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Exorcet

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  1. Amp drain increase? I demand justice. At least KRSW might be worth it now, though I would have prefered KRSW getting an attack up rather than the other lasers getting dropped. I thought they were fine as is power wise, but with decreased charge time, it might make sense.
  2. Exorcet

    Exorcet AC's

    Matrix UHD-13 GALAHAD OSTARA CR113 UAM-10/L ULG-10/A Denali UFC-11 GLANCE KV-3D3/Prochnyi UBT-25/H URD-36 Mentor IV R - Lowenzahn GT211 (Power II) L - LR-81M KRSW (Power II) S - ---- OW - ---- R Hangar - ---- L Hangar - LR-81 Karasawa (Power I) AP- 29975 KE- 2685 CE- 486 TE- 667 Weight-7124 Turning-655 Net ENO-5063 Load/Cap - 5522/5623 Stability - 1023 ================================================================ Experimental unnamed Quad HD-19 Chromeye KT-1O5 Asari AM28S Ortigara LG664 Predire FCS190 KV-3D3/Prochnyi BT-21 Shinatsu URD-36/EA R - USG-23/H (Power I) L - KO-5K3 Zlatko (Power II) S - ---- OW - ---- R Hangar - Lotus BR429 (Accuracy I) L Hangar - KO-54K/Zapyatoi (Power II)
  3. Exorcet

    Mio

    Double amped SAWA (170% attack power) by itself is enough to win 1 on 1 vs a lot of AC's. Obviously, it could be risky vs high TE def, but I'd say your chances at winning are reasonably good even if you only have SAWA's 4 shots vs something with 1000 TE def or less, which seems to be a lot of things. And they only go up when you add a second weapon. You'll be doing 10,000 to 20,000 damage with one of the power affinities. For team battles, amped SAWA is great. Hang back and scan for the enemy with lowest TE def and you can pretty much instantly take that AC out of the game. I've only ever used double shoulder arms with the amps, so I don't know if the effect is as dramatic with single shoulder arms, but considering SAWA's stand alone power, I'd say that single amp is probably pretty deadly.
  4. I noticed LR230 since before the game came out, and I've had a hard time justifying KRSW over it. LR230 is very light and has low equip drain. The charge drain is higher than KRSW, but only by a slight amount. KRSW does edge it out ammo wise by 33%, but when charging up shots, both have plenty of firepower. What bugs me the most though is that LR230 has higher attack power, shot velocity, and fire rate all at the same time. The power makes it slightly more resistant to TE def (especially with the def/damage curve having steps in it), the velocity makes it harder to avoid (though LR230 has 98 accuracy to KRSW's 99), and the reload means it's much better in situations where you need to put out damage fast (about 3 shots = 1 fully charged shot). If LR230 does have a downside, it's the long lock on time, but KRSW is only mid range in this respect, and charging up still takes much longer than getting a lock anyway. The only advantage I can see to KRSW is in a situation where you're dealing with a super TE def AC and the extra total attack power is really needed. Otherwise, LR230 will hit harder, more often, and do way more damage to someone with low TE def all while being less of a burden on your AC. Am I missing something? It seems to me that KRSW should get an attack power bump to be ahead of LR230, or they should switch shot velocities.
  5. Exorcet

    Mio

    I'm kind of confused as to why you have rockets on when you say you want to get rid of them (or did you mean you'd get rid of the rockets to make it fit on LW's? If that's the case I understand, but I don't think that would be enough to get this on any LW legs). The rocket itself is pretty heavy, heavier than the EN amps by quite a bit. If you went with an amp and dumped the Gatling, you could get much more out of SAWA and probably end up with near the same drain (when not charging SAWA). You would also be much lighter. I've not tried HG + SAWA very much yet, and I don't have an Oxeye, how is the stun on it? Is it stunlocking by itself, or just slowing down the other guy significantly?
  6. OE itself isn't really around anymore, and I haven't seen too many old members on AC5 yet, although Moonwalker is still around. If you want to join a new team for any reason, join ACU.
  7. Iteration is the best way to make a good emblem. I'm still working on mine after 6 or 7 revisions. The good news is, sometimes old iterations splitter off to become their own emblems or emblem versions. I do wish all the emblem shapes from AC4 were available though.
  8. Exorcet

    Schneider

    Can't say much on this one without putting AC5 in the PS3, but those are some really light arms for a HW. There are larger, better armored arms with 2 shoulder slots. Also, you can get a higher stab head than Galahad to boost your speed and defenses. I'd probably also throw another CE weapon on their to round out offense, I would assume that this thing has a lot of weight to spare.
  9. Exorcet

    Vixen

    My biggest point on the booster was not that I didn't like Tempete, but that it would make more sense to me to use a lighter gen to get mobility up since you would have so much EN. Very good point on OB though, as I hadn't thought about using the efficiency boosters for an OB joust/flank AC, and I think I might try that now. I've only really used OB as a way to get from A to B, and no so much in a tactical sense for position myself relative to someone else. On wall jump, I definitely try to when ever I can, but I wouldn't count on it as my main form of movement. I put QB first because it's less situational. You don't have to position yourself near walls, you don't have to worry about terrible terrain, and with scan mode, you can keep moving pretty well. It might just be because I haven't played enough, but focusing solely on wall jump doesn't seem like a good idea to me.
  10. Exorcet

    Vixen

    Tempete and Prochinyi seems like an odd choice, but I've not messed around with efficiency boosters yet. ULG-21 is better than ULG-9/A. I think the Rifle + Gattling + BR that I mentioned before editing would be a good starting point. It's pretty easy to use and doesn't require all that much energy. You could drop down to KV-3D5 gen if you keep Tempete or keep Prochinyi and use any of the acceleration type boosters. The latter combination will make you much faster without much drain penalty. Also, that FCS is long range type correct? Quick lock or wide are probably better with the weapon combo I suggested. You could possibly replace one of the KE weapons with a sniper and keep Predire for longer range attacks though. I just started building LW's, and getting fire power on them is a bit of an issue. My current set up on ULG-10/L legs is Rifle in left arm, Gattling right with Battle Rifle right hangar. It wrecks anything with low KE def, and the Battle Rifle allows me to fire on on KE def focused targets. I was also considering a shoulder missile in place of the Battle Rifle, but I wanted to be able to drop weight if needed. In order to get the weapons to fit, I went with Forte GNE430 and Herz GNE500, and used different version of UBT-25 boosters to keep drain in check. With all solid weapons and a LW frame, running with 2000 net ENO isn't too bad (though I prefer 3000+). I think you should drop the ammo shoulder, and go down in gen weight, especially if you're keeping low drain boosters. That should free up lots of weapon space. EDIT, building it in garage, the remaining load is about 200. And some of the part names maybed aren't spelled right (ULG-09/L and ULG-09/Snowdon are the only ULG-09's I see)? I think you might have put a wrong part name in there somewhere, probably the gen. EDIT 2 - nevermind, my fault, I was looking at LW parts.
  11. Yes. But I think "officially" engraving is the renaming of the part, and 'tuning' is really called affinity. This should give you a rough idea: http://translate.goo...t%2Fau076lr.php Breakdown for KARASAWA [bottom of page], works similar (percentage wise) for other parts. However, JP is on reg 1.2. Also, I don't know where that top KARASAWA with 14000 attack came from. My most powerful SAWA is maxxed out at 12000 (also, I recommend using Power over Specialized for Power with full size KARASAWA) and also lost some stats in other areas. The other four affinities look reasonable compared to what I'm seeing.
  12. OE rep (except now we're a subsidery of ACU) Of course I remember. AC5 is quite a bit better in terms of team battles because of the operator, more diverse objectives, and greater potential for advanced teamwork tactics. It'll have everything great about AC4 team battles and more. The gameplay itself, as in movement/combat, is different, but the action is similar. I'm still getting used to the new combat system myself. When there are 8 people on the field, things can get crazy. I'll try to make it. This week just happens to be busier than I thought it would. My procrastination skills are being pushed to the limit.
  13. PvP requires team points. Get the specified number of points by attacking territory, then Conquest via Invade or Stronghold. Invade can either be versus AI or another team of players. You only fight players who defend their territory (Stronghold). When doing a Stronghold mission, you're basically waiting for someone to attack you. That is why it takes so long. Stronghold means that you are automatically deployed to repel an invasion, I think. Fastest way to get team points: Slip your team into groups of only one member and have them go on their own territory attack missions. Each single member should hire 2-3 mercenaries. This effectively makes your team 4 times as big as it really is. Also, do the Damage counter mission (goal = cause X money in damage) over the others, it's the fastest and easiest to complete.
  14. If you win a Conquest Stronghold mission, AP should go back up to full. You should end up fighting AC's in that type of mission. Are you sure you're doing Conquest (bottom of screen) and not regular territory battles? Later tonight I should be available to help out Wing 1. We should try to all get on at once if our territory is in danger.
  15. Oh, well I had to go online to switch. You probably saw me before I switched over. Either way it doesn't matter. Switching teams takes zero time and there's no penalty. I could probably go back and forth multiple times a day if I needed to. Though, I can't right now.
  16. I'm always online. I can procrastinate and work at the same time!!!!
  17. I would TM, but I switched to wing 1. Don't have time to score many points right now anyway though. NP Den, was fun.
  18. Repair just means 100% base stats. Junk is when you have less than 100% base stats. They are not related to tuning (except you can't tune junk parts, but you wouldn't want to anyway).
  19. Densuo, I made a few million last night. I could possibly buy you some parts if you list them in order of preference. I haven't tried trading yet though, so I'm not quite sure how it works. I'd assume it's like AC4 except with parts instead of emblems.
  20. Exorcet

    Matrix

    UHD-13 GALAHAD OSTARA CR113 UAM-10/L ULG-10/A Denali UFC-11 GLANCE KV-3D3/Prochnyi UBT-25/H URD-36 Mentor IV R - Lowenzahn GT211 (Power II) L - LR-81M KRSW (Power II) S - ---- Those really big guns that look silly - ---- R Hangar - ---- L Hangar - LR-81 Karasawa (Power I) AP- 29975 KE- 2685 CE- 486 TE- 667 Weight-7124 Turning-655 Net ENO-5063 Load/Cap - 5522/5623 Stability - 1023 KARASAWA's are the main weapons obviously. The frame is whatever fits that lets me run two SAWA's. SAWA M is for general use while heavy SAWA is saved until I find myself an opportunity to use it on. Generally, I won't take it out unless I'm trying to sneak up on someone. With four shots, I want to make sure that I can fully charge it and that I'm going to hit. Going for Power affinity on full SAWA is pretty obvious I think (I chose Power I over Power II because the attack power difference is only a few hundred, but Power I fires faster and drains less), but the affinity for SAWA M is something I'm not completely sure on. I have all affinities except accuracy, but I still need to level them up to compare. I'm most uncertain about boosters, FCS, and the right weapon. The interior parts I'm using right now except gen are there for no particular reason. I'd like the big lock box from the wide angle FCS's, but the smaller quick lock boxes aren't that bad to work with, and I think so far, the quicker lock has made a bigger difference. My biggest focus with boosters has been to keep the drain down when I'm trying to charge up SAWA's. Scan mode provides tons of EN, and the gen has a big cap and output, but I don't want to switch to it too often as it means I can't charge my lasers. Shinatsu would probably win easily if it wasn't for the large base drain. The gattling gun used to a be a rifle with Accuracy II, but I changed it to something lighter and less drainy (the gat). I went with Power II to hopefully make it a little less susceptible to high KE def. I think a Battle Rifle would be ideal, but I don't have the available load cap for that. I could go with ULG-21 legs (I prefer ULG-21 and Rainier to Denali, but Denali works best with the design as is) and maybe fit a BR or something, but I'd have to see. Double handguns are another option I was looking at, but I didn't like the short range.
  21. This is what having an operator and coordinated team is for. I haven't used the cannons yet, so I can't say much, but I'd guess that they would be significantly harder to use when fighting solo or without good teamwork.
  22. The plane is bigger, can move faster, and has a much more efficient way of carrying its own weight. But we have a thread for this so I can stop polluting this one! http://armoredcoreuniverse.net/forum/index.php?/topic/2537-making-acs-a-reality/
  23. AC's have no reliable way of detecting aircraft. The radar range is too short (and with their small size, it's probably going to stay that way). They also don't have RWR's and haven't since AC2 and/or 3. I guess there is the operator, but in real situation the operator wouldn't have magic sight that allows for the pinpointing of everything as soon as is convinient. AA guns aren't actually much of a threat by themselves. They have poor range and can't actually hit much unless the attack plane comes at them, and those planes are usually designed to take some of that damage. AC's would probably be fired upon with standoff weapons that can reach much farther than the longest range AC sniping weapons and might go undetected until relatively close. Large SAM's are larger than AC's at this point, so AC's aren't going to be carrying them around. Also, if AC's have lasers and what not, planes could too. The YAL-1 can shoot down ICBM's from hunderds of miles away. Something similar could basically imitate the orbital cannon from Silent Line.
  24. Like the PAK-FA, the J-20 does not have much available info. There is a lot of debate as to what its purpose it though. A lot of people think it will be more of a bomber because of its apparent size. I can definitely see it being a fighter though, in the sense that the F-4 was a fighter. Use speed and power over agility. Also, I found a really nice video of F-22's in actual dogfights. To my surprise it looked like they actually used some of post stall maneuvers seen in airshows, but it might have been because this was close in fighting, rather than going from BVR to a merge. Still a cool video
  25. Interesting that your time was over 1 minute. Also, the ammo cost seems kind of high, but it was never a stat I kept track of. I wonder if switching regs changed the S rank conditions afterall.
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