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█␢█

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  1. Also some bad reviews were from people that didn't like how much of the novel was lost to make a 12-episode season. I'm tempted to try and read it if it's translated since to me the ending seemed like it skipped over a lot of information.
  2. It's an RJ, there's no drain to "make up." You'd have to try to make an RJ where you couldn't manage the EN.

     

    You'll also have to explain "mid-range pressure" more because DR isn't pressure to me at all. It's one of the most passive and straight-forward weapon combos:

    A) You have more AP, and more (or equal) range -> Engage in battle of attrition

    B) You have less AP, and less range -> Hope you have more agility and be aggressive.

     

    Missile boat I can see maybe. Just spamming missiles isn't going to hit jack. Missile fly-bys definitely (but I'm not sure if that's necessarily "mid-range"). Admittedly, missile dodging does work best with only regular boost, but again, there's no thrust threshold for being able to dodge missiles.

  3. I find capacity more useful for CQC anyway. If you're having trouble managing with lahire use different boosters.

     

    Both is useful, but I'd prioritize output over cap. Good CQC is about sticking and flanking, which you need output for. The hardest part about CQC is closing the gap and having a position advantage. High cap, low output leads to bursts of CQC, forcing you to close in over and over again. Honestly I really like the Aaliah/G, but understandably the weight is an issue.

     

    The current selection is all QB, which might be a problem if your opponent catches on to your jump timing. Latona back is a better option, lahire isn't powerful enough to pace most main/side combos and mg/rifle is better suited to ranges beyond t-bag distance.... If you were using shotguns, lahire's QB would be of some value as that strategy requires attacking from a distance that makes it easy for targets to break lock in a single QB. Holofernes may not be worth it either as you don't need to chain with virtue, and its terrible thrust values mean that when you do have to flank it will be difficult to manage en. When a target can out DPS you, all that QB power won't make it easy to capitalize a gen-bust or broken PA and generally results in rushes back-firing as anything with decent defense will pull through unless you can really dig into them... Side boosters aren't so rigid, if latona back frees up enough energy to give you some hope of sustaining CQC stick with holo.

     

    I don't agree with any of this. RJs are all about quickboost power. If you're comfortable with your position-game, you'll know when you're landing vulnerably, which makes it easy to dodge (just side boost to the side before you hit the ground). So hell, go Aaliah back booster too. You should hardly be in a position where you're facing them (i.e. in a position where they can break away with forward quick boosts). Ideal positioning is side to side-back. Back quickboost is just an option to open up range/tracking options so why not have it as strong as possible since RJs are basically free ENO.

     

    Furthermore, among all high performance boosters, I have yet to notice any significant difference as a function of regular boost (save for vertical). AC4/fA is very QB dominant, no one is going to outpace anyone simply because of regular boost.

     

    Weapons are all close range-CQC. Might wanna consider some mid-range options, otherwise you're fucked vs mid range lights and close range heavys. Since dearborn and hit man are both good PA breakers I'd sub in an arm laser or a more accurate missile.

     

    Yeah, I agree with you here, if we're trying for the try-hardest 1-on-1 bot (I'm not sure if that's hoikam's goal). I'm a big fan of Rifle+Wheeling03 combos against lightweights and midweights, It'll do fine against close-range heavies, though honestly MG/Rifle will handle fine because close range heavies turn so poorly. Why suggest laser though when they're generally considered PA-piercing weapons.

     

    ~~~

     

    Oh also hoikam, a tip from how I play RJs. RJs have absolutely horrid turning ability so what I do to mitigate that is to heavily stabilize to the left or right. This will augment your ability to quick turn in one direction to some extent. With a solid grasp on Second Stage Quick Boosting, you can quick turn 180 degrees--huge for CQC. Admittedly, this does open up a blindspot on the other direction, but I have yet to run into anyone that was able to abuse that weakness.

  4. In addition to what nob has to say, I do not recommend INBLUE FCS on RJ legs.

     

    The aggressive RJ play style will have you fluctuating through a wide range of distances. Because of a lack of turning ability and the high speed of the jump, there's a lot of opportunity to lose your target. You'll be able to get away with it versus an AC vastly slower than yours, but as you go against more agile ACs, it'll become harder to keep them within the narrow lock range. I've been away from the game for a while so I don't have an alternate FCS to suggest, though.

  5. Holy shit 71,488 AP. Is this the AC you were working on when I talked to you in chat? That that much AP you could play like a total shitlord. Just hide behind cover and use the INBLUE radar to spot where the direction they're coming. Might be hard to line up the shot with such a short lock range though.

     

    Could you comment on how much your PA blocks damage? Personally, I never tuned my bots for PA strength and instead put them toward arm performance usually.

     

    Edit: Oh 31,488. Nevermind. In that case, you're going to need to be pretty aggressive. I'd suggest swapping out one of those EN weapons and dropping the rectifiers to open up some EN recovery, which will let you play more aggressively.

  6. Have you ever been to the moon?

    I didn't think so because

    So few have been there. I heard

    It's nice and quiet on the

    Moon because there's no air. Since

     

    There's no air there's no medium for

    Sound waves to travel through. I mean

    I guess there is sound, though if

    You talk to yourself in your

     

    Head or to mission control

    Or something since you'd have to

    Be an astronaut to get

    Onto the moon. Need three sounds.

  7. Yeah I mean, I've been gone for how many months/years and going through this thread seems like nothing's changed here.

     

    And yeah a lack of competitive scene really would turn me away from a game like this. I mean I can understand why there isn't (games probably take ages and there's no spectator appeal), but it doesn't mean I can excuse it and carry on playing.

  8. It would be amazing if the people that playtested the game were actually accomplished competitive players. I feel like the design process for AC games go something like: "You know what would be cool? Giant rockets and super-duper wooshy laser blades. Let's do that. Okay. We're doing that." It doesn't seem like the game designers have a very strong idea of how to balance their games.
  9. Yeah I meant get rid of them to make the load cap of a LW. I actually managed to fit it onto the UGL-20/L legs. Thing about dropping a bay weapon for EN amps is that I feel like I have way too little ammo, not only for team fights but also for 1v1s. Unless I'm mistaken in how much EN amps increase damage by, that is.

     

    As for the Oxeye, I have it spec'd into Power II and with this one it's got an impact force of 1,600 or something so enough to stun them.

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