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GodlyPerfection

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Everything posted by GodlyPerfection

  1. I did say recent enough for CQK. Gunna might return. We'll see. As far as all the other groups most don't spark any sense of recognition. And assuming that the only people that could rival you are clans of ACFA is dumb. Again I've got my own group being setup. Mostly new guys, but a couple of people I have played tons of AC with. And a clan doesn't need to be large to be competition. They just have to have enough people that can put up a good fight and cover for any mercenary slack. Also many people who used to play and do have skills will be picking the game up. Who are the notable members of your group? I'm curious if I know any of them.
  2. Sure it is the largest established clan in late game ACFA. What makes you think that other previously established clans won't come by and give you competition. CQK is a fairly recent group and has always been filled with good players. And why mention wolfpack? Unless you guys are mainly bladers too. And if that is the case then thinking you will have no competition is dumb. Especially since I've got my own group to compete with. I'm not saying that is for sure... I'm just saying that might be the case. I did remember hearing something about a grace period... maybe during this time there is no chance to refill your durability.
  3. What makes you think the game cheated you out of it? Maybe you just don't truly understand the situation that is going on. It does happen to be in Japanese. I hate when people blame everything else, when their understanding is more than likely the issue. No offense intended towards you. Just wanted to point out that it is entirely possible that you don't understand the requirements of getting your territory's durability refreshed. Perhaps there is a certain period where once it is down to 0 you can't refresh it. It did take you time to figure out the shield system, this may be the same scenario. Working on a game with any such quality as this requires some sort of passion for game. If you are just doing it to make money, there is very little chance that you will even finish the game. People who work on their games mainly do it because they enjoy it. Sure they have to pay the bills, but we wouldn't get as much quality or attention to detail if they truly weren't trying to improve the game that they work on. Developers miss things and misjudge things... you cannot fault them for that as it happens with everything.
  4. I respectfully disagree. Being successful does not require a large fanbase at all. It requires enough purchases to continue going as a developer, but for a successful multiplayer all you require is an involved fan base. On the 360 side of things we not only suffer from a small AC fanbase, but we also suffer with the 360 being the off system. Not only that AC has to compete with other very popular/trending multiplayer games. The reason I point this out over just single player games is because single player games typically have an end, while multiplayer games can last forever due to competition. However despite that the 360 fanbase still continues and is at the very least comfortable where it is at and many of those people who still play or had played for a long period of time did feel that it was successful for them. The involvement still keeps the community alive and that is what is important. As long as a group of friends is still playing than you've succeeded with them. When everyone stops then you've got a problem. I personally prefer the smaller community. I prefer the sense of camaraderie with others that appreciate the series as there are so few of us compared to other games. In a game of great magnitude like COD, Halo, BF3, and many others I don't feel as much of a sense of camaraderie because those that appreciate the game are in abundance. As the community grows smaller people become more passionate about their appreciation of the game. We feel proud to fully appreciate the game for what it is and feel bad for those who don't see the magic that we do. It is the same for any small group that has gathered around a common interest. So no matter how much they market the game my appreciation for the game will never falter because I know there will always be others to enjoy the series with. They may be harder to find in the large sea of fish, but I know they are out there. Btw, I do have a very optimistic personality so that may also be my reason for being the way I am... lol.
  5. Oh I know... for final game I wouldn't run gats on a tank. I'd just be asking to get swatted out of the sky at that point with their low damage output. I mainly wanted to show people who haven't imported the effect of stun on LWs and the change in CQC movement for burst damage vs continuous damage. The USG-23 (or the /H variant... can't remember which), could have totally played a continuous damage role against tanks though. Tuned for extreme attack power I believe they would hit around 1K-ish at least... then they nerfed it. But like you said the high damage rifle (Is it Tansy now?) will probably be the best way to push for that damage. And depending on what the average KE defense most people will try to use on tanks I'd pick tuning based on that. I'd probably prefer fire rate in this sort of movement style... however if tanks lean more towards trying to gouge as much KE defense as possible for stuff like rifles it may just be better to focus on attack power. I'm one of those people who builds an AC to be versatile enough for most scenarios and I try not to design based on countering, but instead tweak for the metagame.
  6. Yeah and I actually prefer this as we get a more focused community that slowly grows over time. AC would not be the same if our community got saturated with your typical modern day gamer. Finally got a new video up of playing against the tank in the demo. He does happen to be terrible and doesn't really use his turning bonus to his advantage. I also threw on a new weapon set based on more constant damage rather than burst damage like my shottie video. I've been asked to try a MW CQC setup so I'll look into that next. Haven't really looked into the MW legs in the demo, but we'll see how that goes. So this is a completely different way of moving as it focuses more on constant damage rather than burst damage like my shotgun LW CQC video. This is from the demo... let me know what you think and enjoy folks.
  7. I guarantee that our team will do our best to keep you off that front page. You can be top three on the maps though... that'd be fine. lol... But seriously, it will be nice knowing that everyone will be on even ground and that the people at the top will not just be all JP teams. I'll tell you what, we can do a 50/50 split. As long as we get the mountainous map with the dam, water, and what not. I believe it was Huge Canyon or Upper Area. That is probably my favorite map so far.
  8. I agree... I'm kind of excited for the region lock. The reduced chance of high latency is definitely a bonus. And it is great to know that practically most people you run into will speak english. The community may be smaller, but it isn't like I played with the japanese very often. Only in the early early mornings when I was up. lol... Save files are typically very small... if you want to install it to your HDD for better load times, then that is a different story. That isn't required though so you will do fine. You should get gold soon Fury... you are missing out on all of the team's party chats.
  9. I'm pretty sure I mentioned in the past that I read somewhere that it will be region locked. If it wasn't we would cut in halfway through a season with them having a huge advantage. Too bad for the importers... can't play with the US/EU players. At least US and EU can play together. Glad you found that xil... I have been looking everywhere for it. lol...
  10. Well the pre-patch stats are on my spreadsheet.
  11. Just posted a thread for the spreadsheet I've been working on. It does not have the new patch stats yet, but I will get those when I can. There is a download link as well as a video walk through in the thread: http://armoredcoreun...ly-spreadsheet/ Consider this the sort of pre-release since it does not have the current stats. lol...
  12. Latest version will always be available here: http://www.mediafire.../?xcszh1atuciq5 Come one, come all. I present to you a creation of epic proportions. I originally wanted a spreadsheet builder similar to the one for ACFA created by Morris. Then I started thinking about all the cool features that it could have to make building ACs easier. So I figured I would go off and make ACV's myself. I've been working on this since February 5th. I've cross referenced info with Niji of ACU, ACU's wiki, and 3 different japanese wikis many times over. The spreadsheet utilizes macros to implement ease-of-use buttons that help you build your ACs faster and with more convenience than most gaming spreadsheets. This spreadsheet has only been tested with Microsoft Excel 2010. If there are any compatibility problems I apologize. The current version contains stats from release date to Feb 25th. On the 25th a new patch was released with part rebalancing. I will include these stats as soon as the wikis update with the appropriate info. Until then feel free to use this to get a pretty decent idea of what parts there are and how they were intended to function at first. Please read the Credits & Info page thoroughly to be able to use the spreadsheet to its maximum potential. Below is a video walk through of the spreadsheet. If you have any comments, questions, suggestions, thanks, errors, etc. then please email me at: GodlyPerfection@ReachingPerfection.com http://www.youtube.com/watch?v=kHc4qPgIjdA
  13. I'll have to play with the demo plasmas then and see what the pacing is like with their EN drain/cost. I'm considering using a BR/Plasma setup for my style with shottie/pulse getting a nerf. Not sure how much into firing stability I'll dedicate. I can handle the loss of firing speed, but the loss of accuracy may hurt a bit. Could be fun... probably stick a KE weapon or two on my back for good measure. Depends on if I feel like stomaching the weight/drain. Sniper rifle perhaps... maybe a heat pile just in case. Btw I've been meaning to ask about bomb dispensers. Depending on how they work, they may work great for my aggressive setup. Do they have a trigger radius so that when an enemy enters it chases them? Or are they just stationary? And if they do have a trigger radius, if I lay down a bomb with the enemy already in the trigger radius will it automatically attract or does it wait for him to leave and re-enter or does it have a initial pause time before it attracts? Also I've been looking closely at the ULG-20/L for a while as my leg set. The main attraction is for the best turning ability as turning ability is a big part of my style. Also the load cap is a great thing. With the fact that more weight does not reduce movement speed as much in the patch I think it could be a great pair of legs to use. It still has over 7K movement and isn't necessarily the worst in any stat except CE defense. And the EN drain isn't a problem either with my style. What are your opinions on it Niji? And I totally look forward to playing with you on the xbox. See you there.
  14. Yeah I've had to tweak my movements against the test tank to adjust for stun based weaponry. I play a lot more circle strafing and have to pace my HB more to avoid getting caught by a shot. And feeling intense is nothing but the truth the amount of work that goes into moving like that is a blast, but tough and adjusting on the fly with things like wall jumping is a lot to account for. Would love to see your style Niji. Maybe I could learn something from it. Can't wait to play with stuff in the final game. And too bad we can't play cross platform. lol... As for high speed aggressive jousting I've found rifles to be terrible at it... BRs, snipers (obscure, but workable), heat howitzers, shotties, pulse guns, and possibly plasma guns are the best weapons for my milking scan mode style. High reload rates with good damage are key.
  15. Just checked their stats... holy hell they have more impact than battle rifles. lol... that sounds cruel and unusual. We need to figure out the impact to stability formula so I can add that to the spreadsheet so people can know what impact amounts/weapon groups they need to concern themselves with. It can also find average stability breakpoints to strive for if you are looking to counter particular weapon groups.
  16. lol yeah movement jammer jams their movement speed AND stability... that is just mean.
  17. Yeah that is definitely Shinatsu, Ulti... low consume boosters are WAY too slow to move like that. And I am using shotties to maximize time in scan mode. I have been practicing with constant damage like dual rifles rather than burst damage weapons... it is a little bit different and a little more drainy since I can't stay in scan mode in between each individual shot unless I really want to get out damaged... lol.
  18. I had a huge thing written out and then I lost it... grrr. I am thinking about doing a CQC guide before the game comes out so I'll probably cover everything I put in that. I am home alone for the next 10 days so now is the best time to do it. So I'll get back to you.
  19. So I've finally gotten my HD PVR... here is some sample gameplay of what I'm doing now. This is from my early morning warm up games. lol... it is from the demo. This is all un-edited and uncut. I still make a ton of mistakes, but I'm getting there. Some of my main mistakes are holding down HB for too long which kicks in my kick and cuts off GB and as well as takes a ton of energy. I also miss tons of wall jumps, scan mode switches, a couple of drifts, and some GB triggers. Keep in mind I'm trying to force myself to play as aggressive as possible while still keeping EN flowing and quick evasive movements to avoid taking damage. Sure I could take cover more often to regen energy, but that is the easy way out and I'll never get better if I do that. Fighting the tank this aggressively is tough as one mistake gets you stunned hard and I'll put some practice footage of that up soon. If anybody sees anything else I could pay attention to while playing to get better... please point it out. Especially those of you who have the game. http://www.youtube.com/watch?v=U9YO67kv8YM
  20. Damn it Niji... let them figure this out for themselves. They are all grown up. High output is terrible in ACV... the fact that anyone is doing CQC with Ho Vital scares me. Even then though with the additional bump to EN output it is going to help with those of us who use the big gens. I'm looking forward to trying out Herz over Sonne to see if the 25K cap drop will affect me too much. If Herz is at 14K now then it will be like Sonne in the demo, but with less weight. Well Niji pretty much gave it away if you weren't paying attention. With that information and some EN conservation techniques you can spam as effectively in FA, you just have to take a couple second break if you get a little too spam happy.
  21. Not true at all... I can keep heavy CQC pressure w/ shottie/pulse and short range missiles (no jousting). And I can do that with max EN head, recon, and legs (obviously we only have one pair of LWs in the demo... lol). EDIT: It is actually drift turning... shut off your boosters and hold left/right on the right thumbstick. The more forward momentum you have the more of a turn you can get out of it. From regular sliding you get practically none, HB is ok, GB is better, and GB/HB at once is the best you can get. Because there is no quick turning this is extremely effective and can also be used as a energy management trick that allows you to regen energy as you turn.
  22. Ummm you can totally play with the same amount of QB spam in AC4/FA in the demo. Once I figure out how to get this HD PVR stuff cleared up I'll upload some videos of high speed gameplay. It may not be as fast as ACFA, but good/efficient pilots can be as maneuverable as they were back in AC4. The main restriction is using high reload rate weapons like shotguns that basically allow you to stay in scan mode in between shots to maximize EN regen. But with the efficiency of Glide Boost (overboost) it is possible to keep your speed by pairing it with chainboosting. Chainboosting is also a lot more effective because it no longer suffers the restriction of using two different axis to cancel HB (QB) cooldown because there is no more cooldown. This makes jousting and heavy circle strafing insane. The nerfs to shotties/pulses may even this out... but with the buff to EN output I feel it is only going to get worse once people figure it out. My wife leaves with the baby tomorrow so I'll have more time to dedicate to dealing with capturing to get up a video of what I'm talking about.
  23. Here is an ambush setup by one of the well known players from the xbox, wktk: Ambush from How to properly play a team-centric LW
  24. And as I was finishing up my damn spreadsheet too, they go and change all the part stats. Grrr... lol. Shottie nerf makes me sad. Sounds like they are nerfing them hard. I hope not because I love the constant scan mode between shots that allows me to keep my EN up. And I'm wondering how much they are bumping EN Output, cuz I already have an abundance of energy in the demo and more EN output just means I get to be more abusive with the chainboosting for speed. Looks like I will have to wait to release my spreadsheet. I'm going to go through that JP wiki I've been using to confirm stats for the release patch before the new patch comes out. I'm thinking of finding a way to allow you to see what your AC would have been in a different patch, but that requires extra sheets/tables and what not so not quite sure if there is an efficient way to do it yet.
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