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Hyde

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Everything posted by Hyde

  1. Hyde

    Omnia

    H-HILBERT C-SALAUX A-ALIYA L-JUDITH--->SALAUX (to expand weight limits for accommodating OGOTO) FCS-YELLOWSTONE01 GEN-GAN01-SS-GL MB-JUDITH--->POLARIS (can still be JUDITH) BB-HOGIRE SB-KRAKEN OB-JUDITH--->PALLAS (for quick angles) RA-PITONE LA-047ANNR--->MR-R102 (can't use MR-R100R due to weight limits) RB-EC-O300--->OGOTO LB-MUSSELSHELL SH-NONE TUNES: 50 tunes in generator output and EN capacity, arm maneuverability, FCS lock speed, and side quickboost. 45 tunes in forward quickboost. Remaining 5 tunes in load. EDIT: 50 tunes in output, capacity, load, arm manueverability, FCS lock speed, forward and side quickboost. STATS: An AC built with a lightweight frame and omni-range fighting capability in mind. FRAME: The frame is that of a lightweight biped, with HILBERT head for good defense AP, SALAUX core for light weight and low EN cost, ALIYA arms for light weight and good arm maneuverability, JUDITH legs for light weight, higher defense over SALAUX legs, and general mobility. INSIDES: YELLOWSTONE01 FCS for great performance all-round, along with great lock distance for use with PITONE. SS-GL generator for decent weight and great output. BOOSTERS: JUDITH mains for general EN efficiency and superior air power. HOGIRE backs for lower weight and general efficiency. KRAKEN sides for low weight, decent drain, and power/duration to help with side quickboost/evasion. JUDITH OB for lowest EN strain possible. FRONT ARMAMENTS: PITONE is an incredible weapon. Performs great at all ranges, has nice damage, and hits pretty much every time. 047ANNR for lower weight, lower EN cost, higher velocity and greater range over MR-R100R. A good weapon at mid-close range. BACK ARMAMENTS: MUSSELSHELL for pairing with PITONE or EC-O300. Provides pressure with its decent tracking, good damage, and great fire rate. EC-O300 for pairing with either the rifle or missiles. Has good melee ability for a cannon, good damage, and fast velocity. Has a slow fire rate, however. I wanted to put a grenade launcher instead of this, but it was too heavy. PLAYSTYLE: Primarily an aerial bot fighting from long to mid range with PITONE/EC-O300 and MUSSELSHELL. Keeping range and a high altitude is key with this build, as its defense is barely stomached by most. NOTICE: By switching legs to SALAUX and putting a total of 41 tunes into load, I was able to fit OGOTO onto the bot. I feel this completes the bot more than EC-O300, which was more drainy and far slower, and its role was too similar to PITONE. Any help or advice would be appreciated, for both the frame/insides and weaponry.
  2. Hyde

    Wicked White

    Yeah thanks, I'm pretty fond of it myself. I made another AC using the quad-barrel back chaingun and named it "Wicked Black". Although I know you don't care much, if at all, for AC:fA lol.
  3. H-SOLUH C-EKHAZAR A-LAHIRE L-WHITEGLINT FCS-INBLUE GEN-JUDITH or SOBRERO MB-AALIYAH or VIRTUE BB-LATONA SB-LATONA OB-JUDITH RA-051ANNR LA-051ANNR RB-KAMAL LB-GAN01-SS-GC (gatling cannon) SH-063ANEM (stealth ECM extensions) TUNES: 50 tunes in generator output, capacity, forward and side quickboost, head, core, and leg stability, and leg turning ability. Remaining 42 tunes in either load, KP output (if SOBRERO gen used), or vertical thrust (if VIRTUE used). STATS: (with JUDITH generator and AALIYAH mains) An attempt to make the highly unused, but powerful-on-paper, gatling cannon; I chose SOLUH head, EKHAZAR core, and WHITEGLINT legs for their high stability. WHITEGLINT carries the highest stability of light-midweight, bipedal legs, and the head and core carry the highest stability of their class. I can go with GA quad legs for even more stability. The LAHIRE arms are chosen for their outstanding arm maneuverability and general low EN cost, for use with the rifles. The stability is, as you might've guessed, for the gatling cannons. It will help improve the usefulness of the gatling cannons AND the slug gun, as well as overall sturdiness of the craft. I paired KAMAL with the gatling cannon for a pretty evil combination. The amount of bullets sprayed from the cannons is sure to land with a few hits here and there, which stun heavily, and coupled with KAMAL's own stunning power and damage, it should make for a...ahem...wicked combo. The dual rifles are chosen for low EN cost, weight, and general effectiveness for when the back weapons run dry. The stealth extensions are actually a recent favorite of mine. My ploy in battle is to rush and get blind spots by hopefully outmaneuvering the enemy. These stealth extensions were inspired by a JP player I fought against. I beat him but it certainly was difficult to track him. INBLUE FCS for speed and radar refresh w/o wasting tunes. JUDITH or SOBRERO generator for ample output and low weight. AALIYAH mains for speed and aerial ability. I haven't tested this in battle but I shall. Hopefully the stability and spammability will work out well.
  4. Ye, it was kind of a pointless post, but I enjoy these pointless old school AC recreations. im such a fagt
  5. H-HILBERT C-HOGIRE A-LAHIRE L-SOLUH FCS-JUDITH GEN-SOBRERO MB-LATONA BB-LATONA SB-LATONA OB-JUDITH RA-PITONE LA-VANDA RB-GEMMA LB-MP-O601JC SH-061ANRM TUNES: 50 tunes into generator output, capacity, KP output, vertical thrust, forward and side quickboost. 30 tunes in FCS lock speed. 37 tunes in FCS radar refresh. 25 tunes in leg turning ability. STATS: A faithful recreation of Armored Core; Last Raven's "super Fascinator", an AC belonging to the player's "rival" of sorts. Arguably the most difficult enemy in the game, though cheap methods can make the battle a cakewalk. This AC possessed OP-I abilities, incredible agility, and seemingly infinite energy reserves. The playstyle with this AC is mid to close range, though the edges of the FCS' lock distance can be utilized quite effectively due to PITONE's prowess. This AC possesses an irregular and interesting weapon set: The VANDA is a machinegun possessing the highest rate of fire, but is poor in other areas. It was chosen to best mimic the look of NIX. The PITONE is a railgun; A highly effective weapon boasting good power and incredible velocity as well as melee ability and decent rate of fire. Chosen to act as PYTHON in terms of function. GEMMA is a pulse cannon, a rapid-firing "laser machinegun" of sorts. It possesses energy power, a good rate of fire and a decent velocity for a rapid-fire weapon. Chosen to represent LAMIA3. MP-O601JC is a PM missile, chosen to represent SPARTOI. It has great speed and decent missile agility, great for pressure. The 061ANRM are spread missile relations. None of the relations can mimic FUNI's look but this one is passable and its action is most akin to micromissiles. All-in-all, it's a great weapon set, in my opinion. The VANDA could use a change but generally this AC is great for all ranges and, on paper, can damage quite well, especially paired with the AC's agility. The FCS is JUDITH for general close-range use and speedy performance in normal locking and missile locking. The generator is SOBRERO for ultra-high output to circumvent the high EN cost of the AC. The booster set is full LATONA, as it possesses decent speed and mobility whilst having low cost, further offsetting the AC's exhausting loadout.
  6. Hyde

    Alexander

    H-HILBERT C-ALIYA A-ALIYA L-JUDITH FCS-YELLOWSTONE01 GEN-GAN01-SS-G MB-POLARIS BB-HOGIRE SB-SCHEDAR OB-JUDITH RA-MR-R102 LA-MOTORCOBRA RB-DEARBORN03 LB-N/A SH-BELTCREEK03 TUNES: MAX tunes in generator output and capacity, FCS lock speed, booster vertical thrust, booster forward and side quickboost. STABILIZED: (0, -19) *without DEARBORN03 on board* STATS: In my attempts to learn the game and build agile, efficient CQC AC's, I've gotta say that I'm still struggling. Here's a light and mobile AC meant for "duration" CQC. FRAME-The frame was chosen for general low weight/speed purposes. HILBERT head to provide extra defense and sexiness. ALIYA core as a better defense alternative to SALAUX. ALIYA arms for arm maneuverability only surpassed by HILBERT and SS-A. JUDITH legs for more defense over SALAUX. Stabilizers are heavily rear-driven to promote forward movement. INTERNALS-YELLOWSTONE01 FCS to save missile lock speed and radar refresh tunes, as well as superior parallel processing speed. The heavyweight SS-G generator because I can fit it and it's the best performing generator EN-wise of all. BOOSTERS-POLARIS because it fits my "duration CQC" style. Has good power, good efficiency. Though VIRTUE would be good in combination with DEARBORN03. HOGIRE backs for light weight and EN efficiency. SCHEDAR sides for comparable power to KRAKEN but lower active drain. JUDITH OB because I don't OB. WEAPONS-Rifle and machinegun combo; A classic CQC staple. MR-R102 rifle for general power and longevity. MOTORCOBRA for general power, longevity, and missile deterrent. DEARBORN03+BELTCREEK for powerful and aggressive missile use. The aim of this AC is, as mentioned above, to get in close and perform "duration CQC". This is where you get in close and stay close, staying on your opponent and tagging blind spots if possible. VIRTUE will do a much better job of closing in but cannot sustain this sort of combat for very long. I pelt with missiles and machinegun, firing DEARBORN until dropped, staying close to keep it effective while utilizing the MG for damage and the opportunity to blow my opponents' missiles up in their face, if they aren't using OSAGE.
  7. You call me a disgrace to my country and an infidel, all with major grammar and spelling issues, and you expect me to not have hard feelings? Your expectation has been met with confirmation; No hard feelings brah. And you're certain we can make such fabled machines? In this current day and age? We just choose not to? http://i.qkme.me/3ohueb.jpg
  8. Hyde

    Dusk Roar

    Yeah those are the GUYANDOTTE flares or whatever. Because I went with WG core from the get-go I didn't get around to picking flares, though I was sure I didn't need them because I can attain a lock from a much farther distance than most, so they shouldn't be able to get a lock for missiles, though I should be prepared for if they do. I should've tried out those GA legs. They're my favorite quad legs but I guess I was just set on the name of the AC so I never tried them out. They'll be better all-round because more defense, more AP, and less EN drain. I'm not really a fan of dual rifles. I'd say the MR-R102 and NIOBRARA is good and cost efficient enough, plus the NIOBRARA is a quick drop. How could Chode not do enough damage? Were y'all running two SCs like I am? I was preferring to use the 061 but it was WAY too heavy and I found it slow to fire, though it's only a second or so slower than the 051. Plus I love the aesthetics of the 051. Reminds me of conventional, real-life sniper rifles with its muzzle brake.
  9. Armored Core 4, huh? I'll see if I can order when I get paid and find a save with everything on it.
  10. I don't think you read all of my post. I go from that to this, "As far as the game goes, everything about these AC's are covered. The G-force, armor, powerplant, control system, balance, etc., are all "addressed". "However, all the shit I said is completely useless in the real world, with real physics, with real technology. That is everyone's point. You cannot balance a bipedal machine like that, and why make a bipedal machine in the first place? Energy of that level hasn't been produced yet. The only thing that comes close to that energy is fusion, which we are nowhere near replicating/containing/harnessing/etc." to eventually this, "Every notion of an AC is....stupid. Looks badass on a game and we should keep it that way. The laws of physics, current level of technology, theoretical level of technology, and common sense will always have serious people laugh at AC's." Along with the fact that I already mentioned that tested military systems are basically perfect for what they were developed for. I just wanted to distinguish to the hopefuls the difference of an AC's ability in the games to how they would fail in real life with physics and better weapons around.
  11. Hopefully everyone's seen this as it's old enough, now, but here's the closest thing we got in a mech. The miniguns aren't real but certainly can be. However, this thing wouldn't last two seconds in combat. Looks cool, though. "Functional" to a degree.
  12. As far as PS1/PS2 AC's go, they'd be totally defunct and outclassed by already existing military weaponry. AC4/fA AC's are something different. Unlike Modern Military weaponry, their generators possess virtually infinite energy. Limitations are only based on what the mech can do over a small period of time. As far as mobility, it doesn't possess quite the raw speed of a jet, but its overedboost feature has it going pretty fast. It can range from 750mph to 1200mph. However it does possess much more agility as jets cannot move like an AC, going in any direction. It also cannot "quickboost" instantly in any direction. Besides the harrier/hoverjets, jets also can't hover or continually fly vertically without going forward. As far as defense goes, and the way AC4/fA depicts defense (in game, not in cutscene), it is pretty much impregnable. The "Primal Armor" "force field" consists of special particles called "Kojima Particles" that, when colliding with each other, become solid. Most ballistics cannot get through even that. And if you were to go into testing/VS and just sit there and let the enemy AC pound on you, you'll see that the AC takes QUITE a beating from things like machineguns, rifles, missiles, lasers, laser blades, grenades, sniper cannons, railguns, etc. Said weapons are also what AC's use. Highly advanced weaponry. Judging by the high amount of ammo your typical rifle or machinegun holds in AC4/fA, I'd say they can't be that big of a caliber. However, the lasers are a weapon that would annihilate any military vehicle. As far as the game goes, everything about these AC's are covered. The G-force, armor, powerplant, control system, balance, etc., are all "addressed". However, all the shit I said is completely useless in the real world, with real physics, with real technology. That is everyone's point. You cannot balance a bipedal machine like that, and why make a bipedal machine in the first place? Energy of that level hasn't been produced yet. The only thing that comes close to that energy is fusion, which we are nowhere near replicating/containing/harnessing/etc. The G-forces of such instantaneous movement like quickboost are fatal. Kojima particles do not exist. Armor that thin and light to allow such mobility will surely be frail, unless there's some badass alloy/metal compound that's undiscovered. The sensors do not cover ranges on the level of our modern sensors. It attracts way too much attention on the battlefield. Even if ACs COULD be produced on that level, its cost would be...incomprehensible. It'd sit there as a blueprint, with its technology benefiting the simpler, tested, less expensive, improvable designs. Every notion of an AC is....stupid. Looks badass on a game and we should keep it that way. The laws of physics, current level of technology, theoretical level of technology, and common sense will always have serious people laugh at AC's.
  13. Hyde

    Dusk Roar

    H-047AN02 C-WHITEGLINT A-LAHIRE L-DUSKAROR FCS-HOGIRE GEN-LAHIRE MB-AALIYAH BB-LATONA SB-LATONA OB-JUDITH RA-NIOBRARA LA-MR-R102 RB-050ANSC LB-050ANSC RIGHT HANGER-EB-O600 TUNES: 50 tunes in load, energy output, energy capacity, vertical thrust, forward & side quickboost, arm EN weapon skill. 41 tunes in lock speed. 34 tunes in refresh rate. 17 tunes in leg turning ability. STATS A quirky idea of mine. The idea was to make an AC that spams sniper cannons. Seeing as quads/tanks are the only leg parts able to bear such weight, I decided to go with DUSKAROR for mobility and because the name came in my head along with it. FRAME: 047AN02 head for lock range. WHITEGLINT core for general defense, low weight, low EN cost. LAHIRE arms for maneuverability, low EN cost, EN weapon skill. DUSKAROR to bear weight and grant mobility. INTERNALS: HOGIRE FCS for a touch of everything. LAHIRE generator for general power and KP output; SOBRERO could've been a good choice but it has low capacity and KP. AALIYAH mains for boosting power and counteraction of a quad's grounded fate. Other boosters for efficiency/general power. WEAPONS: Dual snipers, like so. I chose the 050ANSC for similar weight to the 049 but with moar power and precision, along with lower ammo. The 049's are OP when it comes to ammo. The rifle for long-lasting chipping/accessory damage. NIOBRARA for reliable, expendable missile(easy) offense. The hanger blade for hybrid pwnage that brings you back to the days of ACFA:1.20 regulation's mass blader population. It has great offense. Most can't even lock at my sniping range except snipers, so I'm generally safe from fire/missiles. Once the snipers come off, if they're not dead yet, midrange/CQC battle commences. The AC's superior mobility and rifle/missile/blade loadout will surely finish them. They'll think the rifle and missiles are it, then slice n' dice like a cheap lil' newb.
  14. I'm genuinely surprised this topic went on this long. An AC, as pointed out billions of times before on this thread, would be impossible by any and every means. However, what could be theoretically useful as a distraction and/or intimidator is to have a hologram of a giant ass robot. That's about the only use I could come up with for an "AC", if even a hologram of that nature is possible. I say just stick to tried-and-true military warfare systems and general ballistics.
  15. These AC's are all full Company Model AC's with various weapons and internals to make them as effective to me as possible. They are for AC:fA, Regulation 1.40. TYPE-LAHIRE EKHAZAR 03-AALIYAH SALAUX (Soluh) LINSTANT TYPE-JUDITH Y11-LATONA
  16. I shall play for PStrois. PSN is Potemkin7
  17. Hyde

    Nineball

    H-WHITEGLINT C-AALIYAH A-063AN03 L-JUDITH FCS-JUDITH GEN-SOBRERO MB-VIRTUE---Can be AALIYAH or LAHIRE BB-LATONA SB-JUDITH---Can be LATONA OB-KB-JUDITH RA-EB-O305 LA-04-MARVE RB-CHEYENNE02 LB-OGOTO SH-None TUNES- MAX TUNES=Generator output and capacity, arm maneuverability and EN weapon skill, vertical boost for Virtue, forward QB for Virtue, side QB for Judith. LEFTOVER TUNES=Judith lock speed (20), Judith radar refresh (34), leg turning ability (38). Ah, a classic. This version is a trying replica of Last Raven's "Baby Breath", which is similar to the MoA Nineball as well, except Baby Breath has a Linear Rifle instead of a Pulse Rifle, which is reflected here with the MARVE assault rifle. The frame consists of parts that, in my opinion, are similar to the Nineball in MoA and LR. It's a mid-lightweight frame with sleek looks and surprisingly great defense. It possesses a shell defense of 8717 and energy defense of 7378; Not bad for such a lightweight and fast-moving AC. However, it suffers from a low AP of 33773 and mediocre PA capability (if that even matters?). The internals are the only freestanding thing I can play with whilst maintaining the general Nineball image. The FCS is JUDITH, a versatile, close range, quick FCS handling the blade, rifle, grenade cannon, and missile launcher equipped on this AC. Boasts low EN cost. The generator is SOBRERO. Because of its low KP output and energy capacity (which can be ignored), it isn't the best of generators, however it is the lightest of all and possesses the greatest output of all, which circumvents the AC's costly frame. The main booster is VIRTUE. I'm a rusher at heart, preferring close range combat and high-speed. Virtue does this for me. It possesses low auxillary EN cost and weight along with its monstrous QB capabilities, but is weighted by its weak vertical lift and high main/vertical energy cost. The vertical thrust is tuned to the max but it really isn't too much of an improvement. However, this AC is a replica and doesn't use the most useful, tiered and trendy weapons out there, so it is at a disadvantage. Since this AC is a hybrid and equipped with a long, but weak blade, the intense speed of the booster allows it to hit with ease. The back booster is LATONA for low cost and the overedbooster is JUDITH-KB for the same reason. The side booster is JUDITH, a very light and cost efficient, but weak, booster. It was chosen because, when tuned, its thrust isn't bad for a light-ish AC like this, and it lessens the EN strain and promotes forward movement QB chaining speed. The weapons are merely chosen to match Nineball as closely as possible and while they aren't the best of combinations, they are very decent. To me, that is. I'm a Hybrid user, as well as a faithful grenade cannon user, so I'm very comfortable with this AC. The blade is ultra long with okay strength and low usage cost, but has high auxillary EN cost and low stun. The rifle is the best assault rifle out there, but is pained by terribly low ammo count, heavy weight, and comparitively high EN cost as opposed to other ARs. The spread missiles, CHEYENNE02, are decent and have good ammo and fire rate. The grenade cannon has good fire rate, power, and ammo capacity. The paint scheme is specifically matched to Nineball, but like the frame/weapons, it's impossible to match exactly. That withstanding, I'm actually very impressed and fond of this build. It has great defense and speed with a decent hybridized loadout that is effective. Its energy is rather high considering the strain of the parts and it performs and maneuvers extremely well. ACFA is pretty much over and wasn't really favored by all, and unless someone here decides to throw a tournament, this is a waste. Oh well, I still enjoy the game and always have. More ACs to come.
  18. Hyde

    Skydrifter

    H-SOLUH C-EKHAZAR A-063AN03 L-EKHAZAR-RJ FCS-FS-HOGIRE GEN-LAHIRE MB-JUDITH BB-LATONA SB-HOLOFERNES OB-LINSTANT/O RA-NIOBRARA03 LA-051ANNR RB-SALINE05 LB-RC01-PHACT SH-YASMIN TUNES- Energy output and capacity are tuned to max. Vertical lift for CB-JUDITH tuned to max. Forward and side QB for CB-JUDITH and AB-HOLOFERNES tuned to max. Leg turning ability tuned to max. Lock speed and radar refresh rate for FS-HOGIRE tuned to max. Left over tunes put to missile lock speed (19) and back QB for BB11-LATONA (23). Who gives a shit for ACFA or AC in general anymore, right? Well I turned mah shit on for nostalgia, went on to Public Match, and actually fought a guy 1vs1 for like 12 matches, then three others showed up and we fought 2v2 for like 6 matches. It was pretty damn fun. The guy I 1v1'd was German, the other two that showed up were Japanese/Asian. When we fought 2v2 it was me and a JP dude vs the German and the other JP. The JP guy I played with literally had only dual rifles on his MW build and died in the first minute of every match. Despite my not playing in centuries, I actually fought the two of them and usually killed the dual-rifling, super rushing JP guy and almost killed the German, or I at least lasted for 7 out of 10 minutes. It was lovely. Anyways, enough of the true storytelling. This AC came about when I was deleted every old AC in my garage and started to build new ones. I built this one with the desire of making a sniping RJ AC. I did. Though I'm still unsure of parts to use or combos to use. The FRAME-I had RJ in mind, so the legs are a given. They hold the greatest load of all RJ legs, if I remember correctly, so I chose these. The rest of the frame is bullshit. The arms' abilities aren't necessary. EKHAZAR core is overused and SOLUH has great stability but is weak. However, with this combination of random parts I have amounted a ballistic defense of 8459, which I am happy with. The INTERNALS-I used LAHIRE gen: Lightweight, good power, good KP, green beans. I used the HOGIRE FCS to save tunes and provide versatility. It has good range, good lock speed, and good missile lock speed, as opposed to longer range FCS which are snails by comparison. The BOOSTERS-I wanted amazing vertical lift and EN management and JUDITH was great for this. LATONA backboosters are decent. HOLOFERNES sides have amazing side QB power/distance. Good for evasion and overall distance gaining. LINSTANT overedbooster for EN cheap power. A great OB. The WEAPONS-It's clear I wanted to have a long range weapon, and the PHACT railcannon is incredible for this, though not as good at aiming well as a sniper cannon. I also wanted to have an accurate, good-hitting rifle for chipping damage and circumvention of PHACT's slowness. The 0551ANNR is one of my favorites, boasting the highest power, range, and ballistics velocity of all rifles. Since I'll be at range, this is necessary. With this, I wanted some missile support as this AC isn't the fastest and CQC weapons wouldn't be a good choice. Missiles are the brunt of EVERYONE's offense anyways. It's sad. I chose NIOBRARA and SALINE because the former is one of the best missiles in the game with great power and missile agility, and the latter because it's cheap with a lot of firepower and effectiveness for a standalone missile. YASMIN for anti-missiles. Now, my dilemma with this AC is how to place my weapons. The rifle+railcannon allows chipping damage in between shots but I feel it's also a waste of the rifle because it probably won't hit consistently at the edge of my FCS. The missile+railcannon is great but the NIOBRARA's are a wee-bit slow and will probably be shot or outrun at those distance, HOWEVER!: I can fire ze missiles, then fire the railcannon as it gets close-ish, using the stunlock to hamper their movement. Idk, no one cares, I wrote too much, sorry, not sorry, ACFAOMSPInooeito980898u.
  19. Question: I'm just getting into One Piece. From the hype, it seems this series is incredible. Read and watched a little into it, and I agree. However, I wanna know how I should go about this. Watching the anime is always nice. Seeing shit in color and in motion is a pleasure. Reading it is awesome too. I'd honestly rather watch it, especially since I've got a whole 600+ worth of reading/watching material to go through. I find that it's less time consuming to watch than to read, at least with me, as I tend to voice out everything I see in my mind and imagine it. Problem with watching it, though, is the damn fillers. I may be able to tell at times what is canon and what is filler, but not all the time. So, I wanna ask you guys. Should I read through it, or should I watch through it? I'm right at the point where you see that guy who wears green, wears shades, and has a long, tengu-like nose. I won't spoil myself the series, and I'd rather y'all not either, as such, I do not know this character's name yet.
  20. My workout's simple, but I'm QUITE limited, as I only have a pair of 30lb dumbells. This workout is done over a two day period. A kind of "A-B" type of thing. All exercises utilize said pair of 30lb dumbbells Day one: 3 sets of 15 curls 3 sets of 50 calf raises 3 sets of 20 lateral raises 3 sets of 70 shoulder shrugs 3 sets of 20-25 tricep extensions (done flat on back) Day two: 3 sets of 50 leg lifts 3 sets of 50 crunches 3 sets of 50 oblique crunches 3 sets of 20 pectoral flyes-----\_____\ These two chest exercises are done in absolute succession, one after another 3 sets of 20 dumbbell raises---/ / Just do one every other day. You should be working out every single day
  21. Hyde

    Melee Weapons

    http://i1215.photobucket.com/albums/cc506/Hyde212/Photo_00648.jpg
  22. It would be awful nice if I could be in the raffle! Good luck to all who enter
  23. H-HILBERT C-SOLUH---May switch to EKHAZAR A-063AN L-WHITEGLINT FCS-JUDITH GEN-JUDITH MB-VIRTUE---May switch to AALIYAH BB-LATONA SB-SCHEDAR OB-JUDITH: NON-AA RA-GAN02-NSS-WBS (Spread zook) LA-AR-O700 RB-CHEYENNE01 LB-CHEYENNE01 SH-N/A TUNES: CAP-0/50/33/0 ATK-50/50/50/0 ACQ-25/0/34/0 PA-0/0/0/0 BOOST-0/0/0/0 SPC BOOST-50/0/50/0 CONTROL-0/0/0/50 I'll try to make this design post shorter, which shouldn't be hard as this is more of a joke AC. Here's a nice little rusher equipped with a spread zook. As I said above, this AC is more of a joke AC, seeing as most zooks in general don't have a great hit rate at all. The frame was geared towards being lightweight, having great arm performance to maximize the effectiveness of the spread zook, and to having great defense. The booster is set is geared for high speed rushing to help line up shots, and the FCS compliments the fact that this AC has spam-drop missiles. I don't care that I have missiles on this build because, like I said, it's more of a joke AC. Name of the game is to simply spam-drop the missiles, then go in with CQC. I look at the spread zook as if it was a KAMAL, and with the KAMAL, I simply rush around and maneuver 'till I get a nice, solid shot. Same principle here. Rush around, maneuver, and try to get a nice shot lined up. The insane power of the bazooka combined with the missile spam prior should be enough to take out anything. Even tanks will crumble against the spread zook. The name and color of the AC is taken after the "Bazooka Joe" comics that came with bubble gum back in the day and even now. Google it, go to your local cornerstore, you may find some.
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