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Ligaar0

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Everything posted by Ligaar0

  1. that's fine sometimes you gotta get your feet in the water before you can learn to swim
  2. Well, as it goes... You can't win a race with just cars. Someone has to be behind the wheel.
  3. By the way, That's what I want our first match to be. Abysswalker VS Sand Tsunami.
  4. I'm just not sure how to respond to all that. I tried out most of it, but it didn't work for me. It's not really a big deal though. It's not my main AC. Once I lose a battle against one of you guys I'll try and change it up a bit. It's better if you see how I fight before making specific suggestions anyway. Everyone's different. Really, though thanks for the input. I appreciate it. I'm sure I'll some changes as I get more experienced with this one anyways. I only made this thing yesterday. Also how do you like the name of it 'Sand Tsunami' Got a ring to it, don't ya think?
  5. Well, thanks... I guess...?
  6. Yes I'm keeping kai in mind.
  7. I consider EYE3 to be an overpowered head part. It's only weaknesses are it's cooling and radar range. As for weapons, this is a mid close range build, light grenade launcher gets used and dropped a few seconds in. I used the core U3 because of it's lower energy drain. I lotus has too low of capacity for my play style, and FUDOH is considered too heavy for my tastes. The GL fires way too slow, I use the GLL for it's spam and drop ability combining with its attack heat. The rifle R2 is a great weapon, however, I prefer the ability of the machine gun's for close range attack potential(it's only used when the enemy stays close range). Also, the slight speed gained isn't enough for the trade. The weight tunes are for when I switch to the machine gun from the linear gun and go airborn, just to give me more air speed. The M2 has both good range, per shot damage, and attack heat for a rapid fire weapon. It's also there mainly for a spread weapon to compliment the linear gun. This build would still be too slow to equip GULL, the risk of overheating for that speed is too high.
  8. (Head) YH14-STING Tuning; 6 def shell, 4 VS ECM (Core) CR-C90U3 Tuning; 6 cooling, 4 def energy (Arms) A03-GIBBON Tuning; 5 weight, 5 cooling (Legs) CR-LF93A2 Tuning; 10 weight (Boosters) B03-VULTURE2 Tuning; 5 boost power, 5 boost acceleration (FCS) CR-F73H (Generator) CR-G91 Tuning; 4 weight 6 en output (Radiator) ANANDA Tuning; 10 cooling (Inside) N/A (Extension) N/A (Back Unit R) CR-WB87GLL (Back Unit L) CR-WB91LGL (Arm Unit R) CR-WR69M (Arm Unit L) CR-WH79M2 (Hanger Unit R) N/A (Hanger Unit L) WH05M-SYLPH (Optional Parts) O01AMINO, CR-O69ES, KISSYOH, CR-O79L+, O02-ORGANELLE, O03-CODON, MARISHI, KANGI (Paint) ALL CAMO Base-170,200,190 Aid-200,190,130 Optional-90,80,50 Detail-190,200,70 Joint-0,0,0 Strategy: I try to overheat the opponent right at the start with rapid shots from the grenade launcher along with my left arm. I switch to using both arm units if the opponent gets too close. I'm pretty much using my left arm as long as I have a lock. Although It's kinda slow at a max boost speed of 334, opponents rarely leave the lock box due to this unit's above average turning speed of 1391. I don't bother all that much when it comes to dodging incoming fire, but I tend to avoid most missiles just by muscle memory. I don't have much else to say. I'd appreciate any feed back.
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