]]. |
===Variant G - ''"Grounded"''=== | ===Variant G - ''"Grounded"''=== | ||
− | The G | + | The G can be considered one of the hardest hitting units out to 800m as its main gun holds the mighty [[iHGauss|Improved Heavy Gauss Rifle]]. Three [[ERLL|Extended Range Lasers]] match the same range and pack a punch along with some heat. [[BHP|Beagle Active Probe]] is installed to help flush out targets along with [[EOptics]] so stay focused and make each shot count. Six [[Free tons]] of Ammo and an added Three [[SRM2]] for close self defense, plus Three [[HS]] which can handle a Alpha Strike with ease. Auto Protection provided by Two [[AutoFlamer|AutoFlamers]] & One [[PDS]]. |
===Pro Tip:=== | ===Pro Tip:=== |
Revision as of 05:20, 4 February 2023
Behemoth | ||
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Class: | Tank | |
Faction | Inner Sphere | |
Ticket cost: | 12 upon destruction | |
Tier: | 13 | |
Tonnage: | 100 tons | |
Speed: |
34 km/h (36 km/h with boost) | |
Turret rotation: | 360° | |
Turret pitch: | -9° to +55° | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 116 100 CBills Total armor: 66 380 Engine: I.C.E. GM 285 HeavyLoad with PowerBoost |
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A: Price: 116 800 CBills Total armor: 66 380 Engine: I.C.E. GM 285 HeavyLoad with PowerBoost |
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B: Price: 111 300 CBills Total armor: 66 380 Engine: I.C.E. GM 285 HeavyLoad with PowerBoost |
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C: Price: 109 800 CBills Total armor: 66 380 Engine: I.C.E. GM 285 HeavyLoad with PowerBoost |
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D: Price: 117 500 CBills Total armor: 62 700 Engine: I.C.E. GM 285 HeavyLoad with PowerBoost |
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E: Price: 140 900 CBills Total armor: 66 380 Engine: I.C.E. GM 285 HeavyLoad with PowerBoost |
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F: Price: 114 700 CBills Total armor: 62 700 Engine: I.C.E. GM 285 HeavyLoad with PowerBoost |
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G: Price: 125 200 CBills Total armor: 66 380 Engine: I.C.E. GM 285 HeavyLoad with PowerBoost |
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Armor Points Distribution | ||
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All stats current as of release 0.15.3
Contents
Roles and Gameplay Hints
Prime
The Prime variant of the Behemoth is a potent long-range fire support vehicle housing four Long Range Missiles 5 with a combined splash damage of 1740 for a devastating blow or chainfired for a constant screen shake. Coupled with a good Tagger the Prime can almost spew a continuous stream of missiles. Its main guns are two Hyper-Velocity AutoCannons10 which each Fires a single high explosive projectile causing intensive screenshake and splash damage. Lastly for close defense three Short-Range Missiles2 that are relatively fast and travel in a straight line. Six Extra Tons of Ammo, Zero HS as extras aren't required, EOptics to size up the battle and two AutoFlamers & one PDS for self defense.
Variant A - "Apocalypse"
The A is a mid to close range fighter. Contained in its main guns are Two Ultra AutoCannon10 that shoot bursts of two Heavy Kinetic projectiles with high damage and impressive DPS. Just beware of the jam Duration as it lasts 8 seconds. When the battle reaches 350m, two Streak SRMs6 and two Streak SRMs2 come to bear with their lock-on capabilities and combined devastating fire power while one PDS provides auto backup. Six Tons of Ammo to divide up, five HS hold heat in check & EOptics to survey the battlefield.
Variant B
The B's Four Rotary AutoCannon2 makes this unit a high caliber Gatling gun. Ideal for ripping Aero wings, downing VTOLs or shredding armor off from its owner. The enormous firepower of the Three Medium Range Missiles10 will devastate anything that crosses the 675m line. EOptics help aim the RACs and Eight Tons of Ammo will allow you stay in the field for a good bit of time. Six HS for heat control and for Auto Protection Two AutoFlamers & One PDS.
Variant C
The C is a hard hitting long range unit with its main guns containing Two Extended Range Particle Projection Cannons, dishing out heavy screenshake at the cost of heat. Three Ultra AutoCannons5 provide high DPS along with bonus kinetic damage to air units. Two Long Range Missiles5 help locate and soften up incoming attackers. Three Free tons to feed the UAC5s, Six HS to help keep things cool, Auto Protection provided by Two AutoFlamers & One PDS. To zoom in on your targets EOptics.
Variant D
The D houses Guardian Electronic Countermeasures to help close the distance with its slow speed and relatively short ranged weapons. Dual Lubalin Ballistics-X AutoCannon 10s rip apart tanks along with devastating dual Heavy Particle Projection Cannons. Two Free tons for the LBX10s and Eight HS help control the the heat of the HPPCs for one Alpha Strike, after which they must be Chainfired. EOptics to insure your aim is right on. Auto Protection provided by Two AutoFlamers & One PDS.
Variant E - "Sheila"
The E can be a bit of a challenge to master. Housing Six Thunderbolt5s which lock on out to 750m but can travel almost 2000m. The effectiveness increases with a Tagger. The main gun is the Thumper Indirect Artillery Piece which can travel across the map to deliver enormous damage. Its shells arc while in flight, so learning to account for projectile drop is a must. Finally Three Medium Lasers for enemies that break the 500m mark. GECM to help mask your position, EOptics to help select your targets, Three Free tons and Seven HS will more than handle the heatload. Auto Protection provided by Two AutoFlamers & One PDS.
Variant F
The F is an extreme long range unit providing the cover of Angel ECM for its teammates. Two Hyper-Velocity AutoCannons 5 are its main guns reaching out to 1300m. Two Extended Long Range Missiles 20 can travel out to 1870m while raining terror on your foe, while your own dual LAMS protects you from incoming missiles. Six Free tons to divide up as you see fit. EOptics to keep your eyes on target. Auto Protection provided by Two AutoFlamers & One PDS.
Variant G - "Grounded"
The G can be considered one of the hardest hitting units out to 800m as its main gun holds the mighty Improved Heavy Gauss Rifle. Three Extended Range Lasers match the same range and pack a punch along with some heat. Beagle Active Probe is installed to help flush out targets along with EOptics so stay focused and make each shot count. Six Free tons of Ammo and an added Three SRM2 for close self defense, plus Three HS which can handle a Alpha Strike with ease. Auto Protection provided by Two AutoFlamers & One PDS.
Pro Tip:
As with most Tanks, Turret Pitch & the angle of the vehicle relative to level ground plays a major role in your ability for a clean shot of your enemy. Terrain awareness and positioning is a talent that needs to be developed and become second nature, to be proficient in its operation.
Canon
In 2947, Aldis Industries (soon to be the producer of the Demolisher and the Schrek), received a commission to produce a super-heavy tank for House Davion. Their assignment was to forego maneuverability and speed in the interests of heavy armor and massive firepower. Five years later, Aldis released the 100-ton Behemoth Heavy Tank. Many studies had shown that a tank’s main weakness was its inability to deal with superior numbers of smaller units, such as infantry or scout vehicles. Another study showed that a main battle tank must have at least one very powerful weapon to be able to stand up against even the lightest ’Mech. The Behemoth's design resolved both of these problems. With two of the heaviest cannon available and numerous smaller weapons, the Behemoth is a match for almost any combat situation. Although the original design concept called for a staggering twenty-one tons of armor, only thirteen were used to provide more weight for weaponry. Though not as thick as originally planned, the protection is more than adequate against most threats.
Date Introduced 2952 during the Era known as "Late Succession War" - LosTech (2901 - 3019) - Unit Role: Juggernaut