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  1. LS

    Mist-Taken

    Mist-Taken: A different kind of aerial AC. Frame: LINSTANT/H | SALAUX-CORE | 047AN03 | 03-ALIYA/L Internals: YELLOWSTONE01 | SOB-MAXWELL Boosters: MB107-POLARIS | LB-HOGIRE | AB-KRAKEN | LINSTANT/O Weapons: 051ANNR | SAKUNAMI |DEARBORN02 | OSAGE03 | BELTCREEK03 | - | - Stabilizers: CORE/R LOWER: SALAUX-CORE-OPW01 CORE/L LOWER: 047AN01001 LEGS/ BACK: GAN01-SS-LBSO FRS: 50 in EN Output, Load, Vertical Thrust, Main Quick Thrust, Side Quick Thrust. 35 in Lock Speed. 15 in Main Horizontal Thrust. (0, -10) [114, 144, 147, 171] This is the last AC I built in AC4 before FA hit the states, and it was my de-facto staple (after the fashion of Cypher, if anyone is ancient enough to remember my SL garage) for the last month or so of AC4 online. As such it holds a special place in my heart, but that doesn't mean I'm not open to suggestions. Quite the contrary, any suggestions or comments, even stupid ones, would be greatly appreciated. I've gotten up to Mist-Taken 5 on alternative versions, using different weapon combos and slightly different frames, with varying degrees of similarity to the original, trying to find a better version of the same concept, but I've ended up rejecting all of them after much consideration (the version which arose from Ex's suggestions on the old ACO OE board lasted like a month and a half) and returning to the original (well, the original except for its stabilization, but no one understands or pays attention to stabilizers in AC4 anyway). The AC functions in the lower ranges of midrange, being most at home in the 300-400 range. It exploits the ability of the SAKUNAMI to aim down at a much steeper angle than back-mounted grenades, allowing grenade shots to come from an unexpected and highly effective angle. The VTFs combo with the grenade to break PA from almost directly above; this combo is usually semi-spammed near the beginning of the match so that the AC can drop the missiles and become more maneuverable, hopefully gaining an AP lead. In this stage the AC spends very little time on the ground, and pretty much only uses forward QB, quick turns, and vertical thrust. The idea is to stay almost directly on top of the enemy, at the sharpest angle that SAKUNAMI can still be aimed at them effectively; instead of backpedaling as they move under you to avoid this, I find it more effective to QB over them and quick turn back, since this rapid sequence of direction changes gives the missiles a much better chance to connect than backpedaling does. The frequent short breaks in contact also allow the AC's only defensive advantage when compared to most mids, superior PA and KP, to come into play more often. This pattern of movement is why the AC is not an RJ; the turning drop would really hurt its ability to outturn so many ACs, and the jump would be pretty useless since it's not meant to play that sort of air game. The stability loss and weight gain also hurt its ability to deal with close range and long range ACs, reducing its range control and increasing its vulnerability to shotguns and sniper cannons. The head covers for the arms' energy weakness, bumps the PA to above average, and gives pretty good stability. It also looks awesome. After the missiles are dropped it plays like one of those pretentious range-playing, cover-whoring, two-weapon lights people who are better than you are always losing to you with, except that you have the option of keeping the grenade, which will probably have several shots left when the missiles are exhausted, to deter CQC. Now let's see if Ex robotically makes the same suggestions he made two years ago.
  2. K.K

    M-11

    ((Frame)) Head - HO1-TELLUS Core - 03-ALIYA/C Arms - 047AN03 Legs - 049AN04 Fcs - YELLOWSTONE03 Generator - GAN01-SS-G ((Boosters)) Main - MB107-POLARIS Back - 03-ALIYA/B Side - SB128-SCHEDAR Over - SO1-V3 ((Weapons)) Right arm - GAN01-SS-WBP Left arm - 050ANSR Right back - 049ANSC Left back - DEARBORN03 Extensions - BELTCREEK03 ((Stabilizers)) Head - top - TAHHIJ-HEAD-OPF02 Head - right - HD-HOGIRE-OPT01 Head - left - HD-HOGIRE-OPT01 Core - right - 03-ALIYA/CUS2 Core - left - 03-ALIYA/CUS2 Front Legs - right upper - GAN01-SS-LUS1 Front Legs - right middle - GAN01-SS-LUS1 Front Legs - left upper - LG-HOGIRE-OPK01 Front Legs - left middle - LG-HOGIRE-OPK01 Back core - left lower - 03-ALIYA/CLS1 Back core - right lower - GAN01-SS-CLSO Back arms - left - GAN01-SS-AS1 Back arms - right - GAN01-SS-ASO Back legs - GAN01-SS-LBS1 ((tunes)) 50 - EN Output 50 - Load 48 - Aim precision 50 - Lock speed 34 - Ms lock speed 28 - Radar refresh 19 - Side booster - Horizontal thrust 37 - Back booster - Quick thrust 22 - Turning ability ((Paint scheme)) ((Frame)) Stabilizers are the same colors as the frame. Main color - 80 red 57 green 15 blue Sub color - 90 red 90 green 90 blue Support color - 50 red 54 green 56 blue Optional color - 179 red 179 green 179 blue Joint color - 37 red 14 green 0 blue Device color - 175 red 175 green 175 blue ((Weapons)) Main color - 41 red 22 green 6 blue Sub color - 138 red 138 green 138 blue Support color - 50 red 54 green 56 blue Optional color - 230 red 230 green 230 blue ((basic strategies)) 1000 to 700 - use a combination of both sniper weapons or sniper cannon with missiles for solid poking. 700 to 500 - alternate between sniper cannon and zook depending on the opposing frame and movement shown with left side armament best suited for the situation. 500 to In your face - time zook and sniper shots until you can escape with 2nd staged ob qb's ((Vs arena with cover greatly assists with this))
  3. Assembly: Head - HOGIRE Core - HOGIRE Arms - HOGIRE Legs - HOGIRE FCS - YELLOWSTONE01 Generator - GAN01-SS-GL Boosters: Main - S04-VIRTUE Back - GAN01-SS-B.CG Side - S02-ORTEGA Over - KB-JUDITH Weapons: Right Arm - EB-0305 Left Arm - MR-R102 Right Back - OTOGO Left Back - MP-0601JC Shoulder - BELTCREEK03 Stabilizers: None Tuning: FRS Points - 273 I just hit Auto-Tuning so it just spread the points evenly but giving more to capacity. I haven't had time to really try to tune it out. Notes: I have been playing on Hard Mode to unlock more parts and more frs points. I won't go glitching yet until I complete all the missions on hard mode first. And as you could probably tell, I have a penchant for Rosenthal/Omer parts. The Otogo is one of my personal favorite weapons. I prefer Rifles over Machine Guns on account of accuracy issues. And I always carry a blade just in case I run out of ammo or my opponent wants to have a "Heart 2 Heart" so to speak. I was aiming for a "Jack of all Trades" feel with this design. Whats the point of carrying 2 extremly powerful weapons with 6 shots a piece only to go up against a mech that can get behind you and pummel you to death before you have the time to act. Any assistance/opinions would be helpful. When you give said statements just pretend like you are talking to someone who knows extremely little about "pro" mech design and PvP combat. Yesterday I had my first online match and it was against Exorcet. thats how much of a noob I am when it comes to PvP. Exorcet referred me to this site and suggested that I post my design here for analysis. And that I think about sums it up.
  4. Head: HD-Hogire Core: SALAF-Core Arms: AM-Judith Legs: 03-AALIYAH/L FCS: FS-Judith Gen: Gan01-SS-GL Main: MB107-Polaris Back: LB-Hogire Side: AB-Holofernes Over: 03-AALIYAH/0 Right arm: 047ANNR Right shoulder:- Left arm: 03-Motorcobra Left shoulder: OSAGE03 (+0,+0) Tune: Cap: 50/50/00/00 Attack: 00/50/00/00 Acquisition: 00/50/00/00 Boost: 00/50/00/00 S.Boost: 00/50/00/00 Info: Schakal was my first AC for Armored core 4. I built this AC for close quarter combat. The verts and the rifle are used when the range becomes to great for the Motorcobra to do decent damage.
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