Jump to content

Search the Community

Showing results for tags 'AC4'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • ACU Central
    • Board News & Rules
    • Board Support
    • Board Suggestions
  • Armored Core
    • Tournaments
    • 5th Generation
    • 4th Generation
    • 3rd Generation
    • 2nd Generation
    • 1st Generation
    • AC News & General Discussion
  • Media Discussion
    • Movies
    • TV Shows
    • Anime
    • Music
    • Literature
    • Websites
    • Games
    • Sports
    • Art
    • Other

Blogs

  • Niji's Blog
  • Armored Core - Code Destiny
  • BlooDaNyukka's Blog
  • Ranting and Raving
  • Wrenchis' Blog
  • The best !^& &@#* Blog Ever
  • Drake's Blog
  • Shattered Heaven
  • Atari's Blog
  • megaboy332's Blog
  • The Cradle Pilot
  • The Danger Blog
  • Vatcast
  • The Magnificent Musings of Rad Keanu
  • SBUsagi's Blog
  • alucard 90210's Blog
  • Fred's Blog
  • Top Notch Pilot's works.
  • The Queen's Chambers
  • Taurus' Blog
  • RavenKnight2408's Blog
  • Srash/Shiny's Rambles
  • Siren Song

Categories

  • Armored Core Data
    • Featured Savegames
    • Savegame Database
    • AC Programs
    • AC4/fA Schematic Data
    • SL/SLp AI Arena Files
    • Emblem Database
    • Savegame Database Copy
  • Other Media
    • StarCraft

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


DeviantART


Facebook


Twitter


YouTube


Skype


AIM


MSN


Yahoo


Location


Interests


360 Arena Points


PS3 Arena Points


PSN ID


LIVE ID


Battle.Net ID


Steam ID


XFire ID

  1. Hyde

    Falcon

    H-SALAUX C-SALAUX A-JUDITH L-SALAUX FCS-INBLUE GEN-SS-GL MB-VIRTUE BB-HOGIRE SB-HOGIRE OB-JUDITH RA-051ANNR LA-051ANNR RB-Whatever LB-Whatever SH-Whatever Tunes max for generator output and capacity, forward and side quickboost, arm maneuverability. Partial tunes for arm stability, aim precision and leg turning speed. Speed, then more speed, then actually surprisingly good EN reserves for active combat, then sucky arms, then sucky sucky defense, then the best rifles in the game, then the most snobbish and shameful weapon combination in the game, inb4itsokaybecausetheframeislikepaperdespiteitsspeed, then more speed. Seriously, though. This thing hauls ass, lots of ass, and can do so for a surprising amount of time. The arms aren't so bad, though their lockbox can be a hindrance at times. But the whole AC is just super duper pooper scooper fast, so it's all okay. Why am I posting this?
  2. I kinda need some design help for an AC of mine I use in story mode, I would like some feedback on my current design at best and for some improvements if neccesary. Head: 03-AlIYA/H Core: 03-ALIYA/C Arms: 03-ALIYA/A Legs: 049AN04 FCS: YELLOWSTONE01 Generator: GAN01-SS-G Main booster: CB-JUDITH Back booster: GAN01-SS-B.CG Side booster: AB-HOGIRE Overbooster: LINSTANT/0 R arm: 03-MOTORCOBRA (or) ZAKAJJ (Depends on circumstances) L arm: 03-MOTORCOBRA (or) ZAKAJJ (Depends on circumstances) R back: MP-200I/VERMILLION01/OGOTO (Depends on circumstances/weight) L back: MP-200I/VERMILLION01/OGOTO (Depends on circumstances/weight) Shoulder: MUSSELSHELL (With missles. If energy/weight issues arise, then remove it.) R hanger: GAEN01-SL-WH L hanger: GAEN01-SL-WH Current amount of FRS memory 263 Spent 50 points in these categories. All of capacity and MS lock speed. Spent 13 points in landing stability. Please give some advice on how to properly get my suit in a better combat form.
  3. Mom

    TOM CRUISE

    TOM CRUISE http://i.imgur.com/Z5MxUnP.png http://i.imgur.com/eAdGxxZ.png http://i.imgur.com/dwgyHBt.png Description A heavy-midweight ac designed to chip from long-mid range throughout an entire match. Built to maximize shell defense and speed. Crosswields pitone/osage for low pressure situations where chipping is ideal, or 100R/osage for high pressure situations and/or closing out matches after the pitone and the other osage are dropped.
  4. Hyde

    Hellish Nail

    H-SALAUX C-SALAUX A-HILBERT L-JUDITH FCS-YELLOWSTONE01 GEN-GAN01-SS-GL MB-POLARIS BB-HOGIRE SB-SCHEDAR OB-JUDITH RA-047ANSR LA-CANOPUS RB-NONE LB-OSAGE03 SH-NONE Two TELLUS-B lower back stabilizers, nothing else. TUNES: 50 tunes in generator output, generator capacity, and side quickboost. 37 tunes in load, 33 tunes in arm maneuverability, last 37 tunes in forward quickboost. The frame is characteristic of me; lightweight, agile, generally low EN cost. Consequently it is very weak in terms of defense, though this can partially be buffered by my arm choice, however even that is dependent on the weapons I use. In this case, I'm using HILBERT arms to use CANO and the sniper rifle. This here is a sort of omni-range bot, capabable of fisticuffs at any range, though it gets pretty hard to use at close range. CANOPUS has a decent lockbox at midrange and is sufferable up close, but sufferable isn't preferable when up against someone with HOLO sides or a LW. The weapon choice is somewhat odd; the sniper was chosen to be a poor man's PITONE. At long and mid range, with good tracking, this thing is a beast. Capable of solid hits. Not as strong as PITONE but still competes in effectiveness. Its lockbox is horrendous, though. PITONE is truly overpowered in that regard. This is null, though, as this weapon shoots much faster than PITONE, holds WAY more shots, and is used at a range with OSAGE that mitigates lock-on issues. The CANOPUS serves to complete the elements; Bullets, missiles (auto-track) and now lasers. CANOPUS is an impressive weapon, boasting good firepower in a volatile medium, stupid fire rate, and decent ease of use at midrange. It's easy to see how this bot can wreck with the great tracking of OSAGE, the continuous, near-guaranteed hitting ability of the sniper rifle, and the undeniable and spammable power of CANOPUS. It just got real.
  5. aliya salaux 047an03 tellus judith maxwell judith hogire aliya linstant 051annr zakajj yamaga yamaga. tune to load tolerance balancing with stabilizers is still questionable. also the er0200 or whatever makes a good sub for zakajj
  6. tellus salaux tellus alicia inblue maxwell judith hogire aliya pallas moonlight canopus stabilize right side (front) to balance with left, add weight on front with head center tune to en output en weapon skill lock speed jump maybe load if necessary, cant remember
  7. H-TELLUS C-SALAF A-GAN01-SS-AL (midweight GA arms, not heavyweight, for those who don't know) L-JUDITH FCS-YELLOWSTONE01 GEN-HOGIRE MB-POLARIS BB-HOGIRE SB-HOGIRE OB-JUDITH RA-MR-R102 LA-MR-100R RB-DEARBORN03 LB-DEARBORN03 SH-NONE STABS: (0,-13) *with back weapons dropped, only rifles* TUNES: 50 tunes in energy output, capacity, arm maneuverability, FCS lock speed, forward quickboost and side quickboost. IMPORTANT STATS (with ALL weapons on board): Weight-14450 Total EN Cost-15434 Boost Speed-7810 Ballistic Defense-8350 EN Defense-6546 AP-35636 EN Supply-34700 My stupid AC I used in the most recent AC4 Tournament. A shitty dual-rifler with crappy rifles and mediocre arms to use the rifles, so I'm not sure if it could even qualify as a DRer. Oh, it also touts dual suck missiles. *BTW I only used two rifles because I knew RF/MG combo would never, ever do well online* FRAME: I wanted this frame to be relatively light and EN efficient, as well as having decent arm capabilities to use my rifles. The head is TELLUS for very low EN cost and defense. The core is SALAF for very low weight and EN cost. The arms are SS-AL as an alternative to HILBERT/SS-A/ALIYA arms. They are all either too heavy and drainy or too drainy. SS-AL was a good midpoint. JUDITH legs for light weight and defense over SALAF. INTERNALS: HOGIRE generator for good power for its weight. Also has good PA against MG/SG wielding builds. YELLOWSTONE01 FCS for general good performance to use with rifles and missiles. BOOSTERS: POLARIS mains for low EN cost and high efficiency with great power considering. HOGIRE backs for low equip cost and efficiency. HOGIRE sides for mediocre power but amazing energy efficiency. JUDITH OB because I don't care about overboosting. WEAPONS: Dual rifles. I originally wanted a rifle and MG combo but seeing as this is a tournament, and the times I have used MGs they didn't work well at all, I felt I needed a reliable combo. Knowing dual-rifles aren't the most honorable weapon combinations, I purposely strayed from using dual 100Rs or 051ANNRs, which would've been much more effective. Double DEARBORNs for...I have no idea. They suck. Never use them, ESPECIALLY dual wielding. PLAYSTYLE: Start out spamming DEARBORNs. You won't do hardly any damage, if at all. Once they're out or you're tired of them, drop them. Proceed to assault the enemy with dual rifles at close range. Simple as that.
  8. Hyde

    Wyrm

    H-SALAF C-SALAF A-GAN01-SS-A L-SALAF FCS-INBLUE GEN-HOGIRE MB-POLARIS BB-HOGIRE SB-SCHEDAR OB-JUDITH RA-047ANSR LA-047ANSR RB-NONE LB-NONE SH-NONE STABBED: (0,0) TUNES: 50 tunes in generator capacity, output, arm maneuverability, lock speed, side quickboost. 30 tunes in forward quickboost. 20 tunes in aim precision. A joke AC wielding dual snipers, the poor man's PITONE with terrible lock-on but high rate of fire and low cost. (I have a serious fetish for dual-wielding fucking everything, srs) FRAME: Frame can really be anything but I enjoy lighter ACs mostly. Besides the SS-A arms for their high performance, the frame...really doesn't matter so much. So keep SS-A arms for usage with the snipers. INTERNALS: HOGIRE FCS for light weight and decent stats. INBLUE FCS for high lock speed and parallel processing ability for dual-wielding. BOOSTERS: POLARIS mains because I want them. HOGIRE mains for efficiency and decent power. SCHEDAR sides for good power and efficiency. JUDITH OB because I don't care. WEAPONS: Dual snipers because I had the idea of rapid-firing PITONEs, though this really doesn't add up. Still very damaging if you can keep a steady center-lock. GAMEPLAN: A sort of midrange AC, because that's all INBLUE allows. I wanted this AC to be "in your face...sort of" and I feel this accomplishes that. Just boost up to your enemy and spam the snipers. If you can keep a good bead on them then you'll basically show up dual PITONE in terms of damage output as these shoot way faster, are way lighter, and will never genbust you. You're basically trying to aim all match. I did say this was a joke AC. The name is taken from older AC games, where the "Wyrm" double-shooting sniper rifle was banned from dual wielding.
  9. Hyde

    Hydra

    H-KRAKEN C-SALAF A-TELLUS L-JUDITH FCS-YELLOWSTONE01 GEN-GAN01-SS-GL MB-ALIYA--->POLARIS BB-HOGIRE SB-SCHEDAR OB-JUDITH RA-CANOPUS LA-NIOBRARA--->047ANSR RB-POPLAR01--->OSAGE LB-NONE SH-NEMAHA--->NOTHING STABBED: (0,-8)--->NULL TUNES: 50 tunes in energy output, capacity, arm maneuverability, forward and side quickboost, and FCS lock speed. First of all, I'd like to sincerely thank Exorcet for letting me know how drain is calculated on boosters. Namely, the formula of quickboost duration*quickboost drain. This let me know how amazing and rather efficient ALIYA/B is. Of course, the laser influence is from him too. I wanted a featherweight design, though I'm not sure why I chose KRAKEN head. Looks cool though. FRAME: Lightweight design, though unnecessary. TELLUS arms to support CANOPUS whilst not being as strenuous as something like SS-A or HILBERT. INTERNALS: GL generator for decent weight and great performance. Y01 FCS for great performance in all areas. BOOSTERS: POLARIS mains for efficiency and power. HOGIRE backs for efficiency and power. SCHEDAR sides for efficiency power. JUDITH OB for efficiency and no power. WEAPONS: I switched from a dual missile AC with CANO to fall back on to a multirange AC fitted with high velocity weapons, tracking missiles, and energy damage. CANOPUS was the initial idea from the get-go. 049ANSR+OSAGE is for long range attack. OSAGE are great missiles, good tracking and vertical attack angle. The sniper rifle is like a really bad PITONE, but very low impact. GAMEPLAN: At first, use the sniper rifle and missiles and engage at long-mid range. Use cover and keep distance, as the sniper rifle is very bad up close. Once OSAGE is out, drop both it and the sniper rifle. Go in with CANOPUS, which, by now, is something they're not expecting. All in all, I still haven't tried this damn AC, but I KNOW Cano is very effective. However, in theory, the long-mid range initial attack style will help with this AC's low defense and AP, as well as making it more unique. Before it was just an AC that might as well only use CANOPUS, now it's a much more identified AC.
  10. Bravado http://i26.photobucket.com/albums/c104/twisted_metal_2/vlcsnap-2013-03-20-17h00m50s10_zpsc72faa7b.png http://i26.photobucket.com/albums/c104/twisted_metal_2/vlcsnap-2013-03-20-17h04m53s76_zps75b0c7d5.png http://i26.photobucket.com/albums/c104/twisted_metal_2/vlcsnap-2013-03-20-17h05m11s1_zpsface687b.png Isis http://i26.photobucket.com/albums/c104/twisted_metal_2/vlcsnap-2013-03-20-17h03m00s229_zpsd15198c7.png http://i26.photobucket.com/albums/c104/twisted_metal_2/vlcsnap-2013-03-20-17h04m38s181_zps3ba289ed.png http://i26.photobucket.com/albums/c104/twisted_metal_2/vlcsnap-2013-03-20-17h03m47s175_zpsacab3b10.png
  11. Hyde

    Jackal

    H-HILBERT C-SALAF A-ALIYA L-SALAF FCS-YELLOWSTONE01 GEN-SS-GL MB-POLARIS BB-HOGIRE SB-KRAKEN OB-JUDITH or PALLAS RA-MARVE LA-MARVE RB-TRESOR LB-CHEYENNE01 SH-MUSSELSHELL STAB: (+1,-11) (WITH ALL WEAPONS EQUIPPED) (TELLUS-B stabs added to lower back/core, that's all) TUNES: 50 tunes in generator output, capacity, load, and arm maneuverability. 40 tunes in FCS lock speed. 30 tunes in forward and side quickboost. STATS: An AC born out of the idea of using dual MARVE assault rifles. FRAME-Lightweight, agile. The core of my being. HILBERT head for looks and good defense. SALAF core for lightweight and low EN cost. ALIYA arms for lightweight and good performance. SALAF legs for mobility, lower EN cost than JUDITH, and good load capacity, which I didn't need. INTERNALS-GL generator for great output and capacity at a decent weight. You could put HOGIRE generator or even JUDITH gen if you're feeling brave, as it'll improve the KP output and mobility due to lower weight. YELLOWSTONE01 for all-round great performance and parallel processing. BOOSTERS-POLARIS/HOGIRE/KRAKEN, my staple booster set. POLARIS carries good power, especially with low weight, along with great efficiency to keep a bead on an enemy for a time. HOGIRE backs because they're efficient, lighter than SCHEDAR, and much more powerful. KRAKEN because everything else sucks. SCHEDAR has good power but higher EN cost in both auxiliary and QB use. So screw you Exorcet, if you're reading this. JUDITH OB is used here to cut EN and weight, but PALLAS is a favorite of mine. JUDITH has, like, no thrust and crappy efficiency whilst doing such a shitty job. Crapshit. ARMAMENTS-Dual MARVE; the core of the design. It was my impulse. They wreck shop. Great speed, great power. It has very low ammo, though. I sort of mediate this by using ONLY both back weapons until they're dry, THEN the gloves come off and MARVE comes through. CHEYENNE01 because they aren't so bad, but mainly its their fire rate and decent ammo count that makes me like them. I pair this with TRESOR. The CHEYENNE01 puts forth pressure and offense while I approach and take pot shots with the plasma cannon. If TRESOR hits are successful, it will shed the enemy's PA and enhance CHEYENNE's effect. MUSSELSHELL relations are equipped because it has minutely lower EN cost, but mainly for its high power and quick drop. CHEYENNE01, MUSSELSHELL, and TRESOR are all in use for quickness in both attacking and ammo expenditure. GAMEPLAN-As mentioned above, start off with CHEYENNE01+TRESOR. Turn MUSSELSHELL on and off as you please or per situation. Spam CHEYENNE to place pressure/damage, then approach/chase with TRESOR and get shots in. TRESOR has high melee ability and good speed so it should hit well. Once they're out or are close to being out, drop them. Rush and keep a bead on the enemy with MARVEs and be wary of how you fire, as the ammo count is low. *note: Load is tuned to the max to improve the intertia of the build* No one cares.
  12. Hyde

    Omnia

    H-HILBERT C-SALAUX A-ALIYA L-JUDITH--->SALAUX (to expand weight limits for accommodating OGOTO) FCS-YELLOWSTONE01 GEN-GAN01-SS-GL MB-JUDITH--->POLARIS (can still be JUDITH) BB-HOGIRE SB-KRAKEN OB-JUDITH--->PALLAS (for quick angles) RA-PITONE LA-047ANNR--->MR-R102 (can't use MR-R100R due to weight limits) RB-EC-O300--->OGOTO LB-MUSSELSHELL SH-NONE TUNES: 50 tunes in generator output and EN capacity, arm maneuverability, FCS lock speed, and side quickboost. 45 tunes in forward quickboost. Remaining 5 tunes in load. EDIT: 50 tunes in output, capacity, load, arm manueverability, FCS lock speed, forward and side quickboost. STATS: An AC built with a lightweight frame and omni-range fighting capability in mind. FRAME: The frame is that of a lightweight biped, with HILBERT head for good defense AP, SALAUX core for light weight and low EN cost, ALIYA arms for light weight and good arm maneuverability, JUDITH legs for light weight, higher defense over SALAUX legs, and general mobility. INSIDES: YELLOWSTONE01 FCS for great performance all-round, along with great lock distance for use with PITONE. SS-GL generator for decent weight and great output. BOOSTERS: JUDITH mains for general EN efficiency and superior air power. HOGIRE backs for lower weight and general efficiency. KRAKEN sides for low weight, decent drain, and power/duration to help with side quickboost/evasion. JUDITH OB for lowest EN strain possible. FRONT ARMAMENTS: PITONE is an incredible weapon. Performs great at all ranges, has nice damage, and hits pretty much every time. 047ANNR for lower weight, lower EN cost, higher velocity and greater range over MR-R100R. A good weapon at mid-close range. BACK ARMAMENTS: MUSSELSHELL for pairing with PITONE or EC-O300. Provides pressure with its decent tracking, good damage, and great fire rate. EC-O300 for pairing with either the rifle or missiles. Has good melee ability for a cannon, good damage, and fast velocity. Has a slow fire rate, however. I wanted to put a grenade launcher instead of this, but it was too heavy. PLAYSTYLE: Primarily an aerial bot fighting from long to mid range with PITONE/EC-O300 and MUSSELSHELL. Keeping range and a high altitude is key with this build, as its defense is barely stomached by most. NOTICE: By switching legs to SALAUX and putting a total of 41 tunes into load, I was able to fit OGOTO onto the bot. I feel this completes the bot more than EC-O300, which was more drainy and far slower, and its role was too similar to PITONE. Any help or advice would be appreciated, for both the frame/insides and weaponry.
  13. Hyde

    Alexander

    H-HILBERT C-ALIYA A-ALIYA L-JUDITH FCS-YELLOWSTONE01 GEN-GAN01-SS-G MB-POLARIS BB-HOGIRE SB-SCHEDAR OB-JUDITH RA-MR-R102 LA-MOTORCOBRA RB-DEARBORN03 LB-N/A SH-BELTCREEK03 TUNES: MAX tunes in generator output and capacity, FCS lock speed, booster vertical thrust, booster forward and side quickboost. STABILIZED: (0, -19) *without DEARBORN03 on board* STATS: In my attempts to learn the game and build agile, efficient CQC AC's, I've gotta say that I'm still struggling. Here's a light and mobile AC meant for "duration" CQC. FRAME-The frame was chosen for general low weight/speed purposes. HILBERT head to provide extra defense and sexiness. ALIYA core as a better defense alternative to SALAUX. ALIYA arms for arm maneuverability only surpassed by HILBERT and SS-A. JUDITH legs for more defense over SALAUX. Stabilizers are heavily rear-driven to promote forward movement. INTERNALS-YELLOWSTONE01 FCS to save missile lock speed and radar refresh tunes, as well as superior parallel processing speed. The heavyweight SS-G generator because I can fit it and it's the best performing generator EN-wise of all. BOOSTERS-POLARIS because it fits my "duration CQC" style. Has good power, good efficiency. Though VIRTUE would be good in combination with DEARBORN03. HOGIRE backs for light weight and EN efficiency. SCHEDAR sides for comparable power to KRAKEN but lower active drain. JUDITH OB because I don't OB. WEAPONS-Rifle and machinegun combo; A classic CQC staple. MR-R102 rifle for general power and longevity. MOTORCOBRA for general power, longevity, and missile deterrent. DEARBORN03+BELTCREEK for powerful and aggressive missile use. The aim of this AC is, as mentioned above, to get in close and perform "duration CQC". This is where you get in close and stay close, staying on your opponent and tagging blind spots if possible. VIRTUE will do a much better job of closing in but cannot sustain this sort of combat for very long. I pelt with missiles and machinegun, firing DEARBORN until dropped, staying close to keep it effective while utilizing the MG for damage and the opportunity to blow my opponents' missiles up in their face, if they aren't using OSAGE.
  14. Fukei

    Tumbleweed

    Frame/Internals: Head: 047AN02 Core: C01-TELLUS Arms: GAN01-SS-A Legs: GAN01-SS-LL FCS: YELLOWSTONE01 Gen: GAN01-SS-G Boosters: Main: CB-JUDITH Back: LB-HOGIRE Side: AB-KRAKEN OB: KB-JUDITH Weapons: RArm: 051ANNR LArm: RG01-PITONE RBack: OSAGE03 LBack: YAMAGA Shoulder: 051ANAM RHangar: - LHangar: - Tuning: EN Output: 50 EN Capacity: 50 Load: 32 Lock Speed: 22 Vertical Thrust: 30 Side Quick Thrust: 50 Turning Ability: 50 Stabilizer: (-8, +0) Attempt at a well-rounded heavy-midweight.
  15. At the moment i am using Reg 1.04 on AC4 not sure what would be best at the moment now on the the build Farme Head: Salaux-Head Core: Salaux-Core Arms: AM-Judith Legs: 049AN04 FCS: INBLUE Gen: SS-G Boosters Main: 03-Aliya/M Back: BB103-SCHEAT Side: AB-Kraken Over: Linstant/O Weapon R Arm:03-Motocobra L Arm: 03-Motocobra R Back: OGOTO L Back: Shoulder: 051ANAM R Hanger: GAEN01-SL-WH L Hanger: GAEN01-SL-WH Stabilizers: Auto FRS: EN output/cap are maxed boost for main horiz and vertical thrust are maxed quick thrust on main and sides maxed
  16. Head: Hogire Core: Salaux Arms: Judith Legs: TAHHIJ-LEGS FCS: FS-JUDITH Generator: Linstant-G Boosters MB: CB-JUDITH BB:LB-HOGIRE SB- AB-KRAKEN OB: SO1-V3 Weapons RAW: 04-MARVE LAW: 051ANNR RB: INSOLENCE LB: JADORE SHOULDER: N/A R Hanger: N/A L Hanger: N/A Tunes and stabs Stabalizer: -0, -22 Tunes: HAven;t decided yet Other Notes: The koji cannon actually hits if I time it right, and I love using weapons that are hard to use anyway. So, I may remove other things but I'm not moving the Koji. Good day.
  17. I recently got Front Mission 3 for my PSP, and was really just marveling at how good the graphics are for Playstation games. Sure, ground texture and some other things are a bit spotty, but the action is good, the Wanzer models are excellent, and overall it's a pleasing game from the 1990s. I got the stupid idea to try and 'make' a Wanzer in AC4. Parts are available, so I thought why not? Much of its inspiration was taken from the Zenith, a sort of 'poster unit' that's used by much of the cast of the Front Mission series. If you don't see the tunes, it's because I didn't necessarily count the tunes that went into the unit. All 271 of them that I have go into the various spots except special boost, I think. 03-Aliya-H Hogire-C Hogire-AM GAN01-SS-L Yellowstone01 03-Aliya-G Main-Judith Back-LB-Hogire Side-AB-Judith OB-Linstant/OB Rarm: Aszaz Larm: 03-MOTORCOBRA Rback: Cheyenne02 Lback: Stheno Shoulders: Beltcreek03 The tunes are, as I said, quite spread out to where I would have to individually count the units displaced. Most of the FRS, however, occurs in the Capacity, aiming, and FCS categories and is spread out over all the others save Special Boost and Primal Armor, I believe. I'm not even sure this qualifies as a unit to be honest-It was make an Armored Core in AC4 week this week, so I just decided to roll with it.
  18. Fukei

    Fruegel

    Frame/Internals: Head: HILBERT-G7H Core: 047AN01 Arms: A01-TELLUS Legs: GAN01-SS-LL FCS: YELLOWSTONE01 Generator: GAN01-SS-G Boosters: Main: MB107-POLARIS Back: 03-ALIYA/B Side: AB-KRAKEN OB: LINSTANT/O Weapons: RArm: 051ANNR LArm: LR02-ALTAIR RBack: YAMAGA LBack: MUSSELSHELL Shoulder: 051ANAM RHangar: - LHangar: - Tuning: Capacity: 50/6/0/0 Attack: 0/50/0/22 Acquisition: 22/0/0/0 Primal Armor: 0/0/0/0 Boost: 0/0/0/0 Special Boost: 50/50/0/0 Mobility: 0/0/50/0 Steadiness: 0/0/0/0 Stabilizer: (+0, -5) The grenade cannon is meant to be dropped as quickly as possible. Other than that, it's a generic Rifle/Laser.
  19. TELLUS 047AN01 TELLUS GAEN01-SS-L MAXWELL HOGIRE POLARIS HOGIRE SCHEDAR JUDITH VEGA 050ANSR 049ANSC OSAGE BELTCREEK 50 - ENO, ENWS, MQB, Turn 30 - Mane, Aim 20 - SQB Hammer away with VEGA/OSAGE at match start, then resort to chipping with sniper weapons.
  20. HILBERT TELLUS SS-A KIRITUMI MAXWELL Y01 ---- ---- KRAKEN JUDITH MOTORCOBRA SAKUNAMI 050ANSC SIRIUS ---- R102 PITONE 50 - ENO, KPO, Maneuverability, Side QB, Turning, Lock Speed The % of AC4 designs in the design section has increased.
  21. Exorcet

    Active

    KIRITUMI HOGIRE HILBERT TELLUS 047AN05 MAXWELL (1.4) SS-G (1.6) VIRTUE ALIYA SCHEDAR JUDITH VEGA R100R CHEYENNE02 OSAGE BELTCREEK ---- ---- 1.4 50 - ENO, ENWS, Mane, Main QB, Side QB, Turn 1.6 - ENO, KPO, ENWS, MQB, SQB, Turn
  22. This is a HW I made a while ago, it was alright but definitely needed some tweaking. I don't remember the exact parts list though, and I can't try it out for obvious reasons. HILBERT-G7H CR-HOGIRE HILBERT-G7A HILBERT-G7L S08-MAXWELL FS-HOGIRE MB107-POLARIS LB-HOGIRE SB128-SCHEDAR KB-JUDITH EURYALE RG01-PITONE CHEYENNE02 049ANSC MUSSELSHELL ---- ---- ENO - 50 KPO - 50 Man - 30 Aim - 20 MQB - 50 SQB - 50 Trn - 50 PITONE over SC might seem weird, but the idea is that they're meant to do the same thing - long range support + relatively high single shot damage at closer ranges. EURYALE/049 can be a bit awkward though, because if the SC doesn't hit it can be hard to land SG rounds on LW's. Ideally, PITONE would handle LW's, but it doesn't always work. I went with MUSSELSHEL over BELTCREEK for higher salvo damage, basically using it as a deterrent. It's the extensions that I rely on for close in fighting when using missiles on this AC, CHEYENNE gets used for long range with the extensions off.
  23. Exorcet

    G3

    I don't know if the parts are completely right SALAUX SALAUX AM-HOGIRE 03-ALIYA/L 047AN05 S08-MAXWELL MB107-POLARIS LB-HOGIRE AB-KRAKEN KP-JUDITH RG01-PITONE RG01-PITONE ---- ---- ---- Heavy Handgun Heavy Handgun 50 - ENO, Side QB, turning some - lock speed, aim, maneuverability, main QB Getting back to the "Is dual PITONE broken" argument, this is the design that did the best, by far, in my fights with LS. The basic premise was that PITONE is enough to do the job on its own. Unlike the other G (my names have bee creative since my PS3 broke) AC's, this one is built around dual PITONE alone. There is no contingency, and no flexibility. This is probably why it worked better. Through trial and error I found that there are two ways to use it: Ultra long range sniper, basically go so far away from the other guy that he can't find you and take a shot at him every once in a while and whittle him down. Once you take a shot move to remain unseen. CQC, use PITONE's accuracy to almost garuntee hits at close range and out damage the other guy. If CQC starts to fail, KRAKEN provides the speed needed to retreat and attempt a backpedal game.
  24. Frame/Internals: Head: 047AN02 Core: 047AN01 Arms: GAN01-SS-AW Legs: 049AN04 FCS: YELLOWSTONE01 Gen: GAN01-SS-G Boosters: Main: MB107-POLARIS Back: LB-HOGIRE Side: AB-KRAKEN OB: KB-JUDITH Weapons: RArm: - LArm: - RBack: 049ANSC LBack: MUSSELSHELL Shoulder: BELTCREEK03 RHangar: - LHangar: - Tuning: EN Output: 50 EN Capacity: 50 Lock Speed: 32 Main Quick Thrust: 50 Side Quick Thrust: 50 Stability: 50 Firing Stability: 2 Stabilizer: (+4, +0) Experimental quad with bazooka arms. The missiles help to distract for the bazooka hit and also strips PA from stunned enemies. Any bazooka hit after that is pretty much death. The SC is just kind of there, just to keep the design from being entirely all-in. I can't remember my exact reason for going overkill with stability, but I probably did it because I like having no recoil firing cannons in the air.
  25. Fukei

    High Water

    Frame/Internals: Head: HILBERT-G7H Core: SALAUX-CORE Arms: 03-ALIYA/A Legs: 04-ALICIA/L FCS: YELLOWSTONE01 Gen: GAN01-SS-GL Boosters: Main: MB107-POLARIS Back: LB-HOGIRE Side: AB-KRAKEN OB: KB-JUDITH Weapons: RArm: ER-O200 LArm: RG01-PITONE RBack: MUSSELSHELL LBack: OSAGE03 Shoulder: BELTCREEK03 RHangar: - LHangar: - Tuning: EN Output: 50 EN Capacity: 15 Load: 47 Aim Precision: 50 Lock Speed: 22 Side Quick Thrust: 50 Turning Ability: 50 Stabilizer: (+0, -5) Experimental glass cannon-like reverse-joint. Pretty self-explanatory.
×
×
  • Create New...