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GodlyPerfection

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Everything posted by GodlyPerfection

  1. I was just curious as to what brought you to that speculation.
  2. So I went back to read your argument against Niji's and noticed this comment. What makes you think that LWs will "realistically be the only builds" save for a few others?
  3. I get where you guys are coming from... I was a High Out gen user during the online portion of the demo and I was in past games as well. I'm just saying based on all the additional factors High Caps are starting to look like they will be better overall in most situations. For that video you posted I'm glad you like it. Because that is the SONNE High Cap gen that I use in the demo and that I have been vouching for. I have been following that particular player religiously on nicovideo. He started out using High Out gens for the first 8 videos of his series and switched at part 9. The video above is Part 12... after his many many matches, he changed from High Out to High Cap because it was much more effective to use for GB/HB gameplay. The more GB you incorporate the more ideal High Caps become and GB is great for CQC in this game for keeping a high average speed. Like you said... it takes him like 5 sec to fully regen to max despite using a High Cap... is running a High Out really necessary to cut that time by a second or two? This was the point I was trying to make... with scan mode High Caps don't really have much of a disadvantage if you are spending most of your time in Scan Mode. Here is his video playlist for reference. I have been following this guy closely as he is a very skilled CQC player and has the most experience with it from what I've seen (well most experience that captures video lol). So I trust in this guys' decision to switch from High Out to High Cap... it was what actually inspired me in the first place to try it out. http://www.nicovideo...mylist/30269993 EDIT: Nevermind... it isn't part 12. I'm looking up now to see if this was before or after his generator change. Regardless he did end up switching to High Cap after a while. EDIT 2: Yeah that was actually the video right before he switched to High Cap so ignore most of that top part. This was one of the videos where he was perfecting GB/HB and realized how much more effective High Cap would be and starting use SONNE as an experiement and stuck with it for the next 6 or so videos. Watch that guys later videos after part 8 when he switches to SONNE.
  4. I'm not trying to say that my style is strictly better than yours. I'm pointing out that a Higher Cap style would play better in a back pedaling metagame. With the heavy buff to RJ jumping and rifles it looks to be like it will be much more powerful than in previous games as well as the ability to OB backwards. Not only that with Scan Mode to make up for low output, and the fact that cover on maps is actually back then there is a good chance Higher Cap gens will be more useful in a variety of situations. High Out gens are great for open space, but when you have the ability to sit behind cover here and there the Higher Cap gens start to look more promisable. In general I would agree with High Outs, but with factors like the environment, jammers, scan mode, back pedaling potential, etc. the Higher Caps start to look much better. And if I remember correctly with the interference being so low on High Outs they will have less EN output when in a jammer... by a decent amount.
  5. Yeah the dude was an idiot... lol. At least we got to see English footage. I actually don't mind the voice acting this time around.
  6. They just uploaded a Now Playing: Armored Core V on Gamespot of the English version. Enjoy folks. I re-uploaded it to youtube for your viewing pleasure. Youtube is much more flexible than other viewers so hope this helps. 15 more days! http://www.youtube.com/watch?v=HB8viPSvGuw
  7. It is based on individual style. I'm trying to point out that in various circumstances and based on style a High Cap can run just as efficiently as a High Out when used properly. High Caps give you the ability to have high spikes in aggression. If you try to spike aggression with a High Out you end up running out of cap and losing that tempo. While High Outs promote more constant pressure, High Caps can apply more aggressive pressure due to the cap size. The output difference is not enough. In the videos I get closer and closer to red zone because I am learning to more efficiently utilize the energy that I have. I force myself to play more aggressively and live in the red zone in the demo to force myself to perfect more efficient techniques and live with the lower output in order to have that added flexibility in a combat situation to apply more pressure if I need to. In a real game there are natural pauses in the fight and the High Cap can take advantage of those natural pauses by storing the extra energy away for another pursuit. I tried playing the same way I do with the High Outs and I was able to play close to what I was playing, but not quite. Those are older videos and I've gotten better since then. With High Outs I can't stretch the limits like I can with a High Cap and when I do I suffer for it. There will be times in combat where you have to up your movement to avoid things in the last minute and when you are already playing as efficient as possible and stretching the limits of the High Out you can't afford to spike your movement in the last second. On average a High Out can keep higher average pressure so in a sustained fight the High Out holds out. But that is only the case if the fight is one long sustained pursuit. You can only keep a perfect long sustained pursuit against players who do not have the tracking to keep up with you and you can stay out of their lockbox. Against players that can get a shot on you and keep you in their sights you need to apply more pressure to break through their initial back pedaling then from there you can keep your tempo. High Outs can't put this additional pressure to break through, while High Caps can. While a High Out is using what they can to try to break through and out of a lock box a good back pedaler can OB back and keep you just enough at bay to force you to use your Cap in EN and then capitalize on it. I've played against some amazing back pedalers and with the ability to OB backwards they are going to get worse and you are going to need the extended Cap bar just to break through initially in order to stay out of their lock box. Once you get out of their lockbox then High Out has the advantage in sustaining it, but a High Cap has a better chance of having the EN Cap to break through in the first place. No matter how EN efficient you are if you don't have the Cap to break through a good back pedaler initially then you are going to find yourself in a bad matchup. And that interference stat reduces the effect of the jammers period. The amount of resistance you get in a High Cap results in the High Cap having better EN output while in a jammer than a High Out in a jammer. That is what Niji was trying to point out. I was stacking that benefit on top of what I've explained above. In my speculation and based on my style High Caps will be better for LW CQC players because the EN Cap you get on a High Out doesn't give you the flexibility to break through a good back pedaling game. Good back pedalers can also take advantage of the knowledge that you have a High Out by dropping a jammer in front of them as they back away and as you approach to make you miss that last QB to try to break through and then hit you with a stun weapon as they switch out their jammer. If a back pedaler can see you coming then you are going to have a hard time with a High Out. Now to find a good middle ground the KV-3D3/PROCHNYI has 50K more cap than UGN-70/Ho VITAL, but does not lose that much output. The problem is managing the weight to use something like that. I'm speculating that 110K will be enough to break through back pedalers and the output post patch of the KV-3D3/PROCHNYI should be enough to keep a similar aggressive game as High Outs would provide. Again the weight is the limiting factor, but I think in general that would be the best to meet all strengths. Enough Out to keep a heavy aggressive game similar to High Outs and enough Cap to break through initial back pedaling tricks similar to High Caps. It also has the third best interference which gives it a cancellation to jammers as well. EDIT: I am a chainbooster by heart so that bigger Cap bar is friendly to my style. Like I said at the beginning personal style/preference does carry a lot of weight in the decision of boosters/generators. LATE EDIT: WOOT!!! Just hit 100 posts for member.
  8. I already said that it would be... but the wikis haven't been fully updated yet. Hey are almost there, but not quite yet.
  9. Exogen, before I get into this I do want to clear that I do play heavy LW CQC on the xbox side of things. And before I move on here are two videos of my gameplay utilizing High Cap (SONNE) and High Accel (Shinatsu) in the demo. The first uses burst centric damage to utilize Scan Mode Milking, and the second is more traditional AC4/FA CQC with continuous damage. The videos are intended just to show off movement rather than min-maxing damage. http://www.youtube.com/watch?v=U9YO67kv8YM http://www.youtube.com/watch?v=Ih5tuabMaZ4 I never stop to take too long of a break in those videos. High Cap gens have enough output to support an aggressive LW with minimal breaks in between pursuits with proper Scan Mode usage while still keeping enough speed to avoid shots. Of course, the continuous damage video is against the terrible turning tank, but in an actual ranked match there will be longer breaks between pursuits. In my opinion High Out gens do not have too much more EN output than High Caps... at least not enough to make a significant difference. QB costs and Scan mode make High Caps so much better. Scan mode makes up for the lack of EN output, while high QB costs means you need a substantial difference in output to really get any benefit out of it. With the small cap of High Out gens you also waste a lot of Scan Mode time with extra energy that just dissipates. It takes like a couple of seconds to fully regen a High Out gen and when that happens any extra energy you would get out of Scan Mode would go to waste. High Caps instead have the space to store all of that extra energy for additional bursts in pursuits. Another thing is that QB is really only or emergency maneuvers now. With the efficiency, flexibility, and speed of the new overboost you will be using that much more so having a High Cap gen benefits that too as the High Out gens don't give you too much more OB time. OB works great as not only a method to initiate an unsuspecting pursuit (In addition to QBs), but it also allows you to quickly get out of a situation and gain that rest time that will allow you to recuperate. High Out gens don't have enough of a cap to allow you to initiate a pursuit with OB, keep continuous damage for a while, AND retreat for recuperation. As far as jammers versus generators, the reason why High Out gens have a problem is because they have a low interference stat. A high interference stat more than makes up for the lack of output that High Cap gens have while in a jammer and they pretty much are given enough time to react to a jammer to not worry about the jammer putting them into a bad situation. The amount of EN output you get in High Out gens does not give you enough output to keep up a true constant pursuit with continuous damage... especially with continuous damage since you don't have as much of a chance to Scan Mode Milk. CQC players HAVE to take a break eventually even with good EN management. They will get to a point where they need to take a step back or they will get caught in a bad situation. Caps give you this flexibility and buffer time to get out and take that break. And if you are going to be taking a break eventually anyway then you can use HIgh Caps and use those breaks in Scan Mode to make up for the slightly less output you have compared to High out gens. If you are going to be executing maneuvers to stay alive as a CQC player you will run out of EN quickly on a High Out and be stuck on pure refresh which is not enough to keep you mobile and dodging. High Cap gens give you the buffer to do this, High Out gens do not.
  10. Yeah I'm with Pen and MoonWalker on this one... I'd prefer the rock/paper/scissors balancing as it allows a variety of designs to be played and people will play what they like rather than just the top tier stuff knowing that they still have an advantage to particular builds. Not a pure advantage, but enough to be exploited. I prefer to see people using something that fits their style rather than everyone trucking the top two or three designs.
  11. Sure in a general sense, but it is a loose rock/paper/scissors design due to the customization system. If you can't tell the difference between a loose rock/paper/scissors setup and a hard one then I have no words.
  12. Except it isn't strictly rock-paper-scissors. There is enough flexibility in the system that you can tweak your design just a little in the garage during the 3 min ready up time or just tweak your style of play. Hard counters come with apparent weaknesses themselves, and as a result you can tweak to capitalize that weakness while not changing too much. It also encourages psychological play. Rather than one person always using one design in ranked, they have to be wary that their opponent might pick a counter to their design. The top ranked players will be forced to be good with a variety of setups if they want to keep a top spot... not just one AC. Honestly the system shows who can handle a variety of styles and play well in all of those styles... not just one. Anyone can feel comfortable with their playstyle, but it takes a skilled player to make something of a playstyle that is nowhere near their own.
  13. Oh btw guys I finally wrote up a thing on the Scan Mode EN Regen formula on the new ACV section of our forum. For those who don't want to go there the formula is basically Head, Legs, Boosters, and Recon Units do not have EN drain when in Scan Mode. I go into much more detail about the system, how I discovered it (thanks to Niji for confirming it in the import since I only have the demo), and how I am going to milk the formula. http://forum.reachingperfection.com/Scan-Mode-EN-Regen-Formula-td3796909.html
  14. Rofl... I have email notifications turned on for followed topics and I have desktop notifications for my emails. I get a ton of emails for my youtube videos so email desktop notifications allows me to keep up with everything. If I leave it alone for any amount of time the emails stack up. I woke up from a 6 hour sleep to 15 emails. lol...
  15. Rofl... yeah that is BBCode. Thanks. I'll be sure to start working on those updates sometime soon before the game comes out so people can post their schematics easily straight from the spreadsheet.
  16. No problem Polteg, glad you guys are enjoying it. Sorry for the incompatibility with open office. I did originally intend this to be a personal sheet and a way to sort of distract myself for the game. lol... once the game comes out I'll be too busy playing it to update it too much. I'll probably be working on some improvements very soon adding in those calculated stats that I was talking about as well as the export macros for people to get neatly formatted BBCode/HTML code to copy and paste on communities like this. Btw Polteg, is 2old2play a standard BBCode forum? I've currently got 2 "formats" in mind for export support and that is basic HTML with just bold/italic (to ensure support for GameFAQs) and then BBCode for the various forums out there.
  17. I believe as time goes on 4v4 will definitely be fine. You are able to run scrimmages with your team. 5v5 would actually even be possible to see how players work with their operators as well. At first it will be a bit chaotic, but in organized team games both sides are cautious to make a move and gameplay is much more calm and focused. 2v2 definitely works for the game's early phases since you also have to rely on enough people showing up. lol... As for you Polteg, my crew looks forward to meeting you on the field as well. And I look forward to friend competition between all our teams. It will be a blast.
  18. I think we are trying to point out that some players are terrible in 1v1s, but some of the best team players you will ever get. How I plan on doing things is instead just learning what everyone is good at and adapt to who is on the team at the time. I'll more than likely be filling operator role when we have teams of five ready to go so that is what I plan on doing. I never liked the idea of segregating different skill levels. Competitive vs Friendly co-op players is fine, but competitive players don't really appreciate being sorted by skill.
  19. Yeah the whole judging team quality in 1v1s is a terrible idea. There are many teams with terrible individual skills, but great team skills. And I'll be running my own crew of peepz to teach and get into the AC series. Rather than having a quality team early game I'd rather spend my time helping people get up to par at least. lol tells you how long its been since I played the game with any sort of seriousness.
  20. As recent as I had played. And I know. I got rid of ACFA last year for Dark Souls. still got my AC4 though.
  21. The same goes for my team. I'm pulling people who have been working with me to get the demo, so I've probably got to start an overflow team as well within the first few days.
  22. What he said... I have 20+ people who haven't touched the 4 series on my friends list that will be picking up the game. And I'm adding new people to get them setup with the demo everyday, most of which are people who have barely played AC. I'm also getting them setup with my team to give them the support they need for a new player jumping into the AC scene. I prefer a team that can chill well together and have fun and get better. Winning is nice, but what fun is winning if you aren't challenging yourself.
  23. Not bad... we'll I look forward to seeing you guys in ACV. Like Katya said... I wouldn't count your chickens before they hatch bro.
  24. lol... I know Lucifer-ish. I got a bunch of hatemail from him talking trash often saying that I sucked at AC4. Strange cuz I've only ever really fought him once. Oh well... As for most of you guys being post AC4... ACFA was a cake walk when it comes to skill required to play on a decent competitive level. Energy management is a foreign concept to a lot of ACFA players because it is given to you like rain in Florida. And with tons of energy comes much easier positioning so those who have only played ACFA will more than likely have to heavily improve their positioning game and start learning what consequences are for positioning. The abundance of energy in ACFA meant little consequence to putting yourself where you want. Have you guys played the demo or beta at all. And if the demo, did you join the few of us that played the online? And being that you guys are post-AC4 were any of you pre-AC4? I'm not doubting any of your abilities, just pointing out the general populace and how they are going to have to adjust. ACV is a whole new world folks.
  25. BigBoss is the only one that sounds remotely familiar. What were his previous gamertags? I was expecting something more along the lines of seeing names like Sight Lock, Medler, etc. and several other quality vets. Damn all the damn new peepz. lol... were any of you good at AC4?
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