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Bakuhatsu Pengin

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Everything posted by Bakuhatsu Pengin

  1. Bakuhatsu Pengin

    Warframe

    i had end game gear back then but idk if its still good
  2. Bakuhatsu Pengin

    Warframe

    IF I PLAYED THIS A LOT A LONG TIME AGO BUT THEN STOPPED FOR A LONG TIME, IS IT WORTH PLAYING AGAIN I STOPPED PLAYING WHEN THEY CHANGED TORID AMMO FROM RIFLE TO LAUNCHER
  3. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
  4. tekken tag tournament bowling is where its at
  5. automatic FCS has a blade lock stat too, so some FCS have a faster blade lock than others
  6. as a long time acu member acl is definitely the better place to go for acvd related stuff. theyre way more active woth vd than we ever have we are more interested in older ac games and games not related to ac
  7. 90% of all ideas are absolutely trash in any field
  8. i spent like a week tops on story and the rest of my time was spent online or in garage
  9. hey dont talk shit about Same But Different Assault Rifle FPS!
  10. i think i tested stability a long time ago, and my results showed that if your AC stability was higher than the impact force of the weapon you were hit by, your stun recovery was noticeably reduced and the impact was lessened. if your stability is lower than the impact force, you are stunned much harder the breakpoint for being stunned by a weapon is roughly 1500 impact force (VTFs are ~1300, zooks are 1500+) so having 1500 should be your minimum priority. one of the main weapons that gets used for its stun ability are sniper cannons which start at around 2600 and go up to 2900. grenades are upwards of 3000 but theyre slow and mostly used for splash damage. so if my tests were accurate, you should either hit 2600 or not worry about it too much. youll find that its pretty hard to hit 2600 reasonably on a lightweight, which is because lightweights should focus more on avoiding hits rather than worrying about getting hit. the reason why i asked you to tweak your AC before giving feedback was because i wanted to make sure you were confident in your choices in reg 1.40 rather than having the wrong numbers in 1.20 and wondering what the hell i am talking about. starting with the core, instead of comparing SOLUH and WG, you should really be comparing SOLUH and EKHAZAR. youll notice that EKHAZAR is superior in just about every stat in comparison to SOLUH except for two main areas: weight and PA ret. if you only plan on getting hit by shell weapons with low PA piercing, SOLUH's higher PA ret will help you live longer than EKHAZAR will. however, if you (1) dont have the KP to support the higher PA ret (2) are probably going to get hit by lasers or snipers (3) want to have higher defense all around (4) will probably have your PA busted, then you want to use EKHAZAR. in many cases, EKHAZAR is the superior choice, with SOLUH being a more niche core built for very specialized CQC ACs who need to shave on weight and are confident in dodging rather than being hit. WG core is for ACs who want to min/max on defense/speed and are fine without having extension weapons. its not the best in either category, but it is an extremely strong middle ground with the exception that you will not have the extra offense or defense that extensions offer. if youre running all guns at mid range, then WG core is an option worth considering. compare the differences between JUDITH gen and LAHIRE gen and decide if LAHIRE is really worth the extra weight. 90% of the time for me, lahire isnt worth it over judith. sobrero is always an option for lighter ACs, but you really have to put the extra ENO to work in order to make up for its poor KP. check out the stat differences between LATONA and JUDITH arms. youll notice that LATONA is better than JUDITH in almost every way possible except for a few marginal stat differences. i highly recommend you use these arms over JUDITH, as these are some of the best LW arms in the game. the other option for LW arms is LAHIRE, which is only used because of its insane arm mobility stat. this lets you attack people from angles that would otherwise be impossible, but LATONA has plenty of mobility as is. because your AC is going to want to be close, you need to be faster than what you already are in order get in and maintain position better. LATONA mains are too slow unless you are extremely consistent with SSQB or are really good at long chains of chain QB, so you are going to want to use either ALIYAH or VIRTUE. ALIYAH is a very well-rounded speed booster, while VIRTUE is focused more on hit-and-run tactics. side boosters have boiled down to a matter of preference for the most part in terms of what to use on lightweights. IMO, anything heavier than a midweight should almost always use HOLOFERNS, but with lightweights, you can choose between LATONA, LAHIRE, ORTEGA, ARGYROS, and HOLOFERNS. they each have their uses, but i think itd be easier to explain what each stat really does and let you decide. - higher normal boost power allows you to strafe in one direction much faster if you have momentum. it doesn't do a whole lot if you are going to be changing directions constantly. - the normal boost drain is actually more important than it seems, since it affects your overall strafing longevity. compare this value with your main booster's value and balance the two (higher normal drain on mains means lower normal drain on sides, and lower normal drain affords you higher normal drain on sides). its much more important to ACs that need to move sideways the most and less important to ACs that will be going forwards and backwards the most. LATONA lets you move sideways forever and ever, but its a weak booster and its only good at going sideways in one direction for a long period of time. - power is how fast youll be going in that direction. pretty self explanatory, but its not as important as you'd think due to another stat - drain is drain, but again it is still slightly dependent on another stat - duration is the big stat here. its how long your QB burst lasts, and determines how far you will go with one QB activation. its hard to test exact energy drain values, but its also believed to affect your total QB EN drain, meaning a higher drain with a lower duration will be similar to a lower drain with a higher duration. this stat is the reason why HOLOFERNS is so good on heavier ACs and less important on lighter more maneuverable ACs, since it is able to push you for a longer period of time, and thus able to push heavier things farther. lighter ACs are much more affected by QB power and dont require the long duration, but can still make use of it. shorter duration can also be used to your advantage, since they dont move you as far sideways and allow you to move forwards faster and sooner. longer durations can be cut short though, so its never bad to have a longer duration. - reload is the delay between each QB, which means longer reloads will not allow you to act as fast as shorter reloads will. this is the only reason why ORTEGA is ever considered, since it allows you to QB a lot in a shorter period of time than other sides will. change your back boosters to LAHIRE so that you can maintain your targeting and positioning better. latona back boosters dont have enough kick to actually change your direction. WEAPONS! EC0300 is mostly a joke weapon in 1.40 because of its absurdly long reload time. in reg 1.00 it was one of the best back weapons because the reload was only about 100, but now its like over 300 and totally not worth it. you wont be using it a whole lot either if you are planning to be shooting people up close anyways. consider switching it to either SAPLA or KAMAL, as these two back weapons are the best value per unit of weight for lightweights. theyre both extremely powerful and lightweight, have great synergy with other cqc weapons, and both have enough ammo to get you through a 1v1 and some BR4s. VTFs are a good choice as long as you are mindful to capitalize on the downed PA of an opponent. if you dont follow up VTFs with more aggression, they won't be as useful as other weapons motorcobra and SG0700 both require you to be very close to your opponent and both will not be effective until you can bust the PA of the opponent. fortunately, theyre both great tools at busting PA, but you have to make sure with SG0700 that you are making the most out of it, since they have low ammo values. youll need to stay in range for as long as possible, since once the PA regenerates, you have to dump more ammo to break it again. if you are having trouble getting motorcobra to hit or you need to shave weight for speed, cantua is a fantastic option because of its heightened bullet velocity at nearly half the weight. it doesnt have the offensive power that motorcobra has though, and you lose about 30 rounds from the magazine, but its balanced by the fact that you will have a higher accuracy. it still tends to get outclassed by motorcobra though, but its definitely an option worth considering. swapping either arm weapon for an assault rifle will allow you to maintain a much more consistent damage at longer ranges with less concern over whether or not the opponents PA is busted (while still being able to capitalize on busted PA), making them very strong low-stress weapons. MARVE has comparable dps to SG0700 as well, but they lack the PA-busting capability that mgs and sgs have. 102 almost guarantees youll never run out of ammo before someone is dead, while marve and ar0700 make things dead real quick. the pairing of your arm weapons and back weapons is very important, since you can use your back weapon and arm weapon at the same time for more diversity. if you changed your back unit to SAPLA, it would be more beneficial to use it with motorcobra and have VTFs with SG0700 because MG/grenade is a very solid death-from-above combination and VTFs do a lot of PA busting that your SG0700 wont have to do. if you went with KAMAL, itd probably be better to pair up your VTFs with motorcobra and have kamal/sg0700 since dual shotgun is a very deadly combo to heavier ACs and motorcobra/VTF will do good at tracking down faster ACs. always try to imagine your weapon selection as pairing up 4 weapons as opposed to pairing up 2 weapons twice. i should let you know that 061JC with 061ANRM extensions and MOTORCOBRA is one of my favorite CQC combinations and you should definitely give it a shot if you still want to use the PM missiles. the 061jcs might seem weak but they are actually a very powerful missile launcher, especially combined with 061anrms. VTFs are still very strong missiles and do a better job of busting PA, but the pressure they exert does not have as much longevity and consistency as the aforementioned combo oh, and ditch the hangar weapons. theyre pretty much dead weight since they arent effective at all, and the only hangars you should ever consider using are the blades (which can add anywhere form 500 to 2000 EN drain for something you will rarely use anyways) holy shit thats a lot of text wtf nob
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