-
Posts
15 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Downloads
Posts posted by Zephorius
-
-
After taking a break for Lord of Arcana, I revisited AC:LRp and reworked my now-favorite AC.
Changed the head from 07EC (ACp new part) to EYE, and the PUCK to WYRM.
I see the WYRM as a good compounding weapon, therefore I have decided to appreciate it more.
-
This: All Mega Man Music.
Skies of Arcadia, Wild Arms, F-Zero, Virtual Fighter, Gaia Seed (JP), Gundam Wing: Endless Duel, Western Outlaws (JP), MARVEL/NAMCO/Tatsuoko vs CAPCOM, Street Fighter...
Sonic 3D Blast (Sega Saturn): Panic Puppet Zone 1/2.
The Mega Man cartoon intro. GERMAN VERSION.
I refuse to provide YouSuck links like the rest of you.
EDIT: Typos after double-checking my shit. I fail.
-
-
Just get the game. It's up for download, you know?
-
Delta MK.III
H: DRONE
C: URANUS
A: XS
L: COUGAR2
B: GULL
FCS: F73H
GEN: LOTUS
RAD: HAZEL
INS: -
EXT: RM2
BUR: ECHIDNA2
BUL: HARPY
AUR: PIXIE3
AUL: DRAGON
HUR: -
HUL: -
OPP: AMINO, ES, SS, CODON, GOLGI, HISTON, PHAGE.
AP: 7900
Weight: 6722*
EN Supply: 3265*
Boost Speed: 459*
Turning Speed: 1301*
Stability: 6322*
Cooling: 13501
F. Cooling: 15006
VS ECM: 579
Shell/EN Def: 1644 / 1631
*Stats without ECHIDNA2.
-=-=-=-
I was known for using this AC a -lot- on Kai, and can rock YASYA with it.
This AC keeps the entire match moving with pure rushdown potential.
HARPY + RM2 followed by URANUS + PIXIE3 + DRAGON.
Designed to be a rusher and a tankbuster, this AC is all about getting as much firepower out as possible.
It has difficulty getting to targets with long flight times and effectively-used OB ACs.
-
VULTURE2 + G91 =more enough power with more acceptable duration.
G91 is for Anubs.
This frame's juking ability make LOTUS ideal.
-
Alpha Mk.III
H: EYE3
C: E2
A: MACAQUE
L: XS
B: VULTURE2
FCS: F73H
GEN: LOTUS
RAD: HAZEL
INS: -
EXT: GAR2
BUR: 69M (Small Missiles)
BUL: -
AUR: RL (Linear Rifle)
AUL: SP (Shotgun)
HUR: -
HUL: -
OPs: AMINO, ES, SS, KISSYOH, SLA, L+, CODON, MARISHI.
-=-=-=-
Got sick of UW MW cheese using COUGAR2.
The XS legs have the same AP, a boost in EN DEF, and small bumps in cooling, moving, and turning.
-=-=-=-
Changed the 5G to SP for better overall performance, especially for close-range moments.
I finally decided continued use of the 5G was dumb due to the reason I put it on there: To tell OB users I hated them.
Few things are more annoying than getting hit with a 5G round in mid-OB.
Ah, the matches I won from overheating (followed by gen-busting) people using OB from a single shot were hillarious.
-
I don't recommend using an OB-kneeler. You're better off rocking a quad or tank to capitalize on dual GL's.
As mentioned by Guile, it's better to use the LADON for that kind of playing style.
Although I don't agree with the cookie-cut frame suggestions, the HW legs and HELIOS need to go.
Find a balance and 'feel' with your AC that's right for you.
-
We already know the main reason TP became banned wasn't for the sheer speed. It was the accelleration rate for said speed.
This causes an AC with the right weight to be near-gimped in juking capacity, similar to a paper quad with BIRDIE2. RJ's are one of the most turn-speed hindered legs in the game, and they also have a different turning axis point farther to the back when compared to Bipeds which are closer to the front. There is also the issue with what I call 'air accelleration' when moving forwards and backwards during freefall. RJ's have the third lowest rate so they're clearly outclassed by quads and bipeds thus causing them to only have the jumping power to their advantage.
Using TP may open a better window of viability with RJ's, however it needs to be restricted by weight-to-leg type to keep the 'broken' factor out.
-
Timeline: Last Raven Portable. Before Jack-O fucked everything up.
Overview: Hopeful citizens from Layered are slowly migrating to the Earth's surface dreaming of living better lives. They couldn't have made a bigger mistake. On the surface, the corporations are at the height of their ceaseless struggle with one another. People are rebuilding their cities every day using the support from the same corporations that decimated them, and the feeling of despair has only become worse as the battles continue to rage. Being supported, employed, trapped, and killed by the same organizations that run the surface they live on, many simply accepted their bleak future and saw no way out.
There are a rare few however, with the talent and power to change the course of the corporate conflicts.
ACs. Ravens.
Regardless, many of these Ravens readily sell themselves as war mercenaries to fight the same conflict they have the power to sway and change, with nearly no consideration to the consequences of their actions... If they're paid accordingly. Thus they spread the destruction so many have come to fear, and those who can only watch are helpless to stop it.
Elsewhere on the surface, there are those who have made a comfortable living within the vast expanse of nature, far away from the corporate conflicts. Among these few are veteran Ravens who refused to spin the cycle of destruction any further, and chose a more peaceful way of life. Some make a living protecting the new cities being built outside of corporate reach, and some simply retired from being a Raven entirely.
There is one world-weary Raven who is not content with watching the world burn, however. This Raven wants the power to send humanity back underground with his own hands, and claim the position of 'Controller' for himself. He looks into the night sky and knows what he must do to obtain that power, and he's not alone. There are others who seek it for their own intentions as well.
The countdown begins.
Feel: Contrary to the overview, the angle and focus of the story is the interactions between the mains and a few of the subs. It's war, so there's going to be a considerable amount of sadness, misery, regret, badassery, and a dash of IDGAF. Trust me, I know such from experience. The main method is to have the reader appreciate the small-yet-kind interactions between the pilots, and half-dread-half-love the AC battles before they begin.
The battles in Raven Breaker are more realistic, similar to the intros of Nexus and Last Raven. Every shot hurts, and every shot counts. Battles are bittersweet, aggressive, and laser blades can cut through an entire AC. Heavy ACs will have a new role in practicality of use with this different take on AC combat.
Characters will die. I may not be able to pull-off something with the epic magnitude of Sephiroth killing Aeris, however I do intend to give the reader a generally negative-yet-insightful feeling when someone does die. The reader may have a chance of feeling, say, sad, about a character's death.
Mains: Zephorius (permanent body damage), TM_Raven (psychopath), Niji (new Raven), Kakumei (Niji's operator), EJ (bad guy), LCC (somewhere in the mix with a quad and a flamethrower).
Subs: Avenger, Drake, Terminator, more to add as people submit two AC designs to me (no Human Plus / OP-I allowed).
-=-=-=-=-=-
Areas from AC1 are definately in this story. Anyone remember 'Justice' and Roa?
The more people that join the story, the longer I can make it last. More pilots, more missions, more chapters, more awesome.
Don't expect anything anytime soon. Deployment has me going everywhere and it's not to my favor. I'll give a timeframe of completion once I have the chance to.
I look forward to everyone's input.
-
-=-=-=-
Ambipom --Immune to Ghost--
N: Adamant
EV: 6 HP, 252 ATK, 252 SPD
ITEM: Focus Sash (If at 100% HP, negates an OHKO once with 1 HP left.)
M1: Fake-Out
M2: Double Slap
M3: Aerial Ace
M4: Thunder Wave
Jolteon --Immune to Elec--
N: Timid
EV: 6 HP, 252 SATK, 252 SPD
ITEM: Life Orb (+30% more damage for 10% HP per turn.)
M1: Thunderbolt
M2: Shadow Ball
M3: Hidden Power (Ice)
M4: Thunder Wave
Vaporeon --Immune to Water--
N: Modest
EV: 252 DEF, 252 SATK, 6 SPD.
I: Lum Berry (Cures any satus ailment.)
M1: Surf
M2: Ice Beam
M3: Hidden Power (Grass)
M4: Haze
Infernape --No Immunity--
N: Adamant / Jolly
EV: 6 HP, 252 ATK, 252 SPD
ITEM: Expert Belt (Super-effective moves do 20% more damage.)
M1: Mach Punch
M2: Flare Blitz
M3: Earthquake
M4: Grass Knot
Rhypherior --Immune to Elec--
N: Adamant
EV: 252 ATK, 252 SDEF, 6 SPD
ITEM: Pasho Berry. (Reduces super-effective water damage.)
M1: Ice Punch
M2: Fire Punch
M3: Elec Punch
M4: Earthquake
Cresselia --Immune to Ground--
N: ???
EV: ???, ???, ???
I: Light Clay (Entends the turn duration of barrier moves by 3.)
M1: Thunder Wave
M2: Reflect
M3: Light Screen
M4: Healing Wish
-=-=-=-
Ambipom: Physical Sweeper. Possibly the best anti-lead in existence. It nullifies nearly everything except for what I like to call 'brick' leads. 'Brick' leads are things like Metagross that you can't really do anything to until you bust-out your sweepers to 'break' the 'brick'. Paralysis rules.
Jolteon: Special Sweeper. Rotom, Gengar, Flygon, Garchomp, 90% of Dragon types, prepare to fail. Paralysis rules.
Vaporeon: Special Tank/Sweeper. Haze destroys bulky setups.
Infernape: Physical Sweeper. Grass Knot for Water types.
Rhypherior: Physical Tank. Move versatility allows for surprising effectiveness.
Cresselia: Balanced Tank. Purely for team support and does very well at stalling if needed. Paralysis Rules.
-=-=-=-
-
South Nail is an easy target if you know how to pin em' against a wall.
LRp's AI fails hardcore, take advantage of it and slowly direct South Nail against one of the mountain walls. Once he's up against it, he'll start hard landing on every jump until he moves away from the wall. Hammer em' when he hard lands, you'll have more than enough time to do so. If you bring a YASYA and spam it while he's against a wall, it does all the work for you.
Bullet Life isn't a threat if you simply keep your distance and evade accordingly. He prefers to rush while moving forward without strafing when on the ground or in the air. He'll NEVER change that moving pattern. Abuse it by going to one side, then strafe hard the other way before you're in his range. It's an easy way to get behind him every time.
Some LRp AIs change their moving tactics depending on what side you flank them on. A fine example is Jack-O. He'll go straight forward if you flank his right, and he'll backpedal hard if you flank his left. I believe Bullet Life has a difference in what side you flank em' on, so experiment and see which direction gives you the largest window of opportunity.
If you're trying to S-Rank the mission, you need to complete it with more than 50% - 60% AP remaining, and can't have fired to many shots.
I say that second part because I've beaten the mission in under 1:03 and had over 70% AP remaining and still got an 'A'. I used YASYA, PIXIE3, URANUS, and DRAGON at the same time for my method of attack.
-=-=-
Zinaida is annoying. You'll need to master positioning yourself and use a wide lockbox to defeat her fast enough. The only thing you have to worry about regarding her attacks is the railgun. It may suck when players use it, however the AI is a cheater and thus it's rather accurrate. Keep your distance and backpedal like you've never backpedaled before. It's possible to engage and S-Rank her normally, however you'll need to be VERY familiar with her attack and flank patterns. You'll also need the VIXEN legs to keep-up with the turning speed if you're not used to it.
I prefer to use the E2 + RL + HP.
-
Oh, you have no IDEA how many matches I'd be having if I could get an effective connection over here in Afghanistan.
Deployment sucks in that matter.
However, sometime in July they'll finish making a few new barracks, which I'm -supposed- to move into. Once there, I'll see what I can do about getting a PS3 and possibly some high-end interwebz.
-
AC: Gamma.
H: EYE
C: U2
A: A72F
L: LIZARD
B: B81
FCS: F73H
GEN: LOTUS
RAD: HAZEL
INS: -
EXT: ENMEI (Side Shields)
BUR: LADON (Railgun)
BUL: GLL (Grenade Launcher)
AUR: WYRM (Sniper Rifle)
AUL: HP (Handgun)
SUR: GHOST
SUL: 69H
OPP: AMINO, ES, SS, L+, CODON, GOLGI.
-=-=-=-
AP: 8330
SH DEF: 1993 (w/ ENMEI)
EN DEF: 1691 (w/ ENMEI)
Weight: 8282
Leg Weight: 5894
EN Supply: 2485
Boost Speed: 306
Turn Speed: 1426
Stability: 10529
Cooling: 14190
F. Cooling: 15695
ECM: 546
-=-=-=-
My focus for this AC was frame stat balance and weapon versatility.
It lacks the speed most ACs have, however this is compensated for w/ high turning speed and effective positioning from the user.
The side shields are for minimizing the damage from a flanking AC.
-
Alpha/EO
H: EYE3
C: E2
A: MACAQUE
L: COUGAR2
B: VULTURE2
FCS: F73H
GEN: LOTUS
RAD: HAZEL
INS: -
EXT: GAR2
BUR: 69M
BUL: HYDRA2
AUR: RL
AUL: SP
HUR: -
HUL: -
OPP: AMINO, ES, SS, SLA, L+, CODON, RIBOSE, R+, MARISHI.
AP: 8002
Weight: 7597
EN Supply: 2867
Boost Speed: 399
Turning Speed: 1282
Stability: 7170
Cooling: 13606
F. Cooling: 15111
VS ECM: 570
Shell/EN Def: 1750 / 1750
-=-=-=-=-=-
Beta/S
H: E2
C: U4
A: FL
L: JAGUAR2
B: VULTURE
FCS: MONJU
GEN: LOTUS
RAD: HAZEL
INS: -
EXT: RM
BUR: -
BUL: SATYROS
AUR: RS2
AUL: NIX
HUR: GEIST
HUL: SYLPH
OPP: AMINO, ES, SS, SLA, L+, CODON, R+, MARISHI.
AP: 7788
Weight: 7086
EN Supply: 2924
Boost Speed: 404
Turning Speed: 1365
Stability: 5192
Cooling: 14308
F. Cooling: 15813
VS ECM: 572
Shell/EN Def: 1635 / 1580
-=-=-=-=-=-
Delta/EO
H: E2
C: URANUS
A: XS
L: DINGO2
B: GULL
FCS: F73H
GEN: LOTUS
RAD: HAZEL
INS: -
EXT: RM2
BUR: RA
BUL: HARPY
AUR: PIXIE3
AUL: DRAGON
HUR: -
HUL: -
OPP: AMINO, ES, SS, CODON, GOLGI, HISTON, PHAGE.
AP: 7887
Weight: 6629
EN Supply: 3831
Boost Speed: 462
Turning Speed: 1332
Stability: 6850
Cooling: 13501
F. Cooling: 15006
VS ECM: 579
Shell/EN Def: 1565 / 1520
-=-=-=-=-=-
Epsilon/S
H: FIREFLY
C: CRONUS
A: FG
L: VIXEN
B: BIRDIE2
FCS: MONJU
GEN: LOTUS
RAD: HAZEL
INS: -
EXT: RM3
BUR: NYMPHE
BUL: -
AUR: RUKH
AUL: R3
HUR: PERYTON
HUL: WRAITH
OPP: AMINO, ES, SS, SLA, L+, CODON, GOLGI, R+.
AP: 7563
Weight: 6461
EN Supply: 2432
Boost Speed: 425
Turning Speed: 1489
Stability: 5551
Cooling: 13349
F. Cooling: 14854
VS ECM: 577
Shell/EN Def: 1580 / 1755
-=-=-=-=-=-
Sigma/S
H: 7EC
C: U2
A: A72F
L: LIZARD
B: GULL
FCS: F73H
GEN: LOTUS
RAD: HAZEL
INS: -
EXT: ENMEI
BUR: LADON
BUL: GLL
AUR: PUCK
AUL: HP
HUR: SYLPH
HUL: 69H
OPP: AMINO, ES, SS, L+, CODON, GOLGI.
AP: 8400
Weight: 8252
EN Supply: 2561
Boost Speed: 371
Turning Speed: 1424
Stability: 10171
Cooling: 14269
F. Cooling: 15774
VS ECM: 592
Shell/EN Def: 2015 / 1610
Armored Core 5 Discussion
in AC News & General Discussion
Posted · Edited by Zephorius
Provided they can keep 50% of the parts balanced and worth using.
Otherwise it's NX all over again, minus the nuclear reactor in each AC.
EDIT: Also minus the gimped weapon velocities.