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Accursed

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Everything posted by Accursed

  1. Yeaaaah!!!!! : ) ACU is your home comrade. If you need Au for parts, I'll send you 5-10 mil or whatever the amount is.
  2. The only time you can afford to spam any laser rifle (and have a reasonable expectation of hitting) is if you are up-close. Laser rifles only have their true velocity when fully charged, and the key to hitting the target here is actually seeing the "Lock On". Hitting a target moving forward or backward is easy, hitting a target moving to the left, right, up or down can be a bit more tricky (for the FCS). If you are having trouble locking on quickly enough, a subcomputer may be the solution to all your problems. Give it a try and see if it pans out for you, if you feel that the time it takes to get the "Lock On" is too slow.
  3. Yeah, I agree with the above suggestions: You'll get more DPS out of the UCS-17/H than you will the Mysore, and you'll also cover a wider angle. If your intention is close range, the 05/R battle rifle will be a good friend, as it's high rate of fire, good power (can be tuned to around 1950+) and large ammunition stores make it great in CQC range. Further out, the ballistic drop may be more of an issue, but with something fast like a medium biped, it shouldn't be too problematic to close gaps and get back within range of your targets. The TE arms won't do you any real justice on this, unless you're specifically using them just for the auto-attack gun (to have double), but it isn't too necessary. KE Core and Legs will give you high KE resist, you can get some secondary use out of CE arms and head. The ULR-22/R is a solid choice for Laser Rifle, you can afford to spam it up close, and it'll give you plenty of charged shots. However, if it turns out energy management turns out to be an issue, a lightweight rifle, shotgun or handgun can make a good counterpart on that same arm (as a hangar) to give you options. Also, I'd honestly keep the Glance; while Otkryt is a good FCS, you aren't using any missiles, and that's the one thing it's truly optimized for -- it offers slightly more range, but the range profile on your weapons really fits within Glance, and you'll enjoy the quicker "Lock-On" times for your weapons as well.
  4. Yeah, I'm really not sure why they can't seem to get things right in regard to the reset or server matchmaking or patches or anything else for that matter. Nevertheless, when things aren't going well in the game we like, its up to us to try and figure out some makeshift fixes and make the best of it. Nomrah and I were (as he said) doing some team (5v5 and 4v4) free battles the other day, it was quick and easy to get a match, and had a lot of fun with it. I'd still prefer to have territory battles, and conquests haven't worked at all since literally the first three days of the game, but if it boils down to having to do some free battles with 5v5's just to get what we're looking for out of the game, then so be it!
  5. I'm always happy to render aid in testing new designs! That being said, I must admit I was quite surprised from the results of the MW kneeler tests tonight. I honestly wasn't expecting much out of it, regardless of who used it, and instead I found it to be pretty useful. I think it'd shine the most in a team scenario, but there are so many designs and styles for which that statement can be used. Nevertheless, it was really the flash rockets that made that particular design so potent. In terms of the testing for possible effect -vs- teammates, I'm inclined to say it like this: We should probably test it to find out for certain, and it should be a very quick test, we'll just need myself, you, and one other teammate. However I'm inclined to automatically think yes - the flash rockets can and would disable a friendly FCS just like an enemy one. Jammers don't differentiate between friend and foe, friendly-fire is on for all weapons in this game, so I'm banking that you could also accidentally hit an ally with FCS. That being said, just like with jammers, I'd be careful about use, or atleast let the teammates know what you're attempting so they don't go melee range on someone you're trying to flash-rocket for FCS disruption. Anyway, great matches and good times as always!
  6. I don't really believe there is any perfect solution or perfect system for this, but there were a few legitimate concerns or difficulties that pushed things into the current direction. Originally there was one team, the core team, which didn't take very long at all to fill to capacity. The game was completely fresh, completely new, everyone was excited. More people came - this is fine, this is good even, it led to the creation of a Wing team, and a second Wing team (oh look, we're forming an aircraft or something). However, part of the problem from my perspective seems to be not necessarily that there's a disconnect between timezones, but that's there's a disconnect between intents. What I mean is... Look at what happened when we were broken down into three separate teams, with all teams having an equal amount of people. Attempts were made to match timezones, to match skill levels, to match all sorts of other criteria, but when over half the people on those teams do not interact with other players in any meaningful way (mock battles to practice skills, coordinate efforts, learn/develop tactics; territory matches/conquest matches to actually get our emblem on the world map; sharing insights about the game and play-styles, etc), the problem you end up with is that the teams are hollow and friends are more or less broken up. Decrease in morale for the intended effect of producing multiple balanced, functioning teams. What did this lead to? All the players who wanted to play together ended up switching to the core team, as it ended up having the most activity. The activity on the three individual teams went to a practical crawl. Despite saying that the teams weren't inactive, the truth is, you now had only 1-2 players on at any given time (tops) for any segment of time. That isn't an active team, that's a shell of a team incapable of achieving its goals of getting on the map. I don't know about any of you, but the idea of attempting to launch a territory invasion with only yourself (solo) or that one other guy who's online (who may not even have a microphone or have any desire to participate in pvp anyway) seems like a fairly empty prospect, and getting some PvP going is already difficult enough; much less stacking it with the added difficulties of people who don't have any desire to talk, pvp, mock battle together/practice, etc. Don't get me wrong, this is not an attack against the casual player, it's more of attempting to pinpoint the flaws of the former structure. The ACU community is open to everyone, it's very inviting in that regard, but as I mentioned before some of the "balancing" of the teams ended up making them hollow in terms of ability to wage meaningful pvp or get ourselves on the world map, and players were disgruntled and switched to other teams so they could play with their friends. This leads me to my next concern: If players are constantly switching just to play with the friends/people they want to play with, there isn't really any point to having them "officially" on a different team. If every day I have to switch or some other person has to switch (and I was actually one of the [last] to switch back to core, after getting frustrated that I was the only guy online on my wing), nobody is really staying 'true' to their assigned group (core, wings, etc). Pairing those with no interest in the pvp aspect of the game or creating teams where people have wildly different timezones produces those hollow teams; they're ineffective as a whole. And in terms of the players who are interested in PvP (myself definitely among them), I can try and 'organize' things all day or all night long. If I form a free lobby, a mock battle lobby, or a territory/conquest invasion lobby and politely ask anyone to join it, and most of my team consists of people who only wish to play story or order missions, I'd be sitting there twiddling my thumbs for a very, very long time, as those requests tend to get ignored. I'd wager other people have run into the same problem in the past. Now, I know some people were excited at the prospect of the ACU emblem being plastered all across the world map, but with the former teams/team structures, I'd honestly say it simply is not and was not possible (if it was, people wouldn't have switched due to their perceptions of inactivity in their assigned wings -- I think really nobody was happy at this change). But really, I'd say probably half the people across all 3 teams do not seem particularly interested in PvP in any way shape or form, and do not ever join when things are called up (mock battles, territory invasions, territory defense, etc). So in terms of this idea that the teams can be all balanced in terms of breaking up the skilled players (decreased effectiveness), matching the timezones (adding complexity, worked horribly so far), all of them having an equal number of people (hollowing out teams to artificially make them 'equal'), so on so forth, I just don't think it works. There should be teams dedicated to PvP, and teams dedicated to non-PvP (or atleast not having that as the focus). Yeah, that means we're probably not going to own six out of the eight world territories, and I hate to say it so callously, but perhaps our ambitions should be more realistic and more sensible in scale (considering the current set of difficulties present).
  7. accursed also wants to use railcannons, railkannens!!!
  8. I want to have an AC race around the train track on Executive Sector!!!!
  9. Has anyone else seen this golden glow effect in the Abandoned Facility portion of the map? What does it mean/why is it happening? Theories or facts welcome!
  10. Accursed

    Viohelt

    : ) I'd say it is finalized. Good job bud.
  11. Hey Densuo, you aren't awesome, but you've got our backs! (I lawl'd when I saw that. but you're awesome to fly with).
  12. Normally my responses to AC design posts are lengthy, but on this instance I'll just say... I have one fairly similar to this, and, pcannon tank owns, that is all.
  13. Accursed

    Opal

    Hey, I'm glad if I was able to help. I've been spending mancave amounts of time playing this game (practically non-stop), and it's a waste if I don't try and offer whatever findings I discover. I'm still learning the mechanics and trying out different playstyles and whatnot each day. Never ending process! Anyway, on a more technical note: The damage on this particular AC, while being a Lightweight, is not really lightweight at all - it punches well above its weightclass and I'd honestly consider using it in pvp after having had a little bit more time using LW RJs. In terms of the reason for the Surt change, it was to allow for better recons (mostly) and a few other stats. Between most of the KE cores, short of Jotun, you can practically use anything and it's more of a style choice; in other words, since the defense between said KE cores is usually so minimal (or the losses between using one over another are minimal), it doesn't hurt if you shave off 50 KE here, 25 KE there. Large gains in the hundreds make differences, but I don't sweat it too much. I'm not in the game at the moment so I can't be entirely certain, but even if you wanted to go slightly overweight by having UCR-10/A with the other changes I suggested, you should still be fine. Most of my suggestions were aimed at increasing its potency and effectiveness as a support AC in teamplay. For 1v1 on freeplay, stick with your's and about the only thing I'd change then is the boosters. The recons/boosters were the most significant changes. Happy hunting!
  14. Nob's heat howitzer theory works very well (as he's already proven); it's probably safer than the pilebunkers, I just suggested pilebunkers incase you wanted to stick with melee instead of switching to a ranged weapon. Lightweight and midweight ACs benefit from melee weapons, as their kicks aren't particularly impressive (lightweight kicks are really weak compared to all others imo). If all else fails though, atleast your kicks shouldn't be too drainy. And heat howitzers are fun.
  15. Accursed

    Opal

    Hey Mechadon. Let me start off by saying, this is the only light reverse joint I've liked in this game so far. In terms of your weapon loadout, it's diverse, I must say I enjoyed the rockets the most (being able to rapidly spam those against anything that isn't moving at light speed = great and the quickest way for you to do your damage, not to mention, it counts as your long range weapon on this!) Berufkraut and Distel seem to be a nice lead-throwing combination [maintaining height advantage over the opponent is absolutely key though], while bluet makes for a heavy punch paired with Oxeye for stunning (although short of a point blank shot with bluet, nothing comes close to the damage of the rockets). With your configuration, I was able to overboost for a very long time, even repeated quickboosts hardly put any drain on the generator, and the energy recovery of this AC even without scan mode (although scan mode is mega useful!) is fantastic. In terms of online play; in a 1v1 I'm not necessarily sure this would be what I'd consider strong, or atleast not without a couple changes at the moment for 1.01 (i.e. add in a second pulse gun for damage purposes). However, I think *team* play is where this design would shine - 4v4, 5v5 (yay for operators. In terms of my suggestions for changes in general though, here they are: Swap Heracles with Perseus (you lose a tiny bit of defense, but you gain better stats otherwise [mostly stability and scanning]). Swap UCR-10/A with Surt CR114, this trade-off hurts a bit more but is lighter, less drainy, and gives you 70 recons instead of 40. Arms and legs are fine. FCS is fine. Booster... from my experiences in online play, if you are slow, you are as good as destroyed, especially with a lightweight AC. Being able to OB for nearly forever is fine, but if that's still a slow speed it doesn't benefit much when the bullets are flying your way. Simple solution: UBT-25 Gale, it'll fit within the constraints and still allows you a pretty nice OB, makes you somewhat faster, and will make your quickboosts much more meaningful. The biggest change here is likely the next part, recons. Swap Okitsu for El Hetsu; the range is the same, but you are able to deploy 5 instead of 3, and they last twice as long [this is really best when you have an operator who can take advantage of you covering a wide area with these]; and because you changed to the Surt core, you have 70 of these and can throw them out like candy. Again, these are basically team-play suggestions for this build; for anything 1v1 you probably just want a tracking type recon (though stickies are still useful if used right, or if you can frequently place one on an enemy [doing that is fun and rewarding]). Anyway, no matter if you keep it the way it is or try out my changes (which I believe still maintain the style/usefulness of the bot and don't detract from its theme), it's a good, solidly performing lightweight RJ and the best one I've tried yet. Thanks for posting it!
  16. Pulse Machineguns at the moment are rubbish (lol), although they *will* become viable once either 1.02 or 1.03 comes out in NA, so just keep that thought on the backburner for now. I also agree with most of Nobs suggestions, but especially to get rid of the Junk FCS!! Please do not use junk parts, as they are intentionally atrocious and everything that is bad in the world. Lastly, moonlight is a pretty crap thing unless you find yourself regularly in melee against TE-weak opponents (i.e. you will find serious difficulty using it -vs- heavy bipeds and of course tanks). [Yes, I read your post stating you use otkryt, I just needed to rag on junk parts.] A pile bunker is a better choice than a laser blade or physical blade by a longshot at this point, as the damage is immense (can kill most ACs with a single hit if you use one of the better ones) - or in the very least do catastrophic damage, and they typically have very *minimal* drain comparatively. Drain on moonlight is ridiculous, you'll save about 1200 EN just by switching to a pilebunker. If you really like the feel of laser blades, I suggest switching to one with less drain anyway... Sometimes I think people simply look at the name and go "oh man its this part that's always been apart of AC" (not accusing you of doing this, just stating in general). Moonlight is high power, but that's it really. Happy hunting!
  17. Accursed

    Inhert

    There isn't anything particularly wrong with your setup, it sounds like a solid lightweight from what I can tell. I do find the choice of Prochyni (the heaviest generator) on a lightweight to be a bit strange, I'd personally use either Herz (a very light high cap) or Ho Vital (ho vital if starved for energy after firing) -- you may have to do test runs with each generator to find out which one suits your style better. In terms of fighting heavyweights... well, imagine being a 120 lb guy going up against a 7 foot 300lb giant burly fella - not a good prospect unless you've got a gun, haha. I'm by no means a lightweight pilot (I usually do heavy RJs, quads, tanks, and anything on the heavy side in general), but I do have one very fun LW biped. Hit and runs -- this is your bread and butter. Wall jump like crazy, strafe off objects, OB past people only to confuse them by single or double tapping a quickboost to go backwards (and hence, you attack while they are turning to face the position you were formerly occupying [or so they think]), stuff like that. From what I've seen, it takes a lot of skill to run LWs successfully in this game, both in terms of dueling and teams -- I give full kudos to anybody who can pull it off. High powered weapons *are* your best friend in this role though, so its probably best to shy away from anything that doesn't deliver a good burst-damage punch. Shotguns, pulse guns, plasma guns (yes, give it a solid try before discounting it), short range missiles, blades (who doesn't love a power tuned moonlight?) -- and if you're good at manually aiming, heat howitzers and rockets -- these are your bread and butter [or should be] as a LW runner in my opinion. In terms of defense, you realistically do not have any besides speed. Speed and erratic (unpredictable) action/reaction is the equivalent to your armor. For what defense you *do* have, you're really at a crossroads, you can have medicore defenses -vs- all (or KE/CE mix), or you can easily buff your KE defense to make everything short of sniper rifles bounce off mostly harmlessly. I'd rather have one strong defense, and simply scan down opponents to figure out if they're using something I should avoid (easy to do if you're running ER, which you are), than have two defenses someone could punch through without trouble. Either way, hope you can make it work, seeing the LW pilots in the game makes me want to improve my LW style. Life wouldn't be fun without challenge. Happy hunting.
  18. Bring on 1.03!!!!!!!! !!! ... !!!!!!! Pulse guns do too much damage atm, practically allowing 2-shot kills -vs- some setups; they don't need to be punched into oblivion, but go through a similar transition as shotguns. Plasmas sound like they're getting some much deserved love, same with pulse machineguns. TE stuff in general sounds more viable through these two patches, and more generator output never hurt anybody. .. Oh that and rail cannons finally being brought into usefulness, that's something!
  19. Accursed

    Blitz

    Zap and Lycaenid are very similar; I think the only major differences [without being in game and able to look at them] are weight and an extra 1000 ammo (but realistically, unless you hold down the trigger for the whole mission/battle, I find the possibility of you running out of ammo with either very remote and unlikely). For missions? Weaker gatlings or pulse machineguns are viable - almost anything can work. For PvP? Pulse Machineguns (in 1.01) are atrocious in my opinion, and if anyone else has had success with them, by all means -- they're just too little damage for how much drain they pull. Gatlings are better in almost every case. Some people may speak out against distel or some of the weaker (non 23/H) gatlings, but I've found them to be good backup weapons, and generally speaking, unless you're fighting a highly aggressive player, they won't want to continually run into a stream of gatling bullets (and will likely try to avoid or back off). In 1.01 most people will say go with 23/H, as its got the highest power and easily beats out all rifles and other gatlings; though if you're in a pinch (read: AC weight concerns), distel is a respectable backup weapon with a good amount of ammo [and with a power tune you can get about 450-475 out of it]. Lowenzahn is basically the first generation (crappier) version of Distel, I'd avoid it as it has very little going for it aside of weight and drain being low. Aunlee on the other hand is a very good laser rifle, it outclasses the *light* karasawa (i.e. the 40 shot one) in almost every way, weighs half as much, drains far less -- it's a solid choice and you likely won't be disappointed with it.
  20. Accursed

    Blitz

    Like Niji suggested, Tansy will give you more bang for your buck when compared to Jesup (or any other rifle for that matter); suggest a power or rapid fire tune (not the spec of either) for best results. Also might suggest switching your 2nd hangar (i.e. the duplicate Jesup) to a TE weapon, or something faster firing (i.e. a laser rifle or gatling) - just for the sake of variety and to be able to [if you go the laser rifle route] do all 3 damage types from afar. Outside of that, the legs you're using for that midweight are great imo in terms of KE defense, and the design seems solid as a whole (and well off -vs- KE).
  21. Hey, thanks for posting your AC. I have a couple comments/possible suggestions after having done a few test runs on it. First I'll say, the damage potential is pretty solid; I was a bit skeptical at first (and it may work quite differently vs players, who knows) -- but the damage was impressive in the tests I ran. My suggestions on what parts to swap out... Swap Vassily for Ilya, it's superior in almost every way except weight (slightly heavier), camera (472 instead of 523) and scanning (73 instead of 75, but you wouldn't notice this small of a change). It's less drainy, offers 400+ AP, better stats for everything else. Swap Dhazbog for UCR-25 (reason: better on every single stat besides energy conductivity, not to mention, it'll give you more recons, more AP, more defense). Your arm choice is fine, I saw nothing wrong with it; I'd possibly suggest Severn instead of UAM-10/A if you want more defense and 2 shoulder slots (however, I am *unsure* if you would get dual subcomps out of this due to the shoulder unit storage of 2 for severn, or if its only possible to have 1 subcomp -- someone else with more knowledge on this please clarify). Your legchoice is fine, I use Cantabrica and believe its good. Your FCS choice confuses me quite a bit though -- you are using Otkryt, which; while it does have a good lock-on size and is awesome for missiles -- you have 0 missiles on this design, and it only allows you to place 2 sub-units (the Phoenix you carry) as opposed to possibly 3-4 with other FCS. If you want the maximum amount of turrets (at the cost of severely reduced range), switch Otkryt with Znatok; if you still want range but would like to get atleast 3 sub-units on the field at a time, KV-2T2 (another wide angle FCS) or Predire (predire is long range, allows for 3 sub units, gives you better lock on range and lock computation). UGN-70/Ho Vital is good with almost all RJs, and works well with this design. For Tempete, I'd say it works very well here too, no real suggestion for changes there. Recon: Dhazbog is atrocious with recons (only 10) and even if you use my sugestion of UCR-25, you only gain 5 more. Most of the TE cores have a small number of recons, and on designs that lack a good amount of recons, I almost always choose URD-36/EA over URD-36/ER, for reason of -- they last 3 times as long [get the most bang for your buck, imo], and you only sacrifice 100 range (350 instead of 450). They consume less energy but weigh more (your design can support alot more weight actually, so you're fine there). Weapon choices: Good all round. Strezoka's a beasty BR, Oxeye can help you stun, KO-3K2 is probably the best shotgun power and range wise [use Zinnia if you want much faster shots, but at cost of slightly reduced range]. Phoenix is hands down the best sentry gun turret, especially defensively. Hopefully my suggestions prove useful and you enjoy it!
  22. I was able to max a light karasawa after two missions, I hadn't used the kara. lol. However yes it does offer statistical differences, but I'm not sure if it affects it in a sort of plus something, minus something else, or just plus something way. I would wager, if you don't want too great of an effect on your equipment, just go with one of the generalized settings "Power" "Accuracy" "Rapid-Fire", and don't specialize. If you really want a part to go in a certain direction, specialize.
  23. Is anyyyyybody able to buy parts yet? I'm still not able to buy parts. This is getting ridiculous. ; I've like 13 million AU to spend and nothing to spend it on (team level 42 currently)... wondering what's going on.
  24. Yeah, I don't think anybody can buy parts yet. So you're stuck with whatever you have to work with until they flip on the switch or ..whatever it is they need to do on their end. But most of the other functionality is fine. You can still fight other players, still conquer territory (that's been happening since early this morning), so on so forth.
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