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Krazzee

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Posts posted by Krazzee

  1. r3 is a better look tbh, mainly cuz gast is gonna make ur lockbox kinda small which screws up the cq you're trying to do here

     

    oh and if you were willing to switch to a hangar core u could always go handguns on the left for even buffer cq but if you're feeling e2 then why not?

    While the lockbox at close-range can be troublesome, at mid-range, for me at least, it isn't much of a hassle.

  2. off the top of my head here

     

    shade on the right and practically any solid gun on the left would be better. shout out to the hand guns and r3. I think shade+r3 gives you everything you'd ever want tho for this bot (for any bot ever really lol)

     

    if you wanna keep it similar to what you're already rocking, pixie3 and griffon might work too. You're gonna have ammo issues since you can't hangar things but w/e it's the griffon. that shit does work

     

    f73h for fcs

     

    lotus for generator

     

    gull for boosters

     

    if you care about being tourney legal you'd have to switch the arms too. prolly macaque

     

    rm3 on the extensions

     

    i like the name

    Thanks for those pointers. I think I'm gonna go for the SHADE+GAST combo for this one.

  3. AC Name: Blue Star

    AC Game: Armored Core: Last Raven

     

    Classification: Middleweight Bipedal

    Core Type: EO

    Revision:

    -Blue Star II

     

    Frame:

    Head | Core | Arms | Legs

    YH15-DRONE | CR-C98E2 | A11-MACAQUE | LH09-COUGAR2

    0/5/5/0/0 | 0/5/5/0/0 | 0/0/5/5/0 | 0/5/5/0/0

     

    Internals:

    Booster | FCS | Generator | Radiator

    B03-VULTURE2 | MONJU | CR-G91 | ANANDA

    0/5/0/5 | N/A | 0/5/5 | 0/0/10

     

    Armaments:

    Inside | Extension | R Back | L Back

    N/A | E02RM-GAR | WB01M-NYMPHE | N/A

     

    R Arm | L Arm | R Hanger | L Hanger

    WR05L-SHADE | WH01R-GAST | N/A | N/A

     

    Optional Parts:

    O01-AMINO | CR-O69ES | CR-O69SS | CR-O71EC | CR-O79L+ | O04-GOLGI | MARISHI

     

    --------------------------------------------------

     

    Frame Color:

    - Base | Aid | Opt | Det | Jnt

    R: 040 | 025 | 025 | 100 | 080

    G: 110 | 020 | 020 | 100 | 095

    B: 160 | 035 | 035 | 140 | 110

     

    Weapon Color:

    R Back | L Back | R Arm | L Arm | R Hangar | L Hangar

    BLUE | N/A | BLUE | BLUE | N/A | N/A

     

    --------------------------------------------------

     

    Statistics:

    AP: 8127

    Weight: 7247

    EN Supply: 3659

    Max Boost Speed: 425

    Turning Speed: 1151

    Stability: 6312

    Cooling: 15268

    Def Shell/Energy: 1718/1745

     

    --------------------------------------------------

     

    Description:

    Inspired by Daemon, AC Blue Star is designed for balanced defense while maintaining mobility. Its defense may not be the highest, but it can take a few hits and dish out considerable damage.

     

    Tactics:

    The Blue Star is designed to deal large amounts of damage from close and mid-range. The SHADE+GAST+E2 combo can deal high hybrid damage and the NYMPHE+RM3 combo can hammer ACs lacking in missile defense. The Blue Star's new weapon system grants it higher damage potential outside of close-range.

     

    Known Issues:

    Despite its respectable defense, the Blue Star can't take a crap ton of damage or an opponent that can just outdamage it.

     

    PvP Information:

    None.

     

    Current Vs. Record: [0]W - [0]L - [0]D (Updated: 1 Jan. 2010)

    Win Rate: 0%

     

    --------------------------------------------------

     

    Notes:

    If there's a better solid and energy weapon combo that can be used on this frame, please let me know.

  4. I don't think you'll be able to get close enough to justify PIXIE3 without OB. It's good if you keep it on there for the big lockbox if someone forces you into defense at close range due to the large box and high ammo, but even then you'll get out damaged by most hand combos unless SELENA puts in some serious work. I would drop one of the GLs in favor of a linear gun to spam while mixing in SELENA bolts. Also if you insist on keeping PIXIE3 I suggest a handgun on the left hand to enhance your close quarters potential.

    Good point. Thanks for the pointers there.

  5. Close range and hard hitting. I'm kind of a power nut with some of my ACs. I don't really have a build since I don't follow a set build. Generally, my builds are all either middleweight or heavyweight. Weapon wise, I lean towards machine guns, gatling guns, bazookas, and grenades with the occasional kojima weapons.
  6. AC1, AC:PP, & AC:MOA

    Never played them.

     

    AC2

    Started iffy since my first copy glitched up on me, making it unplayable. When I got a new copy, it was an enjoyable game. To me, the game had a healthy balance of challenge and has one of the best soundtracks in the game.

     

    AC2:AA

    The lack of arena didn't sit well with me, but the numerous AC fights throughout the game made up for it. The new parts in the game were okay, but I honestly didn't care for most of them. The missions themselves were decent, but I have one pet peeve....where the flying f*** did Antares come from? Story-wise, he's never mentioned until the briefing of the final mission.

     

    AC3

    The game that introduced me to the franchise, this game stands as one of my personal favorites. The missions offered a healthy degree of difficulty [my favorite mission is Assault Crest Facility], the soundtrack is excellent, and the arena, in my opinion, offers a hell of a challenge while also providing Ravens I could remotely care about.

     

    SL:AC

    Relative to its predecessor, the difficulty was notably increased, not that I opposed it. In fact, I had a blast playing many of the missions in this game. I also liked the arena in this game as it continued to add Ravens I could give a damn about. Overall, it's my favorite Armored Core game and partially determined to have it buried with me.

     

    AC:N

    Decent at best for me. While the game's story kept me intrigued and almost enthralled at some points, I found myself stopping to care about the Ravens. The only Ravens I actually gave a faction of a s*** about were Evangel and Genobee. Mechanics wise, it was a bit difficult getting used to the new controls but I did alright once I got the hang of it.

     

    AC:NB

    I couldn't with this game....I just couldn't. While I felt as though I could care about the Ravens again, the complete lack of any story made it virtually impossible for me to care about the game as a whole.

     

    AC:LR

    I have a love/hate [mostly hate] relationship with this game. I revere this game for its customization options and...well, that's kinda it. Honestly, here's where I just didn't care about the Ravens in LR. Even with their descriptions, the story's narrative didn't give me any incentive to care about them. I also didn't care for the arena because of the hollow ACs that comprised it [yes, they're all A.I.'s, but so are other characters in the series and you could care about them] and its crazy difficulty roller coaster [was on a pretty steady flow....until No. 2448 came along]. My main pet peeves with this game are its insane mission difficulty spike [one of the first missions has you fight Bolt...] and game mechanics designed by sadists [final Zinaida...].

     

    AC4

    Never played it.

     

    AC:4A

    The new graphics were pretty and the NEXT customization was great in my opinion. I also found myself caring about the characters once again since they were pretty well intertwined with the storyline. The arena's difficulty spike is pretty noticable [your 2nd fight is against Mrs. Theresia], but nothing extremely taxing. Mission wise, I enjoyed most of the missions and I got goosebumps going against the Arms Forts [except Stigro, Eclipse, Land Crab, Giga Base, and Cabracan]. Plus, it was satisfying bringing down the main AFs.

     

    AC:V

    Haven't played enough of it to properly comment. Enjoying it thus far.

     

    AC:VD

    Haven't played it yet.

  7. AC Name: Abrams

    AC Game: Armored Core: Last Raven

     

    Classification: Battle Tank

    Core Type: OB

    Revision:

    -Abrams Mod III

     

    Frame:

    Head | Core | Arms | Legs

    CR-H05XS-EYE3 | C06-EOS | A02-DRILL | CR-LT78A

    0/10/0/0/0 | 0/5/0/5/0 | 0/5/0/0/5 | 0/5/0/5/0

     

    Internals:

    Booster | FCS | Generator | Radiator

    N/A | MONJU | FUDOH | ANANDA

    N/A | N/A | 0/10/0 | 0/0/10

     

    Armaments:

    Inside | Extension | R Back | L Back

    I07D-MEDUSA2 | CR-E84RM2 | CR-WB87LG | CR-WB75MT

     

    R Arm | L Arm | R Hanger | L Hanger

    WR04M-PIXIE2 | CR-WL88S2 | N/A | N/A

     

    Optional Parts:

    O01-AMINO | CR-O69ES | CR-O69SS | CR-O79L+ | O03-CODON | MARISHI

     

    --------------------------------------------------

     

    Frame Color:

    - Base | Aid | Opt | Det | Jnt

    R: 100 | 030 | 090 | 100 | 070

    G: 030 | 010 | 070 | 000 | 070

    B: 010 | 010 | 050 | 000 | 070

     

    Weapon Color:

    R Back | L Back | R Arm | L Arm | R Hangar | L Hangar

    RED | RED | RED | RED | N/A | N/A

     

    --------------------------------------------------

     

    Statistics:

    AP: 9663

    Weight: 11761

    EN Supply: 3757

    Max Boost Speed: 133

    Turning Speed: 939

    Stability: 10981

    Cooling: 15506

    Def Shell/Energy: 2509/1697

     

    --------------------------------------------------

     

    Description:

    Named after the U.S. Army battle tank, this reddish-brown camouflaged AC is designed to soak up a crap ton of shell damage. The motivation behind Abrams was to make an AC that was a tough-as-nails tank. Wielding a linear gun, a triple missile launcher, a shotgun, and a machine gun, it can deal a large amount of damage from both close and mid range. Of all the tank builds I've gone through, I have the most fun with this mighty glacier.

     

    Tactics:

    The strategy with Abrams is still the same; get up close and personal. The PIXIE2+S2 can eat up AP at close range and the LG and MT give it some mid range damage potential. In place of the SELENA EO, Abrams's EOS over boost can get it close to an enemy a lot faster than just slugging to the target.

     

    Known Issues:

    Being a tank, it's most glaring weakness is a severe lack of mobility, most ACs can run circles around Abrams. Its lack of aerial potential also serves to hinder its potential. It takes a bit more damage with its shield removed, but it still maintains high shell defense; energy weapons still hurt Abrams like a b****.

     

    PvP Information:

    None.

     

    Current Vs. Record: [0]W - [0]L - [0]D

    Win Rate: -%

     

    --------------------------------------------------

     

    Notes:

    "You help by providing feedback." -Captain Obvious

  8. [Not a competitive build]

    AC Name: Charger II

    AC Game: Armored Core: Last Raven

     

    --------------------------------------------------

     

    Frame:

    Head | Core | Arms | Legs

    H09-SPIDER | CR-C75U2 | YA10-LORIS | CR-LH92S3

    0/5/0/0/5 | 0/5/0/5/0 | 0/5/5/0/0 | 0/10/0/0/0

     

    Internals:

    Booster | FCS | Generator | Radiator

    B03-VULTURE2 | KOKUH | CR-G91 | ANANDA

    0/5/0/0\5 | N/A | 0/0/10 | 0/0/10

     

    Armaments:

    Inside | Extension | R Back | L Back

    N/A | N/A | N/A | N/A

     

    R Arm | L Arm | R Hanger | L Hanger

    CR-WR81G | CR-WL88LB3 | CR-WH01HP | N/A

     

    Optional Parts:

    O01-AMINO | CR-O69ES | CR-O71EC | CR-O79L+ | O07-PRIMER | MARISHI

     

    --------------------------------------------------

    A change-up of AC Charger, Charger II sports better defense and better energy efficiency. It is uses the grenade rifle and backup handgun, but the ELF3 was swapped out for the LB3 for its higher damage. Strategy wise, nothing changed. Quick bursts of high close-range damage is still the main focus. Slightly better VS MG Response allows for more defense against missiles, but nothing spectacular...missile swarms can still hit hard. Charger II can still be outdamaged, possibly even more so by a faster opponent. The build is still required by its low-ammo loadout to finish the fight quickly as it still has little damage potential in prolonged fights.

     

    Notes:

    It's a high-damage rush attacker designed to end the fight quickly. Not meant for prolonged fights at all.

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