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Genocide

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  1. Genocide

    WARLORD

    Good find with the arm stability. Two things I find to be out of place with this AC: The shoulder mounts, Aaliyah/G has excellent KP Output, which ultimately affects how quickly the PA of an AC recharges more so than how high the rectification of an AC is. You'd probably do better with some flares instead if you're using the PA Molder to deal with enemies damaging your AC (especially in online play). My recommendations for this are Gallatin or Guyandotte (vertical launch GA flares). They've both got a lot of ammo, release in large clusters, and quickly too, making them great for dealing with large swarms of incoming missiles. The hangared blade, heavies don't do well with blades, period. Using some mid-weight legs to give you the wide horizontal swing is smart, since it increases your chance of hitting, but the AC probably just isn't moving fast enough to use it in any other way than defensively. Not only that, but the arm choice, NSS, has poor EN skill (as is the case with all GA arms), so you're getting less out of it than you'd think. I understand the infinite ammo as a back up weapon type of thing is appealing, but all things considered, you'd probably do better with another handgun for your hangar weapon. Lare or another GAEN would be my choice.
  2. Yeah, being a one man army is hard, but being a one squad army is doable.
  3. Nah I meant the best dual EN weapon combo you've found.
  4. Back cannon or arm cannon? ER-O200 combos well with a lot of stuff just because its a fast-shootin' low-drainin' killin' machine. Anyway, the mech looks good. Only things I might do to it would be to get rid of the firing stability tunes, Lasers don't have recoil so those can be used elsewhere. I might also change out the arms for Latona in this case, so you can amp up the damage of the Avior even more. But I'm guessing the Judith provides you with some needed shell def, so that's not a bad choice. I need to remake my Linstant leg AC. Lol
  5. Hmm, that's odd. I didn't think Gen. affected weapon damage in any way. The only things I know it would affect weapon wise is PA recharge after AA via KP Output or EN recharge after firing an EN weapon, and that's got a lot more to do with the over all drain of the AC and not just the generator. I'll have to experiment with that and see, because logic would dictate that the rail gun do the same amount of damage relatively per shot. Maybe it has to do with the target's level of PA?
  6. I feel the need for vertical thrust is based on how one's weapons are going to be used and what kind of enemy AC's you anticipate would cause it the most trouble. For me, I use a Latona on mid-weights occasionally, and I've got the thrust I need to get into the air to avoid being pegged with grenades, sometimes this is tuned as well. But only to about 7800 - 7900 ~. QB duration again would depend on what kind of weapons you're using or would anticipate causing problems. Since you're using a MG/RF combo on the arms, it behooves you to not only move fast but far as well. While a duration of 7 is better than a duration of 6 for an offensive booster, it still falls into what I consider a defensive range. Durations of 8 and 9 are what I consider to be used as offensive boosters. The duration consideration is pretty important since you can't tune it, but since you can tune QB thrust, you can always add some acceleration (fastness) to the booster. Another important consideration for mobility of an AC is the AC's total weight. The lower it is, the greater your acceleration will be, and I'm not sure exactly, but I think it will effect how far you glide mid-air after a single QB as well. So finding a balance between speed (as broken down; boosters/weapons/total weight/EN efficiency) and defenses (as broken down; boosters/weapons/AP/Shell & EN def/EN efficiency [to a lesser extent]) is key when building your AC. If you want to excel in offense, maximize speed, excel in defense then maximize defenses, and if you want balance, well you got to find the middle ground for your mech. The way its set up right now suggests that you're aiming for a balanced machine, with a mix of offensive and defensive ability. You've got two close range weapons and one long range weapon, that under the right circumstances can be used at any range. So what I'm seeing beyond the range designations we assign to the weapons, is one set of weapons that would be devastating up close with a slight bit (since only one of them remains effective at longer ranges) of long range capability. But, you've got a defensive booster set up. Now, depending on how exactly you play, this might work out to your advantage, like noob said: "MG/RF on a mid running judith mains is really only gonna work with either more powerful boosters or BP baiting with the PHACT and spamming MG/RF when they try to close in with AP disadvantage." Except in this case, I am generalizing Judith mains to be a specific term for a defensively oriented booster. And this is a valid strategy, but for one, you're relying too much on just one weapon. What happens if the enemy happens to dodge your rail gun shots while returning fire? You might start to lose your defensive advantage, and since your arm weapons are geared for close range, they wouldn't be able to really support your rail gun. In a situation like that then you're left with one effective weapon, which if the enemy realizes it, they can dodge the round, close in on you while it reloads and start hitting you, and after doing some damage fall back and what for the next round. You'll end up getting chipped until you no longer possess the AP lead, and at that point if you continue to play defensively, the enemy has already won. He does not have to chase you in order to win. You on the other hand, either have to chase him or get lucky with some rail gun shots. Since you've over prioritized your defensive ability when the mech itself was designed to have a more offensive set-up (despite what it appears like being balanced, or if you aimed for a balanced mech), you'll have trouble closing in and regaining the lead. The reason I say your mech has an offensive set up, is because of the frame as well as the arm weapons. High stability means you anticipate taking some hits, when combined with the arm weapon choice, this means more than likely a slug gun, bazooka, or grenade. Stability minimizes stun, allowing you to recover faster and continue your attack. The frame over all has good defense in the shell category, which means you can shrug off hits as you close in to over whelm your target. WG legs with full turning? Well, either that was for keeping pace with an enemy if he closes in on you, or as you close in on him. But the main booster, which is usually the primary determining factor in how fast you gain ground on a target, is set up for defensive play. Since main QB doesn't move you backwards, it doesn't matter what the duration or thrust is, it affects more how you play offensively. The only real 'defensive' thing about main boosters is the lack of QB thrust/duration, the amount of vertical thrust and the drains for these thrusts. That's why I'm saying make a change to something like Latona, Lahire or Aaliyah (Aaliyah may have a duration of 7, but its high thrust and low reload make up for this enabling you to make small chain boosts very quickly), because I feel you are gypping this AC's offensive potential. Ultimately, you are the pilot and the decision is yours, but be aware when making these design decisions. Sometimes you make a good mech and one little incompatibility will end up keeping it from being all you had intentioned. And sometimes, these things aren't so easy to notice. Anyways, that's my rationale for the booster and gen change. I-Rigel is good, like a smaller Aaliyah/G. On this mech, it could work, but since the weight is 2000 as opposed to Lahire's 800 or 900 something, you will be losing some speed and acceleration for what is really just an increase in EN cap.
  7. Yeah I know Judith has better vertical thrust, the only problem with that is that is more of a defensive thing than an offensive thing. Like you said you back pedal and pop shots off with the Phact, so it might work great for that. Latona might not get you off the ground as quickly, but the lower vertical thrust wouldn't keep you from maintaining your altitude once you got there.
  8. Meh, it's just a name. I could name an AC a racial epithet, doesn't really mean anything. Likewise, I've seen people name their ACs random strings of letters and numbers too, doesn't mean anything either. 'Course, most people take the name to be an indicator of what the AC is meant for or is capable of, not always the case though. It'd be better to offer some design advice rather than to inquire whats so superior about it is what I'm getting at here though. Aside, the frame looks to be shell-def oriented and has good stability, so it would do well up close, and that seems to be what you had in mind given the weapon set up. The Phact I'm assuming is something you can plink with at range until you get in to use the arm weapons. To that end, you might want some stronger main boosters to facilitate getting in close. Unless you are masterful at chain boosting you probably won't be getting close quickly enough while using the CB-Judith. MB11-Latona would be a better choice all around, it keeps the energy efficiency of Judith while increasing the speed substantially. Alternatively, you might want to try Aaliyah or Lahire mains if you can handle the increased drain so you can close in on people even faster. If you can't handle the drain, then swap the generator out for something like GN-Lahire, it should give you more than enough energy to handle your AC. Weapon wise, you're good, Cantuta might not have the raw damage potential of Hitman or Motorcobra, but it is definitely better than the XMG or w/e the Zakaj is called now. If Cantuta is not doing it for you, you could try Hitman, it's got great accuracy for an MG. Motorcobra if you want over-all kill-power. Marve is excellent too, but AR-O700 and MR-102R are serviceable substitutes. Both will add longevity to your arsenal. Tunes wise, you don't need 50 points in aim precision for 047AN02, the arms are made for sniping, so they have naturally excellent firing stats, the maneuverability tunes though are a good call, so keep those. 50 tunes for lock speed are a little much too, with FS-Lahire you don't need to go above about 320~. You don't need the leg stability tunes either, you're high on stab just from the frame. If you really need it, then place them in head stability, that one makes the most impact on your total stability rating. With your freed tunes, I'd suggest placing them in main QB, regardless of whether you upgrade or not. It will make your forward movement much faster, even more so if you swap out CB-Judith for one of the boosters I mentioned above. Hope I've helped!
  9. Loool, if I want to play Overgrown and Crash I'll just go play MW1, less bullshit that way. Tac spawns on top of Grandma's house anyone? Lol, don't even get me started with the heart beat sensor faggotry I'm expecting on that map.
  10. Yeah lol, they probably would be, I just threw them on. Though the rifle does give me something to chip with while I set up for a joust. Lol, you remember this one from the last time we played?
  11. Hogire|Ekhazar|Ekhazar|WG Judith|Lahire| Latona|Latona|Hogire|Linstant 063ANAR|SG-O700|EC-O300|Bigsioux|Musselshell|Empty|Empty Tunes: 50; EN out, EN Cap., Radar Refresh, Main QB, Side QB, Arm Maneuverability 33; MS Lock, OB 30; Turning Speed 26; Lock 20; Vert. Thrust Stabilized (0, -7) Paint All (R/G/ Pattern: 1 Main: 95/95/80 Sub: 205/135/65 Support: 255/255/255 Optional: 185/100/0 Joint: 110/110/110 Device: 0/0/0 Eye: 40/155/255
  12. Genocide

    The Lion

    I've got a somewhat similar type of AC I should post up. But yeah, sounds good. Allegheny hits hard and the mussel extensions do help. The only spammy thing on this is the MP-O203, which performance-wise we all know is a beast, but style-wise I got to knock ya for it. It's a minor gripe yeah, but I guess where you're doing most of your playing these days is on Xbox so they must fit the bill. Anyway, I'd say something like mussel backs or MP-O200 might be more appropriate for the purposes of not just being a spam-meister, lol. Other than that, yeah looks good.
  13. Ah, I got ya. I was only piecing together that which I had seen. Anyways, arms like Latona don't really need the tunes if you're fighting up close. Though I guess longer ranges are a different beast entirely.
  14. I haven't touched the heavy class boosters in 1.4, but how does Polaris do for you?
  15. Depends on what range you're fighting at. Since lasers have no recoil, they are inherently more accurate than shell weapons. So stats like arm Firing Stability play little to no role in how a laser round travels, arm Aim Precision too doesn't really do a whole lot, since the laser itself is accurate (it only flies straight in the line the rifle was pointing at when you pulled the trigger). EN Skill will amplify the damage on a percentage basis. I.e. 95 EN Skill --> 95% damage listed in the stats for the laser rifle. This is why arms like Latona are so popular for EN weapon wielding ACs, the EN Skill at a base level is over 100, so you're getting extra damage. If you plan to use a laser at close range, then stats like lock speed on the FCS (possibly dual processing depending on what you pair the laser with) and arm maneuverability will be a great boon. Longer range laser shooting isn't really advised, because, and I've heard it numerous times, and even observed it myself, the longer the laser travels in distance (or maybe its the time the laser takes to travel a certain distance, one of the two, or maybe a combination of both), the more the destructive power dissipates. This is why lasers with high velocity (Altair, Avior, BFF [forgot serial number lol]) retain their high amounts of damage over longer ranges, because they travel faster. That's also why they're slightly harder to dodge as well.
  16. Yeah, thing to remember with the boosters in this game is that: Duration is how long the booster fires during the QB sequence, this affects the distance you will travel when QBing. I've not done any kind of proper testing for it, but I also believe that the higher duration quick boosts will drain more energy per QB than those with lower durations. I don't know what the actual formula is, but it might be that the booster will drain the listed QB EN cost on the stat list every second the booster is active. Which means that boosters like Virtue and Holofernes, though having somewhat lower QB costs than their contemporaries, would actually drain more because their durations are longer (again, if the drain x duration in mSec [or w/e the unit is] exceeds that of your other option). The Thrust on the other hand affects the amount of acceleration in the initial position displacement. This is why Virtue makes people move so quick, because its thrust is insanely high, the distance they move on the other hand is because of its long (9 mSec) duration. Boosters like Aaliyah/M have comparable thrust, so it will move you quickly, but not as far (7 mSec duration). For chaining QB too, this should be self-explanatory from looking at the stats, but the lower the parts QB reload time, the faster you will be able to initiate a QB after firing one. This can be more or less avoided though by just using side QB and then using a forward QB.
  17. Yeah, I know, that's what I figured the quick fix would be. But I kind of don't want to use that. I wanted to try using some less common parts. Hence Altair over ER-O200, and the lack of a sniper cannon. Also, that's the chief reason for using Argyros/A over Hilbert. Also, the way the weapons are paired is fine. The Sampaguita and Travers functioned as the close range combo. When people rush this AC, which is only natural given that it is a slow moving heavy, I promptly blast them in the face with the shotgun to stun and drain PA for a follow up with the grenade launcher. Altair and 061ANCM functioned as a mid - long range combo, the missiles being the long range component. The laser I realize loses some of its potency at greater ranges, but the velocity of the Altair somewhat compensates for that drawback I feel. And paired with Argyros' already high EN skill, it has become a serviceable substitute for a sniper rifle/cannon (in some instances, obviously the laser can not strike at the extreme end of the long range spectrum, but it is also true that a person's ability to react to incoming SC rounds increases as the range to target does). I am considering a rail gun instead of a sniper weapon, but I can't really figure out where a good place to put it would be. I'd also like to thank you for noticing the arm synergy too, Sampaguita/Altair does perform very well in close range battle. It's ability to strike at both sides of an AC's defense is very useful when people usually bias their defenses to counter the prevailing norm of shell-based weapons online. Though their isn't really much synergy happening beyond this until the shotgun can break the enemy's PA.
  18. Genocide

    Thanatos

    That, and you might want to check out Linstant/O. I find it to be excellent for jousting, or just covering ground quickly in general.
  19. Hahaha! Yes, it's true that Oblivion 4's favorite Imperial Guard Captain shares a namesake with this AC, but the actual name comes from a Greek word meaning, "Holy". I believe, if I am not mistaken, Hieronymus is that word. If you are also familiar with art, you will recognize the name Hieronymus Bosch, an artist famous for making paintings of God and the Garden of Eden (I forget what the actual name of that particular composition was though) from the Northern Renaissance (German). Anyhow, thank you for the compliment, yes the frame is very balanced and has some decent stability. I have made a very minor change to the design since posting it, and having the chance to play test it some more: I've dropped the Sirius for Acrux (LOL, yeah I know. Totally defeated the purpose of this design). The Sirius just wasn't registering enough on average to justify the massive increase in weight and passive drain over Acrux. It actually moves faster now, and I've switched the Head stabilizer to the other side for a more stylish Hogire-Opt01, which on Latona looks like a radar/com antenna.
  20. Here's another mech I made, to sort of get myself practice in using Hi-Lasers online. Usually when I go for a laser cannon, I'll default to EC-O300 or Acrux. This time I went with Sirius. H11-Latona|C11-Latona|WG/Arms|063AN04 Fs-Judith|Gn-Lahire MB11-Latona|BB11-Latona|AB-Hogire|Linstant/O BZ-Brocken|063ANAR|Musselshell|Sirius|Empty|Lare|Empty Stabilized: (0,-8) (Head R; Hd-Hogire-Opt01) Tunes: 50; EN Out, EN Cap., QB, Side QB, Turning Speed, Arm Maneuverability, Radar Refresh 34; Vert. Thrust 28; MS Lock 20; Lock 10; Head Stability Paint (R/G/ All Frame Pattern: 1 Main: 100/95/90 Sub: 32/37/38 Support: 220/220/220 Optional: 150/105/0 Joint: 150/105/0 Device: 220/220/220 Eye: 50/0/135 All Weapon Pattern: 1 Main: 140/144/138 Sub: 32/37/38 Support: 220/220/220 Optional: 150/105/0
  21. Here's a heavy made showcasing Argyros/A. It works pretty damn well, but it is somewhat lacking in long range. Anyhow, I figure I know what a quick fix for that would be, but I'll post it up so you all can tell me what you think: Hd-Judith|C01-Tellus|Argryos/A|Hilbert-G7L Fs-Judith|03-Aaliyah/G Cb-Judith|BB11-Latona|AB-Hogire|Gan02-NSS-O.CG LR02-Altair|Sampaguita|GRB-Travers|061ANCM|Gallatin02 Stabilized: (0,-2) (Head L; Hd-Hogire-Opt02) Tunes: 50; EN Out, EN Cap., Arm Maneuverability, Turning Speed, OB Thrust, Side QB, Main QB 44; Radar Refresh 28; MS Lock 20; Lock Paint (R/G/ All Frame Pattern: 1 Main: 135/55/0 Sub: 255/255/255 Support: 255/110/0 Optional: 30/65/65 Joint: 115/120/120 Device: 100/125/200 Eye: 36/0/255 All Weapon Pattern: 1 Main: 110/50/45 Sub: 255/255/255 Support: 46/48/50 Optional: 36/38/40
  22. Yeah, but you need to consider how hard that thing is to use against some one in a non-blading environment. From the way the OW's sound, these will be capable of making the difference in a gun match as well. That is, like all other weapons, if it hits the target.
  23. Heh, if that was the case (which, in reality I don't think it will be, I mean, how badly can you fuck up a OHKO's balance? [Then again, this is FROM LOL]) we'd all be bitching about six-bladed chainsaws instead of dual bladers.
  24. Yeah, I've seen that too. It's probably because the way the blade sweeps across the target (or doesn't in the case of a stab) causes it to sweep across the entire PA field as well.
  25. The M-com stations have a sweet-spot that does intense amounts of damage relative to just hitting it with an RPG or tank round from the side. Aim for the small console in the very middle of the station, you will do a larger amount of damage per RPG/explosive. Another easy to bull doze through a base is to simply destroy the buildings housing the stations if those buildings are collapsible. Knock out the walls, building falls, any defenders inside along with the M-com station are destroyed.
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