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  1. High Mobility Medium Bipedal AC - Mk. 1 - General parts experimentation (Initial playthrough). - Mk. 2 - Experimentation with UW Grind Blade and maximum middle weight AP parts. - Mk. 3 - Final model Frame: Head: UHD-10/A Gawain Core: UCR-10/1 Arms: Weser AM29 Legs: ULG-10/A Denali Internals: FCS: UFC-11 Glance Generator: UGN-70/Ho Vital Booster: Tempete BT49 Recon: URD-36/ER Weapons: RARM: Lampourde RF23 (Accuracy) LARM: UBR-05/R (Specialized for Rapid Fire) Shoulder: CIWS-10 Heora RBAY: UBR-05/R (Specialized for Rapid Fire) LBAY: Lampourde RF23 (Accuracy) - Sorry if I misspelled some of the names of the parts. It's hard to read on my TV.
  2. Taurus

    SPARTAN

    frame : ROLAND HD41 | JOTUN CR113-2 | ELBE AM28-2 | ULG-21 internal : KV-1T2/OTKRYT | KV-3D3/PROCHNYI | TEMPETE BT49 | UDR-36/EA armament : SEIDENBAUM SR13 (rapid fire specialized) | LOTUS BR429 (rapid fire) shoulder : USC-1 DHANBAD OW : - hanger : USG-11/H (power specialized) | UPL-09/R (power specialized) - middleweight biped frame. - all range combat with focus on KE and CE for defense. - first time that I'd post some design here, for making my first design template. edit : totally changed. to be more focused on close range and mid/long range. (in fact, I'm decreased mid range performance) what do you think?
  3. Artdeux

    Piranha

    Mobility Spec Tetrapod Frame: Head: Roland HD41 Core: UCR-10/A Arms: KT-4S2/Svir Legs: KT-4N2/Belukha Internals: FCS: KV-1T2/Otkryt Generator: Sonne GNE530 Booster: KT-2R3/Dafeng Recon: URD-36/EA Weapons: RARM: Lotus BR429 [specialized for Power] LARM: Lotus BR429 [specialized for Power] Shoulder: USC-1 Dhanbad RBAY: KO-3K/Noctuidae [Power] LBAY: KO-3K/Noctuidae [Power] Ghettovision screenshot Been playing this one tweaking it for a while. I think I got what I need for the most part on this AC. Might change shotguns, but they're not my primary weapon on this AC. It bounces around like a light-midweight, but with actual defence and AP to back it up. The Altitude Control from the quad legs is nice too. ::A bit more playtesting shows that if I don't get the jump on HRJ's/Quads using gatling guns, I tend not to do so well. Really fun to get on top of them and blast away with the shotguns though.
  4. Griffon

    Gavreau

    AC: Gavreau Def Sniper Spec Quadruped HD-19 Chromeye UCR-10/A KT-4S2-2/Svir 2 Viso LG664-2 ////////////////// Predire FCS190 Sonne GNE530 UBT-25 Gale URD-36/EA ////////////////// Erbsen (Sniper Cannon) Power Zlatko (Sniper Rifle) Power Surat (CE Missile) - Cercis (Battle Rifle) Accuracy (?) KO-3K2 (Shotgun) Power Quadrupeds are a heavyweight class now and much slower so I put a lot more focus on defense than I usually did in previous games. But since I'm not very experienced with HWs I'm not sure I did it right. Now I'll admit, I've always been a bit stupid when it comes to head parts, seeing it more of an aesthetic choice for me. The Chromeye is the reincarnation of my all-time favorite head, the BEE from Silent Line, so I'll have to be dragged kicking and screaming if it needs changed. As for weapons, I'm torn between the Salem and Erbsen cannons. The Salems higher damage may be nice, but the Erbsens fire rate may win out. I wanted something nice, mid-range, and powerful behind the cannon, something that could back up both of my l-arm weapons, so I've been flip-flipping between the Cercis and its upgrade the Lotus. I went with the Tansy as my close-range weapon, it seemed like it packed a decent enough punch. Originally I had the Geneva gatling gun but it didn't seem to cut it.
  5. So, I was playing Armored Core, as you do, and I got a message to check the shop for new parts. I hadn't actually bothered to do so in a few levels, so I decided to take a look. And found a section titled "Physical Blades" which hadn't been there before. In this section was something called a "Murakumo" - and it reminded me of Assassin's Creed. In particular, it reminded me of the Smuggler multiplayer character, and her "Hidden Blade" weapon. Unlike the Assassins, or the prowler, this blade was, like the Murakumo, visible on the outside of her arm. The end result of this inspiration is an incredibly lightweight melee-focused giant robot parkour ninja, named "Smuggles" - the affectionate term given to the character it's based on by many of my female gamer friends (including my girlfriend, who was given the job of naming this AC). The design is distinctly form over function, but functionality was considered alongside the appearance of each part. I've found it to be surprisingly effective vs. AI. I'm yet to test it online, but I look forward to doing so. Head: Ruslan Core: UCR-10/I Arms: Svir Legs: Snowdon FCS: Otkryt Gen: Ho Vital Booster: Shinatsu Recon: URD-36/EA R Arm: Utica (Accuracy spec) L Arm: Murakumo (Power spec) Shoulder: Asansol After performance upgrades, my Utica deals barely over 5k damage, but uses barely over 8k energy, and has a blade length of 34. Pretty good, if you ask me. I managed to keep the Murakumo's blade length of 8 with Power Spec, and its damage is over 8k, with more than 2k impact force backing it up. And yes, Flash Rockets, I know. But they're not there because of overpowered-ness - they have a similar effect to Firecrackers in Assassin's Creed (blind/interrupt lock on), so they were the only shoulder weapon that made sense. I took 4 pics, but I'll only share this one - the least horrifically bad of the bunch: http://i1208.photobucket.com/albums/cc371/obliviondoll/SmugglesClose.jpg
  6. This is usually my General Purpose mech, for when I'm doing story missions, Order missions, or just contending in the Free Battles. The parts I have are mostly suited for mobility and for suitability. So, here it is (Wish I knew how to post pics of my mech in the website or how to get pics of it. Head: Perseus HD225-2 Core: UCR-10/A Arms: Elba AM28-2 Legs: Cinto LG104-2 FCS: UFC-11 Glance Generator: UGN-70/Ho Vital Booster: Tempete BT49 Recon: URD-36/EA R Arm Unit: Lampourde RF23 (Specialized for Power) L Arm Unit: UBR-05/R (Specialized for Power) Shoulder: UFR-23/R R Bay Unit: ULR-22/R (Specialized for Power) L Bay Unit: KO-5k4/Zapyatoi As I said before, the Ho Vital really helps with recovering my energy quickly, since I usually try to circle around my enemies with the quick boost. Whenever I'm using the High Boost with the Ho Vital (in Scan Mode since you lose energy more slowly than on Combat Mode), the Tempete helps me be able to maintain the high speed while making energy consumption very low. The Tempete also allows me to continue quick boosting whenever needed due to it's low consumption, but great power. The Perseus head really goes well with the recon unit due to its camera and scanning performance. It allows me to scan them very quickly, which I always do before attacking the enemy or when I'm behind cover and need to exploit their weaknesses and their health quickly before planning my next attack. It also has decent defense and health to keep me alive. I usually use the flash rocket to mess up any enemy AC's lock-on, especially when I'm facing a heavyweight or tank; it gives me enough time to strafe around and attack them wherever they're not locked onto me. This also allows me to try to close up and Charge Boost them. As for the weapons, as I said before, it's a general purpose, Mobility Spec Mid. Bipedal mech. So it has at least one Chemical and Thermal weapon in case anyone that I'm fighting is weak to those kind of weapons; I just switch them at will and attack with two weapon types that they're mainly weak against (Ex. a lightweight being weak to thermal and chemical weapons). The Lampourde has decent power (since it's specialized), but with the range it got and it's decent fire speed, it's usually my main offense along with the UBR-05. I usually use the Gatling in combination with the Laser Rifle whenever there's a enemy that's weak against those types. The Zapyatoi has a decent amount of range and power, as well as fire speed and the ammo it has ensures me that i'll be able to use it many times and still have ammo left to dish out some close-mid range damage, especially on thopse weak to kinetics. Well, if anyone would like to test it, please do so. I'm definitely looking forward to get some tips, comments, and some suggestions from any of the AC5 experts here. As I said before, I'm still kinda new to the Armored Core series and definitely would like to be in competition level. Comments, tips/advice, and suggestions are greatly appreciated. Thanks!
  7. I'm not really sure how to arm this AC... I'm kind of grabbing at straws now as there's not alot of variety in what works and what works is broken. I don't like broken. So here's a base design, ideas on weapons would be lovely. Left of Center - Mobility Spec Heavy Bipedal Assembly R Arm Unit - L Arm Unit - Shoulder Unit - CIWS-8/A Ultimate Weapon - None R Bay Unit - L Bay Unit - Head - Beowolf HD103 Core - UCR-10/A Arms - KT-4S2/Svir Legs - ULG-05/A FCS - KV-1T2/Otkryt Generator - KV-3D3/Prochnyi Booster - BT-21 Shinatsu Recon - URD-36/ER No Paint cause... still thinking about that, too.
  8. So I normally like to stick with long range ACs and Quads have always been my favorite throughout the series. This AC is one I use basically all the time, with slight variations on weaponry depending on the situation. I think I am mostly happy with my weaponry and armor choices, but I am still a bit confused on the best internals. Any advice is appreciated. So you can see what I'm working with I'll list the Assembly: Head: Beowulf HD103 (mostly for camera performance) Core: Surt CR114 Arms: KT-4S2-2/Svir 2 (obv for firing stability) Legs: Ortigara LG664 (originally used Viso LG664-2 but swapped for mobility) Is there anything better I could be using? Here is the rest: FCS: FCS-07/Lr Uzume (for lock on range) Generator: UGN70/Ho Vital (It has really high EN recovery, I like that) Booster: UBT-25/H (Is a high acceleration booster the right choice on this build?) Also, what is the benefit of using a sub computer? I have been using Autoguns for when I'm kneeling and a missile unit for when I am not equipped with a weapon that engages ready-stance. Any recommendations for sub computers? My usual weaponry consists of seidenbaums, lotus BR, minisawa, and the Ithaca SC.
  9. I'm currently trying to build a all purpose mech that can deal damage and take it to while being able to adapt to any situation. Here's what I'm running so far. Dual Usg-23/H Gatling guns. A Pueraria HSM202 High-speed missile No ult weapon KT-2G3/IIya head Zeus CR210 core KT-1s5/Volga 2 arms The Cinto LG104-2 legs The FCS-07/Lr Uzume fire control system The UGN-70/Ho Vital Generator The KT-5r2/Burya And the D/STK-16 recon unit I just started yesterday even though I preordered and got the heavy assault pack But I think I did good with what I have still I don't have the defense to compliment the firepower i have any suggestions people? I really do want the ideal mech
  10. This mech is my standard mech of choice for serious play. It has great firepower, speed, and decent defenses in KE and CE. It's role in combat is that of a mid-range fighter. It is agile and fast enough to keep advancing mechs off you, as well as keep up with speedy little mechs trying to get behind you. While it can maintain its agility for a decent amount of time, it does need to back off from combat every so often to regenerate its energy. Head: Beowulf HD103 Core: UCR-10/A Arms: Seine AM106 Legs: KT-2N2/Wutain FCS: UFC-11 Glance Generator: Sonne GNE530 Booster: KT-5R2/Burya Recon Unit: URD-36/ER R Arm: KO-2H6/Strekoza L Arm: KO-2H6/Strekoza Shoulder: UFR-23 Asanol (Flash Rocket) R Bay: USG-23/H L Bay: USG-23/H Booster: 171 High Boost: 346 KE: 1514 CE: 1902 TE: 306 While the weapon choice is cliche, its a cliche that works. One or the other will chew through certain enemies, and knowing what to use on who is vital. Flash rockets, despite how "broken" they are, get the job done in terms of battlefield control. Weaknesses of the mech would have to be its low turning speed and low TE resistance, but normally you should be able to keep out of the range of plasma machine guns rather easily and while you bob and weave pulse and laser guns should have a hard time tracking you.
  11. -Weapons- R Arm Unit: USC-26/H Salem(Sniper Cannon) L Arm Unit: Lotus BR429(Battle Rifle) Shoulder Unit: Avena BMD79-2(Bomb Dispenser) R Bay Unit: UPG-27/E(Plasma Gun) L Bay Unit: Seidenbaum SR13(Sniper Rifle) -Frame- Head: Beowulf HD103(CE-Type) Core: UCR-10/A(KE-Type) Arms: Elbe AM28-(CE-Type) Legs: Zoncolan LG663(Tetrapod) -Internals- FCS: Predire FCS190(Long-Range Type) Generator: KV-3D3/Prochnyi(Balanced-type) Booster: KT-5R2/Burya(High-Power Type) Recon Unit: STK-16/ER(Sticky Type) It's a Defensively minded quad with fast ground speeds to move quickly away from highly populated area's and snipe from a distance. The only question I have is what to put behind Salem as I want something Close range with stopping power. I thought about a shotgun but realize that I have to many KE weapons so maybe a pulse gun or HEAT Howitzer might do.
  12. Christbearer V1.0 Frame Head: UHD – 13 Galahad Core: D/CR210 Arms: IsarAM285 Legs: ULG – 20 Shasta Internals FCS: UFC – 10 Generator: HerzGNE500 Booster: UBT – 25/H Recon Unit: N/A Weapons R Arm Unit: KO – 3T5/Mahaon -> Specialized for Power L Arm Unit: ULB – 13/Utica -> Specialized for Power Shoulder Unit: N/A Ultimate Weapon: N/A R Bay Unit: FO – 3K2 -> Specialized for Power L Bay Unit: USG – 23/H -> Specialized for Power Stats (Without Blade) Total Weight: 4,867 AP: 33,309 Stability: 1,009 KE: 1734 CE: 1190 TE: 458 EN Recovery: 2,888 Turn Perf. 810 Recoil Resistance: 677 Analysis This is an adaptation of my Christbearer from ACFA due to the new metagame in AC5. This AC is designed for close-range assault with a Gatling gun, shotgun, and pulse rifle, the blade is more for missions and you might want to ditch it in the beginning of a round. This AC is able to take a few hits and dish back more pain to the enemy. It can also maneuver around a little for flanking etc. Just don’t be in the line of fire of any TE weapon or you will regret it. Also don’t spam the pulse gun all day or your EN will run out really quickly. I tried the AC out on some free matches (4v4 and battle royale) and fares pretty well. So this is my first design of what I hope to be a decent AC, any suggestions are welcome.
  13. The design that helped a casual player beat the game! Leveled Head - Hi Mbl Sniper Heavy Rev Joint Assembly R Arm Unit - KO-3K2 L Arm Unit - KO-3K2 Shoulder Unit - CIWS-8/A Ultimate Weapon - None R Bay Unit - KO-5K3/Zlatko L Bay Unit - KO-5K3/Zlatko Head - KT-2G3/Ilya Core - Jotun CR113-2 Arms - KT-1S4/Ilkut 2 Legs - KT-2N2/Wutain FCS - KV-1T2/Otkryt Generator - Sonne GNE530 Booster - Tempete BT49 Recon Unit - URD-36/ER Paint All Frames - Color Set, Preset Color 2, Column 2, Row 3; Pattern - Column 2, Row 1 All Units - Color Set, Preset Color 2, Column 4, Row 1 Head - Glow, Preset Palette, Column 1, Row 3 L Arm - Color Set, Team Color; Pattern - Column 1, Row 1 This is my Chinese Flag emblem design so I wanted it to look it with the paint. Very utilitarian. The design, not so much. I made as heavy an emphasis on TE defense as I could on those legs. When that proved too heavy I lightened it up and had this. Admittedly, with my skill level, I still sucked but at least I managed to give Exusia the revenge it deserved! Kill ME dozens of times will you... Append - Ha! Beat you 403! Like a boss!
  14. OK. This is probably (not just probably) a stupid design. But it works surprisingly well for Order Missions vs. ACs, so I'm curious what others think of it. Keep in mind, after getting my copy of the game back only a few days ago (loaned to a friend) and having only played offline beforehand, I'm only at a team level of 30 so far, so I don't have everything unlocked yet (including some things I'd like on this build). So, without further ado... Here's my AC (WTF did I do?) Firstly, the actual body: Legs: Heavy RJ. Cantabrica Core: KE Defense. Ostara Arms: TE Defense. UAM-23/I Head: TE Defense. Vassily Gen: High Output. Robust Boost: High Accel. UBT-25/H Recon: Tracking. URD-36/ER FCS: Wide-Angle. Otkryt And weapons: R Arm: Podenka BR (WILL replace with Lotus when I can) L Arm: Milford Sentry Turret (I never paid attention before. Is there a better missile turret later? If so, I'll replace this with that one) R Bay: N/A L Bay: Geneva Gat (WILL replace if I find one that looks cooler) Shoulder: Mathura CE SRM A major focus on this design has been that I want to look at it and think it looks cool. I have a couple of heads with better performance stats, but to me, they don't fit the design. Also, the arm choice is almost entirely due to those arms being literally the only dual-shoulder arms available outside of Junk parts right now - and with the combination of Mathura missiles and Otkryt FCS, that gives me 12 missiles at a time from my AC, as well as 4 each from up to 2 Milford missile turrets. Up to 20 missiles in the air at once, coming from 3 directions? I'll take it! Feel free to tell me EXACTLY how screwed I am online (not that I don't already know). I just thought I'd share the hysterical glee for people who want to see lots of smoke trails and explosions chasing an enemy. It's surprisingly fun to watch the stream of missiles exploding in an enemy AC's path as they skillfully evade. Even if that is followed up by me being obliterated because almost every one of them missed. At least I have a BR/Gat to chip away a little health before going down.
  15. thatamos

    Heimdall

    http://img88.imageshack.us/img88/6825/photo10cm.jpg External Head: Siegfriend HD33 Core: UCR-10/A Arms: UAM-23 Animas Legs: KT-2N2/Wutain Internal FCS: UFC-11 Glance Gen: KV-3D3/Prochnyi BSTR: KT-2R3/Dafeng Weapons 1 (All Purpose) R Arm: Lampourde RF23 L Arm: Lampourde RF23 Shoulder: UMM-21 Dimapur Bay: Zinnia SG54 Weapons 2 (LW Spec) R Arm: Lampourde RF23 L Arm: Lampourde RF23 Shoulder: USM-14 Mathura Bay R: Zinnia SG54 Recon: URD3-36/ER Weapons 3 (Tank Buster) R Arm: Lampourde RF23 L Arm: KO-2H6/ Strekoza Shoulder: Arroz OPC100 Bay R: Zinnia SG54 Bay L: Zinnia SG54 CQC Setup FCS: KV-1T2/Otkryt Shoulder: USC-1 Dhanbad R Arm: USG-23/H L Arm: UBR-05/R Bay R: Zinnia SG54 Bay L: UHG-22/ A Provo Recon: URD3-36/ER This is the best RJ compilation I could come up with that compliments my personal play style, which focuses on mobility and power with a dash of sneaky. It can take a decent amount of damage straight on, but once you've got the hang of Wutain's shitty turning, this AC can be a truly powerful machine. Note -- CQC Setup is designed to compensate for Wutain's low turning rate. The super-charged FCS combo coupled with recon drones for exceptional sneakiness leaves me often not using my gat and only using my BR / shotgun combo. That being said, all builds are viable solutions that are entirely dependent on context. You just have to gauge how much firepower you want vs. how sneaky you'd like to be. My personal favorite is CQC, only because I can maneuver this AC well enough to engage in successful hit & run tactics, while taking a significant amount of damage if engaged in a firefight. It's also my personal belief that CQC capitalizes on the AC's potential thus far. It's biggest weakness is TE damage. Unless you can recognize TE damage and immediately bolt from combat and reassess what's going on, TE will be your #1 killer. Another issue is balancing defenses vs energy drain. The chestpiece can be swapped out for less energy intensive pieces, but the differences are marginal. I have no qualms staying at %30 energy or less-- swapping in and out of scan will keep you floating. http://www.youtube.com/watch?v=i0LbZg1Hov4
  16. Odium

    Dementia

    Head: HD-21 Sealeye Core: Surt CR114 (was UCR-10/I. Switched to make it less drainy) Arms: KT-4S3-2/Narva 2 Legs: ULG-21 FCS: KV-2T3/Znatok Generator: KV-3D3/Prochnyl Booster: UBT-25/H Recon: URD-36/ER RArm: Oxeye HG25 LArm: KO-3K2 Shoulder: UFR-23 Asansol RBay: KO-2H6/Strekoza LBay: LR-81 Karasawa Hey, so I built this AC with a focus on speed and mobility to get in close to other ACs, move around them, then keep them stunlocked by alternating between the Oxeye and the 3K2. Strekoza is there to hit hard against CE weak enemies along with the Shotgun to help damage and keep them stunned, and against TE weak foes, I stagger enemies with the Oxeye right before I let loose with a SAWA shot. Been debating adding an energy amp to the shoulder to help increase the SAWA's power, as it doesn't seem like quite enough to bring down an enemy on it's own, but the flash rockets do help in keeping them from getting a lock on me, which is useful as I'm lacking a bit in defense. I find I do sometimes run out of EN in the middle of an assault while using the Strekoza or Karasawa, but I suppose I should just learn to switch to and from scan mode a little better to keep that from happening. Booster/Gen combo is the best I've come up with so far, but any comments and help on this guy would be much appreciated! Thanks!
  17. Sorry for the grainy photo quality. This camera I have is a bit suckish. And I apologize if I get the part names wrong. My TV sucks too. Head: UHD-Arthur Core: UCR-10-A Arms: Seine AM006 Legs: LLG-21 FCS: UFC-11 Glance Generator: KV-303 Prochnyi Booster: BT-21 Shinatsu Recon: STK-16/EI Hetsu R ARM: KO-5K3/Lycaenid L ARM: ULB-13/H Shoulder: Habas HSM301 R Bay: UPG-27/E L Bay: Lowenzahn GT-21 http://i139.photobucket.com/albums/q287/Pendragon9/ExcaliberMK3.jpg My very first completed AC in this installment. He's a general jack of all trades mech, as I try to prepare for every situation with him. Excaliber is pretty good at mid-range and delivers heavy KE damage with two gatling gun weapons. He also delivers a strong ram attack and a blade for striking enemies that are too ornery to sit still for a ram. The Plasma gun attachment is to cover enemies who are susceptible to TE, and this allows me to use Excaliber's high generator output to good use, getting into close range and firing it. As he's a midweight, he should be able to avoid decent amounts of fire as he lays down suppressing KE and TE damage weapons for allies. Not to mention his high velocity missiles which supplement the attack and can do major unseen damage while the enemy is held off guard by my main weapons. Defense wise, he can hold himself against KE weapons rather well. Sadly, he suffers in the TE and CE department. And although he has a decent turning speed, he suffers under stagger damage. This design is still in progress, but it's a complete model so far, and thus it's open to criticism. I welcome any and all suggestions.
  18. Nomrah

    Viohelt

    AC: Viohelt Hi Mbl, High Def, Heavy Reverse Joint Head: KT-2G5/Dobrynya Core: UCR-10/A Arms: KT-4S2/Svir Legs: KT-2N3/Putuo FCS:KV-1T2/Otkryt Gen: KV-3D3/Prochnyi Booster: KT-2R3/Defeng Recon: URD-36/ER Right Arm: Calendula RF11 (Power) Left Arm: UBR-05/R (Power) Shoulder: UMM-21 Dimapur Right Bay: Aulnee LR230 (Accuracy) L Bay: KO-3K2 (Power) AP: 35,903 Defense: KE: 1509 CE: 2817 TE: 516 My first design that I feel is close to being finalized. Eventually fell into the role of dual rifles and middle missiles, I wanted something mid range that could commit quick pick assaults and then back off. I work to keep the height advantage with the RJ legs when I launch my attacks. The design is overweight, but that is solved by dropping the least required weapon after scanning the opposition, most of the time its either the Aulnee or the Battle Rifle that gets dropped. The middle missiles are crucial, I launch them from above for great missile attack angles while I unload fire from above. I've had very much success using this design in pvp scenarios, I have never had the chance to test it in a real team Conquest. Battle Royals are no problem (I won 4 five player Battle Royals in a row this morning), 1v1's are mostly successful but depends on what kind of AC i'm up against.
  19. Zeipher

    Evil

    Defense Spec Heavy Bipedal Frame: Head: HD-21 Sealeye Core: KT-106/Dazhbog Arms: KT-1S/Amur Legs: KT-3N2/Barguzin Internals: FCS: UFC-11 Glance Generator: UGN-70/Ho Vital Booster: Orkan BT200 Recon: STK-16 Okitsu Weapons: RARM: LR-81M KRSW power2 LARM: UBR-05/R rapid2 Shoulder: Anthemis AS18 RBAY: FACE EG13-2 rapid2 LBAY: USG-11/H power1 Anyways this AC is based on the Chief's AC from the story line. I'm using it as a cqc - mid combat AC. Right now i'm just worried about the Frame and Internal parts. The Weapons shouldn't matter as much right now, since i'm always switching my weapons. General this AC is a weapon specialists (specifically looking at the weapons) at mid - cqc. The energy is pretty drainy as well...
  20. Hoping this might fit my bill a little easier. GOing for a high mobility long range fighter that can pop in and out of cover Head- UHD-22 Lancelot Core- UCR-10/I Arms- KT-452-2/Svir 2 LEgs- ULG-21 FCS Seher FCS199 Generator FORTE-GNE450 Booster- UBT-25 Gale Sniper- USR-12/V Laser RIfle Lapsare LR220 CE Missle USM-14 Mathura
  21. Alright, Im running a hi def med range biped atm. I enjoy the playstyle, but I seem to be getting my ass handed to me. I had noticed I was really low on everything but KE def, so I made a change...but any other help would be useful...this is what I got so far Head -UHD-22 Lancelot Core- UCR-10/I KE Def. Arms- KT-1S Amur Legs-Cinto LG104-2 Biped M FCS -UFC Glance -quick Lock- Generator-UGN-70/Ho Vital Booster- Tempete BT-49 Low consumption KO 2H4/Podenka Battle RIfle ULR 22/R Laser Rifle UCS 22 Mysore Auto-attack
  22. I have not gotten accustomed enough to use fully oddball designs. So I will be going with something a bit more.....conventional. AC Objective: A: While at Mid - Range: close in for close range tactics or finish off weakened opposition. A2: once close land Flash rocket, rape with Plasma and Shotgun B: Look to land a Flash Rocket B2: Rush that shit down. Head: TE Type: KT-2G5 Dobrynya Core: KE Type: Jokun Arms: TE Type: UAM 23/I Legs: CE Type: Putuo FCS: Quick Type: Glance Gen: Hi Out Type: Ho Vital Bstr: Hi Accel Type: UBT- 25/H Recon: Sticky Type: El Hetsu R Arm: Rifle: Lampourde (Tuning towards Power 1) L Arm: Battle Rifle: Lotus (Tuning towards Rapid Fire 2) Shoulder: Flash Rocket: UFR - 23/R R Bay: Shotgun: Zinnia (Tuning towards Rapid Fire 2) L Bay: Plasma: UPG -27/E (Tuning towards Power 2)
  23. Zaarock

    Inhert

    Mobility Spec Close Range Light Bipedal HEAD UHD-13 Galahad CORE KT-304/Xiezhi ARMS EMS AM28-2S LEGS ULG-10/L FCS FS-09 Yasakani GENERATOR KV-3D3/Prochnyi BOOSTER BT-21 Shinatsu RECON UNIT URD-36/ER (450 range tracking) R ARM UNIT KO-3K/Noctuidae (shotgun/power) L ARM UNIT KO-3T5/Mahaon (pulse gun/power) SHOULDER UNIT Arroz OPC100 (optical chaff) This is for dueling, I guess it might work in team games but the ammo capacity is bad, so would need extra magazine. Recon unit is great for the team though. I started designing this with an EN amplifier for the pulse gun at first and went with it for a long while, but it's not worth the weight on a lightweight. Without it I could put some of the best armor you can put on a lightweight bipedal (this is for CQC after all) and worry less about energy consumption while fighting. Mahaon is used because it has the longest shot range and by far the least spread. Galahad head is to save on EN consumption and because of slow lock-on the Noctuidae works better than the double-barrel shotguns I think. KE defence is pretty low but without the CE core I can't find a way to have decent CE defense either. I think close range mechs are pretty vulnerable to battle rifle fire, so I put it there. TE defense is very low but most thermal weapons are easier to dodge than others. Would love to hear any suggestions, this one still doesn't seem to work very effectively for me. Even though shotguns and pulse guns are apparently overpowered in 1.01 I'm having a hard time making this build work against most people using HW reverse joints with USGs and Strekozas even with the TE damage.
  24. GHOST

    BLU-D1ABLO

    HI Mbil Cls Rng Light Bipedal Head: UHD-13 Galiahad Core: Wodan CR110 Arms: Wuesent AM29s Legs: ULG-10L FCS: UFC-10 Generator: UGN-70/Ho Vital Booster: Tempete BT49 Recon unit: none R Arm Unit: Gatling Gun the one with 400 ammo L Arm Unit: Heat Pile Driver the one with 2 ammo, strongest damage Shoulder Unit: Optical Chaft Ultimate: none R Bay Unit: pistol with the highest impact force L Bay Unit: physical blade I've been trying to put this ac together but I don't know wasup I'm trying to makem fast, hard to hit, but hits hard, and can circle around to one hit kill I specialize the pistol in rapid fire, hopefuly that'll make it viable so I can get some stun to dive and and punch and sword the gattling gun is to weaken my opponent until i can confirm a hit this ac is for duels only any advice? or inputs?
  25. Pulse Cannon Treader. Pretty fun at least until the patch hits at that point this probably won't be nearly as effective. For now they're pretty funny though especially with how low most people's TE defense is. Head: KE-Galahad Core: KE-UCR-10A or Surt Arms: KE-Saone Legs: Treads-Elbrus FCS: Quick Lock-UFC-10 Generator: Capacity-Sonne Recon Unit: Tracking- URD-36/ER Right Arm: Pulse Cannon-UPC-37/H-Power Left Arm: Pulse CAnnon-UPC-37/H-Power Shoulder: Energy Amplifier-Izanami RBAY: Pulse Gun-Mahaon LBAY: Pulse Gun-Mahaon
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