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White Light/White Heat

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About White Light/White Heat

  • Birthday 06/13/1991

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    TheManingrey
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    White Light/White Heat

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Bag of Peanuts

Bag of Peanuts (1/11)

  1. I wouldn't mind joining team ACU, but if such an opening were available, I can't really join at least until next week. I'm incredibly busy right now.
  2. So, instead of doing some homework, I decided to test how various factors affect fire speed in AC5. Because writing a 12 page essay on Dark Souls is soooo boring. Anyway, I tested how fast various weapons of popular weapon classes with several different legs and arms ran out of ammo. Since I'm no longer a member of a team, I was unable to buy any new weaponry, so the options I had for testing were slightly limited, and the only stock weapons I was able to use were ones that came with the EBgames preorder package. That said, I think I got some pretty informative results. Keep in mind, all parts are stock with no modifications. Here's the base AC I used: Head: UHD-10/I Arthur Core: UCR-10/A FCS: KV-1T2/Otkryt Generator: Sonne GNE530 Booster: KT-2R3/Dafeng Recon Unit: URD-36/ER For the legs units I tested, I picked ULG-09/L because it has the lowest stability in the game, ULG-21 because it's a fairly popular set of legs, and also my preferred set, and KTN-2N3/Putuo because it has the highest stability in the game, and is probably the most popular set of legs in the game. For arms, I used the Ilmenau AM28 arms because they have some of the higher stability in the game, and just happen to be the standard arms I use for most builds. I also used the KT-1S/Amur arms because they have the lowest stability in the game. Anyway, here are the results for various weapons, less time means higher firing rate, obviously. Keep in mind that there is a margin of error here, but it shouldn't be more than 1 second. KO-5K3/Zlatko (Sniper Rifle) with Ilmenau AM28 arms ULG-09/L: 62s ULG-21:61s KTN-2N3/Putuo: 56s KO-2H6/Strekoza (Battle Rifle) with Ilmenau AM28 arms ULG-09/L: 47s ULG-21: 44.5s KTN-2N3/Putuo: 40s USG-23/H (Gatling Gun) with Ilmenau AM28 arms ULG-09/L: 67.5s ULG-21: 67.5s KTN-2N3/Putuo: 67s USG-23/H (Gatling Gun) with KT-1S/Amur arms ULG-09/L: 106.5s ULG-21: 104.5s KTN-2N3/Putuo: 94s KO-3K2 (Shotgun) with Illmenau AM28 arms ULG-09/L: 39.5s ULG-21: 37.5s KTN-2N3/Putuo: 31s KO-3K2 (Shotgun) with KT-1S/Amur arms ULG-09/L: 73.5s ULG-21: 71s KTN-2N3/Putuo: 59s KTO-3T3 (Pulse Gun) with Ilmenau AM28 arms ULG-09/L: 30.5s ULG-21: 30.5s KTN-2N3/Putuo: 30.5s KTO-3T3 (Pulse Gun) with KT-1S/Amur arms ULG-09/L: 56.5 ULG-21: 56.5 KTN-2N3/Putuo: 56.5 LR-81 Karasawa with Ilmenau AM28arms ULG-09/L: 10.5s ULG-21: 10.5s Putuo: 10.5s Conclusion: Although the firing stability of your leg unit does affect the firing rate of some weapons, it does not affect all weapons, and the effects themselves vary. This seems to depend on the weapon's base fire rate and impact force, but I can't confirm for sure. Furthermore, energy weapons are not affected by leg stability at all, or if they are, it is entirely inconsequential. The arm unit used had a much larger impact on the fire of any weapon used, regardless of weapon type, and the results seemed to be much more consistent than the impact of the leg units used. Additionally, it appeared that weapons fired using the arm unit with higher firing stability also exhibited a much more consistent and accurate spread, although this is entirely through visual observation. For what it's worth, if you're going to be using USG-23/H gatlings, then forcing yourself to use heavy reverse joint legs is overkill and pointless, since the actual impact of the legs' stability on the fire rate is utterly inconsequential. That said, other weapons do exhibit more pronounced effects. This is extremely noticeable on the KO-3K2 shotgun, which had an exceptionally high increase in fire rate. Additionally, if you focus on the use of energy weaponry, your leg choice is unimportant concerning fire rate, since the effects are miniscule or nonexistent. Essentially, Putuo and heavy reverse joints in general are far more common than they should be for any reason. Finally, as for arm choice, higher fire stability is always worth it, both for the increase in accuracy and increase in fire rate.
  3. I don't believe the problem is with the mentality, but rather with the fact that the game itself is in need of some desperate rebalancing, and Namco Bandai has absolutely no interest in actually taking the responsibility to do so.
  4. Then there should be a subforum for this that can be used as one big catalogue, rather than have it litter the main forums.
  5. At this point, I've come to accept that I'll just have to enjoy the game as much as I can (barring my studies getting in the way) for the remainder of this month before this game dies from a lack of support and interest from the publisher.
  6. Do you actually expect Namco Bandai to even release them over here though? I'd stop hoping if I were you.
  7. The game already chugs along in some areas as it is, destructible environments would kill it. Blame it on the incredibly weak hardware in the 360/PS3 (these days, the systems would work better as museum pieces than actual entertainment systems). Destructible environments would be a great idea, but unless you were to build this game on the PC, or wait until the next console generation, there just isn't enough processing power going around to make it happen.
  8. Sadly, with Bamco's horrendous support, I can see this game dying off in short order as players grow more and more frustrated. ACV uses a lot of new and interesting ideas that require a lot of effort and care in the execution of them, and considering Bamco's track record with caring for their consumer base and the treatment of their games themselves, they were the absolute wrong choice to make with publishing ACV.
  9. I can't read comic sans, but with the volume of text, I'm sure there's something interesting contained within the above post.
  10. Considering Bamco's track record, I wouldn't put much faith in getty any patches in a timely manner.
  11. Buffing autocannons? Is that really needed? Really? The last thing we need are more tank buffs. Also, dissapointed to see lightweight bipedss not getting anything from the patch. I understand that they're more skill based then before, but I find that they sacrifice too much in the name of speed. It really begs the question of why not use a tank instead, since they just seem to get everything. Of course, the answer to that one is because LWs are just way more fun, but it would be nice to see them a little more useful. I appreciate the hit and run/support/recon style of play, and I've been working with my team towards the niche of being the team's sniper hunter, but I still feel they're a little weak considering just how unforgiving they are. Also, I hope the pulse guns don't get nerfed hard. Between gatlings, shotguns, and pulse guns getting nerfed, it'll be really hard to actually fit the roll of a sniper killer if I can't actually kill them quickly at close range.
  12. So, I was working on my lightweight AC today, trying to make a build that could mount some offensive firepower, and I was having troubles with managing my weight. I look at the stats, realize they're not changing so much, and decide to test it out. And really, it controls exactly like it does on paper. Essentially, the loss in mobility isn't so bad when you're a few hundred kilograms overweight. However, once you start getting progressively more overweight, the loss in mobility really starts to add up. Additionally, this is more noticable with higher power boosters, but lower powered ones, don't have nearly as pronounced penalites. I figure that the penalization for going overweight starts really small, and increases in an exponential manner. With that in mind, being slightly overweight isn't going to really hurt you that bad. Furthermore, your speed rating can never decrease below 20/125, at which point, no matter what equipment you throw on, you can't possibly go any slower. Of course, your turning speed may still suffer (havn't checked). So in other words, if you're really aching to get those last 100kgs of weight off your AC and are using a low output booster, it shouldn't really be that big of an issue, since the big losses in mobility only really start happening 3-400kgs in.
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