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Maker

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Everything posted by Maker

  1. Yeah ACVD. Those slackers, not a chance. Been doing some merc stuff and thought somehow the game might have lagged or glitched itself to that conclusion. Sometimes stops at the loading screens too but that's only a minor inconvenience as opposed to giving me flashbacks to getting hacked 2 years ago. Ah well guess we'll see where this one lands.
  2. Okay, first things first. I'm on it a lot. But never on a good team. That's fine. However i just checked my achievements and I've somehow been on an A ranked team before? (never changed teams) uh okay... So are the cheevo's / Trophys just glitchy as fuck or what?
  3. I don't remember who said it but "Unified Armored Core Theory" sure suits this well. I waited a while to post here because my timeline was all jacked up. Here we go AC timeline seems to run in the following order excluding handheld titles. AC4 > FA > ACV > ACVD > unknown > AC > PP > MOA > AC2 > AA > AC3 >Nexus > *Ninebreaker > Last Raven ----------------------------------------------------------------------------------------SL > ----------------------------------------------------------------------------------------Nexus?> * MY reasoning on this is essentially the same as anyone here could likely point out. From AC4 to FA is obviously stated in game. FA to ACV, is a stretch though wildly hinted at. ACFA to ACVD however is where the three are connected, broken arms forts, VOB, etc: ACVD > Unknown : This explanation could be two things, "The Great Destruction" could very well be the events that happened BEFORE ACV, or after Verdict Day. Judging from the naming conventions i would assume that Verdict Day saw the rise of a nineball like unit with J and his AI programmed self. Along with the mention that Maggie's body is never found. This leads to a wild possibility of the three people responsible for the "Nineball" systems creation being the original Foundation AI as a human. J's controller if you will. J himself being the last of the Lynx pilots to be alive and after disapearing augments himself because he saw the trouble from the get go and was damaged from the fight to save Anatolia. Remember it is not uncommon in the AC universe for a person to become more than a man. The foundation leader, J, and Leos Klein. Further evidence of this resinates in our current design aesthetic. A lot of parts are becoming eerily similar to things like early Crest or Chrome parts along with a very faint hint of Murikumo and Mirage. Though to be fair my favorite part of this mythos is that the EGF's senior commander's name is Karin L. Murikumo... Makes you think. From ACVD to AC there isnt a lot to link the two that im aware of outside of the nineball system and one other peculuar thing unique almost to the AC world. H+ has been around since day one. Klein obvioulsy had this ability leading one to believe that any augmented human can possess the same ability to surpass the limitations of the frame they pilot. J = First Nineball Maggie = First H+ Foundation = First Controller The beginning steps of what would lead up to the events in Nexus. From AC1 to Ac2:AA nothing is really to question as the series pretty much plays out like it always has. However It is my belief that AC3 and Silent Line run concurrent timelines and that nexus possibly shares that timeline. In AC3 the controllers kept humanity underground. Essentially the only real way to keep people powerless is to divide them. It wouldn't be far fetched to show off underground creatures (the spiders from older games) to above ground people and have them not venture down. At the same time the controllers could always make the claim that the surface was a death trap. Sepiration via earths crust is pretty solid. AC3 smashes that boundary and Silent Line essentially unites the continents or country's / zones / borders by wiping out Iblis and the systems there in. No silent line, no controllers, Nexus would be the next step in that plan if not Right on the coat tails of it. Essentially the reuniting of humanity. To that end Ninebreaker would be a system since humanity could no longer be kept apart the Nineball system recognises this and sets out to change its protocol to a method of testing for skill as they've always done (even circa ACVD) and kill them. Using these testing systems would be the easiest and most hands off way in a time of renaissance for humanity and its military power. But were humans and peace will never last. Last Raven is a testament to this in spades as Maggie reminds me of Zinadia and nineball to a degree. Zinadia is easily one of the most cared for characters in Last Raven and with the games brekable part mechanics it could alude to the fact the AC's themselves are no longer of use. Instead of using a system to destroy other ac pilots the Nineball / Ninebreaker system shifts to utilizing that one pilot who is THAT much better to do their dirty work for them THEN try to kill them. The ending of AC LR essentially gives me the impression that you alone are essentially what amounts to AC God. Ushered or Shepherded which ever term you prefer to the end of LR you are faced with an opponent unlike any other you have faced throughout the game and Zinadia attempts to quail this as well claiming the title of "Last Raven" for herself. Your character defeats her and cannon ending to the series is written. ... or is it? From Software is never one to fill in all the gaps but they make one thing undeniably certain in all their titles, it even spans to dark souls to a degree. Someone somewhere will stab you in the back every chance they get. Last Raven as a title puts the biggest bullseye mankind would ever know on your head. Its lonely at the top until the massses who want your title attempt to come for it. What would you do? What's fifty years of mech combat in an oblong box? what about sixty? seventy? one hundred and thirty?
  4. Yeah. So the Blade arms got nerfed too? That's kinda sad really i never knew that.
  5. The game feels easier as a reaper squad. So I would assume (key word here) from this that there is some sort of buff in place for the members of said squad. However I cannot confirm that.
  6. what exactly did they nerf on the chainguns. My bro and I have used them since release and we haven't noticed any big changes. Is it all small stuff or what?
  7. Suddently a wild youtube video.... http://www.youtube.com/watch?v=B5GJFRbWJdk Gameplay of "RIP" no idea if that's what your actually talking about but yeah, happens. its badass.
  8. Those maps where water are an issue are easy pickings for tank, lw and RJ pilots. If its a big issue for you those three seem to have the best traversing of watery graves. Quads and the others tend to be problematic as they fall far to fast to be useful unless glide boosting. Did i mention glide boosting... that stuff. GREAT.
  9. Maker

    Zenislev

    Okay finally got around to being able to build this thing... AU44 Kaleidoscope < Kitty AU27 Koel < Kitty drop one of the heat mg's if you can due to what I mentioned above. Though if they are part of your outright assault plan, obviously that's another story. This allows you to equip whatever generator you want while remaining painful to anyone who can outrun you or keep up. (CE / TE) while being able to whittle or poke at those who cannot (KE). The only real problem AC's this mech would have a high problem with are actually well piloted Heavies with some very oddball setups. I wouldn't worry too much about that. Even though I do see a lot of TE frames, not many pilot them very well and just throw their weight at the enemy hoping for their defense stats to save them. Bottom line a better gen would get your E weapon in the game for longer when you do get those hammer situations vs TE weak enemies. Its more or less my take on how I would go about it though. Overall still not bad though. (and yeah those CE MG's destroy)
  10. Maker

    Zenislev

    Frames solid the only thing I see slightly "off" are the weapons. If your going to run TE weapons out front you're likely to encounter any sort of TE resistant enemies that's a given. But the number of those are essentially typed to tanks and fatties. Your secondaries aren't bad those MG's are BEASTLY but consider you only really need one because if anything is weak to TE its a LW / MW biped or RJ. This means two of those three are also usually weak to CE. TE / CE = less drain on gen so more movement of a LW. Especially considering your running an evasive RJ in this particular situation. I would highly reccomend some sort of KE weapon just so you can harass KE weak opponents, Particularly fatty bipeds who have trouble turning on you. Tanks seem to still be a ranged / team effort endevor for all but the luckiest or insane of all of us. I would recomend putting a powerful shotgun or a rapid fire tuned weapon (rifle / chaingun what have you) behind one of your Kitty's and just leave it at that if any changes are really needed. Just from where I've seen tank / heavy fights transpire that missile set isn't bad but any tanker worth his time that i've run into thus far runs CIWS and doesn't turn them off. For sneak attacks certainly but that shit wont cut it if hes focusing on you with KE / CE cannons. Since i havn't memorized the other parts yet i'll refrain from judging the guts but the frame looks solid. LOVE those RJ's. I will say this though. It's nice to have an AC game that's worth playing.
  11. I wouldn't call it masochism id just call it madness... some of us worse than others.
  12. The only reason my crew up and left ACV for good was rock paper scissors on the defense stats. None of us cared about the other stuff and since we did use cover / tactics (and ive been cover whoring since AC2AA) its nothing new. I actually had two mechs I enjoyed piloting. (Tank / Mid respectfully) But something really needs to be done about the "tissue" defense as mentioned earlier. I don't mind having some sort of weakness as seems to be evident in this generation. What I DO mind is having ZERO chance vs a mech that is a hard counter to mine minus some really lucky / skilled flash rocket use on my part. I also feel like the FCS's needed more generations of parts. There were FAR too few options there to utilize half the games setups properly.
  13. Maker

    Daybreak Mk8

    I appreciate the quick reply. The howie is a weight saver and im not sure if a br will fit on this thing as im not home right now to test that... will look it into it. As for the booster ill take a look at that too ran the burya for a long time just due to need. It hasnt failed me yet but again wouldnt have posted if i were satasfied completely.
  14. AC Name: Daybreak Mk8 Role: Light Mid interference Frame: Head: Raiko Core: UCR-10A Arms: Ilmenau AM28 Legs: Rainer Internals: Booster: Burya Generator: HO-Vital FCS: Glance Recon Unit: URD-36/ER Weapon Systems: LA: Lampourde RA: Lampourde LB: Arachide RB: Svetlyak Shoulder: UFR-23 Asansol Design: I like to use this when not piloting my tank or in merc stuff. Its versatile enough to take on an offensive opponent and still survive to do the rest of its job. Doesn't excel at all at 1v2's but can manage that if taken carefully thanks largely to the flash rockets and terrain. Smart decisions depict how this thing comes together. Of little use on CE weak targets but it tends to destroy a great deal of the others if played to its strengths. Flaws: Lack of CE weaponry that is accurate on mobile targets is a big downfall, was previously covered by my team. Weak against stun from missiles when not equipped with a different shoulder unit. Use: Spearhead the offensive only to flash rocket them and leave the scene while moving to whatever objective there is. Evasive mid is the best desription but its also suited to fight. Rainer have the highest kick power for mid legs negating the use of any blade or pile. Reason for bothering to post: Teams mostly dead and don't have to keep my designs to myself anymore. Critique as you like.
  15. Only if those changes come as a patch to Eu / N/A will i care. Lets hope so.
  16. Anything stun related is going to be helped by jammers a lot. Even things like the lampourde which dont stun at all will if the jammers in place. As far as rapid fire go with a.ytbing mixing the gwo stags well. The shotguns ate stupid good for that. Alternafevely... that jammer might fix a lot of the problems. Also typing on touchpads suck...
  17. Id settle for 2nd gen FCS's... little strange.
  18. Ha, sorry I posted without my game up. Pics / etc: all are off old knowledge. Latest regs obviously i thought 1.6 was it.
  19. Name: Grey Fox Image: http://img.photobuck...in/100_2687.jpg Frame: Head: Hogire Core: Soluh Arms: Soluh Legs: Soluh Internals: FCS: Ekhazar Generator: Judith Booster Array: Main: Rachel Back: Latona Side: Holofernes Over: Judith Weapons: RA: Mburucuya LA: Acacia RB: EC-O300 LB :CP-48 Countermeasures: Guyandotte04 Tunes: Capacity ( 0, 50, 43, 50 ) Aquisition ( 50, 0, 0 ,0 ) Boost ( 50, 50, 0, 50 ) Special Boost ( 50, 0, 50, 0 ) Stabilizers: ( +0 , -7 ) Core L Upper: GAN01-SS-CUSO Core R Lower: GAN01-SS-CLSO Legs L Lower: SOLUH-LEGS-6 Paint: R,G,B : "Grey Matter" Main: 80, 90, 100 Sub: 0, 0, 0 Sup: 10, 20, 30 Opt: 70, 70, 70 Jnt: 255, 255, 0 Dev: 50, 70, 90 Eye: 255, 255, 0 Ok this is obviously an evasive AC with a lack of true ranged weapons, the limited yet effective E cannon handles those roles well and the CQC gear uses are obvious. Normally I'd run back radar but the rockets have become very useful over the past year ive been using this mech. I didn't post it out of respect for my team and our 3v3 and 4v4's but now that AC5 is right around the corner id like a critique of a mech that hasn't had to change for quite some time. Tear it apart guys!
  20. Id buy it if i had the extra cash then sell the headset or something.
  21. Maker

    Lock N Load

    If your not constantly spasm dodging the Holofernes are probably your best bet. Heavies dont get a lot from the natural boost power and need the twitch QB offers. Along side that you will have a more effecient QB from the holofernes. Given that you are already well capible of staying airborne and in the open without problems this seems to assist you in CQC as well which is definately where this machine is going to get torn apart if anywhere. Interesting tank though. I dont see these often.
  22. Maker

    Tenshi

    H-HILBERT - Your head doesn't change much so id go with a model with higher system recovery for moments when you get close then get AA'd or Flash rocketed. If your a blader trust me this is a big gap in your defense / offense. C-EKHAZAR- Preference A-LATONA- Powerful blade tunes no doubt L-WHITEGLINT- preference FCS-JUDITH- Too low of a range for proper blading in the first place. Look at the 180 range for the blade then realize most of your blading opportunities will be taken from a greater range than this. Especially with the virtue equipped. Inblue / BlueXS / Lahire IIRC are the best three for blade range with 240 / 280 / 220 respectively. Choose accordingly. GEN-JUDITH - Preference MB-VIRTUE- Goes with blades BB-LATONA- Preference SB-SCHEDAR- I have a problem with this. If your going to get close and do so in a timely manner, time spent going sideways is only to dodge or turn. Id say equip the judith here but i don't know this ac's limits that well and i assume it is a bit heavier than what im used to. Whatever the case just make sure your effecient in both your momentum and booster drain. OB-JUDITH: NON-AA- Prefernce RA-ELTANIN -Preference LA-MARVE -Reads as if its a cleanup weapon for the blade. I would encourage you to use something else that is more effective at all ranges. However nothing lays out damage like the Marve. And with latona arms bad accuracy you need to be able to miss and still deal damage. R102 no questions. RB-MP-O901- Then equp something else. Scatter / spread missiles are of little use to a blader design if they are in their optimum fighting range. Outside of that you are still at a massive disadvantage because these can be flared or blown up in your face. Again think about more solid ways of putting up an offense when you cant get what you want. TRAVERS- Little heavy IMO but it works. Inconsistant or not when you get an enemy the Travers works against it works well. Personally id drop it down to the sapla so its less weight and easily droppable after you use it up. Again very range dependant, dont expect it to save you. SH-061ANRM-Flares or Flash rockets if your good enough with the flash rockets. Honestly though go flares because 95% of the time you will run into enemies with decent missile sets trying to keep you in check with them. If you have no answer and your mechs to slow to outrun them (which just makes you go further away from your intended target and ideal range) your screwed. TUNES: CAP-0/50/50/0 Drop capacity and up your KP Output, that shields gonna go down, it might as well come back slightly faster. ATK-50/0/0/28 ACQ-30/0/34/0 With the FCS changes this may change for the better or worse. Dont tune radar refresh, it doesn't do you any good after the FCS changes and unless your equipping a back mounted radar unit you wont be getting instant refresh anyway. PA-0/0/0/0 BOOST-0/50/0/0 No. Never tune Virtue vertical movement, always horizontal just look at what you gain in each place. Numbers dont lie. SPC BOOST-50/0/50/0 Take the 50 out of the schedar side boosters and find a better place for them again momentum changes will be better if you take this route. Less sideways movement is more toward the guy im blading movement. CONTROL-0/0/0/50 All in all with the suggestions you've gotten so far you should be well on your way to pushing the ac in a direction capible of combat instead of getting torn to shreds by Missile Boats or Snipers. As far as the general build goes there are some very fine details that im not covering and throwing up to preference on your part. If you want more info just post / PM / let me know.
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