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Hyde

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  1. Hyde

    Tenshi

    H-HILBERT C-EKHAZAR A-LATONA L-WHITEGLINT FCS-JUDITH GEN-JUDITH MB-VIRTUE BB-LATONA SB-SCHEDAR OB-JUDITH: NON-AA RA-ELTANIN LA-MARVE RB-MP-O901---I want something else instead of this, dammit. LB-TRAVERS SH-061ANRM---Here too. Something different, I hate missiles. TUNES: CAP-0/50/50/0 ATK-50/0/0/28 ACQ-30/0/34/0 PA-0/0/0/0 BOOST-0/50/0/0 SPC BOOST-50/0/50/0 CONTROL-0/0/0/50 Here's an incomplete hybrid I designed. As I just said, it's a hybrid, though I wanted to emphasize the AC to be BOTH fully loaded, and unlike most my hybrids, to be actually capable of actively obtaining a reliable hit with the blade. Unfortunately, something else I also said before, is that it's incomplete. As you read through the specs, you can see that I put missiles in some of the slots, and that is something I do not want to do, but I simply couldn't find anything else that fit absolutely perfect, and I'm thinking that it's gonna be that way no matter what. Though I do believe that missiles are indeed the best choice for that slot, it'd still be nice if someone could recommend a part that would fit well on this AC. Breakdown of the parts, weapons, etc.: HILBERT head, a great head....hm...innuendo moment. Anyways, HILBERT is a head with great stats and performance. I also tend to like the looks of it too. Reminds me of heads from older generation Armored Core games. Simple choice. Aesthetically pleasing to me, that's the number one thing. Besides that, it has great shell def, and decent EN def, all with a comfortable EN cost. EKHAZAR core. 'Tis infamous for its stats and incredible versatility. Honestly, I'd rather go with SOLUH core, because it's much sexier. It's actually what I had on here before, but I changed it to avoid any sort of flaming that may come of me not choosing the superior and obvious choice of EKHAZAR core lol. I don't even need to explain using EKHAZAR core, but I will definitely say AGAIN that I'd rather go with SOLUH core, and I probably will. It's all about sexiness. LATONA arms. Used these arms for a few reasons. They're not too good in terms of weapon handling, except for enhancing the power of EN weapons, and that partly comes into play here. These arms help out to strengthen ELTANIN, though I doubt it needs to be strengthened at all. LATONA arms also possess great arm maneuverability, which is key in tracking and in blade swing speed. Obviously, they are also great for their low impact. In other words, low in weight, low in EN cost. Appropriate for this AC, as EVERYONE wants as little detriments as possible, and with this AC, I aimed for a bit higher speed for more reliable blade hits, and LATONA served its purpose there. WHITEGLINT legs. Beastly legs, they are. I either put these, or AALIYAH legs on hybrids. I do this because I don't wanna be like everyone else who makes their "hybrids" a simple blader with a ballistic camouflage to keep from being flamed and keeping themselves challenged. I use WG and AALIYAH legs as a handicap, is all. Aside from that, WG legs possess great defense and decent load, with low EN cost and the best turning ability out of all MW legs. I also prefer the type of swing it gives. Aside from the handicap I use these for, they have great stats for their class. The JUDITH FCS is probably my favorite FCS. It's freaking incredible, though lacking slightly in radar range and lock distance. However, seeing as I'm exclusively CQC, this isn't a con to me at all. I actually would've used INBLUE to save tunes, I used this FCS due to the fact I put unwanted, but unbelievably appropriate missiles on here. Great FCS, versatile and able to be used well with all weapon types, though it lacks with long range weapons. JUDITH gen. Again, since I was going for a hybrid that would be a bit more handy with a blade than all the rest of my hybrids, I wanted a lightweight generator. I didn't want to go as low as SOBRERO, because that would give me TOO much speed, and I'd rather be comfortable with my PA. SOBRERO just lacks too much in KP output, it's ludicrous. So, I chose JUDITH out of LAHIRE. Merely chose it for the small weight difference between the two. VIRTUE mains. Hm, I wonder what these are for...... LATONA backs. I don't play defensively, and when I do, it's for a short moment, so LATONA is all I would ever use. SCHEDAR sides. Been hearing good things about this booster, and the rumors were true. Though a little heavy, it has a great balance of stats. Good EN cost, and low EN cost in terms of horizontal thrust and QB, which is the jackpot. They also don't have overbearing duration and power, which I feel throws off forward rush movement due to the AC being rocked too far side-to-side. I used to run JUDITH, but I found that it was seriously lacking in power, which in-turn made my turns cut short. Great part, and will now be my standard. I won't explain the OB. 'Tis pointless. ELTANIN blade for that power and low base EN cost. What's not to love? Though I must admit that this blade is rather overpowered. I wouldn't mind going with EB-R500, though it's a big drop in power and a sharp rise in EN cost. MARVE. Haven't used MARVE in a good bit. Incredible rifle. Decided to put it on here. It's sexy as hell, amazing at damaging, and goes well with the AC. It's low ammo cap is actually the main reason why it's quite appropriate on this AC. I did want to emphasize the blade, so having a weapon that'll expend fast for me to utilize while still being effective is idea. MP-O901 & 061ANRM are simply there because I felt that nothing else truly fit on the AC. After testing it against people, I found that this combo is actually quite effective. The shoulders are infamous for their reliability, and I actually think it's the combination of the quadruple firing of the PM missiles, their great tracking, and the fact that people aren't used to dodging PM missiles is what attributes to its effectiveness. Everyone's so used to dodging scatters, VTF's, Wheelings, and the like, but I'm not so sure people are used to dodging PM missiles. The MP-O901 have great tracking and spammability, due to it firing 4 at a time at fast, whole intervals. I may keep this on the AC, but if anyone were to discern a viable non-missile weapon in this place, I would appreciate it. TRAVERS. Probably my favorite grenade launcher. Grenade power, ample ammo cap, and a rather quick fire rate. With this weapon in place, I feel that this AC is a true "fully loaded" hybrid. The AC has great movement for rushing to utilize the guns AND the blade, and the AC possesses a variety of firearms, such as a rifle for chipping, a blade for movement, lining up shots, and high offensive EN attack power, missiles for anti-lag and easy-mode damage, and a grenade for ground-pounding power shots. So there you go. A nice, moderately speedy, versatile, powerful hybrid for use in any battle. Any kind of advice or recommendations would be nice, but be prepared to state your reasoning for said recommendations. BTW, Tenshi means "angel" in Japanese. If you want to make this AC, then do exactly as I say. Load up "Split Moon" from your enemy AC section in your designs. Keep everything. The emblem, the paint, everything. Then simply change parts to this. BAM, you got Tenshi, the angel.
  2. Hyde

    Umbria

    H-047AN02 C-SOLUH A-063AN03 L-GAEN01-SL-L (quad legs) FCS-JUDITH GEN-LAHIRE---If a better generator would be recommended, that'd be nice. I'm new to quad play. MB-AALIYAH BB-LATONA SB-JUDITH---Might wanna change to something more powerful, as turning is weaker than I'd prefer when I'm fully loaded, but more than okay without the SC. OB-JUDITH (non-AA) RA-NIOBRARA LA-MR-R102 RB-KAMAL LB-049ANSC SH-NEMAHA---Might change to BELTCREEK...depends. NEMAHA's ammo is ridiculously low TUNES: CAP-0/50/3/0 ATK-50/50/25/0 ACQ-30/0/34/0 PA-0/0/0/0 BOOST-0/50/0/0 SPC BOOST-50/0/50/0 CONTROL-0/0/0/50 The second AC out of all my newly redone garage of 21 ACs. I recently deleted all my ACs due to my desire to seriously cut back on missile usage. I only chose missiles for this AC because it seemed to fit, and I'm not too adept to building quads, but here I go. The frame is pretty basic, and since quad legs and my arms and head pumped so much shell into the AC, I decided to go with SOLUH core, though I may move up to EKHAZAR, simply because it's utterly superior with NEGLIGIBLE downs compared to SOLUH core. It has marginally higher EN cost with slightly heavier weight. I may change the cores in the future, depending on what you guys say and what I experience. The 047 head is chosen for its camera ability AND defense, but mostly for the camera ability. This boosts my lock range to allow better use of ALL my weapons, but more specifically the sniper cannon. The 063 arms were initially intended to boost the performance of the weapons I had prior to changing one of the units to NIOBRARA. I was thinking about changing to EKHAZAR arms, but the defense is substantially lowered, and I decided it wasn't worth it, so I kept these arms instead. The legs were chosen as the basis of the whole entire AC. At first I had the desire to make a quad rusher, which I will indeed make, but I veered toward a hybrid sniper/CQC/missile spammer design. I decided to go with the lowest EN costing legs out of the bunch. The rifle is chosen for a simple close to mid range spammable weapon with a lasting ammo count, and NIOBRARA was decided to be a deterrent for the SC, with NIOBRARA also being a very effective missile unit. The KAMAL is there for CQC half of this AC. I bring it out when I'm out of missiles and tired of using the SC. The sniper cannon was a decision I made when I was "going off topic" with the initial plan to make this a pure rushing quad. "Why not use a sniper cannon?", I said. The quads are the ultimate in stability, so I decided to go with a sniper cannon. Chose the 049 for its lighter weight and higher ammo count, along with its superior fire rate when compared to the other cannons and PHACT. I chose JUDITH FCS because I wanted to put tunes somewhere else, so I figured the 047 head would compensate for it somewhat. The LAHIRE gen is a great, decently powerful, lightweight gen. It's a standard on a lot of my ACs. AALIYAH mains. My favorite booster in the whole game. It's ideal on this AC because of the power, and most of the all, the vertical lift. Quads have a real disadvantage when it comes to being ground-based, as grenades are the bane of their existence. To counter this, obviously you need good vertical lift. JUDITH and AALIYAH answer this problem. With the former pushing efficiency, and the latter pushing power. I choose power, as there is a rushing side to this AC. The LATONA backs and JUDITH OB is a standard too. I don't push for powerful backing power because I rush, forward is where it's at, so I only use back QBing to correct my placement around the opponent. JUDITH OB is for my lack of use of the overedbooster. But, the side boosters, JUDITH, may need to be changed. The thing is, I feel that they are perfectly fine when the SC is dropped, but when I'm fully loaded, the turns leave a little to be desired. EDIT: I may switch to SCHEDAR. Been hearing good things about the booster, and I've noticed it on plenty builds. As far as the whole AC goes, I actually quite like it. I don't know too much about quads, but I think I made a pretty good fusion of a sniper/missiler style and my rushing style. Some constructive criticism and advice on this noob of quads would be MUCH appreciated. Thanks.
  3. Hyde

    Godspeed

    I shall give them a try. Looked at their power and duration. They have great efficiency, though heavy weight. They also sport decent duration and power, greater than that of JUDITH, but nothing crazy like AALIYAH, LAHIRE, or HOLO or even LATONA. Haha, not very competitive. This is more of a joke AC than anything. Should've posted that in the first place >_>
  4. Hyde

    Godspeed

    (0, -20) sir. Though that's only because the back weapons. It's actually (0,-12) without them. Bro, I absolutely despise dual rifles or DR's for short. The only reason I'm running them on this build and few others is simply for weight and EN management. Other than that, I don't even use them in unison. I exclusively use a front+back weapon combo. I could've put on dual MR-R102's, but I decided not to so I could kind of ease back on the tag of "DR user". Dual rifles are....not honorable, to say the least. That spam-drop tactic is cool, though. I like how you tied that into how your opponent will dodge certain arms fire. That's pretty strategical there. I only put the SAPLA there for an extra offensive boost to spam-out in the beginning of the match. I will not resort to DRing, I just lose the SAPLA, then rush with KAMAL+ACACIA. It should be noted, though, that I am trying to cut back on missiles almost entirely. I despise missiles, and in my opinion, they win over half the battles' all missiles users fight. They spoil the game, in my eyes. As of yet, and out of many ACs, I now only have two ACs that possess any missiles whatsoever. Turning ability definitely isn't quite as strong as all other boosters are, but I think they get the job done just fine. Also, as I said, the more powerful your side boosters are, particularly in QB, the more you'll get thrown either side, thus taking away from forward rush movement. With this AC, and with most of my ACs, and with my playstyle in general, I depend on quick forward movement, and I'd rather not take away the potential of that ability with boosters that I don't need due to the lightweight of my ACs and energy I can save by not choosing them.
  5. Hyde

    Godspeed

    H-HOLOFERNES C-LAHIRE A-LAHIRE L-SOBRERO FCS-INBLUE GEN-SOBRERO MB-VIRTUE BB-LATONA SB-JUDITH OB-JUDITH(Non-AA) RA-ACACIA LA-ACACIA RB-SAPLA LB-KAMAL All others not listed have no parts in their slot. TUNES: CAP-0/50/50/0 ATK-50/42/50/0 ACQ-0/0/0/0 PA-0/0/0/0 BOOST-0/0/0/0 SP BOOST-50/0/50/0 CONTROL-0/0/0/50 An AC created solely for rushing and CQC. The pinnacle of speed of a biped, without the lunge factor of a laser blade. This AC is absolutely not for the faint of heart. The goal in mind when I created this AC was simply speed. I wanted to the fastest AC possible on two legs and without a blade, and that I did. No other explanation for any of the parts chosen for the body/internals except for weight. All of the body was the lightest of all parts. The generator is the lightest of all generators, with the highest output too, but pathetically low KP, which further downs this AC's already pitiful defense. The FCS is INBLUE simply because it is a rushing AC, and I did not want to waste fruitless FRS points on some other FCS. VIRTUE obviously chosen for its superior QB power and duration. The vertical lift of VIRTUE is tuned for better climbing against high-flying opponents. LATONA back booster for its efficiency in EN, and JUDITH sides for its preferable power and the very same efficiency I saw in BB11-LATONA. I find that powerful side boosters are detrimental to rushing opponents, because the booster throws forward chains off by scooting the AC too far on either side, so I always choose JUDITH as a side to counteract that effect, because the AC is already light enough to pushed far enough sideways in the first place. The non-AA JUDITH overedbooster was chosen for lessening the stress off the AC. The dual ACACIAs are used mainly for their light weight and low EN cost, though I find them rather effective for CQC, as the rapid fire and good ammo cap are ideal. SAPLA and KAMAL are simply powerful ballistic weapons to be used in combat. SAPLA is very nice and effective, despite its low ammo count. I'll usually start by dumping SAPLA, potentially causing very major damage, then I'll follow with expending KAMAL. The extreme speed of this AC is its only offense AND defense. In order to use it effectively, you MUST have control over this AC, and then your opponent. The incredible speed makes for easy passes, allowing you to stay out of visual range of the enemy for extended periods of times. Your nemesis in this AC will probably be missiles, especially since everyone nowadays can't help but to spam them. Also, stunning, powerful weapons shall be your bane as well. As long as you rush effectively and maintain control over your opponents' moves, the godspeed of this AC shall be its ultimate, ambiguous trait.
  6. Hyde

    moko

    head-soluh| core-soluh| arm-judith| leg-judith fcs-judith| generator-rigel main booster-virtue| overedbooster-kb-judith| backbooster-latona| side booster-latona right arm-063anar left arm-hitman right back unit-kamal left back unit-mp-0700 shoulder-beltcreek03 tunes 50-energy output, energy capacity, vertical thrust, forward qb, side qb 41-firing stability, aim precision 34-radar refresh rate 31-arm maneuverability 25-lock speed 20-leg turning ability just a cqc bot. comment?
  7. Hyde

    Lux Lucis

    H-TELLUS C-EKHAZAR A-A12-OPS L-AALIYAH FCS-JUDITH GEN-LAHIRE MB-LATONA BB-LATONA SB-LATONA OB-JUDITH RA-N/A LA-N/A RB-MP-O601JC LB-KAMAL SH-061ANRM -TUNES- CAP-0/50/14/0 ATK-50/0/50/50 ACQ-25/19/34/0 SPC BOOST-50/0/50/0 CONTROL-0/0/0/50 -STABS- HEAD TOP: SAUBEES-HEAD-1 HEAD L&R SIDE: EKHAZAR-HEAD-2 CORE L&R UPPER: SOLUH-CORE-1 CORE L&R LOWER: CLS01-AURORA-A ARM RIGHT: GAN01-SS-AS0 LEGS BACK: 03-AALIYAH/LBS1 LEGS L&R UPPER 047AN04002 LEGS L&R MIDDLE: EKHAZAR-LEGS-1 LEGS L&R LOWER: LLS01-TELLUS-B This is a fully MW design with the CQC use of the laser arms in mind. The name of the AC is latin, and it means 'light'. That obviously pertains to its focus of the laser arms. The frame of the AC was meant to be fully MW, because I don't think I have one AC that meets that classification. So I decided to make a full medium weight class AC. Note: The laser arms don't have a weight classification, per se, but comparing it to MW arms like AALIYAH, WHITEGLINT, and EKHAZAR, it clearly is a MW arm. I also wanted the frame to have balanced defense. This, meaning I want both the EN and shell defenses to match up as evenly as possible, and I have achieved this through this frame setup. The TELLUS head has a great, low EN cost for using it, so I chose it for this AC. It also brings up the AC's defense as a whole. This head just seemed to flow the rest of the design as well. The EKHAZAR greatly improves its AP and shell defense. I also just love the look of this core. Definitely one of my favorite cores, as it also has great EN efficiency. The A12-OPS arms are the focus of this build. They bring up the EN defense, obviously. Not sure about the shell defense, though. I didn't really look at it. These arms are arguably the best EN weapons in the game, to me, at least. They have good fire rate, high power, and apparently good ballistics velocity. Ballistics velocity determines the speed of the projectile fired, and that means it'll have a shorter time to get to the target. This means that it'll be more effective against an opponent, because it leaves less time for your opponent to dodge the attack. This is a key stat in hit registry. The AALIYAH legs bring the AP a good deal as well, and has relatively balanced defenses. It has decent EN cost, and has good turning ability. It also looks great and is the lightest out of all other MW biped legs. The JUDITH FCS, my favorite FCS, was great on this AC. I don't have to spend a lot of tuning points on it, though I did to improve the lock-on performance of this AC. It has low EN cost and is well-rounded in all weapon types. A good deal of energy in a light package is what I needed on this AC, so I chose the LAHIRE generator for that. I also chose it for its KP output, which isn't half-bad untuned. I wanted good PA capability as well, and SOBRERO wouldn't have been a good choice for that. I wanted more KP output than JUDITH, but still wanted more power than LINSTANT. LATONA booster set. Offers great EN efficiency with decent power. It really helps to "control" CQC on this build, as I do not want any chance of overshooting or anything like that. I won't be using OB, so JUDITH is chosen for its low static drain. MP-O601JC. I call these "combat missiles" for their rapid fire rate. This will be my "rifle" when I first start the battle. I think of these more as homing bullet weapons, not missiles. They have good tracking and rapid-fire, so they have good damage per second. The KAMAL is to be used with the missiles at first, and with OPS later. It is an incredible CQC weapon, and is capable of destroying your opponent's PA with one hit, allowing for massive damage after. This, combined with the good deal of missiles I'll be shooting, will make for a great damage combo. The 061ANRM are my "missiles". I think of the JC's as my rifle, and these as the real missiles. They're great when partnered up with the JC. They're fast, and have WAY better tracking than their back unit counterpart. --------------------------------------------------------------------------------------- Now, the game plan for this AC is to, as usual, spam missiles first. I'll use my missiles as a means to get in close while doing damage and putting pressure on the enemy. This will hopefully make it easier and safer to close in on the enemy, as I am not particularly fast. When I get in close, I pick my shots with KAMAL. This will make for great damage, and it just might kill the enemy before I even get a chance to use OPS. But of course, it might not. So after my missiles have been expended, I'll start using KAMAL+OPS. At this point, I'll have way more energy and less weight, so I'll be able to do more, faster. I can close in a lot better, and I'll be ready to cause damage with both ends of the arms spectrum; energy and ballistics. The OPS are highly reliable, especially up close. Their effectiveness is further increased by the tunes put into the arm. They have maximum maneuverability, so they'll track the enemy better. They have maximum aim precision, so those shots will seldom miss, unless they're good at dodging, lucky, or they lag. And have maximum EN weapon skill, so the shots will be that much more deadlier. I don't tune the firing stability because this is an EN weapon, so they have no recoil, or not enough recoil, to destabilize the arms and aid in inaccuracy. The damage dealt by them equals around 12K when you add the power of both arms together. This, combined with the power of KAMAL, will surely finish off any enemy. And that's Lux Lucis. It's colored in a blue-silver color to compliment its name and focus weapon.
  8. Hyde

    Holy Diver

    Whaaa? But, it wouldn't let me use images! Oh well. People are just gonna have to go to ACO to see them. Well, if I did what you wanted me to, I'd have a copy of another AC I've already made. With this AC's frame, I think it needs a good amount of KP for me to comfortable with it. I also specifically want the spread bazooka. Haha, I know I sound a bit stubborn, but I assure you that this design is complete. I don't post them to get advice on them. Thank you anyways, though. There would be a lot of things I would fix, if I wanted it to be. I'd changed the head to either HOGIRE or LANCEL, the core to EKHAZAR, change the SC to 049ANSC, and changed the generator to SOBRERO. This would be a much better build. The frame parts would provide the defense to make me comfortable with the AC, so I would change to the SOBRERO generator for unparalleled output and low weight for high-speed lunging. The 049ANSC is lighter than the 050ANSC, and has buttloads more in ammo. The rest I would keep, because, like I said, it would be a copy AC. I already have a bunch of ACs with BROCKEN as the arm weapon, so I don't need another. I made this AC the I wanted it to be. Again, thank for your help, though it wasn't needed. I do realize that this build isn't perfect, but I had a certain goal in mind, and I achieved it. I know it's not perfect, it's far from it. But I achieved what I wanted to achieve.
  9. Hyde

    Holy Diver

    H-LINSTANT C-SOLUH A-LATONA L-WHITEGLINT FCS-JUDITH GEN-LAHIRE MB-VIRTUE BB-LATONA SB-LATONA OB-JUDITH RA-EB-0305 LA-GAN02-NSS-WBS RB-MP-O601JC LB-050ANSC SH-MUSKINGUM02 -STABS- HEAD TOP: RAIDEN-HTS1 HEAD L&R SIDE: HSS01-LATONA-A CORE L&R UPPER: CUS01-LATONA-A CORE L&R LOWER: CR-LAHIRE-OPT01 ARM RIGHT: GAN01-SS-AS2 LEGS BACK: LG-LAHIRE-OPT01 LEGS L&R MIDDLE: 047AN04101 LEGS R LOWER: GAN01-SS-LLS1 -TUNES- CAP-20/50/50/0 ATK-13/50/0/50 ACQ-25/0/34/0 SPC BOOST-50/0/50/0 CONTROL-0/0/0/50 This AC was sort of inspired by Dio. Ronnie James Dio recently passed away from the bitch we all know as cancer. Dio was a metal god, and a singer for his own band, and many others. One of his songs, Holy Diver, was the inspiration for the name of this AC, obviously. This is a hybrid AC meant for heavy offense and high stun. Since this AC has \"holy\" in its name, I decided to make it rather \"divine\" in appearance. I\'ll post a picture a picture of it, but unfortunately, it will be low quality. But the quality will be enough to display its angelic appearance. Now, as I\'ve said before, this AC is meant for heavy offense and high stun. To achieve this, I used weapons with, you guessed it, high attack power and stun. I use my Blade Joustâ„¢ technique with this AC to use my weapons with great effect, and to increase my moving and dodging capabilities. The frame of this AC is rather light, and it needed to be light to incorporate the heavy weapons used. In fact, I even had to put some load tunes into the AC to keep it from being overweight. The LINSTANT head was used solely for looks. It is one of the \"angelic\" factors in this build. The eye of this head basically makes up the head itself, and the head looks like a giant light [insert color here] on top of your head. LINSTANT is THE most drainiest head out of all other heads in this game. So I\'m just letting you know that I didn\'t choose it for any statistical advantages. The SOLUH core is one of my favorites for keeping an AC light. It sports a good looking image with light weight and low energy cost. SOLUH core isn\'t used very frequently because EKHAZAR totally outclasses it. However, I couldn\'t afford to put the EKHAZAR core on this AC. The SOLUH core sports the greatest shell defense out of all of the lightweight cores. LATONA arms are a favorite among blade users. They are lightweight, maneuverable, good looking (IMO), and low in energy cost. They also have the third best energy weapon skill out of all other arms in this game, third to only the TELLUS and ARGYROS arms. They were also ideal in keeping this AC light, but also getting the best out of the rather weak blade that is used on the AC. The WHITEGLINT legs are used mainly for their load capacity, but I also felt that I needed a MW part on this damn AC. Seems like a piece of paper with boosters and heavy weaponry, so I simply felt obliged to bring a MW part onto this AC. The WHITEGLINT legs are arguably the best legs in the MW division of leg parts. They have great defenses, low EN cost, light weight, and great turning ability. In fact, they have the best turning ability out of all other MW legs, though it only outclasses AALIYAH by a paper thin margin. The JUDITH FCS was used because this AC uses missiles. I COULD\'VE used something like HOGIRE or LAHIRE, but I didn\'t want to waste tunes on upping the missile lock speed and even lock speed itself. HOGIRE has manageable lock speed, but it really lacks in radar refresh rate. LAHIRE has great natural lock speed, but it lacks too much in missile lock speed. I prefer a radar that refreshes quickly to keep a bead on my enemy, because I tend to move around quite a bit with my Blade Joustâ„¢ technique. This FCS was mainly chosen for its adaptability and lack of FRS points to be used. Blade lock distance isn\'t that big a factor. LAHIRE generator was chosen to give this AC ample energy without weighing it down very much. But I really chose it for its KP output. I feel that I need a decent amount of KP on this AC, as I will be charging into people. It also adds to my comfort level, just as I used WG legs to add defense, I used this generator to add even more defense. VIRTUE mains are a major factor in any high-speed rusher AC, hybrid, or blader. This AC is also pretty weighed down by its ordinance, so VIRTUE mains help out a lot. The rest of the boosters are LATONA and JUDITH. The LATONA boosters are there for their low EN cost and low active drain. Same thing with JUDITH OB. Now for the weapons. I really only used the EB-0305 for my lack of using it in the first place. I have hardly any hybrids that use this blade, so I just wanted to put it on here. Its extreme blade range also helps with simply landing a hit with the blade. It sort of makes up for my shorter lunge I get from heavy weight. The spread zook is used in the beginning of the match. I use this weapon in conjunction with my missiles. The missiles are used with great volume, and the great volume of missiles is used as a distraction. As the horde of missiles makes its way towards the opponent, I use my opponent\'s potentially confused, overwhelmed, or retreating state to get in close and score shots with the spread zook. I\'ve used this tactic to win a 1 on 1 match totally unharmed; a perfect match. The MP-O601JC are used in conjunction with MUSKINGUM. The MP-O601JC are great for spamming, as they have rapid-fire capability. The MUSKINGUM is the icing on the cake, for MUSKINGUM\'s sheer output of missiles alone can let me utilize the missile cover tactic. The sniper cannon is used with my Blade Joustâ„¢ technique. The technique can work because sniper cannons only shoot the way you\'re looking if it isn\'t attempting to get a lock. You\'ll notice that weapons with low melee ability can take some time to get a sure lock on the target, and this is identified by a white crosshair randomly moving about the target, slowly closing in. This happens because you have a slight lock, and if you fire before you get a sure lock, then it\'ll fire in the direction where the white crosshair is. However, if you fire before it even attempts to gain a lock, it\'ll simply fire where you\'re looking. With this, I can effectively utilize my Blade Joustâ„¢ technique and successfully hit my enemy. I specifically chose the 050ANSC for its low ammo capacity. With the 049 I would spend too much time using it, because the 049ANSC holds a ridiculous amount of ammo. Having that much ammo just isn\'t necessary, and I\'d rather have more power without all of that excess ammo. I also like the 050ANSC\'s look out of all other sniper cannons. It\'s my favorite aesthetically. So, to simplify the tactics. Match starts, fly off, find an enemy, use spread zook w/all missiles to engage enemy. Spam missiles and close in, then shoot with spread zook when you feel you get a good enough shot. When you run out of missiles and/or spread zook, bring out the sniper cannon. With the sniper cannon, perform the Blade Joustâ„¢ technique. When SC is out, use the spread zook (if you still have it). After all ordinance is used up, simply rely on the blade. The whole Blade Joustâ„¢ thing is joke. It isn\'t trademarked, obviously. I don\'t know how I would trademark it in the first place. I just believe that I am the first to use a blade the way I do, and I joke about it as if I invented it, which I might not have. It\'s also not a secret. I don\'t mind telling you about the technique, though I can\'t say I\'ll be reliable in explaining it in words. I will say this; it is very effective. EDIT: Sorry, you won't be seeing images on this AC on this site. If you want to look at it, then go to ACO. It's no longer user locked, so you don't have to register to look at the contents of that site. Blame Niji's bitch ass for not allowing images >:OOOOO Nope, nope. I'm just a dumbass. To prevent mistakes like this, simply go to the image you WANT to use in an img tag, right click it, go to properties at the bottom, copy and paste the link in the "location" thing, then copy and paste that as the URL. This is the direct link. I'm still not gonna post the image, for I am lazy.
  10. Hyde

    Vampyre

    H-LATONA C-LATONA A-JUDITH L-DUSKAROR FCS-JUDITH GEN-RIGEL MB-LATONA BB-LATONA SB-LATONA OB-JUDITH RA-MR-R102 LA-CANTUTA RB-KAMAL LB-MP-O901 SH-061ANRM -TUNES- CAP-0/50/50/0 ATK-44/34/38/0 ACQ-35/0/41/0 BOOST-0/50/0/0 SPC BOOST-50/0/50/0 This is a lightning fast AC for CQ use. I have only 1 quad, so I thought I should make another. The other quad I had was a RAIDEN quad with a sniper cannon. I wanted to make one for CQC, which is my signature style. This is what I came up with. The frame is meant to be light and EN efficient to support itself. I don't really care about defense that much. Lightweights are supposed to be fast to dodge incoming fire. I'm not going to make a LW AC with defense in mind because I don't plan on utilizing that defense. Though I will make a LW AC with the best defense possible. LATONA head is chosen for EN efficiency, mainly. It also looks cool and it had the eye that I wanted for this build. Nothing real special about choosing this part. LATONA core was chosen solely for EN efficiency. Unfortunately, quads are quite drainy. Especially DUSKAROR. My AC has to pretty damn efficient to support the way I fight, as I do not SS. JUDITH arms were chosen for their EN efficiency and maneuverability. It has good weapon handling also. DUSKAROR legs were what I built this thing around, it is the "foundation" of my AC. I was just going to choose some other quad leg, but I wanted to fast, real fast. So I chose DUSKAROR. MR-R102 was chosen for its ammo capacity and overall reliability. It's a good rifle. CANTUTA is my new standard MG. It has better ballistics velocity for better hit registry and low recoil for better accuracy. KAMAL is one of my favorite weapons. Does great damage up close, and does better damage when paired with a MG. MP-O901 was chosen mainly for it being a missile unit. I wanted something that did good damage, but could cut me some slack at the same time. MP-O901 is a great missile unit, for it fires rapidly and it tracks well. 061ANRM was chosen to pair with my MP-O901. It boasts the highest acceleration of all missiles unit, say for the ones that are equal. It supports pretty much every missile unit well. It also does good damage. LATONA booster set is my favorite, and is usually standard on my ACs. It is quite EN efficient, and has ample power for my playstyle. I don't really even need that much power on this AC because the DUSKAROR legs provide a large speed boost. JUDITH is standard for my ACs as well. I don't really use OB too much, and I don't need to joust. I just need something with good static drain. It also has good active drain as well. I use OB simply to get out of hairy situations or escape missiles. I used the RIGEL generator so I can be better off EN-wise. This is a pretty drainy AC, and I want to be comfortable using it. I stuck this in because it provided good EN, and I didn't need to worry too much about it affecting my speed. DUSKAROR provides a big speed boost, and this hardly puts a dent in it. Game plan is simply to start off using missiles. I usually always use missiles first because I want to get rid of them. My style relies mostly on my playing ability. Missiles are usually put in place to make my job easier. Also, getting rid of your missiles also takes a huge load off of your generator, for most missiles are usually drainy. Getting rid of missiles is a must on this AC. After missiles are gone, get in close.
  11. Hyde

    Breaker

    Breaker H-SOLUH C-EKHAZAR A-WHITEGLINT L-LATONA FCS-INBLUE GEN-JUDITH MB-LATONA BB-LATONA SB-LATONA OB-JUDITH RA-AR-0700 LA-CANTUTA RB-KAMAL LB-SAPLA -TUNES- CAP-0/50/50/0 ATK-50/50/50/0 BOOST-0/42/0/0 SPC BOOST-50/0/50/0 CONTROL-0/0/0/50 Like most of my ACs, they're built for rushing. I personally believe that CQC is the only way to go, though I do accept most other styles. Anyways, AC explanation. SOLUH head was used for EN efficiency, weight, and stability. It's a good head with a cool look and the highest stability rating of all heads in the game. EKHAZAR was used for its all-round effectiveness. It has good overall defenses, good EN efficiency, good weight, and good looks. WG arms were chosen for their handling with weapons and looks. WG arms' peformance is great indeed, and no shoulder weapons are used so nothing is lost with the use of these arms. These have superior defense and also have great firing stability, arm maneuverability, and aim precision. I will explain the significance of such attributes later. LATONA legs were chosen for their weight, load capacity, and EN efficiency. They keep me light on my feet, can hold quite a bit, and keep my drain at a minimum. I've really fallen in love with these legs, though their defense leaves much to be desired. I counteracted this effect by using WG arms, as their astounding defense more than makes up for LATONA's weak defense. The stability of the rest of the frame also helps with this AC. INBLUE FCS was chosen for its amazing lock speed and radar refresh. That's all I need with this AC. I use no missiles, and I plan on getting in close, therefore my eyes are all I need. The fast radar refresh helps me keep track of my enemies, and like I said, I use my eyes to detect my enemies from distances so radar range isn't needed. JUDITH generator was chosen mostly for its influence on the intertia of this build. It has nice performance in the EN area, and it is pretty damn light. I wanted to keep this build as light as possible while still maintaining my overall goal with this build; hit registry, CQC, and movement. The LATONA booster set was chosen mostly for its power to EN ratio. For the power it offers it surely doesn't drain a whole lot. Though some may be skeptical with the use of this set and the goal of being a CQC bot. I assure you that high-powered boosters like AALIYAH, LAHIRE, and VIRTUE aren't needed for CQC, though they can help quite a bit. JUDITH overedbooster is chosen because it's the lowest draining overedbooster out there. I don't really OB that much, and there aren't any missiles to joust with. If I ever need to escape desperately then JUDITH will cover for that. JUDITH is all I need. AR-0700 was chosen for its performance. It also has incredible EN efficiency. It hits quite well and has great melee ability for close combat. My ACs are always built for 1vs1's so ammo isn't a big issue. CANTUTA was chosen after looking at its stats. One of the goals of this build was to hit as much as possible. I don't want wasted bullets. In this world of lag, a lot of damage is lost. To counteract this, you have to have a weapon that'll hit. The things that help hit registry is how fast the bullet moves. That's why sniper cannons and the like can hit very well; because the bullet moves fast as hell. Now, you can't just have a fast bullet and call it a night. A bullet that moves but has no precision is just as bad as the other way around. You need both to hit well. When you're firing, lag can "swallow" a lot of your bullets. You want great precision because the bullets that DO get through lag might not've hit at all due to crappy precision. You want your bullets to count, and aim precision and velocity helps greatly with this. CANTUTA has the highest bullet velocity out of all machineguns. It also has insanely low recoil, so the the kick of this weapon will scarcely affect the accuracy. With a rapid-firing weapon like a machinegun, this is essential. KAMAL is used to complete my whole weapon set. It is a CQC weapon of great damage and PA breaking ability. My frame has decent stability, and compared to LW frames, insane stability. With this stability I can make great use of the ordinance of this AC. High stability can affect your accuracy greatly, or so I hope. In theory it sounds correct. Anyways, get close with this weapon and hope to God that lag doesn't mess with your hits. Having stability atleast makes me feel confident in my hit registry. SAPLA is used to fill the blank. I didn't want missiles, and I was deciding on a radar. Most grenade launchers are quite heavy, and I wanted the best of mobility whilst maintaining my goals. So I decided against a radar, as that is a waste of what could be a great opportunity to deal damage, and put in SAPLA. SAPLA is incredibly light for the power it unleashes and the speed it delivers it with. It also has low EN cost, even lower than KAMAL. Grenade launchers are a great way of dealing damage to quads and players that stick to the ground. RJs are also good targets because most people "bounce" with RJs, usually always hitting the ground in some sort of rhythm. A lot of things were taken into account when building this AC. I love to get in close and maneuver around my enemies. I also want my damn weapons to hit, especially up close. It's frustrating when you're at 200 range but hardly any damage gets through. The arms of this AC are fully tuned in terms of firing stability, arm maneuverability, and aim precision. The stability isn't bad at all. The arms already had good performance from the get-go. And the weapons are even suited for anti-lag combat. In CQC combat, getting close can be dangerous. Weapons are obviously much more effective in closer ranges, and that goes for you and your opponent. Movement is essential to CQC. You can have awesome weapons and frame that both compliment hit registry, but getting up close and not dodging is obviously a bad idea. But dodging well and not hitting will get you nowhere. Good dodging but slow speed with CQC weapons will also get you nowhere, and your dodging ability will be affected at slower speeds. Speed, accuracy, dodging; you need all these things to be successful at damaging your opponent, getting close, and avoiding what they throw at you. This AC is akin to my Silver AC, which is a full LATONA frame AC toting nearly identical weapons. I merely took that AC, put a breakdancing theme behind it (I've been watching a lot of breakdancing competitions lately, and the name "Breaker" is leaned towards breakdancing), changed some parts around, and BAM; you have Breaker. The name "Breaker" also comments on its ability to break PA
  12. Hyde

    The Lion

    H-SOLUH C-EKHAZAR A-JUDITH L-WHITEGLINT FCS-JUDITH GEN-LAHIRE MB-LATONA BB-LATONA SB-LATONA OB-JUDITH RA-MR-R102 LA-ALLGHENY RB-MP-0203 LB-KAMAL SH-MUSSELSHELL -TUNE- CAP-0/50/50/50 ACQ-35/23/34/0 BOOST-0/50/0/0 SPC BOOST-50/0/50/0 CONTROL-0/0/0/50 This is a prototype AC that's meant to use a destructive missile combo. The frame was meant to be a light-MW, which it is. I've been using LWs and featherweights too much, so I thought I'd use a MW this time around. I always keep my ACs somewhat light, as my style thrives on dodging. Anyways. I put SOLUH head on there for the EN efficiency and massive stability. SOLUH head has THE highest stability rating of all heads in the game, it also has great EN efficiency. I don't care too much for defense on a head, nor do I care about PA or camera ability. EKHAZAR core is one of the best in the game. Great weight, great EN cost, highest stability core in the game, and good defense and looks. Nothin' much to say about this. JUDITH arms are also there to keep this thing light and EN efficient. JUDITH arms aren't bad, though. They have decent defense, great EN cost, and good arm mobility. I don't really care about the performance of the arms because I'm only using one rifle with a missile unit. No need to tune them or get better arms. WG legs are one of my favorite MW legs. They have the best turning ability out of all MW legs, are lightweight, and are EN efficient. I do remember them having great looks and defense as well. LAHIRE generator is pretty standard for me. I use it for obvious reasons. Same with the JUDITH FCS. It's a reliable, highly adabptable, great performing FCS. LATONA booster set w/JUDITH OB is my standard booster set. It has good power and great EN efficiency. I don't rely too heavily on OB nor do I joust with this particular AC, so the JUDITH OB is a good choice. Now for the weapons. Since a great, or rather insane, deal of damage comes from the missiles, I thought I'd put a high ammo capacity rifle in there. I usually use MR-R102 anyway. ALLEGHENY is an incredible missile unit. Insane damage comes from this unit. It was the whole focus of this build; to make an AC that uses ALLEGHENY. But of course ALLEGHENY has a low ammo count, though that's the only that makes ALLEGHENY not broken. Anyway, to counterbalance the ammo cap, I put two other missile units onboard. MP-0203 is an infamous missile launcher that is pretty tier. In nearly all of my battles, I spam out my missiles at the beginning and fight it out the rest of the match, that is if I have missiles. KAMAL is supposed to be used with the rifle. They both compliment eachother well, I guess. It's just a weapon to fall back on after I run out of missiles. Great power up close. MUSSELSHELL relations are used for their power and low ammo count. I wanted something really powerful and EN efficient but that wouldn't last as long as 061ANRM. So. In the beginning of the match I pull out my missiles and waste em'. The missile combo is pretty beastly, and I'm sure they'll be quite hurt after I run out of missiles. This AC is intended for 1vs1's, as are all my ACs. Also, after my missiles are gone, I'll have a lot of energy gained back, not to mention a little mobility as well. This seems like a good AC to me, but I haven't tested in real combat yet. Remember, after missiles, you go CQC.
  13. Hyde

    Silver

    Silver H-LATONA C-LATONA A-LATONA L-LATONA FCS-INBLUE GEN-LAHIRE MB-LATONA BB-LATONA SB-LATONA OB-JUDITH RA-MOTORCOBRA LA-MR-R102 RB-SAPLA LB-KAMAL SH-SCYLLA -TUNES- CAP-0/50/50/0 ATK-42/50/50/0 BOOST-0/50/0/0 SPC BOOST-50/0/50/0 CONTROL-0/0/0/50 -STABS- HEAD TOP: HD-LANCEL-OPT03 HEAD L&R SIDE: HSS01-LATONA-A CORE L&R UPPER: CUS01-LATONA-A CORE L&R LOWER: CR-LAHIRE-OPT01 ARM L&R: AM-HOGIRE-OPE01 LEGS BACK: LG-LAHIRE-OPT01 LEGS L&R UPPER: 047AN04001 LEGS L&R MIDDLE: 047AN04101 LEGS L&R LOWER: LLS01-TELLUS-B A full-frame LATONA AC cald in white. Built for close range combat and maximum energy efficiency. I built this AC out of desire of having an incredibly EN efficient build that had decent speed with good control, and I wanted to be weird at the same time. The LATONA frame is used for obvious reason; energy efficiency. It also grants me a good deal of speed and load capacity, and EN weapons don't have much effect. I do have to take the low ballistic defense into account, but this AC is efficient and speedy enough to dodge the craziest of arms fire, as long as you the pilot can dodge well, of course. I used MOTORCOBRA and MR-R102 mostly for their incredible ammo capacity and their effectiveness in CQC. They're also supposed to work in conjunction with the back weapons. The MOTORCOBRA pairs extemely well with the KAMAL. The anti-PA capabilities of both weapons are incredible, and they're due to inflict heavy damage on the enemy. The rifle and SAPLA do well also. I tuned the vertical thrust of the LATONA main booster to help with nade shots. I always tune the main and side QB because they're the only booster tunes besides vert. lift that needs tuning. Tuning main boost makes no sense when most people use QB for locomotion and dodging, therefore I tune QB instead of main, side, and back boost. The LATONA booster set is my favorite booster set to use. It offers great power with permaflight capability. The main booster is a little weak on vertical lift, though. I also added SCYLLA on as well. In battle, it does great. SCYLLA has awesome tracking for an AS missile, and has decent damage as well. It's great for a little extra firepower in the mix. If you guys looked at my tunes, you'll notice that my arms performance is emphasized. The LATONA arms are kinda weak in the perfomance area, and not to mention that lag steals a lot of potential hits. So, to counteract these effects, I tuned the arm maneuverability, stabilty, and aim precision as best as I could to maximize the performance of the arms. Not sure what difference it makes, but it makes me feel more conifident in my offensive capability. Since I didn't use normal missile units on this AC, I got to use the INBLUE FCS. This is great for sparing tunes as I do not have to waste tunes on lock speed and radar refresh. All in all, it's a great AC. It has awesome offensive capability, and depending on the pilot, good defensive capability as well.
  14. Hyde

    Thanatos

    H-HILBERT C-SOLUH A-LAHIRE L-LATONA FCS-JUDITH GEN-LAHIRE MB-LATONA BB-LATONA SB-LATONA OB-JUDITH RA-MR-R102 LA-ER-0705 RB-DEARBORN03 LB-DEARBORN03 SH-MUSSELSHELL -TUNE- CAP-0/50/50/0 ATK-0/0/50/39 ACQ-50/19/34/0 SPC BOOST-50/0/50/0 CONTROL-0/0/0/50 -STABS- HEAD TOP: HD-LAHIRE-OPT01 HEAD L&R SIDE: HD-LAHIRE-OPT03 CORE L&R UPPER: SOLUH-CORE-1 CORE L&R LOWER: CR-LAHIRE-OPT01 ARM RIGHT: AM-LANCEL-OPT02 LEGS BACK: LG-LAHIRE-OPT01 LEGS L&R UPPER: GAN02-NSS-LUS1 LEGS L&R MIDDLE: 047AN04101 LEGS L&R LOWER: LLS01-TELLUS-B OK. While talking and fighting with IronSoul, he told me about jousting. I already knew about jousting, but I never ever did it. I never jousted because I hardly OB'd. Anyway. One day, I fought IronSoul's jousting AC, Judgement VII. So, I see him, he sees me, he activates OB, jousts. I hardly dodge missiles as is, I usually go around them and attack the target at hand. Anyways, he jousts me, and I go from around 30K to 10K. I was dumfounded, and I took that to heart. So, I made a jousting AC of my own. Took it to a BR, jousted some guy (the AC before had dual musselshells on the back, not dearborns), and made his go from 36K to 17K. I proceeded to laugh my ass off. I'm sure you guys have figured out the main tactic with this AC, but of course I couldn't leave to simply jousting. I used to have Musselshells on this AC, but I found that my lack of experience with jousting made hitting with Musselshell quite the challenge. Out of preference, I chose Dearborn. Haven't tested them yet, but they should do much better. The frame is meant to be light and EN efficient, whilst supporting my ER-0705. I also wanted Hilbert head 'cause I like the look of it. Hi-lasers take a bit of work when it comes to landing a hit. So I put on Lahire arms, tuned them up, and topped out Judith's lock speed. With this, the laser bazooka performs quite well. It is very powerful and has great rate of fire. The rifle is there for a long lasting chipping weapon and as a support to the ER-0705. 400 bullets can go a long way. All in all, this AC is pretty bad ass. If you run out of missiles, or just ain't doin' good enough with your jousting, then drop dem hoe ass missiles. Go for CQC with an assault rifle and laser bazooka.
  15. Hyde

    Hieronymus

    Hieronymus....you were inspired by Oblivion's Hieronymus Lex? Anyway. I'm likin' the frame. Just looking at it I can tell it has balanced defenses and weight. You have Latona head and core, which give it awesome EN defense, with WG arms for incredible defense all-round, and 063 legs for great stability and balanced defenses. I like it.
  16. CHEYENNE02-Just a spread missile unit. I hardly see people use it, but it really isn't bad at all. It's essential to use it with relations but it can hold its own, much better than SALINE05, might I add. CG-R500-A back chaingun unit. I think I've only seen this weapon on someone else's AC one time. It's pretty damn awesome. Has good ammo, great damage, and it's a rapid fire weapon. Good to pair with a rifle if you don't want to use up the other arm with a MG.
  17. Hyde

    Helix

    Yeah I should've added that too. Xbox is far greater in skill compared to PS3. Styles may still be the same, but Xbox does it much, much better. I'm only "disappointed" because there weren't as many CQC people as I thought there was. To me, CQC is the only real form of combat. Backpedaling isn't, and I sure as hell ain't gonna get the rust off of me by fighting backpedalers.
  18. Hyde

    Helix

    Haha, you'd be surprised. I'm seeing members of SWAT using DRs. Pretty ridiculous, if you ask me. I do have an AC with DRs, but I don't really use it. While people talk of XBL being a more CQC environment, it really isn't. There are only a few people who'll get close to you. I've been impressed so far by Xbox's features and connectivity, but definitely not the players. It is quite sad. And yes, yes I do second stage now. Dude, on an Xbox, it is like riding a bike. It is SO EASY compared to PS3's SSing. Well. With this AC, as I've said before, I really wanted to keep the drain down. I wanted my maneuvering to be as useful as possible, which means I won't bottom out while boosting all over the place. Therefore I didn't think it was a good idea to use relations. I am also using WG core, obviously, which you've pointed out. But yeah, it all comes down to me wanting surplus energy. It kinda is redundant, though. About 9/10 players use flares, and about 9/10 of players use missiles while having flares. And about 8/10 players, so far, are backpedalers. All my energy doesn't do any good when I fight backpedalers all the damn time, and with the range they're at, missiles are useless too. When I get close, their flares can only do so much because I time when to fire, but their playstyle really messes that up.
  19. Hyde

    The Firearm Thread

    http://world.guns.ru/assault/g11_scope.jpg HK G11. FUCKING CASELESS AMMO Y'ALL.
  20. Hyde

    Helix

    H-SOLUH C-WHITEGLINT A-LATONA L-JUDITH FCS-JUDITH GEN-LAHIRE MB-AALIYAH BB-LATONA SB-LATONA OB-JUDITH RA-MOTORCOBRA LA-AR-0700 RB-MP-O601JC LB-KAMAL -TUNE- CAP-0/50/33/0 ATK-50/50/50/0 ACQ-25/0/34/0 SPC BOOST-50/0/50/0 CONTROL-0/0/0/50 OK. In my recent joining of the Xbox community, I have come to realize that things are very different here. It was a big change indeed. PS3 had pretty much nothing but slow ass backpedalers. Hardly any skillful players, and nearly all of them are slow. After temptations from IronSoul, and my birthday coming close, I decided to get an Xbox. Now. I come on here and am instantly amazed. Shit's cool as a mofo on Xbox. PS3 ain't got jack shit on Xbox, and that's a fact. Xbox has the ability to play music while playing, talk to people on mics CONSTANTLY, has a better XMB, focuses more on GAMING than DOING EVERYTHING, etc. Also, the competition for FA is much, much better. Everyone moves faster than a damn snail and some can fight. I've fought quite a few super laggers, which were pretty much invincible to the craziest of arms fire. The connections are much better than PS3's. So, I come here, and am instantly owned. It's pretty fucking awesome. I love a damn challenge. Before this, I was on a forced hiatus from ACFA. My PS3 broke 4 times and I couldn't get ANY practice in. Even BEFORE my PS3 broke, I hardly played. Looking back at PSN's competition, I can see why. Now I have a reason to play FA, and I am getting rid of rusty status, slowly but surely. Anyway, now onto the AC at hand. ________________________________________________________________________________ ____________________________________________________________________ I usually run a MW of some sort, but the incredible and sudden change in speed has really made me change my playstyle. I also do not like to run from anyone or whore cover and what not. I'm like a spartan from the movie 300; Overly persistent and fierce, but at times, very stupid. So, I decided to run a LW with *GASP* Aaliyah mains. As some of you may know, I am quite the Latona user. That shit don't fly too well on here. On a LW, maybe, but definitely not on a MW. OK. Soluh head was chosen for low EN cost and incredible stability, which I do remember it having the best stability of ALL heads. WG core was chosen to balance out the defense of this AC. It is also relatively light. WG core and arms, as you may know, has incredible stats. Latona arms were chosen for their low EN cost. When I first started playing again, my boosting abilities were shot. They still are, but they're a little better. Anyway, my boosting was fucked up, I always lost energy so fast. I simply couldn't boost right after all this time NOT playing. I tried to make this AC as low EN cost as possible for surplus energy. Judith legs were chosen to keep this thing light and quick. Judith legs are low EN cost with decent turning ability. Better defense and stability than Latona and Lahire, I think. Motorcobra was chosen for its performance and my refusal to use dual rifles, which I am reconsidering. Motorcobra doesn't do as well on the Xbox and I'm thinking about changing it to another rifle. AR-0700 was chosen mainly for its low EN cost. It also performs like a dream. This thing can hit with great precision, but is low on ammo. Apparently rifles are jacked on 360. DRs could hardly do shit on the PS3, then I come on here and half the people on here are using them. I'm kinda forced to use DRs now because their damage rate is ridiculous, MGs aren't very good here unless DAMN close, and because I don't really like any other ballistic arm weapon BUT rifles and MGs. MP-O601JC was chosen for its rapid-fire capability. I haven't used this missile since regulation 1.20, so I decided to give it a whirl. It performs nicely, is low EN cost, and can fire hella fast. Excellent pressure and damage weapon. Kamal is chosen for CQC purposes. Thing is beast. On PS3 I couldn't hit with this thing to save my life. On the Xbox, it is a valuable tool. Aaliyah mains are straight beast. They have great speed in all areas. The vert lift is great also. Latona and Judith for the rest. They're low EN cost parts and they do their job. Judith is my favorite FCS. Balanced stats. Good FCS all round. ________________________________________________________________________________ ___________________________________________________________________ That's my best AC so far. I'll be sure to make ACs with dual rifles due to their ridiculously impressive performance. I am getting my edge back, and with this competition, even more. I've liked my performance so far considering my time away from the game AND the different fish in this ocean. Fuck PS3.
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