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Hyde

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Everything posted by Hyde

  1. Hyde

    Falcon

    H-SALAUX C-SALAUX A-JUDITH L-SALAUX FCS-INBLUE GEN-SS-GL MB-VIRTUE BB-HOGIRE SB-HOGIRE OB-JUDITH RA-051ANNR LA-051ANNR RB-Whatever LB-Whatever SH-Whatever Tunes max for generator output and capacity, forward and side quickboost, arm maneuverability. Partial tunes for arm stability, aim precision and leg turning speed. Speed, then more speed, then actually surprisingly good EN reserves for active combat, then sucky arms, then sucky sucky defense, then the best rifles in the game, then the most snobbish and shameful weapon combination in the game, inb4itsokaybecausetheframeislikepaperdespiteitsspeed, then more speed. Seriously, though. This thing hauls ass, lots of ass, and can do so for a surprising amount of time. The arms aren't so bad, though their lockbox can be a hindrance at times. But the whole AC is just super duper pooper scooper fast, so it's all okay. Why am I posting this?
  2. Ah, I couldn't tell you about both your questions. I was never much of a jouster and I never had anyone to play with splitscreen. I apologize. Otherwise, AC4 is great.
  3. For Answer is definitely the easier of the two, with its regulations and overall ease of playability. The EN of AC4 is more difficult to manage and its speed is much slower, also the weapons of FA are, overall, much more useable. For online play, AC4 is the best, however due to its parts and its mechanics I find it much more limited whereas FA can be a lot more creative and free. FA also has an easy mode where you have infinite energy and the quickboosts propel you for miles and miles. Plus, ACFA has a full auto-aim feature, tracking the enemy quite well with no input from you, whereas 4 requires you to track opponents on your own. Its auto-aim is near useless. I find AC4 more satisfying and better to play competitively online, I only wish it had more parts and the ones that existed were balanced to make everything useable. The speed of FA is nuts and way too fast for reliable play online, though it may be great for LAN, plus the speed is really fun overall, it just doesn't equate online.
  4. Hyde

    Hellish Nail

    H-SALAUX C-SALAUX A-HILBERT L-JUDITH FCS-YELLOWSTONE01 GEN-GAN01-SS-GL MB-POLARIS BB-HOGIRE SB-SCHEDAR OB-JUDITH RA-047ANSR LA-CANOPUS RB-NONE LB-OSAGE03 SH-NONE Two TELLUS-B lower back stabilizers, nothing else. TUNES: 50 tunes in generator output, generator capacity, and side quickboost. 37 tunes in load, 33 tunes in arm maneuverability, last 37 tunes in forward quickboost. The frame is characteristic of me; lightweight, agile, generally low EN cost. Consequently it is very weak in terms of defense, though this can partially be buffered by my arm choice, however even that is dependent on the weapons I use. In this case, I'm using HILBERT arms to use CANO and the sniper rifle. This here is a sort of omni-range bot, capabable of fisticuffs at any range, though it gets pretty hard to use at close range. CANOPUS has a decent lockbox at midrange and is sufferable up close, but sufferable isn't preferable when up against someone with HOLO sides or a LW. The weapon choice is somewhat odd; the sniper was chosen to be a poor man's PITONE. At long and mid range, with good tracking, this thing is a beast. Capable of solid hits. Not as strong as PITONE but still competes in effectiveness. Its lockbox is horrendous, though. PITONE is truly overpowered in that regard. This is null, though, as this weapon shoots much faster than PITONE, holds WAY more shots, and is used at a range with OSAGE that mitigates lock-on issues. The CANOPUS serves to complete the elements; Bullets, missiles (auto-track) and now lasers. CANOPUS is an impressive weapon, boasting good firepower in a volatile medium, stupid fire rate, and decent ease of use at midrange. It's easy to see how this bot can wreck with the great tracking of OSAGE, the continuous, near-guaranteed hitting ability of the sniper rifle, and the undeniable and spammable power of CANOPUS. It just got real.
  5. I do admit I'm very bad at shots, at least when it comes to spammable weapons. Basically, I fire as I'm close to getting a lock on you. Just like in our RF vs RF fight, we were often in a tussle at close range, struggling to even see the other person. I was firing there, you kinda weren't.
  6. Hyde

    Guitars!

    Didn't know there was a guitar thread. I shall post pics and clips in the future.
  7. H-TELLUS C-SALAF A-GAN01-SS-AL (midweight GA arms, not heavyweight, for those who don't know) L-JUDITH FCS-YELLOWSTONE01 GEN-HOGIRE MB-POLARIS BB-HOGIRE SB-HOGIRE OB-JUDITH RA-MR-R102 LA-MR-100R RB-DEARBORN03 LB-DEARBORN03 SH-NONE STABS: (0,-13) *with back weapons dropped, only rifles* TUNES: 50 tunes in energy output, capacity, arm maneuverability, FCS lock speed, forward quickboost and side quickboost. IMPORTANT STATS (with ALL weapons on board): Weight-14450 Total EN Cost-15434 Boost Speed-7810 Ballistic Defense-8350 EN Defense-6546 AP-35636 EN Supply-34700 My stupid AC I used in the most recent AC4 Tournament. A shitty dual-rifler with crappy rifles and mediocre arms to use the rifles, so I'm not sure if it could even qualify as a DRer. Oh, it also touts dual suck missiles. *BTW I only used two rifles because I knew RF/MG combo would never, ever do well online* FRAME: I wanted this frame to be relatively light and EN efficient, as well as having decent arm capabilities to use my rifles. The head is TELLUS for very low EN cost and defense. The core is SALAF for very low weight and EN cost. The arms are SS-AL as an alternative to HILBERT/SS-A/ALIYA arms. They are all either too heavy and drainy or too drainy. SS-AL was a good midpoint. JUDITH legs for light weight and defense over SALAF. INTERNALS: HOGIRE generator for good power for its weight. Also has good PA against MG/SG wielding builds. YELLOWSTONE01 FCS for general good performance to use with rifles and missiles. BOOSTERS: POLARIS mains for low EN cost and high efficiency with great power considering. HOGIRE backs for low equip cost and efficiency. HOGIRE sides for mediocre power but amazing energy efficiency. JUDITH OB because I don't care about overboosting. WEAPONS: Dual rifles. I originally wanted a rifle and MG combo but seeing as this is a tournament, and the times I have used MGs they didn't work well at all, I felt I needed a reliable combo. Knowing dual-rifles aren't the most honorable weapon combinations, I purposely strayed from using dual 100Rs or 051ANNRs, which would've been much more effective. Double DEARBORNs for...I have no idea. They suck. Never use them, ESPECIALLY dual wielding. PLAYSTYLE: Start out spamming DEARBORNs. You won't do hardly any damage, if at all. Once they're out or you're tired of them, drop them. Proceed to assault the enemy with dual rifles at close range. Simple as that.
  8. How come 1.20 regulations?
  9. Hyde

    Hydra

    You sure? Well, I was using it for the niche of speed over Virtue because my habit in battle is to NOT use cover the whole match. Not like it's bad, it's a strategy for winning, I just don't do it. But I find that Aliya/M is greatly efficient and fast, then again I haven't tried it against a person. I have boosted...A LOT, chained and just simply overused quickboost a lot more than you would in a fight and it held up well. Well, I'd say it'll be very effective. What'll kill it is cover usage, but out in the open, the tracking of Poplar and straightforwardness of Niobrara, along with its fire rate, will hopefully kill my opponent. What's missing here is testing to see if it works against a person. All I'm going to do is fire alternately; Niobrara, then Poplar, then Niobrara, with fire being near-constant. The missiles here aren't for damage, however, it's just to add more to Canopus, the real center of this build. BFF FCS good with missiles? It has a MS lock speed of 89. That's pathetic >_> Y01 has a MS lock speed of 227. I admit that it ain't bad with guns, having a lock speed of 285 with fully tuned. Not really. Especially with the missiles off, but even with them on, it moves quite quickly. All in all, I really need to see how this does against someone else. It might do decent against ballistic type builds, but against another with lasers, it won't hold up. Even though you can be faster than someone in this game, you can't be overbearingly fast and avoid shots, This thing WILL get hit, and with low defense period, it won't go well. EDIT: I've heavily decided against using POPLAR. Just consistent enough. Though I'm not sure what I'm going to use from here. I wanted to use Cheyenne02 but it just ain't good enough. Osage would be nice, and in doing that I'll replace Nemaha with Beltcreek. HYDRA HAS BEEN EDITED.
  10. Hyde

    Wyrm

    H-SALAF C-SALAF A-GAN01-SS-A L-SALAF FCS-INBLUE GEN-HOGIRE MB-POLARIS BB-HOGIRE SB-SCHEDAR OB-JUDITH RA-047ANSR LA-047ANSR RB-NONE LB-NONE SH-NONE STABBED: (0,0) TUNES: 50 tunes in generator capacity, output, arm maneuverability, lock speed, side quickboost. 30 tunes in forward quickboost. 20 tunes in aim precision. A joke AC wielding dual snipers, the poor man's PITONE with terrible lock-on but high rate of fire and low cost. (I have a serious fetish for dual-wielding fucking everything, srs) FRAME: Frame can really be anything but I enjoy lighter ACs mostly. Besides the SS-A arms for their high performance, the frame...really doesn't matter so much. So keep SS-A arms for usage with the snipers. INTERNALS: HOGIRE FCS for light weight and decent stats. INBLUE FCS for high lock speed and parallel processing ability for dual-wielding. BOOSTERS: POLARIS mains because I want them. HOGIRE mains for efficiency and decent power. SCHEDAR sides for good power and efficiency. JUDITH OB because I don't care. WEAPONS: Dual snipers because I had the idea of rapid-firing PITONEs, though this really doesn't add up. Still very damaging if you can keep a steady center-lock. GAMEPLAN: A sort of midrange AC, because that's all INBLUE allows. I wanted this AC to be "in your face...sort of" and I feel this accomplishes that. Just boost up to your enemy and spam the snipers. If you can keep a good bead on them then you'll basically show up dual PITONE in terms of damage output as these shoot way faster, are way lighter, and will never genbust you. You're basically trying to aim all match. I did say this was a joke AC. The name is taken from older AC games, where the "Wyrm" double-shooting sniper rifle was banned from dual wielding.
  11. Hyde

    Nineball

    Oh no, Kor, trust me, this thing is painted nicely. I do like the idea of WG leg. I think it doesn't look quite as Nineball as JUDITH but it costs less and brings it up to MW, as well as increasing defense. And thanks Pendragon.
  12. Hyde

    Nineball

    I just felt like JUDITH legs fitted the image better. In terms of how the hips look, the pelvis, the thighs and calves, the ankles; I felt it fit the look of Baby Breath's legs. The problem, however, is that they don't have the meat of Baby Breath's midweight 80S2 legs. BB is supposed to be MW but this is more of a LW. Oh well.
  13. Hyde

    Hydra

    H-KRAKEN C-SALAF A-TELLUS L-JUDITH FCS-YELLOWSTONE01 GEN-GAN01-SS-GL MB-ALIYA--->POLARIS BB-HOGIRE SB-SCHEDAR OB-JUDITH RA-CANOPUS LA-NIOBRARA--->047ANSR RB-POPLAR01--->OSAGE LB-NONE SH-NEMAHA--->NOTHING STABBED: (0,-8)--->NULL TUNES: 50 tunes in energy output, capacity, arm maneuverability, forward and side quickboost, and FCS lock speed. First of all, I'd like to sincerely thank Exorcet for letting me know how drain is calculated on boosters. Namely, the formula of quickboost duration*quickboost drain. This let me know how amazing and rather efficient ALIYA/B is. Of course, the laser influence is from him too. I wanted a featherweight design, though I'm not sure why I chose KRAKEN head. Looks cool though. FRAME: Lightweight design, though unnecessary. TELLUS arms to support CANOPUS whilst not being as strenuous as something like SS-A or HILBERT. INTERNALS: GL generator for decent weight and great performance. Y01 FCS for great performance in all areas. BOOSTERS: POLARIS mains for efficiency and power. HOGIRE backs for efficiency and power. SCHEDAR sides for efficiency power. JUDITH OB for efficiency and no power. WEAPONS: I switched from a dual missile AC with CANO to fall back on to a multirange AC fitted with high velocity weapons, tracking missiles, and energy damage. CANOPUS was the initial idea from the get-go. 049ANSR+OSAGE is for long range attack. OSAGE are great missiles, good tracking and vertical attack angle. The sniper rifle is like a really bad PITONE, but very low impact. GAMEPLAN: At first, use the sniper rifle and missiles and engage at long-mid range. Use cover and keep distance, as the sniper rifle is very bad up close. Once OSAGE is out, drop both it and the sniper rifle. Go in with CANOPUS, which, by now, is something they're not expecting. All in all, I still haven't tried this damn AC, but I KNOW Cano is very effective. However, in theory, the long-mid range initial attack style will help with this AC's low defense and AP, as well as making it more unique. Before it was just an AC that might as well only use CANOPUS, now it's a much more identified AC.
  14. Hyde

    Wicked White

    This bot sucks. Well, it isn't bad, but the overall intended niche of it using the gatling cannon doesn't swing well. Maybe against a tank or heavy it'd be good, I'm sure I would do major damage then, but against most opponents, it's null.
  15. Hyde

    Nineball

    Yeah I actually have used this on a human. I've won at times but it fights well, it's really just the weapon set that's inadequate. CHEYENNE's don't hit too well and people nowadays tend to stay in the air, so OGOTO isn't too good. The only viable weapon is the blade, combined with this mech's speed. Luckily it has fucking ASTOUNDING defense for something so light and fast so I feel awesome using it. Although even the blade isn't as effective as it could be because LW legs use a different swing that isn't as good at hitting as MW swings. And this thing is actually more centered on Baby's Breath. Nineball actually used a pulse rifle instead of a linear rifle, which BB uses.
  16. I shall display my obvious newb suckinesss in AC4 once again in this tourney. I'm in.
  17. Hyde

    Jackal

    Indeed. I like JUDITH's performance. It has great defense for something so light and is lighter than SALAF overall. They deceive you with the stats, saying JUDITH is less mobile, but weight=mobility. Period. I'll take you up on that offer. Is that so? Didn't realize there was a formula for it. That also explains why VIRTUE is so drainy over something like ALIYA which isn't too far from its drain. It's the duration. Thanks for that info. I know what you mean by "you gotta build for it". I find that TRESOR's power is quite underwhelming as most of the blast is devoted to stripping PA, so it only causes like 2K damage regularly. I still like the plasma cannon on this design as it drops quick and, when up close, shouldn't be too hard to hit with. However, an aerial opponent and one who knows I have the ever-so-obvious plasma cannon will make it extremely difficult to hit with. I wanted something with a bit of power, good melee ability, and quick shots. TRESOR fit the bill but it isn't the most effective weapon against an opponent with a brain. Anything else besides EC-O300 would be too heavy for the AC or wouldn't hit well. I could put another missile unit but I just don't know. Ye, I mostly chose CHEYENNE01 for the speed and spammability. DEARBORN's a favorite of mine anyways, and it shoots fast itself, both 02 and 03. Carries more effective power as well.
  18. Yeah. Luckily Barao isn't quite invincible stand-up, but he's very alert and has good head movement. He's a more vicious striker than Urijah but he often pulls a Wanderlei and strikes rather rhythmically, twisting his body to either side with each punch for power and speed during flurries. Maybe he can work around that. Time something, I don't know. We'll see it goes down. Speculation is infective but useless.
  19. Yeah, Barao is no joke. I respect him a lot because he can do everything. He's a great striker who is fast and powerful who doesn't leave openings so much when he strikes but can also, in the blink of an eye, switch to a takedown/submission attempt. Like, fast. As much as I like Urijah, I can't say his chances are good against Barao. One mistake and he's on you to tap you out, and he's a beast up-top. It'll be an interesting fight because Urijah always toughs it out well. He can't handle him on the ground, he'll have to catch him with a good hit.
  20. I can't respect Rousey or anyone who looks for a submission from the very start, only looking to ever fight from that point. Likewise, I can't respect Machida for always playing the matador and nothing else. Ever. It's not to say that they aren't skilled, because they certainly are. However, I just cannot respect their tactics at all. Anything goes, but not everything is respected. Rousey was very smart and calm-minded, knowing she was in trouble from Carmouche, a brutal striker. She fought well and acted accordingly, taking it to the ground when she was in trouble. Lyoto was a puss the whole fight but his reflexes and accuracy are top-notch, however I can't celebrate that too much when Dan just runs in like a bull. Not like you need much accuracy to hit someone coming straight at you. Dan should've just kept running towards him, keeping his hands up. He would've caught Machida eventually, as he ran backwards the entire time. Knowing Machida, he won't throw anything until he knows he won't be hit back or has stable footing to throw one, which would be his downfall if Dan kept chasing and chasing him. Urijah is a favorite of mine. He fights very well, has a calm mind, and has good instincts. It's why people like Cruz or Aldo can't TKO or defeat him outright. He's always able to put up a good fight, even against those who are better. He can actually defeat Cruz because the basis of Cruz's style is to plod around like a dumbass to confuse his opponents and have them throw and miss. When they miss then sets up his own. If they don't throw then he goads them with occasional jabs or kicks. It's so obvious but of course things are different when you're actually in the ring. Urijah just needs to pressure him while he's moving all crazy because he's unbalanced all the while until he sees an opening, to which he adjusts his footing to throw a strike. Happens every time. That stance adjustment alone should be enough to subvert Cruz's counter. Anyways, he did well against Ivan and got out of that submission attempt well (I can't remember what he did exactly...) and got the win with his own rear-necked choke. Court is a smart fighter. He has zero power but he's smart with it. He throws countless punches, albeit weak, to throw off and pressure his opponents, landing a kick every so often. It was real clever the way he did that, he neutralized Neer's power. However, Court's style had a severe flaw. If you do the same thing back, and in Neer's case, threw in a powerful hook every so often, you'd easily break him. I noticed that Court couldn't stand the weather the few times Neer dished out a good punch or combination. I noticed Court's weakness when, at times, Neer also threw more than two punches. It interrupted his flow. A good fight, Court didn't lose his composure when Neer pressed back at times, but like you said, Raor, he needs to pick up on times to finish his opponent, like those two liver shots. Koscheck isn't who he used to be anymore, poor sap. Lawlor has great power and composure, which is why he held it together despite Koscheck's good start, and took him out. I didn't watch the initial fights.
  21. Hyde

    Jackal

    H-HILBERT C-SALAF A-ALIYA L-SALAF FCS-YELLOWSTONE01 GEN-SS-GL MB-POLARIS BB-HOGIRE SB-KRAKEN OB-JUDITH or PALLAS RA-MARVE LA-MARVE RB-TRESOR LB-CHEYENNE01 SH-MUSSELSHELL STAB: (+1,-11) (WITH ALL WEAPONS EQUIPPED) (TELLUS-B stabs added to lower back/core, that's all) TUNES: 50 tunes in generator output, capacity, load, and arm maneuverability. 40 tunes in FCS lock speed. 30 tunes in forward and side quickboost. STATS: An AC born out of the idea of using dual MARVE assault rifles. FRAME-Lightweight, agile. The core of my being. HILBERT head for looks and good defense. SALAF core for lightweight and low EN cost. ALIYA arms for lightweight and good performance. SALAF legs for mobility, lower EN cost than JUDITH, and good load capacity, which I didn't need. INTERNALS-GL generator for great output and capacity at a decent weight. You could put HOGIRE generator or even JUDITH gen if you're feeling brave, as it'll improve the KP output and mobility due to lower weight. YELLOWSTONE01 for all-round great performance and parallel processing. BOOSTERS-POLARIS/HOGIRE/KRAKEN, my staple booster set. POLARIS carries good power, especially with low weight, along with great efficiency to keep a bead on an enemy for a time. HOGIRE backs because they're efficient, lighter than SCHEDAR, and much more powerful. KRAKEN because everything else sucks. SCHEDAR has good power but higher EN cost in both auxiliary and QB use. So screw you Exorcet, if you're reading this. JUDITH OB is used here to cut EN and weight, but PALLAS is a favorite of mine. JUDITH has, like, no thrust and crappy efficiency whilst doing such a shitty job. Crapshit. ARMAMENTS-Dual MARVE; the core of the design. It was my impulse. They wreck shop. Great speed, great power. It has very low ammo, though. I sort of mediate this by using ONLY both back weapons until they're dry, THEN the gloves come off and MARVE comes through. CHEYENNE01 because they aren't so bad, but mainly its their fire rate and decent ammo count that makes me like them. I pair this with TRESOR. The CHEYENNE01 puts forth pressure and offense while I approach and take pot shots with the plasma cannon. If TRESOR hits are successful, it will shed the enemy's PA and enhance CHEYENNE's effect. MUSSELSHELL relations are equipped because it has minutely lower EN cost, but mainly for its high power and quick drop. CHEYENNE01, MUSSELSHELL, and TRESOR are all in use for quickness in both attacking and ammo expenditure. GAMEPLAN-As mentioned above, start off with CHEYENNE01+TRESOR. Turn MUSSELSHELL on and off as you please or per situation. Spam CHEYENNE to place pressure/damage, then approach/chase with TRESOR and get shots in. TRESOR has high melee ability and good speed so it should hit well. Once they're out or are close to being out, drop them. Rush and keep a bead on the enemy with MARVEs and be wary of how you fire, as the ammo count is low. *note: Load is tuned to the max to improve the intertia of the build* No one cares.
  22. Hyde

    Omnia

    I went with what the edits are on the design, the arrows and what not. I did make another design according to Chode's recommendations, however. I wanted this thing to have a GL on it from the beginning, I just had to change it up just a tad bit in order to make it work.
  23. Hyde

    Deaf Zeus

    H-HILBERT C-EKHAZAR A-A12-OPS (laser arms) L-JUDITH FCS-JUDITH GEN-LAHIRE MB-AALIYAH BB-LATONA SB-LATONA OB-JUDITH RA-N/A LA-N/A RB-TRAVERS LB-POPLAR01 SH-061ANRM TUNES: 50 in generator output, generator capacity, arm maneuverability, EN weapon skill, aim precision, forward and side quickboost. 30 tunes in FCS lock speed. 34 tunes in FCS radar refresh. 19 tunes in FCS missile lock speed. Remaining 9 tunes in leg turning ability. STATS: A lightweight AC with decent defense, given the weight, with a focus on midrange, aerial combat and close range flanking with lasers. FRAME: The frame is intended to be lightweight and relatively EN efficient, with the arms being the A12-OPS laser arms; Very devastating weapons. HILBERT head for good stats. EKHAZAR core for low-cost, low weight, decent defense. A12-OPS arms for the offensive focal point. JUDITH legs for general mobility and highest defense ratings of LW legs. INTERNALS: JUDITH-FCS for well-roundedness, low cost, good stats, and appropriate range. LAHIRE generator for lightweight, decent power and good capacity. BOOSTERS: AALIYAH mains for good speed and aerial lift for keeping an aerial game and utilizing the grenade launcher effectively. All other boosters used for efficiency. WEAPONS: The OPS laser arms deliver quite a punch. They are rapid-firing, accurate, and have a good hitting ability. Use at close-midrange or flank for best results. TRAVERS is a lightweight grenade launcher with standard power, good weight, and a faster fire rate than other GL's. For use with the POPLAR hi-act missiles. POPLAR01+061ANRM for use with the grenades and laser arms. The 061ANRM relation missiles are a favorite, with high ammo reserves and power. The POPLAR are hi-action missiles; They have great maneuverability. Although slow, their purpose is to persistently chase the enemy, aiming to deplete their energy or get them to the ground. Both ends aid in hitting with the grenade or lasers. GAMEPLAN: As I said above, the focus is the laser arms. Depending on the situation, switch between the grenades and lasers. Fight in the air for readiness with the grenades. The missile combo has decent damage but is mostly as an oppressor to tire the enemy and ground them. Fire from above with the grenades or fire the missiles and flank with the lasers to hit the enemy. The combination of the fire-and-forget homing offense of the missiles, the ground n' pound of the grenades, and the pure energy power of the lasers and quick mobility makes this AC very dangerous. (nomenclature is mainly from the laser arms, when fired, you can see what looks like lightning come from the back of the arms, the "deaf" part is idk)
  24. Hyde

    Wicked White

    I actually have a few AC's that I use stealth extensions with. They're mostly rushers/flankers, though. It all started with that JP guy I played. It was very difficult to track him and he was pretty quick. So I figured I'd use them, and I know it works well.
  25. Hyde

    Omnia

    I see. It's a prize to see the amount of ideas and experienced you've garnered over the time you've played. However, it's very clear that the rest of AC4/fA's players and I hold a much different mindset to the game. I'm very simplistic, very. I'm only looking to kill the other person and be challenged doing so. It's why I prefer agile LW's armed with rifles/MG's and what have you. As for your design advice; I like it. I want to keep PITONE, because it's such a powerful and reliable weapon. I like the switch to TELLUS, as it lessens energy strain and improves defense, and appropriates the use of ER-O200. However, I'm not keen on the idea of ER-O200, at least not with this build. I wanted an omni-range AC, and while your advice for the weapon set is good, something I'll use on a different AC, I had the use of a grenade cannon in mind. I'll talk about this in a bit. I think I'll change the mains to POLARIS but I'm not too fond of ALIYA mains in this game. The power's good, the lift is good, but it's still far too drainy, and not much of a relief from VIRTUE IMO. VIRTUE has a great niche; Pure speed, but for nearly the same drain and the only advantage being vertical lift I don't think ALIYA is viable in my eyes. POLARIS has decent, sustainable power, and I don't need any more power than I already have, as the weapon set is meant to sit at mid to long range. My vision for this AC was, as mentioned, an omni-ranged LW. The weapon set I immediately came up with was PITONE, rifle, grenade, MUSSELSHELL. I went with EC-O300 due to weight concerns, but I have worked around that with SALAUX legs. So with this current weapon set, the gameplan is use PITONE and MUSSELSHELL together at mid to long range, appropriating my attacks for those who use cover, until they run dry. After they've run dry or if someone attempts to get close, I'll fly high, hit with the rifle, and pelt with grenades. The weakness of this AC is obviously its defense, I'm aware of that. However, it's more appropriate to list what my AC would be weak against rather than its defense stat, as defense is merely a postponing trait, depending on your perception of things. If your weapon set can reliably work through any style/defense AC, then all is well. As it stands, PITONE and missiles are this AC's main weakness. Primarily missiles, though. I'm gonna burn through PITONE and my missiles to dish out damage and lighten my load, so I know I'll outdamage any other person with PITONE unless they intelligently use cover, to which I'll counter with cover. Usually only heavier AC's use PITONE, in that case, I'll be able to hit more reliably with my own weapons than they are with theirs. They move slower, so my PITONE will be more successful, along with my missiles. Their flares may counteract my missiles but the rate of fire of MUSSELSHELL is so great that I can either time their flares or simply have them run out of flares, as it's very easy to run out of flares in this game. It's much more likely that only missiles will damage me from the range I'm going to be at using PITONE, though, as the missiles will pressure them and PITONE won't let up. Once I run out, however, that's when I'll be more exposed to my opponent's weaponry. My AC's defense will definitely come into play then. Hopefully, the missiles and railgun will have eaten a good chunk of their AP, though I'm sure my opponent isn't stupid and will have used cover to circumvent this as best as possible, and hopefully I've conserved myself and timed my attacks as best as possible to circumvent this circumvention. After dropping these two weapons, I will be much more agile and EN abundant. I can have enough speed and freedom of movement to really take advantage of my frame. I will fly high as to avoid all I can and keep a vantage point for my grenades. Hi-laser wielding foes will usually be either baiting HW's or rushing LW/MW's. The HW's will be more dangerous as their defense and overall gameplan is to stay in the air while tanking and dishing out major damage. The rushers most likely will not be able to hang with me in the air, and will frequently visit the ground. A high altitude will counteract the targeting ability of lasers very well, along with backpedalling. Rushers in general typically stay on the ground anyways. The air defense of this build should prove sufficient to counter all, because the offense of MUSSELSHELL, PITONE, grenades, and rifles will be supporting me also. Each of these weapons can hit reliably, only cover can change this. Three of these weapons have the potential to cause fatal damage, especially PITONE and OGOTO, and MUSSELSHELL can too if they ever falter under the pressure. I will use your advice for a different AC, so it did not go to waste. Thank you.
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