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  1. Mechadon

    Opal

    Opal Frame Head: Heracles HD226 Core: UCR-10/A Arms: UAM-23/l Legs: ULG-30/L Internals FCS: KU-2T2 Generator: UGN-70/Ho Vital Booster: Orkan BT200 Recon: STK-16 Okitsu Armaments R-Arm: Berufkraut SG54 L-Arm: Distel GT22 Shoulder: KO-8C4/Shkiper UW: -/- R-Bay: Oxeye HG25 L-Bay: Bluet PG12 Color Scheme All Frame/All Unit --------Main: 87/129/143 --------Sub1: 207/39/59 --------Sub2: 30/30/30 --------Glow: 0/14/51 Head --------Main: 207/39/59 --------Sub1: 87/129/143 --------Sub2: 30/30/30 --------Glow: 41/87/207 Well it's been years since I last posted a design. I haven't seriously made something since...probably Last Raven I guess. I recently finished up the story/order missions and bought most of the parts (I guess there are more I have to unlock from collecting scraps) and this was one design I was messing with while completing missions. I was having a lot of fun messing around with the heavy RL legs jumping off of buildings in missions so I thought I'd try to make a lightweight RJ-centered design. Right now the armament is centered around mid-to-close range combat. I can switch out to Oxeye/Distel if I need some mid-range peppering orBerufkraut/Bluet for some quite satisfying close-range destruction. Did I mention how fun pulse guns are? They're pretty beastly at close range and they work pretty well in unison with shotguns, I've found. I don't know if there's a better combination of shotgun/pulse gun yet as I'm not familar with the part set yet. I'm still experimenting around though. Initially I wanted to fit some AS or Short-range missile on this, but I couldn't without changing the frame or the weapons. I've come to really like rockets in this game though. They still take some skill to use against anything that moves faster than a tank (for me anyways) but they can wreck some havoc at close range if you time the shots right. I tried to build the frame around speed with decent defense. I don't have the numbers off-hand but I think CD/TE defense is hovering around 500-600~ish. The lightweight RJ legs work really well for filling in a distance gap so long as you've got structures to propell yourself forward/backward with. Out in the open they lose some of their effectiveness I think. In such cases I usually resort to jumping a lot to keep the high ground. I'm not sure about the recon units I chose though. For most of the game I've been using the hovering type that follow you around but on a core with a low recon capacity. The UCR-10/A has a pretty decent capacity so I thought I'd give the sticky-type recon units a try. Anyways, there ya go. I have no idea how this thing would fair in an online environment since I haven't had a chance to try it out yet. So any input would definitely be great
  2. High Mobility Close Range Medium Bipedal HEAD: Heracles HD226 CORE: Wodan CR110 ARMS: Ilmenau AM28 LEGS: ULG-10/A Denali FCS: KV-1T2/Otkryt GENERATOR: KV-3D5 BOOSTER: UBT-25/H RECON UNIT: URD-36/EA R ARM UNIT: KO-2H6/Strekoza L ARM UNIT: Lampourde RF23 SHOULDER UNIT: USM-14 Mathura R BAY UNIT: Aulnee LR230 L BAY UNIT: KO-7H3/Svetlyak EDIT IN BOLD NOTE: I switch to Okitsu when I feel like it.
  3. Zackattttack

    BEE

    How di you think my mech is looking it is a mobil mech with ke and ce defense close range Head-UHD-22 Lancelot Core-Jotun CR113-2 Arms-KT-4S2/Svir LEGS-KT-2N3/Putuo FCS-UFC-11 Glance GENERATOR-UGN-70/Ho Vital BOOSTER-UBT-25/H RECON-STK-16 Okitsu R ARM UNIT-USG-23/H L ARM UNIT-USG-23/H SHOULDER-USC-1 Dhanbad R BAY UNIT-KO-2H6/Strekoza L BAY UNIT-KO-2H6/Strekoza any advice to make this better im gnna try and use this for team battles energy is a little iffy but not horrible Also my defense ratings KE-1644 CE-2823 TE-361
  4. Rakka Sakura - Hi Mbl, Hi Def Heavy Rev Joint Assembly R Arm Unit - Oxeye HG25 L Arm Unit - KO-2H6/Strekoza Shoulder Unit - SBC-9 Tsukuyomi Ultimate Weapon - None R Bay Unit - KO-3K2 L Bay Unit - UST-31 Phoenix Head -KT-2G3/Ilya Core - KT-1O5 Arms - Seine AM106 Legs - Cantabrica LG19 FCS - Predire FCS190 Generator - UGN-70/Ho Vital Booster - Tempete BT49 Recon Unit - URD-36/ER Paint All Frames - Color Set, Preset Color 3, 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
  5. http://i84.photobucket.com/albums/k22/Iron-Man-429/photo12.jpg -WEAPONS- R. ARM UNIT - USC-26/H Salem (Sniper Cannon) L. ARM UNIT - USG-23/H (Gatling Gun) SHOULDER UNIT - UFR-23/R (Flash Rocket) ULTIMATE WEAPON UNIT - N/A R. BAY UNIT - KO-2H6/Strekoza (Battle Rifle) L. BAY UNIT - N/A -FRAME- HEAD UNIT - Beowulf HD103 CORE UNIT - Surt CR114 ARMS - KT-4S2-2/Svir 2 LEGS - KT-4n2/Belukha -INTERNAL- FCS - FCS-09 Yasakani GENERATOR - KV-3D3/Prochnyi BOOSTER - BT-21 Shinatshu RECON UNIT - URD-36/ER -ANALYSIS- Its a sniper quad.
  6. Gary

    Blitz

    Blitz Head: UHD-22 Lancelot Core: Jotun CR113-2 Arms: Ems AM28-2S Legs: ULG-09/A FCS: UFC-11 Glance Gen: UGN-70/Ho Vital Boost: BT-21 Shinatsu Rec: URD-36/EA RArm: KO-2H6/Strekoza LArm: URF-15/A Jesup Shoulder: CIWS-8/A R Bay: URF-15/A Jesup L Bay: keep switching out different laser blades.... Alright, so I picked up the game yesterday and made some progress (2nd chapter in the story only and about 50-60 into the order missions). Here's what I've been using so far and i want some suggestions. I'm looking for something I can use at close range, but hold back a bit if needed. I want to be as fast as possible, but not be a LW that's more fragile than glass. The moonlights are really just backup for when my BR runs out (plus I've been a fan of blades since 4A). I'd like to leave the blades, or even just one blade, but I am willing to get rid of them if needed. Any suggestions?
  7. High Mobility Close Range Medium Bipedal Frame HEAD: HD-19 Chromeye CORE: UCR-10/A ARMS: Ems AM28-2S LEGS: Cinto LG104-2 Units/Equipment FCS: UFC-11 Glance GENERATOR: IGN-70/Ho Vital BOOSTER: UBT-25/H RECON UNIT: URD-36/ER R ARM UNIT: UBR-05/R L ARM UNIT: KO-5k4/Zapyatoi SHOULDER UNIT: CIWS-8/A R BAY UNIT: Tansy RF12 L BAY UNIT: Can't make up my mind. Use target gun when ally has giga missile. Would like opinions on the mech. I use it mostly in territory harassment/pvp missions. Criticisms welcome.
  8. Galahad Xiezhi Severn Barguzin FCS199 Prochnyi Shinatsu URD-36/ER UST -31 phoenix USG-23/H (hoping to replace before patch) UCS17/H --- USG-23/H --- Its a heavy weight mech that uses the sentry missles and the auto attack guns to deal decent damage and provide a distraction while I use the gatling guns to light them up from the sides. Your thoughts and constructive opinoins are always welcomed (except on weds).
  9. Cassandra

    Vixen

    Vixen - Mobility Spec Medium Bipedal Assembly R Arm Unit - KO-2H6/Strekoza L Arm Unit - USG-23/H Shoulder Unit - UFR-23/R Ultimate Weapon - None R Bay Unit - KO-3T5/Mahaon L Bay Unit - None Head - UHD-22 Lancelot Core - UCR-10/A Arms - UAM-10/A Legs - ULG-09/A FCS - KV-1T2/Otkryt Generator - KV-3D3/Prochnyi Booster - Tempete BT49 Recon Unit - URD-36/ER Paint All Frames - Color Set, Preset Color 1, Column 4, Row 3 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 Remaining Load - 128 Well, here it is, my current main. I'm more than a little torn on what to take, mostly cause alot of it is pretty ineffectual if I try to load up on weapons. I'd like to try something that's viable in alot of situations. Running with Niji and them showed that... I was cannonfodder so... any ideas? Append - Looks good, going to try it out soon. Extra Append - After seeing some other parts in action I decided to change the weapons up a bit. Thinking of trying out tuned weapons, too.
  10. Rachis

    Dragoon

    Dragoon Chromeye Surt Ilmenau Rainer Glance Ho Vital Shinatsu 36/ER Lampourde / Lampourde URL-17/V Bluet / Svetlyak My NB staple ala ACV. Primarily a mid-range dfa mech, but the damage output allows for hit and run tactics as well. Suffers from CE and TE weaknesses, but the mobility and offensive capabilities of Dragoon can discourage extended offensive engagements by your opponent. I'll see about posting a pic later. [edit] Now with a weapon setup that I really like. Rifles are used against quads, RJ's, and LW's. Howitzer and rockets are mainly tank busters and jousting tools. Bluet will take care of TE weaknesses on its own wherever they may be.
  11. HD-19 Chromeye Jotun CR113-2 Weser AM29 ULG-21 KVT-1T2/Otkryt KV-3D3/Prochnyl Tempete BT49 URD-36/ER R: KO-3K2 - Levete L: KO-2H6/Strekoza - Kane UFR-23 Asansol Bays R: KO-2H6/Strekoza L: Zinnia SG54 MW Hi Mobility Hi Defense just the way i like it. Geared more for duels but ive had huge success on handling 1 on 2's during battle royales might make tweaks cuz my old mains on 4/4a could handle close to infinite OB, used to the speed. If anyone have ideas to extend my high boost let me know when i bring it into duels i unequip/purge my bay weapons, just added extra bay weapons because i ended up running out of ammo in a battle royale and punched a scrub HW to death also if any ideas to heighten my damage output would be great, mostly airborne close to mid range. just running these weapons cuz theyve worked since i equipped them and i dont really wanna sit around trying every single weapon out, just compared stats to what works for my play style. still trying to find a balance for a weapon loadout that works well against all types of defense.
  12. AC: Swordbreaker Currently I'm just messing around in singleplayer, still learning the game. My team level is 42, mostly through order matches, so there are still a number of parts to unlock and collect. That being said, my baby: Head: Perseus Core: Jotun Arms: UAM-23/I Legs: KT-2N3/Putuo FCS: UFC-11 Glance Gen: Sonne Boost: Shinatsu Recon: Okitsu Weapons: Rarm: UBR-05/R Larm: Calendula RF11 Shoulder: UCS-17 This is mostly for missions, so if I were to do matches I think I'd swap the UBR-05/R for the Lotus. I like the higher muzzle velocity/range/other stats. I do however like the higher damage on the Podenka, so I'm not too sure which BR I want to use there. I'm quite pleased with the Calendula's performance. It's good for clearing tanks/choppers/stuff. If I were to fight another human opponent the EOs would probably come off. They seem to be better for MTs and the like. I'm going to be playing around with the different arms. I've heard that firing stability affects firing speed and accuracy. I'd love to get some advice on how to make this better, or what I might want to try with it. Right now I want to build a mid to close range combat AC so that I can practice my piloting. Things I want to try: Use a handgun for stuns, and BR/kicks for damage Experiment more with EN weaponery Get better with the kicks!
  13. I'm trying to put together a unit that specializes in close range combat. I feel as if I have gotten pretty decent at the game, but am not quite sure if my AC is built well enough. Here is my current setup: Head: UHD-13 Galahad Core: Surt CR114 Arms: KT-4S2/Svir Legs: Cinto LG104-2 FCS: D/UFC-10 Generator: Sonne GNE530 Booster: BT-21 Shinatsu Recon Unit: URD-36/EA R Arm: Lotus BR429 L Arm: LB-66 Moonlight Shoulders: CIWS-8/A R Bay: KO-4H4/Mifeng L Bay: Distel GT22 Since I got the game I've been playing almost solely as a mercenary, so I haven't done much with the single player and I'm sure there's much more to unlock as I begin progressing through the game. Any suggestions on a close range AC would be much appreciated.
  14. Head: Beowulf HD103 Core: UCR-25 Arms: KT-4S2-2/Svir 2 Legs: Ortigara LG664 FCS: FCS-07/Lr Uzume Generator: UGN-71/Lw Booster: UBT-25/H Recon Unit: URD-36/ER L Arm Unit: Seidenbaum SR13 R Arm Unit: Seidenbaum SR13 Shoulder Unit: UCS-17/H R Bay Unit: Lotus BR429 L Bay Unit: ULR-22 Olympia For this build, I went with the best camera performance head, highest AP core, best firing stability for the arms, best maneuverability tetrapods, the right booster and generator for my playstyle, longest reach, tracking recon unit, maximum distance/damage sniper rifles, auto-attack gun for alerting me of enemy presence I may have otherwise not noticed, then a Lotus and Olympia for being able to attack on the other two damage tables. No particular reason for my choices with those two. Both have pretty good reach and serve their respective purposes. My primary focus is on my sniper rifles. I switch out when I notice my shots bouncing.
  15. █␢█

    Mio

    Head | Core | Arms | Legs Roland HD41 | UCR-10/A | Wiesent AM29S | UGL-21 FCS | Gen | Booster | Recon UFC-11 Glance | UGN-70/Ho Vital | BT-21 Shinatsu | URD-36 Mentor IV R Arm | L Arm | R Bay | L Bay | Shoulder Oxeye HG25 | LR-81 Karasawa | N/A | USG-23/H | aisy RL58-2 AP 34593 Load 6151/6311 EN Recovery 4678 So yeah. AC revolves around the stun you get from the Oxeye to set up rockets or Sawa shots. Stays in Scan Mode most of the time while everything reloads. Gatling gun is there just because gatling guns are good. Don't have much of an idea of what I'm doing though, but it's done decently well in the one free battle I've played in (mainly because nobody targeted me, werd). I really wanted to fit this weapon load onto light bipeds without the rockets, but stability becomes a huge issue as I've found out. It gets to the point where regular rifles stunned me.
  16. Lygophilia

    Goth

    Head: UHD-13 Gatahad Core: Wodan CR110 Arms: Seine AM106 Legs: ULG-20L FCS: UFC-11 Glance Generator: UGN-70 Ho Vital Booster: UBT - 25 Gale Recon Unit: STK-16 Okitsu Right Arm Unit: Plasma Gun UPG-27E Left Arm Unit: K0-7H3/Svetyak Shoulder Unit: K0-8C5 Right Bay Unit: BD-0 Murakumo Left Bay Unit: K0-4H4/M/Feng Excuse the misspelling, because my TV is a little to small to read the font. I have many other Goth ACs that I would like to share when I'm finished with them. The main color is black, the subs are gray, and the other is purple.
  17. Hello all, New to your forum and trying to get some general advice on the new AC game. I played them as a kid so I figured why not try out the new Gen. I am cruising through missions very very easily, but when I try my hand at ranked matches I get destroyed nearly ever single match. I think I've only won 2 out of 20 or so. So i'm just trying to get some pointers as there doesn't seem to be much info online yet. I can't figure out if I am losing so much because 1) not enough defense of a specific type. 2) not enough offense. or 3) I just kinda suck for now. (highly possible). Anyway, here is my build. The idea was to be heavy defense with gatling guns... Trying to be able to take a lot of fire, w decent mobility while grinding the opponent out with damage over time. Legs; bi-pedal H (kt-3n2/barguzin) Core: Ke-type (surt CR114) Arms: Ce-type (isari AM28s) Head: Ke-type (uhd-13 galahad) FCS: quick lock (UFC-11 Glance) Generator: high output (UNG-70/ho vital) Booster: acceleration (BT-21 Shinatsu) Recon: Sticky (stk-16/ER) L ARM and R ARM both using: Gatling Gun KO-5k4/zapyatoi Shoulder Unit; CIWS type: CIWS-8/a R bay: Physical Blade BD-0 murakumo L bay: Sniper Rifle Seidenbaum SR13 Any thoughts?
  18. Byakko99

    Antares

    Chromeye Surt UAM-10/R Barguzin Glance Prochnyl Shinatsu URD-36/ER Tansy Strekoza Calamus RL23 Giga Cannon In a nutshell the desgin was meant to have a decent amount of def along with some semi-heavy fire power. I also wanted to kinda focus on the overed weapon and from what I have tested the cannon is consistent enough to net me at least 1 kill out of 2 shots. I am just not entirely sure if I have fully optimized my design to cover those areas I spoke of earlier.
  19. Hoppy

    Queen Minx

    -Frame Head GALAHAD Core CR110 Arms AM28S Legs ULG-30/L -Internal FCS OTKRYT Generator KV-3D5 Booster BURYA - OFF and DEF Ordinance Arm Unit R TANSY Arm and Hanger L STREKOZA Shoulder HAORA Note: All Weapons are performance tuned for as much ATK power as possible Paint Head (no pattern) 255, 80, 95 255, 188, 48 0, 255, 58 255, 65, 213 Core, Arms, and Legs (no Pattern) 255, 70, 100 255, 78,128 0, 165, 128 255, 0, 255 Weapons (Rose print) 228, 108, 255 255, 28, 48 255, 38, 168 160, 0 13 This is my staple RJ AC, it's mainly for use in gurella style combat in areas where there's plentiful and tall enough cover and doesn't fare as good in an open area. The CIWS or Kiwis as some call them are for missile sentry users since they often place these close to or in the vary places I should be hiding in to root out a hidden AC, diversion, or to keep them away from an opposing team and in case of turrets. For those who don't know you can have 2 of the same weapon, one in both the same arm and hanger corresponding to the same arm. Love the Rose Camo, it makes some weapons ornate and beautiful and sometimes the AC itself.
  20. Exorcet

    Matrix

    UHD-13 GALAHAD OSTARA CR113 UAM-10/L ULG-10/A Denali UFC-11 GLANCE KV-3D3/Prochnyi UBT-25/H URD-36 Mentor IV R - Lowenzahn GT211 (Power II) L - LR-81M KRSW (Power II) S - ---- Those really big guns that look silly - ---- R Hangar - ---- L Hangar - LR-81 Karasawa (Power I) AP- 29975 KE- 2685 CE- 486 TE- 667 Weight-7124 Turning-655 Net ENO-5063 Load/Cap - 5522/5623 Stability - 1023 KARASAWA's are the main weapons obviously. The frame is whatever fits that lets me run two SAWA's. SAWA M is for general use while heavy SAWA is saved until I find myself an opportunity to use it on. Generally, I won't take it out unless I'm trying to sneak up on someone. With four shots, I want to make sure that I can fully charge it and that I'm going to hit. Going for Power affinity on full SAWA is pretty obvious I think (I chose Power I over Power II because the attack power difference is only a few hundred, but Power I fires faster and drains less), but the affinity for SAWA M is something I'm not completely sure on. I have all affinities except accuracy, but I still need to level them up to compare. I'm most uncertain about boosters, FCS, and the right weapon. The interior parts I'm using right now except gen are there for no particular reason. I'd like the big lock box from the wide angle FCS's, but the smaller quick lock boxes aren't that bad to work with, and I think so far, the quicker lock has made a bigger difference. My biggest focus with boosters has been to keep the drain down when I'm trying to charge up SAWA's. Scan mode provides tons of EN, and the gen has a big cap and output, but I don't want to switch to it too often as it means I can't charge my lasers. Shinatsu would probably win easily if it wasn't for the large base drain. The gattling gun used to a be a rifle with Accuracy II, but I changed it to something lighter and less drainy (the gat). I went with Power II to hopefully make it a little less susceptible to high KE def. I think a Battle Rifle would be ideal, but I don't have the available load cap for that. I could go with ULG-21 legs (I prefer ULG-21 and Rainier to Denali, but Denali works best with the design as is) and maybe fit a BR or something, but I'd have to see. Double handguns are another option I was looking at, but I didn't like the short range.
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