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sniper

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Everything posted by sniper

  1. So your telling me when a territories durabiltiy reaches 0 theres nothing you can do for it? So why bother even letting me keep it. Defending a territory always fully replenished the durability before. And I know why I lost the shield. I will blame whatever the heck I want!
  2. Hurray, the game cheated me out of my only territory and my second gold plate.
  3. OK, once a territory reaches 0 durability how do I get the durability back? I succesfully defended it and nothing happened. NEVER MIND.
  4. I'd say it's best to get a certain amount of defense for 2 of the damage types, then have some other way of defending/dodging/avoiding the 3rd damage type. I'd say good numbers for each damage type are: 1750 KE, 2550 CE, and 1200ish TE. Those numbers are based of the most commonly use weapons.
  5. For tank legs and heavy legs I'm pretty sure it's impossible to get enough defense to block the highest damage rifles and battle rifles. One of them WILL be effective against you. By the way is this upcoming season reset (I think one is upcoming) going to take away my one territory? And does anyone know what time it will be.
  6. Gatling guns aren't that good for continuous damage since most ACs will have enough defense to make them ineffective. Whereas the high damage rifles can punch through most heavies/tanks' armor. Cool vid though. Too bad you didn't import the PS3 version
  7. The CIWS anti missile weapons, except these target you and not missiles. They have such massive stun power that they shove you away.
  8. You can kill them with melee but you will never get that close due to the ultimate kiwis. You'd have to destroy some of them first.
  9. The St. Elmos (there be 2 of them) are pretty crazy. They do have a very big weakness but before you find that out they are definatly the hardest of the 3 bosses I've faced. They are literally un-approachable and can out range pretty much anything you can bring.
  10. Well I was planning on getting the US version anyways so this region lock is good news. Hopefully, though me and my friends can join the team I made in the japanese version.
  11. I think I know how the gold plate doomahickys work. I have 2 after all and would have 3 I think if the game didn't hate me. To get a gold plate you must win a domination match against human players in a territory with a level corrisponding to the number of plate your getting. Basically when you attack you choose 0-2 gold plates, 0 means you'll be attacking level 1 territories, 1 means you'll be attacking level 2 etc. (sorry I don't have pictures for this, also this territories level thing I made up to distinguish between the different territories) If you win in a level 1 territory you'll get the first gold plate, win in a level 2 territory and you'll get your second plate etc. If you take a territory by fighting AI (unclaimed territory) you have to defend it against human players to get the plate. You can lose gold plates but if you defend your territories a few times you won't lose the plates even if you lose the territory. So defending your territories is a good way to keep your gold plate thingys but just defending won't get you any more of them. To reiterate: whenever you attack there is an option for what level of territories you're attacking (0-2 gold plates, looks just like the screen for intrude missions where you choose 1-10 stars). Once you beat human players in a territory one level higher then how many gold plates you currently have you'll get the next gold plate. The territories will have different turrets depending on their level (usually). Level 1 territories can have only basic turrets, level 2 territories can have a few large super turrets, upgraded versions of basic turrets, and more types of basic turrets (flash rocket, kiwi, and vertical missile turrets for example). Level 3 territories can have more large turrets and further upgraded basic turrets. I don't know if level 3s can get new types since I don't have one yet. I hope I explained this ok... EDIT: forgot to mention, beating some of the bosses will unlock large turret(s) for you to defend your territories with. I don't know if the LLL walker does, but the typeD no. 5 and St. Elmo definatly do.
  12. oh man. I hate what the online community has become right now (not you guys). Its all some combination of the highest attack power rifle, battle rifle, and pulse machinegun. No matter what one of those will destroy me. And all the jammers and cover in the world won't stop it. Clearly I should just go back to using overweapons because this is terrible. Or maybe I should use lightweights but I don't very much care for lightweights in this game. Or maybe I just suck. >: [
  13. I don't really remember what the stats were for those things before the patch. Would you just like to know their current stats?
  14. Bombs are stationary. They aren't too damaging but their stun power might be useful.
  15. CURSES! S ranking St. Elmo is annoying. You gotta destroy nearly all of the turrets on both, which I did, but then forgot about that last nuke and died. Wouldn't be a problem BUT OH WAIT THERES A FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFRIDGE TIME LIMIT SO I HAVE TO WAIT TILL GOD KNOWS WHEN TO TRY AGAIN!
  16. Its kinda funny how having low stablity actually lets you get out of "autojamming" since you'll get pushed out of it. Right now I don't use gatlings/autos with movement jammers. I did before the rebalance but didn't think much of it. I don't think defense affects stability. RJs just have the best stability. Dunno about midweights.
  17. I knew it jammed their stability but I didn't know there was a weapon that stunlocked them so...perfectly once they were jammed. I doubt this will work against most players though. EDIT:If the target has low stability they just get pushed away. Like what the ultimate kiwis do.
  18. Ok thats weird. I got a guy stuck in a movement jammer while I shot him with an auto cannon and he could not get out, at all. And with my 360% defense buff he was helpless to stop me from slowly tearing him apart. Thats just not fair :/
  19. Looks like GodlyPerfection is using the BT-21 SHINATSU high acc boosters in that vid.
  20. Well at the moment bareley anyone uses jammer guns, and I'm not just going to run into a jammer turret so the VITAL works for me. I definatly will be trying/have been trying to move away from the VITAL on as many designs as possible. I really would like to have the higher capacity. Jammers are arm weapons and also turrets you can place in territories. for the arm weapon jammers you shoot a short range projectile (different jammer types have different ranges) that turns into a zappy bubble thing that doesn't move. if an enemy gets withing a certain distance of the bubble they get debuffed. I think optical chaff lowers enemy lock speed on you once you've used it. Pretty sure there's no second stage or anything like that. I don't see why so many of you are comparing ACV to ACFA. To me the games are different enough that I see no point in comparing.
  21. I do like that they made a lot more parts usable in this rebalancing. So far I've only found what they did to heat howitzers to be bad. They nerfed them too much. I'm surprised they didn't change anything for boosters. I find myself using only 2 of the boosters for all my ACs. I might just not be seeing the usefulness of the other boosters.
  22. The EN buff isn't even that big. It mostly makes balanced and high capacity generators more usable. FINALLY! That sucked. Finally got the con farnit rasifrasin don't take any fred forbid damage on the blarg forsaken LLL. Had to use mercs to do all the work while I hid behind a building. I'd try some more by myself but THE STUPID TIME LIMIT IS ALREADY UP! I will never stop complaining about that time limit.
  23. CE arms went down to about 170 to 199 or something. Other arms got a buff of up to +10 I think. Most generators got +700 ish output except the highest outout gen, the somethingsomething VITAL. That one is still the highest output gen. I don't think its output was changed. I just turned the game off and I don't want to go back and look :/
  24. The CE arms lost some firing stability so the max fire rate and accuracy for shotguns, gatlings, and such is lower then before. Regarding jammers, am I mistaken in thinking that the head parts' anti-interferance ability has to do with movement jammers?
  25. Really? That's funny. I guess water is just an almighty jerk in ACV. Normally the huge laser overweapon has a powerful AOE, though the one in story mode has a much less powerful AOE. I guess the laser is no match for water. I'm almost positive that if you tried this stunt in multiplayer you'd just die instantly. I should definatly try it though
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