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BioMech Stage 4

Page history last edited by RyleyRA 4 years ago Saved with comment

BioMech Stage 4

 

The Stage 4 BioMech is the final, mature form of this creature, and it is the only form that will respond to Comms. As with all BioMechs, it will only appear in a mission if "Monsters" is not set to "None" in the Configuration, or if the "Infestation" scenario is selected.

 

At Stage 4, the BioMech once again seeks out asteroids to sustain itself. However, it's primary goal is to find another Stage 4 BioMech and reproduce. One of the two BioMechs will be destroyed, and a "litter" 5 of Stage 1 BioMechs will be born. The BioMech appears to take some time to decide to "mate", but it does not seem particularly hungry during this time. As such, the Stage 4 BioMech's Anti-Proton levels will never rise above 1.1.  (This is new to Artemis 2.5. It's possible the reproductive cycle of the BioMech may change in the future)

 

The Stage 4 BioMech is equipped with a large forward firing beam, which does double the normal damage and recharges every 5 seconds. It also carries two standard beams, one covering the arc to the left, and one covering the arc to the right. The side arcs to do not overlap, so there is an arc to the rear the Stage 4 BioMech cannot hit, and an arc to the front that can only be hit by the main beam. The side arcs do overlap the main beam to the right and left, however. This stage of BioMech is just as fast as the other stages, and its shields are at their most powerful.

 

As noted above, at this stage the BioMech is sentient, and will respond to hails from Comms. The response to hails will depend on if the BioMechs are enraged or not. Normally, a BioMech will appear in brown on the various consoles. However, if any BioMech has been attacked by the player ship all BioMechs will turn red, indicating that they are enraged. They will attack the player ships and all friendly bases or allied AI ships on sight. Note that attacks by bases or enemy ships will not turn the BioMechs enraged, although the individual attacked may fire back.

 

Two of the three "Scramble Signals" (which are equivalent to the standard taunts for enemy ships) will trigger a peaceful response from the Stage 4 BioMech hailed. After four such peaceful responses, all BioMechs will cease hostilities against the player ship and bases. One of the choices, however, will make the BioMech ignore the attempt, as it concludes our "lifeforms are not compatible". Scanning the BioMech for Intel will not give a hint as to which "Scramble Signal" will be ignored, so Comms will have to guess. Fortunately, Comms can simply select another option and repeat that choice four times once a successful response is received.

 

Unfortunately, if any BioMechs take any damage after the fourth Scramble Signal is sent, the BioMechs will immediately become enraged again. Typically, this is because a Skaraan in the sector has gotten involved in the fight, although a friendly Destroyer or Escort could be under attack as well. In the former case, you should either destroy the enemy ship or draw it away with a Taunt before sending the Scramble Signal. In the latter case, you will have to eliminate the attacking BioMech before you can calm the rest down. It goes without saying that your ship should be out of combat range as well.

 

If the BioMechs are not aggressive, all three "Scramble Signals" will trigger a neutral response and not change the BioMech behavior in any way. (This is new to Artemis 2.5. Previously, the "bad" taunt would trigger the BioMech to attack, while the good ones would stop a BioMech enraged by enemy ships. There may be further changes in this behavior in the future. For instance, Thom has suggested sending a "pulse" to calm the BioMechs, which would presumably be identified by the proper "taunt")

 

BioMechs do not respond to requests to surrender, even though the option is available.

 

Quick Stats
Forward Shields: 
550
Back Shields: 
550
Hull: 70
Beam damage:
2-30 depending on difficulty level (1-15 side beams)
Beam DPS: 
0.4 - 6.0 depending on difficulty level (0.16 - 2.5)
Max beam DPS:
11.0 in either dual-beam arc, at difficulty 11
Beam Range:
1200 (2200 for main beam, 2400 and 4400 at diff 11)
Top Speed:
1.8 - Warp 1 depending on difficulty
Maneuverability:
0.008 - 0.027 depending on difficulty
Beam Arcs (compared to TSN Battleship)

 

(Prior to Artemis 2.3, Beam damage for the Stage 4 Biomech was 2-10, with damage capped at difficulty 5. Max DPS was therefore 3.66 at all difficulties from 5 to 11. Biomechs were introduced in Artemis 2.0. The current level of damage is from Artemis 2.3)

 

 

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