Head 047AN02 Core White Glint Arms Hilbert-G7A Legs Ekhazar FCS Judith Gen 03-Aaliyah M Booster Virtue B Booster Aaliyah/B S Booster Lahire O Booster Linstant R. Arm - Samsara L. Arm - Allegheny01 R. Back - CP-49 L. Back - Dearbor02 Cap 36/50/50/2 Attack 0/0/4/0 Acquisition 50/50/50 Special Boost 50/0/50/0 Control 0/0/0/50 0,0 red diamond is huge. Green diamond is large. Favors the right. General Aim: The original Aim of this AC was an AC that featured at least one part from every company. But it evolved into a support AC that can take some hits and setup some hard damage. Reverse joints aren't known for their durability but I had achieved it with this one. The RJ's already competent jumping ability allows me to maintain EN efficiency and not have to sacrifice durabilty, while using damn well whatever boosters I wanted. The main Issue that I have always had with this AC is the right arm weapon. I just can not make up my mind and it seems to determine it's plan B. I've tried everything from Machine guns, Shottys, Laser Rifles (namely Canopus) The Original Strategy with this AC is as follows: harass with Poplar and Allegheny01 to goad a tank out on EN, rocket them into oblivion. The rockets debate was dealt with already by some old friends I trust like Exor and Exogen and Chodimus. While the Single shot rockets were spammable, they don't hit hard enough for that instant of a created opening that occurs on a tank out, nor is it accurate enough during a PA Break. 5 shot rocket while deadly and pseudo slug gun-ish but can't be aimed very low. Large Rockets, can be used like a no-lock grenade launcher, a skill everyone here has likely acquired. Thing is it's too slow. The three shot rocket is best, rate of fire is just right. Plenty of punch. and a deceptive blast radius. Mission Build an RJ that can actually take a beating while maintaining mobility (9022 ballistic/7304 En Def/40007Ap) Break PA with Dearborn + Samsara or rockets Pressure with Allegheny Punish tank out/Capitalize PA break with Rockets