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Intalus

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Posts posted by Intalus

  1. On the other hand its prohibitively heavy and gets shut down by CIWS. With less than ideal positioning its highly prone to ranged arm weapon fire. It's high risk/reward but definitely dangerous in the popular JP style BR/LR armor rush.

     

    Yeah, it's high risk/high reward. You can't mindlessly fire it off in front of a bunch of ACs and expect it to not get shot out by all the fire, so put some thought and effort into it unlike all the trigger holding + floating/permaglide bs that people do... CIWS can be annoying, so be ready to have other ways to kill ACs. Keep in mind that active range for CIWS is a cone in front of an AC, so you can fire it off either when they have their back turned, or mind read when they're in scan mode.

     

    Someone should stack a base with large missile turrets and record a 4v4.

    You don't want to experience that. The tryhard teams that consist of only sawarabi snipers and laser quads do that in special sorties.

  2. Vertical missiles weigh less and have a higher damage output with faster lock time and more ammo.

     

    The only way vertical missiles would out damage the large missile is if you're running them in a dual shoulder setup (assuming they all land 100% of the time), and even then, it's not a massive difference in damage. Vertical missiles aren't that difficult to dodge due to average tracking, and if someone who knows that their AC can't dodge them (slower ACs in general), they will buff them out. The large missile has the best tracking of any missile in the game, has double the explosion radius of all other KE missiles, so even if your opponent runs away and drags it into the terrain, there's a good chance it will still damage them and possibly their team members. Not to mention it's impossible to buff out and it will movement stagger any AC in the game, which can snowball the fight into your favor; do you know what happens to an AC that happens to get hit by a large missile (or two if they're running dual shoulder) along with Podenkas/Strekozas or Karasawas?

     

    http://i.imgur.com/EI5jMXy.png

     

    Chances are they're going to die unless they manage to get away from the sustained fire, which is kind of hard to do when you're getting movement staggered by the large missiles, and possibly other fire from other ACs. If you're wondering how that AC in the screenshot managed to live that long after being brought down below 10% AP, he was using Sawarabi LRJ legs and focused entirely on dodging for the rest of the time.

     

    Regarding the lack of ammo for the large missile: you might run out of ammo somewhat quickly, but being able to deal massive amounts of burst damage should not be underestimated, as it can shift the game in your team's favor. If anything, you can take advantage of an AC that is built around low ammo count weapons.

  3. I'm guessing it's linear, but I didn't bother to test it out because of how unpractical it is. I don't really see a reason to prematurely release a charge for a weapon after 33% unless you're out of energy, and in that case, I would cancel it and wait until I had more energy to charge at full.
  4. Instant charge to 33% of a weapon's charge time = 33% value for stats. I don't see how you couldn't have tested it and figured it out your self as it's pretty simple... Just compare the calculated scan mode damage value of your laser rifle to the actual damage you deal from an instant charge.
  5. Do you honestly think that after months of Sawarabi users spamming the entire INT gameplay that its more likely they just suddenly 'became bad' and started getting killed because INT players are idiots, than it is that all the players who were tired of fighting sawarabi players figured out how to avoid, track, and take them down quickly?

     

    If I can solo conquest successfully with a kicking MW or kill several ACs a round with a heat pile tank on INT, then yeah.

     

    I think a lot of the problem still relies on team dynamics vs player dynamics. No part is so overpowered that a team with 4 of them can get a competitive edge. It simply is impossible. 1v1? Yeah, a sawarabi user probably is going to be a pain in the ass to deal with, but you throw a team of 4 of them against a well-balanced team of intelligent players (or hell, even UNACs) and they'll be mowed down. You put one of them on your team as support, and he'll be the first to die, unless he's running from battle the entire time, which means the rest of the team is on a 3v4 and will suffer losses as a result. Just because one part is, indeed, powerful (and sawarabi is one of the best legs) and might even be broken 1v1, does not, mean it is usable in the vast majority of team battles, especially after being used so much that everyone else has now gotten training on how to kill those builds.

     

    You can think whatever you want, but unless you have experience of playing this game at a high level, your opinion is next to worthless. I've showed what you've said to a few other AC players who have been playing since ACV and they can't believe the asinine shit you've been spouting.

     

    You want to be successful at ACVD? You have to study and watch everyone else and know the strengths and weaknesses of not just each build, but how the builds interact on a team. There are powerful weapons, but there are no broken ones that do not require assistance or support to use without getting killed.

    I didn't bother to record my footage of doing solo CQ because I felt that noobstomping on INT really wasn't worth putting up on youtube. Now I actually have a reason to go out and get footage of it.

  6. 8 weeks ago, you might be right. this month, the heavier LRJs using kicks are more common as they have more weapon versatility and far better defenses.

    Your entire argument is based off your experience on a server where more than the majority of the people do not have a proper understanding of the game mechanics. That's exactly like basing the metagame for SC2 from your experience in fucking bronze league.

     

    The players using sawarabi get killed far too quickly and do far to little damage to be worth one of the 4 team slots.

    The players using those legs have no fucking idea what they are doing. If you are dying quickly with then you have zero clue on how to play the game. Those legs have a retarded amount of survivability simply because they can break lock just by jumping and cutting their boosters with just about no detriment to their energy, all while having the fastest speed of ANY legs in the game. A skilled player should be able to survive a 3v1 if not 4v1 easily with those.

     

    I'm not saying that they aren't used at all, but that the metagame is constantly changing, as it should be.

    They're used all the time on JP because they're difficult to kill in the hands of a skilled player. The meta has been pretty stagnant for the past few months on JP because it all comes down to several builds being better than the majority. The difference in builds is probably because players got bored of what they used before.

  7. There hasn't been a patch in a long time on the international server (I can't speak for the JP server) and it's very balanced.

     

    The next time I run into your team on INT, I will make it my goal to always use all of the broken shit in the game since you don't have a clue of all the BS that can happen.

     

    Playing the older AC games is like roleplaying yourself back when you first found the game, but ACVD still provides constant challenges.

    With none of the reward that it deserves. Why bust your balls off trying to use a manual aim tank against Sawarabi LRJs when you can hold triggers mindlessly and be much more effective. Other than making tier whores butthurt, there isn't much point.

  8. On a side note, ACVD is keeping this franchise alive. It's different stylistically and aesthetically than prior games, but it's still one of the best-balanced, most engaging games with the highest replay value.

     

    You have no idea what the fuck you're talking about.

     

    There's a reason that it's online play internationally is still better than AC4, FA, or ACV was a year after it's release. I think it's the first game that's actually expanded the fanbase since Last Raven. In terms of gameplay, it actually feels more like Last Raven than it does ACV, even if the mechanics are the same as ACV's.

    The reason why people are still playing it on INT is because Bandai Namco actually didn't segregate all of the non JP player bases this time around. It still doesn't compare to the amount of people that played at the launch of ACV. The only reason why the game lost all it's momentum was because of the lack of timely balance patches (shoutouts to Bandai Namco).

     

    VD is a lot less active than what ACV was on JP; a lot of the ACV veterans saw through all of the bullshit in VD and quit after the first couple months. The only reason why people are still playing at this point is because there's no other game like it, and despite all it's significant flaws, it's better than 99% of other games out at the moment.

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